00:00 < Vandal> The point is, aptitudes and stats (even low MP) can be circumvented 00:00 <+doy> Vandal: so? 00:00 < eith> whats the problem? 00:00 <+doy> you still haven't explained why that's bad 00:00 < eith> it should be possible to make anything with anything tbh 00:00 <+doy> the low damage on a hand axe can be circumvented by farming for slaying items 00:00 < Vandal> I didn't say there is a problem 00:01 <+doy> then why are you trying to fix it? 00:01 < eith> what are you trying to fix? =p 00:01 < Vandal> I was responding to a comment dpeg made 00:01 < Vandal> hence I started with dpeg: 00:01 < Vandal> You guys don't have to jump down my throat 00:01 < CIA-81> j-p-e-g * r132901b920bf /crawl-ref/source/rltiles/dc-mon/harpy.png: Clean up harpy tile. 00:01 < CIA-81> j-p-e-g * r60e7de28f121 /crawl-ref/source/rltiles/dc-mon/ (6 files in 2 dirs): Greatly improve tiles for mermaids, sirens and Ilsuiw. 00:01 < eith> we act as filters :o 00:01 < Vandal> I'm sure he appreciates it 00:02 <+doy> Vandal: just because you directed the comment at dpeg doesn't mean that other people can't disagree with it d: 00:02 < Vandal> Well if you'd really like to get involved, here: 00:02 < Vandal> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:halfling 00:02 < Vandal> become more familiar with the context 00:03 <+doy> i am familiar with the context 00:04 < Vandal> good :) 00:04 < Vandal> As far as Ha goes, I was proposing at least 2 very strong racial traits that would need strong counters built into the race as well 00:05 <+kilobyte> counters, like, being a halfling? 00:05 < Vandal> kilo did you see Giantslayer or Hardy? 00:05 < cbus> nice change on fulsome distillation 00:05 < cbus> (larger corpses seem to give better shit) 00:05 < Vandal> They're pretty dang strong 00:05 < Vandal> cbus I think it was always meant to work that way 00:06 < Vandal> they did fix a bug though? 00:06 <+kilobyte> current halflings are 100% like Tolkien ones: both physically and mentally equal to human 10 year old kids 00:06 < cbus> vandal, yeah, but I have never gotten degeneration from ogres and stuff 00:06 <+kilobyte> so it's hard to overimprove them 00:06 < Vandal> :) 00:06 <+kilobyte> (but easy to kill their theme while improving) 00:07 < Vandal> Yeah I wasn't going with the Tolkien theme 00:07 < Vandal> I was going off due's "non-magical" Assassin overhaul 00:07 < Vandal> Trying to make a non-magical stabber / sneak viable 00:07 < Vandal> w/ Blowguns 00:08 -!- Cryp71c [n=Cryp71c@173-162-21-124-Nashville.hfc.comcastbusiness.net] has quit ["Leaving"] 00:09 < eith> i still dont get why you want to cripple the already magic crippled races though 00:09 < Vandal> I don't 00:09 < ogaz> the problem with making a nonmagical stabber viable is that there's no reason why you couldn't pick up some enchantments and get an even better stabber 00:09 < Vandal> eith I never said old races need to get this new penalty, dpeg just mentioned them not having it 00:10 <+doy> "the problem with making a nonmagical ranged attacker viable is that there's no reason why you couldn't pick up some conjurations and be an even better ranged attacker" 00:10 < eith> yea ive read that 00:10 < eith> dpeg: re: reduced magic levels on Ha page, it is a new concept that I think could be used on Mi / Tr and other poor spellcasting races to drive the point home in a way besides just having bad apts. Bad apts can be overcome with farming, -9 spell levels is unavoidable 00:10 < eith> what about this though? 00:11 < Vandal> "could be used" isn't "they should totally have this" 00:11 < eith> its proposing it =p 00:11 < Vandal> or "need" 00:11 < cbus> vandal, after a while you stopped getting useful potions too btw 00:11 <+kilobyte> conjurations are quite redundant with ranged combat, enchantments are awesome, even at mere 2-3 level 00:11 < Vandal> that stinks, cbus :[ I've never really gotten too far with a Tr because frankly I don't like them :o 00:13 <+doy> kilobyte: then that just means that enchantments need to be toned down 00:13 <+doy> which we're planning on doing 00:13 < Vandal> ^ this 00:13 <+kilobyte> I mean, for a low-magic char 00:14 < Vandal> having conjurations and ranged combat be viable allows for races with completely different aptitudes to take part in long distance attacking 00:14 <+kilobyte> if you don't do ranged combat, then conjurations are as good or better (unless you get Spriggan apts, but even then you use sting/what not) 00:15 <+kilobyte> you do conjurations _or_ ranged combat 00:15 < Vandal> right 00:15 < Vandal> I guess I didn't get your point 00:15 < Vandal> "No reason not to use enchanting as a stabber" ? 00:16 <+doy> kilobyte: i'm not sure what point you're trying to make? 00:17 < Vandal> I think he means that because there is such a low investment of XP required to make Enchantments useful, there is no real reason to have an entirely non-magical stealth / stabber 00:17 <+kilobyte> my point is that -9 spell levels won't stop people from using magic 00:17 < Vandal> oh 00:17 < Vandal> No, it won't 00:17 <+doy> Vandal: yes, and my point is that that means that enchantments is the broken part 00:17 < Vandal> kilo it is more of a racial distinction thing than a heavy penalty 00:18 < Vandal> they also would have bad apts :P 00:18 <+doy> what good is a racial distinction that you never notice? 00:18 < Vandal> This is just a test race, the spell levels penalty could be used when other races get revised at whatever point 00:19 < Vandal> Like, under the 7 level apts table, there won't be a 250 apt any more iirc 00:19 <+doy> also, for what it's worth, i don't like ambusher, precision, or giantslayer 00:19 <+kilobyte> bad apts and - spell levels means you won't have high-level Ha casters 00:19 <+doy> since these are just trying to not use aptitudes for the sole purpose of not using aptitudes 00:19 <+doy> hardy is interesting though 00:19 < Vandal> So if you want Trolls to still have some of the penalties associated with 250 spellcasting 00:19 <+kilobyte> yet for low-level ones, you would have to do something else to stop every monster getting weakened by 8 stings 00:19 < Vandal> You might need to give them this -spell levels 00:21 < Vandal> and yeah, I think giantslayer is more interesting in the "bigger they are, bigger bonus" form than the one listed 00:21 < Vandal> in the main section 00:22 < Vandal> Precision can probably be erased and Giantslayer reworked to apply to all direct physical damage sources 00:22 < Vandal> Ambusher as well could use more work.. I was being lazy there I admit 00:22 < eith> i like hardy and giantslayer 00:23 < eith> but precision is meh, accuracy is not needed, and ambusher is way complex 00:24 < Vandal> there 00:24 < Vandal> Based on feedback that I appreciate and acknowledge (eith!), I've edited the main listing 00:24 <+doy> giantslayer seems like it would need some kind of justification 00:24 <+doy> having "is good at killing large things" as a racial trait doesn't make much sense 00:25 -!- neunon [n=neunon@unaffiliated/neunon] has quit ["Leaving"] 00:25 -!- neunon [n=neunon@unaffiliated/neunon] has joined ##crawl-dev 00:25 -!- mode/##crawl-dev [+v neunon] by ChanServ 00:25 <+doy> and yes, shouldn't be dependent on the weapon used 00:25 <+doy> other than possibly being melee or ranged only 00:25 < Vandal> I already edited it to be more like the last thing I said on the page 00:25 < Vandal> The justification is, these are not Tolkien Hobbits, they know how to fight, and are used to fighting things bigger than they are 00:26 -!- neunon [n=neunon@unaffiliated/neunon] has quit [Client Quit] 00:26 < Vandal> It is a source of pride perhaps even, being able to kill something bigger than themselves 00:26 <+doy> having "they know how to fight" be a racial trait seems bad, personally 00:26 < Ashenzari> jpeg created page Tiles that need adjusted at http://crawl.develz.org/wiki/doku.php?id=dcss:feedback:tiles:tiles_that_need_adjusted 00:26 < Vandal> Well you didn't even let me finish :P 00:26 <+doy> finish then! 00:26 <+doy> (: 00:27 < Vandal> [18:30] It is a source of pride perhaps even, being able to kill something bigger than themselves 00:27 < Vandal> well that was most of where I was goign 00:27 < eith> =p 00:27 < Vandal> they train specifically to fight things bigger than they are 00:27 <+due> hellooo 00:27 < Henzell> due: You have 5 messages. Use !messages to read them. 00:27 < Vandal> hi due 00:27 <+doy> so every member of this halfling race is proud of being able to fight things better than themselves 00:27 <+due> ... five? 00:27 < eith> whoa, 5 00:27 < Vandal> and none are from me! 00:27 <+doy> this seems... questionable 00:27 < eith> oh dpeg sent you loads 00:28 <+due> I looked it up in the dictionary 00:28 <+due> Malarious is the adjective form of malaria. 00:28 < eith> yea, its right 00:28 <+due> Malarial is something slightly different, I think. 00:29 <+due> dpeg: And yes, I was reading the think about blowguns and decided that dropping the shield delay is probably a bad idea. 00:29 <+due> Vandal: No more slings training throwing! 00:29 < Vandal> due! I saw! excellent! 00:29 < Vandal> :DDD 00:30 <+due> Keskitalo: Thanks! I'm happy with the Dowan buff. 00:30 <+due> Did someone manage to fix the fireball thing? 00:30 <+doy> "the fireball thing"? 00:30 <+due> doy: Dowan will fireball himself if you're right next to him. 00:30 <+doy> heh 00:30 <+due> doy: I can't makes heads or tails of the tracer code to fix it myself. 00:31 <+due> Pikel's slaves... whenever Pikel's tagged to leave the level, it could trigger the slave freeing. 00:31 <+due> And possibly individually for whenever one of Pikel's slaves is tagged to leave the level. 00:32 <+due> Another shaft on D:27. How is that possible? 00:32 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 00:36 < AceTetra> doesn't everything with fireball blast itself? 00:36 <+due> greensnark: Whoa, failedd validation 25 times without veto? That's freaky. 00:36 < AceTetra> i keep seeing deep elf mages do it 00:36 <+due> AceTetra: There's a bug with explosion tracers, I think. 00:37 <@dpeg> back 00:37 <+due> wb! 00:38 < Vandal> * Ambusher - needs reworked. One new idea, 150% to 200% damage with ranged attacks when attacking an enemy that hasn't seen you yet. This could actually be made into a normal feature of the game for all races, to promote Stealth + Ranged synergy and builds. 00:39 < Vandal> I'm assuming of course that when you kill something it would make enough noise to wake up stuff in the room with it 00:39 < Vandal> at range 00:39 < eith> sniping would be cool, but would be really hard to balance. would be easy to exploit 00:39 < Vandal> real stabbing would be a lot more quiet than shooting someone in the face with a bow 00:40 <@dpeg> ranged stabbing is very strong, probably overpowered 00:40 < Vandal> well it wouldn't be a stab.. 00:40 <+due> Hm. 00:40 <@dpeg> we had something like this in mind for (only) neeldes 00:40 < cbus> hello mr mass hibernation 00:40 < cbus> :D 00:40 < Vandal> Stabs are like.. +30 dmg +600% and other ridiculously huge modifiers 00:40 <+due> More bugs with the memorisation interface. Do we want to consider 52+ spells even working? 00:41 < cbus> due, btw, would be cool if the interface said what books it was taking the spells from 00:41 < cbus> or sort by book 00:41 <+due> Yeah, I like the interface, but it's not really viable with multiple books. 00:42 -!- neunon [n=neunon@unaffiliated/neunon] has joined ##crawl-dev 00:42 -!- mode/##crawl-dev [+v neunon] by ChanServ 00:42 < Vandal> cbus, I think mass hib would not work very well, because killing something with a bow would make noise vs. stabbing which does not 00:42 < Vandal> and hib is already a penalized sleep state 00:42 <@dpeg> sort by book is not good, imo 00:42 <+due> dpeg: I think we just need to limit it to 52 spells. 00:43 <@dpeg> one good point of the new system is that books don't matter and spells are sorted by success 00:43 <@dpeg> due: yes, fine by me 00:43 <+due> And a message at the end of the list, "You have too many spell books to organise the spells in them. _Please drop some." 00:43 <@dpeg> yes 00:44 <+due> Auto-exclusions need to not set level annotations. 00:44 < cbus> dpeg, I honestly get confused by the memorisation interface and drop every book except the one I want to learn from 00:45 < cbus> (only done it with 2 books since I don't usually carry them around, but still) 00:46 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 00:46 <+doy> cbus: why do you care about the books? 00:47 < cbus> doy, because I know what to search for in each book 00:47 -!- neunon [n=neunon@unaffiliated/neunon] has quit [Remote closed the connection] 00:47 <@dpeg> Napkin: awesome cycling analysis, many thanks! 00:48 <@dpeg> Napkin: I tried to figure it out some time, but always lost. (Never made notes though.) 00:49 <@dpeg> hm, preferences differ, but the new memorisation system is much better for me -- not least because I don't have to remember item letters abynire 00:49 <+doy> yeah, the new memorization interface is a lot better 00:49 < cbus> dpeg, yeah its better, but still confuse old players :D 00:49 <+doy> i don't really like cutting it off at 52 spells though 00:49 <@dpeg> cbus: the old players have to adapt or die :P 00:50 < cbus> doy, sounds like a workaround rather than a fix 00:50 <+doy> yeah 00:50 <@dpeg> doy: we also cut the inventory at 52 letters :) 00:50 < cbus> if you want an extreme 00:50 < cbus> remove spellcasting and the problems disappears 00:50 < cbus> :D 00:50 <+doy> dpeg: but that has actual gameplay effects 00:50 <+doy> this is entirely interface 00:50 <@dpeg> yes, but not really 00:51 <+doy> no, it really is 00:51 <@dpeg> ? 00:51 <+doy> the selection of spells on the memorization screen is entirely an interface issue 00:51 <+doy> unless i'm missing something? 00:52 <@dpeg> doy: yes, but not really _crucial_ ;( 00:52 <@dpeg> erm 00:52 <@dpeg> I am typing in the dark, sorry 00:52 <@dpeg> (: 00:52 <+doy> i suppose(: 00:52 <+doy> but what's wrong with just lettering only the visible spells? 00:52 < cbus> is it really a problem tohugh? :D 00:52 <+doy> and reusing letters for different pages? 00:53 < cbus> weight > spell books 00:53 < cbus> :D 00:53 < cbus> atleast with the new weight stuff 00:53 <@dpeg> doy: players with 600 line consoles! 00:53 <+doy> dpeg: 80x24 is the One True Terminal Size 00:53 <+doy> we don't need to cater to heretics 00:53 <+doy> d: 00:53 < cbus> <3 doy 00:54 < cbus> doy, tiles users are heretics too right? 00:54 < cbus> (since they don't use 80x24) :D 00:54 <+doy> dpeg: but really, we could just put a hard limit of 52 items per page in any case 00:54 <+doy> regardless of terminal height 00:54 <@dpeg> doy: I know. 80x24 for life. 00:55 <@dpeg> doy: of course. I'd suggest to take any solution that is simple. It's really not crucial. 00:55 <+doy> true enough 00:55 < cbus> just display the maximum amount of letters you have and make it possible to scroll 00:55 < cbus> isn't that the easiest? 00:56 <@dpeg> don't know 00:57 <+due> The easiest is to limit it to 52 spells and have a note "You have too many spells to organise! Get rid of some spell books first." 00:58 <@dpeg> probably 00:59 <@dpeg> that is status quo plus an if statement with an additional line to print 00:59 <+doy> due: but so unfriendly! 01:00 <+due> doy: Sure, :) Feel free to do something else if you prefer. 01:00 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Read error: 104 (Connection reset by peer)] 01:00 <+doy> that sounds too much like actual work... i just like arguing 01:00 <+doy> (: 01:01 <@dpeg> boo :) 01:01 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 01:01 < Vandal> Are you guys planning on introducing more noise effects to the game? 01:01 <+due> Matthew was working on noise effects... 01:01 <+due> It was basically a new noise system. I don't think it'll go into 0.6, though. 01:01 < Vandal> I mean like, more actions making noise 01:01 < Vandal> that sort of thing 01:01 < cbus> shaft traps might be a bit too common btw 01:02 < cbus> I hit like 3 of them before reaching lair 5 01:02 <+doy> Vandal: yes, that's part of matthew's noise system 01:02 <@dpeg> cbus: yes, they system is still not working as intended 01:02 <@dpeg> so bad 01:02 < Vandal> I see 01:02 < Vandal> Well that gives me another idea to replace Ambush on Ha with 01:02 <+due> I think that won't hit until 0.7, at least. 01:02 < Vandal> I wasn't expecting anything on the Ha page to happen until .7 :) 01:03 < Vandal> If at all 01:03 <@dpeg> aptitude changes are always okay 01:03 < Vandal> Depends on too many things that aren't in yet 01:03 < Vandal> well yeah 01:03 <+due> I was referring to the noise change for 0.7. 01:03 < Vandal> Those could be changed, but they won't really fill the niche I have envisioned until the Thief god + player traps are in 01:03 <@dpeg> why postpone the noises? 01:04 <+due> dpeg: Because Matthew has obviously been really busy recently? 01:04 <+due> I wasn't saying that it should be postponed, just that it looks like it will be, unless Matthew has the time to do it. 01:04 <@dpeg> well, but aren't parts usable 01:04 <+due> Or someone takes over. 01:04 <@dpeg> for example, all fighting making noise? 01:04 * due nod. 01:04 < eith> i like the idea of that 01:04 < Vandal> Silent Hunter~ racial trait that reduces the noise they make relative to other races on all actions. Not truely silent of course ;> 01:04 < Vandal> As a replacement for Ambusher 01:05 <@dpeg> would make a good mutation 01:05 <+due> Hm. 01:05 <+due> A mutation would be "You are surrounded by a cone of silence". 01:05 < eith> nice :D 01:05 < Vandal> I was also considering just leaving the bizarro-Ha with 2 special traits and forgetting the Ambush one 01:05 <+kilobyte> due: that would suggest a perma-silence effect 01:05 <+due> kilobyte: But cone of silence! <# 01:05 < Vandal> because Hardy and Giant Slayer are pretty dang powerful by themselves 01:06 < Vandal> (well and they'd have 3 anyway with Slow Meta 1 retained) 01:08 <@dpeg> Vandal: also, less is more 01:08 < Vandal> :) those poor humans, nothing special at all about them 01:08 <@dpeg> could happen that Ha becomes viable (i.e. well-defined, not necessarily powerful) with much less changes 01:08 <+due> I think Ha are already viable with shields apt. 01:09 < Vandal> viable but still very Kobold-ish 01:09 < Vandal> my goal was to make them very different from Kobolds 01:10 <+due> But not like Spriggans? :) 01:10 <+due> !apt ko armour 01:10 < Henzell> Ko (SK_ARMOUR)=140 01:10 < Vandal> No, not at all like Spriggans :D 01:10 <+due> !apt ha armour 01:10 < Henzell> Ha (SK_ARMOUR)=150 01:10 <+due> !apt sp armour 01:10 < Henzell> Sp (SK_ARMOUR)=170 01:10 <+due> Hm. 01:10 <+due> What about reducing that to 110 or 120? 01:10 < Vandal> then they're just small elves 01:11 <+due> True. 01:12 < Vandal> I think good EV + good Shields is a strong defense 01:12 <@dpeg> yes 01:12 <+due> !apt sp shields 01:12 < Henzell> Sp (SK_SHIELDS)=180* 01:12 <@dpeg> moreso in 0.6 I hope 01:12 <+due> It is. 01:12 <+due> Bucklers are *great*. 01:12 <@dpeg> need to reply to Samuel 01:12 <+due> I honestly want to do a long blades HaBe with bucklers now. 01:13 < cbus> !apt Ha SK_LONG_BLADES 01:13 < Henzell> Ha (SK_LONG_BLADES)=100 01:13 < cbus> !apt Ha SK_SHIELDS 01:13 < Henzell> Ha (SK_SHIELDS)=130 01:13 < cbus> !apt Ha SK_DODGING 01:13 < Henzell> Ha (SK_DODGING)=70 01:13 <+due> It's 90 now. 01:13 < cbus> !apt Ha SK_ARMOUR 01:13 < Henzell> Ha (SK_ARMOUR)=150 01:13 <+due> For shields. 01:13 < Vandal> cbus they were changed to 90 on CDO 01:13 < cbus> ahh ok 01:13 <+due> ??dowan 01:13 < Henzell> dowan[1/1]: Early deep elf unique caster (with no melee attack). Casts throw frost, throw flame, haste, corona and minor healing. Shows up with his sister, {Duvessa}. Will run away in fear if you kill Duvessa in his line of sight. 01:13 < Vandal> <-- XD 01:13 < cbus> due, SK_DODGING or SK_ARMOUR? 01:13 <+due> cbus: Shields. 01:13 <+doy> yeah, someone needs to update henzell's copy of the source tree 01:13 <+doy> well 01:13 <+doy> maybe 01:14 < Vandal> And due 01:14 < cbus> due, yeah, but will you use heavy armour or dodging? 01:14 <+doy> i guess having henzell look at 0.5.2 source is better 01:14 <+kilobyte> doesn't Henzell do stable? 01:14 < Vandal> buffing their hp to the Sludge Elf level would be worth more than just what players can see 01:14 <+due> !learn edit dowan[1] s/Will.*$/Will find "hidden reserves of power" when Duvessa dies, be hasted, and replace his conjurations with fireball, corona with blink./ 01:14 < Henzell> dowan[1/1]: Early deep elf unique caster (with no melee attack). Casts throw frost, throw flame, haste, corona and minor healing. Shows up with his sister, {Duvessa}. Will find "hidden reserves of power" when Duvessa dies, be hasted, and replace his conjurations with fireball, corona with blink. 01:14 < Vandal> Combined with the shields + EV the *effective* hp boost is more drastic 01:14 <+due> dpeg: Thoughts? 01:14 <+due> What's your "hardy" racial mutation? 01:15 < Vandal> Fireball is instant death 01:15 < Vandal> You can run from a Berserker 01:15 <+due> It might be a bit much, but we'll see. 01:15 <@dpeg> due: more Ha changes? The easy ones, sure. 01:15 <@dpeg> The big ones I'd wait with. 01:15 <+due> dpeg: Well, specifically HP increase? 01:15 <@dpeg> is probably not controversial 01:16 < Vandal> due: 01:16 < Vandal> Hardy - Resistance to Sickness, Stat Loss, Mutations, and Glow fades 33% faster. The new Halfling is a very hardy creature, not easily diseased, or altered by magical or natural means. 01:16 <+due> Hm. 01:16 <@dpeg> the important bit species-wise is DS 01:16 <+due> Vandal: Let's leave that for 0.7. I'll do the HP today, though. 01:16 < Vandal> word 01:16 <@dpeg> what about renaming Ha to Gn? 01:16 <@dpeg> getting rid of the Tolkien baggage 01:16 < Vandal> :D 01:16 < Vandal> Sweet 01:16 <+doy> dpeg: would screw up stats! 01:16 <+doy> (: 01:16 <+due> Well. 01:16 <+due> I like the idea. 01:17 <+due> Or "hauflin". 01:17 < Vandal> I love my Gnome from World of Warcraft XD 01:17 <+doy> Sludge Gnome or something, maybe 01:17 <+doy> (: 01:17 < Vandal> eww 01:17 <+due> Sludge Gnome! <3 01:17 < Vandal> no more Sludges! 01:17 <+due> Deep Gnome? 01:17 <@dpeg> no healing, sure 01:17 <+doy> too many deeps already 01:17 < Vandal> They're not deep.. 01:17 <+due> Haha, no. 01:17 < Vandal> They're hunters 01:17 < cbus> dpeg, Gn <3 01:17 <+due> Forest Gnome? 01:17 <@dpeg> but that's for later 01:17 < cbus> due, garden gnome? 01:17 <@dpeg> Garden Gnome 01:17 < Vandal> hahaha 01:17 <+doy> hehe 01:17 < cbus> :D 01:17 <@dpeg> I am German, I can say that :) 01:17 <+due> HAHAHA. 01:17 < cbus> Garden Gnome of DEATH 01:18 < cbus> nice necro title 01:18 <@dpeg> <3 01:18 <+due> I don't think we can use Gnome, though. 01:18 <@dpeg> Farming Garden Gnome of Death 01:18 <@dpeg> due: why? 01:18 <+due> dpeg: Because it'll be too confusing to people who've played 0.4.5 and will expect them to be the same. 01:18 < syllogism> ... 01:18 < cbus> due, and has that stopped the devteam from any former changes? 01:18 <@dpeg> nah, think forwards not backwards 01:18 < syllogism> who played gnomes anyway? :P 01:18 < cbus> syllogism, I did a GnHe :D 01:19 < cbus> they were pimp 01:19 < cbus> !hs * -char=GnHe 01:19 <+due> We haven't exactly deleted a race for a major version and then renamed another race to the old one before. 01:19 < Henzell> 83. 78291 the Talismancer (L27 GnHe), worshipper of Nemelex Xobeh, escaped with the Orb and 8 runes on 2008-12-15, with 3092258 points after 154925 turns and 10:21:48. 01:19 < cbus> !hs * -char=GnHe -2 01:19 < Henzell> 82. Butch the Farming Skullbreaker (L27 GnHe), worshipper of Okawaru, escaped with the Orb and 17 runes on 2008-01-20, with 2963568 points after 247996 turns and 64:53:27. 01:19 < cbus> !hs * -char=GnHe -3 01:19 < Henzell> 81. cbus the Spry (L27 GnHe), worshipper of Elyvilon, escaped with the Orb and 3 runes on 2007-10-27, with 1230096 points after 119452 turns and 13:02:11. 01:19 <+doy> i don't like reusing gnomes 01:19 <+due> Goblin? 01:19 <@dpeg> don't be silly 01:19 <+due> :D 01:19 < cbus> dpeg, any plans on a giant race? :D 01:19 <@dpeg> no plans 01:19 <+doy> just import it straight from 4.1 01:19 < cbus> it should be reintroduced :) 01:20 <+due> Ooh, brownies. <# 01:20 <@dpeg> well, I can wait with the Gnome renaming 01:20 * kilobyte wants a cat race. 01:20 < Vandal> Let me think up some things for Ha if you really want them to get a new name :) 01:20 <+due> Vandal: Not for 0.6, again. :) 01:20 <+due> Because we'll never be able to agree. 01:20 < Vandal> right 01:20 <+doy> the halfling rename should probably wait until the major halfling changes anyway 01:20 <+due> Er, agree before the deadline. :) 01:20 <+doy> (: 01:20 < Vandal> I don't think Halfling is really a bad name 01:20 <+due> I'd do it just to shut qvvs up. :) 01:20 < Vandal> They're Hobbits in tolkier primarily 01:21 < Vandal> qvvs? 01:21 <+due> Someone who delights in telling people that "XYZ is from ABC". 01:21 < Vandal> oh 01:21 <+doy> d&d uses 'halfling' 01:21 < cbus> rename halfling to midget 01:21 < cbus> problem solved 01:21 < cbus> :D 01:21 <+due> cbus: Politically incorrect, sorry. :) 01:21 <@dpeg> gnome is older 01:21 < Vandal> d&d also has elves, dwarves, and humans 01:21 < cbus> due, "Height challenged character with hairy feet" 01:21 < cbus> thats halfling 01:22 <@dpeg> not invented 01:22 < Vandal> kobolds, orcs, goblins, and gnolls 01:22 <+due> I like gnome. 01:22 <@dpeg> orcs invented 01:22 < cbus> vandal, s/gnolls/gnome/ 01:22 <+doy> i don't like reusing the name 01:22 <@dpeg> again, silly discussion, sorry for kickstarting it 01:22 <+doy> it will be confusing to older players, and it will screw up the stats on cao 01:22 <+doy> (: 01:22 <+due> dpeg: "orc" is anglo-saxon for monster/demon, I think. 01:22 <+due> But anyway. 01:22 * due nips discussion in bud. 01:22 < Vandal> due that is cool to know :o 01:22 <+due> Why is it that names are *always* contentious topics? 01:23 <+doy> hehe 01:23 <@dpeg> comment on http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:ac or http://crawl.develz.org/wiki/doku.php?id=dcss:messagespam 01:23 <@dpeg> due: because everyone can have an opinion 01:23 <+due> Sure. :) 01:23 <@dpeg> no insight required 01:23 <+due> And we all delight in expressing opinion. 01:23 <+due> Also, if I have time tonight, I am going to code Grinder tonight. <3 01:24 <@dpeg> Grinder? 01:24 <+due> Imp torturer. 01:24 < Vandal> a new unique? 01:24 < Vandal> awesome DX 01:24 < Vandal> XD 01:24 <@dpeg> due: I know I owe you to the Botono, and I will deliver. But: troves? 01:24 <+due> Oh, yes. 01:24 * due puts troves back on the list... before Grinder. :( 01:24 <@dpeg> sorry 01:24 <+due> No, it's okay 01:24 < cbus> Miner 01:24 <@dpeg> but troves are important 01:24 <+due> Yes 01:25 <@dpeg> Binder, Blinder and Grinder meet in a dungeon. 01:25 <@dpeg> reading r.g.r.nethack (yes I suck) I just realised that part of NH's problem is that all the limits can be reached: max luck, max this, max that. 01:26 <@dpeg> bad design 01:26 <@dpeg> limits should be out of reach 01:26 < cbus> out of bound exception 01:26 <+kilobyte> lower limits for the hp :p 01:26 < cbus> dpeg, the game would be alot harder by just getting rid of alchemy :) 01:27 <@dpeg> kilobyte: :P 01:27 <@dpeg> cbus: I always thought the same, but alchemy and polypiling are minor offenders 01:27 <+due> dpeg: Though, in that same regard: MP cap? 01:27 <+due> ;) 01:27 <+due> (Sorry, that was nasty.) 01:27 <@dpeg> well, the difference is that NH has no MP cap 01:27 <+kilobyte> the worst thing that ever happened to Nethack was definitely writing Elbereth. That beats most other issues. 01:28 < cbus> kilobyte, when was it added? 01:28 <+due> Elbereth is bad because of how necessary it is. 01:28 < cbus> is it a new addition? 01:28 <@dpeg> kilobyte: yes, a criminally stupid idea 01:28 < cbus> Elbereth is to nethack what iddqd is to doom 01:28 < cbus> :D 01:28 <+due> If people can't survive the early game and you have to add writing Elebereth in to fix it--you've... not fixed it. 01:28 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 01:28 <@dpeg> added to gain a bit of odd (it was well hidden early on, so pure spoiler knowledge) flavour, thereby transforming and breaking the whole game; forcing the players to rape the interface from turn 1 onwards 01:29 <@dpeg> and the last active dev was not aware of that 01:29 <+due> There are no active devs, right? 01:29 <@dpeg> Pat 01:29 <+due> Oh, really? 01:29 <+due> I thought it was a dead project. 