01:20:08 -!- minced has quit [Ping timeout: 245 seconds] 02:21:17 -!- galehar has joined ##crawl-dev 02:50:56 -!- herself1 has joined ##crawl-dev 02:53:41 -!- enne has quit [*.net *.split] 02:53:41 -!- herself has quit [*.net *.split] 02:53:42 -!- Wensley has quit [*.net *.split] 02:53:42 -!- Pseudonut has quit [*.net *.split] 02:53:42 -!- Cryp71c has quit [*.net *.split] 02:53:42 -!- Sequell has quit [*.net *.split] 02:55:55 -!- Pseudonut has joined ##crawl-dev 02:55:55 -!- Cryp71c has joined ##crawl-dev 02:55:55 -!- Sequell has joined ##crawl-dev 02:56:21 -!- enne has joined ##crawl-dev 02:59:25 Napkin, ping? 02:59:31 -!- elliptic has joined ##crawl-dev 03:06:32 -!- Zaba has quit [Ping timeout: 255 seconds] 03:08:55 due? 03:09:18 -!- monky has quit [Quit: hello] 03:09:23 und moin! 03:10:20 Is und moin like a really fancy version of moin? 03:10:33 no way ;) 03:10:40 "und": "and" 03:10:50 -!- Zaba has joined ##crawl-dev 03:11:00 I need to learn fancy-moin! :o 03:11:20 Isn't moin...like casual? 03:11:35 Can I say moin be fancy at the same time? 03:12:02 Teach me 'o German person! 03:12:19 then you'd say "einen wunderschönen guten Morgen!" :D 03:12:37 or try "moin moin!" ;D 03:12:45 Double moin! I like it! 03:12:59 moin, Napkin! 03:14:24 hey due :) 03:15:20 Does that translate to something like 'wonderful good morning'? 03:15:31 I have no idea what einen means 03:15:41 a 03:15:49 but the other words seem to resemble the english words I listed 03:15:51 :o 03:15:54 einen is a declined form 03:16:09 that seems silly [from my prospective] 03:16:15 why? 03:16:19 I like single letter articles 03:16:20 a 03:16:23 ... 03:16:27 Then don't learn any other languages, dude. 03:16:39 Spanish has y... 03:16:41 Nah, I'm just teasing 03:16:48 stop being a meanie 03:16:51 :p 03:16:59 * gamefreak264 throws a sigmund at due 03:17:11 accusative male of "a": einen 03:17:11 :o 03:17:26 what is eine? 03:17:35 I used to study german 03:17:42 can be multiple things - definitely female 03:17:57 nominative or accusative 03:17:58 eine is not emacs 03:17:59 okay 03:18:05 sorear: HAHAHA. <3 03:18:12 or was that sine 03:18:13 .D 03:18:46 Ack, recursive acronyms! D: 03:20:08 he could just play crawl-de 03:20:25 oh damn, that doesn't exist yet! 03:21:10 cronjob update-mingw-all-trunk.sh didn't work again... 03:21:18 PATH not set correctly... grrr 03:21:36 cronjobs are fun :3 03:24:46 you're in Germaany, why don't you hire a cheap 1-euro jobber to do it? 03:25:43 bhaak: those guys sound... like the type of person I wouldn't let near my computer 03:26:51 Are they scary? 03:27:05 Wait, this isn't ##Crawl-offtopic 03:29:53 of course, criticising bad working conditions is off-topic here. Otherwise you would throw down the terror regime of dpeg and do what you really wanted to do. Play nethack! 03:37:03 Nethack is horrifying! :o 03:37:25 Windows development builds on CDO updated to: 0.8.0-a0-2127-g65d7900 03:41:53 -!- Pseudonut has quit [Remote host closed the connection] 03:56:16 -!- gamefreak264 has quit [Ping timeout: 240 seconds] 04:07:30 -!- Pseudonut has joined ##crawl-dev 04:18:53 -!- upsy has joined ##crawl-dev 04:27:09 -!- Mu_ has joined ##crawl-dev 04:40:43 -!- casmith789 has joined ##crawl-dev 04:51:46 !learn add unicode6.0 A boatload of glyphs for you to abuse. A font with all symbol blocks: http://users.teilar.gr/~g1951d/Symbola600.zip Test: 💩 04:51:46 Syntax is: !learn add TERM TEXT 04:51:56 !learn add unicode6_0 A boatload of glyphs for you to abuse. A font with all symbol blocks: http://users.teilar.gr/~g1951d/Symbola600.zip Test: 💩 04:51:56 unicode6 0[1/1]: A boatload of glyphs for you to abuse. A font with all symbol blocks: http://users.teilar.gr/~g1951d/Symbola600.zip Test: 💩 04:52:20 !learn add unicode6 {see unicode6_0} 04:52:20 unicode6[1/1]: {see unicode6_0} 04:52:48 !learn edit unicode6[1] s/.*/see {unicode6_0}/ 04:52:48 unicode6[1/1]: see {unicode6_0} 04:55:07 -!- Pseudonut has quit [Remote host closed the connection] 05:23:16 -!- dpeg has joined ##crawl-dev 06:02:08 -!- casmith789 has quit [Read error: Operation timed out] 06:02:36 -!- casmith789 has joined ##crawl-dev 06:10:40 -!- syllogism has joined ##crawl-dev 06:19:14 -!- enne has quit [Remote host closed the connection] 06:19:19 -!- enne has joined ##crawl-dev 06:25:18 dpeg, kilobyte: I've got a basic UI for ash reskilling working 06:25:18 galehar: You have 1 message. Use !messages to read it. 06:25:24 !messages 06:25:25 (1/1) dpeg said (18h 48m 8s ago): Potion of brilliance is fine, no change required. 06:26:09 I can't push it right now, so I might as well flesh it out before I push it tonight 06:26:25 so, what is the ability name? 06:26:48 what about piety level? I think there's only the first level left. 06:28:40 galehar: Hi! 06:28:45 Hi 06:28:45 Good to be back :) 06:29:09 Yeah, sorry I was a bit on and off yesterday. I have more time today. 06:29:11 name: Transfer Knowlegde? 06:29:19 galehar: don't sweat, we're all working 06:29:39 galehar: piety level should be ***** or even ****** 06:30:03 dolorous enabled that a piety break point can have more than one effect 06:30:13 What does your interface look like? 06:30:44 several ability per piety break point : isn't it very hackish? 06:31:10 the interface is extremely basic for now. A menu list all your current skills, you type a letter 06:31:37 and another menu to choose the destination skill 06:31:56 should you be able to transfer to unknown skill (so we list them all?) 06:32:34 galehar: no, I don't think so 06:35:32 current abilities and piety break points: 1:none, 2:XP bonus, 3:sinv, 4:scrying, 5:clarity 06:35:35 so 6 is free 06:35:45 we can expect a player to get a skill to 1 before using Transfer 06:35:54 galehar: not sure about hacky 06:36:13 I am not so happy about the xp bonus, because it's so hidden :) 06:36:22 but we'll leave it in until the very end 06:36:31 well, I 've noticed it's not very popular 06:36:39 galehar: well, players will love it 06:36:43 they're xp hogs 06:36:51 but it's so indirect and power-gamey 06:37:07 i.e. neither tactical nor strategical, not visible but strong 06:37:29 galehar: there are more powers anyway: detect curse, id items? 06:39:05 don't know, maybe you gain them when you join 06:39:18 there's no message about gaining these powers 06:39:41 there's over ten of these, it would be way too spammy 06:39:49 kilobyte: agreed 06:39:50 About messages: what message when you gain/lose transfer knowledge? 06:40:24 "As you close your mind for [Foo], you feel ready to understand [Bar]."? 06:40:27 just a proposal 06:40:40 As you forget about [Foo] 06:42:20 galehar: I thought about having the xp move slowly from Foo to Bar. 06:42:24 What about message when you gain/lose the ability 06:42:28 This is a cool idea, but we have to be careful. 06:43:05 "Ashenzari helps you to reconsider your skills."? 06:43:22 For example, turns (or time) is not good: that would encourage players to wait it out. 06:44:03 well, then use the new exploring timer 06:44:59 yes, that makes sense, especially with Ash 06:49:49 so, about items detection, don't you think it's a good idea to use the same functions to determine good/emergency items for item coloring and for detection? 06:49:56 for item detection: I'm afraid that highlighting only "good" items would hide many stuff you do want to use: scrolls, food, etc 06:50:36 while promoting junk like fog or fear that is typically not worth the inventory slot 06:50:56 fear can be handy for some time 06:50:59 and fog for zig! 06:51:16 "typically" 06:51:43 Zig is far from being a regular case... 06:53:07 kilobyte: one option is to highlight _really_ good items. 06:53:15 I think the point is to locate only very good items (details can be discussed). Because you normally are going to explore a level and pickup all the loot. item detection is useful to tell you : "you think you should skip this level because it's too dangerous, but there is valuable loot just a few steps over there" 06:53:29 The player will want to visit all of the level anyway, but showing to him "here's really rare stuff" would already be cool and useful 06:53:38 then we'd mix stuff you do want to get with things utterly useless 06:54:14 the emergency and good items functions can (and should) be improved 06:54:29 for example, in Zot or late D, what would make me stop in my tracks: blinking, /healing, /hasting, some randarts 06:54:34 hmm... actually, I'd rather put the split for gray|non-gray rather than exceptional|everything else 06:54:47 kilobyte: I am fine with any system. 06:54:51 I'm just saying we should improve and use them so we have more relevant coloring and detection 06:55:08 Currently, we show all items and that's only a little useful. 06:55:18 Any choice will make it better- 06:55:26 galehar: sounds good to me 06:55:28 dpeg: and what about permafood? Or scrolls of enchant armour? 06:55:41 kilobyte: I wouldn't list permafood. 06:56:03 galehar: I don't like strange subjective item and spell coloring very much 06:56:23 especially in, say, Pan, it is something you can't ignore 06:56:35 it confuses players and doesn't really mean anything except what a couple people decide is good 06:57:08 btw, is the item/spell coloring documented? I remember wondering what the colors meant when I started crawling. 06:57:15 kilobyte: remember: players will see all items anyway 06:57:28 the question is which items we want to highlight as "you may want to see them now" 06:57:40 of course, it would be cool if food was highlighted when very hungry :) 06:57:51 galehar: don't think so 06:58:09 perhaps there is a pointer in options.txt to the relevant file 06:58:09 questions about spell and item coloring are some of the most common on ##crawl 06:58:48 so we really need to add it to the doc before thinking of coloring more stuff 06:59:08 meat-eating races in D or Lair don't care about permafood much, yeah... but Sp everywhere or most races in unliving branches have different priorities 06:59:39 or weapons: even as a maces char, you don't give a damn about clubs past D:1 06:59:47 isn't vegetable food already yellow for spriggan? 