01:30:00 -!- gamefreak264 has quit [Ping timeout: 258 seconds] 02:27:26 http://stuff.lifetimeblood.info/jpg_vs_png.png 02:28:22 -!- stabwound has quit [Read error: Operation timed out] 02:29:07 -!- stabwound has joined ##crawl-dev 02:46:17 -!- syllogism has joined ##crawl-dev 03:10:05 03chriscampbell89 * r6a2d32f22db1 10/crawl-ref/source/it_use3.cc: Change ball of seeing/energy confusion to be resistible with clarity. 03:13:33 03by * rb61f9f001cca 10/crawl-ref/source/it_use3.cc: Give the ball of energy a bit of paralysis in return. 03:21:08 that three minute gap was completely worth it :) 03:22:15 teh ebil is you! 03:22:41 that was just deliciously cruel 03:31:05 03by * ra7bf779fa769 10/crawl-ref/source/it_use3.cc: Make evocations skill help with ball of seeing radius. 03:33:29 -!- eith has joined ##crawl-dev 03:37:54 -!- Pseudonut has quit [Remote host closed the connection] 03:39:43 03kilobyte * r9abe0ae6d567 10/crawl-ref/source/ (spl-cast.cc spl-selfench.cc spl-selfench.h): Make trying to cast Death's Door when ineligible cost no time nor MP. 03:44:13 03by * re604e6fcf1ac 10/crawl-ref/source/it_use3.cc: Fix ball of energy paralysis ignoring stasis. 03:51:01 Vampiric draining description tweak (https://crawl.develz.org/mantis/view.php?id=2529) by MarvintheParanoidAndroid 03:51:54 03by * r0a7ef51e1ff5 10/crawl-ref/source/spl-goditem.cc: Allow stasis to prevent death's door abortion paralysis. 03:57:28 03chriscampbell89 * re638383ec063 10/crawl-ref/source/dat/descript/items.txt: Mention need for evoc skill in caster stave descriptions. 03:59:32 -!- casmith789 has joined ##crawl-dev 04:05:42 btw, did you hear that the iOS rules have been changed? I think now there is no rule left anymore that would prevent crawl from being used on iOS devices 04:06:22 -!- elliptic has quit [Ping timeout: 245 seconds] 04:10:20 03chriscampbell89 * rce5334f76934 10/crawl-ref/source/invent.cc: Don't prompt for unwielding with Warp Weapon 04:10:36 they still disallow any Turing-complete languages being exposed to the user 04:13:25 that would just mean disabling lua parsing for crawlrc though, right? 04:15:06 erm, do you really would consider adding an editable crawlrc to the user? 04:15:53 s/adding/exposing 04:16:32 or just removing crawlrc access 04:17:45 one problem is that crawl doesn't have in-game settable options? 04:18:09 you don't really need to set any options 04:23:42 I'm trying out a few more orb chamber ideas I've had, but it seems they consistently flip with respect to the rest of the vault when there's an even number of them, and never when odd; does anyone know what's going on? 04:30:01 Napkin: that monster thingy on CDO needs updating for s/monsters/monster/ (and evicting variables named "monster") -- but the repository for that tool has divergent commits between the tree in ~/source/monster/ and in your public git repo 04:30:35 Napkin: which one is the real one? It looks like the former, but I'd better ask. 04:36:17 "real" in what sense, kilobyte? 04:37:05 as in, meant for further editing 04:38:07 Local refs configured for 'git push': 04:38:07 bleeding-edge-crawl pushes to bleeding-edge-crawl (fast-forwardable) 04:38:07 master pushes to master (local out of date) 04:38:15 I have no clue - you need to ask greensnark 04:38:33 I haven't had my fingers in it for a long time now 04:38:57 i'd say, that the monster binary is based on the code in ~/source/monster 04:39:16 maybe some changes got --reset'ed hard? 04:40:35 at least two commits from local/master seem to be merged with different messages 04:40:42 and probably the third one too 04:43:17 yay, it wants a password when I want to look at that "local" repository (and not just the copy in .git) 04:46:27 added your key to user git 04:46:39 *your million keys :-P 04:48:46 Napkin: no, I meant, when logged in as crawl@develz, you can't "git remote show local", nor fetch, nor push 04:49:11 I have no real need to push to your repository from the outside 04:49:24 input on dcss:brainstorm:misc:mutations_and_forms welcome 04:49:47 monky: no idea, but that does sound buggy 04:50:32 down to +15 issues for last 30 days 05:00:11 03doy 07colour-patterns * r08d32bf6ec81 10/crawl-ref/source/ (colour.cc colour.h): make add_element_colour public 05:00:15 03doy 07colour-patterns * r11b2a2d38582 10/crawl-ref/source/ (colour.cc colour.h dlua.cc l_colour.cc l_libs.h makefile.obj): allow defining colour patterns in lua 05:00:16 03doy 07colour-patterns * r916d9e230065 10/crawl-ref/source/ (colour.cc colour.h): generate colour names dynamically too 05:00:58 another case for autotools: how can we check if the C library has wcwidth()? 05:02:04 on various platforms, it's defined in plenty of different places... since you're not supposed to care where it really comes from 05:05:07 grepping a long set of files is the antithesis of portability, and link tests tremendously slow down compilation when done on every single invocation of make 05:06:38 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 05:08:50 03dpeg * rab7cc1101dcc 10/crawl-ref/settings/advanced_optioneering.txt: Add by's mindless labyrintheers option to a new file. 05:09:25 so, should merfolk walking be implemented as TRAN_LANDFOLK 05:09:37 that's why I added your key to user git, kilobyte - just try again 05:09:51 be careful with the public repository though, please :) 05:09:59 so, take a look at my termcast 05:10:21 would something along these lines be too weird for actual branch colouring? 05:10:42 what would the branch be called? "mad painter's home"? 05:10:52 heh 05:11:06 at the moment, trying to come up with something more interesting for elf 05:11:26 it doesn't look too distracting 05:11:32 but i feel like something along these lines could be intersting other places too 05:11:56 and these sorts of things are quite easy to define now 05:11:59 in my branch 05:12:06 the white walls are maybe to bright 05:12:19 i think things like portal vaults would benefit the most, really 05:12:30 Napkin: it works correctly from outside (which is not that needed), but not from inside 05:12:56 enable agent forwarding? 05:13:11 Napkin: so I can pull from ~/source/monster and push it to git@crawl.develz.org, but that's an ass-backwards way 05:13:16 it does work, greensnark and me always do it like that 05:14:19 do you understand what I mean, kilobyte? 05:14:42 yeah, it does... even if the concept is wrong :p 05:14:56 not at all 05:15:10 it's exactly according to plan :) 05:22:46 for security, the only sound thing is to have a separate secret key for every machine (counting clusters as one). In this case, if you were evil, you could log in to any place my secret key allows me to get into. 05:23:33 -!- eith has quit [Ping timeout: 265 seconds] 05:24:53 you can edit ssh-server, bash, crawl or any other program I may invoke on your server, and make it ask the ssh agent to help you authenticate for something 05:27:21 the damage I may do to you is contained to things the crawl@develz user may do -- which includes nasty thing to the Crawl server, but nothing outside. At most, I could modify crawl to harvest people's passwords, hoping some use the same password as for something important (most do). 05:28:54 that would of course grossly break the trust you put in me, but is nothing irrecoverable (save for potentially attacking others who do poor security practices) 05:37:01 -!- Zaba has quit [Ping timeout: 260 seconds] 05:43:38 if we implemented merfolk land form as an actual transformation, they wouldn't be able to cast blade hands on land... 05:45:05 maybe we should do transforms slot-by-slot 05:45:23 -!- Zaba has joined ##crawl-dev 05:45:51 03doy * re191bff3cf55 10/crawl-ref/source/ (9 files): pass around the coord_def where a glyph is located 05:45:52 03doy * reb772c383587 10/crawl-ref/source/ (branch-data.h colour.cc colour.h): example usage - alternate colors used for walls in elf 05:45:53 03doy * rfe42935f9475 10/crawl-ref/source/ (colour.cc colour.h showsymb.cc): add waves example 05:45:55 03doy * rb57399d596e2 10/crawl-ref/source/ (7 files): don't require duplicating the coord_def 05:45:57 03doy * rdc739f66a6b4 10/crawl-ref/source/ (colour.cc colour.h main.cc): rewrite elemental colour handling 05:46:01 03doy * r81857496dd95 10/crawl-ref/source/ (colour.cc colour.h feature.cc show.cc): make trees use the new colour system 05:46:01 I think there's something on the wiki about distinguishing between transforms and morphs 05:46:02 03doy * r1662f12c9852 10/crawl-ref/source/ (colour.cc colour.h): make add_element_colour public 05:46:03 03doy * re8284b8f1cd0 10/crawl-ref/source/ (colour.cc colour.h): generate colour names dynamically too 05:46:05 03doy * r0de4de27d140 10/crawl-ref/source/ (colour.cc colour.h dlua.cc l_colour.cc l_libs.h makefile.obj): allow defining colour patterns in lua 05:46:06 03doy * r811d55ac196d 10/crawl-ref/source/colour.cc: use a slightly less garish colour scheme for elf 05:46:07 03doy * r7d9c54a38ff5 10/crawl-ref/source/branch-data.h: add (more boring) colour changes for geh and tar, to remove darkgrey 05:46:10 03doy * r771a4541e40d 10/crawl-ref/ (3 files in 2 dirs): add docs for colour definitions 05:46:13 monky: yes, another thing Eronarn wrote pages about 05:46:14 (: 05:51:34 doy: that looks awesome 05:51:43 (: 05:52:01 03kilobyte * rdd6dcece999d 10/crawl-ref/settings/advanced_optioneering.txt: Fix a grave world-shattering typo. 05:52:02 03kilobyte * rcf8bbfb4831e 10/crawl-ref/source/ (11 files in 4 dirs): Whitespace fixes. 05:55:03 in any case, time for me to catch a couple hours sleep 05:55:14 03kilobyte * r4f8ba8a27a54 10/crawl-ref/source/directn.cc: Fix compilation. 05:55:31 doy: sleep well 06:01:39 even with 811d55ac196d, Elf is pretty garish. Not ugly, though. 06:02:29 it's still a straw that makes me change my glyph for stone to something other than rock. It's already confusing enough in the Abyss and vaults, it's good to know what is diggable and what not. 06:02:55 (and I already had a different glyph for permarock, which I recommend to everyone else too) 06:08:13 -!- monky has quit [Quit: GOODBYE] 06:17:42 -!- Mu_ has joined ##crawl-dev 06:30:42 -!- monky has joined ##crawl-dev 06:30:51 -!- OG17 has quit [Quit: OG17] 06:32:16 -!- Spray has joined ##crawl-dev 06:32:20 -!- MadCoyote has quit [Ping timeout: 240 seconds] 06:34:34 -!- dpeg has joined ##crawl-dev 06:34:39 Hi! 06:35:17 -!- valrus has joined ##crawl-dev 06:35:51 -!- dpeg_ has joined ##crawl-dev 06:36:01 Anyone in? 06:36:13 not really 06:36:20 Okay! 06:37:07 -!- dpeg has quit [Client Quit] 06:37:23 doy landed his coloured thingy this morning 06:37:31 yes, I even replied :) 06:37:56 Shouldn't we have resolved/closed/moved a billion Mantis items by now? 06:37:56 -!- OG17 has joined ##crawl-dev 06:38:30 hi dpeg 06:40:16 Hi! 06:40:54 borsuk's vision of growing/shrinking is pretty cool. 06:42:39 spell idea: Enlarge/Reduce 06:42:47 yes 06:43:01 And for doing it twice, you need higher level or a better spell 06:44:10 we could also tackle draconian's size: they are medium for everything but armour, which is a bit hard to explain 06:45:15 I do disagree about forcing metabolism though: it has more exceptions than regularities, and for good reasons 06:45:47 nagas are the same size as centaurs for both torso and body, yet nagas are supposed to have snake metabolism 06:46:12 trolls and ogres are of the same size, yet trolls are supposed to have that legendary hungering, not ogres 06:48:18 kilobyte: ogres and trolls would have hunger from size and then trolls get additional hunger from regeneration? 06:48:29 being affected by those spells may have an effect on metabolism, but it can be defined explicitely 06:48:42 trolls get far more hunger than regeneration would cause 06:49:11 Don't they have better regeneration too? 06:49:21 So they would have a speciall Regen spell. 06:51:44 normal meta: 3, ogres: 4, trolls: 9. Trolls have fastheal 2, which gives .4 hp/turn (as one ring). 06:52:19 If we assume that one level of fastheal is one level of fastmeta, trolls would have metabolism 6 not 9. 06:52:55 how much is a level of fastmeta? 06:53:31 +1 hunger 06:53:43 but it could be nonlinear in level 06:53:56 so trolls would have 3 base, +1 size, +2 fastmeta, which is still three points short. 06:53:57 +2,+5,+8 06:54:06 and bingo, trolls at 9 06:54:30 this is not just about trolls -- making hunger more relevant seems to be good in general 06:54:35 that would screw people with random mutations even more, since they get none of troll benefits 06:54:58 Why? hunger fastmeta could be just +1,+2,+3 06:55:22 it currently is +1,+2,+3 06:55:28 None of ^ has to be done. Just saying that I believe linking base nutrition to size/shape may need less exceptions than you think. 06:56:01 kilobyte: I always found it odd that regen has same hunger as hunger mut. Yuo get something for regen, so you can also have more hunger. 06:56:46 those meeting it: Sp, Ha, Og, Ce. Exceptions: Ko, Mu, Vp, Na, Tr. 06:57:06 Mu and Vp are okay as exceptions 06:57:13 Ko should just have carnivore? 