00:04:21 nice work on the unrands 00:06:02 one relevant 0.6 change that may have made the bug more apparent is that you.unique_items is rolled back after level veto 00:06:50 but I guess there was never an official release between that offending line and 0.6? 00:07:00 I don't think so 00:07:18 but that is interesting 00:07:29 implying that level veto had something to do with reduced unrand placement? 00:08:32 by: I first noticed weird fixedart stuff in 0.7 trunk 00:08:50 and it was very apparent then so I doubt it existed long before then 00:09:11 due: I don't think there's a major effect, but probably some? 00:09:26 i added the you.unique_items because i thought the lack of it was an oversight 00:09:35 say if morg is generated very often, it's also quite likely to be generated on a vetoed level, after which it would never have appeared? 00:09:57 I do believe that the roll-back is correct 00:10:03 yes 00:10:05 exactly 00:10:25 so previously the chances of morg generating were a combination of a) the chances of it generating, and b) the chances of the level it generated on NOT being vetoed. 00:10:33 yes 00:11:08 whereas now it's just the straight a) option, as b) doesn't come into it. 00:11:19 right 00:11:22 (and b) should never come into it, in my opinion) 00:11:27 definitely 00:11:32 but wouldn't that be true of other fixedarts, too? 00:11:38 any fixedart 00:11:44 i was just using morg as by's example 00:11:51 elliptic: yes 00:12:07 it doesn't sound like that vetoing would have any effect on the frequencies to me 00:12:14 it would 00:12:17 veto frequency is massive 00:12:29 just on total number of unrands 00:12:41 but you are also generating other fixedarts on the vetoed level 00:13:05 so relative frequencies shouldn't be affected, no? 00:13:07 i'd say that roughly 3 or 4 in 5 levels generated is vetoed. 00:13:10 but if total number of unrands had been hugely increased by the change (don't believe so) it would have made the weird distribution more apparent 00:13:22 we have added a new number of unrands recently 00:13:47 there would be an effect assuming that games used to run out of unrands to generate 00:14:12 elliptic: vetoing is extremely common 00:14:31 by: yeah, could affect total number of unrands 00:14:45 definitely some artefact generation stats would be good to have 00:14:54 hm 00:15:03 it shouldn't be too difficult... get an output whenever an artefact is generated 00:15:12 run level generation a few thousand times with varying level numbers 00:17:57 -!- slyshy has joined ##crawl-dev 00:18:35 greensnark: Is there any reason why ssh, http, and telnet are all timing out on CAO, but I can still ping it successfully? :/ 00:19:38 because someone's closed down all the ports? 00:19:58 I'm not having any issues myself. 00:20:06 i'm still connected 00:20:07 Seems like other people are connecting fine. 00:20:23 My game suddenly cut out, though, and I haven't been able to reconnect. 00:20:29 Hm. 00:20:35 Did you somehow get blacklisted? 00:20:55 I'm wondering about that. I don't know how I would check. 00:31:12 03by * r459b7f23bf3f 10/crawl-ref/source/artefact.cc: Fix broken unrand specialness determination. (rwbarton, #2360) 00:31:14 -!- Hehfiel has quit [*.net *.split] 00:31:14 -!- CIA-81 has quit [*.net *.split] 00:31:15 -!- felirx has quit [*.net *.split] 00:31:15 -!- Siber has quit [*.net *.split] 00:31:15 -!- paxed has quit [*.net *.split] 00:32:28 -!- Hehfiel has joined ##crawl-dev 00:32:28 -!- CIA-81 has joined ##crawl-dev 00:32:28 -!- Siber has joined ##crawl-dev 00:32:28 -!- felirx has joined ##crawl-dev 00:32:28 -!- paxed has joined ##crawl-dev 00:34:56 Welcome back. 00:37:49 -!- elliptic has quit [Ping timeout: 258 seconds] 00:46:59 thank you, due ;) 00:47:01 Moin! 01:04:53 -!- Siber has quit [Ping timeout: 252 seconds] 01:07:40 -!- slyshy has quit [Ping timeout: 252 seconds] 01:10:02 -!- Siber has joined ##crawl-dev 01:12:17 -!- Hehfiel has quit [Remote host closed the connection] 01:14:28 -!- Hehfiel has joined ##crawl-dev 01:47:54 -!- Zannick has quit [Read error: Operation timed out] 02:17:30 -!- ZanniqlcKzxkq has joined ##crawl-dev 02:17:53 -!- ZanniqlcKzxkq is now known as Zannick 02:26:06 Warn when monster enchantment is about to end (https://crawl.develz.org/mantis/view.php?id=2362) by b0rsuk 02:37:44 hm 02:37:49 "You are a herbivore." 02:38:02 should be "You are an herbivore.", no? 02:39:39 no 02:39:49 wtf? stupid americans. 02:39:52 the "h" is not silent. 02:40:03 this is not france! 02:41:16 :< 02:48:36 what about "The spell is powerful enough to literally pull someone out of the Death's Door..." 02:48:47 as opposed to "...out of Death's Door"? 02:49:15 is that also a thing of a dialect i wasn't raised to speak? 02:50:33 which spell is that? 02:50:39 borgnjor's 02:52:09 I like the subtle defamation that america is like france ^_^ 02:52:35 * Zannick sleep and not worry 03:04:40 are there many french crawl players? 03:04:56 je ne sais pas 03:05:27 bhaak: no, i was implying that people are trying to pronounce english like it was french. 03:06:48 -!- Zannick has quit [Ping timeout: 245 seconds] 03:07:18 -!- Zannick has joined ##crawl-dev 03:09:16 due: that's no surprise, English being a ghastly accident between Norman French and Old High German :) 03:10:19 yes, anglo-saxon is more german than english is 03:10:47 I googled quickly and it seems there are people pronouncing herbivore without an h but the online dictionary entries didn't specify locations (wiktionary ONLY has erbivore as pronounciation but who trusts wiktionary?) 03:11:48 Moin guys 03:12:14 Zannick: that Death's Door message was written by a dirty polack, so don't assume it to be correct 03:15:36 dzien dobry! 03:15:51 Gesundheit! 03:36:25 -!- eyhung has joined ##crawl-dev 03:49:23 -!- ortoslon has joined ##crawl-dev 03:58:44 -!- mruuuu has joined ##crawl-dev 04:07:31 bhaak: As a Brit, the first two syllables of "herbivore" are pronounced similarly to the anthropomorphic VW Beetle in the Disney films 04:19:41 -!- syllogism has joined ##crawl-dev 04:36:48 fail = n message when casting extension (https://crawl.develz.org/mantis/view.php?id=2363) by galehar 04:36:48 -!- Mu_ has joined ##crawl-dev 04:39:12 -!- Textmode has quit [*.net *.split] 04:39:13 -!- st_ has quit [*.net *.split] 04:39:13 -!- philsnow_ has quit [*.net *.split] 04:39:14 -!- phyphor has quit [*.net *.split] 04:40:41 -!- st_ has joined ##crawl-dev 04:40:41 -!- philsnow_ has joined ##crawl-dev 04:40:41 -!- phyphor has joined ##crawl-dev 04:40:50 -!- Textmode has joined ##crawl-dev 05:03:18 -!- Pseudonut has quit [Remote host closed the connection] 05:28:16 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 05:34:43 -!- casmith789 has quit [Ping timeout: 245 seconds] 05:39:32 -!- casmith789 has joined ##crawl-dev 05:59:16 -!- dpeg has joined ##crawl-dev 06:05:23 Cheers 06:06:38 evening ploogy 06:07:00 Gotta win or kill off my DD today... 06:07:30 :( Why? 06:07:50 only seven days left in the tournament :) 06:07:52 @whereis dpeg 06:07:53 dpeg the Champion of Chaos (L14 DDCK), a worshipper of Makhleb, saved on Hive:2 on 2010-08-22 after 23218 turns. 06:07:55 true 06:08:04 And I am unable to win Sprint... 06:08:21 I wanna win sprint just to say I did 06:08:39 dpeg: why? 06:09:06 by: I don't feel like casting in Sprint, and that's too hard a challenge with the modifications they made to the map :) 06:09:43 berserkers should be winnable 06:10:13 or what also works is a needle-using SpAs of okawaru 06:10:35 fucking 06:10:51 does that unrand specialness commit affect the generation rates 06:11:21 syllogism: it shouldn't as long as the game doesn't run out of unrands 06:12:01 due: fucking? 06:15:51 forgot the human has berserk :) 06:15:53 !lg sprint 06:15:53 No games for sprint. 06:15:56 !lg . sprint 06:15:57 300. bookofjude the Conjurer (L5 DECj), worshipper of Sif Muna, mangled by a human (a cursed -2,+0 club) in Sprint (Sprint III: "The Ten Rune Challenge") on 2010-08-24, with 320 points after 632 turns and 0:02:34. 06:16:13 due: only one of them, I think 06:16:24 enough of them ;) 06:16:27 -!- Amonchakad has joined ##crawl-dev 06:16:39 the water elemental is new :) 06:17:14 the water elemental is fucking nasty 06:23:11 Hello there; when are we getting the development build updated on the main site? 06:23:31 never 06:23:35 it's diy forevermore 06:23:40 quoth the dpraveng 06:24:00 Jozef and Josef got me again :( 06:24:09 Orcs got me 06:24:14 Hm. diy as in, there's another way to get it? 06:24:22 Amonchakad: you can build it yourself, sure 06:24:41 Amonchakad: there probably haven't been any changes 06:24:59 dpeg: despite brothers? 06:27:51 by: should've called one in advance, yes 06:49:41 you should do as much of lair as you can before venturing to that area 06:49:47 which may not be much though 06:50:19 and those wandering mushrooms can humiliate berserkers :P 06:50:34 yeah :) 06:50:36 maybe trog's hand helps 06:51:05 sometimes you get a good wand from the ghoul and a wand of disintegration from Orc 06:51:20 you can lure the mushrooms away from the water though, then they've been no trouble for me 06:51:25 true 06:51:47 the spriggan defenders on the other hand seem kind of brokenly overpowered 06:52:43 they've only hd 5 so any spellcaster can easily deal with them. Berserkers unfortunately have to pretty much get lucky with bia 06:53:05 or just hope the door is still closed 07:00:09 does it always say "The door mysteriously vanishes" when a jelly eats a door 07:00:18 or only when it happens to enter your los on that very turn 07:03:13 the latter 07:03:26 by: yes, I accept that the spriggans have been beefed up to deal with melee fighters. But the way they're now... 07:18:23 made it to the shops without seeing the defenders 07:19:25 I got a TrBe which got one rune & got to the shops easily, beat the defenders easily enough, but a lot of stuff was already awake. Plus no jewellery shop meant that I had no sInv in my game which is needed really. 07:19:35 s/got/just played/ 07:19:43 no jewellery shop here either 07:22:26 where do you really need see invisible? 07:23:01 by: I just died to the unseen horror :/ 07:23:24 with a troll? 07:23:32 yeah 07:24:01 I've found it easy to lure them to the smoke, or did you not have some? 07:24:32 I am too stupid for tricks like this :) 07:24:32 when you have to take out invis monsters 07:24:35 eg frederick 07:25:11 there's some everywhere around frederick. Sure you can't use bia very well but berserk works 07:25:14 smoke 07:25:23 or make him stand in water 07:25:25 he was in vaults 07:25:29 he'd walked out 07:25:39 ie the first area of vaults 07:25:40 near blade 07:26:23 -!- Amonchakad has quit [Quit: When two people dream the same dream, it ceases to be an illusion. KVIrc 3.4.2 Shiny http://www.kvirc.net] 07:26:38 Using smoke/water is something that never occurred to me. Didn't exist when I started playing. 07:26:45 <--- is a crawling fossil. 07:27:26 ?immolation made have helped as well 07:27:38 against frederick? 07:27:48 against unseen 07:27:49 horror 07:39:20 -!- eith has joined ##crawl-dev 07:47:38 syllogism: how's your piety 07:53:52 the needles are ridiculously strong 07:54:06 -!- upsy has joined ##crawl-dev 07:54:25 when you get them :p 07:55:08 the elemental statues seem to reliably abjure my brothers 07:55:39 hope you have invis 07:56:59 it's pretty annoying i can't evoke invisibility with my randart and then switch it away 08:01:50 -!- MarvinPA has joined ##crawl-dev 08:19:51 -!- elliptic has joined ##crawl-dev 08:25:48 good morning 08:26:30 Hi 08:27:47 blue_anna: I will make some comments on the dwarf branch. Please don't be upset... you are free to do what you want, but you can increase the chances of making the dwarf branch come from your vision if you build on what's been thought out so far (which you're not familiar with, I realise). 08:28:04 no please its great what OG17 wrote, please comment! 08:28:25 gives me some idea 08:28:45 right now I'm trying tos eperate the two patches for rod use and dwarves ... and tunedwarves a bit 08:28:48 @?? mennas 08:28:48 Mennas (15A) | Speed: 15 | HD: 19 | Health: 150 | AC/EV: 15/28 | Damage: 30, 20 | Flags: 08holy, see invisible, fly, !sil | Res: 06magic(202), 10elec++, 03poison | XP: 6578 | Sp: confuse, silence, minor healing. 08:28:55 that ev is a bit high 08:29:07 i can't hit him unarmed 08:29:17 in monsters.cc there's a monsters::skill defined -- it returns 0 for all skills except for MH_UNDEAD and SK_NECROMANCY 08:29:49 I've been manually calculating skill based on hit_dice .. but I'd like to reform that function and use it 08:30:12 @? orb of fire 08:30:12 orb of fire (05*) | Speed: 20 | HD: 30 | Health: 150 | AC/EV: 20/20 | Flags: 11non-living, see invisible, lev, !sil | Res: 13magic(immune), 04hellfire+++, 02cold, 10elec++, 09poison+++ | XP: 11717 | Sp: b.fire (3d40), polymorph other, fireball (3d43). 08:30:14 but I'm not sure -- why wpould it return 0 normally 08:30:18 @? gloorx vloq 08:30:19 Gloorx Vloq (15&) | Speed: 20 | HD: 16 | Health: 350 | AC/EV: 10/10 | Damage: 45 | Flags: 05demonic, evil, see invisible, lev, !sil | Res: 06magic(298), 02cold, 10elec++, 03poison | XP: 15000 | Sp: poison arrow (3d23), miasma (3d13), torment symbol, b.draining (3d20), dispel undead (3d25), invisibility. 08:30:23 orb of fire is evil! 08:30:24 @? ereshkigal 08:30:24 Ereshkigal (16&) | Speed: 14 | HD: 18 | Health: 250 | AC/EV: 10/30 | Damage: 40 | Flags: 05demonic, evil, see invisible, !sil | Res: 06magic(240), 02cold, 10elec++, 03poison | XP: 14085 | Sp: b.draining (3d22), b.cold (3d27), greater demon, torment symbol, paralyse, minor healing. 08:30:49 does berserk(might) help with to-hit, btw? it feels like it does sometimes 08:31:04 @?spriggan defender 08:31:04 spriggan defender (08i) | Speed: 16 | HD: 15 | Health: 35-54 | AC/EV: 3/30 | Damage: 30 | Flags: see invisible | Res: 06magic(140) | Chunks: 07contaminated | XP: 1578. 08:31:52 I wasn't particularly lucky with that TrBe and got three runes 08:31:59 so it's pretty doable 08:32:26 well the end is the hardest part 08:32:37 you can berserk most things 08:32:46 and hopefully have some piety for bia 08:34:16 it always feels like it's easier to get to ****** initially than it is after you drop below it once 08:35:35 yeah, it does 08:36:27 casmith789: why? 08:36:39 to which statement? 08:36:53 i feel that way about piety in regular crawl with every god too :p 08:36:59 the end is the hardest part because there are the hardest monsters there and you are almost certainly underpowered 08:37:17 Mu_: yes, wasn't talking about sprint 08:38:44 heh, crawl lets me rest next to a hellion plant when misled 08:39:59 i should have played TrHu 08:40:19 it's a lot easier 08:40:28 though you could pick up some throwing skill anyway 08:41:57 now you just need some enchant weapon scrolls for those paralyse needles 08:43:17 Mu was supposed to put some guaranteed ones but he like put them in Hell :P 08:44:22 i'll know better if i ever make another one :p 08:45:17 you can still tweak it a bit for the official release 08:46:32 ok 08:46:35 by: hey, I also do Hu. The large rocks rock. 08:47:07 Mu_: yes, balance tweaks of existing maps are always welcome. 