06:59:56 coloring of "good" items is bad enough; you shouldn't make a criterion for "good" items affect gameplay itself 07:00:00 but you damn want to pick up that demon whip 07:00:11 elliptic: good to know (no sarcasm here) 07:00:22 kiku abuser doesn't care about permafood anywhere to an extend either 07:00:29 galehar: yes, but so are contaminated chunks for carnivores 07:00:46 kilobyte: I absolutely support making Ash's item detection/distinction as intelligent as possible. 07:00:47 galehar: and for normal races, honeycombs are yellow but meat rations are not 07:01:30 Would be nice to be able to define all of this outside the code. 07:01:38 the "yellow" marking for food is useless currently 07:01:41 Including dependencies on skills, level, god. 07:01:50 right, and honeycomb don't even have a better nutrition/weight ratio than ration, their yellow coloring is stupid 07:01:59 galehar: honey is yellow :) 07:03:43 if we mix flavor and game mechanisms in the coloring, it's even worse 07:03:52 I agree, of course. 07:03:52 agree 07:04:28 With the monster colouring, Anym stepped up (twice I think) with an eloborate system. That was a nice surprise. 07:05:01 do we want anything but "popcorn/threat"? 07:06:33 kilobyte: I was referring to the actual glyphs and colours. 07:06:40 For Ash, two types are enough. 07:07:06 the old Detect Monster system wasn't bad 07:07:31 what did it do? 07:07:43 show the glyph but not colour 07:08:02 I proposed something similar to you :) 07:11:49 kilobyte: but we'd have to reserve one item colour for Ash 07:15:34 no, for items that would be an overkill 07:15:58 We could use darkgrey... 07:16:28 heck, the more I think, the less favourably I look upon showing anything more than just the item presence 07:17:09 I've played a lot of Ash... I think that only presence of items and monsters is not good enough. 07:17:20 unlike monsters, just knowing that there is some loot over there is enough in most cases... since it will wait for you 07:17:50 for monsters, you want to know if it's something you need to be afraid of or not 07:17:53 -!- ortoslon has joined ##crawl-dev 07:17:55 Okay, so what about an unambigous choice: randarts and emergency items? 07:18:04 what are "emergency items" 07:18:17 since we added scrolls of fog to "emergency" yesterday, that's a bad idea 07:18:19 elliptic: those that are coloured in your inventory as emergency items 07:18:22 the yellow colored ones 07:18:30 dpeg: the colors mean nothing 07:18:31 To me, a scroll of fog is always important. 07:18:34 what!? 07:18:36 elliptic: please 07:18:50 food is emergency? 07:19:10 no, that's another problem 07:19:15 dpeg: that effect was proposed for a _bad_ mutation 07:19:17 dpeg: I was serious 07:19:19 some coloring are wrong 07:19:35 kilobyte: what effect? 07:19:39 that is my attitude towards colors, because they don't make sense to me 07:19:58 but can't we try and improve it? 07:20:12 generating fog. Of course, being able to say when you want it shifts the usefulness. 07:20:21 elliptic: there are some items that are generally very useful in tactical situations. ?blink, !speed, !resist... those are emergency items 07:20:31 dpeg: how about !HW 07:20:32 galehar: yes, we should 07:20:51 but still, a 1/3 chance you'll avoid being shot at for a few turns is not a good use for a turn and an item slot 07:20:54 we also have good_items (cyan) 07:21:13 usually !resist is useless in a true emergency 07:21:20 !HW is emergency 07:21:23 you need to use it before the emergency happens 07:21:41 I don't know the exact list, but putting ?fog on the same footing as ?blinking is just silly 07:21:53 I think I can come up with a system that describes interesting items fairly well. Early on, that'd be all jewellery, all rings, all scrolls, all potions... later on, it restricts. 07:22:08 the same could be said for !speed. The ermergency is being in a dangerous situation, not dying next turn 07:22:13 what about wands? most wands are great in an emergency 07:22:20 galehar: no, !speed is always good 07:22:58 ?random uselessness has a what, 2/10 chance of blocking LOS? And it is "useless". ?fog has it like 1/3 and is somehow "emergency". 07:23:06 I meant the same thing you said about !resist could be said for !speed 07:23:20 I believe that it's be very cool if early Ash highlighted all rings etc. for you, but late Ash only a very restricted item set. 07:23:35 If people keep telling me that all classifications suck, I won't undertake that. 07:23:36 galehar: not really, most times an extra dot of resistance is not worth a turn in a bad situation 07:23:52 kilobyte: I've put ?fog in emergency to open up the debate, but we can remove it or put it in good items 07:24:02 elliptic: rElec certainly is 07:24:18 elliptic: but for other resistances, even rPois, you're right 07:24:24 kilobyte: only against nikola and electric golems 07:24:29 that's two monsters 07:24:40 didn't we add MR to !resist? 07:24:43 It is a triviality that all of these depend on circumstances. 07:25:00 If you face something doing fire damage without rF, !resist is more important. 07:25:03 dpeg: I think that classifications that are subjective like this one clearly is are a very bad idea 07:25:07 galehar: no, but we should 07:25:11 elliptic: ^ 07:25:15 elliptic: or storm dragons... I totally ignored them one game, then when I forgot I have no rElec on for a moment I got two-shotted. 07:25:20 "clearly very bad idea" 07:25:23 -!- eith has joined ##crawl-dev 07:25:24 * dpeg tunes out 07:25:44 dpeg: the clearly was not modifying the "very bad idea" 07:26:04 and if you don't want to listen to my honest opinion, I'll leave. 07:26:04 dpeg: sorry, but I agree with elliptic here. Such complex logic means it's wrong in most cases. 07:26:08 -!- elliptic has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.10/20100914125854]] 07:26:24 I tried to explain what I want... 07:26:47 kilobyte: are you suggesting we should just get rid of yellow/cyan coloring of items? 07:26:54 When I go with Ash through D:5, I would like to have stones and scale mails be considered useless, but unknown wands, scrolls, jewellery not 07:27:22 Later on, I'll still be interested in unknown scrolls etc., but also in certain identified items. 07:28:03 in other words, a "nearly useless vs the rest" split 07:28:12 There are obviously mistakes to be made by any choice in both directions (useful items to the player shown as useless, and vice versa). But it would be a lot cooler and helpful than the current state. 07:28:22 kilobyte: yes 07:28:26 not a bad idea IMO 07:28:43 A player with sandblast may value stones more than anything else... so we do him wrong there. 07:28:57 I am fine with getting rid of the "good items" category btw. 07:29:09 I'm just not happy with fog being highlighted but not permafood 07:29:22 kilobyte: under Ash, or in inventory? 07:29:34 ok, so we'd need a logic for "mostly useless" 07:29:36 go ahead, remove fog. While your at it, also remove honeycomb :) 07:30:46 there's a big "important but not exceptional" category, mixing it with useless junk would be bad 07:30:48 If we're cool, being starving changes Ash output so that _only_ edible items are shown as useful, all the rest as useless. Okay, ?acq would also ne useful. 07:31:46 !tell elliptic Sorry for the hard feelings. My point was not to defend the questionable state of good/emergency item colouring, but to discuss new systems of Ash item distinction. For some reason, that was hard to get to going. Hope to see you back. 07:31:46 dpeg: OK, I'll let elliptic know. 07:31:58 I kind of agree with elliptic here again... such over-complex logic means it's very often wrong 07:32:06 are there taxes on god abilities? I put a cost of 10 piety and it randomly costs more... 07:32:44 kilobyte: how is this overcomplex? It is one special case for Starving, which clearly shifts the meaning of "useful". 07:32:52 galehar: ah, yes. 07:33:09 galehar: you need to check the piety cost function. There could also be more than one of them. 07:33:57 how often are you Starving with no food on you, and decide to explore instead of going to a stash? 07:34:12 Well, I'll just leave the base cost of 10. It needs to be expensive anyway. 07:34:32 kilobyte: rarely. But in the case it happens, the Ashenzarite will have a much better time finding food. 07:34:33 Do we want to factor in invocation in the amount of XP moved? 07:34:45 galehar: no, Ash has no use for Inv. 07:34:48 ok 07:34:55 kilobyte: this is very marginal, of course. So I am fine with just ignoring this case. 07:35:57 dpeg: being marginal is the problem... unless the player is very thoroughly spoiled, they won't know that the meaning of the display suddenly changed 07:37:48 kilobyte: which could be announced "Ashenzari helps you find food" but okay, let's not do this. 07:38:07 another issue that may seem silly: for this function, we need a tile right from the start 07:38:41 a monster having no tile is ok, but item distinction can't show as '?' 07:39:01 I can ask Eino or Johanna to come up with something very quick? 07:39:33 sure 07:40:09 * kilobyte thought of using something really egregious like U+1F4A9 which conveys the meaning but forces tile-makers to fix it outright 07:40:14 we need "useless item detected" tile, right? 