00:59:51 Is there any point to using a FixedVector over a Vector for information that isn't going to be stored? 01:00:46 -!- Zaba has quit [Ping timeout: 250 seconds] 01:03:49 due: fixedvector needs to die 01:04:08 okay 01:04:20 that is what I thought, it is very unclear. 01:11:38 -!- Zaba has joined ##crawl-dev 01:46:50 sorear: http://1-800-magic.blogspot.com/2008/02/stl-vector-performance.html 01:52:34 -!- OG17 has quit [Read error: Connection reset by peer] 01:56:14 due: I wish I had BDFL powers so I could pick a new language and force it down everyone else's throat 01:56:30 but we have no technical lead, which means we're stuck with C++ forever 01:56:42 Undead allies don't turn hostile when you abandon Kiku. (https://crawl.develz.org/mantis/view.php?id=3077) by elliptic 01:56:42 -!- OG17 has joined ##crawl-dev 01:58:55 :) 01:59:08 sorear: re: that article, is there any point in pre-sizing vectors? 01:59:43 due: tias 02:00:23 I would answer that question by writing a microbenchmark. But you can do that just as easily 02:00:31 Meh. 02:00:51 due: I wouldn't say there's any harm, assuming you know the size already. 02:01:14 Wel, it can be at most (NUM_MONSTERS*3)+3. But it's never going to be that big. 02:01:36 "Transient ischemic attacks", I see. 02:03:30 try it and see. aka, "ask your compiler, not me" 02:03:49 it's a pretty standard response on irc.perl.org... I slipped 02:03:52 Ahhh. 02:57:45 So, static local variables. Should we be avoiding them at all costs? I've been doing some research into their use but I haven't been able to find anyone actually describing the pros/cons of them. 03:01:44 static local variables are like static global variables, except you can't accidentally use them from two places 03:01:59 they're no different at runtime from any other global 03:02:02 Okay. 03:02:35 so using a static local variable as a "cache" of sorts to store a value instead of running a function 600 times is good, yeah? 03:03:09 why not use an auto local variable? 03:03:20 Because I don't know what an auto local variable is! 03:03:25 * due to the Google. 03:03:34 int x; == auto int x 03:03:57 auto local variables are created when the function is entered and destroyed when it returns 03:04:08 they're te awesome 03:04:10 yes 03:04:26 but I am writing a colour function that can be called quite regularly. 03:05:27 and it calls another function to find another coord_def and this is the value I am wishing to store, instead of runninng that function however many times the colour function is called. 03:05:52 st is in a solid-glass lab, if that's not supposed to happen 03:06:25 not solid I guess but the majority was 03:06:28 it isn't all glass, just a huge part 03:06:29 yeah 03:06:30 virtification? 03:06:35 no 03:06:49 other people have commented on this too in the last day or so 03:07:03 Zaba: did you touch lab generation? :) 03:08:35 Poor Zaba, automatically blamed for everything that goes amiss in the dungeon 03:08:52 !tell Zaba I think you're awesome. Also when I can ask you for zsh tips. 03:08:53 greensnark: OK, I'll let Zaba know. 03:18:33 Erm, yeah. Labyrinth generation is definitely off. 03:24:19 it would be kind of cool if it was like that super rarely 03:25:11 the only tihng that has changed recently is that it went from using a vector of coord_defs to find four adjacent squares to using orth_adjacent_iterator. 03:27:26 kilobyte: <3. 03:30:00 Another word for "cache" is "memory leak". 03:30:34 Since when? 03:31:02 Well, "cache without an eviction policy" 03:31:19 Something that a variable with static storage duration is. 03:31:44 Assuming you use "unreclaimable memory" as a definition for "memory leak". 03:41:33 peaking about likely memory leaks, I'm pondering storing global monster information (like, if you get poisoned by a monster then leave the level) with reference counting. A crapload of things would then be able to hold references: clouds, mon_ench, monster summon chains, player afflictions, possibly shedu corpses, ... 03:41:57 I wonder how to avoid leaks there 03:42:09 kilobyte: Bungs? 03:42:25 kilobyte: I am partially stealing your swirly colour algorithm from etC_trees :) 03:42:54 etc_trees don't have swirls, they use a bad hash 03:43:06 Erm. 03:43:08 etc_tornado. 03:43:09 that wasn't meant to be bad, but I liked the effect 03:43:42 for tornado, I'm going to edit it to reference the cloud's actor source 03:43:59 no change for player-spawned tornados though 03:44:09 kilobyte: why not just make a struct mob_blame { kill_category kc; string kill_chain; long uid; } and copy-construct them around? 03:46:51 kilobyte: I'm reusing it at the minute for Leda's Liquefaction but it's not quite what I wannted. 03:48:51 kill_chain can't be just a string 03:49:06 and I'm removing that kill_category hack 03:50:13 if you want a L-named earth mage, why not lehudib? 03:50:18 or am I thinking of something else 03:50:33 Meh. 03:50:44 Leda clay is another name for quick clay. 03:50:51 Which is subject to extremes with liquefaction. 03:51:34 heh, that's a good reason to use a new name 03:52:07 And if I'd remembe rLehudib I would've used him :/ 03:52:08 getting rid of kill_category? yay? 03:52:09 Leda wizlab! 03:52:17 sorear: blame chain can be currently displayed in several ways -- sometimes terse, sometimes detailed with an entry per line 03:52:38 I sort of like how there's one big name for each school, I don't know 03:52:47 or those that have it at all at least 03:52:49 kilobyte: Now that I think about it, I added that :) 03:52:57 How I have forgotten! 03:53:11 sorear: heh 03:54:29 it could be pickled into a single string this way: "summon:vampire|summon:ancient lich|wrath:Kikubaaquadha" 03:56:12 I pondered using recursion, since this way it would be reusable for clouds and what not which require more than just a name, though 03:56:42 since Injury Mirror should be able to punish those who spewed the cloud 04:00:50 that's for the blame chain... kill_category on the other hand is never right 04:02:05 since it breaks a number of things: 1. Injury Mirror, 2. monsters levelling up, 3. xp tracking, 4. gods that treat undead/living/demonic allies differently, 5. obituaries 04:02:26 kilobyte: I've implemented finding the centre of a given area based on a coord_def (ie, haloes, etc) if you wanted to use that for tornado instead. 04:29:23 -!- elliptic has quit [Ping timeout: 240 seconds] 04:35:11 -!- Mu_ has joined ##crawl-dev 04:36:30 hi mu! 04:39:41 yo 04:40:19 * due still working on leda's liquefaction :( 04:40:58 what's that 04:41:25 An earth halo spell. 04:41:55 ??dragon form 04:41:56 dragon form[1/4]: You're a dragon now! RAAAAWR! Breathe fire! Be tough (+60% hp) and strong! Draconians get a bonus to their ability to cast this, similar to wizardry. 04:41:59 ??dragon form[2] 04:41:59 dragon form[2/4]: Base unarmed damage = (20 + str + unarmed_skill), +10 str, flight, rPois+ rFire++ rCold-, regen+, ability to breathe fire, up to +12 AC (is a function of fire magic), huge size (will nuke your EV) 04:42:03 ??dragon form[3] 04:42:03 dragon form[3/4]: Usually not very useful because by the time you can cast it, you have great armour and don't really want to meld it and simultaneously nerf your dodging. Also good for getting killed by ice fiends. 04:42:07 What spell level is it? 04:42:26 Ah, 8. Not "puny" :) 04:44:20 i don't see it on the wiki did you make it up 04:44:43 yes 04:44:46 well, eronarn did 04:44:56 is leda lee's sister? :P 04:46:05 an idea for the dragon form: let's nerf back its damage (greatly boosted recently) but give it GDR 04:46:17 like, you see, _dragon_ armour 04:47:31 if you do that, also give gdr to statue form 04:47:38 give statue form gdr to go with its AC, not much reason for dragon to have defenses as well 04:47:41 monky argh 04:47:53 you're the new tgw 04:48:32 but yeah the point of dragon form seems to be being a huge squishy thing with crazy damage 04:49:34 while statue is less huge less squishy less crazy and more slowed 04:50:36 -!- syllogism has joined ##crawl-dev 04:55:35 okay, updated the wiki with new eldritch horror themes for tiles 05:05:33 does this new liquid spell mean monsters are going to be slowed by shallow water too? That would be nice, honest 05:05:45 mantis 1959 3035 etc 05:05:59 No? 05:06:12 It doesn't touch water. 05:06:44 http://en.wikipedia.org/wiki/Earthquake_liquefaction 05:07:01 I was worried it'd end up only slowing the player, ha 05:07:18 (though it'd be nice if water was fixed!) 05:07:22 It acts as ponderousness for the player. 05:07:43 Well, slightly more than ponderousness. 05:08:21 Or it would if I hadn' treversed the loggic :S 05:09:45 does stuff fumble, or is it just walk speed? 05:09:49 monster 'haste player' spells are always welcome. 05:10:39 kilobyte: let's not buff dragon form until somebody tries it - that learndb entry is old 05:12:03 ... huh how come I'm faster than this rat. 05:12:15 sorear: the only change for non-draconians recently was making claws work (+6 base unarmed damage) 05:12:43 draconians get more variety but not more actual power, too 05:12:49 @??rat 05:12:50 rat (07r) | Speed: 10 | HD: 1 | Health: 1-4 | AC/EV: 1/10 | Damage: 3 | Res: 06magic(1) | XP: 1. 05:13:39 Ahhhh 05:13:41 I worked it out :) 05:13:43 moin 05:13:43 Zaba: You have 1 message. Use !messages to read it. 05:13:45 !messages 05:13:45 (1/1) greensnark said (2h 4m 53s ago): I think you're awesome. Also when I can ask you for zsh tips. 05:13:54 @??dragon 05:13:54 dragon (03D) | Speed: 10 | HD: 12 | Health: 70-110 | AC/EV: 10/8 | Damage: 20, 13, 13 | Flags: fly, !sil | Res: 06magic(64), 05fire++, 03poison | Vul: 12cold | XP: 1356 | Sp: flame blast (3d24). 05:14:14 greensnark, thanks and I'm not really that much of a zsh expert, although I know a few such experts. 05:14:14 03j-p-e-g * r17a710889868 10/crawl-ref/source/rltiles/ (UNUSED/monsters/firecrab.png dc-mon/animals/firecrab.png): Add coolio's fire crab tile. 05:14:20 ... whoa 05:14:22 Zaba: Just kidding :) 05:14:35 when you haste or slow an abomination 05:14:39 I'm still digging in zsh, but it already seems nicer than bash 05:14:41 when the effect wears off... 05:14:41 due, I did touch lab generation, yes 05:14:48 it randomises their speed :| 05:14:55 is that deliberate? 05:15:01 yes 05:15:06 damn. 05:15:33 due, when I refactored some of lab-related code to use iterators, I might have broken it, yes 05:15:43 due, just as with everything else I have ever touched :P 05:16:07 :D 05:17:29 this is a nightmare 05:18:10 it overdoes virtification, you say? 05:18:42 yes 05:18:44 go into a lab 05:18:44 well, the hell with it, it's not like seeing through the lab helps you with getting through it! 05:18:52 hit &( and then view the map 05:18:55 I call it's a feature 05:18:59 erm 05:19:00 s/'s// 05:19:01 have you seen it? 05:19:10 of course. Do you think I don't test my changes? :P 05:19:17 * due eyebrows. 05:19:24 the problem is that I didn't really look at what it looked like _before_ my changes :P 05:19:46 anyway, I guess I'll look into it 05:19:54 damn it, I can't see any way to do this without adding a new enchantment for monsters. 05:20:09 due, in the meantime, please contemplate to http://sprunge.us/QGEU 05:20:26 Ooh, nice! 05:20:37 it is not deadly enough, though? 05:20:51 wizlab entries are supposed to be deadly? 05:21:18 ;) 05:21:53 anyway.. 