00:00:22 do you think irl god hates animals because they have premarital sex 00:00:35 do you go to heaven if you kill lots of animals 00:00:40 do irl animals have souls 00:00:47 do komodo dragons 00:00:59 zin doesn't care, he just wants them dead 00:01:05 OG17: i would like to think mine is a bit better about this: stuff is unclean if it A) does unclean things B) isn't a completely mundane normal (but filthy) animal 00:01:25 a komodo dragon bit zin once and he doesn't forgive easily 00:01:31 zin still protects you against B), he just doesn't hate them 00:01:33 if he's still against unclean stuff I don't know why he'd care about intelligence 00:02:41 -!- Zaba has quit [Ping timeout: 265 seconds] 00:02:44 because of the chaos aspect; stuff that truly falls within the natural order is to be shunned but not crusaded against 00:03:13 i don't think zin should encourage his followers to go out and swat mosquitos 00:03:14 it'd be better to just shift him to full-on purity of form/anti-chaos/law/whatever flavor 00:04:01 so something that's naturally unclean isn't even an issue 00:04:07 I have to agree with that. I understand the rationale behind him hating komodo dragons, but he is really more anti-chaos than anti-sickness 00:04:22 OG17: i think there's enough stuff that's unclean+unnatural out there to warrant it being a secondary category 00:04:51 unnatural's enough to upset zin 00:04:58 what else falls under unclean, anyway? 00:05:01 that's not undead or a demon 00:05:39 unclean is steal, disease, rot, hunger brands, and corpse-manipulating spells, and the walking dead, and insane things 00:05:43 or does zin only care about chaotic demons now, I don't remember 00:06:02 right, stuff like maurice is silly for where zin is currently 00:06:18 well i think AF_STEAL should be moved to be a chaotic thing 00:06:20 maurice is a thief, zin is a god of law 00:06:24 rather than unclean 00:06:30 but right now unclean and chaotic are tangled together in a stupid way 00:06:33 stealing: it's legal in pennsylvania 00:06:39 mehhh 00:06:48 I don't really see order and law as being synonymous 00:06:56 even though I said law above 00:07:02 they aren't but zin is both 00:07:19 he is, but it's sort of broad 00:07:36 I think it's the problem, it weakens both aspects 00:07:53 does the order include stealing? 00:08:27 i'd rather see zin with a pretty broad set of things he hates than be TSOized and only useful in the endgame 00:08:31 zin is also the god of wanting donations, which is also a kind of weird aspect 00:08:39 what I'm trying to say is that "purity of form" is a much grander target than "stealing" 00:08:42 because he doesn't seem to be that interested in frugality 00:08:48 or "sick lizard" 00:09:14 "whatever the opposite of chaos is" 00:09:20 law and order 00:09:22 donations are a remnant of the catholic focus too 00:09:25 law and/or order 00:09:27 s/law and order/order and law/ 00:09:28 OG17: well zin doesn't have to hate stuff for just one reason; for example, we could split out the mutator stuff from chaos 00:09:42 on the other hand, without donations, you can't get piety very easily 00:09:54 that's a basic problem with the god, though 00:10:04 ideally recite would give piety, it's no-brainer flavor 00:10:12 if there's a balanced way to get piety from recite then fuck you OG17 00:10:14 yes that is a thing that it will probably end up doing 00:10:26 :( 00:10:51 i already removed the piety cost i'd added, initially i'd wanted it to be cost but get a 'rebate' that might become a piety-earner for large groups 00:10:56 -!- Zaba has joined ##crawl-dev 00:11:06 but after thinking about it more i decied it would work better if you could recite ALL THE TIME 00:11:30 (i also made reciting as loud as shouting - including taking into account whether you have shoutitis) 00:11:47 do you recite in your shouting voice? 00:11:54 yes 00:11:57 ok 00:12:05 oh, wait, you meant in range - no 00:12:16 it hits only LOS, they have to see you to be fully inspired 00:12:31 also note to self: all-caps recite text with shoutitis 3 00:13:07 what if you recite with quad damage 00:13:34 do things explode? Make things explode 00:14:08 nothing with recite currently makes stuff explode this is a pretty big oversight on my part 00:14:31 also random thought, we could make zin care about purity of mind as well as purity of body 00:14:43 so he gets mad if you become confused? 00:14:49 don't make zin give clarity 00:14:54 no, not clarity 00:14:57 that would be boring as hell 00:15:09 you're right, gods shouldn't give clarity 00:15:16 such a god would be boring 00:15:19 he'd be against yiuf but it wouldn't come up a lot 00:15:29 OG17: he already is against him i believe 00:15:35 he's against insane stuff 00:15:44 well neato 00:15:47 just right now he does not care about your mental state 00:15:54 you have to be somewhat insane to use zin in the first place, this might be a problem 00:16:02 Eronarn: what does that mean though 00:16:09 TGWiglaf: what does what mean 00:16:14 your mental state 00:16:26 it's not like there's real insanity in crawl 00:16:40 there's like confusion and basically hallucinations 00:16:42 TGWiglaf: i mean that he doesn't care if your mental state is harmed; he doesn't protect you from it; he doesn't care if you kill Mara, etc. 00:16:48 Mislead is insanity 00:17:04 I don't think so, you're just seeing things incorrectly 00:17:12 if it's insanity it's very badly flavored 00:17:18 mislead has weird flavor 00:17:24 it's the same status as hallucination from NetHack and cross-eyed-ness from Pokémon Mystery Dungeon 00:17:27 rain stops it but otherwise you need to quaff healing 00:17:29 which supports both your arguments 00:17:42 ...rain? 00:17:43 you shouldn't add another aspect to zin if it just means "resistance to mislead" 00:17:43 I have no idea why rain does anything there, that's so nethacky 00:18:17 rain making illusions melt away would be fine if it were otherwise an until-duration-ends effect 00:18:21 also I didn't know healing cured it, that's sort of weird 00:18:23 it just becomes very weird when healing 00:18:30 yes 00:18:41 yeah, it's either in your head or in the world 00:18:58 well 00:19:06 if rain made illusions melt away shouldn't it dispel shadow creatures and invisibility and stuff? 00:19:10 the illusion raises questions for that too 00:19:14 like the clones 00:19:16 evilmike: those aren't necessarily illusion spells 00:19:25 I suppose so. 00:19:41 they seem pretty illusion-y to me though 00:19:49 I always took mislead to just mean that you were, like, mislead 00:19:52 mentally 00:19:56 they are typically illusion-y magic in other games but crawl doesn't have a coherent 'illusion' mechanic 00:20:50 OG17: healing cures everything, pretty much, I'm not surprised it cures mislead 00:20:59 so invisibility might be just literally making you and your stuff completely transparent, at the level of the properties of your constituent substances 00:21:09 maybe it's an oversight 00:21:19 or, i should say 00:21:25 that is basically what it is, since it makes OTR pass through you 00:21:41 Eronarn: yeah that makes sense, plus that justifies why it makes you glow so much 00:21:49 if invisibility has a hex aspect it's going to be clouding stuff's mind 00:21:59 at least if you want it to make any sense 00:22:01 (though this also means it makes no sense for invis to be broken by corona but WHATEVER) 00:22:10 blargh 00:22:25 -!- paxed has quit [Ping timeout: 276 seconds] 00:22:28 well no, because you'd see the light around something that isn't there either way 00:22:47 i mean TSO style corona 00:22:51 the spell is fine, yes 00:23:03 it's the same thing 00:23:20 and if it's not you can fudge it with "divine power" 00:23:21 -!- paxed has joined ##crawl-dev 00:23:21 -!- paxed has quit [Changing host] 00:23:21 -!- paxed has joined ##crawl-dev 00:23:33 corona spell = you make something glow, TSO corona = you are glowing and illuminate your surroundings 00:24:02 so the light makes some sort of effect on something that's not there 00:24:20 sure but then why does OTR go through invisible things harmlessly and without corona-ing them 00:24:27 I don't have a canon explanation but I don't think it's a problem 00:24:30 maybe the invisiblity spell doesn't make you perfectly invisible, and it becomes obvious under really bright light 00:24:35 otr is just inconsistent 00:24:41 it's an inconsistency, it's not a huge one but it is one 00:25:40 maybe OTR should just briefly reveal invisible things, this would work well if there were the 'you noticed an invis thing here' ~s 00:25:49 due, were healing potions supposed to cure mislead? And rain? 00:25:49 point: invisibility should make you blind. 00:25:54 OG17: yes. 00:25:54 explaining both is difficult 00:26:13 healing potions cure confusion and poison and a few other status effects so curing mislead makes sense. 00:26:16 rain, just 'cos. 00:26:24 due: we have ENCH_BLIND, get to it 00:26:31 :p 00:26:47 and ENCH_MUTE! just think of it 00:26:48 it could be that the rain's affecting the character, not the illusions 00:26:51 healing potions should cure blind too 00:26:52 like it clears your head 00:26:57 you can make a patch saying that you made 'silence less common on panlords' 00:26:58 though it's still nethacky 00:27:27 rain can go 00:27:40 i did rain clearing away illusions because it just seemed fcool 00:28:09 due: what about making rain clear away mara's illusions and mirror images 00:28:43 that pretty much trivializes things 00:28:46 hmm, what about illusions are made by projecting light, rain refracts them beyond recognisability? 00:28:46 even if it's just one god 00:28:53 so they're obviously fake? 00:29:48 it it's light, potions wouldn't do anything 00:30:09 well, potions don't clear illusions, do they? 00:30:11 though it seems clear that mislead and clones are somehow implicitly different flavorwise 00:30:16 OG17: solution: remove fedhas 00:30:21 and beogh 00:30:28 and zin 00:30:29 and chei 00:30:33 rain can just go instead 00:30:45 -!- ZChris13 has joined ##crawl-dev 00:30:55 losing the rain/mislead link would make things neater, yeah 00:31:18 wait, rain cures mislead? 00:31:21 I doubt anyone's ever used it 00:31:53 I would rather just remove the rain curnig mislead. 00:32:04 wow the crd signup page is like something out of the 90s 00:33:08 actually, does rain still cure mislead? 00:33:12 can't get it to work 00:33:23 I do not know, it may be broken. 00:33:54 I think so 00:34:34 jpeg broke it 00:34:59 greensnark, did you see that gretell lost cao-only uniques? 00:35:04 @?norbert 00:35:05 unknown monster: "norbert" 00:35:18 Yes, because it has to be recompiled for 0.7 and it's too much hassle 00:35:34 oh 00:36:24 There are cao-only uniques? 00:36:25 @??norbert 00:36:26 unknown monster: "norbert" 00:36:36 Norbert is a CAO-only unique? wow. 00:36:44 ??norbert 00:36:44 norbert[1/1]: Used to be a wimp in 0.5. Slightly scarier in 0.6, since he spawns at literally half the depth and monster shields are better. Gone in 0.8 trunk. 00:36:48 Oh. 00:36:56 and francis at least 00:36:57 oh right, I thought you meant norbert was a raxism. 00:37:05 oh, no 00:57:39 03greensnark * r6d61462e27c7 10/crawl-ref/source/ (cloud.cc cloud.h view.cc): is_harmless_cloud should not match rain, fixed. 