07:41:31 email sent 07:41:35 if it's useless, why not just ignore it? 07:41:36 right, "near useless" to be exact as we don't want that scale mail 07:45:37 galehar: good point 08:12:18 kilobyte: have you looked at the skill code? 08:12:30 reskilling is going to be fun... 08:13:58 I know it awards points only stochastically 08:14:13 and that the cost depends mostly on your current level 08:14:34 and there are plenty of special cases 08:14:37 some discount 08:14:40 some randomness 08:14:44 it's awesome :) 08:15:07 there are discounts for cross-training, is there anything else? 08:15:36 well yes, the _exercise2 function is insane 08:15:43 special case for throwing in the late game 08:16:01 spellcasting and evo cheaper in the beginning 08:16:24 bonus to stealth 08:17:20 and of course, lowering of skill level isn't generally supported 08:17:34 but this shouldn't be too hard to do 08:18:37 the bonus to stealth is just awesome... as if this couldn't be placed right in aptitudes 08:19:25 anyway, the UI is functional. I can't git right now, but I can send you a patch if you want. I don't really feel like messing with the skill code. 08:20:34 -!- upsi has joined ##crawl-dev 08:20:58 -!- upsy has quit [Ping timeout: 245 seconds] 08:21:16 Morning 08:26:01 -!- MarvinPA has joined ##crawl-dev 08:31:54 -!- ortoslon has quit [Disconnected by services] 08:31:54 -!- ortoslon1 has joined ##crawl-dev 08:31:58 -!- ortoslon1 is now known as ortoslon 08:39:38 -!- ortoslon has quit [Quit: bye] 08:50:24 Boring beetles path around obstacles to target. (https://crawl.develz.org/mantis/view.php?id=2743) by Arxale 08:54:48 galehar: if you feel like cleaning up the skills mess, please go ahead :) 08:55:26 Eino will be very happy about Arxale's patch :) 08:55:37 see you later folks, coffee time over here 09:48:51 -!- monky has joined ##crawl-dev 10:51:53 -!- minced has joined ##crawl-dev 10:54:07 -!- minced has quit [Client Quit] 11:07:32 -!- galehar has quit [Quit: Page closed] 11:30:49 -!- herself1 is now known as herself 11:50:14 -!- Wensley has joined ##crawl-dev 11:51:52 PapaBlues (L4 MuWr) ASSERT(item.defined()) in 'quiver.cc' at line 156 failed. (D:3) 11:53:32 PapaBlues (L4 MuWr) ASSERT(item.defined()) in 'quiver.cc' at line 156 failed. (D:2) 11:57:50 uh oh, that's no good 12:09:13 -!- MarvinPA has quit [Quit: Page closed] 12:13:54 Wensley: your game? 12:38:50 -!- valrus has joined ##crawl-dev 12:39:05 dpeg: nope, I just wince at bugs in general 12:47:15 -!- Twinge has quit [Read error: Connection reset by peer] 12:48:09 Let's at howl together at the bugs :) 12:48:12 -!- Twinge has joined ##crawl-dev 12:48:24 !seen kilobyte 12:48:25 I last saw kilobyte at Thu Oct 21 14:17:07 2010 UTC (3h 31m 18s ago) saying its equivalent to xl 56 IIRC on ##crawl. 12:49:12 xl56? new level cap? :P 12:49:53 It's not even a cube! 12:50:01 So 64. 12:54:44 rather I believe 81 would continue our current trend, 3 ^ 3 ^ 3 ^ 3 12:54:55 although for symmetry it would have to be 4 ^ 4 ^ 4 ^ 4 12:56:27 which is a number with 8072304726028225379382630397085399030071367921738743031867082828418414481568309149198911814701229483451981557574771156496457238535299087481244990261351117 decimal digits 12:57:23 oh wait what am I talking about, 27 is *not* 3 ^ 3 ^ 3 12:57:29 super math fail 12:57:40 kilobyte was talking about the exp cap limit 12:58:03 Wensley: :P 12:58:18 what you mean is 3*3*3 --> 4*4*4*4=256 12:58:21 right 12:58:38 256 is an incredibly square number 12:58:41 or 3^3 -> 4^4? 12:58:42 possibly one of the squarest, imo 12:58:44 uh 12:58:48 * valrus is stupid 12:58:59 there is some kind of anti-math field in here 12:59:50 no! 13:00:05 :) 13:01:07 PbD... didn't get this for quite some time 13:15:05 -!- Pseudonut has joined ##crawl-dev 13:26:44 !tell Cryp71c Demonic guardians sometimes appear and disappear one or two turns later... 13:26:45 dpeg: OK, I'll let Cryp71c know. 13:30:20 -!- valrus has quit [Remote host closed the connection] 13:34:15 dpeg, ok, I'm back..are you here? 13:34:16 !messages 13:34:17 (1/1) dpeg said (7m 32s ago): Demonic guardians sometimes appear and disappear one or two turns later... 13:35:06 yes 13:36:01 I had a friend yesterday mention that he had the same thing happening to him 13:36:23 Cryp71c: is there a counter that makes sure they'll stay for at least a few turns? 13:36:53 Just now, I had them appear because of some monster, move once (closer to that monster) and then disappear (nothing happened to the monster). 13:38:51 dpeg, that occurs in a very very slim window where a monster's tension is JUST enough to warrant a guardian, then the next turn (because a guardian exists in sight), the system checks and deems the guardian unnecessary, and removes him. 13:39:04 Its quite a delicate system, but I can see what I can do to fix that kind of issue. 13:40:53 friendlies decrease tension by a large amount, so that's not a "very very slim" windows 13:43:02 wouldn't that happen all the time, though? I was under the impression that guardians kept spawning until the tension was even 13:43:19 Cryp71c: some ideas: (a) different tension levels checked for placing and removing guardians; (b) if a guardian is placed, leave him for some guaranteed number of turns (they could come with a counter of say 4+d4 turns), apply tension check for removal only if counter is zero 13:44:57 dpeg: I'd suggest to have both. The latter alone would make them still disappear during longer fights, the former would be vulnerable to a big enemy being momentarily obscured by a corner. 13:45:49 yes, why not 13:45:53 Cryp71c, what do you think? 13:46:14 kilobyte: should we plan the useless/useful stuff more? (i.e. now+here) 13:46:20 Its easy enough to implement, but I fear for guardian balance 13:46:26 -!- Zaba has quit [Ping timeout: 255 seconds] 13:47:31 dpeg: do you mean Ash and items or something else? 13:47:47 Ash, yes 13:48:07 that's a long discussion, what about a quick talk about Dwarf first? 13:48:27 blue_anna seems to be gone, and having unused code does us no good 13:48:28 Cryp71c: better to make the guardian well behaved -- the erratic behaviour of now looks like a bug. If we think they're too strong, we simply place them less often. 13:48:36 kilobyte: you want to kick it out 13:48:38 ? 13:48:55 the plan at the time of inclusion was to wait a week to fix code issues and give it a try 13:49:17 what did blue_anna come up with? 13:49:25 I presume you guys are talking about the Dwarf branch? 13:49:27 A bunch of monsters... also a layout? 13:49:30 Cryp71c: yes 13:50:08 not sure if that's still a good idea, but we should either: 1. give it a try mostly as-is, 2. do some redesign, 3. do nothing and let it rot 13:50:34 1+2, imo 13:50:38 well, quite a few monsters do have novel code, mostly spells 13:50:40 -!- valrus has joined ##crawl-dev 13:50:58 kilobyte: if we keep the code, we should enable the branch in trunk. 13:51:09 but I doubt the balance is that good 13:51:09 Otherwise it is useless: no testing, no feedback. 13:51:25 kilobyte: wasn't good for the longest time in Shoals either 13:52:07 there was a slew of bugs related to monsters using rods -- regressions were fixed but the new functionality remains untested 13:53:20 a cowardly route could be making the new monsters temporarily spawn sometimes in D and see if we will see lots of crashes, but that's probably not much safer than just enabling the whole branch 13:53:23 ouch 13:53:33 yes, probably 13:53:50 I mean, we had crashes when monsters tried to throw staves, etc 13:53:50 I wasn't happy with all of his monsters, but rod using monsters is probably okay. 13:54:38 that could suggest doing 2 (redesign) 13:55:20 1. would consist of reviewing rewards and total exp (kind of what jpeg did to Lair) and enabling the thing 13:56:10 but that can be a waste of time if the design is to change significantly 13:56:19 indeed 13:56:52 I am a bit wary to spend devteam effort on outside content, tbh 13:57:15 -!- Zaba has joined ##crawl-dev 13:57:22 since no one of you seems to go with 3., let's decide: is the current design _mostly_ good with changes that don't turn it inside out, or should it be reworked at a basic level 13:58:18 let me look at the wiki 13:58:39 the actual spells are useful... they are not actual new stuff but mostly giving monsters player spells 13:58:50 which is good even if just for ghosts 13:59:07 -!- galehar has joined ##crawl-dev 13:59:10 so there is not a lot of waste even if we throw everything from the actual branch away 13:59:46 afaik, there's basically new monsters? 13:59:58 And some items, but those met opposition already back then. 14:01:00 the ring of charms is in (as a fixedart), the casket of three fates is not 14:01:20 and if blue_anna won't return, I won't miss the casket the slightest 14:01:27 :) 14:03:09 so who all from dev is still active? Obviously by is gone? blue_anna? Seems like a few people haven't been around for a while (myself included, until now) 14:03:22 kilobyte has been at least 14:04:21 me, galahar, due, dolorous 14:04:50 kilobyte: fwiw the actual branch sounds like a joke. the nisses, the monster weights, etc. 14:05:17 i have not cared enough to download the code to try it, though 14:05:33 !seen blue_anna 14:05:34 I last saw blue_anna at Thu Sep 23 23:51:01 2010 UTC (3w 6d 19h 14m 33s ago) quitting with message Quit: Saliendo. 14:05:39 Eronarn: in other words, you don't like the design -- a valid opinion 14:06:04 kilobyte: well, some parts of it are conceptually fine, i just think the implementation sounds very botched 14:06:18 I was never up to date on the design of Dwarf, so..I can't comment on it 14:06:25 -!- galehar has quit [Remote host closed the connection] 14:06:38 the reliance on myth is also not so great, i think 14:06:56 Eronarn: have you read that comic by Kaja Foglio I linked to from the wiki? It's just several pages and shows all the monsters but trollkonor with images. 14:06:58 Not sure how many people I would be representing, but for me I'd prefer to see spider than dwarf 14:06:59 yes, blue_anna went overboard there 14:07:12 -!- galehar has joined ##crawl-dev 14:07:16 Spider seems quite similar to Lair 14:07:16 galehar: hi! 14:07:19 no, but it's not so much that i can't go look these things up 14:07:25 Not that that's reason enough not to consider it as a branch 14:07:32 but rather that it's a heavily myth based branch, apparently, when most stuff in crawl is... not 14:07:32 casmith789: new branches go in as they come 14:07:43 re 14:07:44 so I understand the preference is for "2. redesign", right? 