01:29 <@dpeg> active == cares about something 01:29 <@dpeg> due: sure is 01:29 <@dpeg> but it has a spokesperson 01:29 < cbus> dpeg, so no more releases? :) 01:30 <@dpeg> I bet no. 01:30 <@dpeg> Would be willing to bet money on this one. 01:32 < Vandal> would it be possible for Gretell to indicate if a monster is a ranged attack, or comes with armor or a melee weapon normally? 01:33 < Vandal> Like, yesterday I noobed it up by looking up Stone Giants and saying "wow those actually kill people?", not knowing they usually killed people via giant boulders 01:33 <@dpeg> hehe 01:33 < eith> haha 01:33 <+doy> what? 01:33 <@dpeg> you will soon learn to love them, because they are your primary source of new boulders 01:33 <+doy> stone giants usually kill people in melee, i'm pretty sure 01:33 <+doy> !lg * killer=stone giant s=kaux 01:33 < Henzell> 432 games for * (killer=stone giant): 276x , 156x Hit by a large rock thrown by a stone giant 01:34 <+doy> yeah 01:34 < Vandal> oh? well they'd do a completely stupid huge amount more dmg thorwing a boulder than by hitting someone in melee 01:34 < Vandal> maybe people die after closing the gap to avoid a boulder to the face 01:34 < eith> its the same surely 01:34 < syllogism> it's not the same at all 01:34 <@dpeg> doy: well, many of those 276 may have been softened up by boulders :) 01:34 < ogaz> stone giants are more dangerous in melee ime 01:34 <+doy> 45 is a serious amount of damage 01:34 < Vandal> no.. eith monsters get insanity bonuses to ranged attacks 01:34 < Vandal> based on hd 01:34 < Vandal> and those have a lot of hd 01:35 < eith> oh yea, i remember orc warlords now 01:35 < syllogism> 95% of the time they'll probably do more in melee 01:35 <+doy> what syllogism said has been my experience 01:35 <@dpeg> hm, fun question: would it make sense to replace monster HD by an (equally assigned) monster XL? 01:35 < Vandal> huh. 01:35 < eith> thats why i was saying its the same =p cause it feels the same =p 01:35 < ogaz> dpeg: aren't they the same thing? 01:35 <+doy> dpeg: just renaming it, you mean? 01:35 <+due> Stone giants and cyclopses are... terrifying. 01:35 < Vandal> well that makes me feel better 01:36 <@dpeg> is it just that 01:36 <+doy> dpeg: effectively 01:36 < Vandal> because I was worried they could do more than 45 dmg with the boulders 01:36 <@dpeg> ah, thought I came up with somethign new :) 01:36 < Vandal> like a lot more 01:36 <+doy> dpeg: it's a d&d-ism 01:36 <+due> dpeg: It would make sense. 01:36 <@dpeg> urgs 01:36 < syllogism> well you never see references to HD ingame 01:36 <+doy> players get xl, monsters get hd 01:36 < syllogism> do you? 01:36 <@dpeg> syllogism: I know 01:36 < ogaz> !lg * killer=stone giant kaux=~large rock max=dam x=dam 01:36 <+doy> i think it's because xl means a lot more - skill points, etc 01:36 < Henzell> 156. [dam=48] Blazeraid the Impaler (L14 MfCr), worshipper of Okawaru, hit from afar by a stone giant (large rock) on D:15 on 2009-05-30, with 57683 points after 40804 turns and 7:13:12. 01:36 <+due> syllogism: likewise you never see a reference to "Satiated" in game. 01:36 < Vandal> ah 01:37 <+doy> hd is just "how many times do you roll the hit point die to assign their maxhp?" 01:37 <+due> syllogism: but someone removed my "Satiated" comment from Cheibriados' description because it clashes with a fucking bad redefinition of the word in code. 01:37 * due grubmles. 01:37 < Vandal> hey while you're mentioned Chei 01:37 < Vandal> "Slouch" .. seriously? 01:37 <+kilobyte> doy: and, spell power, lots of combat stuff, resistance to may things, and so on 01:37 < Vandal> Your ultimate attack is bad posture? 01:37 <+due> Yeah. 01:37 <+due> I like it 'cos of Slouching Towards Bedlam... but. 01:38 < Vandal> what? 01:38 <+due> (And our crawl team was Crawling Towards Bedlam. <3) 01:38 < Vandal> ... I don't get the reference! 01:38 <+due> Vandal: It's the title of a really good interactive fiction, but it's also a reference to a poem. 01:38 <+due> Vandal: http://en.wikipedia.org/wiki/Slouching_Towards_Bedlam 01:38 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has joined ##crawl-dev 01:38 < syllogism> couldn't get a stone giant do more than 4d14, it's typically 2dXX 01:39 <+due> dpeg: That needs to go on the agenda, though. Fixing up Chei's power names, titles, and messages. 01:39 <+due> Because... they suck. 01:40 <+doy> 4d14 is 56 max, but weighted a lot more towards the middle 01:40 <+doy> vs 1d45 01:40 < syllogism> doy: yes but that was really rare 01:40 <+doy> right, that too 01:41 <@dpeg> I staged two rounds of Cheibriados renaming stuff but got stuck both times. 01:41 <+due> Feh. 01:41 < Vandal> "Time Bomb" makes more sense and fits the theme 01:41 < Vandal> ;) 01:41 <+due> dpeg: Email me. I'm sure we can hash some good names out and implement them without dispute. :) 01:41 <@dpeg> Bomb the Speedy? 01:42 < Vandal> All the other abilities start with "Time" 01:42 <@dpeg> due: there were some good ideas and I collected them in an old mail 01:42 < Vandal> Which you might want to change too 01:42 <+due> Oh, good. 01:42 <+due> I'll search my inbox. 01:42 <@dpeg> cannot be arsed to dig it up 01:42 <@dpeg> ??gdr 01:42 < Henzell> I don't have a page labeled gdr in my learndb. 01:42 <@dpeg> ??gda 01:42 < Henzell> gold dragon armour[1/2]: 13 ac -9 ev +fire +cold +pois 110 aum. The best heavy armour around. Don't forget to butcher those golden dragon corpses *without* praying. One is guaranteed on Tiamat. Remember, wearing/removing one is uninterruptible and takes forever! 01:43 < Vandal> due that looks like an interesting game / story 01:43 <+due> Vandal: It's Emily Short, and it's interactive fiction. :) 01:43 <@dpeg> what is the armour with best base AC in trunk? 01:43 <+due> Interactive Fiction is basically pretentiousness embodied. But in a cool way. 01:43 <+doy> ??crystal plate mail 01:43 < Henzell> crystal plate mail[1/2]: 14AC, -8EV, 120 aum. The most massive heavy armour. Resists corrosion. It can be generated on D:1 very rarely. Of course, you will splat every time this happens. 01:43 <+due> dpeg: Storm Dragon Armour, no? 01:43 <@dpeg> thanks 01:43 <@dpeg> due: no no 01:43 <+due> Oh. 01:43 <@dpeg> SDA is middle 01:43 <+due> Armour, not dragon armour. 01:43 <+due> ??storm dragon armour 01:43 < Henzell> storm dragon armour[1/1]: A magical armour made from the scales of a lightning-breathing dragon. It is heavier than most dragon scale armours, but gives its wearer great resistance to electrical discharges. (heavy armour; AC 10, EV -5, insulation, 60.0 aum.) 01:44 <+due> I think storm should be heavier than gold. 01:44 <@dpeg> heavy middle =) 01:44 <@dpeg> no! 01:44 <+doy> i've seen like maybe 3 suits of crystal plate since i've been playing though 01:44 <+doy> it's crazy rare 01:44 <@dpeg> nerf GDA first 01:44 <+due> GDA is overpowered as-is, though. 01:44 < Vandal> gold is honestly a really heavy material :o 01:44 <@dpeg> due: we have nerfed it 01:44 <+due> dpeg: Nerf by swapping Storm and Gold! 01:44 <+due> It only lost two AC, though. 01:45 <+due> It's like 13->11, I think. 01:45 <+doy> due: two base ac 01:45 <+due> Yeah. 01:45 < syllogism> it's back to 11 finally? :P 01:45 <+doy> which translates to a decent amount 01:46 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 01:46 < TGW> it was at 11 before, syl? 01:46 < Vandal> gold is also an excellent conductor.. :) 01:46 <+due> "syl"? 01:46 < TGW> logism 01:46 < syllogism> brett nerfed all dragon armour in 4.1 01:46 <+due> Oh. 01:46 < TGW> two to three is too much 01:46 < TGW> oh ok 01:46 < TGW> +syllables 01:46 <+due> Brett = nerf hammer embodied in human form, though, no? 01:46 < syllogism> and i think they were kept for the first release of SS 01:46 < Vandal> imo GDA should have weakness to Elec 01:46 < Vandal> :D 01:47 < syllogism> actually I lied, GDA was 10ac 01:47 <+doy> GDA would still be quite good at 10ac 01:47 < Vandal> I use gold plated HDMI connectors.. zappy zap zap, let that juice flow 01:47 <+due> Vandal: Heh, I use a coathanger. 01:48 <+doy> GDA at 10 and SDA at 11 would make sense 01:48 < Vandal> I don't actually watch TV.. it is for my PS3 :o 01:48 <+due> doy: +1. 01:48 < TGW> silver is a better conductor than gold, yeah? 01:48 < Vandal> Is it? 01:48 < eith> dont think so 01:48 <+due> TGW: Don't think so. 01:48 < eith> they would use silver on connectors then instead 01:48 <+due> TGW: Gold is the best conductor. 01:48 < syllogism> oh dragon armour were unnerfed as late as 0.3?? 01:49 <+due> Copper is the best common, cheap conductor. 01:49 <+due> Silver is quite good, but it's a rare metal; gold is the best. 01:49 < Vandal> Electric Eels: bane of all Gold Dragon Armour users 01:49 <+due> Oh. 01:49 <+due> :S 01:49 <+due> TGW is correct, it is silver. 01:49 < TGW> http://en.wikipedia.org/wiki/Electrical_resistivities_of_the_elements_%28data_page%29 01:49 < TGW> suck it 01:49 < TGW> I apologise for that 01:49 < Vandal> Gold is still a very good conductor 01:49 < TGW> hmm 01:49 < Vandal> just sayin' 01:50 < TGW> if silver is quick, then quicksilver should be quicker 01:50 < TGW> give them relec- 01:50 <+due> I like the idea of nerfing GDA by making it rElec-. 01:50 <+due> dpeg? 01:50 < syllogism> elec-, really? 01:50 < TGW> relec- sounds so drastic 01:50 < Vandal> well it makes you immune to so much other junk 01:50 < Vandal> well not immune 01:50 <+due> TGW: Well, it could just remove any electrical resistance you have. 01:50 <+due> "Cancels out insulations." 01:51 < syllogism> so basically you couldn't use it :P 01:51 <+due> It doesn't make you any more susceptible to electricity if you aren't already rElec+. 01:51 <+due> syllogism: Electrical damage needs to be nerfed anyway. 01:53 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 01:54 < Vandal> You can overcome having -Elec on it by having +Elec on something else, right? 01:54 < Vandal> and +Elec only has 1 level 01:54 < Vandal> So you could get 2 +Elec on two different pieces of gear 01:54 < Vandal> and still resist even with a penalty on 1 item 01:54 <+due> Yeah. 01:55 <@dpeg> back 01:55 < Vandal> 3x resists and loads of AC for 1 vulnerability doesn't seem like a bad deal to me 01:55 <@dpeg> syllogism: I didn't even know that 01:55 < ogaz> getting rElec++ is rare 01:55 <@dpeg> Had I know about 4.1's nerf, I'd been more bold about GDA AC reduction. 01:55 <+due> And rElec is unfortunately necessary. 01:56 < syllogism> dpeg: the nerfs were kept until 0.3 or 0.2.x 01:56 < Vandal> then wear Storm Dragon 01:56 < Vandal> When you need that 01:56 < Vandal> Or just not GDA 01:56 <+due> Vandal: Armour swapping is not possible. :) 01:56 < Vandal> Not possible? You can't stop on a level you cleared and change your suit before going into something nasty? 01:57 <+due> Ancient Lich appears! 01:57 <@dpeg> syllogism: but we removed 2 AC from GDA w/o compensation 01:57 < Vandal> People know to get rPois before Snake, this seems like that 01:57 < ogaz> vandal stop trying to theorycraft endgame when you've never been to endgame 01:57 <+due> ogaz: ... 01:57 <+due> ogaz: That's uncalled for. 01:57 <@dpeg> Vandal: really, rElec- is a bad idea 01:58 <@dpeg> OTOH, electrical damage is okay 01:58 <+due> dpeg: I like the idea, but it's not workable with how necessary rElec is. 01:58 < Vandal> Well ok then :) 01:58 <@dpeg> has been duly nerfed in the past 01:58 < syllogism> "Adjust dragon armour properties back towards 4.0 (they were using 4.1.2 props due to an accidental import circa 0.1). I've left hides closer to the 4.1.2 AC." -darshan :P 01:58 < syllogism> 3 years, 6 months ago 01:59 < syllogism> that's not right 01:59 < syllogism> the date that is 01:59 <+due> No, it's not. 01:59 < syllogism> it was june 2007 01:59 <+due> There's the CVS->SVN import, then the SVN->git import, no? 02:02 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit ["."] 02:05 -!- syllogism [i=syllogis@85-131-31-249.bb.dnainternet.fi] has quit [] 02:06 <@dpeg> what is the state of the art for launcher brand generation? 02:07 <+due> It's limited to brands that are available on its ammunition. 02:08 < Vandal> Is there some kind of backstory to Agnes already, or can I have creative license with her description? 02:09 < Vandal> oooh.. I should look at monster speech too 02:10 < Vandal> What file is monster speech in? 02:12 <@dpeg> due: I think much more could be done here. 02:12 <@dpeg> Vandal: the only bit about is to be found in the unique speech 02:12 <@dpeg> dig yourself through the dat/ subfolders 02:13 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 02:14 < Cryp71c> Was interested in - perhaps - getting into the dev of crawl, I don't suppose there is any particular area of the source which has a reasonable place to start? Also is a thorough understanding of the login system crawl sits on top of necessary? 02:14 < Vandal> I could point Cryptic to the wiki topics you showed me, dpeg 02:15 < Vandal> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:interface 02:15 < Vandal> dpeg suggested I try: 02:15 < Vandal> level map - first 2 02:15 < Vandal> name destroyed items 02:15 < Vandal> discoveries 02:15 < Vandal> from that page 02:15 < Vandal> I'm actually working on monster descriptions at the moment though 02:15 < Vandal> So those are all open 02:19 < Vandal> heyo, one more question about monster speech 02:20 < Vandal> If there is no entry for Agnes under "monspeak.txt" does that mean she doesn't have unique speech? 02:23 < Vandal> I'm finding other uniques in there 02:23 < Cryp71c> Vandal: since you're not getting a response, speaking from a programmer's point of view, that would likely be the logical inference; a lack of a speech file indicates a lack of unique speech 02:24 < Vandal> I just don't want to assume 02:24 < Vandal> :) 02:24 < Cryp71c> But yeah, my conclusion is no better than an assumption 02:24 < Cryp71c> obviously 02:24 < Vandal> This begs a new question 02:24 < Vandal> Should all uniques get unique speech? 02:24 < Vandal> I could start noting ones that don't have any lines 02:25 < Vandal> heck, I could write it myself 02:25 <+due> Agnes has monster speech. 02:25 < Vandal> Which file is she in? 02:25 <+due> monspeak.txt:1092 02:25 <+due> Most of the uniques are fully fleshed out except those that use mercenary speech. 02:26 < Vandal> oh jeeze.. I mispelled her name XD 02:26 <+due> And Agens is pretty fleshed out :) 02:26 <+due> You did. 02:26 <+due> *Agnes. 02:26 < Vandal> I think I searched for Anges 02:26 < Cryp71c> due: I have extensive experience with svn, but not git, nor have I worked on a public, open source multi-user collaboration of any sort. 02:26 < Cryp71c> Should I be using the 'Main Git' or the 'Local Git' (as denoted on the crawl.develz.org website) 02:26 <+due> Git is <3. 02:27 <+due> ??git 02:27 < Henzell> git[1/1]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 02:27 <+due> Cryp71c: You should be using --^. 02:27 <+due> Which I believe is 'Main Git'. 02:27 <+due> Napkin has a mirror of the repository on CDO. 02:27 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has quit ["Lost terminal"] 02:28 < Vandal> I see :) Agnes is a vain and greedy bitch 02:28 < Vandal> This helps 02:28 < Cryp71c> due: if you have a moment, what's the difference between git clone and git checkout? (aside from the manpages indicating that clone inherently does a checkout of the 'active branch') 02:29 < Cryp71c> I recognize this is not #git 02:29 <+due> Cryp71c: Syntax. :) 02:29 <+doy> no 02:29 <+due> Cryp71c: checkout is absolutely not what you think it is. :) 02:29 <+doy> checkout is for switching branches 02:29 <+due> Yes. 02:29 -!- MarvinPA [n=marvin@80-41-157-11.dynamic.dsl.as9105.com] has joined ##crawl-dev 02:29 <+due> And restoring individual files back to the branch HEAD, which is an annoying overlap with reset. 02:29 <+due> It took me ages to get used to the different syntax. 02:29 <+doy> well, that part does make more sense as part of checkout 02:30 <+doy> once you understand what exactly checkout and reset do 02:30 <+doy> (: 02:30 <+due> Yeah :) 02:30 < Cryp71c> I see. so clone is git's equivilent to svn checkout, and git checkout is a feature not supported (or implemented) in svn, then? 02:30 <+doy> Cryp71c: checkout is similar to svn switch 02:30 <+due> Kinda, yeah. 02:30 <+doy> sort of 02:30 < Cryp71c> and by equivilent, of course, I mean in a very lose sense. 02:30 <+due> I've never used svn switch before. 02:30 < Cryp71c> Nor have I... 02:30 <+doy> due: it's like checkout! 02:30 <+doy> (: 02:30 <+due> ... 02:30 <+due> You can actually do that in svn? 02:30 <+doy> git checkout i mean 02:30 <+due> Hm, I didn't realise. 02:30 <+doy> in a limited sense, but yeah 02:30 <+due> Yeah, I followed. 02:31 < Vandal> btw due 02:31 <+due> Cryp71c: 'git checkout' is basically used for creating and switching between branches. 02:31 < Vandal> Will there be any issues with me editing the monsters.txt descriptions file in Wordpad? 02:31 < Vandal> Like hidden characters and crap? 02:31 <+due> Yes. 02:31 <+due> Evil line endings. 02:31 <+due> How does wordpad deal with Unix line endings? 02:31 < Vandal> I don't know.. the file looks organized though 02:31 <@dpeg> Vandal: sorry, was busy with the wiki 02:32 < Vandal> no prob dpeg 02:32 <@dpeg> Vandal: Agnes get *some* speech 02:32 < Vandal> most of it was taken care of 02:32 <+due> I like Agnes' speech! 02:32 < Vandal> Yeah she has character 02:32 <+due> She will always be a snake in my head, though. 02:32 < Vandal> I have enough to go on 02:32 <+due> Curled up into a @! 02:32 <@dpeg> Cryp71c: there is a very good how-to for git & dcss, read that 02:32 < Vandal> due should I use Eclipse then or something? 02:33 <+due> Ew, no. 02:33 <+due> Install gvim or something. 02:33 <+kilobyte> well, if you want an unique for the Shoals with loads of speech, try Popeye 02:33 <+due> Polyphemus? 02:33 * kilobyte passes due some spinach. 02:33 < Vandal> due I am afraid of vi 02:33 <@dpeg> Cryp71c: if you want to code, any topics of interest? 02:33 <@dpeg> Vandal: then use emacs or kile or anything 02:34 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 60 (Operation timed out)] 02:34 <@dpeg> why doesn't Henzell announce http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:rc ? 02:35 < Vandal> I don't think any of the pages I created today were announced 02:35 <@dpeg> ah 02:35 <+due> It would be Ashenzari, too. 02:35 < Cryp71c> lol, the source file structure is different than what I expected. 02:35 <@dpeg> yes 02:35 <@dpeg> Cryp71c: it is an *old* *amateur* project 02:36 <+doy> dpeg: it's something of a bug... if you edit the page before Ashenzari announces it, it won't be announced 02:36 <@dpeg> not too bad 02:36 < Vandal> oh 02:36 <@dpeg> who is coding Ashenzari, btw? 02:36 <+due> doy :) 02:36 <+doy> me-ish 02:36 <@dpeg> doy: oh! 02:36 <@dpeg> those damn nicks, I always get confused by the real names 02:36 <+doy> haven't messed with it in a while 02:36 <+doy> (: 02:36 <@dpeg> doy: will we have a div god for 0.6? 02:36 < Cryp71c> dpeg: do you guys build crawl locally to test your code, or do you just code really carefully? 02:37 <@dpeg> doy: Matt, right? 02:37 <+doy> dpeg: jesse 02:37 <@dpeg> Cryp71c: testing, of course 02:37 <@dpeg> so who is Matt then? 02:37 < Cryp71c> dpeg: lol I figured so :) 02:37 <+doy> dpeg: the only one i can think of off the top of my head is Matthew_Cline 02:37 -!- MarvinPA-2 [n=marvin@cpc1-oxfd15-0-0-cust71.oxfd.cable.ntl.com] has joined ##crawl-dev 02:37 <@dpeg> no no 02:37 <@dpeg> Matt Ince 02:38 <+doy> no idea 02:39 <@dpeg> doy: but the div god got stuff, didn't it? 02:39 <+due> Oh, Matt is coding Ashenzari the god. 02:39 <@dpeg> or are there *two* teams working on it??? 02:39 <+doy> i'm not the div god guy 02:39 <+doy> (: 02:39 <+due> doy is the bot guy :) 02:39 <@dpeg> ah! 02:39 <+due> Sorry, that was unclear. 02:39 <+doy> someone just suggested this name, and it was better than 'crawl-dev' 02:39 <@dpeg> Ashenzari is overloaded :) 02:40 <+doy> so i changed it 02:40 <+doy> (: 02:40 <+doy> oh, i see 02:40 <+doy> heh 02:40 <+doy> yeah 02:40 <+due> We should call it Cheibriados, as it takes time to post updates. ;) 02:40 < Vandal> heh 02:40 <@dpeg> so I need to ask Matt -- there is Ashenzari code, and he had really good ideas 02:42 < Cryp71c> dpeg: for specific things such as a particular mutation, how do you test that? I debugging mode hidden within crawl? 02:42 < Cryp71c> s/I/A 02:43 <+doy> yes 02:43 < Cryp71c> Hrm, I see. 02:43 <+doy> 'make wizard' builds it with wizard mode enabled 02:44 < Cryp71c> Sorry for the obvious questions, I could spend a few hours figuring them out on my own, but my free time is limited to say the least, and I'd like to contribute than spend a week getting up to speed. 02:44 < Cryp71c> s/like/rather 02:44 <+doy> and then the & key has a bunch of commands 02:44 <@dpeg> Cryp71c: make HURRY=y wizard 02:44 < Vandal> you can also "make debug" 02:44 <@dpeg> then wait a while, start and press &? 02:44 < Vandal> it has a lot more info but possibly more than you needed 02:45 <+due> Debug is better. 02:45 <+doy> debug is annoying 02:45 <+doy> (but necessary for some things) 02:46 <+due> I prefer to build debug all the time, or otherwise you have to wait to build a debug build when you need it :) 02:46 <+doy> true enough 02:46 <+doy> (: 02:48 < Cryp71c> hrm, apparently I'm missing some stuff, had to get some lua stuff from the git repo as well 02:49 <+due> Did you do submodule init? 02:49 <+due> git submodulate update --init? 02:50 < Cryp71c> yep, did that, 'make wizard' goin right now. 02:50 <+due> Wohoo. 02:50 <+due> Do you have a multi-core system? 02:53 < Vandal> what does the submodule init do? 02:53 -!- MarvinPA [n=marvin@80-41-157-11.dynamic.dsl.as9105.com] has quit [Read error: 110 (Connection timed out)] 02:53 -!- MarvinPA-2 is now known as MarvinPA 02:53 <+due> Fetches the Lua/sqlite/etc repositories. 02:54 < Vandal> ... :) 03:05 < Vandal> oh man oh man 03:05 < Vandal> I completely forgot until right now 03:05 < Vandal> There is a really great Windows code editor called Notepad++ 03:06 < Vandal> I looked at all of the ones you guys named, the GNU one specifically wanted me to do a tutorial before I could start editing ._. 03:09 <+doy> i used metapad once upon a time 03:09 < Twinge> I still use metapad 03:09 <+doy> basically just "notepad, except with all of the features it's missing for no good reason" 03:10 <@dpeg> sleep 03:10 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["zzz"] 03:10 < Twinge> Similar with NoteTab; tabs, sorting, a few other basic things... it has a bunch of advanced features too, but they don't get n the way if you don't care about 'em. 03:12 < Eifel> ihhh notepad!!! ;-) 03:13 < Vandal> "i hate hate hate" ? 03:13 < Cryp71c> due: sorry for late response. Yeah I do 03:13 < Eifel> Notepad is ok for just editing a cfg 03:16 < Eifel> Notepad++ ... is a bit more comfortable. And I think I still got it installed, but since my windows pc is for gaming purposes only... :D 03:17 <+due> Notepad2 is better than Notepad++. 03:17 <+due> In my opinion, but I use gvim on Windows. 03:17 < Vandal> I have strings on this hooded sweater 03:17 < Vandal> to tighten the hood 03:18 <+due> :o! 03:18 < Vandal> my kittens have decided these are in fact THEIR strings 03:18 * due makes a cross with hands. 03:18 <+due> Away, hoodie, away! 03:18 < Vandal> it is a sweater! 03:18 < Vandal> and very comfy and warm 03:24 < Twinge> due: Hoods are good. Kittens are good. I do not understand. 03:24 < Vandal> I love my kittens <3 never a dull moment 03:26 < Eifel> vim for bash scripting <3 03:28 <+due> vim for anything <3 03:28 < Eifel> But as I'm a lazy guy... <3 code assist e.g. within eclipse 03:29 < Eifel> vim rules!! *g* 03:30 < Cryp71c> due: looking through the interface list for something straightforward I can get started with (or at least take a look at to get familiar with everything), any suggestions? 03:30 < Cryp71c> (BRB also) 03:30 < Eifel> But it took me some time to create my own number dependent command within vim 03:31 < Twinge> Anything related to vi for anything ever Cryp71c: Not sure, at the minute, but interface certainly isn't the simplest to to changes for :) 03:32 <+due> Cryp71c: You could try fixing the Fireball self-targetting monster AI issue! 03:33 < Vandal> quick question 03:33 -!- bmh [n=brendan@209-6-234-82.c3-0.sbo-ubr3.sbo.ma.cable.rcn.com] has joined ##crawl-dev 03:33 < Vandal> Do you want sentences in the monster descriptions to have 2 spaces after periods or 1? 03:33 < Vandal> I've heard some mumblings about 1 space being considered "proper" these days 03:33 < bmh> 1 space, for the love of god. We aren't on typewriters... 03:33 <+due> One space. 03:33 < Vandal> ok :) 03:33 <+due> Well, what's the current standard? 03:34 < Vandal> I don't know who would define that 03:34 <+due> One space is better, because that allows curses to do proper wrapping and shit. 03:34 <+due> Two spaces can cause weird shit. 03:34 < bmh> s/\( \)*/ /g 03:35 <+due> bmh: Which would be hilarious, considering we use spaces for indentation :) 03:35 < bmh> due: ha. Good move. Hardtabs suck 03:36 <+due> Also, v. ugly. 03:36 < Cryp71c> due: so...monsters target themselves with fireball? ANy specific circumstances under which this happens? 03:36 <+due> Basically, any. 03:36 < Vandal> ok.. I changed 2 words in the old description sentence of Angels and added a new "combat hint" like dpeg was wanting 03:36 <+due> The tracer code in beam.cc isn't counting the actual caster as a friendly, I think. 03:37 < Vandal> A divine enforcer of The Shining One, it is a towering winged figure of unnatural beauty emitting an aura of brilliant white light. You can tell it is quite agile from its seemingly effortless aeriel maneuvering. 03:37 < Vandal> Is this enough for you, or would you like more than that on most descriptions? 03:37 <+due> Short and to the point is good. 03:37 <+due> However... you seem to have a lot of adjectives. :) 03:37 < Vandal> In the 2nd sentence? 03:38 < Vandal> I didn't write the first one :) 03:38 < bmh> too many words. Why are you dragging the observer into it? 03:38 < Vandal> The 2nd is a hint that it has high evasion 03:39 < Vandal> because this is what you're reading when you examine a monster closely 03:39 < Vandal> A lot of the descriptions are written from the player perspective, or would make sense to be 03:41 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 03:42 < Cryp71c> due: do monsters have a specific function, or does their AI make use of the player_tracer func? 03:43 < Vandal> blorgh 03:43 < Vandal> I can't make this "Aspell" plugin work 03:43 < Vandal> It says to enter the relative path 03:43 < Vandal> D:\Aspell\bin 03:43 < Vandal> nothing 03:46 < Eifel> yeah that's an absolute path 03:47 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 03:47 < Vandal> so.. I need to put Aspell inside of Notepad++ ? 03:47 < Vandal> directories I mean 03:47 < Cryp71c> Vandal: relative paths involve using '..' to go backwards 1 hop in the file tree, eg. Relative to the current file 03:47 < Eifel> You need to enter sonthing like this ../../Aspell/bin. But I'm not sure if you need two dots within win 03:47 < Vandal> oh 03:47 < Cryp71c> Eifel: you do 03:47 < Eifel> Ah ok :D 03:48 < Cryp71c> The only difference is that '/' and './' are the same thing in windows 03:48 < Cryp71c> whereas obv one is root and one is current dir 03:48 < Cryp71c> in unix 03:48 < Eifel> ./ should be used, if you want to execute a file that isn't in your path 03:49 < Eifel> on *nix 03:49 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 03:49 < Vandal> :/ 03:49 <+due> Heya purge! 03:49 < purge> sup due! 03:50 < Cryp71c> Eifel: obv, since you have to explicitly refer to the executable in the CWD 03:50 < purge> anyone know any channels on freenode where you can ask beginning programming/logic questions? 03:50 < Vandal> ..\Aspell\bin doesn't work either.. 03:50 < Cryp71c> purge: #name_of_language is your best bet 03:50 < Cryp71c> purge: #programming or ##programming might also work 03:51 < Eifel> Cryp71c: ups that happens when I read only with one eye open ;-) 03:51 < Eifel> btw which coding language? 