01:29:20 Yo, Arcane marksman book is sorta silly 01:29:40 After the hexes charms split. 01:31:55 is hex/charms split on CDO or 01:32:10 Eronarn: yes 01:32:13 I'm playing on CDO, yes. 01:32:13 ??book of brands 01:32:14 book of brands[1/1]: Corona, Swiftness, Fire Brand, Freezing Aura, Poison Weapon, Cause Fear. 01:32:19 What are the changes? 01:32:36 Everything except for corona and cause fear is charms 01:32:37 -!- paxed has quit [Ping timeout: 276 seconds] 01:32:43 those two are hexes 01:33:00 You only start with charms skill 01:33:25 corona should be a ranged accuracy buff 01:33:27 or something 01:33:40 -!- paxed has joined ##crawl-dev 01:34:36 personally i think it would be cool to give them one hex book and one charms book 01:34:48 a brand that lets you fire without using ammo would be neat and useful but that's harder 01:36:05 it would be fair if it did less damage or cost 1 mp per arrow or something like that 01:36:21 OG17: heck, need not even be a brand: L1, fires an arrow scaling with spellpower, otherwise completely normal attack 01:36:28 that way you can use at the same time as brands 01:36:31 something, yeah 01:36:37 the idea is that you don't use it with brands 01:36:38 Eronarn: ooh, I like that 01:37:01 I mean maybe it could work out with them but I don't know 01:37:08 AM badly needs a create-ammo spell, regardless of whether it's implemented as firing without ammo, branding to fire without ammo, or literally creating ammo 01:37:10 not being able to use it at the same time as brands is bad because 3 of their spells are brands 01:37:12 also that's too conjurationish anyway 01:37:27 well yeah, you'd choose between using ammo or using real brands 01:37:34 the last is probably a bad idea as it could basically be danced 01:37:39 (hi Nemelex!) 01:38:28 or you know what I mean 01:38:52 OG17: i don't think it's too conjuration-ish, and i think it's fine if they can use both. AM don't generally have tons of MP, particularly not early on 01:39:29 casting a spell to fire a magic arrow is conjuration as heck 01:39:59 OG17: you pull back your bow, even though it's empty, and an arrow suddenly appears - p. charmy, in fact, this has been a property of enchanted weapons in the past 01:40:29 that's what the brand would do, yes 01:40:37 i don't think that anything is gained by making it a brand 01:40:40 it comes across pretty differently if you're conjuring every arrow 01:41:08 I don't want people using it with venom brand 01:41:14 and the like 01:41:16 why not 01:41:28 because why wouldn't you 01:41:40 by the time you can cast both it's not like you're particularly short on arrows 01:41:50 rather decide between saving ammo and using good brands 01:41:51 also because it costs MP which you do not have that much of 01:41:56 that's not a given 01:42:16 you could kite with poison all day long 01:42:38 yes but AM can already do that right now with swiftness, once they kill their first few centaurs 01:42:44 they do not have the mana to do what you are describing at that point 01:42:51 not everyone uses bows 01:43:05 this would be their L1 spell 01:43:11 that regens as you step back 01:43:57 solution: give AM a small amount of hexes, moving on. 01:44:05 boring!! 01:44:34 and you're still stuck as a ranged class that needs to be really stingy with ranged attacks 01:45:55 damn I like this 01:46:11 there's also little reason to train hexes if the pay-off is cause fear 01:46:24 and cause fear itself could be reflavored as a charm 01:46:37 like some sort of glamour/illusion 01:46:59 Yes buff Arcane Marksman please 01:47:55 guess I'll wiki this sooner or later 01:48:18 I like fire arrow as an L1 AM spell; sort of like portal projectile in reverse 01:48:53 -!- paxed has quit [Ping timeout: 260 seconds] 01:49:36 one idea i had a while ago for an AM spell: you summon a floating two-sided portal to hover in front of you; it's a shield with reflection you can use with your bow, and while it's in place, you can fire as if you were using portal projectile 01:50:05 -!- paxed has joined ##crawl-dev 01:50:10 ais523: will not happen 01:50:31 That would be so epic I would cry 01:50:33 hmm, it was being discussed earlier 01:51:43 ais523: "magic arrows" have already been suggested before and as far as I recall the idea was rejected, sorry. 01:51:51 ZChris13: i doubt it would be particularly hard to code either since it's three existing effects mushed together 01:52:01 I don't like that passive smiteshield thing but AM could use some unique stuff, yeah 01:52:17 Eronarn: I like magic shield though. 01:52:19 maybe it was a different context? I'll check before I write this 01:52:23 whenever that is 01:52:29 pretty sure it was wrt summoning up ammo 01:52:32 ais523: I think it's on the list with venom weapons poisoning corpses, selling stuff in shops 01:52:44 around the time we removed poison ammo as a permabrand 01:52:47 hmm, aren't those two on entirely different lists? 01:52:50 was that quivers? 01:53:03 I don't think anything like this is on that list 01:53:05 ais523: No, they're on the "you will not get dpeg to agree to it" :) 01:53:08 making physical ammo would be different too 01:53:08 the first is "it makes flavour sense but would be incredibly annoying if we actually implemented it", the second is "it makes grinding optimal" 01:53:34 ais523: the list is "things which people suggest over and over and over again but have been rejected and reconsidered so many times that we just automatically dismiss them" 01:53:36 Nobody wants "Let us have AM make ammo from nothing with spell" 01:53:38 making physical ammo would be different (and bad) 01:53:41 due: ah 01:53:49 I'm surprised that selling is suggested so often 01:53:58 ais523: lots of other games have it so people expect crawl to 01:54:00 making physical ammo is little different than a spell that stacks with other brands 01:54:02 they don't think about what it adds to the game 01:54:03 as it clearly completely breaks Crawl's item generation algos 01:54:10 save for the enchantment arrow damage bonus 01:54:24 OG17: except for the part where they're completely different i guess, sure 01:54:30 clarification: summoning ammunition or permananent ammunition are on the list 01:54:36 how are they different 01:54:48 but you can't sac them to nelemex 01:54:53 That's how it's different 01:54:56 OG17: one is an attack spell you use with your bow skill; the other makes ammo you can use with your bow whenever 01:55:04 due: I wasn't suggesting summoning ammo, that's obviously a bad idea 01:55:10 ais523: okay, that's fine then 01:55:22 Nobody was suggesting summoning ammo 01:55:27 the suggestion, which came up in-channel from someone else, was an L1 spell that fired one arrow from an unbranded bow, even if you had none in inventory 01:55:32 and which presumably always mulched 01:55:37 magic dart isn't broken but magic dart would be broken if you could cast it 30 times in advance and then use it for 0 MP later on 01:55:38 ais523: oh, i like that. 01:55:47 don't know what list this is, but summoning ammo isn't really the same thing 01:55:50 the huge difference being that you have to have the MP on hand right now 01:55:58 whereas summoning ammo you can just victory dance 01:56:09 it's better as a brand than as a pseudomagicdart 01:56:13 ais523: so it's basically a re-agent spell? 01:56:22 what? 01:56:28 i disagree; AM really don't need to have *four* brands in their starting book 01:56:46 due: hmm, ? 01:56:48 they do if one brand interacts interesting way with the others 01:56:48 if it's usable with brands you actually have more than one thing you can do in combat 01:56:54 (in a) 01:56:54 ais523: you actually need the arrow to cast it? 01:57:04 the idea is that you don't need any ammo 01:57:08 You need no arrow. You need a bow. and a target. 01:57:12 oh, doing it that way round would be interesting too, but that's basically Portal Projectile 01:57:13 because AM currently always runs out of ammo 01:57:13 and the spell 01:57:23 OG17: you're playing AM wrong!! 01:57:29 don't use your bow to kill everything 01:57:32 What? 01:57:35 You're crazy 01:57:37 what I meant was a spell that let you fire your bow when out of ammo, but requiring an MP cost each time, which avoids the issues with actual ammo summoning 01:57:38 ZChris13: this is a direct damage spell? 01:57:44 I dunno? 01:57:52 Everyone is talking cross purposes. 01:57:53 as there's actually a cost in combat for it 01:58:01 It's either a brand or a conj spell that uses your bow. 01:58:10 yes, you can (and have to) conserve ammo, but this is supposed to be a ranged class 01:58:13 rather than pre-combat like summon ammo would be 01:58:14 ais523: Hm, then I'm not so sure. I would need to talk to dpeg about it. 01:58:30 OG17: one thing I would say is, AM would probably be more fun if the ammo situation wasn't so random 01:58:34 due: my proposal: exactly the same as firing an arrow, but costs 1 MP. does not require you to have an arrow. works with brands. starts at +0, possibly (but not necessarily) scales with spellpower. 01:58:43 Eronarn: meh. 01:58:49 again, it should be a brand 01:58:54 It would make AM not suck 01:58:57 Eronarn: again, how is that not summoning ammunition? 01:59:02 ZChris13: am do not suck 01:59:08 due: you can't stack it up in advance; you have to use it the turn you want to use it 01:59:09 due: summoning ammunition would let you use the ammunition later 01:59:13 okay. 01:59:23 it is summoning an arrow to use in the same turn. 01:59:24 thus, you could get a huge stack out of battle in Temple or somewhere, regenerate the MP, and fire it in-battle 01:59:27 and AM have pretty limited MP for the point in time during wihch they also have limited ammo 01:59:39 whereas summoning an arrow to use this turn requires you to spend MP during combat 01:59:40 a brand creates the choice of "use real ammo with a real brand" or "fire without using ammo" 01:59:53 rather than "pretend you're using sting" 01:59:53 OG17: i don't think that's an interesting choice 02:00:06 of course it is, you're sacrificing damage for a finite resource 02:00:17 finite* *for like 4 dungeon levels 02:00:26 spanner for works: slings, javelins 02:00:37 if you have a bow or sling, and the very start of the game is the problem with the class regardless 02:00:48 slings are fine 02:00:54 i do not like the idea myself because it basically gives you infinite ammunition for as long as you can regain mp. 02:00:58 OG17: again you're playing them wrong, don't try to kill stuff with your launcher on d1 02:01:04 then why are you an AM 02:01:09 which bypasses the whole point of ammunition being a scarce resource 02:01:21 due: that ship has sailed a long time ago (around the time you met your first centaur) 02:01:24 well, what fun is a playstyle you aren't allowed to use? 02:01:27 this is why it should be a brand, so that ammo stays useful 02:01:39 OG17: I agree that it shouldn't stack with branding 02:01:59 also can we stop pretending that some races don't start with crossbows 02:02:15 !lg . race=DD role=AM 02:02:15 36. Eronarn the Bolt Thrower (L3 DDAM), slain by an ooze on D:2 on 2010-11-24, with 184 points after 1610 turns and 0:04:18. 