08:47:08 you'll also get all sorts of needles once you get a blowgun 08:47:21 Future new players will try all Sprints they'll get their hands on. 08:48:21 biggest complaints are shops being too random and spriggans being overpowered i think? oh and the statues 08:48:36 spriggans can be dealt with however 08:48:47 monster abjuration needs to be an actual spell 08:48:47 hey, let me invite comments, please, -- no coding skills are necessary just for this page -- https://crawl.develz.org/wiki/doku.php?id=dcss:dwarf_hall_of_fallen_heros 08:49:20 syllogism, I just implimented SPELL_VAMPIRIC_DRAINING on my copy of the source 08:49:49 syllogism, but I'm not really clear on how to iterate through the creatures visible to a creature, in order to make that spell meaningful 08:50:12 ** to make abjuration meaningful 08:50:50 abjuration is implemented, it's just that it's linked to monster summoning spells 08:51:00 so every summoner gets it and you can't give it separately 08:51:46 blue_anna: will comment later :) 08:52:03 Mu_: maybe best to ask for comments after the tourney 09:03:13 Berserk should not cause glow (https://crawl.develz.org/mantis/view.php?id=2364) by nrook 09:03:29 I'm going to stop coding now and try to get a second win for the tourney :P 09:04:02 !lg ktype=winning 09:04:03 1. BlueAnna the Swashbuckler (L26 DSSt), worshipper of Okawaru, escaped with the Orb and 3 runes on 2010-08-15, with 1203285 points after 157102 turns and 17:11:11. 09:04:06 I'm not very good 09:04:08 :D 09:05:02 blue_anna: if you're able to win, you're good. 09:05:21 Trust me on this one: we conducted a poll last year. 09:05:21 ^^ ty 09:05:57 majority of the playerbase that answered the poll hadn't found the first rune iirc 09:06:03 yes 09:06:21 I was surprised... also, they were not at all just new players. 09:06:30 Some of them were not getting their first rune for years. 09:07:29 I think the first couple hundred games I couldnt get past lvl 12 09:07:41 almost a sign we need more low-level content 09:07:56 blue_anna: we added a lot low level content! 09:08:04 :) 09:08:06 pre-orc 09:08:06 (But yes, that's something we derived from the poll.) 09:08:29 blue_anna: the early portal vaults are intended to make the game more interesting for players who'll not get reliably to Lair. 09:08:41 yea :) 09:08:44 sewer, ossuary -- anything else? 09:09:01 pre-lair baileys are fun 09:09:06 ah 09:09:24 I got two in one game once 09:09:34 elliptic: conquered both? 09:09:36 was so strong once I got to lair... 09:09:42 L15 :) 09:09:46 elliptic: you're the man :) 09:10:15 There are some problems with portal vaults. I made a wiki page about it =) 09:10:22 elliptic: how many potions of experience? 09:10:27 two 09:10:39 -!- valrus has quit [Remote host closed the connection] 09:10:48 I got six once... 09:11:11 XL 16 character with no skills plays a bit strangely 09:11:34 lol 09:12:25 oh, hm, maybe I just was level 13 entering lair in the game I was thinking of 09:12:32 and maybe just one exp potion 09:12:37 !log . hatm 09:12:38 4. elliptic, XL24 HaTm, T:56195: http://crawl.develz.org/morgues/0.7/elliptic/morgue-elliptic-20100812-161219.txt 09:12:54 entering zig at L15 was fun though :) 09:13:16 long macros should be interrupted when monsters come in sight (https://crawl.develz.org/mantis/view.php?id=2365) by galehar 09:13:21 was that on a streak? 09:13:27 no 09:20:02 -!- Cryp71c has joined ##crawl-dev 09:21:19 -!- Cryp71c has quit [Client Quit] 09:21:39 -!- Cryp71c_ has joined ##crawl-dev 09:21:39 -!- Cryp71c has joined ##crawl-dev 09:21:54 -!- Cryp71c_ has quit [Client Quit] 09:37:14 by: I think the six !xp are not possible anymore. 09:40:09 yes, fixed that bug 09:49:23 -!- Cryp71c has quit [Remote host closed the connection] 09:51:40 by: Johanna mentioned a good idea recently: you remember the inventory cursor [-] that you removed? It is good that it's not visible by default. But what about making it appear as soon as the player uses the cursor-keys (. and ')? 09:52:01 sure 09:52:18 it was just the easiest thing to do quickly before release 09:52:36 yes, I agree 09:52:51 just saying that the above idea seems like a perfect solution: no options and toggles necessary 09:53:44 if I remember correctly another idea that was generally liked was to have the cursor mark some "currently selected item" instead of "item that .' work on" 09:54:28 then . would mean select current item and move cursor to next 09:54:38 by: yes, that's a separate issue. If the cursor is enabled, it's probably better to show it on [current item] rather than [next item]. 09:54:43 by: exactly 09:55:01 by: if you could do this, I'd be grateful. Otherwise, I'll add a comment to the wiki page =) 09:55:05 at least that's closer to how other user interfaces do that kind of thing 09:55:36 I'd rather not: I tried doing something more extensive for 0.7 and got quite stuck on the current code 09:55:52 -!- daftfad has joined ##crawl-dev 09:55:56 by: sure 09:56:04 it felt to me like this should go in hand with a rewrite of the inventory menu system with something like felirx' menus 09:56:13 perhaps I can convince jpeg to do that 09:56:18 -!- ortoslon has quit [Ping timeout: 265 seconds] 09:56:50 yes, please 09:56:58 we really really really need to unify our menu handling 09:57:10 this is not about unified menus 09:57:45 well, hopefully it would move toward that goal? 09:57:46 (: 10:00:10 -!- Cryp71c has joined ##crawl-dev 10:03:02 -!- elliptic has quit [Ping timeout: 264 seconds] 10:03:14 doy: not really. Sorry. 10:03:34 equipped shield invisible on '%' screen (black text on black bg) (https://crawl.develz.org/mantis/view.php?id=2366) by daftfad 10:06:15 somebody should a human-interface-guideline-documentation for crawl developer :) 10:08:21 bhaak: for example, a Nethack developer? :) 10:08:25 -!- Anym has joined ##crawl-dev 10:08:36 bhaak: Guten Tag auch! 10:08:44 dpeg: Moinmoin 10:09:01 Crawl 10:09:16 's interface is far from ideal, but at least developers are aware of it and try to improve matters! 10:09:23 (I know that's also true for Un.) 10:10:23 dpeg: I don't know if nethack developers would be a good choice. I get flames because I changed #loot to automatically loot to the only sensible object/monster around/under the player: "the command doesn't work always the same!" 10:10:45 "the command doesn't work always the same!" is a common complaint of mine about the crawl interface also 10:10:53 e.g. I can't check what food I have with e if I'm engorged 10:10:59 bhaak: so if there's only one chest, there'd be no prompt? Sounds good to me. 10:11:23 rwbarton: would you rather have the prompt in case there's only one edible item? 10:11:26 dpeg: yes. although I implemented an invisible option for those poor bot writers 10:12:07 rwbarton: this may not hold for eating from inventory, but in general, prompts are Evil. 10:12:07 I'm mostly talking about the item selection menu 10:12:22 I can handle the difference between e and e? depending on whether I have default food to eat 10:12:37 and sometimes nethack commands are ridicously overloaded. e.g. you can also #loot a rideable monster to take of its saddle :/ 10:12:41 rwbarton: if you have specific proposals --> interface wiki please. 10:13:19 bhaak: when I played NH, I was unhappy that some commands are so obscure: #rub and the like. 10:14:45 my only specific proposal is that when you're engorged, e should still ask you what to eat and only tell you "You're too full to eat that!" after you select 10:15:03 I imagine this sounds really strange if you don't generally want to use e to check on your food in inventory 10:15:23 yeah, i frequently try and do that as well 10:15:30 dpeg: my pet peeve in that regards is the difference between apply/invoke. the UI can help a lot with the obscure commands. I never had problems on the amiga as the commands are shown as menus 10:16:50 bhaak: no no, I was sad that these commands were _so_ obscure. I wanted them to have more functionality. (This is backwards, I know by now.) 10:17:15 oh, that was when you were still a n00b :) 10:23:35 Argh, subvaults and portal vaults aren't quite mixing gracefully. :/ Namely, I think it complains if I place an exit_portal_vault into a subvault, since it's not a portal vault (and doesn't know it's going to be used in a portal vault). 10:26:39 I like fewer prompts, but consistency in prompts is better than a command sometimes prompting and sometimes not. 10:26:59 If the command is inconsistent, then the case where prompts are shown should be the *unusual* case, not the most common case 10:27:12 This is why I don't like the current 'z' 10:27:30 The unusual case of a monster not being targetable gets no prompt, so I feed targeting keystrokes to Crawl as commands 10:27:48 greensnark: but you said the same thing about the new 'c'hop command. 10:27:58 dpeg: Yes, but I clarified my point 10:28:06 'c'hop prompt is the unusual case, which is fine 10:28:13 ah, I see 10:28:51 I can learn from that. 10:29:56 greensnark: So a "There is nothing in reach. Do you want to target anyway? (y/n)" would improve matters for you? 10:30:19 dpeg: Not really, I just use Z :) 10:30:32 'Z' is fine 10:30:33 in principle 10:30:40 I am trying to understand design. 10:30:49 Well, I like 'Z's behaviour of always showing the targeting prompt better 10:31:27 Having to cancel out of a different do-you-really-want-to-aim-at-nothing prompt sounds a little worse than just adding that info to the targeting prompt 10:32:39 I also think how frequently the command is used matters 10:33:07 For instance, I'm always surprised by the extra confirmation in the shop interface, but I buy stuff so rarely it doesn't bother me 10:33:15 I always use Z 10:33:16 Too few shops :P 10:33:18 and never use z 10:33:24 same here 10:33:39 Z has plenty of legitimate uses also 10:33:58 greensnark: Would it be tough to allow exit_portal_vault in subvaults for portal vaults? 10:34:02 in addition, with circular ranges it's quite helpful to see exactly how much closer I have to get to a monster to target it 10:34:06 (with square ranges I could just count) 10:36:44 There are also players who make use of z, though. It's a complicated world. 10:37:00 Also, it will be good to have two keys for casting, no matter what. 10:39:07 I'm assuming it's not easy. The subvault doesn't know it's going to be in a portal vault. The subvault handles it's own glyph substitutions, so it can't delegate it to the portal vault map. 10:39:34 Keskitalo: Sounds like you have to do the portal marker in the subvault 10:39:59 Maybe a new tag that tells a vault that it's a subvault for a portal vault, so it allows exit_portal_vault? 10:40:27 The feature is not being allowed? 10:40:41 That just sounds like an unnecessary check in that case 10:40:47 Should just kill the code that checks for that 10:41:01 Yeah, that's the he problem. (Let me double-check actually..) 10:41:42 okay, work done, time to get back to the blue anna 10:42:41 greensnark: Ah, I was mistaken, that does work. Phew! 10:42:48 dpeg, why is it good to have two keys for casting? 10:43:24 Zaba: z = quietly chanting, Z = SCREAM MAGIC AT YOUR ENEMIES UNTIL THEY FALL DOWN 10:43:31 EVEN IF THEY'RE NOT THERE 10:43:48 I wouldn't like such a game element :P 10:44:57 i wouldn't in crawl, but it would be fun in other roguelikes - e.g., in GURPS, the better you know a spell, the less wild your body movements have to be to cast it (until eventually you can do it just by thinking) 10:45:18 would work much better in a less combat focused game thoguh 10:45:55 -!- nrook has joined ##crawl-dev 10:47:55 I'm leafing through the fifth edition of Ars Magica, and it seems to have that too. 10:48:22 -!- daftfad has quit [Quit: Leaving] 10:48:32 Argh, I should test the console version too, but I need to compile ;_; 10:48:54 Zaba: because casting is so important in the game, so having two keys will be useful 10:49:10 for example, the other key could be [repeat the spell with the same target] 10:49:24 why not have two keys for eating? You will die if you don't eat :> 10:49:29 ` repeats things, no? 10:49:35 Note how firing also comes with two keys (f/F) -- and some more even (Q,(,)) 10:50:27 personally, I tend to use z for casting, because I'm lazy :P 10:50:42 and of course it backfires at me all the time :P 10:50:59 macro z to Z 10:51:07 I play well with z, but I don't play as fast as these teenagers :) 10:51:10 effort... 10:51:35 ~mzZ 10:51:37 ~s 10:51:37 done 10:51:42 Zaba: yes, it would clearly work for eating too. Eat, EAT ANGRILY. 10:51:56 Eat noisily :) 10:52:20 'eatt', assuming there's food in inventory slot on 'a' 10:53:19 [e]at, [d]ine (requires non-chunk food, tablecloth, proper ambient lighting) 10:54:11 [C]hew Cud command for when we make yaktaurs playable 10:54:22 Or yaks even 10:54:29 I had a proposal for a yak species once 10:54:37 It could chew cud, stampede, etc. 10:54:53 And presumably it would be very very attractive to other yaks in the dungeon 10:55:01 would they still be hostile? 10:55:25 I guess it depends on how you hit it off 10:56:37 Here we go: http://groups.google.com/group/rec.games.roguelike.misc/msg/c05defbf9daf516e?dmode=source 10:57:09 -!- MarvinPA has quit [Read error: Connection reset by peer] 10:57:24 yaktaur race would be fun if other yaktaurs were allied with you :) 10:57:39 since they show up for such a wide range of the dungeon 10:57:46 and are reasonably tough 10:58:00 Friendly yaktaurs are amazing 10:58:08 Main reason shadow creatures is so awesome in Vaults 10:58:09 but that idea exists in some way already wih orcs 10:58:48 dpeg: Did you see my yak proposal link? It was soon after that post that Tina went off into a sulk again :) 10:58:55 how much was ammo mulching toned down? 10:59:13 dpeg: no, with beogh - different :) 10:59:20 that's a god ability, not a racial one 11:00:04 given how the god is specific to the race, I'd say it's close enough 11:00:42 i just want to fight alongside my herd, is that too much to ask :( 11:00:59 Llama as a playable species 11:01:05 Spit attack, naturally 11:01:08 it sounds like it could screw around with the balance of the game greatly 11:01:10 GNU as a playable species! 11:01:16 Shapeshifter as a playable species! 11:01:21 fighting alongside the herd, that is. Not as much for llamas. 11:01:25 Turtles as a playable species 11:01:28 greensnark: good stuff. That was only four years ago. Feels like forty :) 11:01:45 Eronarn, then there should be BSD daemon monsters, too! 11:01:56 -!- slyshy has joined ##crawl-dev 11:02:03 Eronarn, with tridents, and endless licensing debates. 