05:21:56 6212 if (one_chance_in(3) || _grid_has_wall_neighbours(p, pos)) 05:21:56 6213 _vitrify_wall_neighbours(p); 05:22:11 shouldn't it be &&? 05:23:01 removed pixel junk from orcish dagger tile (https://crawl.develz.org/mantis/view.php?id=3078) by Mychaelh 05:23:46 possibly 05:24:00 what is the _intended_ behaviour of vitrification? 05:24:06 it's been a || before my iterator changes 05:24:12 Like three or four walls, I think? 05:27:43 well, that's what it does when that line has a && 05:27:59 which implies that it was somehow broken before your changes 05:28:04 *shrug* 05:30:02 due, so, what's your verdict for the wizlab entry? 05:31:40 Zaba: I like it! <3 05:32:05 shall I commit it? 05:35:35 Yup! 05:35:35 Did I show you Tower of Silence? 05:35:35 hm.. I think so, yes 05:39:44 :) 05:43:31 I get the horrible feeling I've missed something with this. :( 05:44:27 Okay, Leda's Liquefaction in! 05:44:38 03due * r0412296ad00c 10/crawl-ref/source/ (30 files in 2 dirs): New spell: Leda's Liquefaction. 05:44:45 That was a *lot* of code. 05:45:31 shoulda just let Lee have that spell :P 05:45:40 ... 05:45:44 DUH. 05:46:07 or change lrd to leda's rapid deconstruction 05:47:12 sorear: in the past, abominations had their speed randomized only once. It's probably due to my changes to enchantments -- I call calculations every time, as opposed to adding/subtracting/multiplying/dividing which was pretty fragile. 05:47:28 Random movement is cool, I guess. 05:47:47 It just precluded more regular calling of calc_speed. 05:47:58 is it possible to scum hasting aboms for a good speed 05:48:07 monky: In theory. 05:48:14 But you can't really know what speed they are. 05:48:40 two speeds: tags along and falls behind 05:49:08 (or do they always fall behind without ponderous/slow/naga on the player) 05:49:32 6 + random2avg(7, 2) 05:50:00 So they can possible be speed 12? 06:00:07 someone didn't change all the sticky flame references in vaults to sticky_flame_range when he renamed it 06:02:54 liquefaction effect is pretty nice 06:03:00 visually 06:04:18 it's also really powerful, probably too powerful 06:05:47 syllogism: Well, yes; things can be toned down. 06:06:14 syllogism: And I stole the swirl algorithm from kilobyte; I'd rather it used a rippling effect, but I need to sit down and rite that. 06:07:31 syllogism: It was originaly a paralysis "Sinking" effect determined by weight. 06:09:16 due: so instead of the angle use just the distance 06:10:32 kilobyte: Thanks, will do. :) I'm rubbish at those sorts of things. 06:12:55 oh a cool new earth spell added right when I have an EE going 06:13:51 it's almost like an unresistable, area of effect slow spell 06:14:00 that's sustained 06:14:33 syllogism: it is. 06:15:00 but it slows you as well. 06:15:04 almost because it doesn't make them 50% slower 06:15:10 yeaj 06:15:12 *yeah. 06:15:39 but it only slows player movement, not delay 06:15:43 yeah. 06:15:47 if that's too powerful we can make it delay instead. 06:17:03 can you cast it on ground while next to a wall while in spider form? 06:17:17 or does the clinging apply and make it impossible 06:18:10 doesn't woork if you're clinging :) 06:19:21 right but I mean, shouldn't a spider that is next to a wall still be able to choose to be on the floor for casting leda's liquefication? 06:19:38 no, because it doesn't apply to you while clinging on a wall. 06:19:56 is there any way to choose not to cling to a wall 06:20:15 walk away from it 06:20:41 but really, it'd remove the whole downside of the spell 06:22:22 currently you can just cast levitation/flight after casting liquefaction, of course that takes an extra turn and mp but liquefaction has a fairly long duration 06:22:33 syllogism: have you tried it? 06:22:37 yes? 06:22:47 ... damn. 06:22:50 That's not supposed to happen. :/ 06:23:53 "the liquid rock around your knees drags you down"? 06:24:06 oh levitation doesnt work, flight does 06:24:19 Okay, oversight on my part there then. 06:24:22 on something removing the whole downside of some spell, what would remove the whole downside of which spell? allowing being on the floor while next to a wall for spider form, or allowing casting liquefication while next to a wall (conceptually but not currently possible of unclinging) in spider form? 06:24:39 monky: Being able to avoid the slowing effect. 06:25:10 due: I was imagining it would uncling the player; perhaps I should have specified that 06:25:14 kilobyte: Gah, I can't get it to look nice. It just looks like moving sqaures. I will look at it later, but thanks for the headsup. 06:31:07 -!- Zet has joined ##crawl-dev 06:31:18 hello 06:31:57 I'm looking to make my own roguelike, but making everything from scratch, including the curses handling and all that, would be quite a bore indeed 06:32:15 and I already have content, theme and such things planned to a certain extent 06:32:31 so, I was thinking I might take something that was already there and expand on it 06:33:02 libtcod looks nice, but I really want it to run in the terminal with curses 06:33:18 and crawl has a much nicer UI feel than, say, nethack 06:34:45 so, how difficult would you people say it would be to take the engine foundation of crawl and make it into some other game, which would be very different in some aspects, notably in that it would not have magic or randomly generated dungeons? 06:35:59 UI is pretty disconnected from the dungeon itself. 06:36:08 nice 06:36:16 But... 06:36:26 Splitting it out from the code would difficult, I guess? I'm not sure. 06:36:44 Zet, it would require a lot of hacking. 06:37:21 right 06:37:24 What spells for a vampire unique... 06:37:39 vampire bat form 06:37:43 ooh, cause fear 06:37:51 Zet, it's hard to wrap things up in a single sentence---you're better off inspecting the code yourself. 06:38:06 Zet: Get drunk first. It does help. 06:38:10 :) 06:39:07 due: what'd you say about dir*0.2 + dist*0.5 + the frame_no part? 06:39:08 this game would be very different from crawl and nethack. it would be more of a story and dialog driven game, such as fallout. 06:39:45 Zet, crawl doesn't really have a separate 'engine', everything's intertwined 06:39:58 I assumed as much 06:40:01 kilobyte: I'll have a look 06:40:05 Zet: I wonder how hard it would be to convert the display part of libtcod to a roguelike 06:40:05 well, some parts are rather more isolated than others 06:40:13 due: can panlords (particularly flying panlords) cast leda's liquefication? 06:40:15 but nevertheless 06:40:18 kilobyte: good point, maybe that's a better approach 06:40:41 assuming yes on first (though I don't know how panlords work), unsure about second 06:40:42 looking at its feature list, I can't fathom why would they use graphics 06:40:51 kilobyte: that's what I thought 06:40:58 monky: no 06:41:11 Zet: My other project is a roguelike mystery :) 06:41:26 kilobyte: it's probably so they can use SDL, which probably helps portability? 06:41:44 murder mystery roguelike 06:41:52 all you can't use trivially are 24 bit colours, but you can't really tell the difference from xterm-256 colours in text 06:41:54 who's the culprit?? 06:42:02 @ 06:42:06 it's always @ 06:42:08 Adeon: that's the point 06:42:18 kilobyte: That's nice, actually. 06:42:25 and 256 colours work mostly everywhere save for Windows, as Linux console and rxvt are rarely used these days 06:42:55 16 colours should be enough for anyone 06:43:04 Zet: likewise 40kb hard drives. 06:43:20 I think there's a fancy rxvt-unicode-256color now, too. 06:43:28 due: the very first hard drives had 10 MB. 06:43:34 kilobyte: :| 06:44:10 and cost 5000$ 06:44:38 due: heck, I did turn off a row of them as a toddler :) The washing machine sized ones, with separate power switch, just in my reach when I stood on my toes and reached up :) And there were three disks standing next to each other... 06:45:40 -!- monky has quit [Quit: hello] 06:46:19 Cannot load a windows save file under linux (https://crawl.develz.org/mantis/view.php?id=3079) by galehar 06:46:21 :)) 06:47:52 Zet: also have a look at the engine part of ToME (T-Engine4). 06:49:09 yeah, I looked at that a while back, but it was really weird 06:49:11 I forget why 07:02:14 03zaba * r8ce9afcb904b 10/crawl-ref/source/dungeon.cc: Don't overdo vitrification in labyrinths. 07:02:18 03zaba * r696c4facd2dc 10/crawl-ref/source/dat/des/portals/wizlab.des: Add a wizlab entry vault. 07:04:33 -!- galehar has joined ##crawl-dev 07:07:03 hi galehar 07:07:35 03due * rfa6b99c70806 10/crawl-ref/source/colour.cc: Use Adam's alternate colouring for liquefaction. 07:11:52 how does liquefaction interact with tornado? 07:12:54 galehar: for one-time loading of a save, you can compile with BUILD_LUA=y. This will break all markers and cause lots of spam, but use a different code path where invalid headers are non-fatal errors. 07:13:19 Tornado forces everything it affects into air. 07:13:51 galehar: just remember to "make clean-contrib" afterwards or you'll get mysterious failures 07:15:59 03due * rc637bfbf1ce4 10/crawl-ref/source/spl-cast.cc: Restrict casting Fly while Liquefying, too. 07:17:19 03j-p-e-g * r0fa06d1de0aa 10/crawl-ref/source/rltiles/item/weapon/orcish_dagger2.png: Tidy up orcish dagger tile, as pointed out by Mychaelh. 07:17:20 03j-p-e-g * r6753f826007f 10/crawl-ref/source/dungeon.cc: Fix labyrinth vitrification. 07:18:07 ... dammit folks, lemme compile after rebasing, mmm'kay? :p 07:18:57 yay, ccache got this one 07:19:00 03kilobyte * r4fa4a543c2ba 10/crawl-ref/source/ (9 files): Use a separate flag for perm levitation/flight rather than duration hacks. 07:19:02 03kilobyte * rac8dde2507c3 10/crawl-ref/source/godabil.cc: Add Freeze to Vehumet's list, it's unquestionably direct physical damage. 07:19:03 03kilobyte * r849a1f7747cc 10/crawl-ref/source/ (cloud.cc cloud.h colour.cc): Let tornado colouring use centers other than the player. 07:19:04 03kilobyte * r5aa71ffc3643 10/crawl-ref/source/spl-util.cc: Fix Sticky Flame having range 2 under Vehumet. 07:19:24 :)) 07:19:27 Commitblocked! 07:20:07 oh, jpeg fixed vitrification 07:20:20 I've just broken it two times in a row and two wrongs seemed to make a right :P 07:20:27 :)) 07:22:08 * due sleeps. 07:27:51 I think I should take a little break from dungeon.cc and make some vaults instead. 07:28:01 because, at this rate, I'm going to just break, break, break :P 08:15:09 03kilobyte * r489f8712a44a 10/crawl-ref/source/mutation.cc: Fix inconsistent handling of conflicting mutations. 08:20:29 03j-p-e-g * rdf784e8dc1c8 10/crawl-ref/source/dungeon.cc: Make glass more likely in labyrinths. 08:32:46 -!- ortoslon has joined ##crawl-dev 08:36:57 minimap redrawn to LOS when learning a spell (https://crawl.develz.org/mantis/view.php?id=3080) by ortoslon 08:43:02 -!- ortoslon has quit [Quit: bye] 09:14:18 -!- ortoslon has joined ##crawl-dev 09:14:38 kilobyte, due, Napkin: please update windows builds 09:17:22 I compiled crawl on the wii. took a while. it seems to work but it's slooooooooooow 09:22:20 ortoslon: m'kay 09:32:16 Pressing Escape in some situation close the game. (https://crawl.develz.org/mantis/view.php?id=3081) by Robsoie 09:33:13 oh damn, now that I actually look at the code, I realize crawl is C++ :( 09:33:23 I don't know C++ 09:33:35 Adeon: Sounds about as productive as me playing Starcraft1 on my linux'd xbox :) 09:35:16 -!