14:07:52 I think so, yes. 14:08:09 But in effect we're getting a problem (either with code or with design) we didn't ask for. 14:08:13 the current version is 99% blue_anna's work with almost no input from us 14:08:17 yes 14:08:33 kilobyte: i kind of doubt much will be salvageable - maybe some of the dwarf monsters 14:08:34 well, there was a slim outline of a dwarf branch on the wiki, I think 14:08:53 dpeg: i did post mine, but it's very different from blue_anna's 14:09:11 your version has normal dwarves not DDs 14:09:52 kilobyte: my plan was actually that 50% of the time it was MD, 50% of the time it was DD 14:10:00 i just got further in fleshing out the MD side 14:10:07 There's also some natural limit to extensions... we have old branches that need work and old monsters that should be looked at before adding new ones. 14:10:19 right 14:10:46 with the pressure plate trap now in, a lot of what i had wanted to do in my dwarf would be doable 14:11:11 so, here's another idea: we can pick the best monsters and make a portal or encompass vault, letting the rest rot or perhaps even outright removing them 14:11:11 i think the only thing that is still not, currently, is soundproof walls (or some other way to permit very dense/cramped layouts without mkaing monsters wander as much if anything noisy happens) 14:11:24 kilobyte: +1 14:11:30 including removal 14:11:40 kilobyte: i think we should flat out remove the witches 14:11:47 they don't really fit 14:12:05 03Cryp71c * r40c135dc4471 10/crawl-ref/source/mutation.cc: Added comments, clean up a bit of logic 14:12:51 like, huldras... the myth is nice and distinct, but it totally fails with player gender being not known, and with them being not just humans and elves, but stuff like ghouls, kenku, felids, draconians, ogres -- who wouldn't be swayed by a human-like female even a bit 14:13:02 Eronarn: +1 14:14:06 trollkonor suck as well... so do nisses 14:14:13 I would keep only the deep dwarves. 14:14:23 We may not even use them all for later, but they're decent. 14:15:25 -!- TGWi has joined ##crawl-dev 14:16:53 ok: DD scion, artificer, necromancer, berserker, DK, unborn (undead). = : greater wraiths, Paracelsus (name!). Bad: nisse, witches, huldras, trollkonor. 14:17:25 +1 14:17:46 greater wraith is a bad name 14:18:01 Mu_: but the monster may still be okay 14:18:13 sure 14:19:47 right... let's move on then. 14:20:38 Ash: for portal detection, I made it just mark all portals on the level on your map outright, with a message 14:20:47 not sure if that's ok 14:20:54 s/greater wraith/eidolon/ 14:22:10 kilobyte: it's less subtle than I'd wanted it, but good enough for now (and release). 14:23:45 "eidolon" is the coolest word; do it 14:23:56 the alternative would be to run detection in a radius every turn, with level-wide detection restricted to just a message 14:24:12 if you're losing dwarf monsters, someone should edit the wiki .8 tiles page so people don't spend time on unneeded or potentially unneeded stuff 14:25:17 also porkchop vomited on the nisse stuff, that whole mess could probably be wiped out if the monster isn't even likely to be in 14:25:25 OG17: yeah; we may want to decide which dwarves to keep and which not 14:25:31 pajama gnome is a pretty awesome tile in itself though 14:26:13 yeah, and it meets the source myths 14:26:48 we may keep nisses but without armour 14:26:58 why? 14:27:19 What's this property on monsters I'm not familiar with: CrawlHashTable props; ? Someone finally implemented a hash table to store custom monster properties, or is that for something else? 14:27:34 Cryp71c: yeah 14:28:05 they are far slower than static variables, but can hold an arbitrary amount of data 14:28:36 and are more flexible than the ghost_demon structure that is a competing implementation 14:28:45 perhaps even "redundant" 14:29:02 kilobyte, well to track the time of existance for a guardian, I was going to add a property onto monsters to hold that value....would you recommend it go into the hash, or somewhere else entirely that I"m not aware of? 14:30:24 can the guardian be a mostly arbitrary demon? 14:31:05 How do you mean? 14:31:41 I considered using mons.number, a single int that is free for most purposes 14:31:53 but then I realized it might be better to use an ench 14:32:44 since they are a yet another structure attached to monsters -- one with only two parameters, but with existing code for various modes of expiration 14:33:01 for hashes, you'd need to do that yourself in a yet another global check 14:33:19 got to go, see you later folks 14:33:34 -!- dpeg has quit [Quit: away] 14:33:39 kilobyte, an ench it is, then. 14:45:31 -!- casmith789 has quit [Ping timeout: 250 seconds] 14:47:23 03galehar * rf80b32e5e78a 10/crawl-ref/source/ (libutil.cc windowmanager-sdl.cc): some taskbar offset adjustment 14:49:40 no fixes to 0.7 for two months... seems to be damn stable now, yet the official packages still use 0.7.1 with all the crashers 14:50:00 what do we need for 0.7.2? Just sprint_mu, right? 14:51:13 kilobyte, with regard to enchantment duration, for a normal-speed player, 10 is 1 turn, correct? 14:51:29 -!- casmith789 has joined ##crawl-dev 14:51:38 Or are enchantment durations relative to the monster's speed/ 14:52:26 can be either, you need to add specific code to the big function 14:52:48 But I mean by default, in the current methodology 14:53:00 Sorry, perhaps I'm not asking the right question... 14:54:27 most enchantments use aut, yeah 14:54:52 you need to edit monster.cc:monster::apply_enchantment() 14:55:43 if you use decay_enchantment(me) like most do, it's aut (1 normal turn = 10 aut) 14:57:05 -!- valrus has quit [Ping timeout: 255 seconds] 15:03:53 -!- valrus has joined ##crawl-dev 15:10:29 03galehar * r00b4dbbe8fc3 10/crawl-ref/source/ (7 files): Ash reskilling power UI 15:13:08 kilobyte, grr, know anything of compile bugs? 15:13:33 you mean compiler bug? 15:14:38 well, yeah. 15:14:57 http://pastebin.com/7kcPbC4H 15:15:35 error: zlib.h: No such file or directory 15:16:24 something is amiss either with your zlib setup (system or contrib) or the makefile 15:17:02 hrm, lets just try a fresh pull. 15:17:09 since the makefile is fragile with respect to compiling with various settings, I'd start with the former. "make clean-contrib" as a good start. 15:17:26 l 15:17:26 k* 15:17:53 "git clean -dfx" is a nuclear option (with or without a reset) 15:18:11 it deletes all saves, loose files, etc 15:18:55 so it's not a good idea except for when "make clean;make clean-contrib" won't help 15:20:31 galehar: in the list of Ash's power, you concatenate strings 15:21:01 ??git 15:21:01 git[1/2]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 15:21:09 I guess there's a missing comma -- but then, that code does not let assign a ****** power that way 15:22:08 oops, forgot a comma 15:22:49 kilobyte, yeah, that didn't help -_- trying a fresh clone. 15:23:04 That one is from way back when, though I didnt think that would've caused an issue. 15:24:07 03galehar * r53c9aaad10db 10/crawl-ref/source/religion.cc: fix typo 15:24:19 Cryp71c: er, "git clean -dfx" nukes every single file that is not tracked. So I guess that's not the issue here. 15:24:36 you may have contribs not checked out 15:24:41 -!- valrus has quit [Remote host closed the connection] 15:24:56 but you'll probably want the system libs anyway 15:24:56 mmm, yeah..fresh clone didn't help. 15:25:35 what system are you on? 15:26:48 Ubuntu 10.04 Kernel 2.6.32-24-generic 15:27:14 that code does not let assign a ****** power that way 15:27:18 what do you mean? 15:28:00 Cryp71c: INSTALL.txt, the line in "Prerequisites (Debian)" 15:29:49 kilobyte, that's wierd, was there a massive contrib change in the 4 weeks I was gone? 15:29:51 alternatively you could grab the contribs (git submodule update --init), but that won't save you from getting the prerequisites for them (like X headers), so that's more complex 15:29:57 no, why? 15:30:09 Everything was building fine when I was last actively developing.. 15:30:12 4 weeks ago 15:30:22 galehar: I mean: religion.cc:335: error: too many initializers for ‘const char* [5]’ 15:30:32 Yeah I had already tried git submodule update --init but I still couldn't build. 15:30:41 So I must've been missing a pre-req for a contrib 15:32:06 one scenario which can produce those results: build with contribs, install system zlib headers, try building again 15:32:09 damn, chei has 6 lines just above, but I didn't noticed the first 1 is split :( 15:32:53 galehar: to make things even more confusing, you don't get powers at full stars of piety 15:33:07 piety_breakpoint() and piety_rank() are different 15:33:32 so where are we going to put it? We need to remove a power? 15:33:43 or do another ugly hack like for Yred? 15:33:45 oh, not anymore 15:34:30 there's a star (piety_rank()) for 161 but not a breakpoint 15:35:04 03galehar * r9f80739842a6 10/crawl-ref/source/religion.cc: fix compil 15:37:09 oh, but we have the first rank free 15:37:57 but shifting everything down 1 rank is probably bad for balance, isn't it? 15:39:55 getting sInv and clarity earlier won't end the world 15:40:13 scrying too 15:41:00 the XP bonus is a big thing, but they can be reordered 15:41:22 perhaps "Ashenzari keeps your vision and thinking clear" 15:41:45 kilobyte, 10 * (4 + random2(4)) / _mod_speed(10, mons->speed) translates to 4 + d4 turns, correct? 15:42:05 (calc_duration()) 15:42:22 sorry, I guess I was asking expecting you to already be intimately familiar with _mod_speed and whatnot. 15:42:36 s/thinking/mind/ 15:43:52 hur? 15:44:34 he was talking to me :) 15:44:41 oh:P 15:45:48 wait... / _mod_speed() 15:46:10 seems weird to me 15:46:26 Me using it, or the function itself seems wierd? 15:47:01 odd, I'm getting the expected number of cturns... 