11:02:03 doy: it was toned down, and then toned up again... 11:02:07 Zaba: if you kill sshd, your game dies IN REAL LIFE 11:02:14 bsd daemon monsters? that reminds me of zap-em 11:02:24 Eronarn, or actually.. GNU species should have a endless licensing debate attack :P 11:02:27 greensnark: wasn't that your plan all along the way? 11:03:05 dpeg: No, just kidding :P 11:03:29 The ninja turtle stuff never made sense to me 11:03:35 How can fscking turtles be ninja :P 11:03:45 a snapping turtle humanoid race would actually be kinda cool 11:03:55 greensnark, they can be, if they're teenage and mutant 11:04:30 You've seen the cartoons and movies, right? They look bloody clumsy :P 11:04:33 maybe make 'em so big and heavy that they have too much inertia to maneuver well 11:04:34 You would think that turtles are wiser than humans. But that probably holds true for every other animal species as well. 11:04:45 speed penalty, but only when changing directions 11:10:49 dpeg: Ants? Apes? 11:12:04 Anym: Asses. Asseln. 11:12:13 all > human 11:12:41 OK. 11:16:31 anteater, of course 11:16:51 aardvarks? 11:17:14 Can't get any more A than that 11:18:10 Last week I learned funny things about ants. For example that there is some fungus which can zombiefy ants, so they'll carry the spores to some good place and also conveniently die there (immediate food). I guess that's not what my biology teacher meant when he talked about "symbiosis". 11:18:13 AAAAAAAAAAAAAAAfolk 11:18:15 We should use that for Crawl. 11:18:51 Ballistomycete <-> ant intereaction 11:18:57 ! 11:19:05 dpeg: they recently found that the relationship with the fungus in question is at least 48 million years old 11:19:17 http://feeds.newscientist.com/c/749/f/10897/s/ce4f9ac/l/0L0Snewscientist0N0Cblogs0Cshortsharpscience0C20A10A0C0A80Cant0Ewith0Ea0Efungus0Egrowing0Eout0Bhtml0DDCMP0FOTC0Erss0Gnsref0Fonline0Enews/story01.htm 11:19:19 Ballistos infect any nearby ants, and the ants then charge to the player and blow up in their face 11:19:22 so we have some catching up to do 11:19:28 When they blow up the explosion creates 3-6 giant spores 11:19:34 That ought to take out most players :) 11:20:48 greensnark: recurshrooms. produce giant spores that when they explode produce giant spores that when they explode produce giant spores that... 11:20:49 Eronarn: wow. That is solid interaction. I don't think any animal zombiefied by humans will be around in 40000 years. 11:21:10 Eronarn: We have those already, right? :P 11:21:17 i mean immediately ;) 11:22:07 Hm, we should do chain reactions somewhere 11:22:12 dpeg: Can we add plutonium walls 11:22:37 plutonium golems 11:22:48 very slow, almost indestructible, go nuclear if too many of them are close to each other! 11:23:09 We could make chaotic monsters glow (mutagenic), that'll be a nice way to remember what creatures were chaotic again. :P 11:23:16 (no, seriously that would be cool) 11:23:25 Hehe 11:23:32 Need more plutonium swords! 11:23:32 Keskitalo: that would be annoying if it were on too many monsters 11:23:35 but it would be cool on one 11:23:41 if it did flickering rainbow lighting around itself 11:23:51 The only way to know what monsters are chaotic now is to look at that laundry list of monsters 11:24:09 I wanted ugly things to radiate mutations and glow, even across walls. 11:24:11 plutonium's critical mass is relatively low 11:24:12 And the best way to figure out if the PC is chaotic is to get hit by silver and see if it burns :P 11:24:15 But I neglected dolorous. 11:24:16 a wall would be too much, I think 11:24:18 Eronarn: No, it should be on all chaotics, otherwise the mnemonic thing wont work. It needs to be just 1 range glow. 11:24:26 * dpeg has a bad conscience. 11:24:27 or a golem 11:24:44 Keskitalo: that would be silly, like making all evil creatures 'glow' black 11:24:47 greensnark:Targeting tells you if a creature is chaotic :P 11:24:51 save glow for a small handful of cases :) 11:24:56 Keskitalo: Oh, nice :) 11:25:10 Keskitalo: Is there some @ command or similar to see if the PC is chaotic? 11:25:30 Ten simple steps to answer the question: "Am I chaotic?" 11:25:37 greensnark: Nope, but I think it's just your mutations that count. 11:25:52 Or being undead (for silver) 11:25:59 Step 1: Did I pray recently? 11:25:59 Eronarn: Chaotics are a small handful of cases. 11:26:03 new monster: preacher, yells at you if you are chaotic! 11:26:08 Step 2: Did I actually listen to myself? 11:26:29 or evil. or undead. or a shapeshifter. 11:27:00 yeah, yred really shouldn't gift bone dragons in lair 11:27:07 this is pretty ridiculous 11:27:14 doy: way too strong, eh? 11:27:17 I never got any bone dragons with my MuPr :( 11:27:28 I was thinking "Any moment now Yred will justify his existence!" 11:27:30 But nooooo 11:27:38 Yrdy is great! 11:27:45 way too strong 11:27:50 greensnark: you didn't believe in him, and he knew that, of course. 11:27:55 Someone should BR that Enslave Soul bug 11:28:04 bug? 11:28:11 dpeg: I used him to reanimate corpses, I thought that would give him a hint that I Believed :P 11:28:12 I could enslave a soul just fine with my MDFi. 11:28:15 About their attack power always being 1 or something 11:28:21 urghs 11:28:31 -!- valrus has joined ##crawl-dev 11:28:49 Oh yeah, the biggest thing I enslaved was a deep elf that promptly got shot in the back by another deep elf :P 11:29:06 I only got 1 bone dragon on my yred win, that was on about d:20 11:29:10 My favourite Yred ability is still the draining 11:29:17 And the pets are pretty nice 11:29:29 Pain Mirror seemed to torch my piety unless I was reeally careful 11:29:40 pain mirror torches your piety but is awesome 11:29:54 The area drain <3 11:30:13 too bad that yred's second ability is so pointless :( 11:30:17 Yred is pretty cool these days 11:30:22 What's the second ability? 11:30:30 animate dead 11:30:32 yeah, i basically only use the gifted undead and area draining 11:30:33 Oh right 11:30:39 isn't that the first ability 11:30:43 and i think yred is still a worthwhile god just from those two things 11:30:51 syllogism: No, the first is animating one corpse 11:30:59 well the second one is the same as the first one but range & uses piety 11:30:59 oh, third then 11:31:06 second is recall 11:31:09 oh 11:31:37 too bad enslave undead is gone :( 11:32:03 could enslave one of those silent spectres 11:32:06 I never found yred's gifts useful :S they always died really quickly 11:32:34 @?bone dragon 11:32:34 bone dragon (15D) | Speed: 8 | HD: 20 | Health: 203-277 | AC/EV: 20/4 | Damage: 30, 20, 20 | Flags: 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec++, 03poison | XP: 2353. 11:32:42 I used one of those to kill nikola 11:32:44 -!- MarvinPA has joined ##crawl-dev 11:32:48 area animate dead is useful in battles 11:32:56 as I said I only got one of them on about d:20 which was pretty pointless 11:32:59 I have used it, but obviously it is niche 11:32:59 some of the gifts are just annoying though 11:33:16 when you attempt to use a divine ability while silenced it says you aren't good enough to have a special ability 11:33:25 The mirror is aweseme, but also a liability, as it should be. 11:33:42 syllogism: new bug? 11:33:50 probably 11:33:55 blue_anna: still around? 11:36:36 Perhaps Animate Remains should just upgrade into piety-free Animate Dead at the piety break point. 11:36:47 I don't think Yred's too strong. :) 11:37:24 Keskitalo: do you think that Y is too weak? 11:37:34 Keskitalo: good idea btw 11:37:38 wiki, if you can 11:38:02 Yred seems pretty decent to me 11:38:08 Zin still needs fixing though 11:38:14 greensnark: yes, I am quite happy how Yrdy turned out. 11:38:33 Recite is still not right. Should tell dolorous to check it 11:38:33 greensnark: yes, that is how I flaked. dolorous approached me with a bunch of questions... 11:39:24 dpeg: No, herding (interface) is the major problem, and the enslave soul bug, but the package is good. 11:39:56 Keskitalo: but we removed a lot of herding by declaring zombies mindless!? 11:40:30 I wonder if unzombifiable corpses (hell hounds, ugly things) can be simulacrified. Twisted Resurrection would probably work. 11:40:59 dpeg: I can't be arsed to manage bone dragons personally.. 11:41:15 Keskitalo: yes, the gifts. But we used to manage zombie armies. 11:41:39 if you could search for them somehow... 11:42:07 dpeg, yea :) just back from lunch 11:42:11 !whereis 11:42:14 BlueAnna the Skirmisher (L4 OgCr) is currently on D:4 after 2747 turns. 11:42:46 blue_anna: I added a first batch of comments. These are very general, more for culture, so to speak. Feel free to ask! 11:42:59 I just want to travel around the dungeon :) 11:43:05 cool, ty 11:43:25 dpeg: Yeah, it's much better nwo of course. 11:43:34 i think the timeouts for demonic guardians should be higher too, by the way 11:43:34 I'll add the upgrade thing to the wiki. 11:43:45 in my yred game I just left the bone dragons behind until I wanted them for something 11:44:05 doy: they should last longer, or appear more rarely? 11:44:05 then I had to go back to where I remembered them last being 11:44:13 dpeg: more rarely 11:44:15 it's not so bad, you can recall on every level you pass through 11:44:37 it's pretty easy to use them for pillar dancing at the moment 11:44:47 which seems kinda undesirable 11:45:17 also heh, just found salamander hide and captains cutlass in this lab 11:47:00 !tell Cryp71c 18:43 <+doy> i think the timeouts for demonic guardians should be higher too [feel free to discuss with me] 11:47:01 dpeg: OK, I'll let Cryp71c know. 11:47:18 dpeg, are you OG17 ? 11:47:52 So dpeg was really OG17 all this time? Who knew! :p 11:47:53 hahaha 11:48:16 blue_anna: no :) 11:48:26 -!- slyshy has quit [Quit: leaving] 11:48:56 OG17 is probably 17 years old and listens to gangster rap. I am close to retirement and listen to Bach. That's the difference. 11:49:13 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:yredelemnul 11:49:19 +1 11:49:39 my favourite is toccata and fugue 11:49:41 Oops 11:49:59 rwbarton: That sounds awful to me :) 11:50:44 dpeg, did you say you added comments? 11:50:45 Adeon: why oops? 11:50:49 yes! 11:50:51 Although, I think I left it at Hive:2 and went back to get it at some point 11:50:52 dpeg, on my wiki page or a different one? 11:50:57 yes, that is why I did not propose it earlier 11:51:04 a selective inventory command would be a better solution 11:51:05 blue_anna: top section, items 1-4 11:51:11 !learn add Adeon my favourite is toccata and fugue 11:51:11 adeon[3/3]: my favourite is toccata and fugue 11:51:35 however, I really would find the change I suggested quite useful 11:51:37 rwbarton: selective inventory? For allies, you mean? 11:51:54 I have no idea how to go about the four statues in Sprint :( 11:52:07 No, for listing e.g. your food items without having to scroll down an unpredictable amount 11:52:15 Like Nethack has 11:53:05 dpeg: the archer statues? i just didn't go in the room at all 11:53:14 dpeg, the trasure chambers are easy to remove -- did you load the patch and play it once? 11:53:17 i presume he means the elemental statues 11:53:27 the room you have to go through to proceed in D 11:53:47 I mean they really maybe ought to go -- I just dont like how Elf has a bunch of statically .. more or less repetative levels in the middle 11:54:08 blue_anna: no time, sorry. Workload and stuff. I didn't even have a look at it. But I came up with the deep dwarves, so I thought you might find my comments interesting. 11:54:20 ooh cool :) 11:54:30 Zannick: yes 11:54:33 yes, elf needs better level generation 11:54:38 true 11:54:47 essentially all old branches need that 11:54:48 the patch is playable :) -- just not well tuned or anything 11:54:49 yes 11:54:51 the open levels in elf are horrifying 11:54:56 my TrHu threw stuff first at the nw one, then the sw one 11:55:05 they only seemed to start summoning once they got low on hp 11:55:12 rwbarton: yeah, i think that's something we want to keep 11:56:02 yes, I didn't mean it was bad :) just that the difficulty depends a lot on the layout chosen at present 11:56:15 the vague ideas i had was a castle-like layout, like the gnoll castle except whole map-sized 11:56:24 rwbarton: open is good 11:56:25 could certainly have large courtyards 11:56:25 (: 11:56:47 by: thank you, will try my luck there 11:56:54 perhaps I can also get past the spriggans now 11:56:55 -!- Anym has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]] 11:57:00 Snake now 11:57:43 the spriggans are pretty nasty 11:57:53 The map itself is much better than it used to be, gotta admit that. 11:58:15 !lg * t place=snake|swamp|shoals s=br 11:58:16 266 games for * (t place=snake|swamp|shoals): 92x Snake, 89x Swamp, 85x Shoals 11:58:20 :( 11:58:47 hey, that's a good distribution 11:59:17 We need an advertising campaign to assure players that Shoals is quite safe and is best done before XL 15 11:59:32 casmith789: Please tell more players to do Shoals as first rune :) 11:59:34 !lm rune~~barnac|serpen|decay when=t s=xl 11:59:34 10 milestones for doy (rune~~barnac|serpen|decay when=t): 2x 23, 2x 20, 2x 24, 1x 18, 1x 16, 1x 17, 1x 21 11:59:38 greensnark: <3 11:59:40 why? 11:59:49 casmith789: I want more Shoals deaths :) 11:59:53 shoals is easy 11:59:55 greensnark: banner! "AVATAR OF WATER" 12:00:02 casmith789: Not in here, out in ##crawl :) 12:00:05 !lm * rune~~barnac when=t s=xl 12:00:06 302 milestones for * (rune~~barnac when=t): 44x 17, 37x 22, 33x 19, 31x 21, 25x 23, 25x 18, 23x 20, 19x 16, 18x 24, 11x 15, 10x 25, 7x 27, 6x 13, 5x 14, 4x 12, 2x 26, 1x 10, 1x 11 12:00:33 !lm rune~~barnac|serpen|decay when=t s=rune o=avg(xl) 12:00:33 Bad sort condition: 'avg(xl)' 12:00:39 !lm * t s=rune x=avg(turn) 12:00:39 2381 milestones for * (t): 358x decaying [59210.73], 345x silver [96319.31], 330x serpentine [65201.32], 302x barnacled [69472.19], 163x demonic [216118.86], 141x abyssal [111767.36], 133x slimy [114018.73], 93x golden [140633.39], 70x iron [145954.93], 67x magical [166888.01], 65x bone [151070.69], 65x dark [169190.03], 65x glowing [167545.35], 64x fiery [169592.98], 62x icy [157253.02], 58x obsi... 12:00:56 !lm rune~~barnac|serpen|decay when=t s=rune x=avg(xl) 12:00:56 10 milestones for doy (rune~~barnac|serpen|decay when=t): 5x serpentine [21.6], 3x barnacled [21.67], 2x decaying [16.5] 12:01:02 !lm * rune~~barnac|serpen|decay when=t s=rune x=avg(xl) 12:01:03 990 milestones for * (rune~~barnac|serpen|decay when=t): 358x decaying [17.92], 330x serpentine [18.92], 302x barnacled [19.65] 12:01:04 !messages 12:01:05 (1/1) dpeg said (14m 4s ago): 18:43 <+doy> i think the timeouts for demonic guardians should be higher too [feel free to discuss with me] 12:01:06 dpeg, yo 12:01:16 doy, or...yo? 12:01:21 I'm not sure who I'm supposed to be talking to :D 12:01:33 You're allowed to talk to anyone :P 12:01:50 Cryp71c: I am mortally afraid of losing good ideas. So I immediately turned doy's comment into a !tell. 12:01:54 !lm * type=rune when=t s=rune x=avg(xl) 12:01:55 2381 milestones for * (type=rune when=t): 358x decaying [17.92], 345x silver [23.75], 330x serpentine [18.92], 302x barnacled [19.65], 163x demonic [26.94], 141x abyssal [23.06], 133x slimy [23.69], 93x golden [26.51], 70x iron [26.73], 67x magical [26.67], 65x bone [26.83], 65x dark [26.77], 65x glowing [26.63], 64x fiery [26.83], 62x icy [26.82], 58x obsidian [26.84] 12:02:10 -!