- cw__ has quit [Remote host closed the connection] 09:39:41 Zet, what did you think crawl's written in? 09:40:33 Windows development builds on CDO updated to: 0.8.0-a0-4149-gdf784e8 09:41:56 Zaba: Rainbows. 09:42:36 Zaba: C :) 09:43:06 Zet: Heavens forbid. 09:45:14 for almost 10 years, I've occasionally been trying to wrap my brain around the "object oriented" thing, but it never gets me anywhere 09:45:43 "ok I have fruit, and then I have apples which I special kinds of fruit, and the apples have different colors... then what?" 09:45:49 which are* 09:46:31 * bhaak would like to note that a lot of roguelikes are written in C, even the most popular one ;-) 09:46:51 object orientation is perfectly possible in C, it just doesn't provide the syntactic sugar for it 09:46:59 yeah 09:47:10 for what it's worth, C++ only provides syntactic salt for it, and no sugar, either 09:47:17 heh 09:47:30 hey galehar, are you in? 09:49:34 Zet: crawl's source code isn't that bad (at least the places I looked at :). I think even with only C background you should be able to understand and change the code without a lot of problems. 09:50:03 yeah, the code itself is mostly ok, it's the structure that's godawful most of the time 09:50:18 and good luck changing that ;p 09:53:02 bhaak: yeah it looks pretty clean 09:53:18 I think the biggest problem is that I'm too impatient to read other people's code :) 10:02:27 It is dangerous to assume ASSERT(false) doesn't return (https://crawl.develz.org/mantis/view.php?id=3082) by vonbrand 10:22:16 -!- Textmode has quit [Ping timeout: 265 seconds] 10:33:27 -!- casmith789 has joined ##crawl-dev 10:34:37 -!- cw_ has joined ##crawl-dev 10:55:57 -!- MarvinPA has joined ##crawl-dev 11:01:41 03j-p-e-g * r143eba0158da 10/crawl-ref/source/ (dungeon.cc enum.h): Another use for orth_adjacent_iterator. 11:01:42 03j-p-e-g * rabcc0d276f8e 10/crawl-ref/source/dat/des/portals/lab.des: Occasionally place a decay-delayed skeleton in a labyrinth. 11:01:44 03j-p-e-g * r48be1efe7fae 10/crawl-ref/source/rltiles/ (3 files in 2 dirs): Tweak skill and command tab tiles. 11:27:32 -!- ortoslon has quit [Quit: bye] 11:31:33 -!- psyshvl has joined ##crawl-dev 11:32:26 I'm hoping this is the place to ask, but does someone mind looking over a portal vault that I'm making? 11:32:32 I can't seem to get it to work right. 11:32:55 http://pastebin.com/Ymft9L6i <- if anyone is interested 11:36:47 you have a bunch of monster names spelt wrong, i don't know if that would cause the whole thing not to work though 11:36:54 there's a number of issues there 11:37:04 Yeah, I figured 11:37:27 Just not sure exactly what 11:37:29 first and foremost, copypasta is bad 11:37:55 okay 11:38:22 for example, the demon_pit_portal function already does the equivalent of KFEAT: O = enter_portal_vault 11:38:38 (and a brief glance suggests that that might be just the tip of the iceberg) 11:38:55 as to issues that prevent it from working.. well, wrong line wrapping comes to mind, that's assuming it wasn't manged badly when you pastebinned it 11:39:55 all lines except for the last that a single vault definition header spans need a \ on their end 11:40:04 Oh 11:40:23 you should really read docs/develop/levels/* 11:40:35 Alright, I'll be sure to reread it 11:40:35 and understand the lua code that you have copied, too 11:40:50 Alright, thanks 11:40:55 and understand the purpose of functions, which is to remove the boilerplate from vault definitions 11:41:18 (of which you seem to have a lot) 11:42:04 psyshvl, also, creating so much content at once doesn't seem like the best idea 11:42:12 Yeah 11:42:38 psyshvl, I'm not somebody who decides what gets into the game and what doesn't, but, for startes, select two or three vaults that you think represent the theme best, and work on those to no avail 11:42:42 starters* 11:42:47 okay 11:43:04 probably did overdo it alot there 11:43:04 i like the idea of giving midgame players a chance to die to some demons, though 11:43:15 Yeah, that's mostly what I was aiming for 11:43:15 2s and such would actually be a threat at that level 11:43:29 although it'd probably just demonstrate how horribly boring most of the 2s are :P 11:43:57 psyshvl, a couple high quality vaults is, IMO, much better than half a dozen low-quality ones. And higher quality vaults also have higher odds of being liked by other people :P 11:44:16 Okay, so should I just scrap these, and start smaller and simpler? 11:44:33 don't scrap, some of them look promising 11:44:42 Okay 11:45:17 start over or no is up to you. Keeping the idea is the defining factor anyway. 11:45:39 alright 11:46:02 In that case I'll try and work on redoing the better vaults and see how I do from there 11:46:20 psyshvl, well, personally I like vaults to be compact, especially portal ones---and symmetric, at least to a reasonable extent. 11:46:31 but that's just me. Some people don't care :P 11:47:33 psyshvl, also, randomize them. Hand-crafted 'chaotic' elements don't look good, neither in vault definition nor in game. (N)SUBST/SHUFFLE/etc. are well-documented, and should be employed. 11:48:04 For what parts? 11:48:14 The entry vaults? 11:48:36 any parts where hand-crafted chaotic things might appear :> 11:48:41 okay 11:48:44 it's general stuff for all sorts of vaults 11:49:13 psyshvl, and don't copy lua code without understanding what it does ;P 11:49:54 technical issues can of course be dealt with later if it's decided that the vaults are wanted 11:50:51 so if carefully reading all that code is too much work for you, don't bother, just go ahead and make awesome maps. 11:51:05 oh, alright 11:51:24 I thought I'd have too make all of it 11:51:32 MarvinPA: fix 2s next!! 11:51:32 At least, to present the idea 11:51:53 Eronarn: i don't have any good ideas for 2s :P 11:52:06 feh, don't let that stop you 11:52:13 psyshvl, for presenting the idea, keep things simple 11:52:25 okay 11:52:26 psyshvl, you're not casting the vaults in stone. You can always add things. 11:52:32 that's true 11:52:41 Didn't really think about that 11:52:49 trying to add everything at once might obscure the idea you're trying to present. 11:54:37 Yeah, 8 entry vaults is probably a bit on the distracting side 11:55:09 that's too much 11:55:16 Is 3 good? 11:55:18 most existing portal vaults have less 11:56:34 volcano has 5, ossuary has 5, trove has 6, wizlab has 7 and bailey has 8 11:56:53 ..at least :P 11:58:43 psyshvl, it's more about distributing effort (putting most of it into few but high quality destination vaults), rather than exact numbers... 11:58:58 yeah 12:01:39 -!- elliptic has joined ##crawl-dev 12:15:32 -!- m1nced has joined ##crawl-dev 12:22:04 -!- psyshvl has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.6/20100625223402]] 12:34:12 -!- Vandal has quit [Ping timeout: 255 seconds] 12:36:37 oh what the fuck... 12:36:46 oh god 12:36:58 if you enter pandemonium from slime, all walls are slimy! 12:42:09 also abyss :P 12:42:13 yeah 12:45:20 03zaba * r8668ad04e79a 10/crawl-ref/source/dungeon.cc: Use orth_adjacent_iterator in _jtd_init_surroundings. 12:45:22 03zaba * r727075e130cc 10/crawl-ref/source/dungeon.cc: Don't do branch-dependent fixup of walls when not on a LEVEL_DUNGEON level. 12:45:24 03zaba * ra72c4f9c5c52 10/crawl-ref/source/dungeon.cc: Slightly tweak a level veto message. 12:53:25 Rock worms can be successfully damaged while in walls (https://crawl.develz.org/mantis/view.php?id=3083) by MarvintheParanoidAndroid 13:25:35 -!- Zaba has quit [Ping timeout: 272 seconds] 13:28:14 -!- Zaba has joined ##crawl-dev 13:52:41 I still have 60 commit mails to browse through and I can already tell several of you have implemented many lovely presents during the holiday season :] 13:59:05 commit mails? for crawl? that sounds vaguely dangerous 14:09:20 Back to housework.. the baby will wake up in an hour probably :) cheers! 14:45:59 03j-p-e-g * rae48f81966fd 10/crawl-ref/source/ (13 files in 3 dirs): Add aptitude icons to the skill tab. 14:46:03 03j-p-e-g * r4fb79a7168d1 10/crawl-ref/source/rltiles/ (31 files in 3 dirs): Move more number icons into dc-misc/numbers. 14:46:05 03j-p-e-g * raaec00043360 10/crawl-ref/source/rltiles/ (37 files in 3 dirs): Move status icons into subfolder dc-misc/icons. 14:49:15 -!- anthem_ has joined ##crawl-dev 14:50:51 -!- anthem_ has quit [Client Quit] 14:52:50 -!- TGWiglaf has joined ##crawl-dev 14:58:15 -!- m1nced has quit [Quit: Leaving] 15:04:37 03j-p-e-g * r5af1bd839669 10/crawl-ref/source/ (17 files in 5 dirs): Awesome new giant tiles courtesy of co. Thank you! 15:18:53 Eronarn: I have been thinking about your idea for armour spellcasting penalty. I'm starting to like it :) 15:18:54 galehar: You have 1 message. Use !messages to read it. 15:18:58 !messages 15:18:58 (1/1) jpeg said (20h 43m 57s ago): Could you please detach the command tab? I tried but can't get it to work. Also, thanks for the crash report! 15:20:50 galehar: that's good to hear; is it due to making a chart of it, or? 15:21:16 well sure, why not. We have to think about numbers now. 15:21:23 (it took me a very long time to come up with it - i have been trying to play medium armour casters for as long as i've played crawl and it's always been frustrating how it worked) 15:21:52 there's one I have been thinking about. armour spellcasting = AEVP² 15:21:59 It's probably too harsh 15:22:38 I mean failing probability (AEVP²)% 15:23:20 galehar: i have a proposed formula on the wiki: 3 * EVP % failure rate; 'minimum' str/armour = 3*EVP - if you have that value, you take no casting penalty. however, the penalty is split - armour can negate half of the total penalty, strength can negate half. 15:23:33 and then they overflow between each other at 50% rate 15:24:14 so, leather armour = 3% failure penalty on all spells, negated to 0% by having 3 str + 3 armour, or 9 str (and 0 armour), or 9 armour (and 0 str) 15:24:57 ring mail = 6%, with negation requiring 6 str + 6 armour, or 18 str + 0 armour, etc. 15:25:11 seems too much to manage so many pseudo-requirements 15:25:17 also eliminating penalties is nuts 15:25:40 TGWiglaf: yeah, there was discussion of having a penalty which could never be eliminated (say, EVP%) 15:26:05 firstly since that means you only ever need a certain amount of skill/str (even in CPM or whatev) 15:26:10 secondly because come on that's nuts 15:26:16 i think 3*EVP% is fair for someone who is totally 'unqualified' to wear the armour (even ring mail is 6% autofail) 15:26:18 b back in a minute 15:26:59 sorry I have to take care of something 15:27:17 how would you show that on the Z screen 15:27:20 TGWiglaf: well, that's the way shields work already :P but: for, say, -5 EVP armour you need 15 armour skill and 15 str to negate it with that proposal, that's noticeably hefty 15:27:31 just combine it with the actual spell success? 15:27:56 numbers could use tweaking but i don't think having flawless in-armour casting is necessarily bad if it's not possible to attain easily 15:28:33 syllogism: that's a bit tricky: it would be worthwhile to know the actual independent failure rate, but there isn't room to show both 15:28:42 yes 15:29:01 it could be that you calculate the net failure rate, and display it there, and display your armour failure rate at - say - the bottom of the screen 15:29:49 one difficulty is how to express the failure % in a meaningful way, since we can't show it directly 15:29:58 as basically no other scale works that way in crawl 15:30:12 -!