03:51 < Cryp71c> due: any idea on my aforementioned question regarding the monster AI and tracer func? 03:51 < purge> game maker scripting :) 03:52 <+due> Cryp71c: Hm, check all the tracer-functions in beam.cc. 03:52 < Cryp71c> purge: I've never used game maker, but chances are it uses some other scripting/programming language, instead of implementing its own. 03:52 <+due> Cryp71c: They don't use player_tracer 03:52 < Cryp71c> due: k, looked for monster_tracer, wasn't there obv. I'll look around 03:52 < Eifel> Ok, never heard of game maker scripting :-O 03:53 < Vandal> The most entertaining thing I have found for my kittens so far: 03:54 < Vandal> I put a small ball with a bell inside it, inside a medium size plastic bag from the grocery store 03:54 < purge> http://en.wikipedia.org/wiki/Game_Maker_Language 03:54 < Vandal> They have spent over an hour trying to get the ball out of the bag now 03:54 < Eifel> Vandal try ../Aspell/bin 03:54 < purge> very high level with lots of built in functions geared towards making games basically 03:54 < bmh> I get paid money to write code and I've never heard of such a thing. 03:55 < Vandal> Eifel it didn't take that either :[ 03:55 < Vandal> Stupid thing.. 03:55 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 03:55 < Vandal> I guess I could always run it through a spellcheck separate from what I edit it in 03:55 < Eifel> But it would be more comfortable, if...... ;-) 03:56 < Cryp71c> due: looks like fire_tracer is what I 03:56 < Vandal> Does Notepad 2 come with a spellcheck built in? :/ 03:56 < Vandal> Or Metapad? 03:56 < Cryp71c> due: I'm looking for* now to simply decipher what its doing and where best to input a fix...once I design a fix, that is. 03:57 -!- N78291 [n=null@130-127-45-6.chouse.resnet.clemson.edu] has quit ["exit"] 04:00 < Cryp71c> Can anyone shine any light on the fireball bug described earlier by due? 04:01 <+doy> Cryp71c: if we could, we'd have fixed it by now 04:01 <+doy> (: 04:01 <+doy> it's a pretty old bug 04:01 < Cryp71c> doy: lol, so due has recommended me to work on a hopelessly old bug? :P 04:02 <+doy> it's not hopelessly old(: 04:02 < Vandal> sounds like a great way to make a name for yourself! 04:02 <+doy> but... have to start somewhere! 04:02 <+doy> beam.cc would be a good place to start reading 04:03 < Cryp71c> doy: I presume, given due's description, a monster will cast fireball on the player even when the player is close enough to the player that the fireball explodes, damaging the monster? 04:03 <+doy> yes 04:03 < Vandal> I don't know if dpeg pm'd you, cryptic, but the issues I pointed out for you are what he hand picked for me to try working on because he'd like them implemented and they're relatively easy 04:03 < Cryp71c> doy: I'm already in beam, and already found fire_tracer, which seems to be the function used for monster ai and tracing stuff. 04:03 <+doy> yes 04:04 < Cryp71c> just trying to discern what each little piece of fire_tracer does, otherwise any 'fix' I write could (and might likely) affect something else. 04:04 < Cryp71c> Especially considering the logic is rather short. 04:04 <+doy> yeah, reading code first is a good thing 04:04 < Cryp71c> doy: any idea where I can find info on the bolt data type / struct? 04:04 < Eifel> A general question: What would you prefer c++, java or ... for developing a ServerClient application ? 04:04 < Cryp71c> Obv its not in beam 04:05 <+doy> Cryp71c: this is where grep, ctags, and things like that come in handy 04:05 <+doy> Eifel: i'm a fan of perl 04:05 <+doy> but the question is pretty vague 04:05 < Cryp71c> doy: bah I do my main dev in aptana, I havn't ever been good with grep and piping in other search stuff 04:06 < Cryp71c> guess I gotta learn... 04:06 <+doy> Cryp71c: i just meant some kind of searching 04:06 <+doy> as in "you have the source in front of you, you can search for the bolt data structure" 04:07 < Vandal> Ok 04:07 < Vandal> I'm pretty sure I really did find a unique monster with no entry in monspeak.txt 04:08 < Vandal> Antaeus? 04:08 < Eifel> doy: the main goal is to wrap the crawl "online" gaming. Implementing a server coding the visual information, and a client which can decide how to display that information (tiles or just chars) 04:08 < Cryp71c> doy: well yeah asking was easier than grepping 40 files 04:08 < Vandal> Did a search on both monsters.txt and monspeak.txt at the same time 04:08 < Vandal> Only monsters.txt has an entry for him 04:08 < Vandal> I even checked the tile to make sure he was unique and I was spelling it right 04:09 <+doy> Cryp71c: really? 04:09 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 04:10 -!- bmh [n=brendan@209-6-234-82.c3-0.sbo-ubr3.sbo.ma.cable.rcn.com] has quit [] 04:11 < Vandal> Is Antaeus the lord of Cocytus? 04:11 <+doy> yes 04:12 < Vandal> Ok this is starting to make more sense, since no other monster in the game has "Cocytus" in their description 04:12 < Vandal> And Cocytus is a Hell? 04:12 < Mu_> jep 04:12 < Vandal> So his demonic flag isn't just for show 04:13 < Vandal> I know Crawl isn't supposed to empasize story, but is there some kind of backstory to the Hells inside the dungeon? 04:14 < Vandal> Or I guess the portals to the Hells inside the dungeon 04:14 < Xiberia> zot wants additional areas where unsuspecting players are likely to die 04:21 < Vandal> Cerebov is the big daddy of Hell lords? I don't see him getting any lines in monspeak.txt either 04:22 <+doy> cerebov is a pan lord 04:23 < Vandal> Oh 04:23 < Vandal> He isn't in shout.txt or monspeak.txt 04:24 < Vandal> Do you remember offhand if he says anything? 04:25 < ogaz> he uses imp speech 04:25 < ogaz> it's underwhelming 04:25 < Vandal> I just spawned him and he isn't saying anything at all 04:26 < Vandal> ah, there he goes 04:26 < Vandal> Beg for mercy, thou grime-gilt dread-bolted strumpet! 04:27 < Vandal> So is it safe to assume Antaeus also has no unique speech? 04:29 < Vandal> He isn't saying anything when I summoned him 04:30 < Vandal> I'll start noting these I guess 04:37 < Vandal> Also, whoever added monsters to my Tiles wiki page, I decided to move that to a Monsters page and start including the other stuff I'm seeing like missing unique speech on important monsters 04:37 < Ashenzari> Vandal created page General Monster Observations at http://crawl.develz.org/wiki/doku.php?id=dcss:feedback:monster:general_monster_observations 04:39 <+due> Vandal: In a debug build, you can use x, mouse over a monster, press s, then t, and type in a number 04:39 <+due> Vandal: and it will "Talk" that many times. 04:39 <+due> v. v. useful 04:39 < Vandal> oh good 04:40 < Vandal> due, I can write some speech for Antaeus and Cerebov, but it would probably be better if someone who has actually fought them did 04:50 < Vandal> http://en.wikipedia.org/wiki/Antaeus 04:50 < Vandal> nice pic 04:53 < Vandal> Skulls for the Poseidon Throne? 04:54 <+sorear> Vandal: Antaeus is classically a unique titan, and originally was classified as a giant in Crawl. Unfortunately, players being players discovered that they could whittle down his HP by abusing the torment abilities of his ice fiend escorts, so he got the demon flag slapped on as a rules patch 04:55 < Cryp71c> Anyone know off hand a creature which is regularly succetible to the fireball bug? 04:55 < Vandal> So 04:56 < Vandal> I could ignore that he is a demon in the description, or I could work it into why he is a lord of hell 04:56 < Vandal> or make it a result of becoming a lord of hell 05:04 <+sorear> maybe he just has acquired torment immunity after chillin' with the fiends for so long 05:04 < Eronarn> there's no reason he can't be both a demon and a giant 05:05 <+sorear> Cryp71c: deep elf sorcerers 05:05 <+sorear> the fireball "bug" is ancient, but it hasn't always been a bug 05:05 < ogaz> I've had fire giants kill themselves with fireballs 05:06 <+sorear> classically in Crawl monsters are supposed to suicide attack 05:06 <+sorear> around 0.4 there was a major overhaul of the tracer code (which I was personally involved in) 05:07 < Cryp71c> sorear: is there an easy location to get a list of all possible BEAMs and a brief description of them? 05:07 <+sorear> we added the friendly fire prevention code for players then, and to avoid fireball accidents we extended the tracer to explosions 05:07 <+sorear> Cryp71c: check_your_resists 05:07 <+sorear> that's a reasonably concise list of all damaging BEAM_ types 05:08 <+sorear> since the BEAM_ enum is also used for elemental damage 05:08 <+sorear> when this went in, monsters stopped fireballing each other and in melee range 05:08 <+sorear> unfortunately, this seriously nerfed fire giants 05:08 <+sorear> and they were getting way too easy 05:09 <+sorear> so we changed it again, and made monsters accept suicide or collateral damage if it meant hurting you 05:09 <+sorear> depending on level checks 05:09 <+sorear> I'm not sure at this point whether Dowan using point blank fireballs is intended behavior 05:10 <+sorear> well, due doesn't intend it, I mean intended by the last person to overhaul beams 05:10 <+sorear> Haran or David 05:13 <+doy> monsters should be okay with fireballing themselves if they're fire resistant 05:13 <+doy> they shouldn't suicide themselves though 05:14 <+doy> so fire giants should be able to fireball from melee range, but deep elf sorcerers shouldn't hellfire from melee range 05:14 <+sorear> well, resistant comes in more than one level 05:14 <+doy> @??fire giant 05:14 < Gretell> fire giant (C) | Speed: 10 | HD: 16 | Health: 48-144 | AC/EV: 8/4 | Damage: 30 | Flags: sense invisible | Res: magic(85), fire++ | Chunks: contaminated | XP: 2052 | Sp: b.fire, fireball. 05:15 <+sorear> fire giants: not quite fireproof 05:15 <+doy> fire++ is probably reasonable 05:15 <+doy> it's close enough anyway 05:15 <+doy> how much is fire+ for monsters? 05:16 <+sorear> 50% 05:16 <+doy> eh, could go either way 05:17 <+doy> fire+ or fire++ 05:18 <+doy> we could also make it dependent on how many other options the monster has, but i think any monster that fireballs you has other options available 05:18 <+doy> so that might not be too helpful 05:18 <+sorear> Cerebov definitely suicides with f.storm in fightclub 05:19 <+sorear> especially if there are other big targets around 05:20 < Cryp71c> Is there an easy way to get certain values out (eg, get the foeRatio and foe_info.count of a beam during mons_should_fire()) ? 05:20 <+doy> @??cerebov 05:20 < Gretell> Cerebov (&) | Speed: 10 | HD: 21 | Health: 650 | AC/EV: 30/8 | Damage: 60 | Flags: demonic, see invisible | Res: magic(168), hellfire+++, poison | XP: 15000 | Sp: fire storm, iron shot, haste, greater demon. 05:20 <+doy> Cryp71c: mprf() is a printf-style function that writes to the message area 05:21 <+doy> sorear: firestorm is what, 65% non-elemental? 05:22 <+doy> maybe cerebov needs lava resistance(: 05:22 <+doy> it would be pretty lame for him to not cast fire storm if you were too close, given the range of the firestorm explosion 05:22 <+doy> but it's also pretty lame that he suicides by doing so 05:23 < ogaz> maybe have him not cast firestorm if it might hit him and he's at <10% hp? 05:24 <+sorear> that's what I'd do, personally 05:24 <+doy> i guess that could work 05:25 <+doy> instead of just a check against resistances, check whether the damage from the spell could do more than 50% of their current hp or something like that 05:26 < Cryp71c> doy: are you guys discussing stuff to change that's separate (but related) to what I'm doing, or more work for me to do since I"ll be in the middle of that code? 05:27 <+doy> Cryp71c: trying to figure out how that code should actually work 05:27 < Cryp71c> hrm, can you not set your char level using the wizard? 05:27 < Vandal> you can 05:27 < Vandal> and your skill levels 05:28 < Vandal> & ? 05:28 < Vandal> Ctrl-L is change experience level 05:28 < Cryp71c> That's what I'm using, except as soon as I go to hit a number, I crash out to shell 05:29 < Vandal> goodness.. 05:29 <+sorear> wizard mode should never crash to shell 05:30 <+sorear> it's OK if it occasionally causes internal errors 05:30 < Cryp71c> sorear: I can't spawn creatures by name either 05:30 <+sorear> but if &x ever replies Segmentation fault (core dumped), BR 05:30 < Cryp71c> as soon as I go to hit a letter 05:30 < Cryp71c> I crash out 05:30 < Vandal> cryptic that is weird.. I'm running a debug version that I compiled earlier today and they work for me 05:30 < Vandal> I got it off git the same way you did 05:30 <+doy> Cryp71c: what happens when you crash out? 05:31 <+sorear> (or "This program has performed an illegal operation and needs to be shut down.", or whatever your OS of choice generates for #GP(0) / #PF) 05:31 < Cryp71c> Writing crash info to morgue/crash-frogger-20100107-233028.txt 05:31 < Cryp71c> Aborted 05:31 <+doy> Cryp71c: could you nopaste the contents of that file somewhere? 05:34 < Cryp71c> doy: christ...vim isn't compiled with x-support...can't copy out of it into browser. 05:34 < Cryp71c> 1 minute 05:35 < Cryp71c> doy: the very first line says 'ASSERT(y <= crawl_view.mlistsz.y) in 'libutil.cc' at line 698 failed' 05:35 < Cryp71c> IDK if thats useful for the immediate moment while I try and get this into another editor 05:37 <+doy> Cryp71c: what terminal size are you using? 05:38 -!- Iainuki_ [n=NoOne@unaffiliated/iainuki] has quit [] 05:38 < Cryp71c> doy: hrm, idk...its full screen, though I'm using dwm...which doesn't treat things as normally as one might hope... 05:38 < Cryp71c> Screw it! I'm doing this on my windows box. 05:39 <+doy> looks like that could potentially happen if your terminal isn't tall enough, but... 05:39 < Cryp71c> doy: well...who knows, dwm might not be reporting terminal size 05:39 <+doy> full screen is bigger than 24 lines, i assume? 05:39 < Cryp71c> BRB 05:39 < Cryp71c> yeah 05:39 <+doy> Cryp71c: dwm should have nothing to do with it 05:40 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has quit ["Lost terminal"] 05:40 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 05:40 < Cryp71c> ??git 05:40 < Henzell> git[1/1]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 05:41 < Cryp71c> alrighty I'm back (obviously) 05:43 < Cryp71c> Vandal, are you on a windows system or unix? 05:43 < Vandal> Vista 05:44 < Cryp71c> Vandal, how did you go about compiling the source code from the git? 05:44 < Vandal> I followed the instructions in the INSTALL.TXT file 05:44 < Cryp71c> ah, ok. :P 05:46 < Vandal> http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=tree;f=crawl-ref;h=d8bdd7d63545d7d09be2448e1c1555aebb34cf25;hb=master 05:46 < Vandal> this one 05:46 < Vandal> took me a minute to find it 05:47 < Vandal> make sure you get the webinstall of msysgit 05:48 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has quit [Read error: 104 (Connection reset by peer)] 05:48 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 05:48 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 05:48 < Vandal> make sure you get the webinstall of msysgit 05:48 < Vandal> I didn't at first and it didn't work right, files were not in the same folders, etc.. 05:48 -!- MarvinPA [n=marvin@cpc1-oxfd15-0-0-cust71.oxfd.cable.ntl.com] has quit [Read error: 104 (Connection reset by peer)] 05:48 -!- MarvinPA [n=marvin@cpc1-oxfd15-0-0-cust71.oxfd.cable.ntl.com] has joined ##crawl-dev 05:49 <+sorear> So now Crawl works better on Windows than Unix?? 05:49 < Cryp71c> sorear, lol no, but it doesn't like my netbook and my hacky configuration of it...apparently. 05:49 < Vandal> sorear: I just cbf to get linux working right now.. maybe when I can spend $15 on a new pci wireless nic 05:50 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit [Client Quit] 05:51 <+sorear> Vandal: that has nothing to do with Crawl, though, that's just idiotic USB wireless vendors (incidentally the PCI ones aren't any better) 05:51 <+greensnark> Can we not discuss Vandal's wireless again? Thanks 05:52 <+sorear> yes, please 05:52 <+doy> but linux sucks! 05:52 <+doy> we have to get that point across 05:52 <+doy> every few hours 05:52 < CIA-81> greensnark * rf792fc9364f8 /crawl-ref/source/dat/shoals.des: Remove floor surrounded by deep water in Ilsuiw's hut. 05:53 < Eifel> yeah! Allways the same ;-) 05:53 <+sorear> Cryp71c: window manager shouldn't change anything here, unless you're running tiles 05:54 < Eifel> tbh C64 rules!!!! 05:54 < Cryp71c> sorear, yeah it had a tiled layout, although it was the only tile operating on that particular screen. 05:54 <+sorear> Cryp71c: I mean, TileCrawl 05:54 <+sorear> if you're running crawl under xterm/equivalent, dwm should have no effect 05:55 < Cryp71c> sorear, aye, uxterm. 05:55 <+sorear> if you're running native X11 crawl under dwm... I'm not suprised it crashes 05:55 <+sorear> (it *shouldn't*, but dwm-like window managers are rare enough that a lot of programs are buggy with them) 05:56 < Cryp71c> yeah, it'll be less of a headache on my work system, which is uses XCFE 05:57 < Cryp71c> BTW with how the git repo is setup for trunk, if I wanted to easily move my code to the server so I could leave work, go home, and update my local copy to the head revision, can I do that without anything special needing to be done? 05:58 <+doy> which server? 05:58 < Cryp71c> doy, anywhere, shouldn't have said 'server' 05:58 < Cryp71c> the git repo 05:59 <+doy> yeah, that is what git is designed for 05:59 <+doy> you don't have commit access to the sourceforge repository, but you can set up your own anywhere you want 05:59 < Cryp71c> Well normally (for Svn) you need an accnt to commit, unless the repo is setup for guest or anon commits 06:00 < Cryp71c> doy, I don't have anywhere to setup a git repo -_- 06:00 <+doy> github.com 06:02 < Cryp71c> and - out of curiosity - what's the procedure to get fixes approved into trunk? 06:03 <+sorear> ask one of us on IRC or crawl-ref-discuss 06:03 <+sorear> we'll review it 06:03 < Cryp71c> oh ok, I didn't know how many people here had commit permissions to the sourceforge or CDO repos 06:03 <+sorear> Cryp71c: see the topic, everyone with commit bits is autovoiced in here 06:04 <+sorear> if there's a + before someone's name, they can commit 06:04 <+sorear> the point of this is to make identifying potential reviewers easy 06:04 <+sorear> (not all of us are sufficiently familiar with a given subsystem to review, of course) 06:04 <+sorear> (and don't ask dpeg to do code review ever) 06:06 < Cryp71c> Vandal, did you do a TILES=y on your build on vista? 06:06 < Cryp71c> lol, why not sorear ? 06:06 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has left ##crawl-dev [] 06:08 <+sorear> dpeg's role is Balance Guru; he does not role with *any* subsystem 06:08 < Cryp71c> ahhhh gotcha 06:08 <+sorear> he's been caught coding, but nobody who has seen dpeg's code wants to see more of it in Crawl 06:09 < Cryp71c> hehe 06:09 < Cryp71c> well hopefully if I ever make it around to providing any useful code, mine won't yield a similar opinion 06:20 < Vandal> cryptic, yes I did 06:20 < Cryp71c> Would there be an outcry of death if I wrote a few notes to myself on the Mantis report of the fireball bug (http://crawl.develz.org/mantis/view.php?id=66) so I can quickly jump back into it when Im at a different system tomorrow? 06:20 < Vandal> I need the tiles for writing descriptions 06:21 < Cryp71c> sorear, tagging you to the above question, wife and I are heading to bed, didn't know if you were looking at the screen at the present moment. 06:23 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has quit ["Leaving"] 06:23 <+sorear> Cryp71c: notes to $FIXER on mantis are important. You nev- 06:23 <+sorear> bah 06:28 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit [Read error: 110 (Connection timed out)] 06:35 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 06:35 < Vandal> this game is pushing pretty hard for me to become a Necromancer 06:36 < Vandal> Found the Book of Necromancy, now the Catalogue of Evil Magic, and I'm only on D6 06:37 < Vandal> Good thing Necromancy is 150 apt on Ha, or those could actually be really useful 06:40 <+sorear> aptitudes are for wimps 06:40 <+greensnark> ##crawl <--- that way 06:40 < Vandal> oh, woops 06:40 <+sorear> I thought this was ##crawl 06:42 < Vandal> lol. suicide fireball Dowan killed me. How did I know that would happen the moment due said he was giving him Fireball 06:43 < Vandal> That is a bad decision and needs to go 06:44 < Vandal> I had 41 hp total, hasted caster with Fireballs at D6 is way too strong 06:44 < CIA-81> greensnark * r2aef97c76417 /crawl-ref/source/terrain.cc: Fix order of trees and open sea in feature names. 06:47 < Vandal> !tell due hasted suicidal caster with Fireballs at D6 is way too strong. I mean really :/ 06:47 < Henzell> Vandal: OK, I'll let due know. 06:47 < Vandal> g'night 06:47 <+sorear> @?? dowan 06:47 < Gretell> Dowan (e) | Speed: 10 | HD: 3 | Health: 25 | AC/EV: 0/13 | Damage: 5 | Flags: spellcaster | Res: magic(24) | Chunks: contaminated | XP: 46 | Sp: throw frost, corona, blink, throw flame, haste other, minor healing. 06:47 < Vandal> he gets haste and fireball after Duvessa dies now 06:48 < Vandal> I don't see why just Haste wasn't enough 06:48 <+sorear> 41 damage fireball from Dowan ought to be impossible 06:48 <+sorear> HD3 fireballs are only 3d10 06:48 < Vandal> I didn't say he can one shot me, I said that is ridiculous 06:48 < Vandal> I'm already hurt from killing Duvessa 06:48 <+sorear> (you know, I should really add spell damage info to @??) 06:49 < Vandal> I don't know which is worse to kill first now :/ 06:49 < Vandal> At least Duvessa stops being dangerous after her Berserk wears off 06:49 <+greensnark> Enslave one, sic it on the other, then run away and wait for the survivor to cool down :P 06:50 < Vandal> Some asshole on D6 throwing Fireballs around is always going to be dangerous 07:27 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 07:29 <+due> Helloo. 07:29 < Henzell> due: You have 1 message. Use !messages to read it. 07:29 <+due> ??fireball 07:29 < Henzell> fireball[1/1]: Cannot be evaded. Makes noise. 07:29 <+due> sorear: What is the spell damage on HD3? 07:29 <+due> I didn't think it was that high. 07:30 <+due> Vandal: Come up with a good replacement spell, then. 07:30 <+due> Or I could remove the haste. 07:32 <+doy> 23:48 <+sorear> HD3 fireballs are only 3d10 07:32 <+due> Ah. 07:32 <+due> Hm. 07:33 <+due> Which is max of 30 damage. 07:33 <+due> !lg Vandal x=dam 07:33 < Henzell> 142. [dam=18] Vandal the Slinger (L8 HaHu), worshipper of Okawaru, blasted by Dowan (fireball) on D:6 on 2010-01-08, with 1070 points after 5090 turns and 0:37:37. 07:33 <+due> I suppose that's a bit much at early levels, but it was suc ha cool idea. :/ 07:33 <+due> Also, you should be able to survive fireballs at XL8. 07:34 < ogaz> due: maybe stone arrow or throw icicle? 07:34 <+due> Hm. 07:34 <+due> I didn't want to use bolt of cold. 07:34 <+due> Throw icicle works. 07:34 <+due> ??bolt of magma 07:34 < Henzell> bolt of magma[1/1]: 35% resistible conjuration, generally considered underpowered. Multi-target, but shorter range than bolt of fire or cold. 07:35 <+due> It's XL5. 07:35 <+due> Sticky flame, maybe? 07:37 < ogaz> sticky flame doesn't seem to fit to me with what's going on; he's grief-stricken, so instead of blasting as hard as he can he's going to make the enemy slowly burn to death? 07:37 <+due> Trrue. 07:37 <+due> Hence why fireball is such a good thematic choice. 07:38 < ogaz> that's actually part of why my mind jumped to stone arrow; he's probably too angry to really aim well. Sadly, it's probably a little too weak 07:38 <+due> We'll give it a go. 07:39 <+due> Alternately, we could keep fireball and nerf his HD. 07:41 < ogaz> that also weakens the rest of his spells, and fireball would basically be smite in that case(don't know if this is a good, bad or irrelevant thing) 07:43 < Mu_> dragon form imo 07:46 < st__> he should also turn invisible, he is a coward after all 07:48 < Napkin> Moin guys 08:01 <+greensnark> Afternoon due 08:01 <+greensnark> Napking! 08:02 < Napkin> greensnarking! :) 08:02 * greensnark is putting in turtles :P 08:03 < Napkin> war-turtles? 08:03 < Napkin> berserking & firebreathing turtles? ;> 08:03 <+greensnark> No, just snapping turtles :/ 08:03 < Napkin> \o/ 08:03 <+greensnark> Alligators too :P 08:04 < Napkin> noooo! 08:04 <+greensnark> Well, crocodiles :P 08:04 <+greensnark> If you don't like alligators, you'll love crocodiles 08:04 <+greensnark> They're totally different 08:04 <+greensnark> :P 08:04 < Napkin> hehe 08:04 < Napkin> wouldn't they fit nicely in swamp? 08:04 <+greensnark> I think I can finally get rid of taurs 08:04 < Napkin> alligators, i mean 08:04 <+greensnark> Yeah, they might be better for the Swamp 08:05 < Napkin> add both? crocodiles for shoals, alligators for swamp 08:05 <+greensnark> dpeg is already going to hang me for turtles :P 08:06 < Napkin> make them useful? 08:06 < Napkin> as in.. players can surf on them :D 08:07 -!- Eronarn [n=ero@ip72-192-30-30.ri.ri.cox.net] has quit [Read error: 104 (Connection reset by peer)] 08:08 -!- Eronarn [n=ero@ip72-192-30-30.ri.ri.cox.net] has joined ##crawl-dev 08:09 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 08:10 <+due> greensnark: Have you seen the whole cartoon controversy thing? I will admit that I laughed. 08:12 <+due> Also, wrong channel. 08:14 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 08:21 <+greensnark> monsters.txt still refers to grey snakes :P 08:22 <+due> Heh. 08:23 <+due> Yeah, I've noticed that the people doing the renames sometimes forget to check the right spots. 08:25 <+greensnark> sea snakes for ssshoals 08:25 <+greensnark> the unholy trinity: snapping turtles, alligator snapping turtles, sea snakes 08:26 <+greensnark> the losers: taurs 08:26 <+due> awesome. 08:27 <+greensnark> Apparently the snapping turtles are freshwater turtles, but the Crawl variety will be different :P 08:28 <+greensnark> Does anything use 't' these days? :P 08:28 <+due> Nope. 08:28 <+due> Minotaurs got merged into H. 08:33 * due out. 08:36 < Napkin> btw, greensnark? 08:36 <+greensnark> Yes? 08:37 < Napkin> Eifeltrampel is writing up a concept and example programs to have a third display in crawl (beside tiles/ascii) to transfer the objects to a client 08:38 < Napkin> How about I'll forward you his emails? Time to have a look at the idea? 08:38 < Napkin> *to you 08:39 <+sorear> basically, he's doing nhext? 08:39 < Napkin> i have no idea what nhext is 08:39 < Napkin> gotta run now, see you later 08:51 < CIA-81> greensnark * r6d0eb3000187 /crawl-ref/source/ (9 files in 2 dirs): Add snapping turtles, alligator snapping turtles and sea snakes to the Shoals, remove yaktaurs, centaurs and stone giants. 08:51 <+sorear> NOOOOO 08:52 <+Zaba_> yay, turtles! 08:55 <+sorear> greensnark: Can we keep the centaurs at greatly reduced weight? They're 100% Greek 08:57 < Twinge> TURTLES! 08:58 < Twinge> The commit should've had a link to this: http://www.youtube.com/watch?v=CMNry4PE93Y 09:00 <+due> TURTLES 09:00 <+due> sorear: I'm fine for single centaurs in shoals. 09:00 <+due> greensnark, sorear, what do you say to single centaurs? We can tweak the band code. 09:08 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has quit [Remote closed the connection] 09:13 <+due> greensnark: Did you have to pick red for the turtles? 09:14 <+due> Why not green? 09:14 <+greensnark> No particular reason 09:15 <+due> Do you mind if we switch to green? 09:15 <+greensnark> Why not 09:15 <+due> red t still = minotaur in my head. :) 09:15 <+due> Done! 09:15 <+greensnark> Cool 09:15 <+greensnark> We want single centaurs? 09:15 <+due> Yes. 09:16 <+due> I'll do it <3 09:16 <+greensnark> Cool! 09:16 <+greensnark> Now I can say the new shoals population is a collaboration with due <3 09:16 <+greensnark> Which will spike dpeg's anti-turtle guns to an extent :P 09:17 <+due> Spiked turtles. 09:18 <+Zaba_> greensnark, I think that monster descriptions should be all on single line. 09:18 <+due> I made them quite rare, too. 09:18 <+Zaba_> well er, not all, but a description shouldn't have line breaks in it 09:18 <+greensnark> Oh, yeah, keep forgetting 09:18 <+greensnark> That code should really rewrap paragraphs :P 09:19 <+Zaba_> why doesn't dpeg like turtles? 09:20 <+due> Polyphemus and the death yaks! 09:20 <+due> wow, 20 is very rare indeed. 09:20 <+due> Two centaurs on Shoals:$. 09:20 <+due> I think that's cool. 09:21 <+greensnark> Could add centaur magi :P 09:21 <+greensnark> Or some other nonbase centaur 09:21 <+due> ... Oh man, that would be awesome. 09:22 <+due> centaur prophet! 09:22 < CIA-81> greensnark * r2bacb2008a26 /crawl-ref/source/mon-util.cc: Allow snapping turtle zombies to retain their reaching bites. 09:22 < CIA-81> greensnark * r8f04c0d401f1 /crawl-ref/source/dat/descript/monsters.txt: Unwrap monster descriptions (Zaba). 09:22 <+greensnark> It does mean snapping turtle simulacra won't get freezing bites though :P 09:22 <+due> greensnark: Does increasing the weight of MI_STONE increase the damage output at all? 09:22 <+due> Er. 09:22 <+greensnark> No wait, they will, just won't get reaching 09:23 <+due> That was supposed to be a general question. 