- dpeg is now known as Nooxm 12:02:41 !coffee Nooxm 12:02:42 * Henzell hands Nooxm a pot of black coffee, brewed by Sigmund. 12:03:24 Are you still playing this gay game? It's only for fucking homos. 12:03:30 Real men play SC2! 12:03:34 -!- Nooxm is now known as dpeg 12:03:40 star control 2 FTW! 12:03:55 your trolls have more wisdom than our trolls 12:03:59 dpeg the troll! 12:04:08 who polymorphed dpeg? 12:04:10 dpeg: That was pretty weak 12:04:11 dpeg, np, I just saw it so I figured I'd mention it to you. 12:04:28 bhaak: Hah, I just started playing that for the first time last night 12:04:41 greensnark: yes, I am not good at this. 12:04:45 Twinge: enjoy the silly american humor :) 12:04:54 dpeg: Also, try not to get kickbanned by Elly :) 12:05:00 SiLLy CoW 12:05:04 Only did it because greensnark said Cryp71c would be allowed to talk to anyone :) 12:05:27 i forgot the asterix 12:05:40 doy: do you have any idea how much rarer the guardians should be? 12:05:44 we also all know that crawl is not gay: http://cheezburger.com/View/3872829696 12:05:46 Cryp71c: the timeout is low enough that you can just use the guardians to pillar dance stronger enemies 12:05:52 plus it's probably not actually capitalized like that 12:06:20 they spawn, you swap with them to get an extra space, you can cast spells or shoot or whatever until they get close enough, then just wait a couple turns for another to spawn 12:06:39 this seems undesirable 12:06:56 bhaak: I know some internals of the devteam... not sure you'd claim that if you knew too. 12:07:23 dpeg: dcss or nh devteam? 12:07:31 I know nothing of the NH team. 12:07:39 greensnark: it was set_random_mon_list that was complaining 12:08:10 Keskitalo: Well, that doesn't sound like something you should do in a subvault, no? 12:08:21 dpeg: even if the dcss dev team was entirely gay that doesn't mean they only produce gay things :) 12:08:57 What exactly is a gay thing 12:09:09 Also: you lot are making me wish I had ops to kick yall off the channel 12:09:19 greensnark: Yup, it's in volcano_setup which does the colours and tiles as well. I gave the function an additional parameter so it doesn't call set_random_mon_list when it's true. 12:09:38 elly: Please kick dpeg and bhaak. Thanks :) 12:09:56 -!- bhaak was kicked from ##crawl-dev by elly [requested] 12:09:59 -!- dpeg was kicked from ##crawl-dev by elly [requested] 12:10:02 <3 12:10:04 <3 12:11:42 -!- bhaak has joined ##crawl-dev 12:11:42 Keskitalo: Cool 12:11:52 Actually, I'm not sure why the random mon list is specific to portal vaults 12:12:01 bhaak: Hey, dpeg is still sulking :) 12:12:01 I regret nothing! It only hurts that I got kicked before dpeg :) 12:12:30 seems dpeg took the opportunity to leave irc 12:12:39 Ahh. sneaky dpeg 12:12:47 He rode the kick-wave out 12:12:55 greensnark: I think you lost him 12:12:59 greensnark, random monster lists are set in mon-pick.cc , specific to the branch they are in. vaults arent technically in that branch 12:13:05 bhaak: :( 12:13:09 He'll be back :) 12:13:22 kicking crawl devs means they will go to nethack development 12:13:33 has that happened before? 12:13:38 thats why you have to set it if you want a radom monster list for mosnter_gen and for summon stuff 12:13:39 But seriously folks: no LOL gay talk in here, even if you're trying to be funny 12:13:44 idk, but bhaak is! 12:14:22 bhaak retroactively became an Un developer because he knew he'd be kicked from ##crawl-dev :) 12:15:00 by: that could only happen IF there were nethack development :) 12:15:28 bhaak: casmith789 just called you an NH developer. I advise you go take a bath and burn the clothes you were wearing 12:15:59 -!- st_ has quit [Ping timeout: 276 seconds] 12:17:05 -!- dpeg has joined ##crawl-dev 12:17:27 hi dpeg <3 12:17:31 Cryp71c: do we want to make the DG disappear if tension gets lower? 12:17:32 dpeg: There have been rumours that you're considering becoming an NH dev 12:17:36 elly: hi, sorry for the mess :) 12:17:43 greensnark: also no LOL hetero and hijra talk in here? 12:17:49 greensnark: I am not entitled to comment on such rumours. 12:18:08 bhaak: I am really not up to date on the jargon. Need to wait until my kids are old enough to teach me. 12:18:09 bhaak: Yeah, at best it's offtopic, at worst it's ugly prejudice 12:18:44 I was trying to make a pun on the double meaning on "gay" but I guess that won't work in this century :) 12:19:05 dpeg, we already are :) 12:19:31 Hey, I see the Morg riddle has been solved 12:19:36 -!- st_ has joined ##crawl-dev 12:19:40 rwbarton: Nice work 12:19:50 it has? 12:20:00 That saves me the trouble of writing that stats script I was threatening to do 12:20:01 dpeg: if you're too old to understand the slang, http://www.urbandictionary.com/ helps to make you hip again 12:20:28 dpeg, every turn, we do a tension check, which loops through the DGs that exist. If the current tension is less than a particular perfect of the tension-contribution of the currently inspected guardian, that guardian is immediately dismissed. Max of 1 guardian dismissed per turn. 12:20:42 what was the morg issue? 12:20:50 dpeg: you spend too many turns in LOS of those statues 12:20:59 Some old code in generating special vs unspecial unrandarts. 12:21:22 greensnark: stats script would still be good to have :) 12:21:23 it's a little involved, but basically it was a combination of (a) special randarts being generated more often than unspecial ones, and (b) the wrong randarts being considered special due to an indexing error 12:21:32 by: thank you. I think three are now dead. I killed one with rocks, but then I had no more projectiles :) 12:21:32 Mu_: https://crawl.develz.org/mantis/view.php?id=2360 12:21:42 Cryp71c: sounds good. 12:21:42 cool! 12:21:58 Mu_: the map is awesome, but too hard for my wimpy Trolls. 12:22:21 buff trolls :) 12:22:25 in particular salamander hide armour being the only special armour randart on CAO 12:22:43 oh, cool 12:22:49 doy, Cryp71c: there is a timer that makes DGs disapear, right? Perhaps that needs to be faster... and making sure that the next DG will take a while will also help, of course. 12:23:00 by: Yes, I'll get to it one of these days :) 12:23:22 Zannick made a nice list of unrand frequencies from winning tournament games 12:23:29 http://pastebin.ca/1923900 12:23:48 salamander hide armour: 115 total, 114 CAO, 1 CDO 12:23:49 Haha 12:23:54 -!- slyshy has joined ##crawl-dev 12:24:12 That's a pretty hilarious list 12:24:29 me and doy picked the correct top 4 :P 12:24:31 dagger "Morg": 36 total, 1 CAO, 35 CDO 12:24:33 awesome 12:24:39 dpeg: no, pillar dancing ony requires them to be around for a turn or two 12:24:39 yeah, I'd say it significantly increased my confidence that something was actually wrong :) 12:24:47 -!- elliptic has joined ##crawl-dev 12:24:57 it's the delay before the next one spawns that's the issue 12:25:08 what is the delay right now? 12:25:16 Can you expect another DG in the same battle? 12:25:18 The fixed art bug has been patched now, right? 12:25:26 rwbarton: thumbs up! 12:25:30 not in 0.7 so far 12:25:31 slyshy: Not yet on the servers 12:25:32 slyshy: yes, it's not up on the servers yet though 12:25:43 start another game on CAO quick 12:25:54 dpeg, it is (mutlevel+1)*3*10 presently 12:25:55 start HaBe on CAO 12:25:57 Mu_: the list that other people were picking was the cdo list 12:25:58 (: 12:25:59 That's he player.duration[] 12:26:02 before it gets nerfed 12:26:02 s/he/the 12:26:06 oh yeah i understand now :P 12:26:15 HaBe on CAO is the easiest thing. Black cutlass + red leather armour. :) 12:26:19 or a necromancer on CDO 12:26:29 slyshy: Been able to login yet? :P 12:26:39 necrospriggans for morg! 12:26:44 greensnark: Yeah, reset my modem, and then won MDEn. 12:26:49 Cool 12:26:49 Cryp71c: so guaranteed no new DG for 90 turns (level 3)? 12:26:57 mo...dem? :P 12:27:05 19:25 < N78291> The necromancer picks up a black cutlass. 12:27:13 I guess I should apply that fix :P 12:27:33 lol, H - a black cutlass 12:29:53 !whereis Jaegar 12:29:54 No games for Jaegar. 12:29:56 !whereis Jaeger 12:29:56 Jaeger the Grave Robber (L1 DDNe) last saved on D:1 on 2010-08-24 after 67 turns. 12:30:02 What, on D:1? 12:30:14 Oh, that was from N7's game. 12:32:44 03by 07stone_soup-0.7 * ra64cc9035f56 10/crawl-ref/source/artefact.cc: Fix broken unrand specialness determination. (rwbarton, #2360) 12:34:02 dpeg, the duration isn't in player turns, I believe its in action speed? 12:35:01 at level 3 its 4*3*10 = 120 (or 12 turns) 12:35:22 yeah, i think it should really be ~100 turns at least 12:35:57 DG respawning hasn't seemed problematic in my experience 12:35:59 with them respawning every couple turns, they turn into more throwaway distractions than guardians 12:36:16 at least at level 3 12:36:17 shrug, it's more noticable with the first level of the mutation 12:36:21 since they die so easily 12:36:31 and the plan is to make mutations not level up nearly as quickly as they do now 12:36:34 sigh, I lost two levels to the spriggans 12:36:49 Cryp71c: yes, 12 turns is by far not enough 12:36:51 dpeg: I thought you already won that map? 12:36:59 it was an earlier version 12:37:08 greensnark: that was testing 12:37:18 they have considerably... improved that map 12:37:21 Aha :) 12:38:01 !lg * sprint t win s=char 12:38:01 14 games for * (t win): 6x SpEn, 3x DEFE, 1x DSFE, 1x MfCr, 1x DESu, 1x TrHu, 1x VpWz 12:38:18 !lg * sprint t win desu 12:38:19 1. Kalma the Archmage (L17 DESu), worshipper of Vehumet, escaped with the Orb and 6 runes on 2010-08-23, with 9764470 points after 24411 turns and 6:45:27. 12:38:24 Oh, he managed to win 12:38:36 Mu_: That was the person complaining about Mennas and Summon Horrible Things :P 12:38:43 !lg * sprint t win char=trhu 12:38:43 1. rob the Trollish Ballista (L16 TrHu), worshipper of Trog, escaped with the Orb and 5 runes on 2010-08-24, with 8870212 points after 18641 turns and 1:30:50. 12:38:47 oh grats rob :P 12:38:50 thanks 12:38:55 greensnark: haha 12:39:16 why should the DG timeout by scaled with mutation level? 12:39:18 mennas was pretty serious 12:39:23 it would be interesting to get some randart generation stats despite the bug being fixed 12:39:36 and item generation in general 12:39:46 yes 12:39:56 Agreed 12:40:18 Stable branch on CDO updated to: 0.7.1-24-ga64cc90 (27.5) 12:40:24 not sure exactly what kind of stats, but I will note that the bug does not affect jewelry 12:40:32 Cryp71c: yes, by has a good point. 12:40:34 by, it doesn't have to, certainly. could set it to a flat value. 12:40:43 You can see in Zannick's list that the jewelry artefacts are all about equally common 12:41:05 or a flat value + another random value 12:41:09 I would think that loss of a DG would ramp up the tension demand substantially 12:41:10 (in theory it could affect jewelry, but it seems not to have) 12:41:20 some unrandarts have clearly been rarer than others pretty much forever 12:42:52 dpeg is collecting Chuck's rocks :P 12:42:57 TrHu :) 12:43:13 chuck loves that rock :P 12:43:31 I didn't get that rock :( 12:43:57 it is fragile, unlike his love for it, which is strong 12:44:26 is it enchanted? 12:44:46 !lg * sprint t killer=chuck s=kaux 12:44:46 One game for * (t killer=chuck): 1x Hit by a large rock of returning thrown by Chuck 12:45:07 dunno actually 12:45:07 Mu_: this is art :) 12:45:28 Why was Norris carrying an ankus 12:45:43 because i gave him an ankus :p 12:46:22 03by * rfe0f28858c1b 10/crawl-ref/source/makeitem.cc: Get rid of extra chance for special unrandart generation. 12:46:22 03by * rca6c32f0ae61 10/crawl-ref/source/makeitem.cc: Format a boolean check more clearly. 12:46:22 03by * rfffea480e84d 10/crawl-ref/source/ (artefact.cc artefact.h makeitem.cc): Remove obsolete special unrand code. 12:46:57 greensnark: Mu is an artist. 12:48:11 Yes, he does nice levels :) 12:48:17 dpeg: you should victory-dance throwing a bit 12:48:19 I got the new Cocytus and Dis levels 12:48:35 they're the best two :P 12:49:33 by: true 12:50:10 !lm greensnark 12:50:10 2444. [2010-08-21] greensnark the Brawler (L25 GhFE) found an iron rune of Zot on turn 97846. (Dis:7) 12:50:21 hope you finish before tournament end :p 12:50:27 Doesn't seem likely :P 12:50:28 I also have to conduct a conversation in parallel with borsuk :) 12:50:33 with 15 runes 12:50:47 dpeg: Yeah, I know, I was trying to do Shoals and b0rsuk kept telling me shaggy dog stories 12:50:56 It was pretty amusing 12:51:16 I had a conversation with b0rsuk while doing a Zig, he professed his love of ball lightnings to me 12:51:24 Haha 12:52:56 !tell due http://crawl.pastebin.com/S45nKFNX -- didn't commit yet, because I somehow broke volcano_lake :P (it reports some errors when loaded in play) 12:52:59 Keskitalo: OK, I'll let due know. 12:53:00 b0rsuk is full of good ideas, so I don't really mind 12:53:03 but sometimes I die 12:54:36 !tell due Specifically, I broke place_lake_volcanoes 12:54:37 Keskitalo: OK, I'll let due know. 12:54:37 CAO is still compiling :P 12:55:35 i completely forgot about volcanos, i don't remember the last time i saw a portal to one 12:55:53 !lm * t type=br.enter s=noun 12:55:54 20725 milestones for * (t type=br.enter): 5346x Temple, 2236x Lair, 1761x Orc, 1746x Sewer, 883x Ossuary, 875x Lab, 854x Hive, 833x Bailey, 636x Vault, 633x Bazaar, 561x Snake, 551x Swamp, 508x Elf, 487x Shoals, 377x Crypt, 333x Zot, 269x Pan, 257x IceCv, 253x Trove, 219x Slime, 184x WizLab, 173x Hell, 159x Blade, 123x Tomb, 110x Volcano, 79x Dis, 74x Spider, 74x Tar, 67x Geh, 64x Coc 12:56:04 I found an ice cave for the first time with the GhFE 12:56:12 I was rather disappointed not to meet an Ice Fiend 12:56:19 I could have totally taken an Ice Fiend or three 12:56:30 greensnark: This shall be rectified in a future edition 12:56:41 there are more wizlabs even than volcanoes it seems :P 12:56:44 if you.name() == "greensnark" ... 