06:57:37 they have carnivore and meta 3, while with that proposal it would be 2 06:57:38 Na might take some additional hunger. 06:58:14 RL snakes have exceptionally slow metabolism, so I'd go the other way: decrease rather than increase naga hunger. 06:59:03 all these security concerns have nothing to do with ssh-key, kilobyte 06:59:16 kilobyte: I don't see a problem with monster genera getting hunger modifiers 06:59:53 by: do you have any means of debugging that Windows crash of adamo? It doesn't happen on any Linux platform, but on Windows, it's both in 0.7.1 and 0.7-current 07:00:08 the best security is trust - and I do trust the people who have console access to crawl@develz.org. 07:01:29 and yes, you need to trust the person having root access on my server - me. 07:01:44 Napkin: I am not going to do anything bad there, but principles are principles. 07:02:00 Napkin: not just root, anyone with access to that account can do that 07:02:01 your principle being "not use ssh-agent"? 07:02:10 no, that's wrong, kilobyte 07:02:29 no, "limiting damage anyone can do to me" 07:02:53 like, I could cause havoc on crawl@develz.org, but can't root your home computer 07:02:53 no, you are right 07:03:20 but you can do that too, without ssh 07:03:41 using ssh-agent into a machine is same as having that machine store that secret key you are using to log into it 07:03:57 which is ok in most cases, but not for shared accounts 07:06:01 so, what do you suggest instead? 07:06:14 you, by, greensnark, due are all trustworthy. But if somehow one of us trips one another's ego, it may turn ugly. Or, if one of us has his home machine rooted. Or, and this is my main point -- we get used to trusting everyone, and do that to someone we should not, like many co-workers. 07:07:10 we agree upon that already, even though I see things a big more optimistic than you, it seems 07:07:29 but the point is, what do you suggest to make things work? 07:07:38 in a more secure way 07:07:41 in this particular case, crawl@develz.org may have its own secret key which is trusted by git@develz.org. This does not decrease security in any way. 07:07:44 i'm always open to suggestions 07:08:08 it does - currently only you and greensnark and me have access to the git repository 07:08:20 I want that regulated separately 07:09:08 so a key for crawl is not ok - secured by password would be too cumbersome 07:09:27 in this case, it may be better to access it only from the outside 07:09:51 also, if the login is ever hacked (dgamelaunch for some reason dropping users to non-chrooted console) everyone would have access to the git too 07:10:30 and how can user crawl push to the repository? 07:11:22 in one of the previous workplaces, a co-worker we trusted used his access to steal the company's customers and use that to work for them on his own time (actually, mostly the company's, too) 07:11:52 then, the boss told me to read through his mail to see if there's something to be found 07:12:08 not unheard, yet both illegal 07:13:49 kilobyte: no, no windows access at all 07:13:53 and I did find... he had multiple sexual affairs and stored some naked photos he used to exchange with his flames on the mail server. I did partially disobey the boss, did keep the mails (as ordered) but encrypted them and said I will release that only if the guy, say, burns down an orphanage. 07:14:20 this is all among people who are supposed to trust each other 07:15:07 (and told the boss that there's only "nasty but personal stuff", without detailing what was there) 07:15:58 the guy used to be a good friend, too 07:17:19 that's the reason I don't have problems with, say, granting dpeg access to a server of mine, or don't feel bad having access to cdo, but I strongly preach compartmentalizing trust... 07:18:34 kilobyte: also, things are not eternal. 07:18:49 Friendship can turn sour astoninshlingly fast. 07:19:52 I could imagine that Brent (suppose he were nominally around) had some hard feelings. 07:20:07 (I believe he has no feelings towards Crawl these days at all, but not sure.) 07:21:04 are you supposed to still be able to attack submerged monsters with reaching? 07:21:23 MarvinPA: unsure 07:21:33 MarvinPA: many thanks for the help on the Mantis front, btw. You rock :) 07:22:04 no problem, i got bored so opened a bunch of tabs for old issues that i think are old/obsolete :P 07:22:14 i'll add notes to a couple more in a bit 07:23:34 that is good 07:23:36 -!- valrus has quit [Remote host closed the connection] 07:23:39 It is as annoyign for us. 07:25:18 could you (or any other dev) possibly close #2529 and #2398? they're issues i reported that should probably just be closed with no change required, i think 07:26:05 not sure what they are about, but I can close, sure 07:26:38 just minor things that people then pointed out weren't actually an issue, it's explained in the notes for both i think 07:29:21 done 07:30:49 thanks :) 07:36:57 dpeg_: where should I put test-only vaults? I want one that has an example of every type of wall in sight at once, yet we have no file for vaults meant for wizmode &L only. 07:37:12 would be a slight abuse of mini-features.des acceptable? 07:37:49 why not make a new file? 07:40:01 MarvinPA: thanks for the mantis work! 07:40:34 no problem :) 07:43:51 hmm, i wonder if i have some different setting to you, kilobyte 07:43:56 re: hill orcs and rotten chunks 07:44:32 wizmoding to a human definitely marks them as useless, then going to a hill orc makes them useful again 07:50:05 MarvinPA: it's not colored as useless, yet "d," drops them 07:50:21 hm, that's not happening for me 07:51:06 i guess it would depend on your drop_filter settings, maybe? 07:51:14 mine's probably default, whatever that is 07:52:02 drop_filter = useless_item, yeah 07:52:25 Submerged monsters do not move (https://crawl.develz.org/mantis/view.php?id=2530) by evktalo 07:57:26 Monster descriptions shouldn't obfuscate size categories (https://crawl.develz.org/mantis/view.php?id=2531) by OG17 08:00:20 MarvinPA: got it, my bad. I had a setting from an old version of crawl 08:00:58 aha 08:01:18 http://tmp.cyc.dy.fi/powerwatching.png 08:02:37 joosa: I'd say "<3", if not for your Window decoration. Please tell me it's just a fake theme :p 08:03:01 Currently on Win7, sadly :( 08:03:57 I am planning to integrate multiple session watching in rhf, possibly depending on your terminal size 08:04:49 nice, but: apt-get install terminator 08:05:21 Right now I'm using MinTTY from Cygwin 08:06:07 I'll have a look at terminator! tmux is nice but it's a bit fiddly 08:06:44 AT least it's better than GNU screen :P 08:09:35 tmux adds a lots of gimmicks, but when it comes to actually useful features, screen is still better 08:10:03 although it does have its downsides -- the one that hurts me personally is only 16-bit support for Unicode 08:10:23 Speaking of terminals, has there been any talk on supporting 256-colour terminals in Crawl? 08:10:34 joosa: yeah, on the wiki 08:10:39 Cool! 08:11:14 bad news for you: at least I am not going to do that. 08:11:57 I plan to fix Unicode handling instead, and push for it to be the default 08:12:06 Nice 08:12:31 Identify items worn/wielded by minions as if you've worn/wielded them (https://crawl.develz.org/mantis/view.php?id=2532) by ledtim 08:12:50 Maybe someone should rewrite the whole pseudo-terminal system to be more 2010 :) 08:13:18 Web 2.0 revolution for text mode 08:14:19 even konsole has got most of its egregious bugs fixed 08:14:38 the only big issue left is handling of key codes (especially Esc) 08:16:41 I agree with the difficulties mentioned in that article 08:18:24 Implementation issues aside, most of it would be only eye candy in the end 08:19:18 But having nice fadeout effects and more random colours in Abyss would definitely be fun :) 08:23:31 back 08:23:37 kilobyte: make a new des file, please 08:23:56 mmm des files 08:24:45 The dark grey issue is silly, some term settings display it as "bold black", which it is, anyway 08:27:16 -!- blue_anna has joined ##crawl-dev 08:27:26 I've seen playes substitute blue for it 08:28:18 where is the code for writing to the saves directory? 08:28:38 joosa: buggy terminals I know are: MacOS's terminal.app, osso-xterm, console of certain truly ancient Red Hats. 08:31:04 anyone know -- or how I can debug a saves incompatibilidad error? 08:31:13 MarvinPA: anything open that should be resolved right now? 08:31:52 agh I can't seem to reproduce the troubles I've been having with the zot:5 subvaults in other vaults :( 08:31:59 hmm, i think rob and kilobyte went through and resolved all the issues i added notes to 08:32:03 :) 08:32:09 monky: the zot vaults work now! 08:32:13 MarvinPA: cool! 08:32:29 dpeg_: I've been trying out a few more ideas I've had, but I ran into a strange problem 08:33:08 monky: you can open a mantis item with the simplest map having the proble, 08:33:12 dpeg_: for some reason they get consistently flipped one way when there's an even number of them and a different way when odd 08:33:21 dpeg_: the problem is, I can't reproduce it in simple maps 08:33:30 monky: subvaultsß 08:33:39 yes I've tried 08:33:48 monky, is there a ticket? 08:34:26 no because I can't really think of how to report it without making dummy Zot:5 subvaults 08:39:10 03by * rd92fa93efd1e 10/crawl-ref/source/travel.cc: Make running stop check use map_knowledge for features. 08:39:11 03by * r436185baf4ea 10/crawl-ref/source/ (godabil.cc godabil.h): A monster_info variant of fedhas_passthrough. 08:39:12 03by * rb2a5a314b400 10/crawl-ref/source/ (externs.h travel.cc): Rename runrest::run_grids_changed. 08:39:15 03by * r3a274c9f945d 10/crawl-ref/source/travel.cc: Consult map knowledge for running abort checks. 08:39:18 03by * rf1593415c004 10/crawl-ref/source/travel.cc: Stop running for exclusions. (#2515) 08:42:05 MONS_UNUSED_ were misnumbered in enum.h! 08:42:36 there were twelve enumerations between 330 and 340 08:43:38 uhm, that would fail badly for games on CDO 08:43:56 kilobyte, Im suspecting that CDO and trunk are out of synch? because doy said he tested it 08:44:06 but I am working off trunk 08:44:11 there were 12 enums in that range 08:44:27 in trunk: gdb ./crawl;print (int)MONS_UNUSED_331 -> 331 08:44:46 MONS_GERYON is 340 08:45:15 kilobyte, yes 08:45:28 and above that there are 9 MONS_UNUSED_XXX .. right? 08:45:45 ELF_BLADEMASTER is 330 08:46:07 330 is MONS_DEEP_DWARF 08:46:28 well .. I dont have changes since last evening 08:46:34 I guess you might have added your stuff there, pushing enums forward 08:46:37 330 was ELF_BLADEMASTER when I pulled 08:46:47 kilobyte, no I added it after 08:46:57 I didnt change anything before elf blademaster 08:48:00 MONS_DEEP_DWARF is 330 in trunk.. right now? 08:48:10 I just checked, 328 08:48:14 I'm thinking to rollback my rebase and redo it with todays changes 08:48:58 because I get the save file corrupted thing :( I just checked and the enums are still off somewhere apparently 08:49:14 well, rebasing is lots of work that is error prone, I wouldn't bother with that 08:49:43 kilobyte, yea I know .. its the primary thing Im responsible for :( 08:50:04 -!- Iainuki has quit [Quit: Iainuki] 08:51:31 is there any way to make sure specific subvaults don't flip relative to their respective parents? 08:51:40 monky, yes 08:51:49 oh good what is it 08:52:17 no_rotate no_hmirror no_vmirror 08:52:35 TAGS 08:52:40 never heard of the no_mirroring ones; good to know they exists 08:52:44 -s 08:52:49 um 08:52:59 no_mirror is no_hmirror|no_vmirror I ibelieve. 08:53:27 so no_rotate no_mirror would be shorter :) 08:53:53 no_move no_touch no_even_look 08:54:02 no_place :P 08:54:10 and that :p 08:54:14 a map for out of the game only :) 08:54:22 03kilobyte * r3ac724cfd504 10/crawl-ref/source/dat/des/test.des: Add a testing vault. 08:54:24 03kilobyte * r6ac841fbdda9 10/crawl-ref/settings/init.txt: Don't suggest a bad drop_filter. 08:54:39 03kilobyte * rae7e904710d7 10/crawl-ref/source/dat/des/variable/mini_monsters.des: A yet another minivault. 08:54:48 like that feat_test I just added 08:55:22 bad drop_filter: good_item, any weapon ego:any ... 08:55:41 ^^ 08:59:36 aha! 08:59:43 NORBERT was missing 09:00:15 yea there must have been a point at which trunk was building bad saves yesterday, but already it is past 09:00:20 he went a while ago, along with duane and someone else 09:00:27 francis 09:00:34 MarvinPA, they are in enum.h in trunk now 09:00:41 I mean, on the sourceforge page .. is that accurate? 09:00:51 hm, no idea 09:01:01 http://crawl-ref.svn.sourceforge.net/viewvc/crawl-ref/trunk/crawl-ref/source/enum.h?revision=10776&view=markup 09:01:15 I guess its not 09:01:16 damn 09:03:10 thats 11 months old :P 09:07:25 that's svn 09:07:27 we're using git now 09:07:36 due I caught up 09:07:39 :) 09:07:49 ammo of frost and wands of frost/cold doesn't slow down cold blooded creatures (https://crawl.develz.org/mantis/view.php?id=2533) by galehar 09:09:30 Why should they/ They don't freeze. 09:09:40 Throw icicle doesn't slow cold blooded creatures either. 