02:02:21 !lg . race=DD role=AM xl>10 02:02:21 3. Eronarn the Quickloader (L11 DDAM), worshipper of Ashenzari, quit the game on D:11 on 2010-10-17, with 13952 points after 17485 turns and 2:14:26. 02:02:26 !lg . race=DD role=AM xl>10 -2 02:02:26 2. Eronarn the Reanimator (L16 DDAM), worshipper of Kikubaaqudgha, slain by a white ugly thing on D:18 on 2009-11-21, with 112099 points after 51341 turns and 6:24:20. 02:02:29 !lg . race=DD role=AM xl>10 -3 02:02:30 1. Eronarn the Necromancer (L18 DDAM), worshipper of Kikubaaqudgha, blasted by a dragon (blast of flame) on D:19 on 2009-11-18, with 200224 points after 60219 turns and 7:40:23. 02:02:49 ~just saying~ 02:02:55 maybe there'd be more if they didn't need a handful of bolts to last them until yaktaurs or lucky floor spawns 02:03:06 also no one plays AM anyway 02:03:08 come to think of it, a spell that fired a temporarily summoned arrow from an unbranded bow (without needing an arrow) is almost exactly just a conjuration 02:03:13 just one that requires you to wield a bow to work 02:03:13 perhaps for similar reasons 02:03:29 ais523: the second part: kind of matters! 02:03:33 also no one plays AM anyway <--- exactly, it's because they have a defined playstyle that you're not allowed to use more than about 10% of the time 02:03:35 this is why evaporate is not a conjuration 02:03:35 Eronarn: indeed 02:03:36 yes, it's conjurations as hell 02:03:45 evaporate launches a potion 02:04:00 ais523: hi, thanks. 02:04:04 evaporate is a spell that conjures a damaging cloud 02:04:07 sounds pretty conjure-y to me 02:04:16 Eronarn: er, no. 02:04:22 Eronarn: well, what other conjurations create a persistent effect? 02:04:23 except that it uses a potion 02:04:26 Eronarn: evaporate is a spell that boils a potion and then expands it into a cloud. 02:04:29 fire storm, tornado, are there any others? 02:04:31 Yes 02:04:33 Eronarn: the spell effect is determined by the potion. 02:04:39 Tornado isn't a conj 02:04:45 ah 02:04:47 Freezing cloud, 02:04:50 meph 02:04:56 why is meph a conjuration again? 02:04:57 Spell schools are a mess though. 02:05:04 conjure flame, poisounous cloud 02:05:10 Things are arbitrarily conjurations when they really shouldn't be 02:05:16 Yup 02:05:18 anyways radical proposal: make it summ/charms 02:05:19 ais523: To make it a three-spell school and thus more difficult. 02:05:21 not really 02:05:26 due: indeed, I think that's the real reason 02:05:26 meph is conjuring the gas 02:05:32 hex/poison/air would make more sense, IMO 02:05:36 conjure flame is conjuring flame 02:05:37 etc 02:05:47 OG17: a lesson from D&D, that Crawl takes to heart, is that you can flavour pretty much any spell as anything 02:05:56 Thing are also arbitrarily transmutations/earth because people are obsessed that anything involving earth must also involve tmut. 02:06:02 Yup 02:06:03 Oh that reminds me to fix sticks to snakes. 02:06:03 conj having the clouds works pretty well in practice 02:06:11 due: with the throwing thing? 02:06:17 Eronarn: what? 02:06:25 -!- paxed has quit [Ping timeout: 276 seconds] 02:06:37 no, sticks to snakes is losing its summoning school. snakes are instead short-lived. So basically they are summoned but they can't be abjured. 02:06:59 damn 02:07:00 Not entirely sure how to deal with corpses. 02:07:01 flavor it that they shrivel when the time's up or something 02:07:03 Og just got buffed 02:07:04 OG17: yes! 02:07:05 intead of poofing 02:07:08 OG17: that is it <3. 02:07:22 OG17: homunculi will be the same, flavour is that they are only alive for a short time. 02:07:32 -!- paxed has joined ##crawl-dev 02:07:36 why yes, I have taken it upon myself to add interessting non-form spells to tmut. 02:07:46 You just made Tm interesting. 02:07:50 due: they can collapse into a pile of twigs 02:08:00 You gave it an interesting flavour 02:08:03 or something else that's similarly stick-flavoured, but not usable for casting sticks-to-snakes again 02:08:12 ais523: yes, but in this instance it will be flavour. 02:08:16 ais523: no point creating a new object. 02:08:17 Have it occasionally turn into a woven basket or something. 02:08:18 due: indeed 02:08:33 but just flavour 02:08:42 I would laugh. 02:08:44 new items are a fucking pain 02:08:48 due: conversation that was had was: when you cast it, you throw the stick, like how you throw a potion with evap; the stick springs to life either in mid-flight, the next turn, or the turn after that 02:08:54 it can be merely in the messages 02:09:17 sticks to snakes works well as it is 02:09:30 Yes but now it has a flavor 02:09:36 Eronarn: I don't see any point making it a delayed spell now 02:09:39 Eronarn: it's not like it needs to be nerfed. 02:09:58 Ogre uses sticks to snakes on giant clu 02:09:59 especially when it's generally used as an early buffer 02:10:00 "oh my god sticks to snakes is so powerful" 02:10:02 when it's used at all 02:10:09 anaconda! 02:10:13 moin 02:10:15 due: throwing stuff deals damage 02:10:26 and lets you cast it at range 02:10:30 Eronarn: hm 02:10:31 it's not a nerf 02:10:32 let's make another spell arbitrarily use throwing skill 02:10:38 Eronarn: i will have to think about it. 02:10:44 let's throw arrows and damage things 02:10:47 OG17: yes. 02:10:57 OG17: obviously this would only apply to throwables (spears, clubs) 02:10:59 OG17: i am 100% inclined to kill thrrowing skill from evaporate. 02:11:04 please do 02:11:10 it is not like it actually does anything. 02:11:12 due: from evaporate absolutely yes because it doesn't actually use it 02:11:17 and it is spoilery to an extent. 02:11:44 apparently it's better to intentionally keep skill low because then you can sometimes throw the potion through a monster 02:11:47 because you miss 02:12:37 OG17: arguably that's the case with all non-spell ranged combat in Crawl, too 02:12:43 as long as you aren't using it for anything else 02:13:15 evaporate can target the ground though, there's no downside 02:13:22 accuracy or damage or whatever 02:14:00 I don't think this is really a viable trick or anything, it's just that it's always mentioned in chat when this comes up 02:14:12 hahaha 02:14:15 Eronarn: it does actually use it 02:14:19 Eronarn: beem.hit = you.dex() / 2 + roll_dice(2, you.skills[SK_THROWING] / 2 + 1); 02:14:27 hilarious 02:14:30 Eronarn: spoiler is that if you use something specific for throwing it might go past 02:14:34 but if you use . it will stop there anyway 02:14:39 yes 02:14:52 . acting differently from return is strange anyway 02:14:57 yes 02:14:59 I'll make it autohit 02:15:08 Score! 02:15:19 is that adding tactics (more options), or removing them (which one you use is a no-brainer, you use return with enemies behind and . with an ally behind)? 02:15:45 ais523: the latter is non-viable though 02:15:55 ais523: because as you practice throwing the higher the chance of it actually hitting the target instead of going past. 02:16:08 due: oh, I was talking about a different point 02:16:11 Message about the Sky Beast turning to fight while invisible... (https://crawl.develz.org/mantis/view.php?id=3218) by Twilight 02:16:16 say I'm playing a hunter, and I come across a batch of enemies 02:16:30 I want to fire my bow at them, and I can either press . or return to confirm the attack 02:16:35 but this is evaporate. 02:16:36 ais523: I'm not changing that. 02:16:44 if I press . I will never hit a monster behind the one I aim at, if I press return I might if I miss 02:16:54 and the choice of which to use is completely mechanical, pretty much 02:17:01 so I'm wondering why it exists 02:17:08 why shouldn't it? 02:17:29 typical Crawl crusade against no-brainers 02:17:33 This is the lvl 2 tranm/fire spell evaporate we are talking about. 02:18:01 it's a no-brainer in the case of evaporate, too; unless you're trying to get it around a monster in a corridor, you always use . 02:18:06 so it explodes on the square even if you miss 02:18:09 it's not a no-brainer, it's two different firing methods 02:18:30 No brainers only apply if it's like a major character choice 02:18:39 like Short blades/long blades 02:18:43 what, really, not in the interface too? 02:18:45 *hint hint* 02:19:16 it doesn't need to be major or whatever but sometimes you don't want to potentially shoot through something 02:19:22 and sometimes you do 02:19:22 OG17: it's two different firing methods where the choice of which to use is always completely obvious, except potentially in the case of reclaiming unmulched ammo after the fight, and nobody cares about micro-optimising that 02:19:46 that's not true 02:19:57 obvious example is water/lava 02:20:34 hmm, so you have the choice of a chance of hitting a monster levitating over the liquid, or else making sure that if your ammo mulches you get it back? 02:20:37 that makes a little more sense 02:21:28 No if the lava is behind the monster 02:21:45 Hm. 02:21:49 ZChris13: in that case, using . is a complete no-brainer 02:21:58 um yes 02:22:02 specifically, the only time you'd ever use return is if there's a second enemy behind the one you're aiming at 02:22:07 But not the type of no brainer that is bad 02:22:08 . is basically the no-brainer unless they're above a source of ammo destruction. 02:22:43 if you're shooting through things in a hallway you're going to just shift-target though, it's more convenient 02:22:47 although I agree that there can be an interesting choice in the case of a monster behind the one you're aiming for, but also some reason you might not want to let the ammo get near them 02:23:05 OG17: that too, there's no control-target or whatever that's the equivalent to ". at the first target along this line" 02:24:45 it's true that there's some redundancy in the commands but there's no sense of no-brainer about it 02:25:00 or not in the sense that it's usually used, ie a balance concern 02:25:12 no-brainers are never balance concerns, by definition 02:25:32 if one thing's better than another, that's a balance concern 02:25:41 unless you mean in the sense of something being unbalanced due to being unusably weak 02:26:05 No-brainers that matter are by definition, balance concerns 02:26:37 If it's not a matter of balance then it can shove itself 02:26:46 hmm... what I mean is, no-brainers hurt the game not because they're exploitable in any way at all, but because players may end up making an objectively wrong choice through lack of info and suffering for it 02:26:59 so it's a case of insufficient spoilers more than anything else, which is a good enough reason to remove them from Crawl 02:27:46 you can't do much if a player refuses to read the keybindings 02:27:57 and you shouldn't build the game around him, either 02:28:14 That's not a no brainer 02:28:22 also that's not what people ever mean by no-brainer 02:28:25 bleh 02:28:31 ais523 are you trolling us 02:28:44 not intentionally, but I seem to be something of an expert on trolling ##crawl-dev by mistake 02:29:04 what example of a no-brainer would you give? 02:29:13 stuff like god A is a hundred times better than all the other gods 02:29:32 makhleb 02:29:32 or if heavy armor was terrible 02:29:40 that's mostly a case of lack of spoilers, isn't it? if that really were the case, then the only reason not to take Ashenzari would be by mistake 02:29:44 AC nerf 02:29:45 or if you wanted a challenge game 02:29:58 and you could remove all the other gods without hurting experienced players, and making things easier on newbies 02:30:10 No that's stupid 02:30:13 alternatively, you could rebalance things in order to make the choice less of a no-brainer 02:30:26 yes that's what is being worked on. 02:31:12 hmm, in my experience Crawl's typically gone for eliminating the weak option, rather than buffing it; I suppose that happens less often nowadays than it used to, though 02:31:20 ZChris13: that is ironic coming from you ;) 02:31:36 What? 02:31:42 I'm an advocate for awesome. 