15:47:04 @??Lemure 15:47:04 lemure (085) | Speed: 12 | HD: 2 | Health: 6-16 | AC/EV: 1/12 | Damage: 5, 3, 3 | Flags: 05demonic, regen | Res: 06magic(8), 03poison | XP: 13. 15:47:14 ohwait.. 15:47:44 _mod_speed(), some bizarre legacy code aside, is just the first number *10/speed (ie, the time for the monster to do an action which for you would take a given time) 15:48:03 kilobyte: I don't know where all the passive powers are configured, and I think I've put enough of a mess as is. I just wanted to push the UI stuff you were reluctant to do. 15:49:09 -!- valrus has joined ##crawl-dev 15:49:47 s/reluctant/lazy and not knowledgeable about/ 15:50:09 -!- upsi is now known as upsy 15:50:18 ok, I can reorder them, let's just decide on a new set 15:51:17 would both vision and clarity on *** be ok? 15:51:45 I guess so 15:52:02 clarity makes even more sense early on 15:53:05 speaking of that, there's some confusion about Ash's clarity - https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:ashenzari&s[]=ashenzari#passive_abilities has "At ***** piety, prevent Confusion (but do not give full Clarity)" bolded (implying it was implemented), but ash actually does give full (?) 15:55:08 um...no pun intended 15:55:56 doing that as suggested would require more work and potentially confuse players 15:56:04 ha! 15:56:13 so I went lazy and dpeg didn't complain 15:56:41 this is confusing... 15:56:41 the KISS principle reducing work = <3 15:56:45 does zin's rmut put a + next to rmut? 15:56:55 also, yellow drac's rcorr? 15:56:59 "rcorr" 15:57:12 (is there a reason yellow drac doesn't have actual rcorr?) 15:57:34 ??yellow draconian 15:57:35 yellow draconian[1/2]: A form of draconians that can spit acid (with no breath weapon waiting period like the other draconians). Player character gets no unique aptitudes. Resists acid HP damage at xl 7 -- to a greater degree than (but stacking with!) resist corrosion. Player acid spit corrodes monster armour. 15:58:19 ??rcorr 15:58:20 resist corrosion[1/2]: Provides a 90% save against equipment damage from {acid}, and halves damage (rA+). Available as an amulet or in cloaks of preservation. This is not enough to save your equipment in Slime, but you'll want it anyway for your HP. To protect your HP, a {cloak} helps a lot, even if it sucks. 15:59:08 nevermind about the second question, but I'm still interested in whether it +s the . 15:59:13 i guess what they're wearing doesn't care that they like acid 15:59:48 03kilobyte * r3d3916f91401 10/crawl-ref/source/ (3 files in 3 dirs): Add coolio's tile for greater wraiths. 16:00:35 they resist it themselves but their gear doesn't 16:00:47 but does it make a + 16:01:02 03Cryp71c * r1bd0b2c743c6 10/crawl-ref/source/ (enum.h monster.cc mutation.cc): Set minimum time of existance for demonic guardians 16:01:14 kilobyte, that's the implementation of what we (and dpeg) were talking about earlier. 16:01:18 I'm out for the day, tomorrow!! 16:01:24 (because it shouldn't, because most people care about their equipment) 16:02:24 imo more symbols for weird cases 16:03:38 TGWi: it shows a + 16:05:19 monky: ^ for religious would be fine really 16:05:25 in a different color though, to note it 16:05:46 separate symbol for racial would be nice also 16:06:50 ??zin 16:06:50 zin[1/5]: Zin gives mutation resistance (growing to immunity at maximum piety), feeding if you pray when starving, {recite} (enchantment-type effects on humanoids), {vitalization} ('healing' of all sorts / stat boosts), imprison (tomb other), {sanctuary} (creates a temporary attack-free zone), and ("sometimes watches over you") life saving. 16:06:59 it's just piety/200? 16:07:05 does it show up on +? 16:08:05 03kilobyte * r2f80b2cfd37c 10/crawl-ref/source/player.cc: Ashenzari: don't forget portals due to map rot. 16:08:05 03kilobyte * rae94676ea2c9 10/crawl-ref/source/ (player.cc religion.cc): Ashenzari: move clarity to *** to make place for reskilling. 16:08:05 03kilobyte * r717d47d202ee 10/crawl-ref/source/monster.cc: Fill in an ench name, they're wizmode-only. 16:09:05 it shows a + at 200 piety but nothing at 100 16:09:14 -!- elliptic has joined ##crawl-dev 16:10:44 you get it at 150 16:10:50 huh 16:11:01 i wonder if that means you get full immunity there or if it's just weird 16:30:15 -!- stabwound has quit [Ping timeout: 255 seconds] 16:35:09 wait, so ash *does* grant full clarity? on my version it is entirely possible to be confused, although it seemed as though the duration of confusion was reduced 16:35:20 Wensley: at a certain level of piety, he does 16:35:27 that's a bug 16:36:30 ??clarity 16:36:31 clarity[1/2]: Allows you to resist confusion. Comes in mutation or amulet form. Also prevents unintentional berserking and mesmerisation. 16:38:10 I actually sort of liked it when I thought she just ended confusion early, it made it feel unique rather than just a rehash of clarity (but I understand that people might not care enough to bother implementing something new :P) 16:38:20 kilobyte: ...map rot? 16:39:24 some miscasts cause map rotting, you forget some parts of the map of the current level 16:39:48 some div miscasts 16:39:56 selective amnesia used to do that too 16:40:07 right 16:40:12 selective amnesia was special 16:40:22 perhaps clarity should prevent map rot 16:40:24 I still think https://crawl.develz.org/mantis/view.php?id=1721 16:41:13 well, div is gone, selective amnesia too. Appart from orange crystal statue, is there any other source of map rotting? 16:41:23 sif wrath 16:41:28 zot trap 16:41:29 also wucad mu 16:41:43 right :) 16:41:44 perhaps map rot should instead generate a new level and map it, but leave the actual current level unchanged 16:41:45 maybe hell effects very rarely? not sure about that 16:43:13 Wensley: like map forgetting except with false information instead of strict forgetting? 16:43:28 labs 16:43:30 yeah, although it would be just as annoying (though slightly more amusing) 16:43:49 Wensley: just as bad, if not worse, because of having to remember which squares are correct 16:43:58 elliptic: hell effects are mostly normal miscasts 16:44:00 kilobyte: imo labs should map 16:44:22 monky: *all* squares are incorrect :) 16:44:34 Wensley: still bad :( 16:44:47 false information can be still avoided by checking the ttyrec 16:44:56 -!- stabwound has joined ##crawl-dev 16:45:02 monky: I know, I still support just removing maprot :P 16:45:05 kilobyte: not if you generate a new level for everything the player can't currently see :D 16:45:46 i.e., rather than change their mapping info, change the actual map, so that it was their mapping info that was wrong 16:45:57 haha, that would be a dick move 16:46:01 +1 16:46:02 Eronarn: would that be abusable? how would it handle special things like vaults, portals, branch enterances? 16:46:34 map rot was annoying with selective amnesia. Now, it's quite rare, isn't it? 16:46:43 I imagine branch enterance locations are stored, but what about the others 16:47:02 monky: i think it would make the most sense to start with the existing level, and try to make modifications to portions of it 16:47:14 galehar: depends on if you like wucad mu, zot traps, ocs dancing, sif abandonment 16:47:18 like, find a vault, remove it, and replace it with another vault 16:48:00 monky: i think if it genned new monsters that wouldn't matter much, because other wraths send stuff that give XP 16:48:12 monky: what's ocs? 16:48:14 's penance should be an increasingly difficult stream of enemies that always know where you are 16:48:16 genning new items or erasing existing ones: probably bad 16:48:17 ??ocs 16:48:17 orange crystal statue[1/2]: Most monsters in this game attempt to kill you by slowly draining your hitpoints. The orange crystal statue attacks your intelligence score instead. Getting to 0 intelligence won't kill you instantly, but if you can't restore it you'll die soon after. Also confuses and causes amnesia, but can be instakilled with a wand of disintegration. 16:48:17 orange crystal statue, galehar 16:48:29 TGWi: gotta save that for the bounty hunter god, bro 16:48:34 Eronarn: imo wraths shouldn't give items/exp :( 16:48:37 pan-lord-style @s 16:48:57 actually... maybe none of them give XP, now that oka's are summoned. kiku's are perma, maybe? 16:49:03 not sure 16:49:11 why would you dance with it? Because you're out of amnesia scrolls? 16:49:41 perma off the top of my head: kiku, tso, veh (summ miscast greater demons) 16:49:50 how about a bunch of 0-exp unarmed OODs that always know where you are 16:49:52 makh's probably are too 16:50:06 cacodemons should always know where you are and dig to you 16:50:09 wrath: xom staircase swap 16:50:10 I should put that on the demon page 16:50:15 but only when you try to go up or down stairs 16:50:31 "You walk down the... huh?" 16:50:42 galehar: or afraid of losing them 16:50:56 why would ash be able to make you forget things? 16:51:08 afaik the extent of his existence is a voice in your head 16:51:29 TGWi: he can show you things, not just speak (scrying, see invis) 16:51:38 so, he can probably show you false things 16:51:44 TGWi: grants clarity too! 16:51:56 he shares Forbidden Knowledge with you and damages your brain 16:52:05 with fire miscasts 16:52:14 Mu_: we're geniuses, let's call it a day 16:52:54 should tell monsters where your immediate family lives 16:53:07 allowing them to die and causing severe psychological damage 16:53:24 ash should strike you blind/deaf 16:53:30 that'd be an awesome wrath 16:53:36 should tell you how to not see/hear anything 16:54:09 alters your perceptions so you appear to be on zot:5 16:54:09 should tell you how to die/^Qyes 16:54:17 should shout at you while you're casting spells, causing you to severely miscast 5% of the time 16:54:59 should drain int by reading youtube comments to you 16:55:07 irl int 16:56:01 or redirect ##crawl to your messages area 16:56:19 ash wrath should implement !send 16:56:46 ash should tell summoned berserk iron trolls how to find you 16:57:31 ash should tell goblins where your wand stash is 16:57:50 ash should tell hydrae how to open doors 16:58:13 ash should curse you with the stickiest curse of all: sticky flame 16:58:26 TGWi: hard to teach an amphibian complex stuff 16:58:41 speaks amphibian 16:59:03 I bet xtahua secretly worships ashenzari 16:59:30 xtahua is a reptile, nerd 16:59:53 yes I know but :( 17:00:57 there should be a unique that worships xom 17:01:16 there's a proposal for an ex-xommite on the wiki somewhere 17:01:25 ah 17:01:34 yiuf might fit, otherwise 17:01:42 haha, yes. 17:01:45 special speech for xom worshippers and all 17:01:46 psyche 17:02:10 it'd be pretty nifty if there were a xom unique that made xom affect both of you 17:02:15 in fact, everything on screen 17:03:20 You kill ___! Xom finds this hilarious! 