09:11:16 when people save save compatibility breaks when you add monsters, unless you add them at the end .. is that before NUM_MONSTERS, or after? 09:11:46 I added some just after the holy monsters (the last ones) and Im wnodering now if it should be on the other side of num monsters 09:12:30 before NM_MONSTERS 09:12:50 ok good 09:12:56 blue_anna: add them at the end, or REPLACING existing ones 09:13:10 hint: we want to get rid of MONS_UNUSED_### 09:13:37 kilobyte, the block that was assigned to dwarfs was just too small for the mosnters already in it 09:13:45 otherwise I would have kept them all there 09:14:16 I have two slots left there .. and 6 monsters to stuff in 09:14:19 :) 09:14:35 we can sort them when the compat breaks... since it's probably not worth adding shims for that 09:14:39 -!- MarvinPA has quit [Remote host closed the connection] 09:14:46 none of them are deep_dwarfs though so it isnt that pressed to keep them together 09:16:04 you know there's 6 slots for creatures in the main list before spriggans.. I wouldnt mind taking those slots if no one minds :) 09:17:00 -!- MakMorn has quit [Ping timeout: 265 seconds] 09:17:19 take them, please... and allow us to merge some of your stuff, so the chance of divergence is reduced 09:17:21 03by * rfd080e3fb3f1 10/crawl-ref/source/ (enum.h mon-cast.cc mon-place.cc mon-place.h spl-summoning.cc): Shadow creatures summons only mobile monsters. 09:17:33 by: yay! 09:17:50 this doesn't exactly make that mess that is mon-place.cc any better :) 09:18:15 oh well... 09:20:32 -!- MakMorn has joined ##crawl-dev 09:22:19 -!- Spray has quit [Ping timeout: 240 seconds] 09:28:14 anyone mind if I add mon-place to the brainstorm or some other page? 09:28:35 I have a decent generic plan but I dont know Im ready to just write it yet 09:29:27 sure, add it to the wiki; probably some new page is best, though maybe something fitting exists? 09:30:23 I searched mon-place.cc .. my dhfh page is the only place that already talks about it :P 09:30:34 I'll make a mon-place.cc page then 09:36:46 https://crawl.develz.org/wiki/doku.php?id=mon-place.cc 09:37:04 Eronarn will hunt you down 09:56:38 -!- roberto_ has joined ##crawl-dev 09:56:52 -!- blue_anna has quit [Disconnected by services] 09:57:04 -!- roberto_ is now known as blue_anna 10:02:58 03by * re735067add49 10/crawl-ref/source/ (7 files): Inscribe "was cursed" for items uncursed using enchant foo. (#1791) 10:04:35 03Keskitalo * r4fa4465a0e3b 10/crawl-ref/source/rltiles/dc-item.txt: Rematch dc-item.txt with itemprop-enum.h. Fixes #2156. 10:06:53 yay, 30 day balance is negative! 10:08:12 is it just just enum.h enumerations that are in the save file? 10:08:36 or itemprop-enum.h too maybe 10:08:44 it's not safe to assume that, no 10:09:10 anyone know if recent cdo windows builds have wizard mode again? 10:10:44 kilobyte: so do you have other suggestions for elf colors? 10:11:48 -!- eith has joined ##crawl-dev 10:18:00 different colours for DE/HE/SE? 10:18:32 spicier colours and no darkgrey floor 10:18:35 if that is the case wierdly I've always imagined DE as red, HE as yellow and SE as green for no particular reason 10:19:45 casmith789: i mean wall/floor colours 10:19:55 ah 10:20:13 ooh thank god :P thats one miserably colored branch 10:21:51 LIGHTGREY and MAGENTA ? 10:22:44 I guess DARKGREY instead of light 10:23:39 no, the whole point is to get rid of darkgrey 10:23:54 and you should look at what it looks like now, i changed it 10:26:44 is it really a problem if friendly wandering mushrooms walk into your conjured flames and cause piety loss? 10:27:10 yours, no 10:27:24 you burn you, you buy it, I say :D 10:27:32 ** you burn it 10:30:40 -!- elliptic has joined ##crawl-dev 10:43:54 03by * r5951275b1e9a 10/crawl-ref/source/misc.cc: Don't open transparent secret doors with warnings. (#1417) 10:47:05 03by * r504a94a174f3 10/crawl-ref/source/ng-restr.cc: Unrestrict SpEE. (#1665) 10:47:38 @??ophan 10:47:39 ophan (05G) | Speed: 10 | HD: 15 | Health: 74-116 | AC/EV: 10/10 | Flags: 08holy, see invisible, lev, !sil | Res: 13magic(immune), asphyx | XP: 1852 | Sp: b.fire (3d24), holy flames. 10:47:41 @??wiglaf 10:47:42 Wiglaf (08@) | Speed: 7 | HD: 17 | Health: 140 | AC/EV: 1/10 | Damage: 42 | Flags: see invisible | Res: 06magic(113) | Chunks: 07contaminated | XP: 1742 | Sp: might, haste. 10:48:34 it was broken... first successful update since July 20 10:50:19 surely SpEE wasn't even close to the most incorrectly restricted combo 10:50:41 KoHu, for instance :) 10:51:17 yeah, just didn't feel like closing or moving to the wiki -- couldn't really care less about the restrictions 10:51:34 we should mark stuff like MDFi as restricted :p 10:51:49 definitely :) 10:52:21 or more seriously, finally boost AC by a large factor 10:53:51 yeah, someone needs to get on that for 0.8 10:54:03 because that's going to require a lot of testing 11:14:48 -!- Hehfiel has quit [Ping timeout: 240 seconds] 11:23:15 -!- Hehfiel has joined ##crawl-dev 11:24:38 -!- Hehfiel has quit [Remote host closed the connection] 11:25:10 -!- Hehfiel has joined ##crawl-dev 11:33:49 -!- eith_ has joined ##crawl-dev 11:35:07 -!- eith has quit [Ping timeout: 240 seconds] 11:42:31 could someone with access move blue_anna's mon-place.cc to dcss:brainstorm:monster:random_generation (merge it there or a subpage), please? 11:44:40 by, I thought there had to be a page .. I searched mon-place.cc but came up with no hits 11:44:42 I'll move it 11:45:07 but rob has to unlock it first 11:45:09 ;) 11:45:42 blue_anna: naming things after random bits of the source isn't really useful 11:45:55 because most people giving us ideas aren't very familiar with the source 11:47:21 blue_anna: don't worry; I just don't think we have rights to move pages 11:47:40 just ran into the random gen page accidentally 11:49:28 (the page shouldn't be locked anymore by the way, if it is something's messed up) 11:53:38 its locked still but it will expire in a few minutes 12:00:18 by, its moved 12:00:31 thanks 12:04:14 how does DNGN_DETECTED_SECRET_DOOR differ from DNGN_CLOSED_DOOR? 12:05:05 by enum ;) 12:08:43 by: possibly in how monsters react to it? 12:09:01 only thing i could think of (and i don't think that's even true, although it should be) 12:09:26 ah, yes, mons_can_open_door 12:09:30 Aren't there still issues with detected secret doors? 12:09:48 monsters only open secret doors if they're intelligent 12:09:59 dpeg_: there are issues with everything :) 12:10:04 true! 12:10:14 by: and this is regardless of whether _you_ detecte the door? 12:11:28 -!- Zaba has quit [Ping timeout: 252 seconds] 12:12:02 -!- Zaba has joined ##crawl-dev 12:14:11 dpeg_: yes 12:14:29 but once it was opened and closed, it's not secret anymore 12:34:01 Amulet of the gourmand does not prevent "sickness" from poisonous meat (https://crawl.develz.org/mantis/view.php?id=2534) by minmay 12:59:09 Amulet of stasis autoidentifies when already identified (https://crawl.develz.org/mantis/view.php?id=2535) by minmay 13:04:24 -!- Pseudonut has joined ##crawl-dev 13:13:03 -!- Pseudonut has quit [Remote host closed the connection] 13:18:07 -!- Pseudonut has joined ##crawl-dev 13:19:26 hmmm, need greensnark to come back d: 13:19:38 The ??antimagic description seems a bit off. 13:19:47 ??antimagic 13:19:47 antimagic[1/2]: A weapon brand added in 0.8 trunk, found on randarts and Trog gifts. Dealing damage with it sometimes makes monsters lose a turn when they try to cast spells. Wielding it reduces max mp by around 2\/3's, getting hit by it depletes mp. Works on everything that uses magic, including demons. 13:19:54 It talks about randarts and trog gifts, but I just got stabbed by a kobold with a E - an anti-magic dagger 13:20:11 Zao: it was enabled for normal weapons for testing purposes 13:20:16 Ah. 13:20:19 it'll be disabled again before 0.8 comes out 13:20:36 need more randart-only brands! 13:20:40 agreed! 13:21:09 do we have any besides speed and dragon slaying? 13:21:20 speed isn't randart-only 13:21:33 unless it was changed in trunk, i guess 13:21:44 orc slaying? 13:21:52 well, it's mostly randart only 13:22:01 disruption is randart only now isn't it? 13:22:01 short blades still get it, but 13:22:03 or was it totally removed 13:22:09 disruption was totally removed back in like 0.4 13:22:17 ah, okay 13:22:19 good riddance 13:22:28 i don't think orc slaying spawns at all except as beogh wrath 13:22:35 although i could be wrong about that 13:22:58 'ghostly' would be a nice one; the weapon passes through unliving creatures (golems, etc.) but also through armor 13:23:39 Sounds weird 13:23:43 Weapon of parrying is what I want 13:23:46 Something for non-shield users 13:24:40 one thing that i'd like to see is separate weapon prefixes and suffixes 13:24:47 so that new brands don't have to compete with the simple damage brands 13:25:13 because damage is so crucial, people don't use stuff like reaching very often 13:34:30 Reaching is still great 13:34:32 With summons 13:34:36 Especially with hostile summons 13:35:13 M-Kaibigan: you can find uses for all of the brands, but the issue is that some of them are very generally useful and some of them are... not 13:35:45 ench scrolls kind of force you to choose one great weapon and stick with it 13:36:05 endgame weapons tend to converge on a small handful of the possibilities 13:36:28 The extended end-game in general forces you to specific playstyles anyway 13:36:33 vorpal/speed, largest in category, (eu)daemon if available, etc. 13:36:39 it's not even extended end-game, this happens in a normal run 13:36:55 freezing is good for zot 13:36:56 In the normal run I stuck with a vampiric dagger 13:37:07 Until that sweet awesome disto blade 13:37:23 distortion is a wonderful brand in my opinion, partially because it is unique 13:37:26 doy: You were looking for me? 13:37:32 um... that's exactly what i'm talking about :P quickblade of pain/distortion is another 'end goal' weapon class 13:37:36 just a rarer one 13:37:44 You can win with any weapon, really 13:37:51 Even without killing anything 13:37:52 eg. speed runs 13:38:17 yes, you can win with a banana with enough slaying, but that's not the point i'm getting at here: it's boring if some weapons are so clearly superior that they edge out others from the equation at all 13:38:20 -!- Zannick has joined ##crawl-dev 13:38:37 Then you should play on values instead of the "I WANT TO WIN as easily as possible" 13:38:41 greensnark: having issues trying to figure out how to do something with the lua api 13:38:44 i am sure someone has used reaching in zot, but i am sure there are thousands of games where there was a reaching weapon spawned that was never even considered for use in zot 13:39:00 orc slaying, drac slaying, vorpal are wunderfully bland 13:39:06 doy: Just rewrite the relevant parts of the Lua api :D 13:39:08 oh and speed 13:39:14 holy has a theme but is still just extra damage 13:39:24 how useful d: 13:39:39 monky: yeah, and it's not strictly a bad thing for those brands to exist as bland 'this weapon is a normal weapon but better' 13:39:56 it's just that right now, you never want to use venom endgame, or even past midgame really, if you can avoid it 13:40:03 or reaching 13:40:09 and this will apply to lots of potential cool brand ideas 13:40:24 and don't all the threatening threats resist electricity :( 13:40:25 "Never" is too much 13:40:28 doy: What parts, specifically? 13:40:45 Someone using hostile summons as a shield will still use reaching in Zot 13:41:07 greensnark: well, i just rewrote elemental colour handling, for the purpose of making it more easily extensible, including through lua 13:41:16 And since when did players only get to carry one weapon 13:41:18 so you can define lua functions to process elemental colours 13:41:35 It's perfectly reasonable to presume a player would switch between venom and their standard bashing weapon depending on the opponent 13:41:40 but one of the most useful parts of this would be to have access to the dungeon definition 13:41:44 ie. draconians in zot 13:42:01 venom is a perfectly fine weapon brand for normal play 13:42:02 but i can't really figure out a good way to stick the global env into that callback 13:42:28 And also, numerous situations where 13:42:38 "A rat is blocking the shadow dragon. I wish I had reaching." 13:42:51 M-Kaibigan: you're being intentionally obtuse about this; i'm not saying that nobody uses reaching, i'm saying that reaching is very underused because using reaching means not using vorpal, and for most characters, that's not even something they'd consider as a choice 13:43:01 doy: Dungeon definition as in env.foo? 13:43:10 I just find your comments as a hint to "Let's remove these crap brands" 13:43:13 also, of course characters can switch weapons; this means either splitting ench scrolls, or having your secondary weapons be significantly crappier than your main one 13:43:14 greensnark: as in, being able to call dgn.whatever() 13:43:22 And I'm against removing anything 13:43:33 a) ...when did i ever say i want to remove stuff 13:43:41 I just find your comments as a hint to "Let's remove these crap brands" 13:43:43 b) being against removing anything is dumb 13:43:51 "against removing anything" is - yeah, what Eronarn said 13:44:00 With exceptions of course 13:44:02 :V 13:44:09 Let's see... 13:44:27 Actually there's nothing I'd specifically want removed 13:44:30 doy: You can call dgn.