02:31:52 Not making crawl easier. 02:32:01 " ais523 are you trolling us" 02:32:06 03due * r797421cdc972 10/crawl-ref/source/spl-clouds.cc: Evaporate no longer uses throwing skill. 02:32:10 03due * r44dfa26efded 10/crawl-ref/source/mon-behv.cc: Fix #3218: "It turns to fight!" for invisible sky beasts. 02:32:10 Oh. I'm sorry. 02:32:41 due, evaporate doesn't train throwing skill either, right? 02:32:49 OG17: yup. 02:32:56 ZChris13: it's fine :) 02:33:03 ZChris13: I was just teasing 02:33:11 I love to help. Sometimes I get excited. 02:33:19 cats are going to be racing to get their throwing titles 02:33:22 Then I start trolling. Old habits die hard. 02:33:54 half of Crawl's balance issues are caused by people trying to sneak in unnecessary awesome when trying to fix a mundane issue in something else 02:33:57 or ash but whatever 02:34:22 like what? 02:34:26 ais523: hm, such as? 02:34:50 the wiki's the main offender 02:34:59 I don't read the wiki. 02:35:00 What? 02:35:03 what does the wiki have to do with crawl's balance 02:35:07 ??Wiki 02:35:09 wiki[1/5]: http://chaosforge.org/crawl/ Contains a lot of out of date and incorrect info. You can help by updating it. A correct wiki is a nice thing to have! The new dev wiki (to discuss changes and additions) can be found at https://crawl.develz.org/wiki/doku.php?id=DCSS:start 02:35:12 ??Wiki[2] 02:35:14 people claiming Tmut is weak and suggesting a set of 30 different matching themed spells as a correction, that sort of thing 02:35:17 Unless someone directs me to it. 02:35:20 I meant the dev wiki 02:35:25 wiki[2/5]: The wiki sucks. 02:35:31 do you see any of this stuff getting in 02:35:35 ais523: Ah, but that's not actually part of the game. 02:35:44 ais523: Therefore that aspect is social rather than an issue with the development of the game. 02:35:49 yep 02:35:55 in the game itself, I think it happens with gods to some extent 02:36:03 they've been getting a lot more complex over time 02:36:33 and yet, still pretty much all drawbacks are mere wrist-slaps (with a few notable exceptions) 02:36:49 complexity doesn't affect balance 02:37:27 it does, in that it makes things harder to balance, because it makes them harder to understand 02:37:48 hmm, another example is the whole wall-clinging thing, it's one of Crawl's examples of massive complexity in a small part of the game that rarely comes up 02:37:58 which means that there are fewer chances to test its effect on game balance 02:38:13 e.g. how much of a buff is it to spider form? 02:38:15 if it's not balanced it's not balanced, but being complex doesn't mean it's not balanced 02:38:28 OG17: no, but it means it's a lot harder to figure out whether it's balanced or not 02:38:39 which rather raises the chances of getting it wrong 02:38:55 spider wallwalking is more of a gimmick than anything else 02:39:02 !learn delete evaporate[5] 02:39:02 Deleted evaporate[5/5]: Upon evaporating, it checks (and trains) throwing skill. 02:39:13 there's few situations where a player couldn't just return to wherever with a levitation source 02:39:24 OG17: indeed, that's what I'm trying to get at 02:39:39 this is balance? 02:39:40 and yet it's a gimmick that, say, has quite an effect on most vaults involving water and walls 02:39:42 i use spider form in sewers all the time. 02:40:09 that's a good example, yeah 02:40:23 It's fun useful and ungimmicky 02:40:36 well I mean maybe a little 02:40:48 -!- paxed has quit [Ping timeout: 260 seconds] 02:40:49 it definitely has a balance effect, is what I'm getting at 02:40:54 ... 02:41:00 and yet, it's not obvious what it is 02:41:19 can we go back to Arcane marksmen? 02:41:25 That was a fun discussion. 02:41:27 is Tmut still weak now that spiders cling? 02:41:32 yes 02:41:35 Tmut is terrible. 02:41:38 It is basically forms and that is it. 02:41:38 Needs more blade hands 02:41:52 spider form was kind of broken anyway 02:41:59 What do you mean? 02:42:01 and a bunch of earth spells no one uses 02:42:07 haha, yeah. 02:42:09 maxwells? 02:42:16 -!- paxed has joined ##crawl-dev 02:42:16 -!- paxed has quit [Changing host] 02:42:16 -!- paxed has joined ##crawl-dev 02:42:29 case ENCH_SHORT_LIVED: 02:42:29 // This should only be used for ball lightning -- bwr 02:42:34 NOT FOR LONG, MWA. HA. HA. 02:42:39 shatter and lrd, I don't know what maxwell's is 02:42:52 msh 02:42:54 Maxwell's Silver Hammer. 02:42:54 ??Msh 02:42:54 maxwells silver hammer[1/2]: Temporarily vorpalizes a crushing weapon. Crushing weapons are quarterstaves, clubs, hammers, maces, flails, great maces, and giant clubs. Also a Beatles song. 02:43:06 It's problematic due to Silver. 02:43:12 ??Maxwells silver hammer[2] 02:43:13 maxwells silver hammer[2/2]: the song is far better than the spell 02:43:25 it's tmut or enchant? 02:43:27 charm 02:43:37 I think it was tmut/ench. 02:43:50 tmut earth 02:43:56 weird 02:44:25 The song isn't even that great of a song. 02:45:11 Why do we have so many different spells to vorpalize stuff? 02:45:30 I think it's just the one now 02:45:31 ZChris13: "because" 02:45:36 vorpal is shite now too 02:45:40 Yup 02:45:43 better question is why there's so many words for "vorpal" 02:45:47 That looks like a problem 02:50:35 Stabbing, slicing, chopping, crushing, slashing, piercing. 02:50:48 And what are the spells for that? 02:52:08 does anyone have numbers for summoning duration == average turns? 02:52:25 is it dur*10? 02:57:35 -!- ZChris13 has quit [Ping timeout: 265 seconds] 02:59:02 Holy crap translating the immortal warwalrus report will take long. 02:59:14 Good stuff though, even though it's mostly stuff we know already. 02:59:30 Keskitalo: :) 02:59:48 But I thought I'd get it done before this years testing starts. 03:01:48 :) 03:01:49 good idea 03:02:39 huh, i did a lot more work today than i realized 03:03:04 hooray 03:03:05 i haven't 03:04:39 try having a deadline (condolences if you already have) 03:10:42 hah 03:10:46 nah, no deadlines, just fun things 03:16:37 -!- paxed has quit [Ping timeout: 276 seconds] 03:16:59 -!- paxed has joined ##crawl-dev 03:22:57 -!- syllogism has joined ##crawl-dev 03:25:24 phew, only five paragraphs left! ..of the first test.. 03:29:02 google translate isn't good enough? ;-D 03:39:11 -!- greensnark changed the topic of ##crawl-dev to: Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus forever. 03:39:52 https://crawl.develz.org/wiki/doku.php?id=dcss:usability_project:immortal_warwalrus_results#user_test_1_overview 03:40:01 bhaak: Not quite :P 03:40:45 is a warwalrus something like a seaborne predecessor of battleships like a warelephant is a predecessor of tanks? 03:40:46 Who chose the name "Immortal Warwalrus"? 03:40:51 Because it is awesome 03:41:07 It's so awesome that I cannot stop saying it. Warwalrus Warwalrus Warwalrus. 03:41:15 I think it's D&D? 03:41:22 It is? 03:41:41 lol 03:41:42 Ok, this just proves it, D&D is awesome 03:41:49 moin guys 03:41:53 It cannot contain a Warwalrus if it weren't awesome 03:41:58 !coffee Napkin 03:41:58 * Henzell hands Napkin a cup of soy latte, brewed by Trog. 03:41:59 Is real life subject to the 300 year rule? Because we totally need dolphin assassins 03:42:11 thanks :D 03:42:19 Trog <3 03:42:32 greensnark: I don't know, but I'll try to let them know you love it 03:42:32 I think I added the soy latte because certain people here claim to be vegan 03:42:46 hehe 03:42:50 claim? 03:42:51 Not to menton any names, but it was e**y 03:43:22 This usability project is aweseom 03:43:22 bhaak: Well, yes, I'm practising being a journalist 03:43:41 sorear: is there some technology involved in training dolphins that couldn't have been done 300 years ago? if not, I'd say screw the 300 years rule :) 03:44:05 Anyway, dpeg loves anachronisms 03:44:09 Napkin: I've been secretly stealing the advice there 03:44:20 The first time he heard of glass he was all "Oh, that is so modern!" but now he's a glass junkie 03:44:25 He just can't get enough glass 03:44:26 not anymore! 03:44:40 glass is modern? like romans are modern? 03:44:54 bhaak: I think it's older than romans 03:45:04 But I think he was complaining about having whole walls made of glass :P 03:45:32 "Glass as a structural material is modern" -- ancient dpeg 03:45:50 Glass isn't used structrally *today*... 03:45:51 "Glass is amazing. GlassglassglassglassOMGponiesglass." -- modern dpeg 03:46:09 sorear: it is occasionally on those property shows which are mostly about being different for the sake of it 03:46:10 also, if it's structural, heteroy ought to have been killed in a cave-in 03:46:29 *if the walls are structural 03:46:31 Maybe Xom's perverto-glass is some special glass 03:47:01 (does anyone else here remember heteroy's antics?) 03:47:06 ??dpeg 03:47:06 dpeg[1/2]: If you can't be bothered to type it into the wiki, we cannot be bothered to flesh it out or code it. Use the wiki! 03:47:17 greensnark: structural? as in "helps keep the roof up"? is there modern glass that fits that definition? 03:47:21 !learn add dpeg Glass is amazing. Glassglassglassglassoklobsglass. 03:47:21 dpeg[3/3]: Glass is amazing. Glassglassglassglassoklobsglass. 03:47:34 bhaak: Don't think so 03:47:52 Part of the reason I like that line is that "assoklobs" are a substring 03:48:04 Acquarium glass is pretty structural 03:48:49 !tell dpeg I added dpeg[3] to clarify certain points of your philosophy. What do you think? Too nuanced? 03:48:50 greensnark: OK, I'll let dpeg know. 03:49:06 Ok, my good deed for the day is done! 03:49:37 ??bhaak 03:49:38 bhaak[1/3]: Still believes that Nethack is the most popular roguelike. 03:49:54 and I have numbers to prove it! 03:49:59 -!- Textmode has quit [Ping timeout: 255 seconds] 03:50:15 !learn add bhaak Is on the record as stating that he is not a shark. 03:50:15 bhaak[4/4]: Is on the record as stating that he is not a shark. 03:51:15 bhaak the shark has a certain something to it, though 03:51:57 someone from #nethack.de said he'll always imagine a parrot when seeing my nick 03:53:57 Heh 03:55:26 polly braucht crack 03:56:11 03j-p-e-g * rc64034959429 10/crawl-ref/source/ (6 files in 2 dirs): Make tutorial maps set hunger directly. 03:56:43 you know drug-addicted german parrots? 03:57:53 http://lifeagainstme.wordpress.com/2009/04/24/was-zu-lachen-part-2/ 04:00:00 oh, nichtlustig.de :) 04:20:02 !learn add eino TODO: Translate rest of the Warwalrus report. Check out RangerC's summon patches. Check out Eronarn's Zin patch for bugfixes. 04:20:02 eino[3/3]: TODO: Translate rest of the Warwalrus report. Check out RangerC's summon patches. Check out Eronarn's Zin patch for bugfixes. 