17:03:58 Eronarn: yiuf? 17:04:01 You are now Xom's teddy bear. 17:04:09 Zin is jealous. 17:05:26 i think it would be great to see Xom grab someone else and merry-go-round them around the level, or just around you, for a few iterations in the middle of the battle 17:06:26 spawning a ring of IOODs orbiting around you 17:06:57 getting out may be tricky 17:09:55 -!- Pseudonut has quit [Ping timeout: 240 seconds] 17:10:02 kilobyte: is it possible to spawn a ring of ioods like that... but then make them circle? 17:10:11 or spiral inwards instead of straightline 17:10:45 Zannick: if you kill the xomite, xom should pay attention to you for 1d5 xom effects, or something 17:11:01 also a neat idea 17:12:39 -!- galehar has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.11/20101012113537]] 17:12:51 Eronarn: they have a minimal turn radius, and if they would have to make a sharper turn, they end up going in circles around you 17:19:31 yeah, i'm just not sure if the desired effect could be achieved given the current code 17:19:48 (also, i would love an orb of confetti/glitter/butterflies that xom can fire at you) 17:36:14 03kilobyte * r1b9354f301a9 10/crawl-ref/source/ (3 files in 3 dirs): A quad damage tile, for Sprint. 17:39:10 quad damage is actually used? 17:39:20 TGWi: sprint 17:39:26 kilobyte, could you get rid of the porkchop/me stuff on tiles wiki? Don't want to hear the crying if I did it myself 17:39:36 guess I should've ignored it to begin with but pfft 17:40:29 TGWi: it's in a place that makes no one get it unless that person wants to show off 17:40:49 -!- Pseudonut has joined ##crawl-dev 17:43:37 -!- eith has quit [Ping timeout: 250 seconds] 17:44:53 03dolorous * rd3fb1560bed0 10/crawl-ref/source/religion.cc: Tweak wording. 17:46:19 -!- kilobyte has quit [Ping timeout: 240 seconds] 17:47:59 -!- kilobyte has joined ##crawl-dev 17:48:12 A killer kilobyte! 17:48:15 Welcome back. 17:48:47 due! 17:49:01 oh god, what did Ido?:S 17:49:49 nothing yet... 17:50:31 Oh good. 17:54:25 -!- kilobyte has quit [Ping timeout: 252 seconds] 17:57:21 -!- minced has joined ##crawl-dev 17:58:28 Nome racial patch! (https://crawl.develz.org/mantis/view.php?id=2744) by minced 17:58:37 Hooray! 18:00:46 Nome? 18:00:56 Nohm 18:01:01 Noam? 18:01:09 yes 18:01:13 "the gnomes have learned a new way to say hooray" 18:01:37 so I guess that silly statue form message is going from dwarves to nomes? 18:02:28 They swim through walls 18:02:28 I modeled them on the "Nomes" from "Return to Oz" 18:02:30 minced: 1) what do they do? 2) how cool are they? and most importantly 3) can we finally get rid of halflings now? 18:02:47 hey I hear halflings are pretty okay 18:02:53 HALFLINGS DIE 18:03:11 no but I kid, but srsly what do nomes do, what is their thesis 18:03:27 wallswimming 18:03:44 that sounds horribly broken, but unlike felids it also sounds great 18:03:50 heheheh 18:04:11 similar to passwall or rock worms? 18:04:19 looks like rock worms 18:04:21 can you swim through stone? 18:04:45 -!- m1nced has joined ##crawl-dev 18:05:28 uhh 18:05:36 unless I'm reading it incorrectly 18:05:56 it's possible to swim through metal, green crystal, and permarock too :S 18:06:43 are they fully implemented in trunk? 18:06:50 I'll give them a whirl 18:06:57 there's a patch 18:07:04 I guess you can patch them in 18:07:06 nome = idspispopd 18:07:14 I'm looking at the patch right now 18:07:28 you mean branch them in? <-- new at git 18:08:08 no I mean get the patch and personally apply it to your local copy 18:08:28 yeah... I decided to allow swimming through metal initially, though it's probably ridiculously overpowered. :) 18:08:38 what about permarock D: 18:08:49 that too 18:08:57 Everything but goo walls and wax, basically 18:09:00 so what's the tradeoff 18:09:10 It takes 1 delay to enter/leave a wall. 18:09:17 hall_of_Zot uses permarock to bar off the orb chamber D: 18:09:42 ... and you have spriggan health and -1 dodging apt outside of walls, though that's probably not enough of a tradeoff. 18:10:02 can you swim outside of level bounds 18:10:29 monky: thankfully no 18:10:34 this sounds pretty ridic broken 18:10:38 do they gradually suffocate if they swim too long? 18:10:38 yeah 18:10:52 they cannot swim into any wall that's not touching air. 18:10:57 it's going to lead to people abusing the hell out of the rock swimming, because they can't survive unless they do 18:10:58 That's the real limitation. 18:11:29 minced: can they act while swimming? if so, you'll run into... weirdness 18:11:37 Eronarn: yes, they can. 18:11:38 like casting dig/passwall 18:11:50 I should try that. 18:12:17 4 tmut is sp/se/mf level right 18:12:22 yes. 18:13:11 5 earth is pretty ridic 18:13:15 why do they have +1 UC 18:13:17 they are so earth 18:13:19 I say 0 or maybe -1 18:13:56 they are literally made of rock 18:13:58 also: 4 tmut 5 earth is like handing shatter to them on a silver platter; is this wanted 18:14:37 I figured 5 earth wasn't quite as good a boon as 4 polearms, so sort of 18:14:47 I agree 4 tmut 5 earth is currently crazy 18:14:49 monky: I think this is discouraged because they would murder themselves in statue form? 18:15:01 The statue form/shatter connection has been removed 18:15:07 really? 18:15:12 I think so. 18:16:06 Should I open a Nomish wiki page? 18:16:11 yes, do 18:16:29 maybe the pajama gnome could be a pajama nome 18:19:36 m1nced: put all their current abilities/apts/racial stuff on there as well for ease of reference 18:20:15 m1nced: I hate to break it to you, but the WIzard of Oz isn't the necessary 300 years old yet 18:20:23 oh 18:20:31 Will I have to change the name back to gnome? 18:20:36 no 18:20:39 keep it as "nome" 18:21:03 and keep the reference; nikola tesla isn't 300 years old, either 18:24:31 I think balancing the race will probably mean making nomes flimsy as dirt outside of walls and somewhat playable inside, since wall-swimming is so ridiculously powerful. 18:25:41 m1nced: (pretty much) effortless orb steal: dig to behind the orb chamber in hall_of_Zot, lrd through any obstructing stone, permarockswim into orb chamber 18:26:00 there is a reason permarock is perma 18:27:24 so we don't need a flag to indicate non-passable 18:27:47 just make permarock unswimmable 18:28:43 that's easy enough 18:28:58 One boon I thought of was making all translocations fizzle when the player is in rock. 18:29:02 *nerf 18:30:46 That way, since it takes a turn to exit rock walls, rock-swimming is somewhat dangerous. 18:32:04 or make coming out of the wall paralyze you for as many turns as you've been swimming inside the wall. "the longer you spend attuned to the rock, the harder it is to resume your normal form" 18:32:10 oooh 18:32:26 maybe with a cap of 6 turns or so 18:32:43 OK, page is at https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:start:nome 18:32:51 or it could be capless, but the paralyzation could accumulate slower 18:33:16 Wensley: is it ok if I add that to the wiki page? 18:33:29 I'll do it, I have some other ideas as well 18:33:53 -!- Pseudonut has quit [Remote host closed the connection] 18:34:00 thanks all 18:34:13 all races need balancing, and the idea for nomes sounds cool 18:34:13 paralysis is a pretty bad idea 18:34:20 progressive increases to ponderousness works though 18:34:38 and taking time to deponderize? 18:34:42 yes 18:34:46 m1nced: are most of their apts just 0? 18:34:52 What if all actions were slowed, not just movement? 18:34:56 polearms are -3 but that doesn't really matter 18:35:18 fighting and UC are 1 18:35:23 Wensley: yeah, I wasn't sure what to put for most of them. I just wanted to highlight their strengths 18:35:31 I think there's a lot of +1 18:35:32 all actions being slowed is really brutal 18:35:38 (unfortunately that means they are ridiculously overpowered based on earth apt alone) 18:35:39 also, isn't armour +1 or something 18:35:49 also: give them high earth, but not high tmut, imo 18:35:53 ok 18:36:00 are they spriggan-sized or kobold-sized? 18:36:06 kobold 18:36:07 we already have enough high-tmut races 18:36:14 (high tmut was because they're natural shapeshifters) 18:36:35 I think a race of actual shapeshifters would deserve a 5 tmut 18:36:51 nomes are only earth shapeshifters 18:36:57 I just meant shapeshifter in the same sense as merfolk, sorry for confusion 18:37:02 merfolk are only fishy shapeshifters 18:37:04 no prob :) 18:37:08 yeah, personally, i'm against things being good at tmut just because they havem ultiple forms 18:37:29 the race will probably end up with mostly -2 apts in casting probably 18:37:36 -probably 18:37:38 !apt merfolk tmut 18:37:38 Mf (SK_TRANSMUTATIONS)=3! 18:37:38 "rock mummy" 18:37:52 lol more tmut than mf/sp/se. 18:38:05 !apt tmut 18:38:05 Tmut: Dr: 0, Dr[black]: 0, Ce: -1, DD: -1, DE: 1, DG: -1, DS: -1, Gh: -1, Dr[green]: 0, Dr[grey]: 0, Ha: -2, HE: 1, HO: -3*, Hu: 0, Ke: -2, Ko: -1, Mf: 3!, Mi: -3*, Dr[mottled]: 0, MD: -1, Mu: -2, Na: 0, Og: -3*, Dr[pale]: 0, Dr[purple]: 0, Dr[red]: 0, SE: 3!, Sp: 3!, Tr: -3*, Vp: 1, Dr[white]: 0, Dr[yellow]: 0 18:38:09 something felt wrong about 4 18:38:10 I made a mistake - thought Mf (tmut) was 4 instead of 3 18:38:31 i wonder why HE have tmut 1 18:38:51 just make nomes have +3/+3 earth/tmut 18:38:58 That sounds reasonable. 