* from any Lua callback already, no? 13:45:02 chei; fedhas giant spores; sticky flame range 13:45:16 greensnark: well, colour definitions have to happen in the global prelude 13:45:17 those are all things i'd remove to free up design space for something more interesting 13:45:28 i'm assuming this is the issue that map lua gets around by passing around _G to everything 13:45:28 But anyway, I'm just saying that not everything is meant to be effective against everything in every situation, same with spells 13:45:49 ok, great, you've figured out design 101 13:45:55 meanwhile, in the conversation everyone else is having 13:46:07 Pretty sure we were the only people talking 13:46:12 And monky 13:46:15 doy: The _G is to access the individual map, yes. So you want the Lua callback to have access to that particular vault definition? 13:46:26 almost nobody uses several brands; we would like to add more brands; if we add more brands they're likely to either become the new super-popular ones or become the new obscure ones 13:46:27 greensnark: oh, no 13:46:29 hmmm 13:46:30 see: dragon-slaying 13:46:34 not sure what the problem is then 13:46:43 because my callback can't see the dgn table 13:46:49 Shame things won't get buffed 13:46:59 buffing dragon slaying wouldn't help 13:47:01 Only the perceived effective ones will get nerfed 13:47:06 Dragon slaying is too rare D: 13:47:12 If the callback is in a .des prelude, it should certainly see dgn 13:47:18 dragon slaying not being used doesn't have to do with its rarity 13:47:22 And when you get a weapon of dragon slaying, it's usually a base type you don't want 13:47:22 it might be because of how i'm handling it, which does seem a bit off 13:47:49 if dragon slaying were common, people still would be very unlikely to use it, because most enemies aren't dragons 13:47:50 Well if I ever got a weapon of dragon slaying on a good base type, with the weapon skill I have, I'd use it 13:47:51 it'd still be just as boring, and making it optimal for dragon fighting wouldn't help at all either; it's just another weapon to lug around, and you'd never use it for normal combat, so no reason to enchant or anything 13:47:55 i'm serializing the callback in the prelude with lua_dump, and then loading it when it need to call it (using dlua.loadbuffer and dlua.callfn) 13:47:58 yes that 13:48:00 Eronarn: Clearly these people would switch between weapons 13:48:03 D: 13:48:09 -!- blue_anna has quit [Quit: Saliendo] 13:48:09 M-Kaibigan: read what I said 13:48:11 M-Kaibigan: no they wouldn't. switching between weapons is ineffective 13:48:12 The reduction in dragon breath accuracy 13:48:16 maybe i have to manually restore the env too 13:48:17 hmmm 13:48:25 So why wouldn't they 13:48:26 people do switch between weapons, but it's rare, for good reason 13:48:32 it's boring 13:48:39 doy: Why do you need to serialize the callback? 13:48:40 it also takes up time, and splits your ench scrolls 13:49:02 greensnark: i tried using lua_datum first, but it didn't work, so i did it a different way 13:49:10 this was also at 4am, so i might have just screwed it up 13:49:10 (: 13:49:15 Why's it only available on polearms anyway 13:49:54 actually, that might be it, i only realized about halfway through that i should be using dlua rather than clua 13:50:03 and that might explain some things 13:50:11 doy: If you want to register a Lua function and hang on to the function reference in C++ lua_datum should do what you want, yes 13:50:23 i'll give that a try again then 13:50:28 Yeah, clua is the user-script environment, it doesn't have a lot of stuff 13:50:40 clua is also throttled and memory limited 13:50:46 Eronarn: calling for removal of a new god is not going to get you many brownie points, I would say. 13:50:51 dpeg_: :P 13:51:00 where's ashenzari, by the way? 13:51:01 !coffee dpeg_ 13:51:02 * Henzell hands dpeg_ a cup of café au lait, brewed by Cerebov. 13:51:02 Eronarn: no, this is not funny 13:51:17 Chei is fine imo apart from the fact that potions of slowing do nothing 13:51:21 You are wiping away a lot of effort with a single remark. 13:51:26 That's so long as he still dosen't care about a transmutations 13:51:29 M-Kaibigan: what about limited-slot races 13:51:31 If he starts caring about those then I'd have a problem 13:51:45 oh and the not caring about transmutations is a problem imo 13:51:48 Then instead of ponderous he should just passively slow you down 13:51:59 greensnark: FooTV is stuck, possibly a broken ttyrec; those happened before I switched to termrec 13:52:02 chei doesn't strike me as one to be a-okay with speedy batform 13:52:03 Then transmutations don't become a problem, since you're slow poke anyway 13:52:11 Passive slowing! 13:52:11 dpeg_: sorry, i don't like chei conceptually at all, and the implementation bothers me even more 13:52:13 * doy agrees with monky 13:52:23 Well 13:52:26 i'd rather see time spent on chei spent on some other god 13:52:26 Eronarn: it is still careless and arrogant, in my opinion. 13:52:29 i like chei conceptually, i just think the implementation needs a lot of work 13:52:32 joosa: Restarted 13:52:38 I'll never play chei again probably 13:52:43 greensnark: Thanks 13:52:44 If a player has no escape options 13:52:48 Other than burning teleport scrolls 13:52:51 There's a FooTV bug that causes it to react poorly to broken ttyrecs, I should fix that sometime 13:52:51 But someone was willing to code Cheibriados and it was not someone of the devteam. 13:52:55 Then Chei isn't enough of a buff 13:53:42 M-Kaibigan: chei just requires more careful play 13:54:00 Extremely careful play 13:54:07 dpeg_: i do appreciate that chei was coded, and definitely kudos for that; but the work required to implement something isn't alone enough to say that something is worthwhile 13:54:10 With full ponderous if you take one step that monster is likely to attack you 6 - 8 times 13:54:39 Folks are generally too lazy to even discuss proposals (using the wiki). :( 13:54:43 Chei needs some movement options for the player 13:54:54 dpeg_: All proposals are birthed mostly from IRC chat 13:55:03 M-Kaibigan: I disagree. 13:55:12 M-Kaibigan: um... you realize this IRC is a recent invention, right 13:55:19 All of b0rsuk and Lemuel proposals don't, for example. 13:55:21 also we didn't used to have the wiki 13:55:31 IRC is much faster than the wiki at establishing new ideas 13:55:45 Wiki lock makes discussion on their impossible 13:55:48 Without waiting five minutes 13:55:58 M-Kaibigan: but not in fleshing them out, which is exactly the problem you are complaining about: lack of polish. 13:56:00 M-Kaibigan: let me blow your mind: crawl development used to occur largely via mailing list 13:56:09 Eronarn: I don't care 13:56:09 You don't get more design polish from IRC chats. 13:56:23 you should probably care about historical perspective 13:56:30 it's kind of important! 13:56:43 Someone could spend 30 minutes fleshing out their idea, and after one comment realise it's wrong/foolish/stupid 13:56:50 M-Kaibigan: what are you going for here 13:56:52 When in IRC they'd have only spent a few seconds :3 13:57:20 it would be good if people spent more time fleshing out their ideas before spamming ##crawl-dev occasionally 13:57:45 by: yes 13:57:59 The wiki just seems to move really slowly, for me 13:58:10 I must say I don't think recent work should be safer from removal than old work, though 13:58:13 I check recent changes a lot and only see like, one change 13:58:19 M-Kaibigan: most ideas are average or plain bad 13:58:35 and even for good ones, it takes time and effort to distill into something good 13:58:44 :< 13:59:06 In an ideal world you'd have people implement all these ideas and display them to you in a video right 13:59:09 Cheibriados has a completely new (hilarious/insane, as you like it) approach. The god is playable and can be won with. 13:59:17 Very playable 13:59:21 Very winnable 13:59:21 M-Kaibigan: slow isn't always bad 13:59:31 dpeg_: seriously though, what's up with ashenzari? :) 13:59:35 I played Chei you know :< 13:59:35 slow gives more people time to respond 13:59:44 Slow significantly aids stealth 13:59:44 M-Kaibigan: i mean in terms of discussion speed d: 13:59:49 Oh right 13:59:50 Heheh 14:00:18 But it's annoying when you have an immediate response to some (bad idea), and the page is locked by some person, who isn't even adding anything D: 14:00:37 Then you forget your response and go back to playing crawl 14:01:02 As with anything, the god is not perfect. Instead of asking for removal (unless you think the basic idea is flawed), how about some analysis? And then some proposals?? With numbers??? 14:01:21 With numbers @_ @ 14:01:41 Eronarn: the patcher has code for most abilities. I didn't push for 0.7 since our plate was full and people didn't react angrily about the Div removal. 14:01:44 Anyway, how do people scum Chei piety, and why would they 14:01:53 When it doesn't even decay, and you're *meant* to be wearing his armour 14:01:56 M-Kaibigan: if you can't in practice wait 5 minutes to post your idea, maybe you should reevaluate whether it should be posted :P 14:02:16 the stats and resists don't make any sense to me. it feels like chei's invocations were implemented and people ran out of ideas so the stats and resists got stuck on to make the god attractive. 14:02:19 dpeg_: neat! i hadn't heard anything about him in a long while, but he's still my favorite god proposal 14:02:24 * M-Kaibigan uses the wiki. 14:02:42 personally I like Che's theme and the abilities; I'm not too happy with the piety gain, ponderous, stat/resist thing 14:03:06 M-Kaibigan: be aware that the wiki is not (just) a survey -- saying "like this" or "don't like" on topics. We need better input for a better game. 14:03:09 but I think I've put enough effort into thinking and talking about that :) 14:03:20 * doy agrees with by 14:03:31 Yes, I think I agree. 14:03:38 dpeg_: All my responses go in-depth 14:03:52 But I also think that we will get good ideas over time, when people had the opportunity to play and analyse Chei. 14:03:53 A response without justification is not a response, imo 14:04:03 Anyway 14:04:07 Going to add my thoughts on che 14:04:08 i 14:04:17 a response without justification by someone who's judgement you trust can be quite useful 14:04:36 And because I think that the basic concept of Chei is workable and actually awesome, a god in the game is much better for moving than a plain proposal in a wiki page. 14:04:52 by: yes. But we know who they are :) 14:06:30 chei is a good concept; but he's underpowered 14:07:03 casmith789: sure? 14:07:10 See 14:07:11 which half? 14:07:12 You guys are still discussing :< 14:07:13 Players were raving about how overpowered he is? 14:07:16 But I'm using the wiki 14:07:20 He's pretty powerful 14:07:27 But them, they were also complaining that Fedhas is underpowered :) 14:07:44 oh the underpoweredness? No, I'm not sure. But, I do think he is. 14:08:23 i still hate where fedhas is right now :( 14:08:26 feels so close, but just slightly off 14:08:46 my fedhas test run had two issues 14:08:59 a) the power of MfCr was almost so high fedhas wasn't that needed 14:09:04 b) never found faith :( 14:09:38 I used Fedhas to good effect with Ogre casters. Didn't win with them but reached Vaults, for example. 14:09:54 -!- MadCoyote has joined ##crawl-dev 14:10:02 ended up dying on an ancient lich that pretty much killed me in one turn 14:10:15 (with his summons) 14:12:10 can i stick new invocation ideas on the chei page 14:13:28 sure, why not? 14:14:20 well wasn't sure if such plans were part of the agenda 14:14:55 I think not, but creating a section with other invocations ideas wouldn't do any harm I think 14:15:38 greensnark: yup, working now, thanks(: 14:17:37 Mu_: yes, of course! 14:18:37 I don't really buy the too weak/strong arguments. In most cases, it is trivial to make something weaker or stronger. 14:21:41 dpeg_: surely gods should be balanced? 14:22:06 casmith789: yes, I am not saying they shouldn't 14:22:23 But saying "foo is too weak, let's remove" is silly. 