04:20:16 mm, wiki is probably better for that.. 04:20:55 * bhaak just increased dcss' download statistics by 1 04:24:50 Keskitalo: read the user test 1 overview. The last paragraph about taking the upstairs on dlvl:1. Ofc the player got the message "Are you sure you want to leave the Dungeon?" but he probably didn't see it because it was only in the message list. Doesn't have DCSS popup dialogs for such important things? 04:30:12 nope 04:30:39 message area was woefully ignored in the user testings quite often 04:30:50 (by the players) 04:33:20 for the tiles version that's not surprising 04:33:35 the message area gets pushed down quite a bit with tiles 04:33:52 yeap 04:33:59 having it at the top (like in nethack :-) would probably have improved that a bit, but probably not much 04:34:55 using the graphics more for status indications and stuff (such as telling the player they're meleeing) is a good idea 04:37:48 I also didn't know about the MMORPG convention of "1234567890qwertyuiop" 04:38:10 snatched that up for my TODO list :) 04:40:18 but that should probably be an extended option because of different keyboards (QWERTZ, QWERTY, AZERTY) 04:49:00 -!- Mu_ has joined ##crawl-dev 04:49:51 bhaak: I imagine on MMORPGs, they don't need a prefix to cast 04:49:58 because those are mostly mouse-driven 04:50:06 and w would seem to clash with wasd 04:50:30 I'm busy trying to work out what wasd clashes with in NetHack and Crawl at the moment, and where you could move the other commands in question 04:50:39 hi mu 04:50:41 S -> control-S, s -> . makes sense for both games 04:50:47 hi due 04:51:00 w and W is a little trickier (although W can be merged with P) 05:01:43 -!- jpeg_ has joined ##crawl-dev 05:02:17 forgot my password again... 05:02:24 jpeg_: oops! 05:03:25 to be more specific, I forgot the last glyph 05:03:40 i guess that means i need to log on more often, so I can experiment 05:03:45 oh, and hi @everyone! 05:04:11 Keskitalo: read the report, very interesting! 05:08:04 03j-p-e-g * r709e2c0855c4 10/crawl-ref/source/hints.cc: Fix the tutorial turning on hints mode. Oops! 05:13:36 jpeg_: Great! I have more coming. 05:14:13 Those have been waiting for translation since April. :P This time, they'll do it in English from the start. 05:14:23 hehehe 05:14:35 nobody has any major objections to my evaporation change? 05:14:42 (not that I expected any) 05:15:15 due: None, just support from me now! 05:15:51 due: not training throwing? nah, that's fine 05:16:02 it was very spoilery 05:16:09 Keskitalo: what's the timeline for the UP? 05:16:18 Keskitalo: i.e. how long do I have to finish the tutorial? 05:18:33 ais523: Yeah, wasd control scheme was on the UP-team list but didn't get finished 05:18:49 pity, that 05:19:13 jpeg_: Last I know is the testing should start in February in the latest 05:19:31 Keskitalo: I'm not convinced it would work too well for roguelikes without reducing the number of command keys to maybe five or six beyond directions, which would be a really radical change 05:19:39 I guess I mailed that to crd, no news since then 05:19:46 if you use WASD, that makes most of the left-hand keys unusable except maybe Q and E 05:20:05 ais523: well you really need qweadzxc 05:20:15 (s is then nice for resting) 05:20:22 oh right, WASD is bad at diagonals 05:20:42 ais523: there's already a complete remapping for dvorak keys, something similar could be done for wasd 05:21:01 jpeg_: indeed, the issue would be to put the commands somewhere vaguely memorable 05:21:06 that said, the number of commands is awful 05:21:31 Aslak got pretty far along IIRC.. 05:21:32 currently planning the item tutorial (part 3), and i came up with 17 (seventeen!) commands i need to explain 05:21:39 hehee :) 05:21:49 for Ace, I think I've got it down to movement + about 5 being all that are actually needed 05:21:59 because i (letter) puts up a menu listing all the things you can do with the item in question 05:22:14 -!- RjY_ has quit [Quit: Reconnecting] 05:22:16 -!- RjY has joined ##crawl-dev 05:22:26 ais523: yeah, we got that too nowadays, but I still feel I need to at least mention the traditional keys 05:22:38 yep, because they're faster 05:22:42 it's definitely a good thing they exist 05:23:04 the way I'm mentioning them in Ace is by making those keys the keybindings for the menu 05:23:07 Keskitalo: I'm actually considering ripping out hints mode entirely 05:23:28 Keskitalo: I had a look comparing against the tutorial and I almost cried 05:23:41 Keskitalo: three screenful of purple messages in < 30 seconds 05:23:47 :) 05:23:51 Keskitalo: I'm surprised your testers didn't quit in disgust 05:24:24 Well, I think it's useful, but needs a review now that it doesn't need to teach everything 05:24:54 jpeg_: If they werer trying the game out on their on they probably would have :P 05:25:21 definitely, but it might be easier to start from scratch than to shorten existing messages 05:25:33 at least, I'm really bad at the latter 05:25:35 jpeg_: re: keeping hints mode - I saw a SA post about using it succesfully after the tutorial 05:25:57 if i've got an existing text, I keep thinking everything looks important 05:26:07 jpeg_: you could do a poll about that on the blog and forum, if there were new players who also did this 05:26:21 whereas if I start from scratch, I don't even think of the more obscure stuff 05:26:22 a Crawl-like version would be along the lines of "what do you want to do with your potion of healing? q - drink it; d - drop it; f - throw it" 05:26:29 hmm, Crawl doesn't really let you use many commands with many items 05:26:39 ais523: already works that way in 0.8 :) 05:26:52 heh, now you're stealing my ideas telepathically :) 05:26:58 yeah, that was a <3 patch 05:27:03 galehar's? 05:27:04 totally <3 05:27:10 no idea, sorry 05:27:17 oh, w - wield it 05:27:27 wielding and throwing potions makes no sense in Crawl, but it's still physically possible 05:27:34 except you don't actually need to wield or throw potions, yeah 05:27:48 so prompting for that is just confusing the player 05:28:09 hmm, this is a good example of the sort of no-brainer thing we were discussing in the channel earlier 05:28:41 !tell galehar btw have you looked at the usability project stuff? ith all your improvements, i'm curious if they were an influence :) 05:28:41 Keskitalo: OK, I'll let galehar know. 05:28:45 it's vaguely weird that Crawl lets you do that when it serves no purpose; NetHack's solution is to make it so that it does serve a purpose, and one that you can work out logically 05:29:06 even if it's something you wouldn't normally do, it comes in useful occasionally 05:29:19 ais523: for the record, I was against the F command (throwing arbitrary items) 05:29:36 can't you do that via fi anyway? 05:29:57 even if you allow it, which I can see arguments for, I don't see why it deserves a single-key keybinding 05:30:28 you can throw corpses and spellbooks usefully 05:30:33 indeed 05:30:51 I've heard people claim in here that spellbook-throwing as a Trogite was broken 05:31:50 but those are corner cases, like wielding potions of blood for sublimation 05:32:02 or sticks to convert them to snakes 05:32:31 well, you need to wield ammunition to enchant it (which really should be fixed sometime) 05:32:37 or bananas for their low weapon delay (previously) 05:32:46 wha? 05:33:00 ??banana 05:33:00 banana[1/1]: A deadly weapon, the only debate surrounding it is whether it does more damage wielded, or thrown. 05:33:01 that sounds nethackish too me 05:33:14 moot point now seeing as it got nerfed 05:33:21 monster slipping on bananas. I think I've got that in my TODO 05:34:31 jpeg_: in older versions of Crawl, anything with a low weapon delay was really broken for an unarmed character, as you still got your unarmed auxiliaries with every hit 05:34:34 when we get the trap setting from wands, we need to include bananas. food type differentation, y'know 05:35:15 this was mostly nonweapons like food 05:35:17 that particular abuse was stopped ages ago, though 05:35:28 Keskitalo: haha! 05:35:28 bhaak: why does NetHack not have a YAFM for zapping a banana? 05:35:28 ais523: ah, okay, thanks 05:35:28 * jpeg_ doesn't do this sort of weird stuff 05:35:46 there are players who look for that sort of abuse all the time 05:35:50 -!- evilmike has quit [] 05:42:23 03j-p-e-g * r9c60867e8ef5 10/crawl-ref/ (docs/develop/levels/syntax.txt source/mapdef.cc): New item tag for map defs: "mundane" => uncursed ego-less +0, +0 item 05:44:39 jpeg_: That's a good one 05:44:58 you could get pretty interesting items in the 0.7 tutorial iirc :P 05:45:26 yeah, David's been testing my tutorials and getting something glowing as the first item is weird 05:46:12 you already _can_ force non-ego and non-cursed, though those weren't set for all items in the 0.7 tutorial :) 05:46:25 this change simply includes plusses in the mix 05:48:24 hmm, rgrm, or at least one poster there, seem to have trouble understanding what runes are for 05:48:40 !tell galehar How can I check whether the command (or spell or whatever) tab is detached? 05:48:40 jpeg_: OK, I'll let galehar know. 05:48:41 perhaps they should blatantly say they're for unlocking Zot, if they don't already 05:49:37 "A talisman which allows entry into Zot's domain." 05:50:24 perhaps they want to know if runes are good for anything else? 05:50:45 nope, it was literally "what's this good for? why can't I just throw it away?" 05:51:02 jpeg_: not perfect, but http://sprunge.us/PRKS 05:51:43 I think the zot entries on D:27 say plz give 3 runes 05:51:57 they do 05:52:12 but the sort of people who find a rune and don't know what it does are unlikely to have reached the zot portals 05:54:02 but they can throw it away, dcss got ctrl-F :) 05:54:19 in my case, the few times I've found a rune it's been with a character incapable of surviving D:1 05:55:57 due: cool! what's the Y? 05:56:10 ais523: D:1? 05:56:28 jpeg_: just a test character to ensure that it was lplacing the corridor properly 05:56:42 This second test transcript is nice, it's written by a different person and in a different manner so it's some change of pace :) 05:56:48 jpeg_: indeed, I thought it'd be fun to get a rune; so I built a character build which was as optimised as possible for the Abyss 05:56:52 due: ah, I was wondering whether you'd already started on staircases or secret corridors :D 05:56:55 designed to survive in open levels mostly by running way 05:57:05 also there's a good point emerging - when you already use mouse to move, you don't need the wasd stuff for movement 05:57:15 I got the abyssal rune something like 4 times like that, but in the closed corridor layout of D:1 I died pretty quickly 05:57:16 instead this suggests to centralize the shortcuts there 05:57:43 Keskitalo: centralize how? 05:57:56 jpeg_: ahaha I wish :D 05:58:04 ais523: interesting system, but can't you run away on D:1 too? 05:58:23 you end up with a monster in front of you and a monster behind you, eventually 05:58:24 due: :) 05:58:24 jpeg_: So that they're not all over the keyboard, but you can access (most of) them without moving your hand 05:58:28 that's the point here 05:58:48 Keskitalo: or handle all of them by mouseclick, right? 