09:23 <+greensnark> I don't think damage is based on wait, unless that has changed 09:23 <+greensnark> I haven't looked at ranged combat code in forever 09:23 <+due> Nessos should be common in Shoals as wlel. 09:23 <+sorear> due: it will have no effect for slinging 09:24 <+greensnark> Dear lord, I wrote "wait" for "weight" 09:24 <+sorear> it *might* have an effect when they're thrown, but that code is going to be thrown out soon so it doesn't matter 09:24 <+due> sorear: Excellent. 09:24 * greensnark is too distracted 09:24 -!- by [n=rob@g225109252.adsl.alicedsl.de] has joined ##crawl-dev 09:24 -!- mode/##crawl-dev [+v by] by ChanServ 09:25 <+due> hey rob! 09:25 <+by> hello 09:25 <+due> Argh, where are the hp modifiers? 09:25 <+sorear> What HP modifiers 09:25 <+due> For races. 09:25 <+sorear> level_change in player.cc 09:25 <+due> Thanks. 09:26 <+due> I was looking in skills with aptitudes. 09:26 <+greensnark> due: Push turtle colour changes? 09:26 <+due> greensnark: Okay 09:26 * greensnark wants to rebuild @?? 09:26 <+due> Let me rebase 09:27 < CIA-81> due * r05f50c3e652c /crawl-ref/source/dat/vaults.des: Tweak a vault (Mu). 09:27 < CIA-81> due * r10cf7d676b89 /crawl-ref/source/mon-stuff.cc: Give Dowan Throw Icicle/Stone Arrow instead. 09:27 < CIA-81> due * r6b1312b42f80 /crawl-ref/source/mon-data.h: Make turtles green! (Greensnark) 09:27 < CIA-81> due * rb49f10b29412 /crawl-ref/source/ (mon-pick.cc mon-place.cc): And let single centaurs spawn in Shoals. (Greensnark, sorear) 09:27 < CIA-81> due * reae626d8980c /crawl-ref/source/itemprop.cc: Increase weight of stones (dpeg). 09:27 <+greensnark> Wow 09:27 <+greensnark> That's a lot :) 09:27 <+due> :) 09:27 < Mu_> ty 09:27 <+due> Yeah, been saving up. 09:27 <+due> Oooh. 09:27 <+due> centaur astrologer! 09:28 <+greensnark> :P 09:28 <+due> Yesss. 09:28 <+Zaba_> heh 09:28 <+due> Let's do that, greensnark? 09:28 * greensnark detests astrologers :P 09:28 <+due> I'm not sure what sort of spells fits in with that, thematically. 09:28 -!- Zaba_ is now known as Zaba 09:28 <+greensnark> Centaur astronomer 09:28 <+due> Okay. 09:28 <+greensnark> With a throw radio telescope spell :P 09:28 <+due> They should be blue. 09:28 <+due> HAHAHA. 09:28 <+due> "Invoke VLA"? 09:29 <+greensnark> "You are hit by the Hubble Space Telescope" 09:29 <+due> "The International Space Station shoots a death ray at you". 09:29 <+greensnark> "Summon Black Hole" 09:29 <+greensnark> "Asteroid Belt" 09:30 <+greensnark> The possibilities are endless! 09:30 <+due> Asteroid is a ncie idea for a psell. 09:30 <+due> But I'm not sure dpeg will like the science aspect. 09:30 <+Zaba> summon blackhole sounds like the most suicidal spell 09:30 <+due> And "centaur star-gazer" is probably better in that regard. 09:30 <+greensnark> Yeah, I'm just being funny :P 09:30 <+greensnark> Or trying to be 09:30 <+greensnark> Centaur asskicker? 09:31 <+greensnark> Centaur Alchemist! 09:31 <+greensnark> Tm type 09:31 <+due> I like prophet. 09:31 <+due> Oh, you have to give them evaporate as a monster spell, then. 09:31 <+sorear> due: classically speaking, star-gazing is purely divinitive, useless in combat 09:31 <+greensnark> What would the prophet do? :) 09:31 <+due> I don't know. 09:31 <+due> sorear: Yeah. 09:31 <+Zaba> there should be merfolk prophets 09:31 <+sorear> greensnark: if you fail an XL save, you get converted a' la Beogh and have to follow it around 09:32 <+due> centaur healer? Could have a quarterstaff and heal himself. 09:32 <+greensnark> Chiron? 09:32 <+due> We've NEssos, though. 09:32 <+sorear> due: no, it should be able to invoke a battle frenzy at will and have all randart gear, with Haste as an emergency spell 09:32 <+sorear> re. CeHe 09:33 <+Zaba> it should have haste as an attack spell. 09:33 <+due> I don't get the reference, I think? 09:33 <+sorear> !lg stabwound char=CeHe ktyp=winning end<2008-01-01 s=god 09:33 < Henzell> 6 games for stabwound (char=CeHe ktyp=winning end<2008-01-01): 5x Okawaru, 1x Elyvilon 09:33 <+due> Oh. 09:33 <+due> Hehehe. 09:34 <+sorear> If you go far enough back, Okawaru had the minor healing invocation which was later moved to Ely 09:34 <+sorear> In addition to everything he has now 09:34 <+due> ... 09:34 <+due> That boggles the mind. 09:34 <+due> I can't believe that Okawaru was ever more broken than he is now. 09:36 <+sorear> If you go REALLY far back, Okawaru was a red & in Pandemonium guarding the firey rune 09:36 <+Zaba> heh. 09:36 <+due> Heh. 09:36 <+Zaba> sounds a little odd 09:37 <+due> 10, 54 09:37 <+due> Zaba: Half the gods wer ethe old Pandemonium lord set. 09:37 <+due> Who decided to make them gods? 09:37 <+Zaba> and who made up the new lords? 09:37 <+Zaba> and why.. 09:37 -!- Twinge- [n=user@97-124-175-115.hlrn.qwest.net] has joined ##crawl-dev 09:37 <+sorear> with his buddies Sif Muna (magical), Nemelex Xobeh (glowing), and Kikubaaqudgha (dark) 09:37 <+due> 10, 46. 09:38 <+due> sorear: Linley, Brent or SS far back? 09:38 <+sorear> Linley. 09:38 <+sorear> This was in 2.x 09:38 <+sorear> To cut it roughly, 09:39 <+sorear> 1.x - Linley 09:39 <+sorear> 2.x - Linley + community 09:39 <+sorear> 3.x - Original DevTeam 09:39 <+sorear> 4.x - Brent 09:40 <+due> And then SS by 0.1? 09:40 <+sorear> yes 09:40 <+due> Awesome. 09:41 <+sorear> SS wasn't always the same people, either, of course 09:41 <+due> Also, does ammo item_def use plus2 for anything? 09:41 <+due> Oh, of course. 09:41 <+sorear> no 09:41 <+sorear> no due before 0.6 :D 09:41 -!- Twinge [n=user@97-124-159-6.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 09:41 <+due> No sorear before 0.! 09:41 <+due> Er. 0.6. 09:41 <+due> Well, I suppose you were involved in other things? 09:41 <+sorear> yes 09:41 <+sorear> I had a LOT of input in 0.4 09:42 <+due> Now you have a lot of code output in 0.6! 09:42 <+sorear> every race with every class - me 09:42 <+due> Yes, that's really good. 09:42 <+sorear> the ally attack prompts, with a suggested implementation 09:43 <+sorear> ... well I thought I had more than two major things 09:43 <+due> Hehehe. 09:45 < Twinge-> Minor things are often more awesome anyway though 09:46 <+due> Agree 09:46 <+due> Hi, Twinge-! 09:47 < Napkin> lol @ collaboration! 09:47 <+doy> @??merfolk aquamancer 09:47 < Gretell> merfolk aquamancer (m) | Speed: 10 | HD: 15 | Health: 45-90 | AC/EV: 0/12 | Damage: 15 | Flags: amphibious, spellcaster | Res: magic(80) | Chunks: contaminated | XP: 1244 | Sp: primal wave, b.cold, throw icicle, blink. 09:47 < Twinge-> Hail. 09:47 -!- Twinge- is now known as Twinge 09:47 <+due> @??snapping turtle 09:47 < Gretell> unknown monster: "snapping turtle" 09:47 <+doy> ^^ these guys should get a steam spell 09:47 <+due> greeeeensnark! 09:47 <+due> doy: Agree. 09:48 <+doy> probably replace bolt of cold with it 09:51 <+doy> mind if i do that now? 09:51 <+doy> before i forget? 09:51 <+doy> (: 09:52 <+greensnark> @??snapping turtle 09:52 < Gretell> snapping turtle (t) | Speed: 9 (act: 80%) | HD: 10 | Health: 30-90 | AC/EV: 16/5 | Damage: 30 | Flags: amphibious, cold-blooded | Res: magic(40) | XP: 152. 09:52 <+Zaba> ASSERT(y <= crawl_view.hudsz.y) in 'libutil.cc' at line 703 failed. 09:52 <+greensnark> doy: Go for it 09:52 <+Zaba> (gdb) print crawl_view.hudsz.y 09:52 <+Zaba> $1 = 12 09:52 <+Zaba> #4 0x0000000000836172 in cgotoxy (x=42, y=81, region=GOTO_STAT) at libutil.cc:703 09:53 < Twinge> Is 16 AC really high? 09:53 < Twinge> @??giant snail 09:53 < Gretell> giant snail (j) | Speed: 4 | HD: 14 | Health: 70-112 | AC/EV: 7/2 | Damage: 18 | Flags: amphibious | Res: magic(56) | Chunks: poisonous | XP: 338. 09:53 < Twinge> @??boulder beetle 09:53 < Gretell> boulder beetle (B) | Speed: 3 | HD: 9 | Health: 27-72 | AC/EV: 20/2 | Damage: 45 | Res: magic(36) | Vul: poison | Chunks: poisonous | XP: 94. 09:53 <+doy> @??curse skull 09:53 < Gretell> curse skull (z) | Speed: 10 | HD: 13 | Health: 66 | AC/EV: 40/3 | Flags: undead, evil, see invisible, lev | Res: magic(immune), hellfire, cold++, elec++, poison | XP: 3758 | Sp: summon undead, torment symbol. 09:53 <+due> Twinge: Fairly. 09:53 < CIA-81> doy * rba666a038dd1 /crawl-ref/source/mon-spll.h: give aquamancers steam ball instead of bolt of cold 09:53 <+greensnark> Of course, now I have to build again :P 09:53 <+doy> (: 09:54 <+greensnark> @??snapping turtle 09:54 < Gretell> snapping turtle (t) | Speed: 9 (act: 80%) | HD: 10 | Health: 30-90 | AC/EV: 16/5 | Damage: 30 | Flags: amphibious, cold-blooded | Res: magic(40) | XP: 152. 09:54 <+greensnark> Er 09:54 <+greensnark> @??merfolk aquamancer 09:54 < Gretell> merfolk aquamancer (m) | Speed: 10 | HD: 15 | Health: 45-90 | AC/EV: 0/12 | Damage: 15 | Flags: amphibious, spellcaster | Res: magic(80) | Chunks: contaminated | XP: 1244 | Sp: primal wave, steam ball, throw icicle, blink. 09:54 <+doy> much better 09:54 <+due> Okay 09:54 <+due> "illusion of " 09:54 <+due> or "'s illusion" 09:55 <+due> Or better yet, "illusory " 09:55 <+doy> xyz's illusion 09:55 <+due> Really? 09:55 <+due> Hm. 09:55 <+doy> "illusory doy" sounds really weird 09:55 <+doy> (: 09:55 <+due> illusion of doy? 09:55 <+due> doy's illusion sounds like it's an illusion doy is responsible. 09:55 <+due> rather than that it is an illusion of doy. 09:55 <+doy> just thinking for parallelism with "doy's ghost" 09:55 <+due> yeah. 09:56 <+doy> but either one's fine 09:56 <+due> I'll go for illusion of. 09:56 <+doy> okay 09:56 <+due> oh, need's to be o's illusion. 09:56 <+due> Otehrwse you get "illusion of o hits you". 09:57 <+by> wouldn't it be "The illusion of f hits you"? 09:57 <+due> No, weird mname issues. 09:57 <+due> I'd have to start playing around with monster name flags and then it starts to get hackish. 09:58 < CIA-81> due * r1e193cb797ba /crawl-ref/source/player.cc: Give Halflings the same HP gains as Sludge Elves (Vandal, dpeg). 09:58 < CIA-81> due * r1f8eaa7055fd /crawl-ref/source/ (describe.cc directn.cc monster.cc): Mara's summoned ghosts are "illusions". 09:59 * due goes. 10:12 < Napkin> heh - soudns like an update is in order? 10:13 <+doy> yes! 10:13 <+doy> turtles! 10:14 <+doy> maybe this weekend i'll do some actual playtesting 10:14 <+doy> (: 10:15 < Napkin> Master branch on CDO updated to: 0.6.0-a1-2088-g1f8eaa7 (15.2) 10:15 < Napkin> done :) 10:15 <+greensnark> Yay 10:15 <+greensnark> Thanks Napking 10:16 < Twinge> I suggested a Halfling HP gain boost over a week ago :P Oh well. Guess it got lost in the overall list... 10:16 < Napkin> oh, my pleasure, greensnark :) 10:16 <+greensnark> Actually, it might be better if you hadn't updated, now I'm tempted to play :P 10:16 * greensnark is virtuous. 10:16 * Napkin whistles innocently * 10:17 * greensnark goes back to work. 10:17 < Napkin> good boy! 10:17 -!- by [n=rob@g225109252.adsl.alicedsl.de] has quit [Read error: 113 (No route to host)] 10:25 < cbus> who is bookofjude? 10:25 < cbus> doy? 10:25 < cbus> or due 10:25 < cbus> updated http://crawl.develz.org/mantis/view.php?id=352 anyway 10:26 < cbus> forgot that I actually made a macro to make spellcasting useable :D 10:28 <+doy> bookofjude is due 10:30 <+doy> hmmmmmm 10:30 <+doy> now i'm getting that crash that cryp71c was getting earlier 10:36 < Napkin> for Yredelemnul you need to stand exactly _on_ a corpse/skeleton to "animate remains"? :-O 10:36 < Napkin> due, cbus 10:38 <+sorear> yes 10:47 < Napkin> pity? 10:47 < Napkin> of design goal to make it weaker? 10:48 <+sorear> yes 10:48 <+sorear> you can't use it in a thick fight 10:48 <+sorear> a necromancer can drop animate dead in the middle of a large battle, and all the corpses get up 11:07 <+kilobyte> Yred's worshippers can do that too, it just costs piety, more MP and food, and is available later 11:07 <+kilobyte> %%%% 11:07 <+kilobyte> -grey snake 11:07 <+kilobyte> +anaconda 11:07 <+kilobyte> A very large grey python. %%%% 11:08 <+sorear> ?? 11:08 < Henzell> [1/2881]: 11:09 <+kilobyte> greensnark just changed this, not noticing the very next line :p 11:09 <+sorear> huh? 11:10 <+sorear> it can still be grey 11:10 <+sorear> even if it's not in the name 11:10 <+doy> anacondas aren't pythons 11:11 < CIA-81> kilobyte * rda6cd30a31bf /crawl-ref/source/dat/descript/monsters.txt: Anacondas are not pythons. 11:14 < Eronarn> "A very large grey python. Anacondas are not pythons." 11:27 <+doy> !tell Enne commit 4294ce7 causes some wizmode prompts (like the xl change prompt at least) to assert in cgotoxy 11:27 < Henzell> doy: OK, I'll let Enne know. 11:28 <+kilobyte> uhm, why would snapping turtles have reaching? 11:29 <+kilobyte> They can extend their head, 20cm max. That's a small fraction of for example an unarmed human's reach. 11:30 <+kilobyte> and it's really puzzling why a turtle would reach you from afar 11:33 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 11:34 < ortoslon> !tell dpeg i second removing rslow 11:34 < Henzell> ortoslon: OK, I'll let dpeg know. 11:35 < Eronarn> kilobyte: ...who proposed giving them reaching? who proposed *adding* them? 11:36 <+due> hi 11:36 <+kilobyte> due: meow! 11:37 <+due> Grey snakes were renamed anacondas. 11:37 <+due> Eronarn: What's wrong with turtles? 11:38 <+kilobyte> due: they have reaching with no reasonable explanation 11:38 <+due> Then ask greensnark? 11:38 <+kilobyte> if they were named "magic turtles" or somehow, it could be plausible. Normal turtles, not so much. 11:38 <+due> It's not the end of the world. 11:39 <+due> Eronarn: And turtles have been on the "to add" agenda for months. 11:40 <+kilobyte> or rather, a constant way to taunt dpeg :p 11:41 <+kilobyte> but seriously, we could have great turtles or such as well 11:42 <+due> greensnark picked to make snapping turtles. 11:47 < Eronarn> due: I love turtles, I just didn't realize they had any chance of actually getting in 11:48 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 11:48 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has quit ["Defecator, may everything turn out okay so that you can leave this place."] 11:50 < Eronarn> Also, voted centaur anchorite. 11:50 < Eronarn> Lives on remote islands in the Shoals. 11:50 <+due> Anchorite? 11:50 <+due> Sounds very much like "news anchor". 11:50 <+due> Interesting mental image. 11:51 < Eronarn> .noun 11:51 < Eronarn> a person who has retired to a solitary place for a life of religious seclusion; hermit. 11:51 < Eronarn> but it will confuse players, who will think it has something to do with anchors 11:51 <+due> Especially in shoals. 11:51 < CIA-81> kilobyte * r059ab8090124 /crawl-ref/source/mon-data.h: Sort testudines into their place. 11:51 <+due> "centaur apologist" would be cool. 11:51 < Eronarn> yes 11:51 <+kilobyte> it's already used for a Zin title 11:51 <+due> Yeah, I know. 11:51 < Eronarn> ...centaur of zin! 11:51 <+due> Centaur priests of Zin! 11:51 <+due> He feeds them 'cos they get so huuungry. 11:52 < Eronarn> someone should really get around to fixing zin 11:52 <+kilobyte> or rather, fills around 1/100 of their food needs. Zin can't keep even a spriggan fed. 11:52 -!- syllogism [i=syllogis@88-148-220-185.bb.dnainternet.fi] has joined ##crawl-dev 11:54 <+due> ah jesus, iron golem chasing me 11:57 <+due> :( run out of sling bullets. 11:57 <+due> Oh god, erolcha. 11:59 <+sorear> Zin used to be able to keep spriggans fed 11:59 <+sorear> Back in the good old days when he took corpse sacrifices 12:03 <+due> Er. 12:03 <+due> Oh damn it, I lost the trove marker *agian*. 12:05 <+kilobyte> Well, Zin is based on christianity, and the Old Testament god used to take animal sacrifices... 12:07 <+due> Ah, it was in the stash. 12:07 < Eronarn> kilobyte: i wonder how well it would work if zin asked for specific sacrifices, or at specific times 12:09 <+greensnark> Snapping turtles aren't intended to be based on reality 12:09 <+greensnark> Not much of Crawl is intended to be based on reality :P 12:09 <+greensnark> Or you could start asking why rats leap out and attack the player :P 12:10 < cbus> is the Ha HP patch on CDO? 12:10 <+due> Or how orange rats are capable of draining your life force. 12:10 <+greensnark> Orange rats are so cuuute! 12:10 <+due> cbus: Yes. 12:10 < Napkin> hmmm.. how about also for Hill Orcs to choose "clean" food before "unclean/rotting" when pressing e to eat? 12:11 < cbus> trying one then :) 12:11 < Napkin> apart from the fact that my hill orc can eat rotten mean - he's getting as often sich from "unclean" chunks as any other char too 12:11 < Napkin> *sick 12:12 < Napkin> or is that a bug? 12:12 < Twinge> It's 7%, instead of 33%. 12:12 < Twinge> Unless it changed in trunk 12:13 < Napkin> i can't feel that difference at all, to be honest 12:13 < Napkin> but might just be my special relationship to rng... 12:13 < cbus> ?? dex[1] 12:13 < Henzell> dex[1/2]: Theoretically increases to hit, damage by a bit (if you have a small weapon), chance of stabbing distracted mons and stealth as well. Improves your EV up to a certain amount -- see {dodging}. You're better off training str once you've maximized dodging effect though. Boosts ability to shield-block, especially for bucklers, less for large shields. 12:13 <+due> cbus: HaHu :) 12:13 < cbus> due, HaAs 12:13 < cbus> want the blowgun 12:13 <+due> Or that. 12:14 < cbus> gonna pick up trog 12:14 < cbus> I think 12:14 <+due> No missile gifts though, no? 12:14 < cbus> its either trog or oka 12:15 < cbus> the inscription prompt is bugged 12:15 < cbus> you can't use backspace anymore 12:16 < cbus> due, does oka give branded needles? 12:17 < syllogism> trog does gift missiles 12:18 < syllogism> probably mostly darts though 12:18 < Napkin> oka gives everything... darts, stones, needles, bullets 12:18 < Napkin> last time mostly stones, though 12:18 <+due> We need to fix acquirement for 0.6. 12:20 < Eronarn> is a mantis / wiki page about it 12:20 <+due> We could putt it on the RC brainstorm page that dpeg started today. 12:23 <+greensnark> Acquirement golf, where you putt on RC brainstorm greens 12:23 <+due> :D 12:23 * due acquires a 9 iron. 12:24 < Eronarn> i kind of wonder how well it would work to have a lesser and greater acquirement; i'd like it if the scrolls were really quite good but god acquirements weren't 12:24 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 12:24 < cbus> ?? menakure 12:24 < Henzell> I don't have a page labeled menakure in my learndb. 12:25 < cbus> ?? menkaure 12:25 < Henzell> menkaure[1/1]: A unique, early mummy, also found in Ossuary. Knows pain, torment, and haste. Orc-wizard purple! 12:25 <+greensnark> Mena Kure, the Crawl eqivalent of Mena Suvari? 12:27 <+greensnark> due: Menkaure complete pwned cbus in that battle :P 12:27 < cbus> due, he didn't 12:27 < cbus> due, the monsters next to him did 12:27 < cbus> if I had free sight those silver darts would've owned him :) 12:27 <+greensnark> I thought you were using him to torment the ogre and stuff, and I thought, "Hey, that's creative!" 12:27 <+greensnark> And then you started running away :P 12:27 < cbus> greensnark, he didn't torment other stuff 12:28 <+greensnark> He did 12:28 < cbus> tried to get free sight 12:28 < cbus> way to many uniques 12:28 <+greensnark> Yay, my work is almost done 12:28 < Napkin> shoals await you! 12:28 <+greensnark> Pretty soon I shall resume my OgEn! 12:29 <+greensnark> I want to find a wizlab :P 12:29 <+greensnark> I already know what Shoals look like :P 12:29 <+greensnark> Plus it'd be rather embarrassing to splat there :P 12:29 < Napkin> hehehe 12:31 < Napkin> btw, can the flood in shoals kill me, if I auto-explore through shallow water and deep water shows up below me? 12:32 <+greensnark> No 12:32 <+greensnark> If the tide can't move you out of the way, the water at your location will remain shallow 12:32 < Napkin> ah, good :) 12:32 < Napkin> ah, the tide will move me? cool :) 12:32 <+sorear> No 12:32 <+greensnark> The monsters are quite capable of killing you :) 12:33 < Napkin> "No"? 12:33 <+sorear> Your mass is so great that you will stay put and the tide will change course to avoid you 12:33 <+sorear> Crawl devs these days have no sense of what's right, bowing to silly issues like YASD potential 12:33 <+greensnark> sorear: That's only if the tide cannot find a safe square to move you :P 12:34 <+greensnark> It will also extend the same courtesy to monsters :P 12:34 <+sorear> What, I can't drown a monster by walling it in with summons? 12:34 <+greensnark> Nope 12:34 <+sorear> LAME 12:34 < CIA-81> j-p-e-g * r36092d671b36 /crawl-ref/source/ (rltiles/dc-mon/unique/kirke.png tilemcache.cc): Give Kirke's tile a staff and remove her from the weapon offset function. 12:34 <+greensnark> You just have to confuse it instead :P 12:34 <+sorear> wait, what 12:35 <+sorear> I thought we were moving AWAY from hardcoded tile weapons 12:35 <+due> Since Kirke is a spellcaster and not wielding a weapon, she looks kinda stupid 12:35 <+greensnark> Does Kirke get a staff? 12:35 <+due> holding her hand like that and the staff is a common sign of a unique being 12:35 < Eronarn> why not just make drowning possible but make autoexplore treat deep water like it does fish in shoals 12:35 <+due> a spellcaster. 12:36 <+greensnark> Eronarn: Fedhas sunlight can also result in squares going from safe -> deep in very short order 12:36 <+greensnark> i.e. when the tide kicks in, squares that Fedhas sunlight left as floor can go to deep water in one shot 12:37 <+greensnark> Also players apparently find the tide pretty annoying already :P 12:37 <+kilobyte> well, autoexplore is nearly worthless in the Shoals 12:37 <+greensnark> Because it keeps cutting off islands 12:37 <+kilobyte> more because passable areas keep coming and going 12:38 <+due> Who cares, it looks awesome. 12:39 <+kilobyte> in the old Shoals, you needed levitation in just a couple of places that a scroll of mapping would point out to you, in new Shoals, you'd better be flying all the time 12:39 <+due> ... why? 12:39 <+due> The tides don't come in that quickly. 12:39 <+sorear> Or swimming! 12:39 <+due> And you can access islands at low tide, no? 12:40 <+greensnark> due: Flying is really useful because it gives you much more room to maneuver 12:40 <+greensnark> Fly/Lev 12:40 <+kilobyte> I didn't notice disconnected areas getting accessible. 12:40 <+greensnark> And Shoals are pretty dangerous 12:40 <+greensnark> kilobyte: Almost 100% of levels will be fully accessible at low tide 12:40 <+greensnark> But the tide always starts at neutral -> high -> back down towards low 12:41 <+kilobyte> the problem is, you don't know when nor where to go 12:41 <+greensnark> So you won't see low tide unless you spend a reasonable amount of time on the level 12:42 < Eronarn> shoals should really have some anti-flying monsters 12:42 <+due> Eronarn: Airstrikers? 12:42 < Eronarn> due: possibly but not necessarily 12:42 <+greensnark> Oh due -- Gastronok <3 12:43 < Eronarn> due: one thing that I like: magic the gathering has jellyfish monsters 12:43 <+greensnark> I had a funny Gastronok fight the other day 12:43 < Eronarn> however, they almost all are *flying* jellyfish 12:43 <+due> :D 12:43 * kilobyte got Gastronok there, but due to the amount of javelineers it's not like I had a chance to engage him. 12:43 < Eronarn> big flying js would be pretty awesome 12:43 <+kilobyte> flumphs! 12:43 <+due> Aren't jellyfish J? 12:44 < Eronarn> oh 12:44 < Eronarn> yes 12:44 < Eronarn> I'm not really sure why 12:44 < Eronarn> That should probably change with Jiyva 12:44 <+greensnark> They should be transparent and really hard to spot 12:44 <+greensnark> And they should be able to engulf fliers! 12:44 <+greensnark> Including harpies 12:44 < Eronarn> oh man 12:44 < Eronarn> greensnark: they could drop the skeleton behind after they're done eating!! 12:44 <+greensnark> Hehe 12:47 <+kilobyte> greensnark: BTW, having a javelineer sniping you with countless javelins of chaos, and him still having 12 left when he died is not funny 12:47 <+due> That shouldn't happen. 12:47 <+greensnark> I don't really specify javelineer missile brands 12:47 <+due> Monsters specifically get javelin stacks reduced when they're handed out. 12:47 <+kilobyte> especially since ranged chaos missiles are pretty likely to cause bad mutations 12:48 <+due> You get to blame me for chaos branded missiles. 12:48 <+greensnark> I did intentionally specify large numbers of javelins for javelineers, because it's their thing 12:48 <+greensnark> They're pretty helpless without something to throw 12:49 <+sorear> Do ranged chaos weapons use ammo 12:49 <+due> Ah. 12:49 <+greensnark> I suppose I could explicitly define their brands 12:49 <+due> sorear: Yes. 12:49 <+kilobyte> the game generated the levels after that change 12:49 <+due> What change? 12:49 <+kilobyte> (Napkin updated CDO around midnight UTC) 12:49 <+sorear> kilobyte: Javelineers have M_ARCHER, once they run out of ammo they're about as dangerous in melee as pre-0.6 brain worms 12:50 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit [Read error: 110 (Connection timed out)] 12:50 <+due> The "bolt of foo" changes? 12:50 <+greensnark> Oh, javelins now get their quantities reduced :P 12:50 <+sorear> greensnark: WHYYYY 12:50 <+due> greensnark: They always have. :o 12:51 <+greensnark> Oh, it doesn't seem to affect javelineers anyway <3 12:51 <+sorear> javelineers need bottomless clips 12:51 <+greensnark> sorear: I thought due was confessing to a recent change :P 12:51 < cbus> hmm, I might've found a bug 12:51 < cbus> dagger id surprisingly fast when thrown 12:51 < cbus> :D 12:51 <+sorear> The deep elf master archer mumbles strange words. New arrows materialise in its clip. 12:51 < cbus> could've been luck 12:52 <+due> Nope, they've always been generated in small stacks; that might be burelly makeitem.cc, though. 12:52 <+sorear> er, quiver 12:52 <+sorear> too much doomrl 12:52 <+due> sorear: Too much doomrl. 12:52 <+greensnark> Mac software update is so moronic. It throws up a silly progress dialog that runs for 40s even *after it has downloaded everything and decided it's time to upgade* 12:52 <+due> greensnark: Problem here is: "Mac". :) 12:52 <+greensnark> True :) 12:52 <+kilobyte> sorear: sounds like a good idea 12:53 <+kilobyte> it's not the amount of ammunition that's a problem, it's just ranged chaos brand that's insane 12:53 <+due> kilobyte: You could remove polymorph. 12:53 <+kilobyte> 1/19 chance of polymorph. 1/19 chance of banishment. 12:53 <+sorear> Your fault for worshipping Xom 12:53 <+due> sorear: It's not a Xom thing. 12:53 <+greensnark> sorear: It's randomly generated now, isn't it? 12:53 <+sorear> greensnark: eew 12:53 <+due> sorear: Javelins can randomly generate with chaos brand. 12:54 <+sorear> due: once upon a time, all chaos weapons were gifted by Xom, either on the floor or directly into monster inventories 12:54 <+kilobyte> sorear: in my current game, a merfolk javelineer had a large stack of those 12:54 <+greensnark> Chaos could be a Xom-special and removed from random gen 12:54 <+due> greensnark: It would make sense. 12:54 < Eronarn> sorear: wait, brain worms got buffed? 12:54 <+greensnark> Wasn't it initially that way, though? 12:54 <+sorear> Eronarn: Yes. 12:54 <+due> greensnark: dpeg decided thtat javelins and nets could be chaos. 12:55 <+sorear> Eronarn: They now have a melee attack (on par with an ooze) 12:55 <+greensnark> Nets of chaos? 12:55 <+kilobyte> Yiuf and Psyche can be thought of as having a blessing of Xom 12:55 < cbus> You hear the crackle of electricity. L - an uncursed glowing orcish dagger of electrocution (weapon) 12:55 <+greensnark> Hey, cbus took out a whole slew of uniques 12:55 <+greensnark> Trog :P 12:55 < cbus> greensnark, abused the shit out of them 12:55 < Eronarn> oh, that's still basically helpless :) 12:55 < cbus> I didn't zerk 12:55 < cbus> just needles of paralysis 12:56 <+greensnark> sorear: javelineers have a respectable 17 damage melee attack 12:56 <+greensnark> Well, it's not likely to scare anyone 12:56 <+greensnark> But it's not pathetic 12:56 <+due> cbus: What's your throwing skill? 12:56 < cbus> 6 12:56 <+sorear> greensnark: Do they ever use it? I thought M_ARCHER monsters just stood there and posed if they couldn't shoot for whatever reason 12:56 <+greensnark> sorear: That's no longer the case :) 12:57 -!- dpeg [n=dpeg@dis.angband.pl] has joined ##crawl-dev 12:57 -!- mode/##crawl-dev [+o dpeg] by ChanServ 12:57 <+greensnark> master archers do have a pathetic 5 damage melee attack though 12:57 < cbus> hmm, found a bug with explosive (?) darts 12:57 <+Zaba> hi dpeg 12:57 < cbus> you get a "That beam is likely to hit you." prompt if you target something next to you 12:57 <@dpeg> greensnark: a mail awaits your reply! 