- monky has joined ##crawl-dev 15:30:55 turtle shields should be hella awesome but require 27 shd for ogres and whatnot 15:30:57 we'd be pretty constrained there... having more than, say, 50% chance of autofail from armour is gonna be unlikely 15:30:59 just to make that matter 15:31:06 not sure if that would require a ridiculous ridiculous penalty 15:31:25 or, ogres should lose their bonus to shields because that's weird anyway 15:31:51 TGWiglaf: well the idea is that they're bigger so they're easier to use but really that should just be taken into account by their strength making shields easier to use 15:32:08 something like that 15:32:27 if anything ogres should get a penalty since a same sized shield covers less of them 15:32:31 but, ~crawl~ 15:32:41 I don't really have a problem with small guys having a penalty 15:32:52 but the bonus for ogres is weird because what you said 15:33:09 applying size factor to SH would have such a big backlash 15:33:20 more ogre nerfs and spriggan buffs 15:33:29 i wonder if we should just make shields work exactly like the next one up/down 15:33:35 so ogre large shield is like a shield on a human 15:33:39 not sure it's possible to change anything without nerfing ogres and buffing spriggans 15:33:42 ever 15:33:42 spriggan buckler is like a shield on a human 15:34:18 Eronarn: that wouldn't really have an impact though 15:34:35 it's just a ban on large shields for ogres 15:34:51 TGWiglaf: well it would make weightings match reality better; you'd want to add an ogre-sized shield though yeah 15:35:03 it would be a flavour mechanic 15:35:09 more or less 15:35:19 it could have mechanical impact with not-that-many other changes 15:35:30 no real effect though because you can just pick up an n+/-1 shield instead of an n-shield 15:35:51 TGWiglaf: no spriggan-sized bucklers, duh 15:36:14 spriggan megalarge shields 15:36:15 armies would forge a giant shield for their giants, but what kind of army would choose to outfit spriggans 15:36:34 the smart kind 15:36:37 this is crawl 15:36:44 spriggans beat up ogres 15:36:45 shhh 15:37:05 FR: ogres get a "step on" aux 15:37:09 ps TGWiglaf did you hear about sticky freeze 15:37:11 instantly kills spriggans 15:37:15 no 15:37:24 sticky flame got nerfed to range 1 and is probably going to be made autohit 15:37:35 buh, autohit? 15:38:11 i want it to be a touch spell like conf touch except also fix the touch spell interface so you don't have to swap 15:38:22 touch light in elemental fire colours 15:38:25 think about it, man 15:38:31 eronarn: it is autohit already 15:38:43 oh, last i heard that hadn't happened yet 15:38:48 and it was range 1 but not autohit 15:39:03 that's what I thought too but marvinpa pointed out that it was actually made autohit in that commit too 15:39:14 oh well, sticky freeze is still dumb 15:39:20 it's autohit and not range-boosted by veh 15:39:35 so at least it's consistent with freeze/vamp draining 15:39:52 also i like that freeze was made veh-supported 15:40:05 and that just means you get wizardry on a level 1 spell 15:40:14 veh should stop getting special cases but idk 15:40:44 is ignite poison counted as a destructive spell 15:40:55 for some reason, yes 15:41:05 ??Vehumet[3] 15:41:06 vehumet[3/4]: Vehumet's wizardry effect kicks in at piety 50. Reduces spell failure chance by 1/3 for the following spells: any Conjuration, any Summoning, Airstrike, Bone Shards, Ignite Poison, Ozocubu's Refrigeration, Sandblast, LRD, and Shatter 15:41:12 rip bone shards 15:41:14 bone shards, ha 15:41:27 !learn edit vehumet[3] s/$/. Also Tornado and Freeze in 0.8./ 15:41:28 vehumet[3/4]: Vehumet's wizardry effect kicks in at piety 50. Reduces spell failure chance by 1/3 for the following spells: any Conjuration, any Summoning, Airstrike, Bone Shards, Ignite Poison, Ozocubu's Refrigeration, Sandblast, LRD, and Shatter. Also Tornado and Freeze in 0.8. 15:43:21 -!- dpeg has joined ##crawl-dev 15:43:59 hey dpeg 15:47:24 Hi 15:47:24 dpeg: You have 1 message. Use !messages to read it. 15:47:28 !messages 15:47:29 (1/1) due said (19h 42m 17s ago): Thanks for the help. :) 15:47:37 due: :) 15:57:21 -!- TGWiglaf has quit [Quit: Page closed] 15:58:12 back 15:58:23 Eronarn: strength is already factored in AEVP 15:59:39 About interface, I say we can put some description in @ about armour penalty. And in the spell screen, we can combine the 2 penalties. It's easy. 16:00:13 What is todays topic? 16:00:42 same as yesterday's, armoured spellcasting! :) 16:01:02 except I'm with Eronarn now. I like his idea 16:01:45 details, please! 16:02:03 If you have 80% chance of success and 30% armour penalty (= 70% success), then your net success is 56%. 16:02:49 "The Tavern (Forums)" -> "The Tavern" - otherwise it just looks sucky :) 16:02:50 so two indepenent checks? 16:03:00 yes 16:03:02 Napkin: Hallo! 16:03:13 hey dpeg 16:03:22 but the interface can hide it. 16:03:30 galehar: the armour effect is oblivious to spell level? 16:03:40 yes 16:04:14 spell level affect the first roll (int, spellcasting and school skills) 16:04:22 03j-p-e-g * rad30ae6ea77f 10/crawl-ref/source/rltiles/dc-misc/numbers/ (9 files): Experimentally shift number icons 1 pixel to the right. 16:04:23 03j-p-e-g * r28ad88b2f2a2 10/crawl-ref/source/ (4 files in 2 dirs): Add outlined variants of the number icons, use them in the skill tab. 16:04:24 03j-p-e-g * r303463394a07 10/crawl-ref/CREDITS.txt: Add co to the credits. 16:04:52 the second roll is only about base armour, strength and armour skill. So, we can just use AEVP. 16:05:08 hey galehar - try to reach me during the day about your login to CDO? currently i'm so exhausted in the evenings, and it needs a bit of explaining to find your way around 16:05:22 galehar: okay 16:05:24 Eronarn proposed 3*AEVP, I proposed AEVP² (for % chance of failure) 16:06:33 Napkin: nothing urgent. I don't have much time too. It's just that I'd like to be able to force CDO update when I fix an important bug. 16:06:48 of course 16:07:13 you could already send me your public ssh key when you find the time.. and i'll to the guide later 16:07:18 End of the week, I'll have some time during the day (back to work). 16:07:30 ok 16:09:43 galehar: for mine, i was actually meaning EVP, sorry 16:09:49 as listed on the item 16:10:54 it's no good to apply your strength as a bonus more than once, of course 16:11:22 AEVP might be usable directly, i don't know the formula offhand though 16:11:48 ??AEVP 16:11:48 aevp[1/1]: Adjusted body armour evasion penalty. Affects spell success, melee accuracy. Its value is [base_penalty + max(0, 3*base_penalty - str)] * [45 - armour_skill]/45. 16:12:33 galehar: is the success change with or without your tweak of the 45? 16:12:35 at max skill, it's 0.4*EVP 16:12:59 dpeg: no tweak 16:13:22 well, I'm not sure, I haven't done charts yet 16:13:29 I am doing one 16:13:51 ah, so it becomes: -EVP%, then up to -3x EVP% from low str 16:14:04 this seems reasonable, it will probably track somewhat closely to what i had proposed 16:14:47 in fact the main difference is really that in mine, armour skill directly subtracts from a penalty, whereas in this it is a multiplier 16:18:23 if you keep armour skill at 3*EVP, then 3*AEVP and AEVP² are very close 16:20:39 hmm, the .4 * should be okay i think 16:20:56 since that means in CPM or something, you always have a ~5% failure rate 16:21:16 yes, I like that 16:21:18 and it takes a lot of skill ot get even that 16:22:06 one question would be: do we also want a penalty to spell success, separate from the always-fail %? 16:22:23 i'll use an analogy here - using a bigger weapon means you land less hits, because it is less accurate, and also because it is slower 16:23:02 armour could have both an autofail chance, and a general hampering effect (less so than it has right now, but still present) 16:23:45 If you have 80% chance of success and 30% armour penalty (= 70% success), then your net success is 56%. 16:23:58 I have read that before :) 16:24:03 Let's just combine the 2 penalties 16:24:22 dpeg: yes :) 16:24:24 I forgot, do spell skills reduce miscast severity? 16:24:28 yes 16:24:38 not directly, but in practice yes 16:25:07 I don't know the exact formula of miscast, but I think it depends on how bad you missed and maybe also on the spell level 16:25:31 should probably be more severe when you miscast due to armor 16:25:34 yes, it's based on how badly you failed 16:25:35 that's why the armour penalty has to be combined with the spell success, so that it actually increase the miscasts 16:25:43 galehar: yeah, depends on both 16:26:08 syllogism: we do have the option of making armor failure distinct from skill failure 16:26:26 but combined 2 success chance is as simple as multiplying them. 16:26:45 Eronarn: how? 16:27:06 galehar: it will require a bit more work than that because the success chance is 3d vs. your # and there's no way to directly compare the odds as coded right now 16:27:33 galehar: like: armor miscasts are worse, or armor miscasts are *less* worse (you didn't have a lack of knowledge, you just couldn't move your arm fast enough or whatever) 16:27:51 I don't think we need a system like that... 16:28:09 severe miscasts are very rare currently 16:28:09 ...miscasts are not ideal anyway, so increasing complexity there seems unwise. 16:28:34 for starters it's probably okay to just see how the system works with normal miscasts 16:28:44 syllogism: except when you forgot to remove your shield to victory dance and end up in the abyss :) 16:28:45 syllogism: not really, depends on when you start casting 16:28:47 though mostly due to players never casting when their success rate isn't high enough 16:29:00 people who don't know better and cast at fair or good or even very good get nasty miscasts 16:29:39 and I got abyssed once by casting haunt at great (and this was back when it was only L6) 16:29:48 once :P 16:29:59 well, I tried not to cast it at great after that :P 16:30:05 having miscasts like that be rare is good, anyhow 16:31:43 This one is much simpler than yesterday's one 16:31:44 https://spreadsheets.google.com/ccc?key=0AqvhLOPFHpiMdGNXWHBZZk9HTDBWYjVPUG04c2I1T2c&hl=en&authkey=CMmviqQO 16:32:14 why do you have the skill varying like that, by the way? 16:32:36 people don't move up gradually in armour like that as their skill increases 16:32:53 the default value for the skill is 3*EVP, to show a normal progression 16:33:07 really? I thought they did 16:33:12 no 16:34:18 serious armoured chars tend to just slap on the first plate they see, whereas casters will wait for something good like dragon armour 16:34:44 galehar: i think that squared is too low on the low end 16:34:52 and because of how skill works, it isn't that hard for any char to get up to the 10-15 range for armour skill 16:35:09 elliptic: you can change the skill by modifying the skill -1 box 16:36:16 this is all in addition to something like the current system, right? 