05:58:49 not to mention, you have a tendency to get randomly oneshotted by Lugonu 05:58:50 also a good point is that because you can use both keyboard and mouse to play, and you are instructed simultaneously on both, it is confusing and harder to learn 05:58:55 jpeg_: yeah :) 05:59:03 Keskitalo: I think we're making progress with that :D 05:59:10 absolutely :) 05:59:18 So there could maybe be separate tutorial (texts) for mouse and keyboard movement? 06:00:01 Keskitalo: yeah, that's tricky but I don't *want* to shoehorn tiles players into using the mouse all the time because the keys are so much faster 06:00:40 yeah, but if they had the option to first learn the mouse, then the keyboard it might work out 06:00:41 jpeg_: I've seen roguelike mouse-based interfaces that are almost as fast as keyboard interfaces; but on the flip side, they're almost as hard to learn 06:00:54 could be governed by an option I guess, that can be picked in the tutorial menu 06:01:02 18 dead :/ 06:01:13 Pokémon Mystery Dungeon has a crazy combination of tapping and double-tapping and bounce-dragging and holding on various squares with all sorts of meanings 06:01:23 well, tutorial menu makes it workable I think.. maybe 06:01:35 which is around as fast as the keyboard, but a real pain to remember 06:01:38 you have Lesson 1 [Keyboard]; Lesson 1 [Mouse] ... would that work? 06:01:38 due: that's awful! anyone you know? 06:02:34 jpeg_: oh, no! no, thank god, no. 06:02:38 Keskitalo: I'm not sure it's an issue for movement because it's just "mouseclicks" = "ignore all these other commands", I hope 06:02:49 jpeg_: there's actually only been 1 in Brisbane proper; the rest have been other parts of the state. 06:03:05 due: sorry, had to ask. Still awful! :( 06:03:40 yes, my fault, I should've been more clear. 06:03:48 it was ... 16 this morning? 06:04:00 -!- Celentes has joined ##crawl-dev 06:04:01 Keskitalo: however, things get more muddled with item usage because you've got qrV etc., and also the commands from i itself, and the mouseclicks 06:04:31 really, Crawl's items are sufficiently distinct in use that most of them could get away with just a "use item" command 06:05:30 due: :/ 06:05:34 due: what, not your fault! sorry, it was a stupid question (I mean you'd have reacted differently if anyone close had died) 06:05:48 :) no worries! 06:05:54 due: glad you're safe! 06:06:00 unfortunately, it will only rise. there are 12 listed as missing... 06:06:04 or 13? 06:06:09 ..I hope Linley's too! :) 06:06:11 Keskitalo: yes, I'm fine, mostly unaffected. 06:06:23 hm, I'm not sure where Linley is from city-wise, actually. 06:06:44 anyway, there are 13 listed as missing, including at least four that were washed away in the flood waters 06:08:25 due: I read about that boy died to save his younger brother :( 06:10:01 Keskitalo: not sure what to do about the monster-centric mouseclick actions (firing, spells) - I never use them myself because I find them inconvenient 06:10:20 Keskitalo: I don't actually _have_ a mouse (only a touchpad) which probably amounts to much 06:13:44 jpeg_: you'd want a way to effectively "quiver a spell" to make magical combat work well with the mouse 06:14:30 https://crawl.develz.org/wiki/doku.php?id=dcss:usability_project:immortal_warwalrus_results#user_test_2_overview 06:14:40 jpeg_: Yeah, it's completely different to play with a mouse than with a touchpad 06:15:34 ais523: Yeah, we found casting from the spell tab and then aiming at the viewport a bit inconvenient 06:15:35 jpeg_: yes... the other tear jerker was the woman that rang her sister to say goodbye -- her house was being washed away. 06:15:57 I wonder if you can aim spells with the monster tab...? 06:16:37 Keskitalo: hmm, most mouse-driven games I've seen don't require clicks on multiple different places on the screen, i.e. you can keep your mouse in much the same place 06:17:02 in fact, many of them go out of the way to, e.g., allow you to bind individual spells to keyboard buttons, so you can press the button and then click 06:17:51 Keskitalo: you can aim spells via monster tab, but you still need to select the screen from a menu, which is annoying 06:18:17 ais523: well, that's what macros are there for 06:18:42 due: aw, no! 06:18:47 jpeg_: well, yes, except that's an incredibly advanced feature you wouldn't tell newbies about 06:19:22 ais523: so how do other games handle this "bind individual spells to keyboard buttons"? 06:19:27 jpeg_: yeah :( 06:19:34 jpeg_: anyway, thus I've been trying to avoid the news. it's too depressing. 06:20:00 jpeg_: the radio has been much better... they had 12,000 people volunteer in Brisbane city proper for the cleanup work. it reaffirms my faith in humanity. 06:20:32 jpeg_: often, you can physically drag the spells to the keyboard buttons 06:20:48 which are onscreen, both to remind you what they're bound to, and to make such a dragging operation possible 06:21:09 or else, there'd be a context menu on the spell (perhaps upon right-clicking it) that let you bind it to a key 06:30:27 jpeg_: wheee! 06:30:32 http://sprunge.us/VUcg 06:31:20 due: it's a large house :D 06:31:36 * due adjusts a number. 06:31:44 noooo bah 06:31:49 that broke it :d 06:31:59 due: is the entrance supposed to be at the beginning of the corridor? 06:32:11 * jpeg_ is trying to imagine the complete manor 06:32:16 jpeg_: it'll be randomly placed, but that's one of the possible locations 06:32:33 oh, and in case you're fiddling with the size value, that wasn't a complaint 06:32:39 merely an observation 06:33:25 * due nod 06:33:32 in any case, it looks gorgeous 06:33:37 i was just seeing whether it worked with other numbers 06:34:04 Nice house! 06:34:51 Keskitalo: thanks! 06:35:07 oh good, it was a simple as that: a magic number :) 06:36:15 it now even works for ridiculous values like 8 :) 06:37:25 "a happening".. not good, need a synonyme 06:37:37 a thing that happens 06:37:49 blanking completely here, I guess I'll leave it, a bit awkward 06:40:14 event, incident? 06:41:01 "happening" sounds like something very special 06:41:18 due: ridiculous values? what _are_ you twiddling there? 06:41:33 jpeg_: i told it to build an L 6 rooms wide and 20 rooms tall :D 06:41:46 it worked! ridiculously large, but it did work. 06:42:16 okaaaay, you do know I don't really want to house more than 20 people? :P 06:42:23 * due laughs. 06:42:24 yeah. 06:42:47 that's still 20 bedrooms needed though! 06:43:12 assuming everyone's single :) 06:43:25 yes :) 06:43:42 Keskitalo: just finished reading user test 2 06:43:57 Keskitalo: interesting observations on the weapon numbers 06:44:09 Keskitalo: I never understood the percentage speed values myself 06:45:26 jpeg_: Event is good, thanks 06:45:33 due: with that large a house, maybe we should start on multi-user mechanics :D 06:46:08 :D 06:46:15 well, sleep now 06:46:25 i feel accomplished now. 06:48:22 https://crawl.develz.org/wiki/doku.php?id=dcss:usability_project:immortal_warwalrus_results#recommendations 06:48:25 DONE 06:48:29 I feel accomplished as well! 06:48:51 hooray! 06:49:00 That took 9 months. And it took about a workday in total I guess. 06:53:38 good job, both of you! <3 06:54:05 * due sleeeeps. 06:54:20 g'night! 06:54:22 Next up in my todo: RangerC's new Summoning spells! <3 06:54:31 due: Pleasant dreams! 06:56:05 thanks! 07:00:04 !tell galehar Why can I no longer see the detached monster tab? Before the new priority option was introduced, was the gold_turns option deactivated, and I didn't notice? 07:00:05 jpeg_: OK, I'll let galehar know. 07:05:12 Keskitalo: great report! 07:12:07 -!- jpeg_ has quit [] 07:37:34 !tell due Why Jory has blood but other vampires don't? 07:37:35 kilobyte: OK, I'll let due know. 07:45:24 -!- eith_ has joined ##crawl-dev 07:55:23 -!- eith_ has quit [Ping timeout: 265 seconds] 07:55:23 -!- eith__ has joined ##crawl-dev 08:07:36 -!- eith__ has quit [Read error: Connection reset by peer] 08:08:13 -!- eith__ has joined ##crawl-dev 08:16:30 http://forums.somethingawful.com/showthread.php?threadid=3332877&userid=0&perpage=40&pagenumber=146#post386192247 08:18:18 -!- eith_ has joined ##crawl-dev 08:19:33 -!- eith__ has quit [Ping timeout: 265 seconds] 08:28:51 -!- 92AAB57ZI has quit [Remote host closed the connection] 08:37:26 -!- eith_ has quit [Ping timeout: 265 seconds] 08:38:21 -!- upsy has joined ##crawl-dev 08:39:54 -!- eith_ has joined ##crawl-dev 08:50:05 -!- cw_ has joined ##crawl-dev 08:53:12 Keskitalo: I feel the same 08:54:08 it can be easily tuned: GDR x5% and GDR x10% have a lot of space in between -- it can be adjusted even linearly 08:54:33 so it's a simple slider with "useless" at one end and "overpowered" on the other 09:03:32 -!- eith_ has quit [Ping timeout: 265 seconds] 09:04:03 -!- eith_ has joined ##crawl-dev 09:04:19 yeah, I like the comments about early and midgame, so I'd only adjust the heavy end 09:16:18 -!- Zaba has quit [Ping timeout: 260 seconds] 09:27:08 -!- Zaba has joined ##crawl-dev 09:35:10 Keskitalo: attempting to eat a corpse should prompt you to drop and butcher it 09:36:51 is all the tutorial text somewhere on the wiki? or in a source file somewhere? 09:39:55 check tutorial.des 09:40:29 TGWiglaf: Probably not a bad idea except corpses aren't listed in the eat menu 09:40:36 could list them 09:41:12 also, pressing c with corpses in your pack should not "you could butcher those corpses if you dropped them!" you, that's obnoxious 09:44:12 no, listing them would be bad for existing players 09:44:20 oh now i get what you mean 09:44:47 if you list them after actual food I don't see the harm 09:45:34 yeah, no harm 09:46:28 dunno about c, cool if you could butcher from inventory, but the case where there's corpses both in the inv and floor.. 09:46:53 well, that should probably prompt, it´'s a rare case 09:47:13 otoh dunno if the code is worth it 09:47:20 butcher a giant ant corpse? (y/n) butcher your goblin corpse? (y/n) butcher your human corpse of sigmund? (y/n) 09:47:37 maybe 09:49:41 -!- cw_ has quit [Remote host closed the connection] 09:50:25 TGWiglaf: If you like, you could add that as a comment to 7.2: https://crawl.develz.org/wiki/doku.php?id=dcss:usability_project:report&s[]=usability#game_mechanics 09:51:00 https://crawl.develz.org/wiki/doku.php?id=dcss:usability_project:report#game_mechanics for a shorter link 10:02:39 -!- cw_ has joined ##crawl-dev 10:02:56 -!- dpeg has joined ##crawl-dev 10:03:27 afternoon 10:04:02 hi 10:04:02 dpeg: You have 1 message. Use !messages to read it. 10:08:12 Hi dpeg, finished translating the warwalrus report to the wiki 10:12:07 felirx: i got mail from the testing group, i'll ask you about times for the tech meeting soonish 10:12:12 gotta run no 10:12:14 now 10:12:57 felirx: well actually how's wednwsday from 16:00 onwards and friday from 12:00 ? 10:13:03 (next week) 10:15:03 Kobold vaults give ridiculous amounts of ammo (https://crawl.develz.org/mantis/view.php?id=3219) by minmay 10:15:24 duplicate 10:15:36 jelly noises are spoily 10:15:43 they should make the same noise when in LOS 10:15:50 "the jelly splits in two with a squelch!" 10:16:02 "the jelly eats the orange potion with a slurp!" 