18:39:32 I'd say (+3 or +4)/+2 earth/tmut, respectively 18:39:59 +4/+2 could be fun 18:40:05 some race needs good earth 18:40:08 and 0 or -1 UC instead of +1 18:40:15 !apt earth 18:40:15 DD has good earth 18:40:17 Earth: Dr: 0, Dr[black]: -2, Ce: -1, DD: 3!, DE: 0, DG: -1, DS: -1, Gh: 1, Dr[green]: 0, Dr[grey]: 0, Ha: 0, HE: -2, HO: 0, Hu: 0, Ke: -1, Ko: 0, Mf: -2, Mi: -3*, Dr[mottled]: 0, MD: 2, Mu: -2, Na: 0, Og: -3*, Dr[pale]: 0, Dr[purple]: 0, Dr[red]: 0, SE: 1, Sp: -1, Tr: -1, Vp: -1, Dr[white]: 0, Dr[yellow]: 0 18:40:30 solution: drop DD to 2 18:40:46 it's not as if we're plagued by a glut of ddee 18:40:46 monky: and that's the least broken thing about DD :p 18:41:06 well yeah 18:41:23 wensley: DDEE is the best EE, though 18:41:35 what about spee 18:41:36 Perhaps, since Nomes get super-passwall, they should get better stabbing/sblades. 18:41:38 !apt dd tmut 18:41:39 DD (SK_TRANSMUTATIONS)=-1 18:41:52 SpEE is annoying to play 18:41:56 yeah I guess 18:42:04 !lg * class=ee s=race 18:42:04 17287 games for * (class=ee): 2956x Sludge Elf, 2460x Deep Elf, 1876x Mountain Dwarf, 1622x Gnome, 1593x Demonspawn, 946x Mummy, 671x Human, 616x Ogre, 513x Kobold, 472x Demigod, 399x Ogre-Mage, 360x Draconian, 335x Hill Orc, 309x Naga, 291x Centaur, 240x Kenku, 215x High Elf, 212x Ghoul, 201x Deep Dwarf, 173x Vampire, 167x Spriggan, 162x Troll, 151x Minotaur, 149x Merfolk, 71x Halfling, 58x Hill ... 18:42:09 m1nced: it's not very super or passwall 18:42:10 obviously good because it is spriggan, but still annoying 18:42:18 !lg * won class=ee s=race 18:42:18 67 games for * (won class=ee): 12x Sludge Elf, 7x Gnome, 5x Deep Dwarf, 5x Mountain Dwarf, 3x Demigod, 3x High Elf, 3x Naga, 3x Human, 3x Deep Elf, 2x Ogre, 2x Hill Orc, 2x Spriggan, 2x Kobold, 2x Vampire, 2x Purple Draconian, 1x Centaur, 1x Red Draconian, 1x Ghoul, 1x Demonspawn, 1x Merfolk, 1x Kenku, 1x Troll, 1x Mummy, 1x Halfling, 1x Minotaur, 1x Ogre-Mage 18:42:29 m1nced: no free turn, small walls only 18:42:40 true 18:42:47 !lg * won cls=ee s=race / won o=% 18:42:47 67/67 games for * (won cls=ee): 12/12x Sludge Elf [100.00%], 7/7x Gnome [100.00%], 5/5x Deep Dwarf [100.00%], 5/5x Mountain Dwarf [100.00%], 3/3x Demigod [100.00%], 3/3x High Elf [100.00%], 3/3x Naga [100.00%], 3/3x Deep Elf [100.00%], 3/3x Human [100.00%], 2/2x Ogre [100.00%], 2/2x Hill Orc [100.00%], 2/2x Spriggan [100.00%], 2/2x Kobold [100.00%], 2/2x Purple Draconian [100.00%], 2/2x Vampire [1... 18:42:53 !lg * cls=ee s=race / won o=% 18:42:53 67/17287 games for * (cls=ee): 2/10x Purple Draconian [20.00%], 1/10x Red Draconian [10.00%], 5/201x Deep Dwarf [2.49%], 1/71x Halfling [1.41%], 3/215x High Elf [1.40%], 2/167x Spriggan [1.20%], 2/173x Vampire [1.16%], 3/309x Naga [0.97%], 1/149x Merfolk [0.67%], 1/151x Minotaur [0.66%], 3/472x Demigod [0.64%], 1/162x Troll [0.62%], 2/335x Hill Orc [0.60%], 1/212x Ghoul [0.47%], 3/671x Human [0.45... 18:42:56 m1nced: what's their stealth again? 18:43:04 oops again 18:43:09 but DDEE is really quite good 18:43:12 monky: it's ok but not great I think 18:44:10 they have sp/ha/ko racial stealth modifier and +1 apt 18:44:13 apparently 18:44:19 need to leave now - any feedback on the wiki page is appreciated. Thanks all. 18:44:38 -!- m1nced has quit [Remote host closed the connection] 18:44:46 one issue i have with this proposal: it sounds like it will be pretty tedious when it isn't being broken 18:45:00 luring things back to walls? 18:45:17 going into walls and shouting? 18:45:19 there isn't much design space between 'terrible race with racial passwall' and 'terrible race with ridiculously broken racial passwall' 18:45:52 did old gnomes have racial passwall 18:45:55 merfolk 18:45:56 no 18:46:11 just a terrible race? 18:46:17 casmith789: merfolk can stand on their own even without the swimming, though 18:46:33 yeah, so make them like mu or something outside a wall 18:46:34 and availability of water is a non-trivial limitation on scumming 18:46:43 monky: yep 18:46:48 well there isn't rock wall everywhere 18:46:59 casmith789: atm they can swim in anything but wax 18:47:06 even metal/crystal 18:47:07 permarock 18:47:19 but even then - a lot of the game IS rock 18:47:23 taking one into a labyrinth sounds fun 18:47:23 the wiki page has a thing on removing permarock swimming at least 18:48:47 well that makes no sense :p 18:48:56 -!- minced has quit [Ping timeout: 240 seconds] 18:49:20 permarock could just be renamed to ULTRA-DENSE URANIUM WALL 18:49:22 let's implement them as-is for fun and watch elliptic speedrun them 18:49:31 it could also cause glow, would be fun in the orb chamber 18:49:49 Wensley: "immovable objecT" 18:50:07 "zot wall" 18:50:37 You see here an Impenetrable Wall of Zot 18:55:48 holy shit 18:55:50 Q - the +0 splint mail of Siskeh (worn) {rElec rF++ Acc+2 Dam+4} 18:55:55 oops 18:56:02 this is the grown up room, sorry ;) 19:09:10 -!- syllogism has quit [] 19:18:26 -!- kilobyte has joined ##crawl-dev 19:41:44 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:56:02 -!- Pseudonut has joined ##crawl-dev 20:02:11 -!- minced has joined ##crawl-dev 20:03:33 -!- elliptic has quit [Ping timeout: 252 seconds] 20:33:44 will ash' skill swapping break save compatability? Not sure if I feel like converting this game without it 20:52:04 -!- CIA-9 has quit [Ping timeout: 252 seconds] 20:55:25 -!- CIA-46 has joined ##crawl-dev 20:58:22 so the skill swapping is being added? 21:00:36 the UI has been done at least 21:00:38 amazingly enough, yes, someone thought it was a good idea 21:00:57 yeah I really don't like it at all 21:02:10 'you know some of our gods are too boring/good without drawbacks' 'hey i've got an idea let's make a god that is like playing without a god except you get div school on all the time and a 30% XP boost' 'AWESOME, I LOVE IT' 21:02:16 -history of ashenzari design 21:16:42 -!- gamefreak264 has joined ##crawl-dev 21:27:17 -!- minced has quit [Ping timeout: 252 seconds] 21:27:36 -!- gamefreak264 has quit [Ping timeout: 240 seconds] 21:37:33 -!- minced has joined ##crawl-dev 21:38:24 I'm not sure what to think of Ashenzari so far. 21:39:07 'remove' is a good start 21:39:14 remove? 21:39:25 as in, 'from the game' 21:40:01 I'd say redesign because I like the idea of a div god 21:40:17 dunno what to do with it though 21:40:19 maybe div 21:41:40 Cursing yourself to gain piety was nice flavor, but in practice I didn't even notice. In early/mid game there are so few choices for gear that the curse is moot. 21:42:00 If "curse" were expanded to mean something truly nasty, the god might be interesting. 21:43:02 my ash game didn't get far before getting bored, careless, and dying, but from what it did do, curses felt more annoying and gimmicky than anything else 21:43:47 I originally proposed some (bad) active abilities besides scrying that used cursed items as a spell component. 21:44:02 I'm actually starting to miss them, if only because it would give Ash worshippers something to *do.* 21:44:20 besides abusing scrying? 21:44:55 I think the "aura of bad luck" idea someone had would make a fun ability, even if it's practically speaking the Bizarro version of TSO's halo 21:46:52 I like the old flavour of ash being powerless to actually do things (like that), but rather simply imparts knowledge (div-related whatever) 21:47:01 at least I think ash was flavoured like that at one point 21:47:04 maybe I'm loony 21:47:20 Yeah, that bit of flavor is actually due to me (mostly) 21:48:03 I wanted a bunch of fun portal detection/unique detection messages so it feels like Ash is actually communicating with you on a regular basis. 21:48:43 Like "AHEM, SIGMUND IS WAITING AT THE OTHER END OF THAT STAIRCASE YOU @#*( DOOFUS" but with less profanity. 21:49:35 My original idea was that Ash cannot manifest without using a curse as "fuel," but that's a little hard to communicate. 21:51:33 divs consume curses or what 21:51:51 not divs, but definitely scrying. 21:52:19 keep in mind that I thought piety was going to be gained at a snail's pace, so I wanted another limited cost for abilities. 21:52:37 minced: unfortunately, the people actually implementing ash seem to have gone mad 21:52:46 oh. 21:53:25 see: flat +30% XP boost, and also redistribute skill points, and also permaclarity/sinv, and also divinations 21:53:52 unfortunately, the xp boost and skill redistribution were actually my ideas in part 21:54:08 I thought manual gifts would be a fun gift from a knowledge-themed god 21:54:17 they eventually became skill redistribution 21:54:49 i don't think that XP actually works well to represent knowledge 21:54:57 because even trolls and the like will amass tons of XP over the course of the game 21:55:09 learning spells is a conscious choice, so that works for sif, but *everyone* wants XP 21:56:17 I also suggested the xp boost... 21:56:33 at least I'm learning how the design fares in practice 21:56:42 the non-interactivity is a real killer 21:56:47 yes 21:56:49 i don't know if you read my feedback about it 21:56:52 I did 21:56:56 it was really good feedback 21:57:16 Wensley had very similar thoughts as i recall 21:57:25 and there's some overlap with TGWi's too 21:59:33 mine was better imo 21:59:34 Ash's abilities seem to be no-brainers that don't significantly affect gameplay. 22:00:02 "almost totally non-interactive" 22:00:11 I should win an award for outstanding feedbac 22:00:11 k 22:04:24 -!- m1nced has joined ##crawl-dev 22:04:34 minced: fwiw i really want a "preview level" ability, that you can use *before* committing to go down stairs the first time, and that doesn't start timers 22:04:34 sorry, bad connection 22:04:42 -!- minced has quit [Ping timeout: 245 seconds] 22:04:47 I want that too. Should I suggest it? 22:04:50 Or would you rather? 