12:57 < Henzell> dpeg: You have 1 message. Use !messages to read it. 12:57 <+greensnark> But they also have enough ammo that it shouldn't enter the pictre much 12:57 <+due> greensnark: HIDE. 12:57 < cbus> and they are NOT ided yet 12:57 <@dpeg> Hi everyone. 12:57 <+due> QUICK HIDE 12:57 <+greensnark> A mail? 12:57 * due ducks behind the turtle. 12:57 <+sorear> speak of the devil 12:57 <+greensnark> Oh rSlow 12:57 <+greensnark> I'm in favour 12:58 <@dpeg> greensnark: the other part of the bargain! 12:58 <@dpeg> greensnark: just reply to the mail :) 12:58 <+sorear> dpeg: There is talk of axing SPMSL_CHAOS from random gen 12:58 <+due> You bargained turtles for rSlow? 12:58 <+greensnark> But! removing rSlow is not sufficient, I still want 150% hp boost only for zerk :) 12:58 <@dpeg> due: yes, I am know to be cheap. 12:58 <+due> dpeg: :) 12:58 * due working on troves. 12:58 <@dpeg> greensnark: you can also say that! 12:58 <+Zaba> but what's so bad about turtles? 12:58 <+greensnark> Ok :) 12:58 <+Zaba> I likes 'em 12:58 * dpeg working on botono. 12:58 <+greensnark> Zaba: Nothing wrong with turtles, it's just an elaborate, long-running gag 12:59 <+due> Don't mention the turtles! 12:59 <+greensnark> Zaba: The same way I keep ragging you about using dtach and dpeg about his lobster nature :P 12:59 <@dpeg> greensnark: I reckon that rSlow is the worst offender. 150% vs 200% is much smaller, by orders of magnitude. 12:59 <+sorear> I forget, you guys have shuffled their powers around so many times, which good god has the Unslow invocation? 12:59 <+greensnark> dpeg: Agreed that rSlow is much worse, but 200% hp is pretty bad as well 12:59 <@dpeg> Ely 12:59 <+kilobyte> the turtle moves! 12:59 <@dpeg> no Zin 12:59 <@dpeg> wait, now it's TSO 13:00 <+due> No, it's Fedhas. 13:00 <+greensnark> The hp boost was so large that it made berserk a no-brainer for my Og 13:00 <+due> Silly. Keep up! 13:00 < Ashenzari> exploding darts identification (http://crawl.develz.org/mantis/view.php?id=358) by cbus 13:00 <@dpeg> greensnark: we don't need your heavy vote on c-r-d to get 200% -> 150% 13:00 <+greensnark> And boosting monsters to 200% hp makes it even less likely that players will stay and fight 13:00 <@dpeg> but we need it for rSlow axing 13:00 <+sorear> The solution then is to give berserk 50% hp 13:00 <+due> dpeg: If I vote for rSlow, can I have wraiths and vampires in Botono's? 13:00 <+greensnark> I'll send that email :) 13:00 <@dpeg> due: no :) 13:00 <@dpeg> I am not *that* cheap. 13:01 <+due> :( 13:01 <+due> Feh, I still have Grinder okay'd and up my sleeve. :D 13:01 <@dpeg> You can make an undead botono anyway. 13:01 <+due> I've lost track of the compromises and agreements I've made! 13:01 <@dpeg> due: as long as your soul gets blacker with every trade, you're on the right track, young man 13:02 <+due> :> 13:02 < Eronarn> due: Botono could totally have the enslave-plus-mindless venom used in some way 13:02 <+due> Eronarn: "zombi dust"? 13:02 < Eronarn> due: could be a monster that uses it on other ones as long as they're in LOS! 13:02 <+due> There should be a houngan priest that converts your allies to mindless, neutral zombies. :D 13:02 <@dpeg> due: I will object to overly US-centric voodoo staples, though. After all, that was one reason why we renamed the staff. 13:03 <@dpeg> US = Hollywood, I guess 13:03 <+due> dpeg: I won't use Hollywood at all. :) 13:03 <+due> Trust me, I know quite a bit about non-Hollywood vodou and hodou. 13:04 <@dpeg> ok 13:04 <+due> >:) 13:04 <@dpeg> due: part of your religous education? :) 13:04 <+due> Heh, nah. 13:04 <+due> Just curiosity. 13:05 <+due> greensnark: I am inclined to include root beer in the Botono map, though. 13:05 <@dpeg> I take the square root of beer. 13:06 <+due> dpeg: Can you add fixing RC acquirement? 13:06 <+due> Who did the last acquirement overhaul? jpeg? 13:07 <+sorear> nobody's really overhauled acquirement since the Brent days 13:07 <+due> Part of the issue with darts in throwing is that it's now diifficult to work out what ammunition you want. 13:07 <+sorear> a minor tweak here, a minor tweak there 13:07 <+sorear> due: on the contrary - since they're merged, it doesn't matter which you get 13:08 <+sorear> make it randomish weighted by stats 13:08 <+due> true. 13:08 <+due> greensnark: http://crawl.develz.org/mantis/view.php?id=346 13:08 <@dpeg> sorear: books! 13:09 <@dpeg> ah, as both due and sorear are here: we can postpone the Str/Dex (and item mass etc.) thing until later 13:09 <+due> Yeah, apparently we need to fix curare now, though. 13:09 <@dpeg> greensnark: thanks 13:09 <@dpeg> sanguine as ever 13:09 <+due> I'm inclined to having the asphyxiation and slowing and poison all separate parts. 13:10 <+greensnark> due: Does this still happen? I cannot replicate it in wizmode 13:10 <+due> greensnark: I'm not sure. 13:10 <@dpeg> I met Dowan yesterday and killer him with four curare needles, of which three connected at 0 skill. 13:10 <@dpeg> *killed 13:10 <+greensnark> dpeg: What's the replacement for rSlow, though? :) 13:10 <@dpeg> greensnark: guardian spirit? 13:10 <+greensnark> We have so few interesting amulets 13:10 <@dpeg> there is an amulet FR somewhere 13:11 <+greensnark> Oh, but guardian spirit was already in :) 13:11 <+greensnark> We need a new one :) 13:11 <@dpeg> that FR had some cool ideas 13:11 <@dpeg> I tell you that an amulet which (randomly) reduces teleport kicking in will be good 13:11 <@dpeg> especially now that the abuse is gone 13:11 <@dpeg> should still be slapped on cFly 13:12 <@dpeg> "Superior Flight" 13:12 <+due> dpeg: Why not slap resist slowing as an enchantment effect onto cFly? 13:12 <+due> and have it not affect berserk. 13:12 <+due> (Obviously). 13:12 <@dpeg> due: does it fit? 13:12 <+due> Controlled flight. 13:12 <+sorear> dpeg: I'm leaving, what do you need me for? 13:12 <+due> You can control your flight (as in, running away). 13:12 <+greensnark> I like it 13:12 <+due> Therefore, you can't be slowed down. 13:12 < Eronarn> greensnark: amulet of strangulation. 13:12 <+due> (I think it's a rather witty pun.) 13:13 < Eronarn> In combat it flies off of you to strangle your enemies! 13:13 <@dpeg> sorear: your assessment on whether the Dex/Str etc. for missiles will be part of 0.6 or not 13:13 <+greensnark> :P 13:13 <+greensnark> Eronarn: It'd be a throwing amulet :) 13:13 <@dpeg> due: hey, that's my pun :) 13:13 < Napkin> I now have "Animate Remains" (Great), "Recall Undead Slaves" (Very Good) and "Animate Dead" (Excellent) from Yred - should the last of those abilities have a better success rate? 13:13 <+greensnark> "You throw the amulet of strangulation at Norris! Norris rolls around on the floor clutching his throat!" 13:13 < Napkin> lol 13:13 <+sorear> Eronarn: No, it gives you a constricting tentacle aux attack while worn 13:13 <+greensnark> Hentai amulet? 13:13 < Eronarn> Ooh 13:14 < Eronarn> That would be neat 13:14 <@dpeg> "Norris picks up the amulet and throws it to Erolcha." 13:14 <+greensnark> Oh, you said constricting 13:14 <+sorear> What did you hear 13:14 <+greensnark> "tentacle" 13:14 < Eronarn> It could do basically the same thing as naga constriction but in an amulet - and make theirs even better 13:14 <+sorear> dpeg: I have the formula already - could do it tomorrow if I remember it 13:15 <+sorear> greensnark: remember, Eronarn is the tentacle task force 13:15 <@dpeg> due: sure, why not slap rSLow onto Flight. My point is that with faster teleports, the amulet will actually be interesting. :) 13:15 <+due> dpeg: Sure. 13:15 <@dpeg> sorear: cool! Did you see my comments? 13:15 <+sorear> Amulet of stasis - no teleport, no slow, no haste, no paralyze 13:15 <@dpeg> Any objections to doing both? 13:15 <+sorear> interesting (y/n)? 13:15 < Napkin> sorry to interrupt - but is that a bug or desired? 13:15 < Eronarn> sorear: y 13:15 <@dpeg> yes 13:15 <+due> Napkin: I'm not sure. 13:16 < Eronarn> dpeg: i object because i don't think the pun is enough to support it 13:16 <+due> Napkin: It seems odd. 13:16 < Eronarn> feels too much like a hodgepodge 13:16 <@dpeg> Eronarn: scrap the pun. It would be interesting gameplay-wise. 13:16 <+due> We can rename the amulet to make it fit.. 13:16 < Napkin> maybe because "Animate Dead" costs Piety? 13:16 <+due> The Amulet of Escape? 13:16 < Eronarn> dpeg: no, i mean - the abilities do not have enough to do with each other, imo 13:16 <@dpeg> and remove the cFly bit? 13:16 <+due> Napkin: Yes, this is possibly it, come to think of it; while the other two are dependent purely on invocations. 13:16 <+sorear> dpeg: I had not - I will read them tomorrow 13:17 <@dpeg> sorear: please do, I thought about the subject a bit 13:17 < Napkin> roger, thanks! 13:17 <+sorear> amulet of stasis, amulet of constriction, these need to go onto the wiki 13:17 <+sorear> they will be lost here 13:17 < Eronarn> when i think controlled flight, i actually think of not of running away 13:17 < Eronarn> but of projectiles 13:17 <+due> ... Projectiles? 13:18 <@dpeg> okay, so we have two new amulets: Stasis (no haste/slow, paralyse, teleport, blink); [something] (no outside slowing, teleports kick in faster) 13:18 < Eronarn> due: sure. Arrows fly. 13:18 <+due> Why is levitation so annoyingly useless, btw? 13:19 <@dpeg> it isn't 13:20 < Eronarn> dpeg: i kind of like the idea of having it be the opposite of stasis 13:20 < Eronarn> easier for effects to manipulate your movement, whether good or bad 13:22 < Eronarn> - you could also make both of them area effects, rather than self-only 13:22 <@dpeg> this is getting complicated, I feel 13:22 <@dpeg> the worst problem of cFly is that there is no tactical reason to wear it 13:22 <@dpeg> at most, to swap it in for something 13:22 <@dpeg> Clarity and rSlow are better than that 13:23 < Eronarn> dpeg: you could make ring of lev ring of flight 13:23 < Eronarn> and nix cfly altogether 13:23 <+due> Levitation spell. 13:23 < Eronarn> due: Merge Levitation and Flight into one spell, have which you get depend on power. 13:24 <@dpeg> Eronarn: that is an idea, yes 13:24 <@dpeg> would get rid of another amulet 13:24 * sorear out 13:24 < Eronarn> dpeg: just frees up room for more new ones :) 13:25 < Eronarn> amulet of mobility would be neat - faster movement speed but only when you're staying in the reach of opponents 13:28 <@dpeg> rat abuse :) 13:29 < Eronarn> yes, but only lets you gain a single tile of space that way - not sure it's any worse than, say, a +Blink item 13:29 <@dpeg> there are no +Blink items anymore 13:30 <@dpeg> is that true? 13:30 < Eronarn> randarts 13:30 <@dpeg> sorear is gone 13:30 < Eronarn> no base items though 13:30 <@dpeg> Eronarn: we definitely removed the +Lev and +Map properties 13:30 <+due> +Tele and +Map are gone 13:30 <+due> +Blink and +Lev still exist, no? 13:30 < Eronarn> i got a blink as of a few days ago on CDO 13:30 <+due> Maybe not +Lev. 13:30 <@dpeg> due: +Lev not? 13:31 <+due> Unsur.e 13:31 <@dpeg> due: 60x60 is okay for bayou? 13:31 <+due> dpeg: Suer! 13:31 <+due> ... Wow, I cannot spell. 13:34 <+Zaba> a levitation + fight spell that gives either depending on power sounds great 13:34 <+Zaba> but what level would it be? 13:34 <+due> 3! 13:34 <+due> Lev is 2, flight is 4 or 5. 13:35 <+due> Sigh. 13:36 <+due> I keep running into "bah, need to cod more wrappers" for Troves. :( 13:36 <+Zaba> one could go further and merge repel and deflect missiles in a similar manner ;p 13:37 <+due> Don't they now stop missiles that they stop a square away frrom you? 13:37 <+due> they at least have a cool visual effect, or it would be if that were the caser. 13:38 <+greensnark> due: Please keep writing more wrappers, they're so handy <3 13:38 <+greensnark> Thanks for the iterators <3 13:38 <+greensnark> And if it was you who wrote the feat.* wrappers, thanks for those too :) 13:38 <+due> Yeah. :) 13:38 * due has done a lot of wrappering recently. 13:38 <+Zaba> hm. 13:39 <+due> I'm also working on a wrapper for bolt structure, but I don't understand it enough; also, you're welcome! 13:39 <+due> Zaba: I owe you a noisy() wrapper, no? 13:39 <+Zaba> yes 13:39 <+Zaba> my graveyard wizlab will be even more awesome with it ;p 13:39 <+greensnark> !tell Keskitalo !tv pingpong killer=Grum 13:39 < Henzell> greensnark: OK, I'll let Keskitalo know. 13:41 <@dpeg> pingpong? 13:41 <+greensnark> cbus 13:41 <@dpeg> due: bbbut the troves deserve it! 13:42 <+due> dpeg: I know :) 13:42 <@dpeg> due: can anyone help you? Mr Snark perhaps? 13:43 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 13:43 <+due> dpeg: He already has. :) 13:44 <+due> I may beg him to clean up my code once it's done. 13:44 <+due> It might look a little hackish, but it should work. 13:45 <@dpeg> due: do you need more speech lines? 13:45 <@dpeg> I had some ideas back then. 13:45 <+due> For theimp? 13:45 <+due> Sure. 13:45 <+due> Okay, pluses wrapper working properly. 13:46 < CIA-81> due * r7b7f0f9f0bfa /crawl-ref/source/l_item.cc: Lua item pluses wrapper. 13:46 <+due> Hm, Enne was looking at Lua documentation... I wonder if anything simple/easy came of it. 13:46 <+due> Pluses looks so wrong. 13:46 <+due> Surely it should be plusses. :( 13:46 < Eronarn> due: rmsl/dmsl should knock missiles off of a straight path, so that they never hit things behind you, but only behind + to the sides 13:46 <@dpeg> due: plusi 13:46 <+due> dpeg: pli 13:46 <@dpeg> +++ 13:47 <+due> Actually, pluris, perhaps. 13:47 <+due> No, that's accusative. Hm. 13:49 * dpeg is free from any Latin educational burden 13:50 <+due> Also a hobby. 13:50 <+due> <-- freak 13:51 <+greensnark> I found the cbus death so amusing because he was using needles of paralysis, and look, Grum had some paralysis of his own :P 13:51 < cbus> greensnark, I don't really see the amusement in it :) 13:51 <+due> What did he have? 13:51 * greensnark is easily amused by people dying. 13:51 < cbus> dunno, pressed to fast 13:52 <+greensnark> He had a wand of paralysis 13:52 <+greensnark> I think 13:52 <+greensnark> cbus was keyhammering rather vigorously :P 13:52 <+due> hahaha 13:52 <+greensnark> !log pinpong killer=Grum 13:52 < cbus> greensnark, tend to do that when bored 13:52 < Henzell> No games for pinpong (killer=Grum). 13:52 <+greensnark> !log pingpong killer=Grum 13:52 < Henzell> 1. pingpong, XL9 HaAs, T:10346: http://crawl.develz.org/morgues/trunk/pingpong/morgue-pingpong-20100108-120917.txt 13:52 <+greensnark> Yeah, wand of paralysis :) 13:52 <+greensnark> The +0 needle of paralysis misses Grum. 13:52 <+greensnark> Grum zaps a wand. 13:52 <+greensnark> You suddenly lose the ability to move! 13:53 <+due> Mwaahahaha. 13:53 < cbus> real deaths are more interesting than instadeaths imo 13:55 <+due> okay, Grinder and troves wait until tomorrow, I guess. 13:56 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 60 (Operation timed out)] 13:56 -!- Zaba_ [n=zaba@ip102.148.adsl.wplus.ru] has joined ##crawl-dev 13:56 -!- mode/##crawl-dev [+v Zaba_] by ChanServ 13:56 < Napkin> oooh, very cool: Yredelemnul grants you an undead servant! :) 13:57 < Napkin> a wight - will follow me to in other levels, right? 13:57 <+greensnark> Yred's servants are kickass 13:57 <+greensnark> Yes 13:57 < Napkin> \o/ 13:57 <+greensnark> Do make sure you can survive when they're not around though :P 13:57 <+due> Argh. 13:58 <+due> greensnark: Is it unfeasable for the items wrapper to actually be dgn.items_at(x, y)[1].name? 13:58 <+greensnark> ? 13:58 < Napkin> I was put off trying Yred.. because of cumbersome handing of summons/raised undead in the past - but giving "Recall Undead Slaves" very early is a treat :) 13:58 < Napkin> *handling 13:58 <+due> dgn.mons_at(x, y) returns a mons userdata. 13:58 <+due> Whereas items_at returns a table of lightuserdata. 13:58 <+due> which you have to pass to the item.XXX() function. 13:58 <+due> So currently it's items.name(dgn.items_at(x, y)[1]) 13:59 <+greensnark> Yeah, that's a bit of a mess 13:59 <+greensnark> I think those were the first things I wrote for Lua 13:59 <+due> :) 13:59 <+greensnark> And I had no idea what I was doing 13:59 * due laughs. 13:59 <+due> I need to look at how the monster table stuff works and I might see about changing it. 13:59 <+greensnark> I was also burdened by having to avoid leaking information to the player 13:59 <+due> Not tonight though, I need to sleep now. 13:59 <+greensnark> Those were all added for user scripts 13:59 <+due> Yeah. 13:59 <+due> Information leak = painful. 14:00 <+Zaba_> I still don't really understand userdata and lightuserdata stuff. 14:00 <+Zaba_> well, only vaguely 14:00 <+greensnark> Userdata is a C++ object whose memory is managed by Lua 14:00 <+Zaba_> and lightuserdata is a pointer, right? 14:00 <+greensnark> Lightuserdata is just a pointer 14:00 <+greensnark> Yes 14:00 <+Zaba_> well, I just don't understand how to do anything useful with them on practice ;p 14:00 <+greensnark> Userdata is generally safer to use and nicer to use because you can attach a metatable to it 14:00 <+due> Okay, I actually saved my troove stuff in a branch! Hooray! 14:01 <+due> Yeah. 14:01 <+due> Userdata metatables are nice. 14:01 <+greensnark> Lua can verify the type of userdata, but not light userdata 14:01 <+due> Lightuserdata makes me weep. 14:02 <+due> Is there any reason why Mangled by blah blah with blah blah (blah damage), the damage isn't on the same line as the weapon/kaux? 14:03 <+greensnark> Legacy raisins 14:03 < CIA-81> j-p-e-g * rd04148fa8117 /crawl-ref/source/ (4 files in 3 dirs): Add preliminary turtle tile. 14:03 < CIA-81> j-p-e-g * r82a7b6bf2daa /crawl-ref/source/rltiles/ (49 files in 3 dirs): Move nonliving monsters' tiles into subfolder dc-mon/nonliving. 14:03 < CIA-81> j-p-e-g * r36ea33205eed /crawl-ref/source/ (4 files in 3 dirs): Add a powder-blue snake tile variant for sea snakes. 14:03 <+greensnark> Nobody wants to stir up hiscores.cc if they can help it 14:03 <+due> In instances there are no kauxes, you get a blank line. 14:03 -!- neunon [n=neunon@unaffiliated/neunon] has joined ##crawl-dev 14:03 -!- mode/##crawl-dev [+v neunon] by ChanServ 14:03 <+greensnark> Hey jpeg is doing tiles for the new monsters <3 14:03 < Eronarn> sea snakes?! :O 14:04 <+greensnark> Well, they're not real sea snakes :P 14:04 <+due> Oh man, turtle tile. <3 14:04 <+Zaba_> would I use light or full userdata if i wanted to associate lua tables with some C data structures? 14:04 <+greensnark> They can move quite nippily over land, unlike real sea snakes :P 14:04 <+Zaba_> (if I don't need to access said lua table from C code, and only from lua) 14:04 <+greensnark> Zaba_: A good rule of thumb is: always use userdata where possible 14:05 <+due> I'd use userdata in that case. 14:05 <+greensnark> lightuserdata is essentially a second-class citizen 14:05 <+Zaba_> but what'd I use a block of memory I allocate for? 14:05 <+greensnark> And very unsafe 14:05 <+Zaba_> I was thinking of using light userdata as indices in the registry in that case, and use the registry for tables 14:05 <+greensnark> Zaba_: Userdata need not be a C struct or a C++ object 14:05 <+due> Actually, I already have a noisy wrapper 14:05 <+greensnark> It can be a C pointer 14:06 <+greensnark> And you can then malloc() up a struct and assign it to the pointer 14:06 <+greensnark> That's what Crawl does, btw. It uses pointers as userdata 14:06 <+Zaba_> I see.. 14:07 <+greensnark> The main advantage of userdata is you can say bolt:fire() 14:07 <+greensnark> Whereas with light userdata 14:07 <+greensnark> You must say bolt.fire(, ..) 14:07 <+greensnark> And Lua cannot type-check the lightuserdata if you have different types 14:07 <+Zaba_> yeah.. that's kind of ugly. 14:08 <+greensnark> So if you have one lightuserdata for bolt* and one for, say monsters*, you can pass one to a C++ function expecting the other 14:08 <+greensnark> Resulting in a lovely crash 14:08 <+Zaba_> nice 14:08 <+greensnark> Whereas if you try to do that with regular userdata, you'll get a safe Lua error instead when the function checks its parameters 14:09 <+due> Can we move everything into lua_ or luaL_? 14:09 * due always confused. 14:09 <+Zaba_> lua is the lua API, luaL is from lauxlib 14:10 <+greensnark> Yes, luaL_* is not our code 14:10 <+greensnark> We do have some functions named lua_* but that's not a good idea for new code 14:12 -!- MarvinPA-2 [n=marvin@80-41-167-48.dynamic.dsl.as9105.com] has joined ##crawl-dev 14:12 <+due> Now, I sleep. 14:12 < CIA-81> due * r60e491cc65a0 /crawl-ref/source/l_dgn.cc: A simple noisy wrapper for Zaba. 14:12 <+due> I always do lua_checkint and luaL_isstring. :) 14:12 < syllogism> polystyrus the Swashbuckler (L12 KoFi), worshipper of Trog, slain by a troll zombie (animated by a shadow imp (summoned by an orc sorcerer (led by an orc warlord))) on Orc:3, with 19471 points after 17912 turns and 1:42:49. 14:12 <+due> GOODBYE 14:13 <+due> <3. 14:13 <+sorear> syllogism: oh, good 14:13 < Napkin> g'night, due! 14:13 <+sorear> I was beginning to fear that the animated by check was broken 14:13 <+sorear> !lg * kpath=~animated 14:13 < Henzell> 3. polystyrus the Swashbuckler (L12 KoFi), worshipper of Trog, slain by a troll zombie (animated by a shadow imp (summoned by an orc sorcerer (led by an orc warlord))) on Orc:3 on 2010-01-08, with 19471 points after 17912 turns and 1:42:49. 14:13 < Napkin> lol 14:13 <+sorear> !lg * kpath=~animated -2 14:13 <+due> Is that the first instance of all three at once? 14:13 < Henzell> 2. Xiberia the Necromancer (L11 DDNe), worshipper of Kikubaaqudgha, demolished by a hill giant skeleton (a +0,+0 giant spiked club) (animated by a skeletal warrior) on D:11 on 2010-01-03, with 9435 points after 16026 turns and 1:26:16. 14:14 <+sorear> !lg * kpath=~animated -3 14:14 < Henzell> 1. Azeral the Cleaver (L9 MDFi), worshipper of Fedhas, slain by an orc skeleton (animated by a shadow imp (summoned by an orc sorcerer)) on Orc:2 on 2009-12-11, with 3492 points after 7637 turns and 1:03:50. 14:15 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has joined ##crawl-dev 14:15 <+greensnark> !tv polystyrus killer=troll zombie 14:15 < Henzell> 1. polystyrus, XL12 KoFi, T:17912 requested for FooTV. 14:18 <+sorear> The tormentor got him! 14:19 <+greensnark> Elegantly splatted 14:19 <+greensnark> "ROAR I'll kill them all!" 14:21 <+sorear> Has berserk duration been nerfed? 14:21 <+sorear> That seemed like an extremely short zerk 14:21 <+sorear> Especially now that it's measured in absolute time 14:21 <+greensnark> It didn't run out, did it? 14:22 <+sorear> His speed was almost running out twice 14:22 <+greensnark> Berserk duration seemed fine to me with my OgMo 14:22 < syllogism> did someone nerf death's door yet 14:23 < syllogism> it lasts too long when the player is fast 14:23 <+sorear> I think jarpiain is the only person to have ever used that spell 14:24 <+sorear> and his use for it is... weird 14:24 -!- by [n=rob@g225109252.adsl.alicedsl.de] has joined ##crawl-dev 14:24 -!- mode/##crawl-dev [+v by] by ChanServ 14:25 < Napkin> erm.. how to pronounce "Yredelemnul" properly? "eered-elemnul"? 14:26 <+greensnark> "Red" 14:26 <+sorear> Yurdy 14:26 -!- GeoBSD [n=geobsd@lns-bzn-38-82-253-122-26.adsl.proxad.net] has joined ##crawl-dev 14:27 <+sorear> Hello! 14:27 < GeoBSD> hi sorear 14:29 < GeoBSD> can we define CC and CXX on gmake args ? 14:30 -!- MarvinPA [n=marvin@cpc1-oxfd15-0-0-cust71.oxfd.cable.ntl.com] has quit [Read error: 113 (No route to host)] 14:30 -!- MarvinPA-2 is now known as MarvinPA 14:32 < MarvinPA> hey Napkin, has CDO been updated since http://crawl.develz.org/mantis/view.php?id=356 was resolved by any chance? 14:33 <+greensnark> MarvinPA: Yes 14:33 < Napkin> I updated yesterday because of your "condition", Marvin ;) 14:33 < MarvinPA> heh, ok, so if i log in i should be fixed? 14:35 < GeoBSD> also with scrotwm the game lag do you know why ? 14:35 < syllogism> kilobyte put in a temporary check that should have fixed your game, but it apparently didnt? 14:35 < MarvinPA> it doesn't seem to have 14:35 < MarvinPA> i transferred the save and it still seems to be stuck :( 14:35 < syllogism> try playing for a bit 14:36 < MarvinPA> it's only supposed to last a few turns, if i understand it right 14:36 < MarvinPA> hmm 14:37 < syllogism> he put the check in ~an hour after the initial fix, when did napkin update 14:38 <+greensnark> Napkin updated quite recently 14:38 <+greensnark> In addition to the immediate hog update 14:38 < syllogism> well i guess it doesn't work then 14:39 < syllogism> !source void _decrement_durations() 14:39 < Henzell> Couldn't understand _decrement_durations() 14:39 < syllogism> !source _decrement_durations() 14:39 < Henzell> Couldn't understand () 14:39 < syllogism> !source _decrement_durations 14:39 < Henzell> Lines pasted to http://pastebin.com/m24604111 14:39 <+greensnark> Actually, that won't work 14:39 <+greensnark> TAG_MAJOR_VERSION is an enum constant, the preprocessor won't know about it 14:40 <+greensnark> So the code is effectively disabled 14:43 < CIA-81> greensnark * r4d4cc1f7c1f4 /crawl-ref/source/main.cc: Fix shim to undo negative transform durations (workaround for MarvinPA's permanent hog form). 14:43 <+greensnark> Napkin: If you update now, MarvinPA's hog form should be undoable. 14:43 < Napkin> on it 14:43 <+greensnark> You rock :) 14:43 < MarvinPA> awesome 14:45 < Napkin> Master branch on CDO updated to: 0.6.0-a1-2097-g4d4cc1f (15.2) 14:45 < Napkin> try, MarvinPA :) 14:46 < MarvinPA> err... :P 14:46 < MarvinPA> it still seems to be stuck, heh 14:46 <+greensnark> Hee 14:46 <+greensnark> Maybe I should look at your save 14:46 <+greensnark> Let me copy it out 14:46 <+sorear> Why are we comparing TAG_MAJOR_VERSION to constants again? 14:47 <+greensnark> Apparently to make sure the check is removed 14:50 < MarvinPA> well, if the actual issue itself is fixed i can always start a new character, this one is fairly likely to die to horrible nemelex wrath at some point soon :P 14:52 <+greensnark> I'm not sure why we allow negative durations 14:52 < cbus> still no update on http://crawl.develz.org/mantis/view.php?id=358 14:54 < CIA-81> greensnark * r87404d97d0d9 /crawl-ref/source/main.cc: Refix shim for permanent transforms (duration is apparently set to 0). 14:54 <+greensnark> Napkin: Sorry to trouble you again :) 14:54 <+greensnark> This time I've verified that it fixes the save 14:55 < Napkin> no sweat 14:55 < Napkin> Master branch on CDO updated to: 0.6.0-a1-2098-g87404d9 (15.2) 14:56 < Napkin> gogogo, MarvinPA :) 14:56 < MarvinPA> yaaaay 14:56 < MarvinPA> thanks guys :D 14:59 < Napkin> great :) 15:16 < Vandal> !seen due 15:16 < Henzell> I last saw due at Fri Jan 8 13:14:31 2010 UTC (1h 1m 55s ago) saying Led, summoned *and* animated! Three cheers! on ##crawl. 15:16 < Vandal> Did he say anything about Dowan and his Fireballs? :/ 15:17 <+greensnark> He changed it to fire storm instead 15:17 < Vandal> oh good 15:17 < syllogism> oh someone nerfed aquamancers :( 15:17 < Vandal> haha 15:17 <+greensnark> syllogism: Twice, actually :P 15:18 < syllogism> keep nerfing until no one splats anymore? :P 15:18 <+greensnark> They don't have any spells that can go through multiple targets now :P 15:18 <+greensnark> Well, everyone thought steam ball fit the water theme better than bolt of cold :P 15:18 < syllogism> all about flavor 15:18 <+greensnark> And I had to fix monster throw icicle going through multiple targets :P 15:19 < syllogism> *looks at preliminary tutle tile* 15:19 <+greensnark> Yeah, I'm curious too! 15:19 < syllogism> aww 15:21 <+greensnark> Hey, cute 15:23 < syllogism> alligator snapping turtles are pretty tough 15:24 <+greensnark> They're quite rare 15:25 < syllogism> strong poison <3 15:26 <+greensnark> I knew you'd never let me live it down if it didn't have strong poison :P 15:26 <+greensnark> @??sea snake 15:26 < Gretell> sea snake (S) | Speed: 14 | HD: 10 | Health: 40-90 | AC/EV: 2/15 | Damage: 24(strong poison) | Flags: amphibious, cold-blooded | Res: magic(40) | Chunks: poisonous | XP: 871. 15:27 <+greensnark> @??anaconda 15:27 < Gretell> anaconda (S) | Speed: 18 | HD: 11 | Health: 33-88 | AC/EV: 4/16 | Damage: 30 | Flags: cold-blooded | Res: magic(44) | XP: 1136. 15:27 < syllogism> @?? redback 15:27 < Gretell> redback (s) | Speed: 15 | HD: 6 | Health: 18-48 | AC/EV: 2/12 | Damage: 18(strong poison) | Res: magic(24) | Vul: poison | Chunks: poisonous | XP: 299. 15:28 < syllogism> this shoals 5 has 10 turtles (7+3) and 3 sea snakes 15:28 <+greensnark> Higher than normal 15:28 <+greensnark> The sea snake count is about normal 15:28 <+greensnark> But 3 alligator snappers -- rare 15:29 < syllogism> is there a wizmode command to recreate a level 15:29 <+greensnark> No 15:29 <+greensnark> But I did want to write a Lua script to count monsters 15:29 <+greensnark> It's very easy to regen levels in Lua 15:31 < syllogism> oh they've reaching :P 15:32 < syllogism> they both seem to be identical green t's ? 