12:56:47 Earlier Ice Caves will be the easy ones, later Ice Caves will have the fiends. :) 12:57:03 !lm . place=~ice 12:57:04 1. [2010-08-12] greensnark the Grappler (L16 GhFE) entered an Ice Cave on turn 43104. (D:18) 12:57:08 Mu_: I have a dozen subvaults for volcano_grotto, _lake and _tomb (not each though) 12:57:12 D:18 demands Ice Fiends 12:57:12 !lg * type=br.enter s=noun when=t 12:57:13 Bad arg 's=noun' - cannot summarise by noun 12:57:19 !lm * type=br.enter s=noun when=t 12:57:20 20725 milestones for * (type=br.enter when=t): 5346x Temple, 2236x Lair, 1761x Orc, 1746x Sewer, 883x Ossuary, 875x Lab, 854x Hive, 833x Bailey, 636x Vault, 633x Bazaar, 561x Snake, 551x Swamp, 508x Elf, 487x Shoals, 377x Crypt, 333x Zot, 269x Pan, 257x IceCv, 253x Trove, 219x Slime, 184x WizLab, 173x Hell, 159x Blade, 123x Tomb, 110x Volcano, 79x Dis, 74x Spider, 74x Tar, 67x Geh, 64x Coc 12:57:26 i mean, their appearance in game :P 12:57:26 Mu_: Not ready, but sketched: https://crawl.develz.org/wiki/doku.php?id=user:evktalo#project_subvaultified_volcanoes 12:57:32 Mu_: Oh, ok. :) 12:57:39 !lm * type=br.enter s=noun when=t cv=0.7 12:57:40 20725 milestones for * (type=br.enter when=t cv=0.7): 5346x Temple, 2236x Lair, 1761x Orc, 1746x Sewer, 883x Ossuary, 875x Lab, 854x Hive, 833x Bailey, 636x Vault, 633x Bazaar, 561x Snake, 551x Swamp, 508x Elf, 487x Shoals, 377x Crypt, 333x Zot, 269x Pan, 257x IceCv, 253x Trove, 219x Slime, 184x WizLab, 173x Hell, 159x Blade, 123x Tomb, 110x Volcano, 79x Dis, 74x Spider, 74x Tar, 67x Geh, 64x Coc 12:57:46 spider is in 0.7? 12:57:57 doy: Just one map with a CHANCE of 1% 12:58:06 heh 12:58:19 74x Spider :P 12:58:21 !lg * t place=spider 12:58:21 5. DickNixon the Nimble (L15 HuWn), worshipper of Okawaru, succumbed to a redback's poison in Spider (spiders nest a) on 2010-08-14, with 70722 points after 50756 turns and 4:15:12. 12:58:35 L15 12:58:35 Weell, 1746x Sewer so I guess it's ok 12:58:42 !lg * t place=spider s=xl 12:58:42 5 games for * (t place=spider): 3x 11, 1x 15, 1x 10 12:58:53 1740x minmay_sewer_w 12:59:06 st_: What, really? 12:59:12 nah :P 12:59:14 !lg * place=sewer s=map 12:59:15 989 games for * (place=sewer): 579x , 132x minmay sewer w, 87x sewer kobolds, 59x minmay sewer treatment, 38x sewer frog island 02, 31x sewer frog island 01, 20x st sewer sea, 16x sewer big baddie, 11x sewer fruit machine, 7x sewer the slug, 5x sewer minmay w, 3x sewer minmay treatment, 1x sewer sea 12:59:27 It's doing pretty well for itself, certainly :) 12:59:30 !lg * t place=sewer s=map 12:59:30 271 games for * (t place=sewer): 86x minmay sewer w, 64x sewer kobolds, 40x minmay sewer treatment, 23x sewer frog island 02, 17x sewer frog island 01, 16x st sewer sea, 12x sewer big baddie, 7x sewer the slug, 6x sewer fruit machine 12:59:47 greensnark: D:18, ice fiends, yes it's in the plan :) 12:59:56 !lg * when=t s=br 12:59:57 48045 games for * (when=t): 46361x D, 708x Lair, 314x Orc, 129x Vault, 97x Snake, 94x Swamp, 85x Shoals, 76x Elf, 54x Temple, 45x Zot, 21x Hive, 19x Slime, 16x Crypt, 8x Tomb, 6x Hell, 5x Blade, 5x Geh, 1x Dis, 1x Tar 13:00:02 -!- slyshy has quit [Quit: leaving] 13:00:20 Keskitalo: that will be great! 13:00:24 !lg * when=t s=place place!~~: 13:00:24 1070 games for * (when=t place!~~:): 412x Abyss, 271x Sewer, 160x Bailey, 103x Ossuary, 48x Temple, 21x IceCv, 19x Lab, 9x Pan, 6x Hell, 6x Volcano, 5x WizLab, 5x Blade, 5x Spider 13:00:32 in principle, we could also have a rare, very early ice cave? 13:00:37 does that mean 54 people died in temple ? 13:00:41 although that might confuse players 13:00:57 Mu_: Or died in the abyss after being banished from the Temple 13:00:58 Mu_: yes 13:01:03 !lg * t place=Temple 13:01:04 48. alistair the Slicer (L9 HaCK), worshipper of Makhleb, quit the game in the Temple (corrupted temple) on 2010-08-24, with 2223 points after 8379 turns and 0:56:42. 13:01:10 !lg * t br=temple place!~~: 13:01:10 54. alistair the Slicer (L9 HaCK), worshipper of Makhleb, quit the game in the Temple (corrupted temple) on 2010-08-24, with 2223 points after 8379 turns and 0:56:42. 13:01:24 !lg * t br=temple place~~: 13:01:24 No games for * (t br=temple place~~:). 13:01:28 !lg * when=t s=place place!~~: ktyp!=quitting 13:01:29 1051 games for * (when=t place!~~: ktyp!=quitting): 404x Abyss, 267x Sewer, 159x Bailey, 101x Ossuary, 44x Temple, 21x IceCv, 19x Lab, 9x Pan, 6x Hell, 6x Volcano, 5x WizLab, 5x Blade, 5x Spider 13:01:33 dpeg: Yeah, although I'd be happier if a portal vault had a more focused difficulty level - but the Ice Caves are such an early work, that they're a bit all over the place. But an early ice cave with say a single polar bear **would** be quite cute actually.. 13:01:49 !lg * t ltyp=Port s=place 13:01:50 573 games for * (t ltyp=Port): 271x Sewer, 160x Bailey, 103x Ossuary, 21x IceCv, 6x Volcano, 5x WizLab, 5x Spider, 1x Zig:14, 1x Zig:13 13:01:55 doy: why the 54x vs 48x? 13:01:56 ah, ltyp 13:02:00 by: i have no idea 13:02:11 dpeg: It'll mess up the statistics though :) 13:02:13 br=temple includes deaths in the Abyss 13:02:16 !lg * br=temple s=place 13:02:19 695 games for * (br=temple): 640x Temple, 55x Abyss 13:02:25 !lg * t br=temple s=place 13:02:26 54 games for * (t br=temple): 48x Temple, 6x Abyss 13:02:30 really 13:02:36 why is that 13:02:36 !lg * pace=abyss s=br 13:02:36 Unknown selector: pace 13:02:39 !lg * place=abyss s=br 13:02:39 7423 games for * (place=abyss): 6395x D, 241x Elf, 238x Lair, 114x Snake, 107x Vault, 80x Orc, 57x Swamp, 55x Temple, 24x Hive, 24x Crypt, 18x Dis, 17x Blade, 13x Coc, 11x Geh, 10x Zot, 5x Shoal, 5x Tar, 4x Shoals, 3x Tomb, 2x Slime 13:02:42 Yeah, if you get banished from the Temple, br=Temple 13:02:46 ah, right 13:02:47 place=abyss 13:02:55 And ltyp=Abyss 13:03:32 See how nice Shoals is for not banishing players 13:03:40 Everyone should do Shoals early 13:04:01 merfolk lugonite 13:04:18 Yay, cao compile finished 13:05:55 hmmm, slime creatures don't unsplit if they're fighting one of your pets? 13:06:07 13:39 < syllogism> it would be interesting to get some randart generation stats despite the bug being fixed 13:06:07 CAO also on 0.7.1-24-ga64cc90 13:06:16 RIP Morg and the salamander 13:06:20 doy: I suspect they do if they're outside player LOS 13:06:22 i still have my script, can still run it on newer games 13:06:30 by: yes, but that seems wrong 13:06:42 looks like dpeg got a supercolony in sprint :P 13:06:48 they should always split in preference to attacking if there is space 13:07:05 looks like right now they only do it if they're adjacent to the player or out of los 13:07:12 Zannick: yes, script is great, but it would also be good to have something within crawl so we could compare different versions easily 13:07:25 by: that was going to be my next suggestion 13:07:38 Mu_: yes, I love it. Although borsuk rightly pointed out that ballistos are a bit crippled in 0.7. 13:07:38 less reliance on me and my computer :) 13:07:50 that's not a problem :) 13:08:00 dpeg: yes, they are 13:08:15 they're not dangerous at all 13:08:25 but if I change the artefact selection code, I'd like to be able to test it doesn't mess things up without waiting for people to play online 13:08:38 also that 13:10:02 boris could do with different speech in sprint :) 13:10:42 or actually place him again :D 13:12:09 "I won't be back" 13:12:27 dpeg: nice mennas fight 13:12:33 You kill Boris! "I'll be back." Boris appears out of nowhere! 13:12:51 he could wait on the orb if you kill him 13:13:25 i had a great/terrible idea for a nethack-inspired branch/portal 13:13:35 the wizard's tower, with rodney at the top 13:13:42 and he carries a plastic replica of a rune of zot 13:13:58 which is not, of course, a rune at all :P 13:16:49 by: I didn't know what he was up to, would've called a brother otherwise 13:17:25 hehe 13:17:34 my TrHu had trouble as far as I remember, even though I knew what was coming 13:18:35 by: I was close to dying :) 13:18:41 I saw 13:18:53 it didn't look like you would make it 13:19:22 :) 13:22:27 those ballistos might be a hazard on the orb run 13:23:02 Why do I have natural Int 7? 13:27:34 I never trained Int. 13:27:46 wizard hat of intelligence give +3 13:28:01 !log . sprint trhu 13:28:01 2. rob, XL16 TrHu, T:18641: http://crawl.develz.org/morgues/0.7/rob/morgue-rob-20100824-144000.txt 13:29:11 by: yes, but I have 10 atm. 13:29:17 hmm, mine had 12 int with +5 equipment 13:29:38 maybe something is wrong with restoring statloss? 13:30:20 possibly 13:30:26 in my case, something seems wrong 13:32:10 you started with Int 7 13:32:28 seems odd 13:32:52 no, I definitely started with 3 13:33:07 !lm dpeg sprint trhu -20 -tv 13:33:07 316. dpeg, XL1 TrHu, T:57 (milestone) requested for FooTV. 13:33:28 TrHu does start with int 7 13:33:32 maybe you remember your TrBe 13:33:47 and dead 13:33:49 awww 13:33:52 :( 13:33:53 by: ah, perhaps 13:34:20 !lg dpeg sprint 13:34:20 240. dpeg the Heavyweight Champion (L17 TrHu), worshipper of Trog, blasted by an orb of fire (bolt of fire) in Sprint (Sprint III: "The Ten Rune Challenge") on 2010-08-24, with 163687 points after 14034 turns and 3:11:09. 13:34:28 !lg dpeg sprint -tv 13:34:28 240. dpeg, XL17 TrHu, T:14034 requested for FooTV. 13:34:45 -!- Moriasc has joined ##crawl-dev 13:34:49 I guess that was not necessary... but I played the map essentially for the first time. 13:37:45 http://amuletofyendor.com/nethack/dungeon-crawl-stone-soup/ 13:38:00 you could at least have berserked, yes 13:38:00 not sure if anyone saw that, but it's kind of cool, if not a bit pointless considering CAO and CDO 13:38:38 by: yeah 13:38:39 is this a parody of CAO lag :P 13:38:46 :p 13:38:53 or maybe it just doesn't run well on my system 13:39:06 c - Grey Elf 13:39:17 heh 13:39:24 970 players on CAO, that is nice 13:40:09 my GEDK died on d:1 13:41:26 he would have been better off implementing a connection to CAO rather than making his own java dgamelaunch clone 13:41:29 oh good, white doesn't show up 13:41:34 there are a few other games 13:41:36 so I can't read the version number 13:42:12 yeah I have no idea which version it is 13:42:26 -!- Anym has joined ##crawl-dev 13:44:22 0.4.1 13:44:30 I accidentally started a GhSt, not really sure how to play it 13:44:31 you can just highlight the line :P 13:45:00 too bad it's not 0.4 13:45:00 no idea why he'd put 0.4.1 on there, this is a new thing 13:45:19 or maybe 0.4.1 was the one with skill bug and it was fixed in 0.4.2? 13:45:25 maybe that's why he wanted 0.4.1 :P 13:45:43 !lg * sklev=27 min=turn x=v 13:45:47 3189. [v=0.5] splat the Executioner (L19 MDBe), worshipper of Trog, blasted by an orb of fire (bolt of fire) on Zot:5 on 2009-07-08, with 220160 points after 20687 turns and 1:45:53. 13:45:57 !lm * sklev=27 min=turn x=v 13:46:05 62779. [2008-07-27] [v=0.4.1] sorear the Avatar (L13 DSCK) reached level 10 of the Lair of Beasts on turn 22168. (Lair:10) 13:46:09 yes... 13:46:21 what was the skill bug? 13:46:39 skills trained several times too quickly 13:46:49 ah 13:46:51 oh hey he has tiled nethack 13:46:55 took a while until it was discovered :) 13:47:05 stabwound: will you go back? :) 13:47:13 no :P 13:48:13 I wanted to try to setup a doomRL dgamelaunch server but it wouldn't really work 13:48:13 i think it was up to 9 times 13:48:20 because the sound effects are an important part of the game 13:48:29 hahaha 13:48:44 we need a server-client thing maybe 13:51:07 Whoever did the new (?) disintegration effects is a genius. 13:51:30 Anym: in Crawl? That's 0.5 or 0.6. Yes, they're cute. 13:51:50 you could make the sound effects work if you tried hard enough 13:52:08 would need a custom client of some sort though 13:52:14 i had so much fun with orb of destruction and exploding monsters in my last game 13:52:46 i have some rough code written for how it would work on the server end 13:53:27 doing something like that is probably beyond my capabilities 13:53:29 well, it would be more like, server: "play this sound" client: "okay" 13:53:56 i had similar ideas for a crawl tiles playable for cao 13:54:00 Zannick: right, the trick is getting doomrl to tell the server properly 13:54:06 considering doomrl isn't open source 13:54:06 (: 13:54:12 oooh 13:54:22 that is more different 13:56:09 yay, I fully cleared D:1; only took 16 minutes 13:56:17 lol 13:56:26 yeah, his website is terribly slow 13:57:08 doy: didn't kornel promise to open up some day? 13:57:15 he did 13:57:16 dpeg: yeah, someday 13:57:50 I would trust him. 13:57:59 He doesn't seem be like Biskup. 14:01:19 should dwarves prefer axes? 14:01:44 I wasnt particularly setting them to use axes because orcs already flood the world with them 14:01:55 blue_anna: just look at the aptitudes 14:02:09 blue_anna: do you have an opinion on what I wrote? We can talk here... easier than on the wiki. 14:02:11 ye its the only +1 weapon 14:02:31 well, I reformatted the whole page to reflect the structure you provided 14:02:32 :) 14:02:36 blue_anna: are you checking MD or DD? 14:02:41 DD 14:02:53 blue_anna: yes, the page was locked for quite some time :) 14:02:54 !apt md axes 14:02:54 MD (SK_AXES)=2! 14:03:09 I had thought that DD aptitudes are quite uniform 14:03:12 I'm done now 14:03:26 !apt dd weapons 14:03:26 Could not understand "weapons" 14:03:38 but you are right 14:03:57 !apt dd axes short long polearms staves maces 14:04:03 skill already defined with axes, but I got short blades 14:04:20 !apt dd 14:04:21 hmm 14:04:21 DD: Air: -3, Armour: 1, Axes: 1, Bows: -3, Conj: -1, Xbows: 1!, Dodge: 1, Earth: 3!, Ench: -1, Evo: 3!, Exp: 130, Fighting: -1, Fire: -1, Ice: -1, Inv: 2!, Long: 0, Maces: 0, Nec: 1, Poison: -2, Polearms: -1, Shields: 1, Short: -1, Slings: 1, Splcast: -1, Stab: -1, Staves: -1, Stealth: 2, Summ: -1, Throw: -1, Tloc: 1, Tmut: -1, Traps: 1, Unarmed: -1 14:04:30 yeah I guess Im stuck with all or one 14:04:47 they are all 0 or -1 14:04:48 blue_anna: note that DD shouldn't be so much about melee fighting 14:04:56 yea 14:04:59 well, you can use the +1 and 0 ones 14:05:04 only one of the three types is meleeable 14:05:11 I mean like a fighter class 14:05:29 yes 14:05:50 dpeg, ok, I'll redo mon-gear today or tomorrow 14:06:07 Would be cool if Dwarf was a branch with lots of religion (this reflects that player DD use a set of diverse gods: E M T Y) 14:06:08 trying to get a good game on a DD right now :D figure I should at elast make lvl 10 with one since I'm doing all this for them 14:06:10 :P 14:06:16 hehe 14:06:22 Do it in Sprint =) 14:06:50 I did limit the altars that show up 14:06:58 I think I used 5 14:07:15 blue_anna: different gods? 14:07:23 yes 14:07:26 let me grep it 14:07:51 DD branch only gets makhleb and trog altars, i hope :P 14:08:30 My point is that while player DD's generally restrict to a few gods (b/c they need the healing), you could imagine that the DD homeland is a very liberal place w.r.t. gods. Since they're at home there, they have no need to cater only to some gods. They're very religious and embrace all gods. 14:08:37 MarvinPA: 1 14:08:41 1=^ 14:08:47 ^o 14:08:55 http://nopaste.dk/p2320 -- dungeon.cc 14:09:37 sure, i guess random altars in branches are a fairly minor thing anyway 14:09:54 blue_anna: good. Would suffice if all the other altars (bar J L B of course) also may appear, even if with lower chances. 14:10:03 MarvinPA: yes, that's only flavour we're talking about. 