14:22:28 oh sure 14:22:32 let's remove is a bad argument 14:22:41 We are tweaking gods all the time. 14:23:24 yes, I thought you meant "chei is a good concept; but he's underpowered" was a bad argument 14:24:01 no, that is a good point 14:26:12 Why does the chei page have these horrible sections anyway 14:26:14 "Other" 14:26:16 Instead of "Abilities" 14:26:21 Way too congested 14:26:27 Going to move some stuff 14:27:35 but much more than that statement I'd like (a) why you think it is underpowered (there are other opinions) and (b) ideas how to repair that. 14:27:53 All that has to go on the wiki 14:32:09 (a) chei is not an easy god to switch from. If you're playing him properly you probably don't get two sets of good armour; so one ponderous set is what you're stuck with. Switching gods can be extremely beneficial. Secondly he does not give as many escape options; the "run away" option which helps so much is basically not allowed. This makes him worse than many other gods in tricky situations (which is where you 14:32:09 really want your god to help). Where his abilities are good; other gods have similarly powered abilities without such drawbacks. Finally he is specialised onto races who have all slots; this limits his appeal for other races especially when there are better choices available in many cases (makhleb, okawaru). 14:33:06 I'll put that on the wiki for you 14:33:33 I put things that I want on the wiki myself 14:43:53 I think that if there is a decent god proposal out there that fits with my religious vision and someone wants to start coding, I would always support it. (Both Fedhas and Cheibriados were not my inventions, but I took part in shaping them.) 14:45:07 Finished with the chei page 14:45:25 How much time did I spend editing hmmm 14:45:31 45 minutes 14:45:41 How long must I wait to get a response 14:45:46 A long time :< 14:47:39 dpeg_: twisted resurrection god! :) 14:48:29 M-Kaibigan: well if you need 3/4 hours, you can expect the next guy to take as long. :) 14:48:36 Eronarn: pro-po-sal! 14:48:59 You need to push more people to use the wiki 14:49:02 It'd be nice if more people used it 14:49:13 I used it today 14:49:20 :3c 14:49:25 I try to use the wiki but sometimes I just can't think of things to add 14:49:38 Immediately redirecting all FRs to the wiki is one way 14:49:46 dpeg_: after thesis proposal (2+ years from now) 14:49:59 * M-Kaibigan notices discussion of Chei wrath. 14:50:02 * M-Kaibigan starts editing. 14:50:06 Eronarn: hey, a god concept does not need 14 pages. 14:50:22 -!- g_cross has quit [Remote host closed the connection] 14:50:53 M-Kaibigan: we cannot edit if you block the page all the time! 14:50:57 A god concept with 14 pages sounds like a pretty nice god 14:51:23 no 14:51:24 Now I'm done 14:51:32 it should be simple 14:51:41 :< 14:51:45 The most complicated god we have is Nemelex and I would leave it at that. 14:51:53 xom! 14:51:56 I don't like neme :< 14:51:57 The details can be complicated, but the basic ideas should not be. 14:52:05 Without his cards you are nothing 14:52:09 A bit like Chei really 14:52:14 M-Kaibigan: it is a card god :O 14:52:38 I'd prefer a fortune telling god, that uses cards 14:52:39 :V 14:53:04 But we inherited a working Nemelex from 4b26. 14:53:05 "I predict that you will find great treasures in the next dungeon level." 14:53:22 "Look out for Sigmunds." 14:53:45 "Beware, the ides of March...." 14:53:47 There will be the Div god. 14:54:28 What's this weird stealth god 14:54:37 heh, "working" 14:54:42 4b26 nemelex was ridiculous 14:54:45 there are a lot of weird stealth gods on the wiki if I recall 14:54:54 hmm, just noticed I accidentally changed the "Encumbered" status light to "Burdened" (burdened is what it's called in @ and %) 14:55:17 fix, or leave at Burdened? 14:55:19 That miffed a bunch of players by the way heh 14:55:22 Fix please :< 14:55:33 i'd prefer it to be consistent 14:55:38 miffed why? 14:55:42 It will take some getting used to 14:55:49 It just looks weird at the moment I guess 14:55:54 Probably it's fine to keep it 14:56:29 Chei should like it when you're burdened, right 14:57:05 by: your choice, either way is fine 14:57:14 Slouch needs a visual effect by the way 14:57:22 Encumbered indicates that it's a bad status... 14:57:23 It's too expensive not to have one :3 14:57:45 by: so is maybe a tad better in that regard 14:58:10 Burdened also has the exact same meaning 14:58:13 doy: you know what I mean. Nemelex was a mess interface and balance wise, but there was a working concept (theme, items). 14:58:39 dpeg_: true enough 14:58:57 -!- valrus has joined ##crawl-dev 15:00:59 -!- eith_ is now known as eith 15:06:40 Going to see what chei is like with passage of golubria 15:06:42 Must be good 15:11:08 FR: show the scroll label in the message log, i.e. "As you read the scroll labeled FOO BAR, it crumbles to dust." 15:11:26 Good FR 15:11:55 I just read two scrolls that asked for target, and now I don't remember which way they were :P 15:14:20 Heheh 15:33:25 by: still here? 15:33:33 yes 15:34:01 by: regarding the god greetings, should I just change the two messages and that's it? 15:35:00 if they're good, sure 15:35:04 Saved game locked - unable to continue playing using the locked save (https://crawl.develz.org/mantis/view.php?id=2536) by hayenne 15:36:00 just saw it's something with flavour messages which I thought would be in your area 15:36:14 by: okay, will do 15:39:00 * doy points to my termcast 15:40:53 03doy * r3f0505ce1b6b 10/crawl-ref/source/colour.cc: don't assert on redefinition of lua colours 15:41:06 03doy * rbfd030a493cc 10/crawl-ref/source/l_colour.cc: use dlua, not clua, for colour stuff 15:41:08 03doy * r9db4e58ea480 10/crawl-ref/source/l_dgn.cc: add lua function to access the vault containing a coord 15:41:08 03doy * rf3924a66934f 10/crawl-ref/source/l_colour.cc: use lua_datum rather than dump/load for the callbacks 15:41:08 03doy * r689ea70b32b1 10/crawl-ref/source/dat/des/branches/pan.des: make pan_disco_hall more disco-y 15:41:19 or just place pan_disco_hall and try it yourself 15:41:20 (: 15:42:31 showmeshowme 15:42:45 Hahah, nice 15:42:57 I just had that in my recent game 15:43:17 But it was just a random mess :( 15:43:31 yup, i think it looks better this way(: 15:43:48 and i figured that a more in-depth example of how to use the new colouring stuff would be helpful 15:44:31 doy, the disco queen :) 15:44:46 FR: disco vaults 15:47:42 I guess one disco is enough 15:47:57 03dpeg * r950423781d56 10/crawl-ref/source/main.cc: New greetings for Y and O (RoboCicero, #112) 15:48:25 joosa: yes 15:48:40 03doy * r72fda85c7cbe 10/crawl-ref/source/dat/des/branches/pan.des: fix up the disco ball a bit 15:48:45 :) 15:48:58 damn, it was MarvinPA's patch :O 15:49:02 Hope he doesn'tmind. 15:49:06 i imagine the disco ball will need a tile, i'm sure someone will get around to that 15:50:51 also, the colour patterns for the disco hall are quite easily extensible, if anyone wants to add more (i only coded three to start with) 15:52:46 its looks damn nice! Except for the "8" in the middle, that is. 15:52:58 the 8 is the disco ball! 15:53:02 maybe i should make it an 0 15:53:03 (: 15:53:04 but changing that would require a whole new feature :( 15:53:17 i guess you can't just randomly change glyphs though 15:53:40 -!- Pseudonut has quit [Quit: Computer went to sleep] 15:54:15 Need a unique who's goal is to go to the disco. 15:55:17 "Do you know if the underground has good acustics?" 15:55:23 (: 15:55:30 btw, what's the best way to see our Mantis performance? 15:56:03 -!- murphy_slaw_ has joined ##crawl-dev 16:05:41 it's just two disco balls hanging off the same bit of wire. i'm sure i've seen that before. 16:05:53 by, doy: it looks like we have the source for most unexplained save corruptions on CAO/CDO -- the ones with no crash, but the save is bad on reload 16:07:03 I can't access CDO's chroot, but I see that on disconnect, sometimes the crawl process survives, even with CDO losing track of it 16:10:22 so cdo bug, or bug with our hup handling? 16:11:04 -!- Pseudonut has joined ##crawl-dev 16:11:59 aah, here it is... 16:12:01 22370 dgl 20 0 58236 12m 5448 R 100 0.3 655:11.97 crawl-svn-96b6a 16:12:21 her process is alive and well, gorging itself on the CPU 16:12:56 can you attach with gdb? 16:13:09 I've had crawl processes not wanting to die in the crash handler before 16:13:29 i.e., some assert, and then you have plenty of time to attach to it with gdb 16:13:41 thought that was a mac-only issue though 16:13:42 it's uid 2002, the shell login is crawl (1010) 16:13:58 Napkin! Naaaaapkin! 16:14:18 coming 16:14:18 Napkin: You have 1 message. Use !messages to read it. 16:14:25 Napkin: woh! 16:15:12 Napkin: could you please attach gdb to hayenne's stuck process, or at least force a core? 16:15:18 what signal was best again? 16:15:24 SEGV? 16:16:20 gdb would be safest, as that won't kill it -- unless you think the core dumping settings work 16:16:27 gdb) bt 16:16:27 #0 0x000000000092719a in match () 16:16:27 #1 0x000000000092b5a6 in pcre_exec () 16:16:52 oh, good to know 16:17:04 http://pastebin.com/tib8iGzP 16:17:08 oh that's interesting 16:17:09 anything more you are interested in? 16:17:30 _handle_conflicting_mutations 16:17:53 or is that enough? 16:18:57 !rc hayenne 16:18:57 http://crawl.akrasiac.org/rcfiles/hayenne.crawlrc 16:19:21 kilobyte? kilobyyyyyyyyte! ;> 16:19:22 I think it is... perhaps you might have entered frame 3 (by "down" or "up", I forgot which) and did "print imsg", but that's not vital 16:19:56 "f 3" 16:20:14 gdb) up 16:20:14 #3 0x0000000000715899 in prepare_message (imsg=@0x7fffffffb1d0, channel=MSGCH_MUTATION, param=0) at pattern.h:121 16:20:18 121 return valid() && pmatch(compiled_pattern, s, length); 16:20:20 (gdb) print imsg 16:20:23 $1 = (const string &) @0x7fffffffb1d0: {static npos = 18446744073709551615, 16:20:25 _M_dataplus = {> = {<__gnu_cxx::new_allocator> = {}, }, 16:20:28 _M_p = 0x11e11f8 "You feel rather odd for a moment."}} 16:20:31 --- 16:20:41 -!- murphy_slaw_ has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 16:20:48 thanks! 16:20:55 no sweat 16:21:00 i can kill it now? 16:21:27 sure; especially if it's SIGABRT, SIGSEGV or their ilk 16:21:55 hayenne (L19 DSTm) (Vault:2) 16:22:02 SEGV was enough 16:22:09 back to series ;) 16:22:10 o/ 16:22:22 sorry for interrupting 16:22:29 no problem at all 16:22:42 thanks for letting me know about the hogging process, actually :) 16:23:48 doy: the rc in question is http://crawl.develz.org/configs/trunk/hayenne.rc 16:24:03 yeah, looking at that one now 16:24:12 but don't see anything out of the ordinary 16:24:26 it could be looping in handle_conflicting_mutations? 16:25:13 we don't have the message history, do we? 16:25:22 Kraken won't create tentacles when in a single square of water (https://crawl.develz.org/mantis/view.php?id=2537) by OG17 16:28:30 messages end with "Save game and exit? " 16:29:16 by: yes, my guess it's the loop at mutation.cc:1832 16:29:41 the robust/frail part doesn't force mutation deletion 16:30:14 yes, 1832 16:31:45 I guess the character has three levels of mutation resistance as well 16:40:27 Make Invisibility level 5 (https://crawl.develz.org/mantis/view.php?id=2538) by minmay 16:41:05 the loop is reproducible on a DS gaining robust while having frail and mutation immunity 16:41:44 kilobyte: can you tell whether those mutations (the triple genetical stability in particular) were present? 16:42:05 lua_marker::read error: dlua_chunk: bad header in precompiled chunk 16:42:09 ghrmblah 16:42:26 that's your system lua, right? 16:42:32 yeah 16:42:44 rebuilding with BUILD_LUA=y as we speak 16:43:39 really, we shouldn't have any non-trivial infinite loops like that 16:44:41 by: "Your current mutations are irrevocably fixed, and you can mutate no more." 16:44:51 this is the sort of thing that's why we do things like "while (tries++ < 300) {...}" or whatever 16:45:21 yay 16:45:33 she does have demonspawn claws:2 augmented to claws:3 by a random mutation 16:46:19 in this case, a try counter would be wrong. We want to force the thing. 16:46:37 well, yes 16:46:45 i'm just saying as a general rule 16:47:17 we shouldn't ever be doing "while (some_complicated_function() != 0);" 16:54:04 so if crawl runs to such a loop, is it ok that cdo didn't kill it? 16:56:00 it's not supposed to know when to kill Crawl, but it's supposed to be able to kill it when requested (either by a reconnect or SIGHUP) 16:58:18 -!- blue_anna has joined ##crawl-dev 16:58:59 how do you specify unrands in des? like it says unrand:item_name like "unrand:singing_sword" -- but where di they get singing_sword from? 16:59:32 ass opposed to "Singing Sword" in the art.data.h 17:00:29 lower case and _ for space? 17:04:40 "...which I think may be the game's weakest fundamental mechanic" 17:04:52 OG17's speech is full of rhetoric maneuvers like this 17:05:10 "the worst branch", "most annoying interface" etc. 17:05:24 speaks like a politician, I hate it 17:06:16 03by * rf8e1847ba71a 10/crawl-ref/source/mutation.cc: Fix a demonspawn mutation loop. 17:07:29 violetj: ? 17:07:54 blue_anna: does it work? 17:08:12 Oh, I just identified to chanserv. It must have me still on auto-op here, from back when the ops were copied from ##crawl. 17:08:33 I thought I said something offensive and you were preparing the punishment :) 17:09:00 nah 17:09:50 dpeg: perhaps I actually think that something is the worst branch, most annoying interface, worst mechanic, etc? 17:09:56 -!- eith has quit [Ping timeout: 258 seconds] 17:10:05 03by * rc1fd5e769c72 10/crawl-ref/source/mutation.cc: Make perma_mutate() safer against looping. 