16:36:16 i wonder if AEVP*4 would be better than *3, though i do prefer *3 to ^2 16:36:35 an extra success check on top of that? 16:37:05 elliptic: this would be moving spell failure out of the current spell calcs (but otherwise keeping them the same), and then multiplying by a factor that can only be reduced by str/armour skill 16:37:29 so it needs to be reasonably substantial 16:38:06 but "by current spell calcs" do you mean that that is affected by AEVP also? 16:38:33 We keep the current formula for casting but remove the armour penalty from it. You make a separate roll for armour. 16:38:49 or we combine the 2 success chance in an equivalent way 16:39:10 though there is also the option of just reducing, not removing, so that there's a penalty at the success calculation level but not as large of one as right now 16:39:19 oh, that sounds like a major buff for casting in armour then if the only penalty for doing so is this extra failure roll 16:39:33 eronarn: that sounds better to me 16:40:13 ok 16:40:15 it's a buff to casting in armour with lower magic skills; if your magic skills made casting in armour trivial already, it's a nerf 16:40:43 so it'll be better for high-end spells, worse for low-end ones 16:40:48 eronarn: yeah, but it is never trivial to cast everything you want to cast :) there are always some spells that are borderline 16:41:35 right, but these penalties would apply to stuff like blink or sputterflies, which is right now where you get a lot of utility from if you're an armoured caster who can't use high level stuff at all 16:41:52 I don't know, maybe separating it completely like this is reasonable with numbers tweaked enough 16:41:54 but yeah, i say we keep a partial version of the current penalty, at least for testing 16:42:11 see how stuff like orc / dwarf armoured casters work 16:42:41 using two systems will lead to confusion a few years from now 16:43:15 well, we could just axe what's there - but the formula will be tricky to get right 16:43:27 dpeg: the simplest system would be to have heavy armour just affect success in this one way, yes 16:43:32 and axe what's there 16:43:59 (also, we should think about shields with this - the shield penalty for casting is arguably far too low, and it would become even lower if we moved it to this system) 16:43:59 I'm a little uncertain how it would play, but it could be good 16:44:23 eronarn: currently the shield penalty for casting is just like the other shield penalties 16:44:33 it can be brought to 0 with enough skill 16:45:47 yeah, i'm talking about at low skill though 16:46:03 putting on a large shield with little skill ruins your casting pretty bad, but it might not with this formula 16:46:20 I added 4*AEVP to the chart. Looks good. 16:46:23 3% failure rate if you have enough str or something 16:46:41 I like AEVP^2 better than 3 or 4 * AEVP 16:46:56 4*AEVP has the issue that casters will *never* want to use leather 16:47:28 I like AEVP² too :) 16:47:30 remember that low GDR doesn't matter much 16:47:37 i don't like how ^2 works at the low end, it seems to make it too easy to have almost no penalty 16:47:51 eronarn: that's good, leather has almost no benefit also 16:48:02 leather provides 5% GDR, which basically means nothing 16:48:09 what about (AEVP+1)^2? so that it's never squaring a decimal 16:48:32 leather would still be only ~1% 16:48:59 1% is still a bad deal, and it would be more than that 16:49:52 ??spell success 16:49:52 spell success[1/1]: Memorisation adjectives and success-rates as follows: Very Challenging (useless 0%, terrible 0-5%); Quite Challenging (cruddy 5-10%, bad 10-20%); Rather Challenging (very poor 20-30%, poor 30-50%); Somewhat Challenging (fair 50-70%, good 70-80%, very good 80-90%); Not That Challenging (great 90-95%, excellent 95-99%, perfect 100%). 16:50:04 2.7% extra failure chance (at 15 armour skill at that) in leather? not worth it, ever 16:50:27 why would anyone use leather anyway 16:50:29 oh, guess it gets to 2% instead 16:51:14 syllogism: with the current system leather isn't much worse than a robe, so you might use it if it has an ego you want or if it is a good randart 16:51:43 eh, what the hell, give ^2 a try 16:51:45 then it might be worth it 16:51:48 it will at least make for interesting play 16:51:50 if nothing else 16:53:27 testing out AEVP^2 looks reasonable enough to me 16:53:33 but rarely, mostly if you find a leather armour of pr early on 16:53:42 ok, I'm adding it to the wiki, because I don't know when I'll have the time to code it. 16:54:21 syllogism: I've used leather armour of rF+ in zot multiple times 16:54:30 sometimes you just don't find a good robe 16:54:38 it's very rare 16:54:44 I didn't even know leather doesn't affect spell success rate 16:54:53 2.7% is like one or two points of int 16:54:58 ergh, the other way around 16:56:17 syllogism: more than that at the high end 16:56:27 yes, maybe 2 int then 16:57:11 not that I'm saying it shouldn't be lower 16:59:26 well leather can be enchanted to +3 and robes to +2 iirc, so that's one reason to prefer leather already if they both have minimal effects on casting 16:59:36 03j-p-e-g * r9319fadfa648 10/crawl-ref/source/describe.cc: If no verbose command description is available, use the terse one. 17:02:41 robes get resistance and archmagi :P 17:02:49 nerf resistance / archmagi 17:03:17 well they both just got -6 AC 17:06:05 pft, as if that will stop people from wearing resistance 17:06:26 hii 17:06:47 not -6 compared to leather though :P 17:07:02 dpeg: I reimagined Leda's :) 17:07:07 Much simpler now. 17:09:30 impressive turnaround time on it, due 17:10:15 Eronarn: I spent about six hours rwith dpeg coming up with a complicated power/duration/body weight/previous turns paralysed formula for determining "getting stuck" when I finall said "fuck it, halo-like slow". 17:10:49 heh 17:10:56 so is it like haste but worse or am I missing something 17:11:05 can someone update CDO so we can try it? :P 17:15:54 oh 17:16:00 isn't it onCDO yet? 17:16:06 it's like haste but better :P 17:16:15 syllogism: really? interesting. 17:16:15 well not really but close 17:16:27 since it's not useful for escaping 17:16:29 no, at least i did spell lookup and it didn't appear 17:16:31 does it being XL6 provide any nerfiness? 17:16:43 updating 17:17:14 you can use it constantly since it doesnt make you glow and has a fairly long duration 17:17:35 it's only good against melee enemies though, presumably 17:17:41 does it do anything to fliers? 17:17:44 no 17:17:45 because, uh, crawl has a lot of those 17:17:55 MarvinPA: why 17:18:03 doesn't it act like ponderousness? 17:18:06 that's what the commit says at least 17:18:18 monsters use speed for everything 17:18:24 oh, weird 17:18:27 MarvinPA: it creates an aura of slow around you' you stand still spitting spells and shit at slowed monsters as they approach you, basically. 17:18:39 right, so it's not actually like ponderousness 17:18:51 it slows the player down like ponderousness 17:19:02 ohh right yeah 17:19:12 i see now, i was misreading the description in the commit 17:19:29 oh, that's kind of weird 17:19:35 kilobyte: If you really want shedu + lamassu, sure; I was the original author of theshedu, so I don't know why you got messed around. 17:19:48 so it slows down monster melee but not player's melee, right? 17:19:53 right 17:20:11 due: it's your idea, your turf 17:20:14 the way it works now is kinda faulty 17:20:20 I wonder how well it would work with haste 17:20:32 kilobyte: with monster serials I'm not sure it's an issue any more :D 17:20:55 It currently hacks in an ENCH_SLOW for every turn on liquefied ground. 17:20:59 monky: now i am envisioning someone casting it and then haste and just buried knee deep in mud shooting lightning bolts EVERYWHERE super fast 17:21:27 Eronarn: also it says it doesn't affect fliers, since you asked 17:21:40 does it provide an earth enhancer and negative air enhancer 17:21:43 now we just need Gravity Flux 17:21:44 (there needs to be a gravity hex to bring fliers to the ground then shatter them) 17:22:56 MarvinPA: i want to see gravity flux as an a menu thing: increased gravity, and for the duration of the spell you can spend a turn refocusing the energies to flip gravity 17:22:57 haste flag isn't shown when liquefaction is in effect 17:23:05 so you slam shit into the floor, then the ceiling, then the floor... 17:23:19 hah, awesome 17:23:53 I am in looove with the amount of tiles people doing stuff :D 17:24:05 this would also have synergy with the proposed earth spell to make the floor grow spikes! 17:24:23 liquefaction blocks flying, right? what happens when you cast tornado and liquefaction simultaneously? 17:24:32 elliptic: shit hits the fan 17:24:55 currently the fan pulls you up 17:25:04 elliptic: Tornado is strong enough to pull you up. 17:25:11 It should probably cancel Liquefaction in that case. 17:25:18 and it also pulls the monsters up, too, so liquefaction does nothing? 17:25:28 yes 17:26:38 does liquefaction hurt earthy monsters? 17:27:14 no, at least not right now 17:27:27 -!- psyshvl has joined ##crawl-dev 17:27:52 it doesn't hurt anything 17:28:06 I'm thinking on a monster type ... sandworm or something... 17:28:15 Can submerge into lquefied ground, liquefies a halo around itself 17:28:23 But can only move on floor. 17:29:16 so you'd cheese it from shallow water 17:30:18 kilobyte: fighting from shallow water isn't exactly unpenalized either 17:30:31 cheese it if you're a merfolk or kenku 17:30:44 There's the same fumble chance from liquefied ground as shallow water. 17:30:47 Eronarn: reaching 17:30:51 -!- Vandal has joined ##crawl-dev 17:31:04 or spells 17:31:22 huh 17:31:28 kilobyte: ok so if someone has a reaching weapon and there's shallow water on the level and they can get to it while liquefied... it submerges into the liquefied rock, presumably 17:31:37 CXX it_use3.o 17:31:37 initfile.cc:626: warning: ‘std::string _user_home_crawl_subpath(std::string)’ defined but not used 17:31:45 if nomes ever go in, how would they play with liquefied ground? 17:31:48 and even if we let reaching hit into that, is it really a big deal 17:31:50 nomes/gnomes 17:32:04 monky: I'm all for instadeath for small creatures sinking and drowning :D 17:32:05 ;) 17:32:26 I mean the same nomes that swim in rock 17:32:35 don't gnomes SWIM throught rock? 17:33:02 monky: maybe the reason why they can move through walls is because they liquefy rock around them, and the slow penalty after moving is them wading out of the liquefied floor 17:33:19 sure 17:33:38 so they would get a strong boost to this spell 17:35:10 anyway, should I consider reimplementing the monster speed malus as purely to movement? 17:35:12 Unstable branch on CDO updated to: 0.8.0-a0-4163-g9319fad (31.22) 17:35:28 huzzah 17:35:29 due: yes 17:35:35 if it's purely to movement the spell will be very bad imo 17:35:46 casmith789: why? 17:35:57 casmith789: 'can't retreat against many monsters, but they take twice as long to reach you' is interesting 17:36:05 well, not twice now i guess 17:36:23 er, *the other ones take 17:36:35 It would be like making them speed 10 (movement 120%) or smoething. 17:36:43 because the significant threats for a caster lategame are ranged 17:37:20 well presumably it'd drop in level if it no longer hit monster act speed 17:40:05 okay, liquefaction is on CDO 17:42:14 -!- cw_ has quit [Remote host closed the connection] 17:42:31 -!- pointless_ has joined ##crawl-dev 17:44:01 How long ago did articulated kraken get done? 17:44:28 oh, hi pointless_ 17:44:36 hi 17:44:50 "a while ago" ? 