14:10:12 If they're next to Orc, the DD 14:10:21 s could also have the odd B altar sometimes :) 14:10:22 dpeg, ok, I hear you -- 14:10:39 blue_anna: let me add some more ideas to your wiki 14:10:40 -- you realize _none_ of the other branches allow all the altars? 14:11:26 -!- Siber has quit [Ping timeout: 252 seconds] 14:11:44 well "all" altars include lugonu who appears only in the abyss 14:12:04 I would imagine beogh also has restricted distribution 14:12:06 ah, "bar J L B", nvm 14:12:15 blue_anna: yes, that is exactly why I bring it up. It's diverse and flavour (if we want to). 14:12:48 ok 14:13:34 I'll edit the page, perhaps we'll attract comments. 14:16:06 dpeg do you want to do forest types like Dianna? 14:16:26 a 6th monster 14:16:42 blue_anna: kilobyte is coding a forest branch 14:16:54 I don't think there should be trees in Dwarf 14:17:24 yea I wrestled with that a lot -- because the lore is mostly outdoors, naturally enough .. 14:17:46 there are things like trolls being the most dangerous if they live alone in the forest .. as opposed to the ones in caves.. 14:17:49 blue_anna: read what I wrote about our deep dwarves. Or read up their in-game description. 14:18:02 dwarf baileys and dwarf lemuel_castle would be nice 14:18:13 sure 14:18:15 yes 14:18:19 hm, never seen it with elves 14:18:21 will come once the dwarves are there, I bet 14:18:34 dpeg: probably only if someone keeps track of it 14:18:50 there's been a history of adding new stuff to branches and leaving it out of everywhere else in the game 14:18:53 that i think we should work on 14:19:17 doy: well, over the years this will go in 14:19:23 slow process, naturally 14:19:28 a couple branch-specific things are fine, but if most of the branch is made up of branch-specific things, it feels out of place 14:19:33 * doy looks at shoals 14:20:02 doy: I brought that up once, but everyone was fine with the proposal... 14:20:12 doy: do you mean Shoals monsters or the layout? 14:20:23 both, although mosters moreso 14:20:49 I see. I am fine with the layout, it's great imo. 14:20:57 doy - what needs to be exported from a branch development into the dungeon generally? the new creatures .. anything else ? 14:20:58 gehenna = shoals but lava tides! 14:21:04 randarts already do it 14:21:23 ahaha lava tides 14:21:32 Eronarn++ 14:21:32 there should be shallow lava and deep lava, then 14:21:43 ...don't :) 14:21:47 hell layouts seriously need to be looked at 14:21:47 so you can't drown by standing in shallow lava 14:21:49 hey doy, se habla? 14:21:56 doy: yes. All old layouts need work. 14:22:07 blue_anna: nope 14:22:21 Zannick: 'pool of molten brimstone' 14:22:25 There are ideas for Vaults (advanced, ready to do), Snake, Hells (less so). 14:22:32 -!- Siber has joined ##crawl-dev 14:22:37 The ground around you starts to bubble and melt! 14:23:03 dpeg: yes, i'm the one that collected them(: 14:23:28 !apt dd throwing 14:23:28 after my trunk game ended, I scrolled up in my terminal and there was this: http://crawl.pastebin.ca/1924496 it looks like a crash, but nothing seemed to happen 14:23:28 DD (SK_THROWING)=-1 14:23:29 I don't think that Geh should use lava tides. Volcano should. 14:23:30 i think the first one i want to look at is crypt 14:23:31 Keskitalo: around? 14:23:48 doy: Crypt also has ideas, true. 14:24:21 i personally want crypt to get 'older' as you go deeper 14:24:31 "older" how? 14:24:53 There could be a branch where LOS gets smaller as you go down. 14:24:53 <3 volcano 14:25:06 dpeg: forest(: 14:25:07 doy: like - the monsters are more ancient species 14:25:14 or older specimens 14:25:15 Eronarn: hmmm, interesting 14:25:17 doy: should ask kilo 14:25:19 e.g., zombies on the first floor 14:25:21 skeletons on the second 14:25:30 Eronarn: interesting. Care to add it to the Crypt wiki? 14:25:38 i think i might've already, actually 14:25:42 :) 14:25:58 I want my hands coming from the ground. (Not actually my idea, I just like it so much.) 14:26:05 nothing but ancient liches on the last 14:26:07 oh, that'd be nice 14:26:20 upsy: pfft, no way. ancient liches riding *fossilized dinosaurs* 14:26:42 Eronarn: well, we could certainly add some crypt-specific monsters 14:26:44 -!- Siber2 has joined ##crawl-dev 14:26:46 bone dragon riders 14:27:04 dpeg: hands coming from the ground just makes me think of zelda labyrinths 14:27:11 doy: could also do a lot of that with equipment, descriptions, and decor 14:27:17 Eronarn: true enough 14:27:33 definitely do descriptions 14:27:39 like - i wanted one of the levels to have lots of wights and such, with Roman style equipment (slings, large shields, short swords) 14:27:41 for the layout, i think small rooms with doors that only open once is an interesting concept 14:27:57 sort of like the ancient champions vault, but with more corridors and such 14:28:17 doy: the wiki page has some ideas how to hurt casters 14:28:21 with the layout 14:28:22 'The masonry crumbles at your touch.' 14:29:29 dpeg: or help them, if they use passwall! 14:30:01 crypt is all stone, isn't it? 14:30:08 -!- Siber has quit [Ping timeout: 252 seconds] 14:30:44 MarvinPA: yes 14:30:54 so no passwall 14:33:25 eke 14:33:40 how come I'm not getting health from killing things as a DD CK of Malcolm? 14:33:43 MarvinPA: well, that's changable 14:34:08 blue_anna: you do 14:34:37 I must be getting for for exactly that much damage right before I kill things then, each time 14:34:47 I havent seen my health go up yet 14:35:00 you don't always, there's a chance that depends on your piety 14:35:12 oo 14:35:14 -!- Siber has joined ##crawl-dev 14:36:17 -!- valrus has quit [Remote host closed the connection] 14:37:22 rwbarton: and perhaps also Invo? 14:37:27 Malcolm :) 14:37:49 I don't think so, I didn't use any makhleb invocations one game and still got lots of healing 14:38:02 the amount you get depends on monster HD though 14:38:51 dpeg: no 14:38:56 -!- Siber2 has quit [Ping timeout: 252 seconds] 14:41:25 what's the maximum size of a map? 14:41:43 sorry that's just laziness .. Ill go look :)\ 14:42:53 80x72? 14:43:27 I thought I might find a MAP_MAX_Y MAP_MAX_Y but I'm not seeing it .. have to check mapdef.cc 14:43:38 or something 14:43:49 80x70 14:43:55 ty doy 14:50:57 can you define a default for parameters in lua? 14:51:11 like seed=1 in this: map.init_grid = function(seed=1) 14:51:59 -!- Ekaterin has joined ##crawl-dev 15:00:02 blue_anna: lotsa stuff added 15:03:25 Eronarn: thanks to Crypt wiki addition. But no to dinosaurs :) 15:04:01 dpeg, technically, mountain dwarfs are still unimplimented 15:04:11 as a monster type 15:05:06 blue_anna: function foo(seed) seed = seed or 1; ... end 15:05:24 yea thats what Im doing now .. thank you :) 15:05:24 dpeg: boo :( 15:06:04 dpeg: i hope you remember, btw, that i have chatlogs of you saying we can call the dwarf branch Dwarven Fortress :) 15:06:34 true! 15:06:59 Eronarn: dinosaurs are nowadays popular culture, so don't meet the required 300 years old rule =) 15:07:06 dpeg, I dont mind making them exclusive to the branch -- but that would leave dwarves as still unimplemented, along with mountain dwarves ;) 15:07:32 blue_anna: there is no reason to implement Mountain Dwarves at this point. 15:07:43 If we don't know what we want with them, they're better skipped for now. 15:07:52 yeah 15:08:14 what do you think aobut DDCKs of Lugano and Xom ? 15:08:30 as monsters -- replacements for fighters 15:08:42 ordinary deep dwarf monsters (i.e. those in the branch) shouldn't worship Lugonu 15:08:45 xom -- is pretty straightforwardly just fighter class in diguise 15:08:48 and it'd also make sense to exclude Xom 15:08:52 ooh I guess lugano doesnt heal either 15:08:54 or that, yes 15:09:16 Lugonu's abilities actually take health away, not optimal for DD 15:09:19 I'm hesitant to put DDCK of malcolm in because of all the demonspawn 15:09:36 ** demon spawn ... as in spawning of demons 15:09:48 blue_anna: no. Also, there is background (and later also content, I hope), to make Lugonu the enemy of all other gods. Cannot really have a Lugonite fight alongside a Maklhebite -- that's much more gross than a Troggite sitting next to a follower of Sif. 15:10:01 should regular monsters have god abilities? seems more like a unique thing 15:10:16 orc priests have beogh smiting 15:10:35 MarvinPA: read up on the Dwarf wiki page 15:10:45 i guess, having regular monsters throwing makhleb invocations around sounds nasty though 15:10:47 hm ok 15:10:48 I could imagine the DDs to be a devoted bunch 15:11:03 You'd get all sorts of interesting situations for free :) 15:11:13 and in the background, there's the DD healer 15:12:18 dpeg: in the outline for the dwarf branch i was working on, the structure was that there were many subvaults representing buildings with different functions 15:12:36 we're just looking for more than the three we have 15:12:37 Eronarn: was that before or after deep dwarves? 15:12:49 regular, necro, and diet 15:12:50 inside the dwarven 'church' buildings, there were dwarven choirs, who had abilities that used hearing range & strengthened the more of them there were :) 15:12:52 *artificer 15:13:04 after. my notes come in both a normal and DD version, actually! 15:13:24 Eronarn, do you still have those maps? 15:13:50 well, they're not crawl-ized maps, just drawings on paper - but yes, i saved all the notes 15:14:19 dpeg: if lugonu is the enemy of all gods, why do vehumet etc cast you into the abyss as wrath? 15:14:41 casmith789: b/c that effect is much older than Lugonu, that's why 15:14:41 casmith789: death is the enemy of man, and we wish each other death all the time ;) 15:14:42 thats kinda like damning soeone to hell,isnt it? 15:14:45 makes sense to me 15:15:19 blue_anna: hell already exists, and it's not the abyss d: 15:15:30 dpeg: ah, okay 15:15:31 but yeah, god wraths really need looking at too 15:15:32 blue_anna: these deep dwarf religions makes sense: E (healer), M (ranged attacks, summons), YT1O (fighter), SV (casters). I would leave out ZXCF for now 15:15:36 dpeg, a one in 30 chance of a wand is too much for one subtype of deep dwarf? really? even thought they are artificers and _every_ deep dwarf gets that damned wand at the start 15:15:51 doy: I made a new proposal b/c wraths seem to be a bit urgent. 15:16:02 crawl gods are good sports though generally, they don't mind you abandoning them if you can handle the stuff they throw at you :P 15:16:04 blue_anna: yes. No wands of healing. Other wands are okay. 15:16:06 blue_anna: er, if it's a wand of healing? yes, that's too much 15:16:11 wands of healing are stupid powerful 15:16:12 MarvinPA: exactly 15:16:25 they tend to exhaust them bfore you get them 15:16:29 ok 15:16:34 Eronarn: well, they're limited in charges, that's the only saving grace. 15:16:35 I'll chop it from the code 15:16:46 dpeg: ah, but recharge! you only need to find one :) 15:16:53 recharging scrolls get saved for exactly that purpose though, yeah 15:16:56 blue_anna: if you sometimes find an empty wand of healing at Dwarf:$, that'd be awesome loot. 15:17:19 dpeg thats a hot idea, woud you put that on the items section on the page? 15:17:28 MarvinPA, Eronarn: I know that. It is still finite. Compare with healing spells, which supposedly exist in other ... games. 15:17:35 blue_anna: can do, sure 15:18:57 !lg * ktype=winning race=DD s=char 15:18:58 124 games for * (ktype=winning race=DD): 44x DDNe, 16x DDCK, 11x DDBe, 11x DDHe, 8x DDDK, 5x DDEE, 3x DDAr, 2x DDFi, 2x DDCj, 2x DDCr, 1x DDWr, 1x DDGl, 1x DDIE, 1x DDPa, 1x DDAE, 1x DDAs, 1x DDTm, 1x DDWz, 1x DDSu, 1x DDRe, 1x DDPr, 1x DDTh, 1x DDFE, 1x DDEn, 1x DDMo, 1x DDSt, 1x DDVM, 1x DDWn, 1x DDAM, 1x DDHu 15:19:14 Berserker really? people play DD be? 15:19:53 trog regen works on DD 15:20:00 so it's pretty good 15:20:29 -!- Siber has quit [Read error: Connection reset by peer] 15:20:30 DDBe might be the combo with the highest possible winrate 15:20:32 and you don't need mp so you can burn as much as you like on recharging your wand 15:21:04 I could use some help figuring out a general way of applying flags like M_DEFLECT_MISSILES and M_NO_REGEN and reverting them after a timeout .. that would make regen work and I could do a DDBe 15:21:12 they would be scary as a monster though 15:21:57 MarvinPA, yea thats sounds good 15:22:05 elliptic: not DDNe? 15:22:17 casmith789: why DDNe? 15:22:26 because Ne > Be :) 15:22:27 Be helps far far more than Ne early on 15:22:28 we already have deep dwarf necromancers 15:22:36 with vampiric draining and everything :P on my version 15:22:56 berserk is just asking for trouble though 15:23:00 is there a berserker unique 15:23:04 yes 15:23:07 snorg, rupert 15:23:08 at least two 15:23:12 rupert is crusader unique 15:23:17 snorg is the true TrBe 15:23:21 @??snorg 15:23:22 Snorg (09T) | Speed: 10 | HD: 8 | Health: 96 | AC/EV: 0/10 | Damage: 20, 15, 15 | Flags: regen | Res: 06magic(64) | Chunks: 07contaminated | XP: 1451. 15:23:32 player crusaders don't get paralysis :( 15:23:33 uh? 15:23:36 snorg should be able to burn books in player inventory 15:23:53 MarvinPA: EH! 15:24:06 by: :) 15:24:06 casmith789: to maximize winrate, the important thing is to survive early game, hence DDBe 15:24:32 shouldn't that say berserk somewhere 15:24:49 @??rupert 15:24:50 Rupert (04@) | Speed: 10 | HD: 16 | Health: 123 | AC/EV: 0/10 | Damage: 21 | Flags: spellcaster, see invisible | Res: 06magic(106) | Chunks: 07contaminated | XP: 2993 | Sp: paralyse, confuse, berserker rage. 15:24:52 I don't get how Be helps more than Ne; I mean sure berserk helps but you can just get caught when slow by generic unique with wand 15:24:54 upsy: berserkers don't use spells 15:25:00 that just lists spells 15:25:06 thought it showed abilities too 15:25:16 well, sometimes... it isn't very consistent :) 15:27:52 -!- Sequell has quit [Ping timeout: 265 seconds] 15:28:08 it can e hard to bet health back easily with vampiric draiing early on 15:28:17 *be hard to get health .. 15:31:09 !tell Keskitalo What to think about tides in (some) volcano vaults -- absurd, conceivable, cool? 15:31:10 dpeg: OK, I'll let Keskitalo know. 15:31:13 -!- Sequell has joined ##crawl-dev 15:32:46 what's with the volcanos? are you guys doing a pele sort of hawaiian theme or something? 15:33:03 blue_anna: volcanoes are one type of portal vault 15:33:12 established in 0.6 15:33:33 You haven't lived if you never died in a volcano vault. 15:38:05 dpeg, heh 15:38:11 and you're not still alive if you have :P 15:38:18 yes! 15:38:19 are they quite rare 15:38:45 Can one of you Gretell wizards look up the number of volcanoes in the tournament? 15:39:38 !lm * br.enter=volcano when=t 15:39:41 ? 15:39:54 maybe sequell died again 15:40:02 i think sequell's ill 15:40:08 poor sequell 15:40:10 but is that what you mean 15:40:35 !tell greensnark Sequell suffers from the bubonic plague! 