15:32 <+greensnark> The bigger one is supposed to be lightgreen 15:32 <+greensnark> @??alligator snapping turtle 15:32 < Gretell> alligator snapping turtle (t) | Speed: 8 (act: 80%) | HD: 16 | Health: 112-176 | AC/EV: 19/2 | Damage: 50 | Flags: amphibious, cold-blooded | Res: magic(64) | XP: 638. 15:33 < syllogism> can't tell the difference here 15:33 <+greensnark> @??snapping turtle 15:33 < Gretell> snapping turtle (t) | Speed: 9 (act: 80%) | HD: 10 | Health: 30-90 | AC/EV: 16/5 | Damage: 30 | Flags: amphibious, cold-blooded | Res: magic(40) | XP: 152. 15:33 <+greensnark> Can you distinguish orc high priests and orc priests there? 15:33 < syllogism> no 15:34 <+sorear> Egads, why is that carpenter biting me 15:34 <+greensnark> Probably need to adjust your term colours 15:34 <+greensnark> Poor Yrrigs :P 15:34 <+greensnark> Or however it was spelled 15:34 < Napkin> I will quit this char because of the terrific brand "of chaos" 15:34 <+greensnark> Eh? 15:34 < Napkin> The glowing arrow of chaos hits you! 15:34 < Napkin> The acid corrodes your +0 golden helmet of intelligence! 15:34 < Napkin> The centaur shoots an arrow of chaos of chaos. 15:34 < Napkin> Strange energies course through your body. 15:34 < Napkin> You feel a little hungry. 15:34 < Napkin> mutation and corrosion? 15:35 <+greensnark> Is that a copy-paste? 15:35 < Napkin> yes 15:35 <+greensnark> "arrow of chaos of chaos" sounds a little repetitive 15:35 <+Zaba_> an arrow of chaos of chaos 15:35 < Napkin> f*** m* 15:35 <+greensnark> I thought due said only javelins and nets are alowed to be randomly chaos branded 15:35 < syllogism> wouldn't it make more sense to quit once you run out of food? :P 15:35 < Napkin> this is most ridiculous "feature" ever 15:35 <+doy> yeah, arrows/bolts of chaos sounds a bit excessive 15:35 < Vandal> Napkin: I didn't like it either :[ 15:35 <+sorear> Shouldn't it do other things besides mutate and corrode 15:37 < Vandal> I've had at least one centaur per game with chaos either in his arrows or his bow 15:39 < Vandal> I think the main thing I really don't like about Chaos is that it is a lot more useful in the hands of monsters than it is in yours 15:39 < Napkin> last game I got yellow glow because of chaos brand 15:39 < Napkin> i will just quit every game from now on. 15:39 < syllogism> you do that 15:40 < Napkin> how sucky can it get? 15:40 < Vandal> You're going to kill the monsters in a few turns, it doesn't matter if the long term negative effects hit them 15:40 -!- ais523 [n=ais523@unaffiliated/ais523] has joined ##crawl-dev 15:41 < syllogism> marvinpa splatting in a bit 15:41 < syllogism> dark dark red poison, no healing 15:41 < MarvinPA> :((( 15:41 <+sorear> Vandal: in the original design spec for chaos, chaos branded items evaporated on hitting the floor so the player could not use them *at all* 15:42 < Vandal> Huh. I thought they existed as a way to keep Xom interested 15:42 <+sorear> Vandal: also, they weren't randomly generated - you could only get them by Xom branding an existing monster's equipment as a mean effect 15:42 < Vandal> ah 15:42 < Vandal> I think that was a better implementation :P 15:42 <+Zaba_> and why can't it be like that now? 15:43 < Vandal> Players don't need it 15:43 < Vandal> I'd personally never use it unless I was following Xom and it was guaranteed to make him happy on a certain frequency of use 15:44 < Vandal> He could always gift it as a means to keep him interested in you when you accidently Haste / Heal the monster 15:54 < MarvinPA> hmm, is it intended that when you fire ammunition from a launcher of venom, the ammunition becomes permanently poison-branded? 15:54 < syllogism> apparently 15:54 < MarvinPA> it doesn't appear to be that way for any other brands 15:54 < MarvinPA> huh, odd 15:54 <+sorear> due thinks it is 15:54 < MarvinPA> and slightly annoying 15:55 < Napkin> sorry, but that was just totally out of line, in my opinion. 15:55 < MarvinPA> when you end up with a stack of some poisoned and some non-poisoned ammo 15:55 <+sorear> (I think he's wrong) 15:55 < MarvinPA> it just sort of forces your ammo to be split into two stacks 15:56 < syllogism> it's annoying and not really useful at all 15:56 < syllogism> but the spell doesn't do it 15:56 < MarvinPA> i suppose you could throw the poisoned stones, once they've been branded :P 15:56 < MarvinPA> but yeah, useless for arrows/bolts 15:57 < MarvinPA> shall i make a FR to change it? i had a bug report half-typed up anyway, i can just change it to be a FR instead :P 15:57 <+sorear> yesss please 15:59 < ais523> hmm, changing to troll leather armour to heal HP, then back to whatever you were wearing before, is really tedious 16:00 < syllogism> should it work like regen rings 16:01 < ais523> I'd prefer 5 to do that sort of thing automatically, but that's just me 16:01 < syllogism> yes that's not going to happen 16:01 < syllogism> it's not really worthwhile anyway 16:01 < ais523> agreed, I didn't think it would 16:02 < syllogism> you are wasting nutrition I think 16:02 < MarvinPA> oh, maybe this is a bug after all? it seems like i can fire "a poisoned +0 arrow of frost", but i thought that the only combo that was meant to be allowed was flame+poison 16:02 < ais523> it is, especially when poisoned 16:02 < MarvinPA> or well, that's a seperate bug i suppose 16:10 < Ashenzari> Ammunition fired from a launcher of venom should not be permanently branded (http://crawl.develz.org/mantis/view.php?id=359) by MarvintheParanoidAndroid 16:11 * greensnark is reminded to listed to OK Computer again. 16:11 <+greensnark> *listen 16:13 < MarvinPA> heh 16:16 -!- Cryp71c [n=Cryp71c@173-162-21-124-Nashville.hfc.comcastbusiness.net] has joined ##crawl-dev 16:16 < Cryp71c> ??git 16:16 < Henzell> git[1/1]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 16:16 < Cryp71c> Morning 16:20 < Ashenzari> Launchers of venom override restrictions on brand combinations (http://crawl.develz.org/mantis/view.php?id=360) by MarvintheParanoidAndroid 16:23 < Vandal> ahoy Cryptic 16:24 < Cryp71c> I shall get the fireball bug fixed! (hopefully) 16:25 < Vandal> that would be neat, it killed me last night when Dowan suicide fireballed me 16:25 < Ashenzari> Centaur with arrows of chaos - too chaotic (http://crawl.develz.org/mantis/view.php?id=361) by Napkin 16:30 < Xiberia> kobolds with dispersal darts are bad enough 16:30 < cbus> greensnark, the computer sais no 16:32 < Xiberia> oh man 16:32 < Xiberia> no recall undead minions ability is so annoying 16:34 <+doy> is rpois really supposed to be curare-immunity? 16:35 <+sorear> no 16:35 <+doy> i didn't think so, due seems to think it is? 16:41 -!- ogaz [n=chatzill@adsl-99-190-96-230.dsl.pltn13.sbcglobal.net] has joined ##crawl-dev 16:44 < CIA-81> j-p-e-g * rc82178a80fe7 /crawl-ref/source/rltiles/ (76 files in 3 dirs): Move undead monsters' tiles into subfolder dc-mon/undead. 16:44 < CIA-81> j-p-e-g * r21bbd0b71258 /crawl-ref/source/ (fight.cc ouch.cc): Make harpies also steal food from the ground at the player's position. 16:45 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 16:46 < ais523> oh, thanks whoever invented Sonja, that's one of the more interesting unique fights I've ever had 16:49 < Xiberia> ais523 did she banish you? 16:49 < ais523> no 16:49 < ais523> but all the dodging curare was fun 16:50 < ais523> there were about 4 ugly things around at the time 16:50 < ais523> and she was on Lair:1 so I couldn't use multiple staircases like you normally do 16:51 <+doy> was curare affected by all the changes to needle proc chance? 16:52 < syllogism> not yet 17:01 < Vandal> Are harpies supposed to just destroy food and not actually "steal" it? 17:01 <+sorear> steal is a misnomer 17:01 < ais523> they eat it 17:06 < Ashenzari> Kraken tentacles on land look *really* weird, especially in Tiles (http://crawl.develz.org/mantis/view.php?id=362) by jpeg 17:08 <+greensnark> Might as well change kraken tentacles back to water-only, I guess 17:08 <+greensnark> They're not a threat either way 17:08 < cbus> greensnark, if I macro F1 to za and have z macrod to Z the F1 key doesn't want to target . 17:09 < cbus> is that intended behaviour? 17:09 <+greensnark> I have no idea :P 17:10 < cbus> me neither :) 17:10 <+doy> my guess is that recursive macros aren't intended to work 17:10 <+doy> because that seems like it could have all kinds of irritating side effects 17:10 < cbus> yeah 17:10 < cbus> possibility of infinite loops :D 17:10 <+greensnark> Why don't you just change your macro :P 17:10 < cbus> greensnark, I did 17:10 < cbus> greensnark, just wondering if it aws a bug or not :) 17:11 < cbus> what should be changed (according to me atleast) is the way z and Z work :) 17:11 < cbus> merge em 17:11 <+greensnark> If cbus has to ask, it isn't :P 17:11 < cbus> and don't have that weird press other key to do same thing 17:11 <+doy> cbus: why? 17:11 <+greensnark> Well, I agree with cbus on the z/Z being confusing 17:11 <+greensnark> And 'z' keeps making me make bad moves by having inconsistent prompt behaviour 17:12 <+doy> yeah, i suppose there is that aspect 17:12 < cbus> I ended up macroing z to Z and then remacroing Z to V 17:12 <+greensnark> If you're out of range, z will feed your targeting keystrokes into the main command loop 17:12 <+doy> yeah 17:13 <+greensnark> Particularly nasty if you use target_unshifted_dirs :P 17:13 <+greensnark> Like some people here who I shall not name :P 17:13 < cbus> any nice regexp to search for heavy armour (I usually just use "mail") :) 17:13 <+greensnark> Like me, not to mention any names 17:13 < cbus> greensnark, I'm using the default config nowadays 17:13 < cbus> but unshifted dirs are so much better imo :D 17:13 < cbus> feels just like typing in vim! 17:13 < cbus> I'm gonna change that now maybe, brb 17:14 <+greensnark> What have I done?! :P 17:14 <+Zaba_> cbus, unshifted? 17:14 < cbus> yeah 17:14 <+doy> we should remove that option at this point, people have had plenty of time to adjust d: 17:14 <+greensnark> I will hunt you down to the ends of the earth and make you use emacs if you do that 17:15 <+Zaba_> what option is that? 17:15 <+doy> ouch! 17:15 <+doy> (: 17:15 <+greensnark> Too cruel? :P 17:15 <+Zaba_> or is it heresy even to merely name it? 17:15 < cbus> greensnark, just rape him with a rusty spoon 17:15 <+doy> Zaba_: target_unshifted_dirs 17:15 <+Zaba_> ah 17:16 < cbus> is there any reason to play HOBe instead of MDBe? 17:16 < cbus> trying to figure out a reason why I picked HO :) 17:16 <+doy> cbus: if you want to go maces i guess 17:16 < cbus> I'm not :) 17:16 <+greensnark> Because you like disgustingly easy games 17:16 < cbus> should really books be autopickup for trogites? 17:17 <+greensnark> Obviously 17:17 <+greensnark> Don't you know that when something is forbidden, it becomes impossible to resist investigating it? 17:17 <+doy> probably not, since trog gives more piety for burning books before picking them up 17:17 < ais523> more to the point, blowing them up is fun 17:17 < ais523> and useful in combat 17:17 < ais523> I took out at least three uniques like that 17:17 < syllogism> but the piety is less useful 17:17 <+doy> (i think anyway) 17:17 <+greensnark> Yeah, Trog piety is easy to come by 17:17 < ais523> doy: I thought it was more piety for burning them before IDing it 17:17 <+greensnark> And they're really very useful to get rid of things 17:18 <+doy> ais523: there's that too, but i think there's also more for not picking it up 17:18 <+doy> could be wrong 17:18 <+greensnark> Before you can zerk, at which point it's mostly all academic :P 17:18 < cbus> doy, I thought it was for not reading the books before burning 17:18 < cbus> lower piety for just picking them up seems weird 17:18 <+doy> not sure! 17:18 <+doy> someone could look it up if interested 17:18 <+doy> (: 17:19 < ogaz> Trog likes it when you destroy spellbooks (especially ones you've never read), 17:19 < ogaz> From ?/G 17:19 < cbus> ahh, now I know 17:19 < cbus> I want to go long blades! 17:19 <+greensnark> You want to play a disgustingly easy character, admit it already 17:19 <+greensnark> We read you like a book 17:19 < cbus> any reason to go orcish armour as an orc or is it all dwarven (elven cloak) ? :D 17:20 < cbus> greensnark, yeah! 17:20 <+Zaba_> we see through you like through glass! 17:20 < cbus> greensnark, time to kill these obnoxious new uniques 17:20 < ogaz> there are liches behind it 17:20 <+greensnark> Aaaargh, someone had to mention glass 17:20 < cbus> if I want a hard time I start a game of go 17:20 < cbus> or go back to the tsumego 17:20 < cbus> I was solving 17:20 <+greensnark> Aieee, not liches behind glass! 17:20 <+Zaba_> greensnark, liches behind undiggable glass, don't you like 'em? 17:21 <+greensnark> The worst thing about dpeg making the glass undiggable 17:21 <+greensnark> Was that he added a (greensnark) to the commit comment 17:21 <+doy> wait, which glass is undiggable? 17:21 <+greensnark> And I had people complaining to me about it for weeks 17:21 <+greensnark> doy: The Crypt:5 lich cage glass 17:21 <+doy> seriously? 17:21 <+greensnark> Yes 17:21 <+doy> how does that even make sense? 17:21 <+greensnark> There's still a chance it's diggable, but it's slim 17:21 <+Zaba_> doy, liches fell in through shafts 17:21 < ogaz> he was wondering how greensnark fished them out 17:21 <+greensnark> I don't like it either :/ 17:21 <+Zaba_> it's hard to like something like that 17:22 <+Zaba_> but dpeg manages 17:22 <+doy> i mean, how are you supposed to kill them? 17:22 < Vandal> cbus, the saprovore 1 mut isn't bad to have 17:22 < MarvinPA> you just have to grab the loot while getting blasted with summons i think :P 17:22 <+greensnark> Apparently you're supposed to run past the hail of major demons 17:22 <+doy> that's ridiculous 17:22 < cbus> http://crawl.develz.org/mantis/view.php?id=363 17:22 < cbus> check it out and gimme some feedback 17:22 < MarvinPA> that's how i did it last time 17:22 <+Zaba_> doy, complain to... greensnark ;p 17:22 < MarvinPA> although i had a ton of makhleb summons helping me 17:23 * greensnark forces Zaba to use emacs running in GNU screen. 17:23 < ogaz> on the other hand, there's a new crypt:5 layout that looks kind of like cryptofortress so I guess that kind of makes up for it 17:23 <+doy> greensnark: you should revert it with (dpeg) 17:23 < MarvinPA> i just spammed them and grabbed the loot while the demons fought amongst themselves 17:23 <+Zaba_> greensnark, ouch! 17:23 <+greensnark> New crypt? 17:23 <+Zaba_> greensnark, I probably could manage with viper-mode... but... screen! Argh! 17:23 < ogaz> yes 17:23 <+greensnark> Ah, new level by Mu 17:23 <+greensnark> We should really also add bobbens' garden of evil 17:24 <+Zaba_> and I should make a totally evil crypt:5 as well 17:24 <+Zaba_> with some really evil undead mechanics 17:24 <+by> !tell due In l_item_pluses, return 1 after pushing false? (or maybe don't push false?) 17:24 < Henzell> by: OK, I'll let due know. 17:24 <+Zaba_> and an almost guaranteed golden dragon simulacrum if player's name is greensnark and Zaba is still running in screen 17:26 < Ashenzari> thrown items (http://crawl.develz.org/mantis/view.php?id=363) by cbus 17:26 < cbus> 2 fedhas altars by D:5 17:26 < cbus> bug? 17:26 <+greensnark> cbus: If you have to ask, it's not :P 17:27 < cbus> greensnark, these overflow vaults are a bug imo :) 17:27 <+greensnark> Opinions differ :P 17:27 <+Zaba_> cbus, and so's chaos brand? 17:28 < cbus> zaba_, dunno, haven't used it 17:28 < cbus> zaba_, not worth risking 17:28 <+Zaba_> cbus, and I believe the HUD not displaying gold by default is a bug too? 17:28 < cbus> zaba_, yeah 17:28 <+Zaba_> cbus, and a boring beetle's also a bug? 17:28 < cbus> yeah 17:28 < cbus> or no 17:28 < cbus> they really are boring :) 17:28 <+Zaba_> I think giant beetles are worse 17:29 < cbus> nah, boring beetles spam messages and screw with autoexplore 17:29 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit ["Leaving."] 17:30 <+greensnark> Hmm, I should sign up for c-r-discuss while I'm here 17:31 <+Zaba_> cbus, well, they do something 17:33 < ais523> hmm, I got a really weird crash yesterday 17:34 < ais523> a recursive crash, with "Out of memory" as the only clue as to the reason 17:35 < ais523> http://pastebin.ca/raw/1742898 17:36 <+greensnark> Macro code has been a source of problems for a long time 17:36 <+greensnark> Do you have any interesting macros? 17:36 -!- eith [n=eith@86-41-114-135-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 17:37 < ais523> no macros at all 17:37 < ais523> the only unusual thing I was doing was entering a very large number of notes with : 17:37 < ais523> but not nearly enough to run the laptop out of memory; after Crawl crashed I had more than a gigabyte free 17:38 < ais523> (not sure how much was free before that, I didn't check because I didn't know it was about to crash) 17:44 < eith> ooh, berserk nerf, i like it 17:45 <@rax> If any Crawl devs are going to be at PAX East and want to do a roguelikes/replayability panel with me, let me know? 17:49 -!- by [n=rob@g225109252.adsl.alicedsl.de] has quit [Read error: 113 (No route to host)] 17:50 < cbus> would be cool with a diety that gives slaying bonuses 17:50 < mr0t> now *that* idea i really like. could be an existing deity, too 17:50 < ogaz> probably oka 17:50 < Cryp71c> sigh, I hate nationwide. 17:50 < mr0t> one that kinda sucks 17:51 < cbus> mr0t, oka chaneg :) 17:51 < cbus> but thats might 17:51 < mr0t> Cryp71c, you mean the insurer? 17:51 < Cryp71c> mr0t, yes. 17:51 < cbus> and beogh does the samet hough :) 17:51 < mr0t> I'm pretty sure all insurance companies are spawn of the Abyss 17:52 < mr0t> the whole concept of insurance just doesn't really make sense in the framework of capitalism 17:53 < Cryp71c> Talked to the adjuster, they denied a claim which totaled my car just because I rear-ended him, nevermind the fact that he cut across 2 lanes of traffic and whose breaks stopped his car quicker than mine could stop mine..also nevermind the fact that he fled the scene after the wreck. 17:53 < mr0t> aw, jeez 17:53 < cbus> You hear the crackle of electricity. h - an uncursed glowing double sword of electrocution (weapon) {god gift} 17:53 < cbus> :D 17:53 < mr0t> to be fair, I am pretty sure that the "all rear-end accidents are the rear-enders fault no matter what" 17:54 < ogaz> oh yeah? MY god gave me a meat ration 17:54 < Cryp71c> He even let it slip that if the other driver had stayed around, taken fault for the wreck, they still would've denied my claim...plus I would be responsible for some of his damages. 17:54 < mr0t> is US law, not insurance policy 17:54 < cbus> mr0t, how do you like USA? 17:55 < Cryp71c> mr0t, no..there's no US Law stating that. it IS insurance policy. 17:55 < mr0t> Cryp71c: when I was 14 I got hit by a Ford Explorer crossing a street in front of a metro bus (which blocked our view of each other). The woman's insurance company tried to get me to pay for the damages my flimsy body inflicted on her car 17:55 < mr0t> wow, that's majorly fucked 17:56 < cbus> mr0t, wow 17:56 < Cryp71c> mr0t, yeah that's retarded. That wouldn't fly nowadays, if only for the negative press the insurance company would've gotten for it. 17:56 <@dpeg> back 17:56 < mr0t> cbus: I have mixed feelings, but largely negative. I hope one day I can emigrate to Denmark, since my mom is danish I might have a good shot at residency, esp. if I have an asylum claim 17:56 < cbus> mr0t, sounds nice, I hope you succeed 17:56 < mr0t> thanks! 17:57 < cbus> mr0t, and I hope you survive the cold :D 17:57 < mr0t> part of it was that when I was half-unconscious on the sidewalk I apologized and said it was my fault, or something like that; I have no idea what I said, maybe they made it up 17:57 < mr0t> heh 17:57 < Cryp71c> So, let it be known...Insurance companies aren't looking for who is at fault. They're looking for a loophole that they don't have to pay you through. 17:57 < mr0t> it's actually colder here right now than in Antarctica 17:57 < mr0t> (yeah, it's summer down there, but still) 17:58 <+greensnark> While this is all very fascinating, could we move it to ##crawl-offtopic? :) 17:58 < mr0t> oops. I thought this *was* ##c-o/t 17:58 < cbus> out of windows :( 17:59 < mr0t> well, nothin to add anyway. I gotta go make some coffee 17:59 < Cryp71c> Trying to mpr() beam.foe_ratio info, is there an implicit conversion you guys know of that will work? 18:00 < Cryp71c> since its not a standard object? 18:01 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 18:04 <+greensnark> Cryp71c: mprf("foe_ratio: %d", beam.foe_ratio); 18:04 <+greensnark> You should also totally use a debug build 18:04 < Cryp71c> greensnark, make debug? 18:04 <+greensnark> It will dump most of this info as diagnostic messages when monsters fire beams and stuff 18:04 <+greensnark> Yes 18:05 <@dpeg> MarvinPA: the flame+poison special combo will be disabled (and hardcoded for Nessos) 18:06 <@dpeg> chaos weapons should go back to the old state, yes 18:06 < MarvinPA> aha okay 18:06 <+doy> what is "the old state"? 18:06 < MarvinPA> i guess the only issue is with poison-branded launchers allowing you to combine brands, then 18:06 <@dpeg> curare should not get blocked by rPois 18:06 < mr0t> the pois part should, not the slow though 18:07 <+doy> and not the asphyx damage part either 18:07 <+greensnark> Isn't that the current state of affairs? 18:07 <+doy> greensnark: i thought so, but due said otherwise 18:07 <+doy> i haven't actually checked 18:08 <+doy> http://crawl.develz.org/mantis/view.php?id=357 18:08 <+greensnark> From a quick look, there seems to be no change to the code 18:09 <+greensnark> PR protects from poisoning, and halves the impact asphyx damage 18:09 < syllogism> checking resistance: flavour=1 18:09 < syllogism> You have difficulty breathing. 18:09 < syllogism> You feel yourself slow down. 18:09 <+doy> alright then 18:10 < Cryp71c> greensnark, under debug, can I still access wizard via & ? 18:10 <+doy> Cryp71c: yes 18:10 <+doy> (also: try it and see) 18:10 < Cryp71c> kthx 18:10 < cbus> -Things that are here: a glowing executioner's axe {god gift} 18:10 < Cryp71c> doy, waiting on the compile and linking. 18:10 < syllogism> cbus: if it's holy wrath you should switch 18:11 < cbus> its elec 18:12 < Cryp71c> ... 18:12 < Cryp71c> doy, getting that same crash from last night. 18:12 <+doy> Cryp71c: yes, i get it too now 18:12 < Cryp71c> when I try to set the char level or spawn a creature by name 18:12 < mr0t> is there any option in the current trunk binary that lets you fix the # of rows/columns? when I play fullscreen, the messages are all way at the bottom of the screen 18:12 < Cryp71c> have you gotten any workaround for it? 18:12 <+doy> Cryp71c: git revert 4294ce7 18:12 < syllogism> not crashing here 18:12 < mr0t> which is kinda weird because I've played other crawl binaries and not had that problem 18:13 < mr0t> there are so many friggin options, I couldn't find anything that looked promising 18:13 <+doy> mr0t: the message area stuff has been through a bunch of changes lately 18:13 <+doy> there should be an option for that, but not sure if it's documented yet 18:13 <+doy> by would know, when he comes back around 18:14 < mr0t> ok, it's not that big a deal, i don't mind that much playing windowed 18:14 < Cryp71c> I had to leave last night before I had a response, what's the protocol with writing notes on bug reports on mantis, eg notes for development use (relevant function names, line numbers, possible fixes that are unimplemented/tested, etc.) ? 18:14 <+doy> Cryp71c: what do you mean? 18:14 < mr0t> maybe when I move to .dk I will have a better connect to CDO :p 18:15 <+sorear> Cryp71c: DO IT RIGHT NOW 18:15 < syllogism> &^X is a bit too spammy in the debug build :P 18:15 <+doy> syllogism: everything is a bit too spammy in the debug build d: 18:15 <+sorear> Cryp71c: keeping notes to yourself and not on mantis is the second worst thing you can do right now after outright sabotage 18:15 <+doy> sorear: wow, chill out 18:15 <+doy> (: 18:15 < Cryp71c> sorear, lol, k. I'll be sure to be verbose in note writing 18:16 < cbus> curare seems bugged 18:16 <+doy> you get too worked up about these things d: 18:16 < cbus> Sonja shoots a curare-tipped needle. The curare-tipped needle hits you! 18:16 < cbus> and nothing 18:16 <+sorear> don't be too spammy, but, if you think you might not be able to finish, absolutely make sure we know where you left off 18:16 <+doy> cbus: yeah, there's a bug report for that already 18:16 < cbus> ahh now it works 18:16 < cbus> just not 100% 18:17 <+doy> probably something got inadvertently changed when messing with the new needles 18:17 < cbus> yeah 18:17 < cbus> probably "resistance" depending on throwing skill 18:18 <+doy> on the other hand, it might be more reasonable for curare to go through those same codepaths (and so not trigger every time) 18:18 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has quit [Read error: 110 (Connection timed out)] 18:18 <+doy> shrug 18:19 < cbus> doy, yeah, you have needles of slowing too, feels like a clone (almost) 18:19 <+doy> yeah 18:19 <+doy> if needles of slowing require an hd save but curare needles don't, and curare also does extra damage and poison 18:19 <+doy> seems like it doesn't really fit 18:20 < syllogism> well you'll have a rather limited supply of needles generally 18:20 <+doy> sure 18:20 <+doy> guess i don't know what the spawn rate for the new needles are 18:20 < syllogism> but it's quite likely curare will get the same hd save 18:20 < syllogism> due just didn't want to change it before further discussion 18:20 < syllogism> but dpeg seemed to be for it 18:21 <+doy> well, it seems to be already in(: 18:21 <+doy> (possibly by accident) 18:21 < syllogism> not for monsters at least, is it 18:21 < Cryp71c> is there a way to influence a monster to do a particular action (as if the monster had chosen it as a possible action)? 18:21 < syllogism> I don't know if it ever was guaranteed to affect the player 18:21 < Twinge> It would make sense if they all used a similar formula, probably. Right now poison needles are based on the target's AC, while the new needles are all based on your skill and the target's HD 18:21 <+doy> syllogism: really? 18:22 <+doy> i thought it was 18:22 <+doy> Twinge: yes 18:22 < Cryp71c> @??Deep elf mage 18:22 < Gretell> deep elf mage (e) | Speed: 10 | HD: 4 | Health: 12-24 | AC/EV: 0/13 | Damage: 5 | Flags: spellcaster | Res: magic(32) | Chunks: contaminated | XP: 88 | Sp: b.venom, mystic blast, invisibility, confuse, slow, teleport self / magic dart, paralyse, haste, b.lightning, confuse, teleport self / paralyse, crystal spear, blink, b.fire, b.cold, minor healing / paralyse, throw flame, invisibility, teleport other, fi 18:23 < syllogism> the new formula would probably make poison needles too good early game as low hd monsters dont get to resist at all 18:25 < Twinge> Yeah. The other needles are rarer while at the same time it was intended for unskilled players to have a chance to use them, if they happened upon them, on up to ogres with halfway decent chances. The poison ones are more common and shouldn't be exactly the same. 18:25 <+doy> that's only an issue because you can start with poison needles 18:26 <+doy> but yeah, not sure if there's a reasonable fix 18:26 < Cryp71c> @??deep elf sorcerer 18:26 < Gretell> deep elf sorcerer (e) | Speed: 10 | HD: 14 | Health: 42-84 | AC/EV: 0/13 | Damage: 12 | Flags: evil, spellcaster, see invisible | Res: magic(112) | Chunks: contaminated | XP: 1589 | Sp: b.draining, banishment, haste, demon, hellfire, teleport self. 18:26 < cbus> yay instadeath vault in lair :D 18:26 < cbus> (like 5 locked in centaurs just waiting for autoexplore to get in range) 18:26 < cbus> and then... 18:27 < cbus> http://haxxor.se/~cbus/1254593569212.png 18:27 <+doy> maybe assassins should start with their needle stack spread among 1d3 random types of needles or so 18:27 <+sorear> good idea 18:27 <+doy> cbus: i notice you didn't die 18:27 <+doy> d: 18:27 < cbus> sleeping works good with As btw, (stabbing) 18:27 < cbus> doy, some cloud or something blockde the sight of 18:27 <+sorear> paralysis is strictly better than sleeping 18:28 <+sorear> as of 0.5 18:28 < cbus> hmm, dinner 18:29 < cbus> sorear, you get stab every turn? 18:29 <+sorear> yes 18:29 < cbus> ahh cool 18:29 <+sorear> full-strength stab too 18:29 < cbus> and how is the paralysis replacement (for stalkers)? 