17:45:02 Yeah. 17:45:04 Scrolls of curse foo under Ashenzari can't be found using ctrl+f (https://crawl.develz.org/mantis/view.php?id=3084) by casmith789 17:45:32 july 25th 17:46:32 casmith789: the default config filters them out 17:46:39 look for stash_filter and delete it/comment it out 17:46:51 still a bug 17:46:53 but yeah it probably shouldn't do that 17:48:29 I wonder how many people will complain "bug, searching for scrolls finds useless scrolls" if we removed curse foo from the stash filter. 17:48:33 :-? 17:48:46 "bug"? 17:48:47 scroll of noise is another one 17:49:06 co's giants look nice 17:49:12 it'a a nasty bug they don't show up 17:49:14 -!- galehar has quit [Quit: disconnect] 17:49:36 why shouldn't they show up if you explicitly search for them, yeah 17:49:40 due: clearly, we need context 17:49:49 also search colouring is in now so you can just gloss past them 17:49:54 if they're useless 17:50:01 (and the bug for wrong colouring is fixed) 17:50:05 scrolls of noise are useful more often than the "emergency item" fog 17:50:15 searching for "scroll of noise" has no results and that's quite annoying :) 17:50:37 If not following Ash, suppress them when searching for "curse" (plus a hint that matching bad items are suppresses) -- alternatively, show them, but at the end, separately: "Matching bad items." 17:50:56 kilobyte: why do you hate fog? 17:50:59 if you search for "scroll", not showing noise can't be argued to not be a bug 17:51:52 dpeg: Oh, I'm not saying it's a bug 17:52:01 dpeg: since highlights advertise it as useful, while most other actions would be far more beneficial 17:52:13 I think stash filter should die because they're not useless if you're wanting to search for scrolls of useless shit to sacrifice to nemelex. 17:52:20 immolation and hunger (for vampires) are also arguably not useless 17:52:20 including making a step away 17:52:25 but are filtered out by default 17:52:42 well, there are reasons to filter 17:52:48 doesn't nemelex base sacrifices on gold value now or something, so useless scrolls don't appease him? 17:52:51 (or am I confused) 17:52:52 what things are filtered? 17:53:03 just bad scrolls/amulets/rings? 17:53:16 we should just list up-front that "Foo (list of items) is filtered out", together with a way to force full search, eg. a shriek: Ctrl-F "curse!" 17:53:17 curse foo, immolation, random uselessness, paper, ring of hunger, amulet of inacc 17:53:19 solutions: 1. disable the filter by default. 2. just nuke it altogether 17:53:31 oh and noise 17:53:39 oh so hardly anything? 17:54:11 casmith789: stuff that someone considered to be strictly bad, but in a game like Crawl, nothing really is all the time 17:54:42 kilobyte: is mid consistent across polymorph? 17:54:45 yes, I've used a scroll of random uselessness as an escape item before :p 17:54:53 butterflies? 17:55:05 well a safe start would be to remove noise from there since it's very definitely not strictly bad 17:55:07 error trying to create item on lugonu altar (message below) (https://crawl.develz.org/mantis/view.php?id=3085) by mikee 17:55:15 searching for noise before doing shoals is probably a good game plan 17:55:16 hah 17:55:21 bet it's something that got nuked as a nitem 17:55:25 but is still in the des. 17:55:34 ahhh. 17:55:36 . 17:55:39 rod if divination! 17:55:55 loads of detect curse scrolls :P 17:56:16 also that vault still gives quite useful items a lot of the time, like rods with abjuration in to makhlebites 17:56:20 that vault had other issues last I saw it, yeah 17:56:39 due: yes 17:56:43 kilobyte: <3 17:56:53 kilobyte: I can basically refactor the entirety of mon-death :D 17:58:36 Rod of divination is gone? 17:59:15 rod of discovery was removed, yes 17:59:39 oh well 18:00:03 03due * rf0218caef167 10/crawl-ref/source/dat/des/variable/altar.des: Fix #3085: no item for Ashenzari with tgw_lugonu_bribe. 18:00:09 I hope I didn't push too much there 18:00:09 Oh yay 18:00:28 Xom still has Detect Monsters, though 18:00:47 rod of discovery of distortion 18:02:23 -!- psyshvl has quit [Quit: stuff] 18:04:44 -!- enne has quit [Ping timeout: 250 seconds] 18:05:01 casmith789 (L18 DrAE) (Vault:3) 18:05:06 aaargh 18:05:11 "lol"? 18:05:24 !lm casmith789 -log 18:05:24 6017. casmith789, XL18 DrAE, T:56350 (milestone): http://crawl.develz.org/morgues/trunk/casmith789/crash-casmith789-20101229-000502.txt 18:05:27 stair mimic was chasing me so dunno if that was to do with it 18:05:32 due: you gave ashenzari worshippers scrolls of remove curse 18:05:41 ash worshippers *love* remove curse 18:05:50 oh i crashed recently with a feature mimic chasing me 18:05:55 m 18:06:00 maybe give identify 18:06:02 https://crawl.develz.org/mantis/view.php?id=3068 18:06:05 it crashed in mons_is_known_mimic? 18:06:09 identify would also be useful 18:06:11 feature mimics are on my list 18:06:24 how would identify be useful doesn't ash auto everything 18:06:27 not everything 18:06:28 not everything 18:06:31 snap 18:06:36 o ok 18:06:39 easy fix: Ashenzari="no" 18:06:40 never played him 18:06:49 detect curse would be useless (also nearly useless for non-ash worshippers but hey) 18:07:00 manual of divinations 18:07:02 Detect curse is on the list? 18:07:05 identify scrolls basically mean that you can find out all your potions and the charges on your wands 18:07:31 MarvinPA: oh, thanks for the save file, this willbe useful. 18:07:52 due: you have ash worshippers getting either 5-10 detect curse or 5-10 remove curse... the latter needs to be changed since ash uses remove curse all the time 18:08:09 amulet of clarity? :p 18:08:11 elliptic: feh, okay. 18:08:15 clarity is a good idea 18:08:18 that sounds good 18:08:21 clarity and Sinv would be nearly useless, yeah 18:09:23 03due * r99f35bfacb53 10/crawl-ref/source/dat/des/variable/altar.des: Don't give remove curse scrolls (everyone). 18:09:33 * Mu_ massages due. 18:09:36 heh 18:10:08 another problem: zin doesn't hate gain stat potions (but the altar vault gives them out to zin worshipers) 18:10:40 MarvinPA: <3 18:10:48 ... Mu gets my loove. 18:10:54 You other m-named people don't. 18:10:58 :O 18:11:03 :( 18:11:20 Mu_: I updated the tile page on the wiki with quick descriptionns of the new eldritch horrors; can yougive it a read and add suggestions/corrections? 18:11:26 ok 18:12:20 also fedhas and necro books/weapons 18:12:20 lol i didn't intend the mass to be made of starstuff but that might be kinda cool too 18:12:45 #2738 has a bunch of stuff on the lugonu vault 18:13:23 Mu_: as I said, corrections ;) 18:14:22 is it possible to just make a list of adjectives and assign them a random one at generation? :P 18:15:18 not really 18:15:57 uhm, why not? 18:16:22 just set name_adjective when placing 18:17:06 kilobyte: "what is a ? it's not in the lookup!" 18:17:37 it's programmatically possible 18:17:47 but i dunno if it's practical game-wise 18:18:08 due: what about looking for words in that dict when people do a search 18:18:17 if it's not a recognized monster 18:18:18 we have the same issue with Jiyva, I think random names are okay 18:19:02 you're not going to have squamous or effervescent or whatever used anywhere else in crawl really 18:20:23 I don't want to do it with all the monsters though 18:20:26 otherwise it's too gimmicky 18:20:33 effervescent vampire? 18:20:44 kilobyte: do I access mid directly or is there a convenience function? 18:21:14 due: sure, but doing it for some themed monsters would be good. And the eldritch batch could fit. 18:21:17 also, "uint32_t", can it be placed in "unsigned int"? 18:21:21 due: fwiw, the idea i had wrt lovecraftian stuff for SHT was to have a 'generic horror' monster with panlord-like generation 18:21:27 and have that get randomly named 18:21:33 Eronarn: that's fine 18:21:39 due: actor_by_mid(), monster_by_mid() 18:21:40 but I've got some cool themes for some of the monsters already 18:21:42 and then have some more specific premade ones that you could rarely get 18:21:50 of which tentacled monstrosities would be one 18:21:53 kilobyte: I meant monster->mid or monster->get-mid()? 18:22:20 also if you link to the page, i will do a word dump 18:22:21 I want to store mid in monster->number but I'm not sure that's safe. 18:22:26 for the names 18:22:37 meh, will store in props instead 18:22:50 number is 32 bit? 18:23:11 if so, it's perfectly safe and much faster 18:23:14 go right down to section 8 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:tiles:tiles_missing_for_0.8#need_to_have_for_08 18:23:32 good 18:24:02 kilobyte: number is unsigned int number; // #heads (hydra), etc. 18:25:33 Mu_: do you want me to edit a word dump there though? because that's really a list for tiles 18:25:52 Eronarn: no, put it in the abyss monsters thingy 18:26:04 I have solid ideas for zymes, stars and the horrors. 18:27:00 oh good point 18:27:11 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:abyss 18:27:12 I love the word "zyme". 18:27:14 here's the abyss monster page 18:27:36 "pathogenic zyme" "carcinomic zyme" "ancient zyme" "pestilent zyme" -- we could have a theme of disease-y names for zymes! 18:27:44 due: yes! 18:27:55 They'll rot, cause sickness and poison. 18:27:57 -!- enne_ has joined ##crawl-dev 18:28:04 oh, here is the one that was a potential horror: 18:28:05 And possibly stat drain. 18:28:06 Blade Demon (2) 18:28:06 Cyan demon, described as a “churning maelstrom of excellent swordsmanship”. It's made entirely of swords, possibly even demon blades only. It can split off parts of itself, like a slime creature's merge but not guaranteed. XP should be handled in such a way that there is no difference between killing it and killing all of its swords. 18:28:11 sorear had the idea of making it into a Horror (X), rather than a Dis inhabitant 2. I'd be fine with that. 18:28:11 if stars get a cool gimmick i'll feel a little bad that gimmick was denied to sun demons :P 18:28:15 mu's 'gate demon' from the same page could be cool 18:28:51 portal guardian? 18:29:03 due: two demons walking one space apart with a portal in the middle that they 'carry' 18:29:24 oh, cool 18:29:32 we could call it the 'mouth of madness' :D 18:29:55 Mu_: yes, that is an ancient problem: new stuff gets shiny and cool effects, old stuff stays the same... due is a proponent of adding content. 18:30:10 dpeg: Hey, I fluff up old stuff onc ein an while! 18:30:35 due: just saying... this _is_ a concern 18:30:36 but then what society can truly be said to care for its aged :P 18:30:51 terrible era we live in :P 18:31:17 We can always prune the old and the boring. 18:31:33 The whole point of the abyssal horrors is to fill a gap though. 18:31:40 Not to create new stuff and then remove old stuff in place of it. 18:32:53 ye 18:36:38 * due will be very happy with a new batch of abyssal horrors that only ever appear in abyss, not even in SHT. 18:36:45 but diversifying SHT would be great, too 18:37:23 aren't aboms boring popcorn as it stands? 18:37:25 could take some of the demons out of corruption too 18:38:12 Mu_: well, "appear in abyss" leads to corruptioin, yeah. 18:38:20 I think corruption picks monsters from the abyss list. 18:38:23 oh ok :p 18:39:52 Okay, maximum distance for shedu to be apart: does 10 sound about right? 18:41:05 where will all these new holy monsters actually appear? just zigs? 18:42:41 a branch eventually 18:43:05 oh huh 18:43:15 extended endgame branch? 