15:40:35 dpeg: OK, I'll let greensnark know. 15:40:38 br.enter probably wouldn't do it 15:40:56 its not actually a branch 15:41:04 it worked when i did it just now 15:41:09 I think it probably does work 15:41:13 i've only found one volcano 15:41:21 they definitely seem fairly rare 15:41:23 br.enter=labyrinth doesn't work though last I checked 15:41:40 place=labyrinth ??? 15:41:44 there were 439 in total (not tourney) 15:41:57 or maybe I'm misremembering but there was some inconsistency 15:42:05 br.enter wouldn't work, as it's not a branch 15:42:07 110. [2010-08-24] Johan the Frost Mage (L12 DrCj) entered a Volcano on turn 21443. (Lair:7) 15:42:13 ha! 15:42:17 er 15:42:19 haha 15:42:26 !lm * t type=br.enter s=noun 15:42:26 20820 milestones for * (t type=br.enter): 5375x Temple, 2246x Lair, 1766x Orc, 1755x Sewer, 885x Ossuary, 878x Lab, 859x Hive, 835x Bailey, 643x Vault, 637x Bazaar, 563x Snake, 554x Swamp, 511x Elf, 489x Shoals, 379x Crypt, 335x Zot, 269x Pan, 257x IceCv, 254x Trove, 220x Slime, 186x WizLab, 173x Hell, 159x Blade, 123x Tomb, 110x Volcano, 79x Dis, 75x Spider, 74x Tar, 67x Geh, 64x Coc 15:42:27 !lm * place=volcano when=t 15:42:28 123. [2010-08-24] Johan the Frost Mage (L12 DrCj) entered a Volcano on turn 21443. (Lair:7) 15:42:35 huh 15:42:38 what 15:42:41 quite a number of volcanoes 15:42:46 marvinpa: that gets all milestones in volcano 15:42:50 not just the entering 15:42:51 yeah 15:42:52 Thanks everyone who helped digging that up. 15:42:57 ah right 15:42:57 upsy's query was correct, 110 15:42:59 !lm type=br.enter place=volcano when=t 15:42:59 2. [2010-08-14] MarvinPA the Destroyer (L13 DECj) entered a Volcano on turn 25811. (Orc:4) 15:43:02 ah 15:43:04 !lm * type=br.enter place=volcano when=t 15:43:05 110. [2010-08-24] Johan the Frost Mage (L12 DrCj) entered a Volcano on turn 21443. (Lair:7) 15:43:07 that's the one 15:43:11 anyway, never seen one 15:43:15 place=labyrinth doesn't work because it should be place=lab 15:43:20 !lm . place=volcano 15:43:20 2. [2010-08-02] jokeserver the Slicer (L10 SpAs) killed Menkaure on turn 13762. (Volcano) 15:43:26 !lm . place=volcano -1 15:43:26 2. [2010-08-02] jokeserver the Slicer (L10 SpAs) killed Menkaure on turn 13762. (Volcano) 15:43:29 !lm . place=volcano -2 15:43:29 1. [2010-08-02] jokeserver the Slicer (L10 SpAs) entered a Volcano on turn 13051. (Orc:2) 15:43:35 !lm * br.enter=~spider when=t 15:43:36 75. [2010-08-24] Mogwok the Swashbuckler (L16 HaBe) entered a Spider's Nest (Lair:6) 15:43:48 ...spider's nest? 15:44:15 the one i found had like 22 centipedes near the entrance 15:44:15 I've seen two volcanoes, they're rare and you have to lev to get to them which is quite hard early game when you find them 15:44:23 !lm . br.enter=wizlab 15:44:24 1. [2010-04-16] jokeserver the Unseen (L19 SpAs) entered Zonguldrok's Shrine on turn 58728. (WizLab) 15:44:31 you only need lev for one of the entrances 15:44:37 !lm . br.enter=volcano 15:44:37 6. [2010-08-10] reid the Reanimator (L12 DSVM) entered a Volcano on turn 24592. (Lair:6) 15:44:40 !lg * place=~spider s=killer 15:44:42 27 games for * (place=~spider): 8x a redback, 8x a wolf spider, 4x a ghost moth, 2x , 1x giant spore, 1x a trapdoor spider, 1x bp's ghost, 1x an orange rat, 1x DashNine's ghost 15:44:46 !lm * br.enter=volcano s=name 15:44:46 439 milestones for * (br.enter=volcano): 18x 78291, 12x clouded, 9x MarvinPA, 8x hyperbolic, 8x Jaeger, 6x N78291, 6x reid, 6x DChimera, 6x Voker57, 6x polystyrus, 6x Baraton, 6x casmith789, 6x Xiberia, 5x daftfad, 5x Tenaya, 5x Sealer, 5x Johan, 5x BirdoPrey, 5x Ahrin, 5x ronf, 5x myuzinn, 4x rob, 4x Pseudonut, 4x evktalo, 4x noom, 4x ToastyP, 4x FilthyApe, 4x soul, 4x Sticking, 4x Eifeltrampel, ... 15:44:47 i don't think i needed it for mine 15:44:58 !lg * place=volcano s=killer 15:44:58 maybe 6! I only remember 2 :) 15:44:59 24 games for * (place=volcano): 12x , 6x an orc warrior, 2x a lindwurm, 2x a lava snake, 1x a smoke demon, 1x faerogue's ghost 15:45:02 hm 15:45:13 lava snakes :( 15:45:30 !lg * place=volcano s=ktyp 15:45:30 24 games for * (place=volcano): 11x cloud, 8x mon, 4x beam, 1x starvation 15:45:39 !lm * br.enter=spider s=name 15:45:39 175 milestones for * (br.enter=spider): 9x BirdoPrey, 6x Baraton, 5x Voker57, 5x Jaeger, 5x DashNine, 4x MarvinPA, 4x 78291, 4x Nexos, 4x polystyrus, 3x casmith789, 3x Johan, 3x TGW, 3x noom, 2x clouded, 2x unreal, 2x larasium, 2x Delphic, 2x NyaaKitty, 2x heteroy, 2x chalk, 2x Narretz, 2x Tenaya, 2x snoopy, 2x beuhler, 2x Moose, 2x HUNGRYM, 2x Kyrris, 2x dlk, 1x ac13, 1x nht, 1x Loop, 1x ztfw, 1x... 15:46:43 @??lava snake 15:46:43 lava snake (05S) | Speed: 10 | HD: 3 | Health: 9-24 | AC/EV: 2/17 | Damage: 704(fire:3-5) | Flags: !sil | Res: 06magic(12), 04fire+++ | Vul: 12cold | XP: 48 | Sp: lava glob (3d10). 15:46:52 "lava glob" makes them even worse 15:47:11 !tell greensnark sequell bug? "!won * t pa" gives "* (t pa pa) has won... 15:47:13 Zannick: OK, I'll let greensnark know. 15:47:28 " 15:47:30 :P 15:48:02 zannick: I've noticed that too but it doesn't seem to affect anything 15:48:31 yeah, it's a text bug 15:52:28 hmm, what's the way to rename a dokuwiki article? 15:52:38 seeing "heros" makes me squirm 15:52:46 move? 15:53:39 I can't seem to find a command to do that -- perhaps it's at the highest privileges only? 15:53:50 -!- Siber has joined ##crawl-dev 15:54:35 kilobyte: no idea, sorry 15:54:46 -!- Moriasc_ has joined ##crawl-dev 15:57:18 -!- Moriasc has quit [Ping timeout: 240 seconds] 15:57:35 -!- Moriasc_ is now known as Moriasc 15:59:13 -!- mruuuu has quit [Ping timeout: 252 seconds] 16:00:02 03doy * rbee482034c97 10/crawl-ref/source/ (fight.cc melee_attack.h): implement a more interesting action for monster trampling 16:00:02 -!- Anym has quit [Disconnected by services] 16:00:07 feel free to revert this if you think it'd be too unbalancing, but i think it could make things more interesting 16:00:09 -!- Anym has joined ##crawl-dev 16:00:32 doy: trampling? Rock'n roll! 16:00:51 trample attacks now have a size-based chance of pushing you backward 16:01:16 cool, running from elephants more easily :) does this include instadeath->water? 16:01:19 doy: so this is not the trampling idea from the wiki? 16:01:32 dpeg: i rarely read the wiki, should maybe do it more often 16:01:41 casmith789: no, they take your old spot d: 16:01:45 and no, no instadeath 16:02:24 doy, ah :) 16:02:27 doy: a slightly more informative commit message would have helped :) 16:02:43 especially since there's talk about trampling on the wiki right now 16:02:52 dpeg: yeah, i suppose... the change is mostly pretty straightforward(: 16:02:54 dpeg: link? 16:03:03 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:trampling 16:03:07 -!- Ekaterin has quit [Quit: Leaving] 16:04:05 dpeg: yeah, that's basically what i implemented, just on the monster end, for trample attacks (currently only elephants i believe) 16:04:32 well, partially anyway 16:04:43 doy: what about the general system (comparing sizes)? 16:05:06 The only thing we'd need to do is to print sizes in the monster descriptions, which would be okay anyway. 16:05:16 i just used x_chance_in_y(size_diff + 3, 6) for now 16:05:23 but that's certainly changable 16:06:19 yeah, actually, the thing i implemented is pretty orthogonal to the wiki page i think 16:06:21 doy: could you make some minor commit (spacing, or comment) and add a commit message what you did? 16:06:56 i don't think it's really related to the trampling concept on the wiki 16:07:35 doy: I understand. It'd be good if the commit makes that clear :) 16:09:27 i think having the explanation in an unrelated commit would make things less clear(: 16:09:55 doy: hm :| 16:09:59 let me see if i can amend 16:10:08 nobody pull for a sec 16:10:09 (: 16:10:11 (: yay :) 16:10:22 not much pulling going on during the tourney 16:11:27 i pulled 16:11:35 Zannick: why? 16:11:50 to look at the commit most probably 16:11:58 x_chance_in_y(size_diff + 3, 6) <-- would that still give you a 2 in 6 for something one size smaller? (Not sure how size_diff works here) 16:12:01 i wanted to grep the source and sourceforge's search was failing me 16:12:08 by: no, this was a few days ago 16:12:11 ah, not out of spite 16:12:23 no of course not :P 16:12:39 i was saying i pulled during the tourney 16:12:39 -!- mruuuu has joined ##crawl-dev 16:12:43 ah 16:12:56 doy is the git wizard, so if someone knows how to add that comment, he'll do 16:13:14 Twinge: yes 16:14:06 okay, should be updated 16:15:56 03Cryp71c * rcc83af3f7f9b 10/crawl-ref/source/mutation.cc: Balance demonic guardian timeout 16:16:47 Cryp71c: so you increased it from 12 turns to 20 turns? 16:16:47 d: 16:16:58 doy: thank you! Would you finally add a line to the wiki, so people see that trampling's making progress? 16:17:16 Cryp71c: doy is smiling b/c he expected 200 turns :) 16:17:48 dpeg: like i said, this is just related to the trample attacks that elephants get, this has nothing to do with the trample stuff being discussed on the wiki 16:18:30 doy: I still know :) 16:19:43 doy, 200 turns is - I think - beating it to death with the nerf bat. 16:20:13 20 (on average) may still not be enough. But its better than the 6-12 turn range it was at. 16:20:26 wait, would that be 200 turns to wait for the next one, or 200 turns it stays in? 16:20:34 200 until the next one 16:20:37 D: 16:22:01 i don't know, i just feel like demonspawn are now basically "easy mode" as it is 16:22:15 almost all of their abilities are quite powerful 16:22:20 my one demonspawn attempt was terrible 16:22:27 doy: doesn't matter too much. Something will always be easy mode. Seems that SpEn is one, fore exmaple. 16:22:30 nightstalker was my most useful mutation, and it wasn't very good 16:22:36 my last ds was pretty good, but it was not easy mode 16:22:40 doy: we want powerful abilities! 16:22:53 Because we played old DS! 16:23:06 dpeg: and old ds were already one of the most won races 16:23:11 otoh, i played a lot of dscj 16:23:15 and new ds are quite a bit more powerful 16:23:33 maybe i'll try dsck for a streak off last night's win 16:23:34 doy: DS have always been popular. 16:23:38 my old DS was awesome :P 16:24:05 doy: speaking from experience, my stance is: a new feature should be powerful enough to draw attention (i.e. testing). Nerfing later is better than buffing later. 16:24:28 well, i'm just giving feedback from testing d: 16:24:41 and then, be careful not to overnerf 16:24:50 Zannick: well, always give and take 16:24:58 yeah, it's a back-and-forth 16:25:02 Tough to hit the soft spot right away. 16:25:35 elephant vs elephant battles are fun to watch now(: 16:26:39 doy: mucho trampling? 16:26:56 indeed 16:27:14 Anyone ever worked with Blender creating 3d Models of stuff? 16:27:16 they don't just stay in one place beating on each other, they're shoving each other all over the place 16:27:20 (: 16:27:26 cool :) 16:28:15 doy: does your commit also apply to the player? 16:28:33 dpeg: yes, that was most of the point 16:28:42 doy: both pushing and being pushed? 16:28:46 not pushing 16:28:52 ah 16:28:55 this is just for monsters with AT_TRAMPLE attacks 16:29:01 I see 16:29:03 only elephants have those at the moment 16:29:15 NOw I understand... 16:29:18 that's great, of course. 16:29:39 What do you think of the wiki style version? We could add that as well... 16:30:03 the stuff on the wiki is going to require a lot more work to implement well 16:30:03 (: 16:30:48 many cloud types being coloured lightgrey (https://crawl.develz.org/mantis/view.php?id=2367) by st 16:31:03 doy: I don't think the two concepts would hurt each other. Combat would be more ... lively :) 16:31:10 Also, need elephant form spell now. 16:31:23 Nellie form :) 16:31:36 (: 16:31:50 could be fun! 16:32:01 shouldn't dragon form get it? 16:32:03 sigmund form 16:32:18 not that anyone ever uses it except for poor ubernagas who need it to carry all their runes 16:32:27 dragon form does "trample" 16:32:38 by: of course! 16:32:42 dragons use the word "trample" in their attacks 16:32:49 but they don't actually have AT_TRAMPLE attacks 16:32:51 yeah, but with no gameplay effect :P 16:32:53 doy: would you give dragons trample? 16:32:54 it's special-cased 16:33:13 yeah, could do that 16:33:15 all dragons? 16:33:17 yes 16:33:23 they're all big? 16:33:31 We should find different terminology for the wiki-style trampling? 16:33:32 doy: but that's because AT_TRAMPLE is new and wasn't added to dragons as it should have 16:33:57 large monsters should also trample small unrelated monsters to get to the player 16:34:03 is there something else that should be able to trample? 16:34:15 that ogre can step on that rat to hit you 16:34:38 Zannick: that's the unrelated form of trampling that's already being discussed on the wiki 16:34:41 (: 16:35:05 i'm looking at the page, and i don't see that 16:35:17 right now, dragons are bite/claw/claw, what should they change to? 16:35:18 it looks like just monster v player for now 16:35:26 Zannick: it proposes exactly that, although the wording is not clear 16:35:57 ah 16:36:04 have to read really closely 16:37:14 bite/claw/trample? 16:40:23 giving trample attacks to dragons would affect game balance a bit more than elephants, but i guess we have time for testing 16:40:27 Zannick: you can reformulate, if you like 16:40:44 doy: yes 16:40:49 i will add a comment if i remember after work 16:40:57 Zannick: thanks! 16:41:28 One might argue that (death) yaks should also trample, but that detract from elephants, right? So they should perhaps get their own unique perk, Stampede or something. 16:41:47 lol @ the concept of death yajs 16:41:49 yaks 16:41:59 @? death yak 16:41:59 death yak (08Y) | Speed: 10 | HD: 14 | Health: 56-95 | AC/EV: 9/5 | Damage: 30 | Res: 06magic(93) | Chunks: 09poisonous | XP: 1058. 16:42:12 no I know but .. the name is just to die for 16:42:16 ??death yak 16:42:17 death yak[1/2]: One of the toughest enemies you can find in the Lair outside of vaults. Melee is not recommended unless you can fight one-on-one or are very tough yourself! (Or have reasonable stabbing skill and invisibility...even if they wake up, invis stab will take them down quickly) 16:42:27 the trampling is about the only thing that differentiates yaks from elephants now, aside from the glyph colour 16:42:47 @?elephant 16:42:47 elephant (03Y) | Speed: 10 | HD: 9 | Health: 51-83 | AC/EV: 8/2 | Damage: 20, 5 | Res: 06magic(60) | XP: 430. 16:42:52 weren't they spellcasters once or something? i remember them being very scary the first time i saw them and now it's just stay out of melee unless you're tough 16:43:21 Zannick: nope, death yaks haven't changed 16:43:27 by: yeah, that's why i added it 16:43:31 must be thinking of something else 16:44:05 hellephants? 16:44:14 @?dire elephant 16:44:15 dire elephant (02Y) | Speed: 10 | HD: 15 | Health: 91-133 | AC/EV: 13/2 | Damage: 40, 15 | Res: 06magic(100) | XP: 1613. 16:44:20 thats the one 16:44:32 I mean the one like a death yak 16:46:47 -!