22:04:52 i think this much better fits a god of scrying than passive, boring, already-removed-from-the-game-once detection 22:05:20 i already did for portal vaults and it was basically ignored in favor of now portal vaults ID on your map when you enter the level. :| 22:05:31 to be fair it was removed because it being active was dumb 22:05:45 TGWi: it can be passive, and something that happens the first time you go down stairs, taking no turn 22:05:59 or do you mean detect 22:06:06 div 22:06:23 div would've been removed if it were passive, too (otherwise it just would've been *made* passive) 22:06:32 it had a lot of problems 22:06:39 active vs. passive was just one of them 22:06:39 you can't make a school of magic passive 22:07:40 another thing that might be cool for ash: detect randarts in advance 22:07:50 it was stated when div was removed that it could return in a less lame form 22:07:55 I think that fits the "detect GOOD items" requests 22:07:59 like, "you have visions of a powerful sword" 22:08:27 "you have visions of a fabulously ornate robe" 22:08:36 and in advance, i mean doing it before that item is ever even generated on a level - but effectively, guaranteeing that it will be eventually 22:08:52 I like that ... observing the future *changes* it in subtle ways. 22:08:53 why though 22:08:56 that's not even interesting 22:09:09 TGWi: specifically, so you, say, are on d8 22:09:18 and on d8 you get a vision hinting that there is a powerful item on d10 22:09:29 do you go down two more levels, or do lair at first opportunity? 22:09:47 on detecting randarts, what about loot boxes 22:09:48 changing strategy based on ash's visions is potentially interesting 22:09:54 I want a vision hinting at Mara or Aizul. 22:09:57 including branch ends 22:10:00 depends on what the item is 22:10:02 divspam?? 22:10:32 you have visions of a steaming dagger you have visions of a vibrating short sword you have visions of a slimy leather armour 22:10:58 maybe you'd see the ego if you get lucky - "steaming battleaxe of speed" 22:11:13 monky: i think it should only do it for very good randarts; do it enough levels in advance that you could feasibly dive down and grab it; give at least some clue about why ash thinks you'd be interested 22:11:32 how would it determine good 22:12:10 -!- TGWi has quit [Read error: Connection reset by peer] 22:12:16 probably - rarity of base type, presence of positive enchantments, absence of crippling negatives, at least a few traits rather than just '+5/+5, chopping', boost if it's an unrand 22:12:54 a +5 broad axe of chopping is a game breaker for someone stuck with a -1,0 battleaxe, so it's kind of relative to the player's current state 22:13:03 ash telling spellcasters/dodgers about crystal plate mail & armour users about animal skins is funny 22:13:28 well, we can look at player level/depth vs. the total 'goodness' 22:13:49 The only way to make sure the item is "good" is to PRODUCE it so that it's good - the item would basically be an Ash acquirement. 22:13:53 or player skills - i'd say though that we only need to look at dodging, whether they're a spellcaster, what weapon skill they use 22:14:24 m1nced: yeah, i'm not a fan of acquirement - i think this should only be relevant to items the rng would've eventually generated 22:14:54 When are levels generated? Upon level entry, or upon game start? 22:16:02 former; how i'd do it is: set some limit on the number of depth levels ash will look at 22:16:32 and pre-generate like 20 or more per depth level 22:17:02 i can't even imagine more than 10 being generated on any given level without a broken vault, but still 22:17:13 How about this: 20 items for each level are generated in advance. If any of them are "really good" (as judged by Ash code), Ash reports it. 22:17:31 That way, you get the same item distribution 22:17:31 right, yeah, that's what i mean - naively (i am not too familiar with crawl's code), that is how i would do this 22:18:33 could use a similar approach for portals and shops 22:19:32 to prevent spam (e.g., an awesome weapon in an awesome shop in a bazaar...) we could limit to one vision per level descended 22:19:47 or create composite messages 22:21:08 the other alternative is to just plain pre-generate levels far in advance, and prevent them from having anything other than the pre-generation take place (i.e., no countdown) 22:22:31 would that have any effect on e.g. what uniques happen there 22:22:32 this ability seems pretty hard to implement TBH b/c the level-generation code seems hairy to me 22:22:38 I imagine it would screw with boris regeneration 22:22:47 monky: I was just about to say that 22:23:57 -!- upsy has quit [Quit: Leaving] 22:24:00 Not if I add the chance of Boris generating on a level you've already visited if he's dead and it's a suitable level. 22:24:05 Heck, generating a SINGLE level in advance and allowing a "first peak" that gave messages this informative would be nifty. 22:24:36 useful for branch endings 22:25:21 Just generate the level and set a flag for having *physically* (rather than mentally) visited the level 22:25:29 i think it's ok if it breaks some things 22:25:33 as long as it doesn't break too many 22:26:03 like, if it breaks boris by making him not able to respawn - this is sad, but if the ability is cool enough, we can recode boris 22:32:33 This way, the player gets info early enough to *choose* how they'll use it - descend two floors to find a killer axe, hold off on d:10 because there's a labyrinth, etc. 22:32:57 If Ash isn't going to get active abilities, that's definitely a good way to extend the passive abilities. 22:35:09 -!- valrus has quit [Remote host closed the connection] 22:38:23 a skill boost ability could be interesting 22:38:47 rather than ash actually helping you *learn* skills, he just tells you what to do 22:39:22 the primary application for this is magic, of course 22:40:41 then per-skill-check where you received instruction from ash, you take a piety hit 22:41:05 we could also consider making this something that exceeds the normal 27 skill cap, seeing as how he is a *god* 22:42:15 Would this be for a single skill, say, +6 skills in unarmed combat or +6 skill in fire magic on demand, but not both? 22:43:29 one thing that could be done, is to tie it into which cursed gear you are using 22:44:28 cursed jewellery = one magic skill boost, cursed armor = one non-magic weapon skill boost 22:44:35 (i personally favor dropping cursed weapon) 22:45:07 could cursed jewelery give an evocations boost? That would be a lifesaver if you were a weak evoker with a ring of tele/invis in inventory 22:48:24 actually, what about: 22:48:42 bound armor = physically bound, bound jewellery = spiritually bound 22:49:02 then divide his detections and abilities based on those two 22:49:34 so, to detect some powerful sword, you must be physically bound - to detect a magical portal, you must be spiritually bound 22:50:22 & the skill division would be 'magical', 'not magical'. 22:50:52 That works - curse jewelery far outweighs cursed armour/weapons for many purposes, as it should 22:54:28 something like a +(stars of piety) boost would probably work decently 22:54:51 so, *** = +3 to a skill 22:54:56 That works, +6 is a very good skill boost. 22:55:50 if you learned new skill XP at the rate of your current skill level, it'd also effectively be a manual-like effect 22:55:59 -!- valrus has joined ##crawl-dev 22:56:17 ash is artificially boosting your skill, but you're consciously trying to learn these things that he is telling you to do - have to actually put them into practice, though 22:56:29 and can't just do it with an activated ability reshuffling your XP 22:57:40 Eronarn, please write this out. This proposal beats out skill-shuffling by a huge margin. 22:58:53 sure, will before bed 22:59:04 did nomes get fixed yet 22:59:15 another random thought: there used to be 'sigil' mutations, which weren't really you 'mutating', but your skin ebing covered in sigils 22:59:26 it could be kind of cool if ash gave 'mutations' that were initiations into mysteries 22:59:36 'You know the secrets of XXX' 23:00:29 importantly, though - something that is not tied to ash's favor 23:00:38 he can't take back what he has taught you 23:01:26 valrus: working on it, writing up the new description now at least 23:01:38 too tired to tweak the apts tonight though 23:01:46 oh...! 23:01:52 what if there was one secret for each skill 23:02:08 and the secret you learned was based on your highest skill upon hitting 6 piety 23:02:19 which, of course, you could modify with ash's skill-boost 23:02:39 that would be a very flavorful/cool 'gift' 23:02:59 I dunno, seems like that would require a little *too* much skill tweaking 23:03:26 but gaining skills with the goal of learning divine secrets sounds like big fun 23:04:26 well, you do have the title to tell you your current highest skill 23:04:53 (zomg, skill > 27 would mean you could add ash titles! for every skill!) 23:05:17 Politician => Career Politician 23:06:09 ??skill titles 23:06:09 I don't have a page labeled skill_titles in my learndb. 23:06:12 ??title 23:06:12 title[1/2]: In the phrase "Yourname the (something)" at the top right of the Crawl screen, "(something)" is your title 23:06:15 ??title[2] 23:06:15 titles[1/2]: Slightly outdated spoiler available at: http://www.dtek.chalmers.se/~salman/titles-0.4.html 23:07:03 "all-time heavyweight champion" 23:08:34 Chief of Staff => Chairman of the Joint Chiefs of Staff 23:09:54 @Genus@ Porcupine => One-(genus) Tortoise Formation 23:22:49 Oh, btw, I wrote a new Nome description that gives flavor justification for an across-the-board skill nerf 23:31:05 -!- valrus_ has joined ##crawl-dev 23:33:13 -!- Twinge has quit [Read error: Connection reset by peer] 23:34:28 -!- Twinge has joined ##crawl-dev 23:35:01 -!- Twinge has quit [Read error: Connection reset by peer] 23:36:20 -!- Twinge has joined ##crawl-dev