18:43:22 or a replacement for something? 18:43:23 word dumped on the abyss page 18:43:27 MarvinPA: could be a special Pan level 18:43:31 gonna add a few other things beyond the word dump though 18:43:48 ah yeah i do remember seeing ideas about that 18:44:23 Okay, quick shedu flavour question 18:44:31 Do they resurrect the other shedu from the corpse 18:44:35 therefore the corpse must exist 18:44:37 This otherworldly being is composed of stellar detritus, and glows with all the sickly putrescence of a dying star. It has been given life by some alien process and mutters constantly about the stars not yet being right. 18:44:42 how does that sound for the mass?? :p 18:44:46 Mu_: <3 18:44:58 just make it 18:45:01 "not yet being rightly aligned" 18:45:24 that adds a touch more antiquated speed pattern, perhaps? 18:45:33 or do they create a new shedu? 18:45:34 -!- Textmode has joined ##crawl-dev 18:45:47 Alternately I could dump corpses. 18:45:52 It would be programmatically simpler. 18:46:11 dpeg? 18:47:29 cthulhu was said to rise 'when the stars are right' i always liked how ambiguous it was to just call them right tbh :P 18:47:53 due: just ensure corpse 18:48:40 impossible to animate normally? 18:48:50 as a zombie or skeleton, I mean 18:49:13 though even then, animate skeleton would provide 1-turn butchery on it 18:51:38 Hm, okay, ensured corpse it is. 18:53:10 Means animate dead/animate skeleton/butchery/disint provides an easy way to fix it. 18:54:10 due: how many turns before second life? 18:54:53 currently 1 to 3. 18:54:59 We can make it 2 to 6 or so though. 18:55:11 due do you think tentacled starspawn is too similar to tentacled monstrosity in theme 18:55:14 due: butchery needs two already (if you're adjacent) 18:56:56 Mu_: no 18:57:03 Mu_: we can adjust the hteme 18:57:05 due also i think the star should look more sinister than sad, maybe yellow :3 18:57:10 okay 18:57:33 I just remember an old science fiction novel I read about "the end of time" where the earth's sun had gone red due to old age. 18:57:51 they'd look like orbs of fire thoguh :s 18:58:01 ok, edited a few more in 18:58:25 Mu_: true. 18:58:44 magenta or lightred thenmaybe 18:59:03 due: it should clearly be in a colour the player cannot normally see ;) 18:59:05 I like magenta 18:59:15 i was gonna say lightgreen but that might be too much like spores 18:59:18 Eronarn: octarine of course 18:59:30 -!- psyshvl has joined ##crawl-dev 18:59:30 magenta then i guess :P 19:00:10 adjusted tile page 19:00:16 "red giant" 19:00:36 http://en.wikipedia.org/wiki/Red_giant 19:00:47 "of low or intermediate mass in a late phase of stellar evolution". 19:01:36 i suppose we could give it an elemental colour 19:01:42 if they're rare 19:01:45 yeah 19:01:53 flickering magneta/lightred would be very eyehurty :D 19:03:04 some nice monster ideas btw Eronarn 19:03:29 yes 19:03:56 I found a list of lovecraftian addjectives 19:04:29 http://www.giantitp.com/forums/showthread.php?t=111510 19:04:34 Eronarn: Can you import those into your list? <3 19:05:08 sure 19:06:24 yay 19:09:39 it's kind of funny that even this giant list doesn't have that much overlap wiht mine 19:10:34 kilobyte: Do you know anything about corpse placement? I'd like to be able to store mid in it. 19:10:44 oh, props, nm! 19:11:50 and revived shedu don't give any exp, right? 19:11:51 Not sure I'm storing it right but it'll do. 19:12:10 monky: I'm going to make it so you have to kill both of them to get any exp. 19:12:21 that works 19:12:29 Anyway, while I do a ffull recompile for adding a new constant to defines, I will get some other stuff accomplished. 19:12:32 ciaoo! 19:15:39 what?! 19:15:42 this list doesn't have primitive or primeval 19:18:21 -!- psyshvl has quit [Quit: stuff] 19:22:29 ok, list saved 19:22:34 it's now obscenely long 19:26:11 -!- pointless_ has quit [Ping timeout: 240 seconds] 19:26:30 <3 19:35:53 -!- syllogism has quit [] 19:35:54 -!- dpeg has quit [Quit: Lost terminal] 20:01:11 -!- cw_ has joined ##crawl-dev 20:07:59 yawn 20:08:09 I feel so guilty adding new includs. 20:19:06 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:20:34 YAY! Resurrection works! 20:20:46 Needs to be a much longer delay and needs some more messages and need to deal with EXP but yay. 20:21:54 What are you resurrecting? 20:22:02 Shedu. 20:22:10 They come in pairs. 20:22:21 You kill one, the other one meditates for a few turns and then resurrects it. 20:23:23 If you have 4 shedu in an area, will they resurrect members of the other pair? 20:23:29 No. 20:23:40 It uses monster serial numbers to track the pairs. 20:24:32 Which is why the whole thing now works properly. 20:25:30 They also need to pacify in pairs, but that's easily done. 20:54:06 -!- pointless_ has joined ##crawl-dev 20:54:12 -!- pointless_ has quit [Client Quit] 20:55:20 due: can the PC just pick up the shedu corpse to prevent resurrection? that would seem pretty bad if so 20:57:13 Eronarn: It'll resurrect the corpse from your pack. 20:57:26 awesome 20:57:46 please add that to skele warriors too :D 20:57:50 if they don't already 20:58:31 (corpse rot is another one with scummy pickup behavior) 20:58:54 yeah 21:04:01 Hm 21:04:21 does the inventory deal automatically with item destruction? 21:05:15 ... I don't get why the hell this is a constant. 21:08:15 self-casted corpse rot shouldn't rot carried corpses, it's like having sticks to snakes animate carried arrows 21:08:50 OG17: disagree: corpse rot rots every corpse in LOS, sticks to snakes transforms only what's in your hands 21:08:57 hostile inventory rot might work but then people'd just drop corpses like they do with mummy potions 21:09:07 I'm undecided. 21:09:10 corpse rot is more like ignite poison or ozo's refrig 21:09:10 it's not in LOS if it's in your bag :| 21:09:13 both of which hit your inventory 21:09:20 shatter too 21:09:34 the important comparison is that it's a reagent-using spell 21:09:38 easy fix: change the description to only refer to corpses on the ground. 21:09:39 no it's not 21:09:56 having it use that reagent uncontrollably makes the spell a lot more limited 21:09:59 ignite poison transmutes corpses to flame clouds 21:10:05 it hits your inventory too 21:10:09 ignite poison is silly 21:10:19 ozo's refrig does it sensibly 21:10:44 and shatter doesn't affect your inventory 21:10:56 ignite poison igniting carried potions is part of the reason that no one uses it 21:11:00 oh, only floor items? that's weird 21:11:10 (being fire/tmut 6 is the other reason) 21:11:11 since it does hit you in statue form or etc. 21:11:18 not in trunk 21:11:22 hooray 21:11:24 form self-damage is gone 21:11:26 :) 21:11:36 i did once shatter my entire potion stash with it though 21:11:38 which was fun 21:12:05 and contained some 60 curemut or something 21:12:11 anyhow for corpse rot in particular: i think it's bad that you are encouraged to pick up corpses you're standing on before casting corpse rot; the other way to solve this would be to never make it corpse rot what you are standing on 21:12:23 Eronarn: the latter is easy 21:12:26 which seems ok: "You emanate a putrefying wave" 21:13:21 but then the question would be, why don't the other LOS-affecting spells ignore stuff that would be harmful to you 21:13:39 like OTR hitting you, ignite poison killing your potions, etc. 21:13:53 that's not really the issue as much as that inventory rot would make it impossible to carry around a corpse for later use 21:14:41 picking up a corpse you're standing on takes a turn anyway, it'd generally be better to just step off it if that's the player's concern 21:15:10 generally but there are exceptions 21:15:33 i don't feel that in general spells should encourage picking something up on your tile before casting them 21:15:51 what about dropping things (orefrig) 21:15:55 that is also bad 21:15:58 I agree 21:16:07 I like how the current spell can catch you in miasma, though 21:16:15 the best way to solve this is to consistently handle exposed items whether they're in your inventory or not 21:16:18 not triggering on your square would work and all 21:16:36 how would you justify wearing conservation making floor potions less likely to shatter 21:16:56 (presumably you wouldn't) 21:17:10 MarvinPA: it's ok if some items introduce scenarios where the general principle wouldn't hold 21:17:16 like reaching making it possible to scum or etc. 21:17:26 reaching? 21:17:46 OG17: stuff like being a merfolk and hiding in fedhas deep water to kill everything on the level 21:18:08 I don't see the connection 21:18:39 you can use reaching to attack without being attacked back against many enemies in some obscure situations, this is bad but not worth nerfing reaching over 21:18:49 or dropping the principle that it is bad to let you attack without being attacked back 21:18:57 i'm also confused but yes, conservation making it better to pick up potions when casting orefrig would be fine 21:20:06 it's hard to call picking up potions "scummy" anyway 21:20:23 speaking of potions, I had an idea for vanilla mummy death curses 21:20:30 'remove them' 21:20:31 what if you were refrigerating mummies!!?? 21:20:47 @??bog mummy 21:20:48 bog mummy (07M) | Speed: 8 (swim: 140%) | HD: 6 | Health: 31-47 | AC/EV: 1/9 | Damage: 25, 412(cold:6-17) | Flags: 07undead, amphibious, evil, spellcaster | Res: 06magic(40), 05fire, 02cold, 03poison | XP: 273 | Sp: throw frost (3d6), slow, corpse rot. 21:21:22 the idea is to prevent potion usage while fighting mummise, similarly to how current potion dropping works (to avoid rotting) 21:21:55 vanilla mummy curse can "curse" you, and while cursed, all potions have a chance of acting as decay (this wears off) 21:22:01 alternatively, just prevent potion usage while cursed 21:22:13 but would that only happen after killing the mummy? 21:22:18 yes 21:22:29 i guess that would matter in tomb and zigs and stuff then 21:22:31 yes 21:22:31 but not on early mummies 21:22:38 does that keep the item-cursing aspect? 21:22:39 early mummy/ogre pair 21:22:57 OG17: could remove that too 21:23:10 early mummy/ogre pair you drag the ogre away from the mummy 21:23:13 right 21:23:15 and kill it first 21:23:36 early on it's easy enough to retreat and drop all potions anyway, but a stupid hassle 21:24:05 I'm far more interested in the tomb/zig scenario where you have to do hard work without potions or risk them all decaying 21:24:09 does it really add anything to have mummies curse your stuff when you kill them 21:24:19 I think I'm the only one that doesn't mind current mummy curses 21:24:24 Eronarn: I'm working on the assumption that it does, but I don't actually know 21:24:45 monky: it is marginally interesting to have a monster that you don't want to kill but i think this is a pretty bad implementation of that 21:25:04 and it kind of falls apart when you consider tomb 21:25:08 which is a branch full of them 21:25:17 mummies in general? 21:25:20 I like giant spores better, myself 21:25:24 making potion curse a status effect is neat though, you should put that on the wiki 21:25:27 are there any monsters with negative death effects? 