10:17:14 ooh, marvinpa is fast <3 10:17:19 heh 10:17:29 ninja mantis skills 10:19:32 fr: add ninjas 10:19:54 they're already in 10:19:56 you just can't see them 10:20:19 otherwise they wouldn't be ninjas 10:20:24 players with stealth level 27?... 10:21:24 the contact person of the testing group is familiar with roguelikes 10:21:40 Eronarn: got to finally code those spriggan assassins 10:21:58 must ask them to come up with an awesome name for themselves 10:22:09 just remind me to disable them for zotdef, stealthily going right to the Orb would be quite unfair :p 10:22:53 er... so there are two groups? 10:23:14 kilobyte: we were just having a good discussion about monster stealth yesterday 10:23:31 Eronarn: oh, where? 10:23:37 here 10:23:50 no, the only discussion was about some details of invisibility 10:24:04 included monster stealth as an attribute, though 10:24:09 monster stealth does not seem fun 10:24:32 TGWiglaf: i think it would work best if implemented as 'you can't see this monster until you are closer to it' 10:24:33 TGWiglaf: wait until you get a quickblade of distortion below your 5th rib 10:24:35 rather than it being invisible 10:25:00 I think it'd be fun if out of nowhere someone stabbed you to death!! 10:25:01 monster/player stealth don't have to be symmetric 10:25:21 and monsters that suddenly show up 2 squares from you, instead of 8, are interesting 10:25:21 yes, there sadly will be no 400hp stabs 10:25:26 i vaguely remember suggesting that spriggan assassins try to behave a bit like wandering mushrooms, and then enter your LOS when you're in combat or low on health or something 10:25:40 that would be awesomely evil 10:25:41 that sounds fun 10:25:43 do it 10:25:50 especially if they didn't do tons of damage but had stuff like needles 10:25:58 status needles i mean 10:25:59 and maybe blink towards you 10:26:22 TGWiglaf: speaking of fun did you hear my forest wurm idea from yesterday 10:26:28 no 10:27:10 multi-tile; tethered to forest; travels through forests/plants with no penalty/damage; breathes a blast of plant growth that surrounds the player with toadstools/plants (which it can traverse but most players can't) 10:28:06 "tethered" as in "cannot leave it"? 10:28:35 kilobyte: i think that it should be able to leave, but should flee back to it if it somehow ends up not inside of any plants 10:28:45 rock worm 10:28:45 and coil up inside, out of LOS 10:29:21 so like, if you teleport it, it tries to get back ASAP 10:33:43 kind of related to dropbears 10:33:51 dropbears yesssssssssss 10:33:53 are you adding those? 10:34:11 those are supposed to climb a tree back if there's no enemy in sight anymore, but would need some AI to find suitable trees back 10:34:40 TGWiglaf: need to finish stuff like Tornado or ench split first 10:34:52 eventually, though? 10:35:01 that's my plan 10:35:05 <3 10:35:28 we'll definitely need some more forested vaults then 10:35:29 but then, they are easily avoidable by never walking close to any trees 10:35:37 in the forest 10:35:48 or torching them if you are paranoid 10:36:21 so a fire elementalist would give Fedhas a heart attack :p 10:37:45 an otherwise cool monster with such a drawback might be not the best idea, so it's best to think twice 10:40:44 that's more of a problem with trees 10:41:22 it resembles slime walls more to me 10:41:41 walls of awesome slime 10:42:19 don't want to suffer an angry koalazoid from above? Never step next to trees. 10:42:26 dig 2.0 10:42:42 * kilobyte hates slime, so adding more of it would be bad. 10:43:01 you could say there's canopy above the forest 10:43:21 have them climb a tree, then drop anywhere 10:43:33 but on the other hand, if the drop attack does just a small bit of extra damage, it might be nothing but a surprise bear 10:43:49 could be hard to explain on a clearing 10:44:04 within 3 spaces of trees then 10:44:05 or something 10:44:25 that sounds like something one could implement in lua even right now 10:44:47 yes, like spider traps 10:45:01 if they can even jump 1 extra space out of trees: 7.U@ <-- this is a pretty large area even around a small grove 10:45:48 also it's not like the player has to encounter every monster on every level; if we spawn dropbears and 90% of the time players avoid them and 10% of the time they get jumped by one when already in a dangerous situation... that sounds fine to me 10:48:05 this gives an incentive to step on every place next to a tree to not lose xp 10:48:26 -!- Textmode has joined ##crawl-dev 10:48:35 shoals gives an incentive to explore the entire ocean not to lose exp 10:48:42 except it doesn't 10:48:56 nobody does that 10:49:49 monsters spawn on the islands now 10:50:02 rather than being in the ocean 10:50:31 uhm, everyone who can cast spells or has boots of lev? 10:55:34 -!- Vandal has quit [] 10:57:22 -!- Textmode has quit [Ping timeout: 240 seconds] 11:00:59 -!- eith_ has quit [Ping timeout: 265 seconds] 11:06:27 kilobyte: that's far less bad than having to search everywhere there could be a secret door 11:06:35 and that could have randarts / other loot 11:10:22 Force bolts aren't bolts (https://crawl.develz.org/mantis/view.php?id=3220) by MarvintheParanoidAndroid 11:12:21 What about crossbow bolts 11:12:27 They aren't bolts either :P 11:13:51 spells are consistent other than force bolt 11:13:52 :P 11:14:07 and were specifically changed to be that way, as far as i understand it! 11:14:49 * greensnark thrives on being frivolous. 11:17:42 something weird with CDO's watching, trying to watch 78291 I get the whole ttyrec played super fast 11:18:29 Napkin: Did you patch 4.1 to write \e[2J for screen clears? :P 11:19:08 greensnark: we should remove the need for that 11:19:46 mummy farming might be gone, but it still will blast a huge file your way if there were no screen clears for a long time, too 11:19:49 Could fix that by making dgl keep a complete tty frame 11:20:15 of course I did! wasn't i the one who wrote the fix in the first place? I wanted to write it in stable code ;> 11:20:17 Hey, I know someone who's going to be working on dgl *and* is the author of a libtty :P 11:20:19 :-P 11:20:56 there's a resurgence in 4.1 interest, mikee was playing yesterday too 11:21:08 st_: Well, it's happened before 11:21:39 what goodies were left there we don't have yet? 11:22:05 D:5 imps that mutate you 11:22:05 kilobyte: Better monster AI, melee combat special effects, brutal difficulty curve 11:22:31 The players who have been playing it recently are probably after #3 11:22:41 -!- Textmode has joined ##crawl-dev 11:23:03 greensnark: hmm, #1 possibly implies #3 there 11:23:05 the first sounds great, the second is liked by many but meh IMO (KISS!), the third might be a good idea after all 11:23:14 Crawl is balanced around monster AI stupidity in some cases 11:23:15 I thought it might be that they didn't want randomized movement cost, but I don't see TGWi playing, so 11:23:51 kilobyte: my favourite demonstration of monster AI in Crawl is arena mode, Sigmund vs. Crazy Yiuf 11:23:51 <3 11:23:54 !seen doy 11:23:54 I last saw doy at Sun Dec 12 17:54:14 2010 UTC (4w 6d 23h 29m 40s ago) parting ##crawl with message chanpart. 11:23:59 what happened to him? 11:24:02 with optimal AI, Sigmund would win every time; as it happens, he normally doesn't 11:24:21 TGWiglaf: He's probably busy, why do you want him? 11:24:35 just curious 11:24:37 he was cool 11:24:45 why doesn't sigmund spellcast 11:24:49 (when in arena) 11:24:57 Doesn't he? 11:25:09 He casts spells about as often as he does in real games, I think 11:25:13 monster spells are totally broken balance-wise -- that is, if they were not selected randomly 11:25:27 Zaba: he does, sometimes 11:25:28 he doesn't seem to cast them from range at all. Or at least very rarely. 11:25:33 it's all completely random 11:25:58 the thing is, I suppose you can say monster spell selection isn't an AI problem, but the way magic works for monsters 11:26:00 kilobyte: well, if they were selected intelligently but with an MP pool they would be better 11:26:11 sigmund couldn't do much ridiculous confuse spam for example 11:26:17 well.. if monster had mp and would empty the mp pool first, and only then resort to melee.. 11:26:18 note that I'm not advocating this 11:26:25 as in, if they try to cast it normally doesn't work, and when it does you get a random effect 11:26:35 that would probably be just weird and not really optimal, either 11:26:37 with actual AI, liches would haste+IOOD+IOOD+LCS+LCS+LCS+LCS+LCS+LCS instead of walking around 11:26:37 TGWiglaf: NetHack works almost like that, is that an argument for or against? 11:26:51 at least, it uses a negative MP system for monsters, although their AI isn't very good 11:26:53 kilobyte: that's like 100 MP in spells :P 11:27:07 @??lich 11:27:08 lich (15L) | Speed: 10 | HD: 20 | Health: 57-97 | AC/EV: 10/10 | Damage: 1513(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(293), 02cold++, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 3776 | Sp: b.cold (3d29), paralyse, greater demon, animate dead, iron shot (3d34), teleport self / b.draining (3d24), animate dead, summon undead, throw frost (3d11).. 11:27:08 once they cast a spell, their MP goes negative and they can't cast again until it gets back up to 0 11:27:08 kilobyte, I wish liches would do less of walking around, though 11:27:20 Slash'EM has an actual spellpower stat for monsters, I think 11:27:22 kilobyte, spamming spells like that is too far in the other extreme, I guess 11:27:27 a lich is of a level that would give 40-50 mp for a player too 11:27:30 para demon demon demon demon demon demon 11:27:30 greensnark: it wouldn't surprise me 11:27:58 Slash'EM took things which were deliberate symmetry breaches for gameplay or simplicity reasons, and made them symmetrical anyway 11:28:03 fiends would torment torment torment then spend the rest mp hellfiring 11:28:14 because, come on, liches are supposed to kick ass 11:28:18 nethack had gameplay and simplicity? 11:28:19 what? 11:28:20 so you have monsters with different HP bars in natural and polymorphed form, for instance 11:29:10 TGWiglaf: NetHack's design principles aren't that far from Crawl's (although there are important differences); it's just that the devteam are very bad at spotting balance problems, for whatever reasons 11:29:17 so it doesn't look like it 11:29:42 but what I mean is, in both Crawl and NetHack, spells don't work exactly the same way for players and monsters 11:29:48 s/bad/don't try the slightest/ 11:30:09 because it would be far too complex to use player rules on monsters and not gain anything but confusion 11:30:26 please don't use the name of any NetHack variant that has Elbereth and "balance" in one sentence 11:30:50 kilobyte: nah, the code's littered with comments saying "this is chosen for balance reasons, do not change without extensive playtesting", but it turns out to be on apparently irrelevant things like the chance of fumbling while heavily burdened and wearing fumble boots 11:31:06 heh, fun 11:31:26 and you think "why did you go to a bunch of trouble balancing something that basically never comes up and that people never willingly get themselves into, and ignore a bunch of much more blatant things" 11:31:40 that is a good question 11:32:11 kilobyte: here's my favourite Elbereth balance story: one of the side effects of writing Elbereth is to exercise wisdom, and there's a comment in the wisdom exercise code saying "wisdom exercises faster than other abilities, this is deliberate as it's so hard to exercise" 11:32:19 or words to that effect 11:32:21 and also saying it's balance reasons 11:32:38 wait, what 11:32:43 I can only conclude that the devteam are ignorant as to the existence of Elbereth in their own code, despite the fact they put it there 11:32:58 or, more likely, that they honestly don't realise it's possible to spam it 11:33:00 ais523: Was that comment added pre-Elbereth? 