18:29 <+sorear> never tried it 18:29 < cbus> me neither, seemed like a nerf (and I didn't use paralysis that much either when it was in the book) 18:30 <+doy> the spell is basically the same thing as paralyze now, except you don't get stab chances, and i think it might increase their ac a little bit 18:31 < ogaz> ??petrify 18:31 < Henzell> petrify[1/3]: Petrification works in two stages. First the monster is slowed down in all of its actions and cannot move away (petrifying), and when that times out it remains properly petrified (no movement or actions). The second part is similar to paralysis, except that insubstantial monsters can't be affected and that all damage is drastically reduced. 18:31 < Cryp71c> ??dispell 18:31 < Henzell> I don't have a page labeled dispell in my learndb. 18:31 < Cryp71c> ??dispel undead 18:31 < Henzell> dispel undead[1/1]: Deals very high damage to undead. Extremely useful vs. liches, mummies, various other things, and (most importantly for early necros) player ghosts. Not useful vs. anything not undead. If you are an undead or lich-form player, take care around necromancer ghosts, pan lords, gloorx vloq, and shadow fiends. 18:31 < syllogism> hasted you are pretty much guaranteed to kill cerebov once the needle works 18:32 <+sorear> let me find an interesting thing from the 0.1 release 18:33 <+sorear> http://groups.google.com/group/rec.games.roguelike.misc/msg/ba29913cc407412c - this is extremely apropos right now 18:50 -!- by [n=rob@g225109252.adsl.alicedsl.de] has joined ##crawl-dev 18:50 -!- mode/##crawl-dev [+v by] by ChanServ 18:51 < Cryp71c> Vandal, what creature did you experience the fireball under? 19:04 -!- nrook [n=nrook@ip68-14-16-167.ri.ri.cox.net] has joined ##crawl-dev 19:10 -!- timecircuits [n=Adium@pool-71-246-66-203.bltmmd.east.verizon.net] has joined ##crawl-dev 19:12 -!- neunon [n=neunon@unaffiliated/neunon] has quit [Read error: 60 (Operation timed out)] 19:13 -!- by [n=rob@g225109252.adsl.alicedsl.de] has quit [Nick collision from services.] 19:13 -!- by_ [n=rob@g225121177.adsl.alicedsl.de] has joined ##crawl-dev 19:13 -!- mode/##crawl-dev [+v by_] by ChanServ 19:13 -!- by_ is now known as by 19:20 -!- Zaba_ is now known as Zaba 19:23 <@dpeg> rax: Hi there. Sorry, wrong continent again for me. Thanks for calling! 19:24 < Cryp71c> sorear, I have debug info for hellfire vs fireball as casted by a deep elf sorcerer vs deep elf mage (respsectively) 19:24 < Cryp71c> The sorcerer won't cast hellfire if he's within the dmg range 19:24 < Cryp71c> but the mage does, does anything jump out at you between the two: http://paste2.org/p/600232 19:25 < Cryp71c> foe_ratio is 60 for fireball, I bumped it up to 80 (same as hellfire) and it still does it. 19:25 <@dpeg> liches behind glass are good, because liches are an endangered species 19:26 <+doy> @??deep elf mage 19:26 < Gretell> deep elf mage (e) | Speed: 10 | HD: 4 | Health: 12-24 | AC/EV: 0/13 | Damage: 5 | Flags: spellcaster | Res: magic(32) | Chunks: contaminated | XP: 88 | Sp: b.venom, mystic blast, invisibility, confuse, slow, teleport self / magic dart, paralyse, haste, b.lightning, confuse, teleport self / paralyse, crystal spear, blink, b.fire, b.cold, minor healing / paralyse, throw flame, invisibility, teleport other, fi 19:26 <@dpeg> also, the usual rule of oklobs apply: all the bad rep means I got something right. 19:26 <+Zaba> dpeg, but it's bad when you can't dig the glass! 19:26 <+doy> @??deep elf sorcerer 19:26 < Gretell> deep elf sorcerer (e) | Speed: 10 | HD: 14 | Health: 42-84 | AC/EV: 0/13 | Damage: 12 | Flags: evil, spellcaster, see invisible | Res: magic(112) | Chunks: contaminated | XP: 1589 | Sp: b.draining, banishment, haste, demon, hellfire, teleport self. 19:26 <+doy> dpeg: you can kill oklobs d: 19:26 <+Zaba> @??deep elf conjurer 19:26 < Gretell> deep elf conjurer (e) | Speed: 10 | HD: 6 | Health: 18-36 | AC/EV: 0/13 | Damage: 5 | Flags: evil, spellcaster | Res: magic(48) | Chunks: contaminated | XP: 208 | Sp: b.fire, b.cold, cantrip, b.lightning, b.draining, teleport self / sticky flame, mystic blast, invisibility, stone arrow, b.draining, teleport self. 19:27 <+doy> making the liches unkillable just means you have to deal with like 20 no-xp major demons to even try to get anything 19:27 < syllogism> @?? statue 19:27 < Gretell> statue (8) | Speed: 10 | HD: 8 | Health: 70 | AC/EV: 12/1 | Damage: 20 | Flags: non-living | Res: magic(immune), fire, cold, elec++, poison | XP: 561. 19:27 * dpeg is surrounded by wimps but keeps standing 19:28 <+by> @?? brown ugly thing 19:28 < Gretell> unknown monster: "brown ugly thing" 19:28 <+by> @??ugly thing 19:28 < Gretell> white ugly thing (u) | Speed: 11 (act: 110%) | HD: 8 | Health: 31-58 | AC/EV: 2/9 | Damage: 12(cold) | Flags: amphibious | Res: magic(32), cold | Chunks: mutagenic | XP: 341. 19:28 <+doy> also, it means that branch end has both a decent amount less loot and a significant amount less xp than all the others 19:28 <+by> are they meant to be speed 11? 19:30 <+greensnark> I don't mind variance in branch end loot/xp 19:30 <+sorear> by: yes 19:30 <+greensnark> But I don't find running past the liches much fun :P 19:30 <+greensnark> It can be done pretty safely if you know what you're doing 19:30 <+greensnark> Haste, go in, apport, get out 19:30 <@dpeg> doy: loot is the same 19:31 <+sorear> by: you could scum ugly things into a color of your choice by leading a pack of them in circles, if you were as fast as them 19:31 <+sorear> by: so, when I made them fixed speed, I gave them slightly fast movement 19:31 <+doy> hmmm, thought it was less, been a while since i looked at it though 19:31 <@dpeg> sorear: yes, that was good 19:31 * greensnark finally clued in to the fact that sirens are placed specially on water squares. 19:31 <+greensnark> I was wondering why they're so much more common :P 19:31 <@dpeg> doy: I think that some other Crypt end places irresponsible amounts of loot 19:32 < syllogism> are harpies too 19:32 <+doy> dpeg: probably true(: 19:32 <+doy> church of pain used to be really ridiculous about that 19:32 <+doy> but it got toned down 19:32 <@dpeg> yes 19:32 <+greensnark> I'd take church of pain with zero loot over the liches in glass :P 19:33 <+greensnark> It's not about the loot, it's just that the liches-in-glass is an interesting-once gimmick level 19:33 <@dpeg> When I made the much-hated two-lich Crypt ending, I used the same amount of loot as bobbens had for the very first ending. But later, we got more endings and I didn't compare loot, a bad oversight. 19:33 <@dpeg> greensnark: okay, I will remove the vault 19:34 <+greensnark> Please don't hate me, I really think it's for the best :) 19:34 <@dpeg> hate is an understatement 19:34 <+sorear> You have your chronology backward 19:34 < Mu_> mine has a lot of loot :s 19:34 <+sorear> Caged liches was #3, not #2 19:34 < syllogism> if it helps, i would run through any lich-in-glass gauntlet for the loot :P 19:34 * greensnark sends dpeg roses, chocolates, and testudines. 19:35 <+doy> maybe the lich in glass one should be a crypt-specific minivault instead 19:35 <+doy> with less loot 19:35 <+sorear> and we've only gotten one new ending since them 19:35 < syllogism> cbus was right next to the lab exit and teleported on purpose :P 19:35 <+doy> it always did feel a little strange when compared to the rest of the huge ending vaults 19:35 < Cryp71c> doy, can I specify a spellbook to load from when i spawn a particular monster? 19:35 <+greensnark> cbus does weird things in labs :P 19:35 <+doy> Cryp71c: yes, but don't remember how 19:35 < Cryp71c> sorear, ? 19:35 <+doy> someone around here would know though 19:35 < Cryp71c> you know? 19:36 <+sorear> &M human spells:fireball 19:36 < Cryp71c> ..?wha? 19:36 <+sorear> you can't specify a spellbook 19:36 < Cryp71c> oh, but I can specify spells? 19:36 <+sorear> tou can only specify a list of spells 19:36 <+sorear> yes 19:36 < CIA-81> dpeg * rdd83d4d2be38 /crawl-ref/source/dat/crypt.des: Remove my Crypt:5 vault (glassed liches). 19:36 <@dpeg> doy: I made it precisely because I didn't like the huge vaults. 19:36 < Cryp71c> that'll do pig, that'll do. 19:36 <@dpeg> This is not my game anymore :( 19:36 <+sorear> ... 19:36 <+sorear> what? 19:37 < Cryp71c> what what? 19:37 <+sorear> *cracks knuckles* 19:37 <+sorear> Who is the blackmailer 19:37 < Cryp71c> sorear, are you talking to me? 19:37 < Cryp71c> I'm confuzzled 19:37 <+doy> dpeg: ah, didn't realize that 19:38 <@dpeg> doy: it is not that they are too bad but I like small, restricted vaults better 19:38 < Cryp71c> hrm, how can I keep a monster from moving? 19:38 < Cryp71c> without paralyzing him 19:38 < syllogism> monsters aren't getting their right hp max when you use "&M foo hd:27 :( 19:38 <+sorear> Cryp71c: no, talking to dpeg 19:38 < Cryp71c> sorear, kthx 19:38 <@dpeg> sorear: blackmailer? 19:39 <@dpeg> I succumbed to the pressure. 19:39 <+sorear> :( 19:39 <@dpeg> all complaints, no support :/ 19:39 <@dpeg> gotta keep going at the amulets wiki 19:39 < MarvinPA> i've done it once and i didn't mind it! :P 19:39 <@dpeg> MarvinPA: part of greensnark's complain is ONE-trick pony 19:39 <+doy> i do think that vault would be good somewhere, shouldn't just get rid of it 19:40 < MarvinPA> heh 19:40 < MarvinPA> well i've done it twice, once with diggable walls and once without 19:40 <+by> they're not diggable anymore? 19:40 < MarvinPA> it seems like an interesting challenge, 19:40 <@dpeg> doy: I am angry. When I angry, I have been known to do extreme things, way beyond deleting vaults. 19:40 < Twinge> Heh. I've only been to Crypt:5 once, and I think it was that vault. I think I was able to dig them out of the glass though? I forget, been a while. 19:41 <+by> personally, all of the crypt endings lose appeal after you've seen them a few times 19:41 < Twinge> Like, the locked in liches seems pretty reasonable if they can be dug out with either wands of digging or destructioon. But if you don't also want that to apply to ALL glass walls it'd be awkward. 19:41 <@dpeg> by: well, bobbens has one that is heavily randomised 19:41 <+doy> by: well, that's most vaults in general 19:41 < Cryp71c> @??human 19:41 < Gretell> human (@) | Speed: 10 | HD: 5 | Health: 15-40 | AC/EV: 2/12 | Damage: 10 | Res: magic(20) | Chunks: contaminated | XP: 264. 19:41 <@dpeg> but yes, that is often true 19:43 < cbus> greensnark, weird things 19:43 < cbus> ? 19:43 < Cryp71c> Does anyone know *precisely* what foe_ratio is used for? I read a brief snippet which gave an overview but it didn't prove very enlightening 19:43 < cbus> greensnark, the labyrinth was only solvable from one direction it seemed 19:43 < cbus> so instead of running around for 1h I teleported 19:43 < cbus> thats the last one I'm entering 19:43 < cbus> to much hassle for too little loot 19:44 <+Zaba> dpeg, I like small vaults more, too! 19:44 <+doy> cbus: d: 19:44 < syllogism> it takes like a minute and you get tons of loot :P 19:44 <+doy> what syllogism said 19:44 < syllogism> I did 5 labs last game 19:44 <+doy> labs never take me more than a couple minutes 19:44 <+Zaba> dpeg, just not when they've got those buggers that spam demons at me and I don't even have a chance to kill them 19:44 <+doy> and i barely even try 19:44 <@dpeg> syllogism: 4.0.0b26 labs too 30 seconds! 19:44 <+doy> yes, they are more challenging than old labs at least 19:44 <+doy> (: 19:45 <+doy> but not to the point of being irritating 19:45 < syllogism> yes, I'd still like to see a screenshot of a 4.1 lab, they seemed large but probably werent 19:45 < Twinge> Just loosely brainstorming here, but there could be a different type of glass wall that is pretty fragile, and can always be destroyed with digging/destruction (and possibly other things). Then that type of wall could be used for places like dpeg's C5 vault, so the liches would still be somewhat awkward and a pain to get to, but still reachable and killable. 19:45 < syllogism> you just couldnt tell if you were making any progress 19:45 <+doy> Twinge: this already exists 19:45 <+doy> and is what that vault used to use 19:45 <+doy> the change to undiggable was deliberate 19:45 < Twinge> Mm. 19:45 <+by> somebody was going to do a new-lab autosolver 19:45 <@dpeg> by: what? 19:46 <+Zaba> that liches behind glass vault used to always had diggable glass and it was fine then 19:46 < Twinge> doy: Is it obvious the difference between the two glass walls though? Heh. 19:46 <+by> well, at least thinking about (here or on ##crawl) 19:46 <+doy> i'm sure it would be possible, but i don't think the results would be any better than a human doing it 19:46 < cbus> by, nice! 19:46 < cbus> much less hassle :) 19:46 <+doy> Twinge: 'transparent rock' vs 'transparent stone' i think 19:46 < Twinge> Ah. 19:46 < cbus> labyrinths aren't exactly fun, its just farming gear 19:46 <+by> I like labyrinths 19:46 < syllogism> I like them 19:46 <+doy> i like labyrinths 19:46 < Twinge> But yes, is it a major issue to just revert the walls to diggable versus killing the whole vault? 19:46 <@dpeg> Zaba: you are a dev. If you want to shoulder the responsibility, add the vaults (and tweak as much as you can/like before). It is not my vault anymore. 19:47 <@dpeg> btw, it is the second vault is truly lose (apart from deleting some stupid entry vaults); the other one was the series of Elf endings 19:47 <+doy> at the very least we shouldn't toss that vault entirely 19:48 < syllogism> I remember those elf endings, what was wrong about them? 19:48 <@dpeg> doy: you also have commit rights 19:48 <@dpeg> syllogism: greensnark complained :) 19:48 <+doy> syllogism: i remember there being valid arguments against them, but i don't remember what they were anymore 19:48 <+greensnark> I was passing along user complaints about having to search all over the level :) 19:48 <@dpeg> syllogism: they used the fact that some loot was not accessible via secret doors and we had players who would keep searching until they drop 19:49 <@dpeg> this is not fun but it's entirely their fault 19:49 <@dpeg> the series had some cool ideas 19:49 <@dpeg> would be even better now, with Mapping working better 19:49 <+doy> we could restore those old vaults and tweak them up to make that not an issue 19:50 <@dpeg> doy: they're buried in the svn somewhere, good luck! 19:50 <+doy> we really shouldn't be tossing out branch end vaults, we need more of them, not less 19:50 <+doy> (: 19:50 <+doy> dpeg: they're buried in git now, which is much easier to manage(: 19:50 <@dpeg> doy: well, I noted this when doing vaults (entry and ends) alongside with Erik: there is a natural trend to make them edgier and edgier. 19:51 <@dpeg> doy: well, if you have a look at them and want to reinstate them, I surely wouldn't complain 19:51 <+doy> i'll see what i can do this weekend 19:51 < Twinge> I can see that. "XX has already been done, so I'll have to kick it up a notch!" 19:51 <@dpeg> yes 19:51 <@dpeg> and (ab)using more tricks etc. 19:52 <+doy> i also want to see about possibly making a new map layout 19:52 <@dpeg> exactly the same happens with the new lua stuff 19:52 <+doy> but that might be more work 19:52 < Mu_> is it better to resist using lua stuff in vaults ? 19:52 <@dpeg> re: liches in glass. It occurred to me that the glass could disintegrate, too (when the player is near). 19:52 <+doy> Mu_: for the majority of vaults, yes 19:52 <@dpeg> Mu_: no, of course not. 19:52 <@dpeg> Mu_: but you can see how the envelope is pushed time and again :) 19:53 <+doy> Mu_: it's fun once in a while, but extra rules and custom things just end up getting confusing if they're everywhere 19:53 <@dpeg> doy: yes. 19:53 < Mu_> well we got so many new things to play with lately :s 19:53 <+Zaba> elf_hall_rogue_* are said elf:7 endings that were removed? 19:53 <+doy> (: 19:53 <@dpeg> Zaba: yes 19:53 <@dpeg> But using fancy stuff in portal vaults is encouraged -- it is the equivalen to special moves/speech for uniques. 19:53 <+doy> like the ancient champions vault - it's really cool (from what i've seen), but very very few vaults should have that level of complexity 19:53 <+doy> (: 19:54 < Mu_> ;-) 19:54 <@dpeg> doy: yes. due is generally very sane and knows "less is more" by heart. But when it comes to vaults, he is a loose nut. Which I like :) 19:54 <@dpeg> same for Mu, of course =) 19:54 <+Zaba> dpeg, it has loot in areas one has to dig to 19:54 <@dpeg> Zaba: I know that. 19:54 <+greensnark> Ancient champions vault? Where's that? 19:55 <+Zaba> hm, I thought I saw you mention secret doors. 19:55 <@dpeg> there are also secret doors 19:55 < syllogism> float.des 19:55 < Mu_> greensnark: bottom vault in float.des 19:55 <@dpeg> and there is inaccessible loot (only a bit, and you can get out) -- I'd do it much better if I made them now 19:56 <+greensnark> Oh, I'm obviously not going far enough in the game to see all the cool stuff 19:56 <+greensnark> I haven't seen half the vaults in float.des 19:56 < syllogism> I didn't even get a wizlab last game :( 19:56 <+by> I think using Lua to make vaults more random is great; I'm less enthusiastic about Lua interactivity features in vaults 19:56 * doy agrees with by 19:57 <@dpeg> by: yes 19:57 <@dpeg> by: again, portal vaults are excempt (for me at least) 19:57 <@dpeg> greensnark: have you seen a ziggurat? 19:58 <+doy> dpeg: what do you think about a level layout that looks something like this? http://doom.chaosforge.org/images/5.png 19:58 <@dpeg> They were your gift to 0.5 (just as Shoals are to 0.6) and they seem to work astonishingly well, given that they're not really finished. 19:58 <+greensnark> Also: I'd like to apologise for calling the Crypt glass ending a one-time gimmick, that was exaggerating to try and make a point. 19:58 <+Zaba> personally I think Tomb, being all themed about confusing layouts and mysteriousness, could benefit from some lua things, but I'm not quite sure how exactly. 19:58 <+greensnark> dpeg: I've never been in a ziggurat in a real game :/ 19:58 <@dpeg> me neither 19:59 <+greensnark> But I did run into some low-level ziggurat entrances 19:59 <@dpeg> greensnark: well, it is a one trick pony, but then, many vaults are 19:59 <+greensnark> dpeg: True, vaults are probably most interesting the first time because after that you remember the details 19:59 <+by> my only ziggurat was on a speed-run 19:59 <@dpeg> by: how sad 20:00 <@dpeg> doy: how would you describe it? "disrupted rooms?" 20:00 <+by> (the only one I entered) 20:00 <@dpeg> by: oh, cool then 20:00 <@dpeg> was it worth it? 20:00 <@dpeg> greensnark: we are randomising things so much 20:00 <+doy> dpeg: the key point being rooms that are smaller than your los 20:00 < syllogism> Yavar found turtles 20:00 <+doy> dpeg: and no corridors 20:00 <@dpeg> still not enough, I guess 20:00 < syllogism> :turtle sighted: 20:00 <+doy> dpeg: i think it would be cool as a layout for crypt 20:01 <+by> dpeg: don't really remember, but I don't think it was a mistake 20:01 <@dpeg> doy: yes, I agree 20:01 <@dpeg> there is some layout stuff that should be done 20:02 <@dpeg> for example, doing something about rooms+corridors in Lair: either remove, or explain why it's there 20:02 <+doy> yes 20:02 <+greensnark> Yes, lair rooms are pretty odd-looking 20:02 <+Zaba> dpeg, what about snake? 20:02 <@dpeg> also, I hate that so many layouts are rectangular, they should have smoothed corners and broken boundaries 20:02 <+doy> dpeg: also yes 20:02 <@dpeg> Zaba: well, that has at least intelligent inhabitants, so it is slightly less bad 20:03 <+doy> swamp especially 20:03 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has quit ["Defecator, may everything turn out okay so that you can leave this place."] 20:03 <+greensnark> Lair has the spotty layout, but it could probably be tweaked to make it more different from Orc and the rooms layout reduced 20:03 <+doy> should not be rectangular 20:03 <@dpeg> greensnark: I was suggesting to just scrap them. But then borsuk pointed out that doors work best there and someone else (doy?) pointed out that Lair could be formerly civilised, now wild. 20:03 <+doy> greensnark: something that might work for lair would be to keep the rooms layout, but go through and remove maybe 5-10% of the wall tiles 20:03 <+doy> dpeg: i think that was due's suggestion 20:03 * greensnark thinks most branches should have some distinctive layout gen. 20:03 <@dpeg> doy: yes, Swamp is bad with the rectangle frame. 20:03 <@dpeg> greensnark: sure 20:04 <+greensnark> doy: Yes, a runed level variant would also work 20:04 <+greensnark> Er, ruined 20:04 <@dpeg> glowing levels! 20:04 <+greensnark> glistering levels 20:04 <+doy> the 'ruins' thing would fit, and would allow an explanation of keeping doors, etc 20:04 <@dpeg> You enter a distressingly furry level. 20:04 <+doy> heh 20:04 <@dpeg> doy: yes 20:04 <@dpeg> but if we do this, we should provide the ruins 20:04 <+greensnark> The nice thing about hacking level generation is that it's a lot of fun 20:04 <@dpeg> not much is needed for story telling 20:05 <+doy> dpeg: sure 20:05 <@dpeg> I think there should be a way to make doors. 20:05 <+Zaba> ruins is easy, take, say, lemuel's castle, and do a subst to remove the stone walls with an appropriate chance.. 20:05 <@dpeg> proposed it as a misc item on the wiki 20:05 <@dpeg> Zaba: we want better ruins 20:05 <@dpeg> with plants crackign up the walls etc. 20:06 <@dpeg> but yes, some vaults would be a good start 20:06 <+doy> i think starting with the ruins layout, modified from the normal rooms and corridors one would be a good start 20:06 <+doy> and something to build a theme around 20:06 <+doy> for people to start making vaults 20:07 <+greensnark> Agreed 20:07 <@dpeg> doy: yes 20:07 <@dpeg> but, as we so often get distracted here: not for 0.6 20:07 <+doy> yes 20:07 <+doy> (: 20:07 <@dpeg> I am preparing another "road to 0.6" mail, now that RC and Shoals are essentially taken care of 20:08 <+greensnark> It shouldn't hold back 0.6, but if someone provides a patch! 20:08 <+greensnark> Like doy, say, not to mention any names 20:08 <+greensnark> :) 20:08 <+doy> do we have any branch overhauls targeted for 0.7 at the moment? 20:08 <+doy> greensnark: (: 20:08 <+greensnark> doy: Level-gen hacking is <3 20:08 <+Zaba> so, will shoals make it to 0.6? 20:08 <+doy> greensnark: yeah, it looks entertaining 20:08 <+doy> Zaba: yes 20:08 <+Zaba> nice 20:08 <+doy> shoals are basically complete at this point 20:08 <+doy> just need a bit of playtesting for balance 20:09 <@dpeg> doy: for 0.7? I think jpeg really like the new concept of Hive. 20:09 <+doy> dpeg: i liked that too(: 20:09 <@dpeg> And we should do Swamp, there are enough ideas. 20:09 <+doy> haven't been keeping up on the swamp discussions thoguh 20:09 <@dpeg> doy: it's a mess 20:10 <@dpeg> but it can be sorted out 20:10 <+doy> yeah 20:10 <+Zaba> hm. 20:10 <@dpeg> just needs goodwill, some thought and determination to make decisions 20:10 <+by> just removing item generation seemed like a safe first step, but it seems a complete solution is desired? 20:10 <+Zaba> somehow, neither walls nor open sea seem to be good for level boundaries in swamp, at least to me. 20:11 <+doy> Zaba: trees would work i think 20:11 <+greensnark> We could do a pratchett and create a new feature called MMBS 20:11 <+greensnark> "Miles and Miles of Bloody Swamp" :) 20:11 < cbus> greensnark, already have that ;D 20:11 <+Zaba> lol 20:11 < cbus> greensnark, have dragons that when their digestive system fail explode 20:11 < cbus> :D 20:12 <+greensnark> Swamp dragons could explode when killed, yeah :P 20:12 <+Zaba> cbus, just when that? They explode anytime.. 20:12 <@dpeg> by: yes 20:12 < cbus> don't remember what book that happens in thoug h:( 20:12 <@dpeg> by: better wait and come with a complete approach 20:12 <+greensnark> Men at Arms features exploding dragons as a prominent plot point 20:12 < cbus> greensnark, yeah thats the one I think :) 20:12 <+doy> in fact 20:13 <@dpeg> Zaba: rock is okay, the boundaries should just be fragmented 20:13 <+doy> i wonder if making swamp use trees for all walls would be reasonable 20:13 <+doy> that could be a cool effect 20:13 <@dpeg> doy: true 20:13 <+doy> and would seem more swampy 20:13 <+Zaba> doy, provided it would have trees on the level itself as well, it would look well 20:13 <+doy> Zaba: yeah 20:13 <+doy> hmmm 20:14 <+doy> the level layout could be clear in the middle, with trees getting randomly more dense as you move outward 20:14 <+Zaba> aren't swamp levels created in some odd way right now? Like, generating a normal level and then replacing all floor and walls with water and walls? 20:14 <+Zaba> and floor 20:14 <+doy> this would solve the level border issue too 20:14 <@dpeg> doy: awesome 20:14 <+Zaba> doy, that'd be great 20:14 <@dpeg> doy: could also have some rock parts thrown in 20:14 <+doy> dpeg: sure 20:14 <+greensnark> Zaba: Yep, Swamp gen is weird 20:14 <@dpeg> and them smooth transitions <3 20:14 <@dpeg> but, back to 0.6 20:14 <+doy> hehe 20:15 <@dpeg> we need to do something about message spam, which is why I dedicated a wiki page to the issue 20:15 <+doy> i'll at least start a branch for new level/branch layouts this weekend 20:15 <+doy> and we can decide about what to merge back in later 20:15 <+greensnark> Is this message spam thing a 0.6 target? 20:15 <+doy> yes 20:15 <+greensnark> Ah, nice 20:15 <@dpeg> http://crawl.develz.org/wiki/doku.php?id=dcss:messagespam 20:16 <+doy> hunters are pretty unplayable at the moment 20:16 <@dpeg> doy: well, I play them. But it hurts, yes. 20:16 <@dpeg> !whereis dpeg 20:16 < Henzell> 839. dpeg the Spear-Bearer (L11 MfHu), worshipper of Fedhas, slain by a hill giant (a +0,+0 giant club) on D:11 on 2010-01-07, with 8243 points after 12134 turns and 1:22:00. 20:16 <+greensnark> I was about to mention that ^G with all branches discovered always forces a -more-, but hunters are a bigger issue :) 20:16 <@dpeg> @whereis dpeg 20:16 < Gretell> dpeg the Chopper (L6 HOHu), a worshipper of Yredelemnul, is currently on D:4 after 4899 turns. 20:16 <+doy> greensnark: add it to the wiki page! 20:16 <@dpeg> please add to the page, I surely forgot stuff 20:17 <+greensnark> Will do 20:17 <+doy> there are a bunch of prompts that were assuming a bigger message area, i think we lost a line when we made that delay_message_clear change 20:17 <+doy> and something should be done about those 20:18 <+doy> i know the wizmode item creation prompt was like that too, but that may have been fixed already 20:19 <@dpeg> doy: yes 20:19 <@dpeg> I am happy with the new top line in X, but it could still be improved (sorting and spacing) 20:19 <@dpeg> and henryci will do the new Ctrl-O :) 20:19 <+greensnark> Hm, actually it looks fixed in latest master 20:19 <@dpeg> so that's interface candy for the players 20:19 <+doy> yeah, looking forward to the new ^O screen 20:19 <+doy> (: 20:20 <@dpeg> who will forget all the nerfs when they see "interface candy! new class!! new branch!!!" 20:20 <+doy> hehe 20:20 <+greensnark> Players never forgive the nerfs :P 20:21 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has quit [Connection timed out] 20:22 <+doy> how's jivya going, by the way? 20:22 <@dpeg> greensnark: well, we get new players who don't know about the golden past 20:22 <+doy> i don't hear anything about that at all 20:22 <+doy> like ever 20:22 <@dpeg> doy: oh, there are many comments 20:22 <+greensnark> doy: Apparently lots of players can't even spell the name right :) 20:22 <@dpeg> J has a wiki page =) 20:22 <+doy> ah, i only vaguely keep up with the wiki 20:22 <+doy> it's way too busy 20:24 <@dpeg> doy: still better than the SF tracker, imo 20:24 <+doy> dpeg: definitely, because i can ignore it(: 20:25 <@dpeg> for example 20:25 <+doy> when every random brainstorm is a tracker ticket, that's not really possible 20:25 <@dpeg> and if you want to read something, the presentation is much, much better 20:25 <+doy> yes 20:25 <+doy> but having all that stuff on the wiki means that i actually can keep up with everything on mantis 20:25 <+doy> which is great 20:26 <+doy> which wasn't really the case on sf 20:27 <@dpeg> yes, same for me, only the other way around 20:27 < Ashenzari> Remove the Stone of Earth Elementals, Fan, Lamp (http://crawl.develz.org/mantis/view.php?id=364) by nrook 20:27 <+doy> (: 20:27 <@dpeg> wow 20:27 <@dpeg> something drastic 20:27 * doy agrees 20:27 < syllogism> -1 20:27 <@dpeg> well, there are ideas for how to repair them 20:27 < syllogism> yes 20:27 <+doy> i suppose 20:27 <@dpeg> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:misc 20:28 < syllogism> also the lamp isn't broken 20:28 <+doy> they should be nerfed for now, probably 20:28 <@dpeg> just a matter or priorities and patches 20:28 < nrook> I made a proposal because while I have seen many ways to make them non-broken, I have not yet seen any that make them non-boring 20:28 <@dpeg> nrook: did you see my wiki page? 20:28 <+doy> i guess they don't really have to be removed until we actually do our misc items overhaul 20:28 < nrook> dpeg: no, actually :) 20:29 <@dpeg> nrook: please comment, it is in its infancy 20:29 < nrook> dpeg: I searched mantis, but I forgot to search the wiki 20:30 <@dpeg> haha, I just got the peaceful quokka 20:30 < ogaz> syllogism: no one does it, but couldn't you conjure flame and use the lamp to make a massive army of fire elementals 20:30 < ogaz> ? 