17:10:13 OG17: the point is, that adds nothing to the discussion 17:10:17 and just gets people angry 17:10:24 it's very counterproductive 17:10:28 why are people getting angry 17:11:30 it makes it sound like you have no interest in discussing things 17:11:36 everything is going to have a worst aspect by definition 17:11:42 dpeg_, I think no 17:11:47 I mean I think yes :) 17:11:53 ha, I sure write a lot for someone without interest in discussing things 17:12:31 and I think "I don't like crawl's basic speed mechanics" is rather important to my position there, specifically 17:12:42 OG17: it suffices to state that "mechanic foo is bad", there is no need to write "foo may be the worst mechanic" 17:13:14 If you think it _is_ the worst, then you would write "foo is the worst mechanic". But that'd be too strong a statement, so you qualify with "may" and it becomes pointless. 17:13:26 no, I just don't want anyone nitpicking over it 17:13:40 you seem to be failing at that, so d: 17:13:43 My main problem is that it sounds exactly like a politician. 17:13:45 ha, yeah 17:13:50 Not an agreeable comparison, you will admit =) 17:13:51 I'm clarifying that it's my opinion 17:13:56 sure :) 17:14:23 how do you set the feature description for an altar? 17:14:24 OG17: whether or not you think it's the worst mechanic really has no relevance to the discussion 17:14:28 that's the main thing 17:14:34 We didn't assume the ATTACK & MOVEMENT SPEED UNIFICATION LOBBY paid you :) 17:14:59 doy: well, if you tell me that foo is the worst aspect of the game, I will listen. 17:15:10 Why not create a unique who is the worst mechanic? ;) 17:16:42 it'd be hard to explain why I don't like speed without saying that it's bad 17:16:54 and I really don't like speed because I think it's the worst thing 17:17:04 17:12 < dpeg_> OG17: it suffices to state that "mechanic foo is bad", there is no need to write "foo may be the worst mechanic" 17:17:29 it's just strengthening the position, I don't really understand the objection 17:17:34 why? Crawl's speed system is pretty good. I hate games with constant-size turns. That's good for chess, not for a roguelike. 17:17:39 it's not strengthening anything 17:17:43 I can try to avoid it, though 17:17:46 it's just you asserting something irrelevant 17:17:54 "this is what i think could be improved about speed" 17:17:58 is much more productive 17:18:15 tacking "because speed is the worst mechanic" onto that doesn't add anything 17:18:18 and just irritates people 17:18:22 in fact, having most monsters unrandomized speed 10 is a problem 17:19:22 also, as I am pointing out in a reply (on the wiki) right now, the speed system is not really fundamental to Che 17:19:48 The basic point is that you trade tactical inflexibility (slowness) for god power(s), 17:19:57 and we can always make the latter relevant enough. 17:21:20 Chei's design has many glaring downsides, but this part, trading slowness for powers, is good. 17:21:51 and it should be emphasized rather than unificated away 17:22:13 it's not really slowness, though. It's slow walking - offense is largely unaffected, and there's ways to get around the movespeed 17:22:21 kilobyte: what are the glaring downsides? (serious interest here :) 17:22:39 OG17: still a conduct 17:22:51 as you can see every time players discuss the naga species 17:22:55 yes, but the biggest effect is "don't haste" 17:23:04 not really true at all 17:23:20 dpeg_: like, crippling non-spoiled players by not giving most of the stat boost if they don't fill _all_ slots with ponderous 17:23:36 doy: slower movement is worse than faster movement (I know that nagas rock, don't have to tell me :) 17:23:37 the jump from 4 ponderous to 5 is huge 17:23:49 has anyone come up with a solid idea regarding limited-slot races here? 17:23:55 while there is hardly any cost to the player 17:23:57 dpeg_: i was referring to "the biggest effect is 'don't haste'" 17:24:11 kilobyte: yes, I will readily admit that we (or I, rather) added the stat boosts quite late. I just wanted to make sure that extreme slowness is worth it with Che. 17:24:12 what really matters are jumps from speed<10 to 10 and from 10 to >10 17:24:37 doy, of course, but it's only an issue if you're moving 17:24:53 kilobyte: I am absolutely open to ideas in this regard. If you tell me that Che is okay without the stat boosts, I am most happy. Wasn't sure before the 0.6 release. 17:24:55 dpeg_: I don't blame you since a bad fix is still better than no fix at all 17:25:01 hehe 17:25:44 OG17: which you typically are, if you're playing tactically pretty much at all 17:25:46 I am also pretty sure that more thematic boosts could be found (stats always work) but they have the great advantage that players see the effect right away: ASCII dope. 17:26:00 dpeg_: there are conflicting opinions. Most of ##crawl says that Che is the worst god while that /b/-like forum claims he's overpowered :p 17:26:09 haha 17:26:17 Usually, this is a good sign. 17:26:24 dpeg_: if there are claims for both, this means the balance is roughly right 17:26:26 yeah 17:26:38 listening to groups of people together usually isn't incredibly productive 17:26:46 you get a lot of people just following the crowd 17:26:54 Also, I have learned from the Zin debacle. New gods should be powerhouses. Psychologically easier to nerf than to boost. 17:27:23 toe-to-toe with a monster, a "slow" player isn't any different than a normal one. Chei makes you change your tactics to avoid movement, basically 17:27:31 which is fine in itself, it's an interesting idea 17:27:34 by the way, who's going to take on the heavy armour issue for 0.8 17:27:41 we need to get that started as soon as possible 17:27:47 doy: not me, I screwed it up enough for 0.7 :( 17:28:06 if we follow through that plan to nerf haste and most endgame monsters, Che will receive a huge boost... but still not one good enough to let us remove that massive +15 to all stats 17:28:13 huh? 0.7 is a marked improvement to 0.6 17:28:26 anyway, I'll try to state things more mildly 17:28:27 Although I can perhaps tell what I learned so far (for example, that we should probably boost GDR, this will make heavy armours matter ultimately) 17:28:38 casmith789: I screwed it up for 0.6 then. 17:28:45 -!- dpeg_ is now known as screwpeg 17:28:57 :p 17:29:16 OG17: that will be good. Your comments are often interesting but they read like a lawyer commenting on design. 17:30:54 I'm one of more abrasive people here, but indeed, you pass me over by a large manner. It's just the manner you speak though, the ideas often have some insight (and often not, but that's the case for all of us). 17:31:47 * screwpeg assumes that OG17 attends law school. 17:32:31 ha, no. Philosophy/psych BA 17:34:46 law school is for successful people 17:35:47 that depends on the notion of "success" 17:36:50 well, screwing every other member of the society is what gets rewarded the most 17:37:03 hooray phil/psych! 17:37:07 only if you pull it off :P 17:37:13 Linley studied law :) 17:40:59 one thing that would be nice with armor fixes: if there were a reason to wear any given armor, beyond 'it's the heaviest i can wear and still cast this' 17:43:57 what's wrong with that? 17:44:57 early on, you may lack the weapon skill to maintain a good to-hit, but that's not a problem with exec axes and plate by the time you enter Lair 17:45:28 you don't want to wear the heaviest armour you can still cast in though 17:45:40 you generally want to wear the lightest armour regardless, which is the problem 17:45:53 casmith789: well, this is a temporary problem 17:45:55 kilobyte: it's nice to have an array of meaningful options 17:45:56 EV >> AC 17:46:02 Yes. 17:46:08 if you skip spellcasting and stealth, not wanting to wear scale/chain makes sense 17:46:42 just like a hand axe is not a reasonable option except during early game 17:46:46 I don't mind that a given character (say, chosen weapon and spell set, if any) will prefer some type of weapon. It would be cool if among all possible builds, a large array of armours was used. 17:46:53 kilobyte: yes 17:47:00 weapons are a similar issue though 17:47:14 We know it. 17:47:19 scale = starting armour, hand axe = starting weapon. Unless you get an über randart, you're not going to use either later on. 17:47:29 it's fine if a hand axe is really 'starting only', but it would be nice if the auto-choice weren't 'biggest acc penalty weapon you can find' 17:47:35 Actually, weapons are more of a problem than armours (apart from the fact that EV is currently way too strong.) 17:47:50 I guess that to-hit will matter more in the future. 17:48:00 screwpeg: indeed; they're related issues anyways though 17:48:03 I like lighter faster weapons 17:48:12 Eronarn: if high-end weapons stop being better than low-end, why would anyone bother upgrading? 17:48:23 kilobyte: why are you thinking of them as 'high-end' and 'better'? 17:48:34 they're 'high-end' because, in the current weapon system, they're better 17:48:46 they're rare, they're hard to get. 17:49:03 you have to actually work to get them, as opposed to the free hand axe 17:49:24 imo the best items are the highest damage 1H weapons at the moment 17:49:29 if hand axes would give you the same damage output, no one would feel any excitement about getting an exec 17:49:31 (1/1.5) 17:49:45 i'm not saying hand axes should give you the same damage output :P 17:49:58 i'm just saying that it's boring to have a progression where you're always just picking up the next biggest weapon 17:50:07 casmith789: yeah, that's because EV is good but unreliable, and AC outright bad, so you want protection 17:50:21 wait, what? 17:50:34 it would be nice if it were more of an active comparison in deciding whether to use a given weapon 17:50:35 AC is good 17:50:59 casmith789: 00:45 < casmith789> you generally want to wear the lightest armour regardless, which is the problem 17:51:03 yes 17:51:09 but that doesn't restrict your AC 17:51:30 +8 RoR gives you 9 AC! 17:51:37 yeah, Ozocubu + rings + randarts give you almost as much AC as heavy armour 17:51:51 well ozo's isn't that great lategame 17:52:40 without boosts, even with everything enchanted to the top, you still get only 15 AC total with everything enchanted to the max, including +8 robe 17:53:03 it would be nice to introduce more attacks that discriminate between ac/ev/sh in terms of defending against them 17:53:05 well it's likely you will have boosts 17:53:22 casmith789: orbs of fire, Geh, Cerebov's level... except for that, fire damage is not that ubiquous 17:53:44 it is pretty ubiqitous late D and V I find as well as zot 17:54:17 yaktaurs like flamebranding their arrows 17:54:45 recasting it is a single turn, so you kill that fire-based drac, recast and continue killing the rest in the corridor with full AC 17:55:15 normally it isn't worth the mp 17:56:32 uhm, 3 mp for a great boost? If your ice skill is bigger than say, 5, it's definitely the way to go. 17:56:48 and it lasts long, unlike, say, Regen 17:57:58 I like ozocubu's armour, sure. But generally I have 0 ice unless I am playing an IE, or found throw icicle early. The spell doesn't seem that great to me lategame in 0.7, that's all. 18:00:42 of course, you're not going to use Sticky Flame or Firestorm with 0 fire either 18:01:02 most characters are so strong at that point it doesn't really matter if they use a specific buff or not 18:01:52 ozocubu's armour is a good buff early game. But apart from IE it's rare to get. 18:02:16 This is why I don't really factor it into calculations involving light armour. 18:03:26 I do put most of the blame on the randart lottery 18:03:46 like that char of mine with 28 natural EV, 65 after randarts 18:05:04 so it doesn't matter if you wear light or heavy, it matters if you got +AC or +EV randarts 18:05:17 yes 18:05:31 and that was with Trog not Oka, so no armour acquirements either, just regular finds 18:05:37 currently, stat and AC/EV boosts are on the same scale, but that is not okay 18:05:39 let's just remove +AC from artefacts (except robustness) 18:05:55 and +EV 18:06:16 (or limit to say +3) 18:07:21 by: limiting is more interesting, in my opinion 18:07:35 also, plain rings of AC can stay, but you intended that... 18:07:56 Robustness has no +AC boost, it's a regular +8 ring of protection 18:09:09 yes 18:10:13 having each randart still provide +3 AC/EV would give you up to +30 AC/EV 18:10:59 Autopickup not reactivated when melded SInv item unmelds (https://crawl.develz.org/mantis/view.php?id=2539) by minmay 18:11:09 so I'd go the whole hog and either disable them completely or make +AC give +Armour instead so we don't have that 958372395 AC light armour chars 18:13:57 -!- Pseudonut has quit [Ping timeout: 260 seconds] 18:14:42 kilobyte: I believe that we can afford to gradually decrease here 18:14:58 also note that absense of +AC on randarts will make other properties more common 18:15:08 in a sense, AC+1 would be the strongest nerf 18:15:12 -!