- Cryp71c has quit [Quit: Leaving] 16:47:30 the death yak speeds up 16:47:38 that should be stampede 16:47:55 !lg * race=~yak 16:47:58 6. Lemuel the Skirmisher (L0 XXFi), starved to death on D:1 on 2008-10-15, with 0 points after 1447 turns and 0:01:25. 16:48:07 if one (death) yak spots you, all members of its herd know where you are and speed up 16:48:20 :< 16:48:27 l0? xx? 16:48:43 some kind of test thing i guess 16:49:05 I think it was a bug where a lot of fields in the save file were replaced by 0 16:49:35 !lg * race=~yak s=v 16:49:35 6 games for * (race=~yak): 6x 0.5-a 16:49:49 it does say the race is Yak, though 16:50:14 yak is the default name for race in the code, if something goes wrong and breaks 16:50:15 !lg * race=~yak x=race,class,v 16:50:17 6. [race=Yak;cls=Fighter;v=0.5-a] Lemuel the Skirmisher (L0 XXFi), starved to death on D:1 on 2008-10-15, with 0 points after 1447 turns and 0:01:25. 16:50:18 or something like that 16:50:20 ah 16:50:56 why not "Program Bug" like monsters? :P 16:52:16 deep dwarves dont run at full speed 16:52:17 because 'yak' is more thematic 16:52:18 (: 16:52:22 goblins can run me down 16:52:55 blue_anna: not really 16:53:00 blue_anna: deep dwarves are normal speed 16:53:19 any comments on the yak idea ^ ? 16:54:09 i guess it would sort of make sense if death yaks were necromantic somehow 16:54:33 @??death yak 16:54:33 death yak (08Y) | Speed: 10 | HD: 14 | Health: 59-94 | AC/EV: 9/5 | Damage: 30 | Res: 06magic(93) | Chunks: 09poisonous | XP: 1058. 16:54:40 isn't it enough if they kill? 16:55:09 death yak with horns of draining 16:56:04 lol 16:56:39 by: I want to stress the herd aspect of yaks. 16:56:51 hard mode: every monster is appended with "death" and gets double stats 16:56:58 dpeg: I replied to the "death yak = necromantic" 16:57:03 death reaper 16:57:08 Death Blue Death 16:57:29 by: ah, sorry. Editing wiki alongside. 16:57:30 or maybe i mean prepend 16:57:51 death minotaur 16:57:52 -!- Anym has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]] 16:58:01 death antaeus! 16:58:09 @??yak 16:58:09 yak (07Y) | Speed: 10 | HD: 7 | Health: 25-53 | AC/EV: 4/7 | Damage: 18 | Res: 06magic(28) | XP: 205. 16:58:23 not quite double :) 16:59:00 mr 28 to 93 16:59:11 and 5x the xp 16:59:17 not quite double, indeed 16:59:33 yeah the mr is bad 17:13:36 doy: any chance for making dragons AT_TRAMPLE? (Just writing on the wiki about yaks...) 17:14:28 dpeg: yeah, working on it at the moment 17:14:36 have that done, i'm adding trampling to dragon form at the moment 17:15:05 (and yes, with that, we're probably going to have to come up with better terminology)( 17:15:24 okay, tell us when we're needed 17:18:53 -!- pointless_ has joined ##crawl-dev 17:20:14 bruise? (for the wiki-style effect) 17:34:23 03doy * r6e4a346e2e29 10/crawl-ref/source/mon-data.h: add trampling to all huge dragons 17:34:23 03doy * r41aa091cf108 10/crawl-ref/source/ (fight.cc melee_attack.h): give the trample ability to players in dragon form 17:34:23 03doy * r2e1f223b4582 10/crawl-ref/source/fight.cc: don't allow stationary monsters to stumble back 17:34:26 dpeg: ^^ 17:34:31 yay! 17:34:39 i didn't give trampling to the smaller dragons 17:34:43 doy: what do you think of calling the other effect "bruising" 17:34:45 doy: alright 17:35:03 dpeg: that's an option 17:35:11 doy: is it hard to print monster size in their descriptions 17:35:30 not particularly, i don't think 17:36:04 not strictly necessary at this point 17:43:43 -!- jooosa has joined ##crawl-dev 17:45:48 -!- Hehfiel has quit [Ping timeout: 240 seconds] 17:46:20 -!- joosa has quit [Ping timeout: 276 seconds] 17:46:21 -!- jooosa is now known as joosa 17:47:21 -!- slyshy has joined ##crawl-dev 17:54:29 -!- syllogism has quit [] 17:55:33 -!- Textmode has joined ##crawl-dev 18:09:22 03doy * rdb82757c0e93 10/crawl-ref/source/ (describe.cc mon-info.cc mon-info.h monster.cc): add size information to monster descriptions 18:09:31 yay 18:09:32 size 18:09:42 one step closer to a shrink ray spell 18:09:47 haha 18:09:58 'You trample the tiny titan' 18:09:59 Thanks! 18:10:44 (actually, we should totally have a Xom effect where sizes are flipped - medium stuff stays the same, everything else is different) 18:10:45 i just used the internal names for the sizes, and it's not incredibly clear how they relate to each other 18:10:56 but that's true of pretty much all of our ranges of adjectives, so 18:11:29 doy: find the most mundane monster on the list, name it after that matching size 18:11:42 'as big as an elephant', 'the size of a human' 18:12:40 could go in brackets: 18:12:51 that could work 18:12:57 'big (about as big as an elephant)' 18:15:44 -!- Hehfiel has joined ##crawl-dev 18:21:01 03doy * rf51a42e9ed7a 10/crawl-ref/source/describe.cc: more descriptive size names 18:28:12 03doy * rc2b011837e94 10/crawl-ref/source/mon-place.cc: don't spawn random monsters in the dungeon in sprint 18:28:22 thanks doy \o/ 18:28:35 does that include on the orb run? >.> 18:29:16 Zannick: hmmm, good question 18:33:55 03doy * rf42618b24da2 10/crawl-ref/source/mon-place.cc: ...but do allow zot exit defenders (thanks Zannick) 18:34:07 :) 18:34:10 curse you, Zannick :P 18:34:18 :( 18:34:26 i still have trouble *reaching* the orb 18:39:50 -!- eith has quit [Ping timeout: 255 seconds] 18:43:21 -!- eyhung has quit [Ping timeout: 240 seconds] 18:57:55 morning 18:57:55 due: You have 2 messages. Use !messages to read them. 18:58:11 !messages 18:58:11 (1/2) Keskitalo said (6h 5m 13s ago): http://crawl.pastebin.com/S45nKFNX -- didn't commit yet, because I somehow broke volcano_lake :P (it reports some errors when loaded in play) 18:58:17 !messages 18:58:17 (1/1) Keskitalo said (6h 3m 40s ago): Specifically, I broke place_lake_volcanoes 18:58:26 Hm. 18:58:33 Keskitalo: Cool! I will have a look later. 18:58:42 Hi due! 18:58:45 And bye, gotta sleep. 18:59:05 -!- mruuuu has quit [Ping timeout: 252 seconds] 18:59:07 Hi, bye,dpeg! 19:01:41 i want to work on tweaking monster generation, but the more i look at this code, the more i just want to rewrite how random monsters are chosen 19:01:48 and that's a bit much of a project 19:02:32 doy: the OOD bits, or monster generation in general? 19:02:39 monster generation in general 19:02:50 how the game chooses a random monster for a given level 19:03:09 because i want to be able to tweak the monster lists for the various branches 19:03:15 doy: I'd recommend to quickly talk to greensnark in such cases. (Not about this one in particular -- very often he has some ideas on a subject.) 19:03:16 but at the moment that is really painful 19:03:19 yes 19:03:30 yeah, he's been recommending moving monster stuff out to lua for a while 19:03:36 I remember him saying that one should do something. But I forgot all the details, of course. 19:03:41 doy: yes 19:04:23 as it stands right now, monsters have a separate native depth and rarity for every branch 19:04:34 and these are defined by huge switch statements in functions 19:04:42 and are defined in huge switch statements 19:04:44 isn't it awesome? 19:04:50 i think native depth should be a property of the monster itself, really 19:04:57 it shouldn't be variable per-branch 19:05:10 I agree. 19:05:38 also, the depth used for native depths in a branch should be constant 19:05:45 not dependent on the level where the branch entry is 19:06:00 you dont like the switch statements? 19:06:21 I think its pretty clean actually -- keeps it just like the -data.h files 19:06:35 doy: I bring this up from time to time (usually as: a deeper branch entry punishes the player twice -- first by finding the branch later, and then by making the branch harder), but I assumed I was alone on this one 19:06:43 darts ** of reaping not reaping (https://crawl.develz.org/mantis/view.php?id=2368) by blue_anna 19:06:46 blue_anna: it really doesn't, the -data.h files are actually data 19:07:26 there was talk about moving the data out of the .h files, anyway 19:07:29 iirc 19:07:36 Zannick: yeah, but that's a lot more work 19:07:41 what do you want, a different mon-pick-.h file per branch ? 19:07:42 absolutely 19:08:00 blue_anna: not sure that's better 19:08:01 blue_anna: i want a plain text data file that crawl reads in to determine rarities 19:08:02 it's not entirely a punishment, though, if you can handle death yaks on Lair:4-8, you gain a ton more XP 19:08:07 I want to understand -- wat is the better idea? 19:08:32 the other thing about monster rarities and such is that they are so arbitrary, for no reason at all 19:08:36 rwbarton: I'd be happy if all Lairs (say) would look like the later Lairs of today :) 19:08:50 I think the variety is sort of neat 19:08:54 lair:2 can have death yak packs 19:08:57 ton more XP = a bit bigger chance to die (but almost entirely offset by having more levels to prepare), and then a huge benefit 19:09:00 but I don't have a strong opinion on the subject 19:09:01 rwbarton: That's what I hear so often :) 19:09:12 they range from 1-99, and there are quite a few monsters with rarity levels that differ by 1 19:09:16 I would prefer lair to be fixed :) 19:09:24 casmith789: fixed? What's wrong with it? 19:09:31 giant snails have a rarity of 56, giant slugs have a rarity of 55 19:09:31 ah, fixed depth 19:09:33 no, I mean fixed-depth 19:09:34 what does that even mean 19:09:42 i don't like fixed depth 19:09:47 doy: yes, that's nonsense, just as with the aptitudes (even worse) 19:09:53 so those two "punishments" you're talking about just somewhat offset getting more exp 19:09:53 dpeg: exactly 19:09:57 fixed depth is bad 19:10:03 I mean, anywhere from 9-13, but the monsters are generated the same wherever 19:10:10 they're like collector numbers! 19:10:17 casmith789: yes, that is what I suggested 19:10:21 trog says, "gotta kill 'em all!" 19:10:23 monster rarity should have ~10 levels at the most 19:10:32 but kilobyte suggests this wouldn't be an improvement 19:10:45 doy: 12 would also be okay, don't be picky 19:10:52 dpeg: hence the '~' 19:10:54 (: 19:10:57 I think there should be more variation than 10 19:11:00 ah :) 19:11:00 I think support is over the other side of the fence in general though 19:11:02 27 19:11:12 10 means you cant have a monster that is more than 10 times as rare as any other mosnter 19:11:22 sure you can 19:11:24 I don't think that's what it means 19:11:25 blue_anna: we had exactly the same discussion with aptitudes granularity 19:11:25 blue_anna: sure you can, the probabilities don't have to be linear 19:11:27 sure, it depends on the scale you choose 19:11:41 it really doesn't seem like a big deal to me, the numbers aren't exposed to the player in any way, the player just fights monsters as encountered 19:11:45 yea ok, :) 19:11:51 I see that 19:11:53 (the bit about scales is also from aptitudes talk :) 19:12:00 rwbarton: i'm talking from a modification aspect 19:12:07 rwbarton: meaningless numbers lead to bugs 19:12:13 there were arguments for aptitudes about small differences changing flavor if not gameplay, but those aren't here 19:12:15 harder to find wrong stuff, for example 19:12:18 right now, monster generation is nearly impossible to tweak in a sane way 19:12:22 it's good to be able to have extremely rare monsters 19:12:27 kilobyte: yes 19:12:30 kilobyte: yes 19:12:46 logarithmic scale 19:13:16 I dont want to have to think in log .. cant we have a nice model of std deviations instead? :P 19:13:40 rarity 0 is common .. rarity one is 66% as often, rarity 3 is 97% .. etc 19:13:56 existing values of rarities already have a logarithmic distribution 19:14:13 kilobyte: they can still be compressed 19:14:45 using the scripts we can even compare monster generation before and after change 19:14:49 different branches use different scales, but that wouldn't be fixed with that change 19:14:58 e.g. expected number of hydras on Lair levels 19:15:11 kilobyte: is that really necessary? 19:15:19 dpeg: right, although greensnark mentioned noticing bugs in those scripts recently 19:15:23 since every level has a different set of eligible monsters, rarities don't have a clear relation with percentages 19:15:29 -!- Cryp71c has joined ##crawl-dev 19:15:48 okay, packed my stuff 19:16:07 kilobyte: if we can come up with a simple model for how it should work, we can tweak the numbers until they're similar to what they look like now 19:16:21 since we have monster generation statistic scripts 19:18:08 -!- dpeg has quit [Quit: leaving] 19:18:08 -!- mruuuu has joined ##crawl-dev 19:25:49 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:37:38 -!- Pseudonut has joined ##crawl-dev 19:42:17 You are wielding the +6,+8 quick blade "Xesid" {god gift, flame, rElec}. 19:42:22 oops 19:42:29 wrong ##crawl 19:59:30 -!- Cryp71c has quit [Ping timeout: 265 seconds] 20:13:19 -!- MarvinPA has quit [Remote host closed the connection] 20:32:12 Recall doesn't work for aquatic monsters (https://crawl.develz.org/mantis/view.php?id=2370) by OG17 20:32:12 Dissolution description typo (https://crawl.develz.org/mantis/view.php?id=2369) by SenorPwnage 20:36:35 -!- blue_anna has left ##crawl-dev 20:37:14 -!- Zannick has quit [Ping timeout: 245 seconds] 20:37:26 -!- Zannick has joined ##crawl-dev 20:50:47 -!- Moriasc_ has joined ##crawl-dev 20:53:48 -!- Moriasc has quit [Ping timeout: 240 seconds] 20:53:58 -!- Moriasc_ is now known as Moriasc 20:56:56 -!- Cryp71c has joined ##crawl-dev 21:13:45 -!- valrus has joined ##crawl-dev 21:21:40 kilobyte: Have you had any luck with GLES? 21:22:37 After looking at trying to cram DirectX (and its redistributable) into Crawl, I'm half wondering if using ANGLE might be better for getting Windows performance. 21:22:51 ANGLE = OpenGL ES 2.0 wrapper on top of DirectX. 21:23:08 Primarily meant for WebGL, but distributed as a DLL, so would probably work fine. 21:40:34 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]] 21:55:05 03doy * reecdc00d4502 10/crawl-ref/source/ (directn.cc dungeon.cc stairs.cc): use portals to hell rather than upstairs for hell exits 21:57:30 Oh, will elephants be able to trample over plants and such? 22:07:42 nope 22:11:04 -!- Moriasc has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]] 22:19:56 -!- Vandal has joined ##crawl-dev 22:30:21 -!- Hehfiel has quit [Remote host closed the connection] 22:31:04 -!- Hehfiel has joined ##crawl-dev 22:31:08 -!- enne has quit [Ping timeout: 255 seconds] 22:32:50 -!- enne has joined ##crawl-dev 22:35:57 -!- rwbarton has quit [Quit: leaving] 22:45:08 -!- Cryp71c has quit [Ping timeout: 245 seconds] 22:50:13 -!- nrook has quit [Quit: Lost terminal] 22:50:26 -!- upsy has quit [Quit: Leaving] 22:58:00 -!- felirx has quit [Read error: Operation timed out] 23:07:04 -!- felirx has joined ##crawl-dev 23:42:47 -!- valrus has quit [Remote host closed the connection] 23:48:20 -!- Zaba has quit [Ping timeout: 272 seconds] 23:53:49 -!- Zaba has joined ##crawl-dev