20:30 <+doy> ogaz: people have done that, actually 20:30 < syllogism> you get one per cloud 20:30 <+doy> i remember watching mr0t do that to great effect a year or so ago 20:30 < ogaz> oh 20:30 < syllogism> well 20:30 < syllogism> you can conjure more from the clouds the elementals leave behind :P 20:30 <+doy> especially since you can resummon off of their trails 20:30 <+doy> yeah 20:31 <@dpeg> all of this will be fixed by sorear's summon cap 20:31 < syllogism> but you can't displace fire elementals unless you dont mind having your scrolls burning 20:32 <+doy> *that* is something that will need serious discussion 20:32 <+doy> (: 20:32 < cbus> also prevents displacing them to run away 20:32 <@dpeg> doy: yes. Also a very good 0.7 target: little to code, lots of ramifications. A nice nerf. 20:32 < cbus> unless you don't mind burning for a while 20:33 <+doy> dpeg: well, that's my point, i think it'll be too big of a nerf, and we'll have to do at least a bit of overhaul on the summoning spells too 20:33 <+doy> but we can wait and see on that 20:36 <@dpeg> doy: how can it be too big a nerf? sorear's system has parameters to play with. 20:37 < nrook> dpeg: now, to figure out how to comment on your wiki page--I still don't understand wiki etiquette :) 20:37 <@dpeg> nrook: don't bother, just make a line (----), add your sig (rightmost button) and type ahead 20:38 <@dpeg> I like Yrdy. 20:38 <+doy> dpeg: we'll see how it goes, it's been a while since i read over the proposal 20:38 <+doy> (it should be moved to the wiki, too) 20:38 <+doy> and yeah, i really should try out some of the gods that have been buffed recently 20:39 <+doy> !lg s=god 20:39 < Henzell> 747 games for doy: 513x , 56x Xom, 37x Trog, 30x Okawaru, 24x Sif Muna, 24x Elyvilon, 19x Makhleb, 18x The Shining One, 7x Beogh, 5x Nemelex Xobeh, 3x Lugonu, 3x Kikubaaqudgha, 2x Cheibriados, 2x Yredelemnul, 2x Zin, 1x Vehumet, 1x Fedhas 20:39 <@dpeg> doy: yes, everything should be moved to the wiki 20:39 <@dpeg> btw, does "clarity suppress blurry vision these days? 20:39 <@dpeg> is Gourmand auto-identified? 20:39 <+doy> that sounds vaguely familiar 20:40 <+doy> don't remember if it ever went in 20:40 <+doy> and gourmand is auto-ided if you actually use it 20:40 <+doy> not when you put it on though 20:40 <@dpeg> yes, that's what I meant 20:42 < Cryp71c> Does anyone know *precisely* what foe_ratio does and is used for? 20:42 < Cryp71c> I mean, I can hazard a very rough guess its a ratio of foes to something 20:42 < Cryp71c> but that's not useful. 20:43 <+greensnark> Cryp71c: grep the code for places it's used and check? 20:44 < Cryp71c> greensnark, already have, I've found brief 1-2 sentence explanations in places, but not anything useful I couldn't have otherwise presumed myself. 20:44 < ais523> gourmand ought to ID as soon as you get the "this raw meat tastes good" message 20:44 <+greensnark> It's used to identify how many monsters that the spellcaster dislikes would be hurt by the beam vs how many monsters the spellcasters would like 20:44 < Cryp71c> ais523, it doesn't? 20:44 <+doy> ais523: it does 20:44 < Cryp71c> er, does* 20:44 < ais523> not if you're hungry at the time 20:44 <+greensnark> But if you really want to understand it, you have to look at hte code that uses it 20:44 < ais523> it IDs if you eat meat when not hungry 20:44 <+greensnark> Any explanation I give you would be less useful than the code 20:44 < ais523> but not when it gives the flavour message that has no gameplay effect but telling you you're wearing the amulet 20:44 <+doy> ais523: ah, shrug 20:44 <@dpeg> yes, that was my concern: does Gourmand only id if you think of trying to eat when not hungry? 20:44 <+doy> report it i guess 20:45 < Cryp71c> greensnark, well what I'm confused about is that if its a ratio, it aught to be a decimal, but most of the bolts use 60-80 ish, which is obviously used so that the ratio doesn't have to be scaled somewhere. 20:45 <+doy> pretty sure it ids whenever it has an actual gameplay effect 20:45 <+doy> but i guess not just by flavor messages 20:45 <+greensnark> Cryp71c: Right, you have to look at the code 20:45 <+greensnark> These things have no documentation apart from the code 20:45 < Cryp71c> doy, I don't think thats much of an issue, you don't auto-id poison resist jewelry, you have to be paying attention to it. 20:46 < Cryp71c> greensnark, ah, alas. 20:46 <+greensnark> But in general the ratio may be expressed as X with an implied denominator of Y 20:46 < ais523> also, cantrips are massively misleading in terms of item IDing 20:46 <+doy> Cryp71c: yeah, i'm not to concerned about it, i don't think the current behavior is particularly bad 20:46 <+greensnark> There's really no substitute for looking at the code 20:46 <+doy> but could go either way 20:46 < ais523> you get an orc priest turning transparent for a moment and think you're wearing see invisible 20:46 < ais523> and you pretty much have to memorise cantrip lists to avoid that problem, it's the sort of spoiler information that players shouldn't really need 20:46 < Cryp71c> greensnark, in any case, the monsters self-fireballing seems to be caused by the fireball tracer foe_ratio being 60, whereas all the other AOE effects which do not suffer from a similar 'bug' have a foe_ratio of 80 20:47 < ais523> presumably the solution is for cantrips to fail to do something that the player couldn't resist, or which is unlike anything else in the game 20:47 <@dpeg> ais523: make a list and file, please. This should be addressed. 20:47 < ais523> I'll have a look 20:47 <@dpeg> thank you 20:47 <+doy> ais523: if you look at a monster, you can tell if it's actually invisible 20:47 <+doy> even if you have see invis 20:49 < ais523> hmm, a neat trick 20:49 < ais523> do you get (invisible) in the HUD? 20:50 < ais523> or do you have to farlook every monster as it turns up to see if you have see invis or not? 20:50 < syllogism> it says (invisible) 20:50 < syllogism> but only if there's only one 20:50 < syllogism> which isn't generally a problem 20:51 < ais523> ah, ok 20:51 < ais523> not a problem then 20:51 <@dpeg> there is also Ctrl-X 20:51 < ais523> the becomes-transparent-for-a-moment message still is, though, I'm looking for others now 20:51 <@dpeg> yes 20:52 < ais523> what about messages that don't pseudo-ID the player's equipment, but do imply the monster screwed up a spell it doesn't actually have? 20:52 < ais523> that's probably less problematic (maybe the monster's trying to learn that spell?) 20:53 < syllogism> I suppose see invis should autoid when you see an invisible creature 20:53 < ais523> well, say you're wearing two un-IDed rings 20:53 < ais523> how can you tell which was responsible? 20:53 < syllogism> well that's different 20:53 < nrook> I like turning cantrips into miscasts 20:54 <@dpeg> that is a huge can of worms 20:54 <@dpeg> how much logic do you want to spend (on auto-id) -- there are many, many special cases 20:54 < syllogism> true and I think too many items already autoid 20:55 <@dpeg> yes 20:55 <@dpeg> I would prefer we somehow highlight (e.g. special colour) that something odd happened, e.g. you saw an invisible monster and it's not clear why. And then let the player do something about it, for example an inscription. 20:56 < ais523> @foe@ can be the player, can't it? 21:04 < MarvinPA> is there a way to reduce/get rid of god penance in wizmode? 21:04 < ais523> hmm, these Gastronok messages are confusing me 21:04 < ais523> I can't tell if they're very misleading cantrips, or actual spellcast effects in the wrong file 21:04 < MarvinPA> it seems not, because the only way to gain a religion is to create their altar :( 21:04 < Cryp71c> doy, self-fireballing is being caused by a low foe_ratio (60) vs the norm (80) 21:04 < Cryp71c> 70 fixes it, although other spells (hellfire, etc.) still use 80 21:05 < Cryp71c> This, to my knowledge, does not take into account resistances and such? I can't say for certain. 21:06 < Cryp71c> Then again, my knowledge could be very shallow (and likely is) on the subject. 21:06 < ais523> hmm, maybe we could go the other way, a unique who goes and cantrips out all sorts of fake pseudo-IDs 21:07 <@dpeg> MarvinPA: shouldn't &^ do it? 21:07 < MarvinPA> that adds piety to your current god, i think 21:08 < MarvinPA> doesn't matter too much, just would've been convenient :P 21:08 <@dpeg> opinions on moving cTele from ring to amulet? 21:08 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 21:09 <@dpeg> proposed by Eino in an FR 21:10 < ais523> it fits a bit better flavourwise, I think 21:10 < TGW> what was? 21:10 <@dpeg> ais523: I think the same. But it would be a nerf (not that I'd mind). 21:10 <@dpeg> TGW: opinions on moving cTele from ring to amulet? 21:10 < TGW> dpeg: yes! 21:11 <+doy> Cryp71c: cool, good to know 21:11 <@dpeg> okay, will add it to the wiki 21:11 < ais523> hmm, some of the places where you need cTele rings will be more useful than amulets 21:11 < ais523> say, if you've already cleared the level but need to get loot 21:11 <+doy> it probably should be based on expected damage in some way, rather than just on the number of enemies 21:11 < ais523> OTOH, that means this change is probably even better 21:11 <+doy> but not sure what the best solution is 21:11 < ais523> we shouldn't make players jump through hoops on levels they've already cleared, I think 21:12 < Ashenzari> There is no note on the religion screen for Kiku's max piety ability (http://crawl.develz.org/mantis/view.php?id=365) by MarvintheParanoidAndroid 21:16 < MarvinPA> hm, on a similar note to that, lugonu's note says "you can pray at an altar to have your weapon blessed", maybe "corrupted" would be more appropriate than blessed? 21:17 < MarvinPA> seeing as that's how it's described everywhere else 21:17 <@dpeg> MarvinPA: distorted? but a good point 21:17 <@dpeg> Eronarn: here? 21:18 < MarvinPA> when it becomes available you get "lugonu will now corrupt your weapon" i think 21:18 < MarvinPA> and similar when you actually do it and get a character note, but yeah 21:18 < CIA-81> greensnark * r915b92e5527c /crawl-ref/source/mon-pick.cc: Adjust shoals monster distribution. 21:18 < CIA-81> greensnark * r9841ce45ea91 /crawl-ref/ (10 files in 5 dirs): Add -script option to Crawl to run a Lua script. Scripts are similar to tests, but can be parameterised. 21:19 <@dpeg> MarvinPA: yes, I agree. Would you add another item? 21:20 < MarvinPA> sure 21:20 < ais523> I finished checking, it seems there are three cantrip messages which can imply a false pseudo-ID 21:20 <@dpeg> greensnark: oh, and many thanks for the new aptitude script 21:20 <@dpeg> ais523: cool. List them on Mantis? 21:20 <+greensnark> dpeg: Happy to help :) 21:20 < ais523> dpeg: ok, where is it? 21:20 < ais523> I'm not really used to anything but git and IRC for Crawl development 21:21 <+doy> ??mantis 21:21 < Henzell> mantis[1/2]: http://crawl.develz.org/mantis/ 21:23 < CIA-81> greensnark * r6f7bad89c9c3 /crawl-ref/source/main.cc: Add -script usage note to commandline option help. 21:24 < ais523> hmm, which category does this go in? 21:25 < mr0t> doy: actually, I used conjure flame + summon elemental, iirc 21:25 <+doy> ah, okay 21:25 < mr0t> I was using them to kill mummies in tomb 21:26 < mr0t> and then a sphinx got me (after a greater mummy cast some shit at me) 21:26 < mr0t> but yeah, it was a great use of conjure flame 21:26 < mr0t> and, since fire elementals leave fire clouds behind, you only need to cast CF once 21:27 < mr0t> anyway, i gotta run, errands 21:27 < Ashenzari> On the religion screen, display "...have your weapon corrupted" instead of "blessed", for Lugonu (http://crawl.develz.org/mantis/view.php?id=366) by MarvintheParanoidAndroid 21:29 < Cryp71c> doy, I understand, although the changes to that code should be global, for any AOE ability, not just for fireball....so fireball's foe_ratio should go up to 70 (or 80, 70 is minimum) and additional code to check resistances and such would go elsewhere (Idk where) 21:29 <@dpeg> ais523: interface? 21:29 < Cryp71c> doy, code in question is at mon-cast.cc:416 21:29 < ais523> I put it in "testing and feedback" as I wasn't sure 21:32 < Ashenzari> Monsters suiciding with fireball (http://crawl.develz.org/mantis/view.php?id=66) by Eronarn 21:32 < Ashenzari> Some cantrip messages imply false pseudo-IDs (http://crawl.develz.org/mantis/view.php?id=367) by ais523 21:35 < Cryp71c> doy, so what now, is that all I have to do with regard to the fireball bug, since you can review the validity of my suggested 'fix' and commit it? I've added the solution as a note on mantis as well, for posterity. 21:35 <+doy> Cryp71c: i'm not familiar with the beam code or the monster ai code at all 21:36 <+doy> sorear or by might be better options 21:36 < Cryp71c> sorear, (refer to what I just said :P) 21:37 < Cryp71c> by, or you.. 21:37 < Cryp71c> as you can tell, I prefer to use IRC's tagging to grab people's attention, so don't get offended if I do it religiously. 21:39 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 21:42 < Ashenzari> dpeg created page Amulets at http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:amulets 21:44 < ais523> amulet of psych! 21:46 <@dpeg> Jesus, the Amulets FR had 53 comments, most of them long. 21:46 <+doy> haha, wow 21:47 <@dpeg> two hours of work, one FR closed :/ 21:48 < Cryp71c> :( 21:48 < Cryp71c> sorear and by are afk it seems 21:48 <@dpeg> yes 21:48 <+doy> Cryp71c: yes, it happens 21:48 < Cryp71c> thats ok 21:48 <@dpeg> Cryp71c: !tell them 21:49 <+doy> Cryp71c: someone will see the tracker item soon enough 21:49 <@dpeg> ais523: could you have a look if I captured the Gourmand issue correctly in that wiki? 21:50 < ais523> dpeg: it fits my experiences of it, although the version I'm using is slightly behind Head 21:51 < Cryp71c> Also found a fix for http://crawl.develz.org/mantis/view.php?id=366 21:51 < Cryp71c> Put it up as a note 21:52 <+doy> Cryp71c: if you're going to do that, you might as well just attach the relevant patch to the ticket 21:52 <+doy> rather than just describing the fix 21:52 <@dpeg> Cryp71c: awesome comment on the bug, thanks 21:53 <+doy> also, people will see the tickets, you don't have to announce them on irc too(: 21:53 < Cryp71c> dpeg, was that sarcastic? 21:53 < Cryp71c> doy, my bad 21:53 <@dpeg> Cryp71c: no, serious 21:53 <@dpeg> doy: hey, he just fixed an annoying bug 21:53 < Cryp71c> doy, didn't want to re-post the entire file in case it has recently be changed on the git head (and I just posted a 'fix' on an old version of the file) 21:53 < Cryp71c> s/be/been* 21:54 <+doy> Cryp71c: if you make the change in your git checkout and commit it, you can do "git format-patch -1" and it will generate a file that you can attach 21:54 <@dpeg> Cryp71c: yes, that would be the icing on the cake. 21:54 <+doy> which someone can then just apply directly 21:54 < Cryp71c> dpeg, fireball bug or 'blessed'=>'corrupted' one? 21:54 <@dpeg> Cryp71c: I commented on the fireball 21:55 < Cryp71c> dpeg, ah, k. 21:55 <+doy> the fireball bug, that's been around for a while 21:55 <@dpeg> but the other comment is also good 21:55 <@dpeg> if you provide the patches, just give me your name as well 21:55 <@dpeg> for the CREDITS 21:57 < Cryp71c> dpeg, i only see my comment on the fireball note on mantis, when you said "I commented on the fireball" were you referring to IRC or mantis? 21:58 < Napkin> he meant his comment "yes, that would be the icing on the cake." 21:58 < Cryp71c> ohhh ok 21:58 < Napkin> Nabend guys, hi dpeg 21:59 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 22:00 < Cryp71c> doy, for that git format-patch - is that an L or 1? 22:00 < Napkin> 1 22:00 < Napkin> it means to create a patch between you current worktree and the commit before (-1) 22:01 <@dpeg> Cryp71c: to Mantis. I got it in my mail :) 22:01 < Cryp71c> dpeg, the one I just did? 22:01 <@dpeg> Hi Napkin! 22:01 <@dpeg> Cryp71c: yes 22:02 <@dpeg> Napkin: the automatic transfer is so awesome. 22:02 < Cryp71c> dpeg, so when i 'git format-patch -1' it auto-mails to you? 22:02 < Napkin> glad you like it :) 22:02 < Napkin> it's missing the startpref though - would it be desirable to transfer that too? 22:02 <@dpeg> Cryp71c: no, whenever you add something to any MAntis item, I see it. 22:02 < Cryp71c> dpeg, ohh, k. 22:02 <@dpeg> There is some confusion here, but it's nothing serious. 22:02 <@dpeg> Keep up the good work :) 22:03 < Napkin> I've been crying terribly about the chaos brand today, david! I even used the f-word :-$ 22:03 <@dpeg> Napkin: Fish? 22:03 <@dpeg> I say that all day! 22:03 < Napkin> fish me :D hehe 22:04 <@dpeg> If I see you one more fishing time... :) 22:04 -!- MarvinPA [n=marvin@80-41-167-48.dynamic.dsl.as9105.com] has quit [] 22:04 * Napkin whistles innocently * 22:05 <@dpeg> Napkin: yes, will be fixed. Should go back to the old state where only Xom (and vaults) can provide chaos brand. 22:05 < Napkin> \o/ 22:05 <@dpeg> doy: there were some exciting layout ideas. Will you keep them? Or add them to a wiki? I am burnt out wiki-wise today. 22:06 <+doy> dpeg: not today, but i will collect them tomorrow and do something with them 22:06 <@dpeg> cool 22:06 < Napkin> btw, I am really impressed by the mantis usage 22:06 <@dpeg> Napkin: yes, we have a better flood than on SF! 22:07 <@dpeg> more items/hour 22:07 < Napkin> already 339 issues and only 213 left :D 22:08 < Napkin> i've been a bit lazy (and playing a lot of crawl) to do the changes (brainstorm status, etc) 22:08 -!- MarvinPA [n=marvin@80-41-167-48.dynamic.dsl.as9105.com] has joined ##crawl-dev 22:09 < Cryp71c> dpeg, I'm a bit confused. I updated my local copy to the git head earlier, when I compiled it and ran it, it crashes when I try to try to create a monster by name 22:09 < Cryp71c> dpeg, so - at doy's recommendation - I reverted to an earlier release 22:09 < Cryp71c> Since then, I've made the fireball correction on my local copy and performed a 'git format-patch -1' and all I get in the patch file is the info for the revert, it seems. 22:09 < Cryp71c> I'm missing something big, I think. 22:10 <+doy> Cryp71c: you didn't commit your change 22:11 <@dpeg> Cryp71c: don't address with your git issues 22:11 <@dpeg> I am only a pedestrian, sometimes a crawler when it comes to git 22:11 <+doy> yeah, dpeg is still learning git too(: 22:11 <@dpeg> ask doy! 22:11 < elly> ask the internet! 22:11 < Cryp71c> dpeg, sorry, I tag people out of habit with IRC. 22:12 < Cryp71c> doy, I don't have commit permissions though, do I/ 22:12 < Cryp71c> ?* 22:12 < Napkin> you have, Cryp71c 22:12 <+doy> Cryp71c: with git, committing is a completely local operation 22:12 < Napkin> since you will commit to your local copy only 22:12 < Cryp71c> ohhhhhhHhhhhhhh 22:12 < Cryp71c> :) 22:12 <+doy> you then use the 'push' command to move the existing commits to another server 22:12 <+doy> and that's the part you can't do 22:12 <+doy> (: 22:13 < Napkin> would a git reset have been better in his case instead of a git revert? 22:13 <+doy> Napkin: no, because it's just reverting a single commit from a while ago 22:13 < Napkin> ah 22:13 < Napkin> ok 22:13 < Napkin> i thought he jumped back to certain commit in time 22:13 < elly> should Cryp71c be on the committer list? 22:14 <@dpeg> elly: no, not yet 22:14 < elly> okay 22:14 <@dpeg> elly: you're always on the hunt? :) 22:15 < elly> always. 22:16 < Napkin> ok.. this is embarassing.. who are you, Elly? :-$ 22:17 < elly> actually, more or less an arbitrary person 22:18 < elly> I currently own this channel in favor of dpeg having to figure out how IRC acls work :P 22:18 < Napkin> omg! then you've been here all the time and I didn't see you! 22:18 < elly> ...yes? :P 22:19 < Napkin> Hi Elly! :-P 22:19 < elly> hi! 22:19 < Napkin> :) 22:20 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has joined ##crawl-dev 22:21 < elly> I'm not exactly a celebrity :P 22:24 -!- Eifel [n=Eifel@xdsl-78-35-159-127.netcologne.de] has joined ##crawl-dev 22:26 < Cryp71c> There, I've stuck patch files to those 2 bugs 22:28 < Cryp71c> onto Mantis 22:32 <@dpeg> elly is part of the infrastructure! 22:32 <@dpeg> Treat her well 22:32 < elly> I am 22:32 < elly> I'm like a maintenance bot 22:32 <@dpeg> Cryp71c: thanks 22:32 < elly> except I have feelings and cry real tears 22:32 * dpeg gives elly some oil. 22:32 * elly ...puts it on bread? 22:34 <@dpeg> wrong! 22:34 <@dpeg> You failed the Turing test for machines. 22:35 < elly> ahh! 22:35 * elly hides 22:39 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 22:41 -!- Zannick [n=mick@PROTEUS.RES.CMU.EDU] has joined ##crawl-dev 22:47 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 22:48 <+due> Does nobody read my bloody commit messages? 22:48 < Henzell> due: You have 2 messages. Use !messages to read them. 22:48 <+due> -.- 22:50 < elly> due: I sure don't. 22:50 -!- Eifel [n=Eifel@xdsl-78-35-159-127.netcologne.de] has quit ["Tööö waaahhh!!!"] 22:50 < elly> :) 22:50 -!- Eifel [n=Eifel@xdsl-78-35-159-127.netcologne.de] has joined ##crawl-dev 22:54 <+doy> due: which ones? 22:55 <+due> doy: Eh, I am just in a bad mood. 22:58 <+due> ! 22:58 <+due> No, come back, liches + glass! 22:58 -!- Eifel [n=Eifel@xdsl-78-35-159-127.netcologne.de] has quit [Remote closed the connection] 22:58 <+due> :( 23:02 -!- by [n=rob@g225121177.adsl.alicedsl.de] has quit [Read error: 113 (No route to host)] 23:03 < cbus> stupid power failure 23:03 < Cryp71c> hrm, sorear never did come back. 23:03 < cbus> someone should be executed 23:03 < elly> er, where did sorear go? 23:03 < Cryp71c> ohwell, my changes are on mantis, someone will see them. 23:04 < Cryp71c> he's afk 23:04 < elly> oh 23:04 < elly> it happens :P 23:04 <+doy> Cryp71c: it's been... like a couple hours 23:04 <+doy> (: 23:04 < Cryp71c> doy, I know, that's a long afk 23:05 <+doy> ...it is? 23:05 < elly> :P 23:05 < elly> gotta sleep sometime 23:05 < Zannick> elly: this coming from you 23:06 < elly> yes 23:06 < elly> I sleep sometimes 23:14 <+due> Does conservation prevent food theft? 23:14 -!- TGW [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 23:15 <+due> dpeg: Ping. 23:19 < CIA-81> due * rfaf758758cb4 /crawl-ref/source/makeitem.cc: Disallow randomly-generated chaos branded ammunition (dpeg, Napkin). 23:19 < CIA-81> due * r0af1dc336fba /crawl-ref/source/l_item.cc: Fix return values (rob). 23:22 < Napkin> \o/ 23:23 < Napkin> moin due! 23:23 < Cryp71c> doy, yeppers, IRC afks are usually only 10 mins or so. If its longer you usually see a d/c 23:23 <+doy> Cryp71c: that depends entirely on where you hang out 23:24 <+doy> (i've used irc for quite a while d: ) 23:24 <+doy> a good amount of people here (me included) just have irc running on a shell account somewhere and connect to it over ssh 23:25 <+doy> since disconnecting means you miss scrollback 23:26 * due holds up hand. 23:27 < Napkin> !send due fresh and hot saturday morning coffee 23:27 < Henzell> Sending fresh and hot saturday morning coffee to due. 23:27 <+due> :) Thanks. 23:29 < Cryp71c> Saturday morning? Good lord. Its 4:30 Friday here, where do you guys live? 23:29 <+doy> everywhere! 23:29 < Cryp71c> :) 23:32 < MarvinPA> in the future! :o 23:32 < Cryp71c> doy, quick question: http://crawl.develz.org/mantis/view.php?id=16 reports that meph cloud travels 1 tile further than its maximum range (since the maximum range is the maximum range for the CENTER of the spell) 23:33 < Cryp71c> Fireball works in a similar way, to me this seems to be the correct way for these AOE spells to target 23:33 < Cryp71c> Am I wrong (and the bug report accurate) or vice versa? 23:33 <+doy> i'm not sure, i wasn't really involved in the beam rewrite stuff 23:33 <+doy> i don't know what was actually intended there 23:34 < Cryp71c> TGW, when you wrote that bug report, was it based off some insight you have on the beam code or ? 23:34 < TGW> cryp71c: can you actually test that 23:34 < TGW> you can *center* the beam one space beyond range 23:35 < Cryp71c> TGW, not in trunk you can't 23:35 < TGW> unless something had changed, you can 23:35 < TGW> changed recently 23:35 < Cryp71c> meph cloud has a range of 5, a range of 6 results in a "That is beyond the maximum range." 23:35 < TGW> target with ! 23:35 < TGW> :| 23:36 < TGW> you can center the beam 6 spaces, and the cloud adds 1 on that 23:36 < MarvinPA> ah yeah, shift-dir lets you fire it a sqaure further than you should be able to as well it seems 23:36 < TGW> meanwhile autotarget thinks it can only go five spaces 23:36 < TGW> (plus the cloud radius) 23:36 < Cryp71c> TGW, indeed, you are correct. 23:41 < Cryp71c> TGW, are you familiar with the beem code? 23:41 < TGW> no 23:41 < Cryp71c> ??stinking cloud 23:41 < Henzell> I don't have a page labeled stinking_cloud in my learndb. 23:41 < TGW> nor other code 23:41 < TGW> nor coding 23:41 < Cryp71c> TGW, oh, :P k 23:42 < Cryp71c> It would seem the issue is that meph cloud uses the 'stinking_cloud' bolt, which has a range of 6. 23:42 < Cryp71c> Obviously the fix would be simple, but IDK if anything else uses stinking_cloud which SHOULD have a range of 6 23:43 < Ashenzari> Mephitic cloud range (http://crawl.develz.org/mantis/view.php?id=16) by TGW 23:43 <+due> Actualy 23:43 < Cryp71c> Ashenzari, are you a bot? 23:43 < MarvinPA> fire storm seems to let you centre it 7 spaces away from yourself 23:43 < MarvinPA> and it's meant to have a range of 6 23:43 <+due> MarvinPA: It's smite-targetted, though. 23:44 < MarvinPA> hm 23:44 < MarvinPA> but part of the screen greys out, as if it had a range limit 23:45 < Cryp71c> MarvinPA, what does z?! say? 23:45 < TGW> ashenzari is a bot 23:45 < MarvinPA> range of 6 23:45 < MarvinPA> but you can place it anywhere in LoS it seems 23:45 < nrook> hmm, how, exactly, do I reset the crawl code to the current repository? 23:45 <@dpeg> due: ping 23:45 <+doy> nrook: what do you mean? 23:46 <@dpeg> due: sorry, pong of course 23:46 < Cryp71c> nrook, git update? (idk) 23:47 <+doy> nrook: 'git pull' updates your copy, if that's what you're asking 23:47 < MarvinPA> likewise ice storm, which is a beam i guess 23:47 < nrook> doy: I think that's what I'm asking, so I'll try it 23:47 < Cryp71c> MarvinPA, how are you able to target 7 spaces away? I can't get it to cast there. 23:47 < Cryp71c> (fire storm) 23:47 < MarvinPA> just by using ! to fire it 23:48 <+due> dpeg: Ack, I leave! 23:48 < MarvinPA> 8 spaces away works, even 23:48 <@dpeg> due: don't! 23:48 <@dpeg> due: I lost nerves and removed my Crypt:$ vault :) 23:48 <+due> What?! 23:49 * due reverts. 23:49 < Cryp71c> MarvinPA, indeed it does. 23:49 <@dpeg> due: didn't you see the commit? 23:49 <+due> Yes, I was unsure why. 23:49 < Cryp71c> due, do you have any experience with the beam code? 23:49 <+due> Cryp71c: No! 23:49 * due gone. 23:50 < Cryp71c> due, lol my bad! I keep getting u and doy confused, I don't know each of you well enough and your names are too similar. 23:50 < Cryp71c> I thought doy had said earlier that they didn't know the beam code. 23:51 <+doy> it's a common mistake 23:51 <+doy> (: 23:51 <+doy> as it turns out, neither of us are very familiar with the beam code 23:51 <+doy> sorear and haranp would probably be the ones most familiar 23:52 <+doy> although other people probably have some idea 23:53 < Cryp71c> I'm just trying to figure out if the stinking_cloud bolt type is used for anything other than meph cloud 23:53 <+doy> swamp drake breath, i think 23:53 <+doy> and evaporated potions of confusion 23:53 < nrook> doy: git pull is it, yeah :) 23:54 < nrook> now I just need to figure out how to update freetype, etc., or at least to stop them showing up as dirty 23:54 <+doy> git submodule update 23:54 < nrook> doy: ah, that's it! thank you! 23:59 -!- ortoslon [n=chatzill@host-89-31-115-253.academ.org] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"]