- screwpeg is now known as dpeg 18:16:01 And I would like to have AC and EV treated symmetrically. 18:17:40 having +AC items give +armor instead seems really weird to me 18:18:37 i think it'd be pretty difficult to resolve the situation without making armor give massively more base +AC, though 18:18:55 I think skill boosting items are an interesting idea, but using it one specific situation like this doesn't sound so good 18:18:59 my char would lose +9 EV, down to 54 EV with base 28. 18:19:36 which is still nearly double what it should have 18:20:06 the best thing might be to make heavy armour give more AC again, and then to scale down AC for damage reduction purposes 18:20:16 kilobyte: reducing amounts of AC/EV from randarts is fine 18:20:41 We can also deny them outright, although I think restricting to -4...+4 might be okay for a start. 18:21:17 by: scale down AC for damage reduction? 18:21:40 just put 2*AC/3 where AC is now 18:22:25 that would make artefact +AC, armour enchantment weaker relative to armour base AC 18:22:42 dpeg: one issue with restricting is that you will end up with possibly boring items; if the distribution is just shrink to 1-4, that'll make +/- 1 EV/AC very common 18:22:57 and tbh, that's just not exciting at *all* 18:23:16 the 0.6 AC nerf has narrowed the gap between heavy and light armour, and restricting artefact +AC does little to help with that 18:23:30 looking at that specific char, capping +EV to 4 would make total EV 59 18:23:58 by: i think base AC - and base EV/acc penalty! - needs to be very important for armor choice to feel meaningful 18:24:35 kilobyte: okay, if you will propose removal of AC/EV outright, I wouldn't object. 18:24:53 it should really take a lot of work for someone in robes to be as durable as someone in plate armor 18:25:04 by: your proposal sounds good, but is functionally close to dpeg's boosting GDR 18:25:07 GDR can do that 18:25:26 if we give GDR a different formula maybe 18:25:30 and GDR should be governed by base AC of the body armour 18:25:42 by: I think we have improved GDR twice 18:25:57 but, as syllogism keeps pointing out, it was absolutely marginal when we started 18:26:00 so we have more to go 18:26:22 hrm, I really should have written than morgue parser... we could get some stats on EV/AC people had in real games 18:27:22 dpeg: I'm thinking if we have enough randart properties, or if we should add something else in return 18:29:10 kilobyte: I think there is enough to remove two properties 18:29:33 There should be a list of proposals for new ones... could also take two good ones from there. 18:31:25 personally I'm not sure it's a good idea to keep making relatively small changes 18:32:21 anyway, sleep 18:34:07 by: on AC? 18:34:34 by: the 0.6 attempt tried to do it in a big, sweeping move 18:36:52 I don't think the point is that the randart property removal will solve the problem. It's just one aspect. 18:36:58 anyway, sleep too 18:37:02 -!- dpeg has quit [Quit: leaving] 19:07:27 I added a tomb to dwarf hall :) 19:08:06 Shadow creatures is the best spell ever 19:08:42 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:10:08 -!- xyblor has quit [Ping timeout: 245 seconds] 19:22:03 -!- MarvinPA has joined ##crawl-dev 19:39:50 due: you should check out the new pan_disco_hall, i think you might be able to do some interesting stuff with this new functionality(: 19:43:54 03doy * r8adcbc1eb546 10/crawl-ref/source/item_use.cc: only print id message for stasis if it was previously unided 19:45:54 03kilobyte * r58291d7c4525 10/crawl-ref/source/package.cc: Skip an assertion when crashing down. 19:47:11 doy: i shall! 19:47:32 -!- xyblor has joined ##crawl-dev 19:49:00 -!- valrus has quit [Remote host closed the connection] 19:55:25 -!- Textmode has joined ##crawl-dev 20:02:32 03doy * rad545252c7ef 10/crawl-ref/source/dat/des/branches/pan.des: add another pattern for pan_disco_hall 20:03:28 does it work in tiles? :) 20:03:37 likely not 20:03:38 (: 20:03:41 calas 20:03:51 i'm sure some enterprising tiles dev can fix that though! 20:03:58 not me! :D 20:04:02 not me! 20:11:26 Are you guys going to change Fatig to Fatigue 20:11:47 fire-themed zig floors: amazing 20:11:58 -ly evil 20:12:17 just wait till we enable holies 20:12:39 :( 20:12:48 doing a Zig with a mummy/Vp? Muahahahaha. 20:13:05 kilobyte: Those levels are easy! 20:13:09 When you have scrolls of torment at hand 20:13:16 would it make sense to retune zigs a bit so the earlier levels are either more forgiving or less likely to give you a really really dangerous monster set? 20:13:19 Or just plain kiku torment 20:13:25 Mummy/Vp becomes invicible 20:13:46 since otherwise nobody will do them except ubernagas, although i definitely like the idea of zigs getting harder than they are now generally :) 20:13:56 I say earlier levels give more drainable creatures 20:14:05 Just so that my Vp can satiate himself 20:14:16 with everything breathing holy flames or cleansing blasts at you, you die on the spot even before getting smacked by TSO's retribution 20:14:22 :< 20:14:31 What if it's got one of those vitrified walls in the middle 20:14:46 Or are these like, new holy monsters or something 20:14:47 D: 20:14:48 put on stasis and unwield that distortion 20:15:00 there's holy dragons and crazy weird things 20:15:09 ophanim 20:15:16 due: could we get a list of which holies are implemented and which not? 20:15:18 Need a god for undead that shields us from their weirdness 20:15:30 Or at least buff mummies in respect to the new holies 20:15:56 buff mummies in respect to big scary cockroaches on D:1 20:15:58 (and vampires too rite) 20:16:25 well mummies need buffing generally, i don't see that it needs to be possible for undead to make it through anything but really early holy zig floors though (unless they're super powerful or lucky or whatever) 20:16:35 since zigs are zigs 20:16:43 More MR 20:16:51 Less rF- 20:16:56 And speed 8 20:16:59 That would be acceptable imo 20:17:05 :/ 20:17:08 meh 20:17:27 And apts -1 with that speed 8 of course 20:17:28 ^ -^ 20:17:41 rF- is unique, I'd keep them. 20:17:43 @??mummy 20:17:44 mummy (15M) | Speed: 6 | HD: 3 | Health: 15-24 | AC/EV: 3/6 | Damage: 20 | Flags: 07undead, evil | Res: 06magic(20), 02cold, 03poison | Vul: 04fire | XP: 18. 20:17:52 speed:6 8) 20:17:59 Then 0 apts, and 100 XP 20:18:01 :v 20:18:42 kilobyte: sure 20:18:48 for speed, I'd expect mummies to be slower, not faster. Monster mummy speed is 16.6, compared to naga 14. 20:18:52 kilobyte: fully implemented: none 20:18:58 ;) 20:19:13 due: not even holy dragons and ophanim? What's left there? 20:19:36 oh 20:19:46 holy flames need balanced 20:19:50 as does the damage output of holy dragons 20:19:53 but you're right, they're done 20:20:50 unlike regular dragons that have no residual effect, holy dragons cover everything with blessed napalm that stays 20:21:15 mmm napalm 20:21:32 balancing is not really possible when there's no branch for them 20:22:32 yup 20:22:41 balancing for the rare encounter in the Abyss or for a Zig level can be done totally randomly... Zigs have Lair levels next to 20 pan lords. 20:22:45 @??ophanim 20:22:45 unknown monster: "ophanim" 20:22:49 @??ophan 20:22:50 ophan (05G) | Speed: 10 | HD: 15 | Health: 74-116 | AC/EV: 10/10 | Flags: 08holy, see invisible, lev, !sil | Res: 13magic(immune), asphyx | XP: 1852 | Sp: b.fire (3d24), holy flames. 20:22:59 <3 ophan 20:23:07 yeah, very true 20:23:13 @??ancient lich 20:23:14 ancient lich (16L) | Speed: 12 | HD: 27 | Health: 81-130 | AC/EV: 20/10 | Damage: 2013(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(504), 05fire, 02cold++, 10elec++, 03poison | XP: 10675 | Sp: b.cold (3d37), paralyse, greater demon, animate dead, iron shot (3d44), teleport self / b.draining (3d30), animate dead, summon undead, throw frost (3d13), crystal spear (3d48) / b.f.. 20:30:55 can we make them not speed 12 yet, thanks in advance 20:32:14 part of the haste nerf? 20:33:01 Eronarn: the plan is "a notch above 75% of current speed" 20:33:24 kilobyte: sounds good to me! :P 20:33:30 75% is 9, so speed 10 sounds about right 20:33:55 i am very, very, very anti-humanoid-monsters-having-weird-speeds 20:34:44 @??angel 20:34:45 Angel (16A) | Speed: 15 | HD: 12 | Health: 85-121 | AC/EV: 10/20 | Damage: 25, 10 | Flags: 08holy, see invisible, fly, !sil | Res: 06magic(128), 10elec++, 03poison | XP: 2087 | Sp: minor healing. 20:34:47 @??cherub 20:34:48 Cherub (16A) | Speed: 15 | HD: 12 | Health: 85-121 | AC/EV: 10/20 | Damage: 25, 10 | Flags: 08holy, see invisible, fly, !sil | Res: 06magic(128), 10elec++, 03poison | XP: 2087 | Sp: minor healing. 20:34:50 @??daeva 20:34:50 Daeva (08A) | Speed: 10 | HD: 14 | Health: 99-136 | AC/EV: 10/13 | Damage: 25, 10 | Flags: 08holy, see invisible, lev, !sil | Res: 06magic(149), 03poison | XP: 2890 | Sp: smiting (7-17). 20:35:04 yes, good example 20:35:36 Devs 20:35:38 there are some @ uniques that are <>10, too 20:35:42 Is there a way to change the text of somehting 20:35:45 Only affecting my game 20:35:56 M-Kaibigan: change code, compile yourself 20:35:59 M-Kaibigan: how uselessly vague 20:36:04 Such as 20:36:05 M-Kaibigan: on CDO, not sure 20:36:15 I want to change the antennae descrip to just be "You sense blah" 20:36:21 I don't like having antaennae :< 20:36:23 on my head 20:36:35 don't play DS 20:36:39 Meh 20:36:42 I guess it's kind of cute 20:36:48 just you wait until we get antfolk 20:36:55 Eronarn: Agnes has spriggan speed, uses the biggest sprigganable weapon, so this seems tempting to me 20:37:08 kilobyte: i don't mind agnes as much, oddly enough 20:37:13 because she's WAY faster 20:37:19 agnes is just absurd :o 20:37:23 what bothers me most is the ones that are 11 for no reason at all 20:37:25 @??frederick 20:37:26 Frederick (03@) | Speed: 10 | HD: 21 | Health: 159 | AC/EV: 0/10 | Damage: 27 | Flags: evil, spellcaster, see invisible | Res: 06magic(140) | Chunks: 07contaminated | XP: 5373 | Sp: mystic blast (3d25), b.cold (3d30), invisibility, animate dead, iron shot (3d36). 20:37:30 hmm 20:37:33 not him... which one is it 20:37:51 the only other irregularity I can recall is speed-9 norris 20:37:58 oh, psyche's 13 20:37:59 @??wiglaf 20:37:59 and erica's 11 20:38:00 Wiglaf (08@) | Speed: 7 | HD: 17 | Health: 140 | AC/EV: 1/10 | Damage: 42 | Flags: see invisible | Res: 06magic(113) | Chunks: 07contaminated | XP: 1742 | Sp: might, haste. 20:38:09 norris is 9 20:38:29 killer klowns are 15 20:38:39 Erica 11, Norris 9, Wiglaf 7, Agnes 18, Maurice 11, Nikola 9 20:38:53 oh right nikola too 20:39:04 I didn't know about maurice though 20:39:08 Agnes->Spriggan=i love you 20:39:17 monky: yeah, that's just it 20:39:18 those ±1 can be changed outright 20:39:23 you never would know unless you examined them 20:39:28 and even then you might not notice 20:39:33 if agnes doesn't get slower with the haste nerf she will be crazy :( 20:39:34 maurice being 11 is vaguely important though 20:39:39 why 20:39:47 @?maurice 20:39:48 Maurice (03@) | Speed: 11 | HD: 5 | Health: 60 | AC/EV: 1/13 | Damage: 9 | Flags: spellcaster | Res: 06magic(26) | Chunks: 07contaminated | XP: 463 | Sp: invisibility, blink, teleport self. 20:39:50 he can hit you and steal things when you run away 20:40:10 perhaps he can cast swiftness? 20:40:13 why is that important 20:40:29 his gimmick is stealing; other monsters have the gimmick of hitting you 20:40:31 backstabbing 20:40:34 Eronarn: it's more interesting that way 20:40:37 they don't get to go faster just so that they can hit you when you run away 20:40:47 * due gags Eronarn 20:40:47 Eronarn: one or two hits as you run away from most monsters is completely meaningless 20:41:03 stealing items isn't 20:41:34 doy: that's a really bad rationale to make a humanoid monster +speed, imo 20:41:47 gameplay > realism 20:41:50 every time 20:41:52 Can I get things to bleed from aux clawing? 20:41:59 it's a gameplay concern if almost all @s are speed 10 20:42:01 but then some of them aren't 20:42:37 not really 20:42:44 What do you mean by that 20:43:20 i mean that it's bad design to have monsters that look and act like other monsters, but are different in a way that is hard to perceive but also very important at the tactical level 20:43:38 the @ uniques certainly don't act like each other 20:43:44 they shouldn't anyway 20:44:19 "centaurs are faster than yaktaurs, what's up with that" 20:44:30 i don't see how this is a useful way to approach these things 20:44:43 i'd rather have more variety in speeds, not less 20:44:52 all centaurs are the same speed, though 20:44:54 as are all yaktaurs 20:45:23 -!- Pseudonut has joined ##crawl-dev 20:45:28 variety in speed is fine, but i'd rather not see it within-species 20:45:33 why? 20:45:42 all humans aren't the same speed in real life 20:45:47 mummies aren't the same speed 20:46:12 due: yes, and that bothers me too :) 20:46:32 doy: all crawl adventurers are the same speed barring magic, though 20:46:40 even ones with huge bulky str/dex 20:47:09 in fact it's kind of an important point in crawl that the only way you get speed is with magic or racial stuff 20:47:14 -!