21:25:36 other than mummies you mean 21:25:36 I mean any others 21:25:42 other than mummies and spores 21:25:44 holy beings 21:25:47 oh right 21:25:56 but they're strong enough that you do want to kill them anyways 21:26:10 incidentally playing EE is making me sort of appreciate how liquefaction might be useful 21:26:21 mummies are also slow so that is kind of different also 21:26:22 in that they have good single target conj but nothing useful multi-target 21:26:43 so slowing stuff down and giving yourself time to shoot more iron shots might be good (but also you'd just run out of mp) 21:26:53 another enemy you don't want to kill: silent spectre (for scumming purposes) 21:27:05 imagine it'd be pretty nice with statue form 21:27:07 yes but that's not as much of an issue now that they don't go down stairs 21:27:26 it makes you fumble in melee like shallow water, i think 21:27:36 maybe monster too, though, not sure 21:27:38 monsters* 21:27:42 never mind then 21:27:56 Eronarn: you just have to luck out; I've gotten them on Crypt:5 (aliches) and for a tomb entry vault (the one with mummy priest and stuff) 21:27:58 and due mentioned maybe changing it just to affect move speed on monsters, not act speed 21:28:00 haha look at OG17 thinking statue form might ever be useful 21:28:21 that would make more sense in itself 21:29:40 monky: fwiw i think if mummies are going to have a death curse it should a) not be cursed items because that's dumb b) not be rotted potions because that is also dumb 21:29:58 but it is hard to think of any other effects that are interesting and meaningful 21:30:42 actually you know what might work 21:30:47 sickness... but for MP! 21:31:06 sickness for mp would actually be sort of cool 21:31:07 cursed items and rotted potions are dumb, yes. (maybe cursed status could also make it impossible to swap gear, to preserve that effect -- ha-ha) 21:31:28 MarvinPA: yeah it would make tomb ridiculously brutal though 21:31:36 not necessarily as a death curse 21:31:41 just as a general thing that exists somewhere 21:31:43 since presumably it's magical in origin and you can't quaff healing to get rid of it 21:31:54 you can quaff magic to get rid of it! 21:31:58 yes! 21:32:07 desktop dungeons has it and you have to either quaff a mana potion or level up to heal it 21:32:11 well, let's come up with a name for it 21:32:18 how about Malaise 21:32:30 but that's sort of different because potions of magic are super rare in crawl 21:32:31 as in, a spiritual malaise~ 21:32:41 it's pretty meaningless for anyone that's not a primary caster 21:33:15 OG17: not necessarily bad 21:33:16 it's like reverse silence 21:33:17 I mean yeah it's a concern for a guy storming zigs but not in general 21:33:26 wait no it's the same as silence 21:33:29 monky: what it's not like silence at all 21:33:38 it's like silence except nothing like it 21:33:57 silent spectre fix: just make them really fast and give them a malaise-branded melee attack 21:34:05 hahahah 21:34:24 that'd actually be way better 21:34:29 or something along those lines 21:34:33 well, sickness has the other effect, statrot 21:34:46 perhaps being malaised could have a second effect of some kind 21:34:46 it doesn't need to be perfect symmetry 21:34:49 mprot 21:34:55 (please no mprot) 21:34:57 no, but it could have something 21:34:57 maprot 21:35:01 (please no maprot) 21:35:05 spellrot 21:35:12 like the thing that was discussed with locking out spells 21:36:11 it doesn't need a second effect just because sickness has one 21:36:27 no but we should talk to see whether we can come up with an interesting one 21:37:54 also the whole thing is just as "scummy" as dropping potions, except that instead of that you push 5 until it wears off afterwards 21:38:00 stairs etc 21:38:06 for silent spectres, by malaise, I meant malaise/antimagic 21:38:06 again, outside of zigs 21:38:10 oh here would be a really brutal one: no piety gain while malaised (you still gain the piety, but it gets queued up and becomes available after you are no longer malaised) 21:38:10 or just put ghost moths in crypt 21:38:15 (this would work) 21:38:31 OG17: being able to leave the level is just part of crawl nothing we can do about that 21:38:40 you can't do it flawlessly and it does carry some costs 21:39:05 you can avoid having penalties that are entirely avoided by jumping levels and napping 21:39:48 there's a place for those; sickness works pretty well in crawl really, particularly early before you have a ton of healing potions 21:40:11 sickness lasts a lot longer than "no mp regen" could 21:40:14 -!- psyshvl has joined ##crawl-dev 21:40:17 and statdrain longer still 21:40:53 oh, no, i am proposing sickness level duration here 21:41:10 how is that supposed to work for a primary caster 21:41:24 that just forces naps, if anything 21:42:13 which, again, come with costs - and actually being hit with it in combat becomes quite interesting since you know it won't wear off for a long time 21:42:18 actually as a tactical effect, mummies draining mp to 0 might be better than preventing regen 21:42:25 I'm sure I've forgotten something 21:42:41 but i think shedu are possibly done. 21:42:52 it's not interesting when the obvious and only real option is to leave combat until you can cast again 21:42:53 neat 21:43:20 just like how when you're at low HP the only real option is to leave combat (which is what happens when people are at low HP) 21:43:29 (except for the times it's not that simple) 21:43:54 Leda's liquifaction could be in the book of hinderance 21:43:57 Eronarn: borg 21:44:00 running out of hp has slightly different results than running out of mp 21:44:49 monky: borg should totally Sick you after you cast it 21:45:09 death's door 21:45:26 actually heck 21:45:29 what about making borg malaise you 21:45:36 it'd be cute if death's door made you sick actually 21:45:56 make people borg afterwards if still in danger 21:46:26 then again I'm not sure what death's door's intended use really is 21:46:34 save you from having to cast borg 21:47:45 ??book of hinderance 21:47:46 book of hinderance[1/1]: Spells: confusing touch, slow, confuse, petrify. 21:47:53 st_: good point, thanks. 21:48:05 it'll make petrify being in there a lot less weird 21:49:03 also book costs should probably be tweaked 21:49:10 clouds is super cheap but has tornado 21:49:22 tornado shouldn't be in clouds 21:49:25 it's not a cloud spell is it? 21:49:41 well it makes clouds 21:49:47 not cloud clouds, but they're clouds the same 21:50:02 it makes sense in tempests (shatter doesn't) 21:50:04 I thought the clouds were just to convey the wind 21:50:17 ??tornado 21:50:18 tornado[1/4]: Awesome L9 air spell in trunk. Surrounds you with a radius 5 tornado which follows your movement, and lifts you into the air (flight). Deals huge damage over a few turns but decreases in power in enclosed spaces. Found in the book of the Sky (temporarily), book of Clouds, and book of the Tempests. 21:50:22 is book of tukima still crazy overpriced 21:50:28 also yes 21:51:01 I'd guess book price is done through rarity 21:51:13 why is tukima so rare, then 21:51:20 it might be nice to look at what spells people are actually using 21:51:21 because it used to be ridic 21:51:27 assign values to them 21:51:34 and then look at how good each book ends up being 21:52:02 that would give a good baseline for figuring out what stuff could be shuffled around or what costs could be changed 21:52:50 I hear tukima's is really good with big weapons, and I imagine not many people use projected noise, despite it being crazy 21:53:31 you could figure out relative spell worth pretty decently without actually polling characters or whatever 21:54:40 and yeah player use doesn't necessarily mirror actual usefulness 21:54:49 directly 21:55:59 due, what happens if you blow up a shedu? 21:56:17 or is that prevented 21:59:47 -!- casmith789 has quit [Ping timeout: 240 seconds] 22:01:12 -!- psyshvl has quit [Quit: stuff] 22:01:42 -!- psyshvl has joined ##crawl-dev 22:02:17 also liquid spell seems to set "slow" status, but it's just movespeed? 22:02:54 brown slow 22:03:08 colors generally indicate duration though 22:03:26 I guess you have kenku flight bonus but "slow" and "ponderous" are pretty different effects 22:03:50 I'd think you could get rid of its slow status and just have "liquid" cover both 22:04:14 it would be nice to have a Liquid status effect for standing in water also 22:04:22 or lava if that's your deal 22:05:09 that'd be good too, for shallow at least 22:12:58 OG17: Erm, it would. 22:13:01 It wouldn't rather. 22:13:07 What about whne monsters are casting the spell? 22:13:10 I'll change it back to SlowM. 22:14:32 due: well moving through liquid hampers your movement 22:14:49 so yes that actually would make sense i think 22:15:10 does shallow water hamper monster movement yet? 22:15:17 no 22:15:43 is there a reason for this 22:16:02 to annoy me 22:16:05 tgw hasn't complained about it enough yet 22:16:14 I'll change it back to SlowM, but I'm not removing the status light. 22:16:26 I wasn't thinking of monsters using it, yeah 22:16:55 "Liquid" is specifically for when *you* are casting liquefaction. 22:17:56 would "Pond" be better than "SlowM" or is that too arcane? 22:18:26 pond as in ponderous? 22:18:30 yeah 22:18:37 if you need to ask I guess not 22:18:39 slowm is pretty arcane 22:18:47 SloMo 22:19:07 It's not ponderous. 22:19:16 It's *like* ponderous. 22:19:38 SlowM is not arcane. "slow movement". If oyu hit @ it spits out "Your movement is slowed by this liquefied ground." 22:20:07 SlowM is fine in itself, I think 22:20:15 it is not a good abbrev imo 22:20:28 though maybe @ shouldn't reference the spell directly in case other stuff ends up using the status 22:20:55 OG17: That's not an issue due to how @ and stuff works. 22:21:02 oh, cool 22:21:05 what about 'Hindered' 22:21:12 Held ? 22:21:20 held is for nets 22:21:41 hindered sounds more like a net too 22:21:45 Hindered is stupid. 22:22:02 You are *slowed* because the ground is *liquefied*.. 22:22:07 It is difficult to walk through. 22:22:26 due is stupid >:( (really, i prefer just having it be Liquid, and then just colour it differently based on whether you're the caster or not) 22:22:27 so is ledas like haste for chei 22:23:07 monky: I'm not entirely sure how it interacts with Chei. 22:23:09 hindered's problem is that it suggests all actions are hindered, I think 22:23:38 I've made up my mind so find someone else to pester and get them to chhange it. :| 22:23:45 Now, shedu! 22:23:54 now, silly hats 22:27:03 chei already has a built-in slowing ability, and if the spell's refined to just slow monster movement it'd be less of a chei concern anyway 22:27:47 you'd still want it for casting with the god but that's fine I think 22:30:43 presumably you wouldn't gain as much piety for killing stuff with it active 22:32:10 currently yeah, don't know how movespeed would work 22:38:55 Nice antimagic ideas (malaise etc) 22:39:17 silent spectre should only silence its enemies 22:39:33 but different antimagic monsters would be great to have 22:40:07 also, mummy curses as status effects is a recurring idea and a great one in my opinion 22:40:19 Lost Labyrinth has a bunch of status effect curses 22:41:01 on an unrelated note, these sewer maps from co look awesome 22:48:36 also fantastic tile activity 23:10:04 clouded (L19 MuEE) ASSERT(mons_is_known_mimic(mons)) in 'showsymb.cc' at line 329 failed. (Vault:3) 23:10:25 boggart summon an ossurary portal mimic