- blue_anna has left ##crawl-dev 20:47:25 compare this to ADOM where, yes, you can have a guy who is slightly faster than another guy 20:47:31 player/monster distinctions are also a pretty big part of crawl 20:47:42 -!- Iainuki has joined ##crawl-dev 20:47:53 @??sonja 20:47:53 Sonja (05K) | Speed: 14 | HD: 6 | Health: 30 | AC/EV: 2/24 | Damage: 9, 5, 5 | Flags: spellcaster | Res: 06magic(8) | Chunks: 09poisonous | XP: 315 | Sp: blink, teleport self. 20:48:13 i don't think this is a valuable one; it's more valuable to have enemy classes with consistent speeds than to have some be different just for the sake of being different 20:48:22 Sonja's too fast! Make her slow. 20:48:23 we have enough monsters that if we want faster or slower ones, they can be new monsters 20:48:23 you keep saying it's valuable 20:48:26 but i don't know why 20:48:37 doy: Eronarn values consistency 20:48:56 doy: consistency. look at sonja for example; why would anyone expect her to be speed 14 when all other kobolds are speed 10 and she's not casting magic or wearing equipment? 20:49:18 She's weaaring boots of running. 20:49:25 due: then she should drop them 20:49:35 and she should move faster, but not act faster 20:49:41 I don't think you need to justify the speed of monsters 20:49:43 Eronarn: she also does quite a bit more damage than all other kobolds 20:49:54 When those monsters already make sense 20:49:55 and spawns with much better equipment than most other kobolds 20:50:02 "Why are slugs slow." 20:50:06 and has much higher ev than all other kobolds 20:50:10 doy: yes, and it's quite common for tougher monsters to get more HP, more AC, more EV, better gear, whatever 20:50:17 but not be faster? 20:50:21 why is that special? 20:50:24 I think he's trolling you 20:50:45 hahah nah 20:50:47 he's justbeing Eronarn 20:50:49 some tougher monsters do just plain get faster 20:50:54 others don't, though 20:51:01 yaktaurs are slower, for instance :P 20:51:14 i've yet to see any demonstrated actual issue with the speed of monsters in-game 20:51:22 what due said 20:51:24 I dunno about you, but I tend to e'x'amine uniques, so I'm prepared for any speed inconsistencies 20:51:56 Everyone knows haste 20:52:00 So who cares! 20:52:03 it annoys me that agnes is faster than a hasted naga 20:52:08 (except for chei users, but chei doesn't care about anything) 20:52:18 M-Kaibigan: you're really, really tiresome. 20:52:23 it'd be far weirder to randomly generate, say, hobgoblins with more action speed than regular hobgoblins 20:52:37 what monky said 20:52:41 the monsters are clearly differentiated 20:52:42 monky: i see it as the same problem, though 20:52:50 03kilobyte * r6417763b50fa 10/crawl-ref/source/ (mon-data.h mon-spll.h): Make the rest of human uniques (-Agnes) speed 10. Give Maurice swiftness. 20:52:51 * due doesn't 20:52:58 bleh 20:53:06 i don't care about it enough though 20:53:07 the fact is that most @-ish monsters (intelligent equipment-wielders) are speed 10, the same as the player (most of the time) 20:53:09 Agnes speed 10? 20:53:09 i just like to argue with Eronarn 20:53:14 doy: all changes were +1 or -1 20:53:31 what about wiglaf 20:53:37 one off from 10 is a pretty big change 20:53:37 he's a dwarf 20:53:40 oh right 20:53:47 Ninja characters should have more speed anyway :< 20:53:47 with a stupid hat? 20:53:53 ??wiglaf 20:53:53 wayne[1/3]: A fat, evil dwarf in a stupid looking hat. Your goal is to be the first player on CAO to die to him. (Mayhem wins!!!!!!!!) Reflavored as a priest of Okawaru (with a good weapon, and might/haste invocations) in 0.7 and capable of dishing out some major damage, comparable to an enormous slime creature. 20:53:54 I thought @ I'm so shallow :( 20:53:59 I still don't see why dwarves are slow though 20:54:03 yeah 20:54:13 make wiglaf speed 10 and nerf monster might 20:54:16 ^ that 20:54:21 why? 20:54:25 this should be decided before blue_anna's branch gets balanced/merged 20:54:26 his damage output is absurd 20:54:35 monster might is currently completely different from player might, which is silly 20:54:41 heh, other monster dwarves are speed 10 20:54:46 What is monster might 20:54:49 What it do 20:54:56 monster might is apparently +50% damage 20:54:58 kilobyte: up his speed to 10, spawn him with ponderousness :D 20:54:58 monster might is "take 60ish damage in one hit" 20:54:59 D: 20:55:10 judging by wiglaf speech, he's probably too drunk to act at speed 10 20:55:10 Give that to players :0 20:55:19 ugh, no 20:55:41 He should be immune to alistair's intoxication then 20:55:48 nerfing monster might would make berserk uniques a little less over-the-top as well, i guess? 20:55:57 > Rupert 20:56:01 M-Kaibigan: <3 20:56:33 it's silly that a berserk player illusion versus a berserk player does so much more damage, for example 20:56:41 Oh 20:56:44 That's pretty bad 20:56:51 "Illusion is zerked I'll zerk too" 20:56:51 you'd think "oh crap i killed mara but at least this should be reasonable close" 20:57:01 well 20:57:06 @??elephant slug 20:57:07 elephant slug (15j) | Speed: 4 | HD: 20 | Health: 110-144 | AC/EV: 2/1 | Damage: 40 | Res: 06magic(80) | Vul: 09poison | Chunks: 09poisonous | XP: 462. 20:57:08 same thing with player illusion spells 20:57:09 when actually it's "uh oh i'm dead because berserk illusion has way better damage output than me" 20:57:12 vs a conjurer player 20:57:24 i say 20:57:25 "tough" 20:57:27 also "run away" 20:57:31 * doy agrees with due 20:57:37 Clones 20:57:39 you can't run away from berserk things, especially while you're berserk :P 20:57:50 Anti-magic should destroy the illusion's instantly 20:57:50 don't berserk mara 20:57:54 MarvinPA: maybe you shouldn't be berserking at the drop of a hat then 20:57:55 (: 20:58:03 yeah, berserking mara is a bad idea anyway because of blink 20:58:07 right 20:58:12 MarvinPA: "I killed mara" means "teleport right on, there's no point to fight summons" 20:58:18 "The anti-magic falchion makes a weird expression as the illusion dissipates!" 20:58:20 yes berserking mara is a bad idea, but i'm just illustrating how weird monster might is 20:58:33 as elliptic mentioned for wayne/wiglaf :P 20:58:59 I always expect kobolds that drink might potions to hurt 20:59:01 @??kobold 20:59:01 kobold (07K) | Speed: 10 | HD: 1 | Health: 2-5 | AC/EV: 2/12 | Damage: 4 | Res: 06magic(1) | Chunks: 09poisonous | XP: 1. 20:59:07 6 damage aint that great 20:59:22 I'd actually be fine with making wiglaf speed 10 without nerfing his might 20:59:28 let him kill more players 20:59:29 @??wiglaf 20:59:30 Wiglaf (08@) | Speed: 7 | HD: 17 | Health: 140 | AC/EV: 1/10 | Damage: 42 | Flags: see invisible | Res: 06magic(113) | Chunks: 07contaminated | XP: 1742 | Sp: might, haste. 20:59:37 what exactly does the orc knight battle cry do? 20:59:37 42? 20:59:42 before weapons/might? 20:59:45 that's kind of ridiculous 20:59:45 yes 20:59:58 (42+weapon)*1.5 20:59:59 he's a HD 17 unique 21:00:05 @??norris 21:00:06 Norris (04@) | Speed: 9 | HD: 20 | Health: 214 | AC/EV: 1/9 | Damage: 36 | Flags: evil, spellcaster, see invisible | Res: 06magic(133) | Chunks: 07contaminated | XP: 6101 | Sp: brain feed, smiting (7-17), invisibility, confuse, paralyse, minor healing. 21:00:22 @??francis 21:00:22 unknown monster: "francis" 21:00:23 the orc knight battlecry needs an faq entry like faq[9] 21:00:24 @??frances 21:00:25 Frances (08@) | Speed: 10 | HD: 14 | Health: 121 | AC/EV: 0/10 | Damage: 29 | Flags: evil, spellcaster, see invisible | Res: 06magic(93) | Chunks: 07contaminated | XP: 2852 | Sp: pain (d15), demon, smiting (7-17), animate dead, minor healing. 21:00:48 Norris is not supposed to be a bruiser, and has close damage to Wiglaf 21:00:58 he isn't? 21:01:02 norris doesn't have might, though 21:01:04 @??mennas 21:01:04 Mennas (15A) | Speed: 15 | HD: 19 | Health: 150 | AC/EV: 15/28 | Damage: 30, 20 | Flags: 08holy, spellcaster, see invisible, fly | Res: 06magic(202), 10elec++, 03poison | XP: 6578 | Sp: confuse, silence, minor healing. 21:01:13 norris hits rather hard 21:01:21 Why doesn't menas have !sil when he has no tongue 21:01:35 Can't speak anyway can he 21:01:39 with !sil he's basically invincible 21:01:50 How does he cast D: 21:01:53 Making weird throat noises? 21:02:13 calls on his god to speak for him 21:02:14 (: 21:02:19 How does he do that 21:02:24 Throat noises right 21:02:26 :V 21:02:29 silly gestures 21:02:36 shaking his head 21:02:38 Za, he can do it when silenced then ;) 21:02:44 silent prayer 21:02:47 42?alized 21:02:52 oops 21:02:58 also, i just realized; he does 42, a stone giant does 45 :P 21:03:11 Maybe you can speak without a tongue anyway 21:03:36 Anyway 21:03:39 Time to disconnect this PC! 21:03:42 -!- M-Kaibigan has quit [] 21:03:45 you'd better up the XP on him a ton if you give him speed 10 21:03:56 Eronarn: that would happen automatically 21:04:01 speed counts for quite a bit with xp 21:04:33 what about damage 36, speed 10? And upped exp modifier from his pathethic 8. 21:04:48 most uniques have 15 there 21:04:49 36 sounds more reasonable 21:04:51 that's right around roka 21:04:59 who is pretty abadass 21:05:33 well... the point was for wiglaf to be more of a hard hitter than most 21:06:04 yeah, but he has haste/might for that 21:06:31 42*10/7 = 29, so 36 is a buff 21:06:32 +50% damage, +100% speed is a lot more than 36 damage :P 21:06:53 shrug 21:07:56 really not a fan of this whole "everything has to be consistent" stuff, but 21:08:46 doy: let's discuss dwarves in general, Wiglaf is not that important 21:14:40 -!- syllogism has quit [] 21:14:56 -!- Moriasc has joined ##crawl-dev 21:22:42 03kilobyte * rb0e919810ef0 10/crawl-ref/source/ (dat/descript/monsters.txt mon-data.h): Explain Agnes' speed by reducing her height. 21:24:26 is she now le spriggy? 21:24:49 a tall and beautiful spriggy 21:25:02 "tall for her kind" 21:26:26 spriggagnes <3 21:28:39 hmm, her EV is only 10, base spriggies have 20 21:29:38 she's pretty deadly for her depth, though 21:37:53 -!- Moriasc has quit [Ping timeout: 258 seconds] 21:38:35 03kilobyte * r1097ecbf1ed2 10/crawl-ref/source/mon-data.h: Let Spriggagnes lose some weight. Fatties are bad for fan service. 21:42:23 03kilobyte * r759b02d04f3f 10/crawl-ref/source/mon-data.h: ... and better eyesight. 21:49:26 what'sher tile? 21:49:37 still human 21:49:42 she's tall so she's not veryy EVish 21:49:43 ? 21:53:02 that's why it's those as for weakest spriggans... druids have 25, defenders 30, Da Boss 40 but that's with Phase Shift 21:53:12 s/those/that/ 22:21:45 -!- xyblor has quit [Ping timeout: 260 seconds] 22:33:03 -!- violetj has quit [Ping timeout: 265 seconds] 22:33:13 -!- rax has quit [Ping timeout: 272 seconds] 22:33:54 -!- violetj has joined ##crawl-dev 22:34:44 -!- rax has joined ##crawl-dev 22:40:11 -!- rax has quit [Ping timeout: 272 seconds] 22:40:55 -!- rax has joined ##crawl-dev 23:13:33 -!- Pseudonut has quit [Quit: Computer went to sleep] 23:27:13 -!- valrus has joined ##crawl-dev 23:27:43 -!- valrus has quit [Remote host closed the connection] 23:39:24 doy: that is fucking brililant 23:39:42 due: ? 23:39:58 doy: disco hall 23:40:11 ah, right(: 23:40:41 you might want to check out shoals too, actually 23:41:38 I'm about to 23:41:56 it changes directions 23:42:01 oh my god that is so awesome 23:42:11 can we use that in gehenna? 23:42:14 with like moving flames? 23:43:02 you should experiment with it, i'm sure there's a lot of things that we could use it for(: 23:43:07 oooh 23:43:10 are the waves time to th etides? 23:43:30 they're just on a 20-turn cycle at the moment 23:43:34 ah 23:43:37 sometimes they move in the wrong direction 23:43:44 i just did the simplest thing possible that looked decent 23:43:47 yeah 23:43:50 that looks amazing thouh 23:43:51 i'm sure someone could come up with a better algorithm for it 23:43:52 (: 23:43:56 dpeg maybe 23:47:24 but pan_disco_hall is an example of defining the whole thing in lua, i figure there are interesting things that could be done with portal vaults there at least 23:47:37 i looooove yyou doy 23:47:43 especially when you are developing 23:47:45 you come up with such awesome shit 23:47:58 i thought you'd like it(: 23:49:01 where's it defined in lua? 23:49:15 I see " x = disco " but no definition of disco. 23:49:37 at the top 23:49:39 in the prelude 23:50:01 ohhhh 23:50:23 none of that makes any sense to me ;( 23:50:28 well 23:50:31 I get the syntax, but not the math 23:50:35 (: 23:50:58 we just need to not overuse it 23:51:01 the math isn't really the important part, that's just a bunch of fiddling 23:51:03 and yeah 23:51:18 but that's the same with anything 23:51:22 right 23:51:28 subtlety here is the key 23:52:22 that's why i picked the disco hall as my example vault 23:52:31 can just toss subtlety right out the window 23:52:32 (: 23:53:01 Improve staff of poison's melee effect (https://crawl.develz.org/mantis/view.php?id=2540) by MarvintheParanoidAndroid 23:58:32 -!- MarvinPA has quit [Ping timeout: 252 seconds] 23:58:55 -!- MarvinPA has joined ##crawl-dev 23:59:29 -!- valrus has joined ##crawl-dev