11:33:07 isn't that a self-contradiction? Or is being fast to exercise orthogonal to being easy to exercise? 11:33:10 greensnark: possibly, it wouldn't surprise me 11:33:31 Elbereth came in with crowning and it probably postdated the wisdom stat 11:33:41 Zaba: it's orthogonal; think in Crawl, it's like the difference between it being easy to get opportunities to exercise a skill, and the amount of exp that's allocated to the skill when you do 11:34:58 and apart from Elbereth, wisdom exercise opportunities are actually quite hard to come by 11:35:10 what's wisdom good for, anyway 11:35:22 Pw regeneration (= MP regeneration), mostly 11:35:41 stats are actually mostly irrelevant in NetHack, but half the community hasn't noticed yet 11:35:57 well, it's hard to make them all relevant when there are so many 11:37:13 indeed, Crawl struggles with just 3 11:37:18 it's more that all 6 are irrelevant 11:38:37 yeah, even 3 are hard to get right 11:39:43 there's something to be said about putting something in games that people can micromanage if they like that sort of thing, but is actually basically irrelevant and it won't matter what you do with it 11:39:54 that way, people can have fun whether they like micromanaging or not 11:40:03 you just have to hide it well from newbies or it backfires 11:42:54 greensnark? but if you have some free time, feel free to make a git repository out of it and commit this \e[2J feature, please :) 11:43:40 and whenever there are people playing 4.1 we're getting new core dumps ;D 11:46:04 -!- eith_ has joined ##crawl-dev 11:53:31 greensnark: 78291 died to a Maud and hill giant with large shield combo 11:59:08 03kilobyte * r4a961ce581ea 10/crawl-ref/source/ (mon-stuff.cc mon-util.cc mon-util.h religion.cc): Don't consider conjured/hexed object monsters to be creatures. 12:08:44 should spores count as creatures or objects to Fedhas? 12:08:58 he currently doesn't care for you attacking them 12:20:33 spores exist to explode and spread, there's no reason to object to triggering them 12:21:16 especially when the player's inclined to pop them on creatures like they'd do anyway 12:22:45 right 12:24:18 I guess Ely shouldn't care if you happen to get one either then. 12:25:47 think ely would see things differently if the thing was pacified and trying to leave 12:25:53 if you can even pacify them 12:26:25 mindless 12:28:24 when would ely care? 12:29:46 beh... Fedhas just tornadoed me (in wizmode) 12:29:49 ??fedhas wrath 12:29:50 fedhas wrath[1/3]: Summons oklobs and wandering mushrooms in a circle around you. Also, fire/ice/air/earth miscasts. 12:30:01 for 20 hp, though 12:30:28 You feel very guilty. 12:30:28 "You will pay for your transgression, mortal!" 12:30:28 conduct: Attack Friend; piety: 11 (-5/1); penance: 15 (+15) 12:33:48 03kilobyte * rc6fff8069e30 10/crawl-ref/source/dungeon.cc: Don't ruin the map boundary. 12:33:50 03kilobyte * r0a0d0eabd5fd 10/crawl-ref/source/dungeon.cc: Some bracicide. 12:33:52 03kilobyte * r1a8dd4ca20b0 10/crawl-ref/source/mon-util.cc: Count giant spores as objects, too. 12:42:37 fedhas wrath has tornado? that's awesome 12:44:32 @? Azrael 12:44:33 Azrael (04R) | Speed: 10 | HD: 11 | Health: 88 | AC/EV: 10/5 | Damage: 12 | Flags: 05demonic, lev, !sil | Res: 06magic(44), 04fire+++, 03poison | Vul: 12cold | XP: 1588 | Sp: b.fire (3d20), sticky flame range (3d5), fireball (3d20), hellfire (3d20), hellfire burst (3d15). 12:45:57 terence generated with a potion of berserk and armour of rC 12:45:59 wtf 12:49:00 wrong channel, sorry 12:54:02 -!- Zaba has quit [Ping timeout: 250 seconds] 12:55:57 Start game error - unsupported russian (https://crawl.develz.org/mantis/view.php?id=3221) by Roziotti 12:57:44 -!- Zaba has joined ##crawl-dev 12:57:47 -!- dpeg has quit [Quit: leaving] 13:06:00 everyone's winning dur is ridic low now, the past 4 CDO wins are all under 4 hours and one is 1 hour 30 mins without being a speedrun of any sort (the realtime record is 1 hour 15 mins) 13:06:15 past 3 wins* 13:08:17 !lg * cv>=0.8 13:08:18 39396. damp the Sneak (L1 KoAs), succumbed to poison (poisonous meat) on D:1 on 2011-01-16, with 84 points after 510 turns and 0:01:11. 13:08:24 !lg * win cv>=0.8 13:08:25 208. 78291 the Maledictor (L25 VpEn), worshipper of Okawaru, escaped with the Orb and 3 runes on 2011-01-16, with 1349135 points after 101478 turns and 2:14:16. 13:08:27 !lg * win cv>=0.8 -2 13:08:27 207. WereDictionary the Wrestler (L27 DGTm), escaped with the Orb and 4 runes on 2011-01-16, with 1733329 points after 123498 turns and 3:27:45. 13:08:28 !lg * win cv>=0.8 -3 13:08:28 206. Surr the Warrior (L20 SpBe), worshipper of Trog, escaped with the Orb and 3 runes on 2011-01-16, with 1398791 points after 68178 turns and 1:25:36. 13:08:29 !lg * win cv>=0.8 -4 13:08:30 205. casmith789 the Necromancer (L27 SpEn), worshipper of Kikubaaqudgha, escaped with the Orb and 3 runes on 2011-01-15, with 1344069 points after 108789 turns and 5:22:10. 13:18:45 03j-p-e-g * r44ca3e30acce 10/crawl-ref/ (6 files in 2 dirs): Make the "mundane" tag actually work. 13:18:47 03j-p-e-g * r0f496669e0b1 10/crawl-ref/source/dat/des/tutorial/ (tutorial.des tutorial_lesson1.des): Apply "mundane" tag to the old tutorial. 13:18:49 03j-p-e-g * ra8804fb6c428 10/crawl-ref/source/ (dat/des/tutorial/tutorial_lesson1.des tags.cc): Fix tutorial maps not being stored in the save. 13:18:51 03j-p-e-g * r775b5d52e0cf 10/crawl-ref/source/ (hiscores.cc newgame.cc place.cc player.h): Refer to tutorial "lessons" rather than "maps" in the map choice menu. 13:18:52 03j-p-e-g * r73ec0142d9f0 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson2.des: Add the ranged combat part of the second tutorial lesson. 13:22:36 -!- MarvinPA|2 has joined ##crawl-dev 13:24:41 -!- MarvinPA has quit [Ping timeout: 255 seconds] 13:25:06 -!- MarvinPA|2 is now known as MarvinPA 13:27:30 eyes of draining are kind of really boring 13:28:02 if you're a caster and you encounter them in isolation, it's a matter of button mashing until they start healing slower than your punches damage them 13:28:27 eyes are generally only dangerous with other monsters around, right? 13:29:30 yes, but giant eyeballs don't heal while preventing you from dealing any damage 13:29:35 dangerous in slime and zigs and when pan lords summon them, they're fine 13:31:02 if they heal even while not stealing any MP, they shouldn't 13:31:05 or maybe they shouldn't heal at all 13:37:14 they used to heal the same amount regardless of how much mp they stole, i think 13:37:26 so they'd just keep stealing 1mp and healing lots, i thought that was fixed though 13:37:48 I don't see what the healing is for 13:38:22 maybe they should do something more interesting with the MP than heal themselves 13:39:45 turn mp into explosions 13:40:20 turn players into explosions 13:40:26 explode 13:40:38 the orb of zot is really a nuclear bomb 13:41:13 in the unreleased epilogue it explodes right after the player escapes the dungeon 13:41:29 here's a thought: merge them with eyes of devastation 13:41:39 the orb of zot is the last bird egg 13:41:44 you have to repopulate the world with birds 13:41:51 this is 100% true 13:44:39 have you ever read about the extinct megafauna on new zealand 13:44:52 birds filled most of the ecological niches incl. large grazing animals 13:45:05 crawl is like that; with no birds, reptiles have stepped in 13:45:23 that's why there are so many dragon-like creatures 13:46:00 there are no hummingbirds just tiny little dragons 13:55:28 Spriggans should be allowed to sail the sea in shoals with a good pair of boots 13:59:04 that's why we denied them the footwear slot 14:01:30 Adeon: so the player is selflessly saving the dungeon from nuclear destruction? 14:01:44 the player is selflessly saving the ecosystem 14:02:12 ais523: of course 14:02:59 if you know death's door, you can even survive the resulting explosion 14:03:03 the player is selfishly saving the ecosystem, ey loves chokos 14:03:12 aha, /that's/ why death's door used to block winning 14:03:32 so, crawl really wants you dead, even when you win? 14:04:55 compare that to nethack, you get to be a GOD 14:05:09 HALF-god 14:05:30 um I think crawl has that option too 14:06:01 nethack is the prologue to crawl? 14:09:27 start in ADOM, become ultimate chaos god, sire offspring, have them retrieve the amulet of yendor and become a demigod, and then play crawl and get the orb of zot, and then repopulate the world with birds 14:09:29 nah, NetHack characters don't go all Samus, they wouldn't discard all their abilities just because they were starting a new computer game 14:10:13 ais523: crawl is just MUCH deadlier than nethack 14:10:24 the buffest nethack character is weaker than a crawl giant bat 14:10:35 birds are important 14:10:36 Eronarn: even that seems unlikely, NetHack has too many absolute immunities 14:10:45 ais523: absolute immunities to nethack-level threats 14:11:25 it is such a common trope to have stuff like MEGACOLD or DEATHLIGHTNING or HELLFIRE 14:11:35 (let's hope we don't see too much of that in crawl, though) 14:11:38 I can prove that 14:11:51 need I remind Eronarn of the polyself bug? 14:11:52 I have 3 nethack ascension, but ZERO crawl ascensions! 14:11:57 megacold: it's like REALLY cold 14:12:07 sorear: you probably do, actually 14:12:31 actually, you could use that to explain why the NetHack characters powered down when they were moved to Crawl 14:12:53 it's clearly just an integer overflow, NetHack abilities are so much more powerful than Crawl's that when they're put into a Crawl environment, they roll over to just above zero 14:17:10 does ADOM have birds? 14:17:12 what about nethack? 14:17:55 NetHack has B to represent birds 14:17:59 containing bats, vampire bats, and ravens 14:18:07 but bats are bugs 14:18:09 ravens are the only actual bird in that list 14:18:13 okay 14:18:22 maybe ravens killed all the birds 14:19:10 -!- MarvinPA|2 has joined ##crawl-dev 14:19:44 oh no 14:19:48 i forgot 14:19:52 @??giant raven 14:19:52 unknown monster: "giant raven" 14:19:56 @??raven 14:19:57 raven (02b) | Speed: 20 | HD: 6 | Health: 25-41 | AC/EV: 1/10 | Damage: 8, 8 | Flags: sense invisible, fly | Res: 06magic(16) | Chunks: 07contaminated | XP: 262. 14:19:59 :( 14:20:00 we have birds now 14:20:25 -!- MarvinPA has quit [Ping timeout: 272 seconds] 14:28:20 -!- galehar has joined ##crawl-dev 14:37:50 hi galehar 14:40:43 hi 14:40:43 galehar: You have 3 messages. Use !messages to read them. 14:40:49 !messages 14:40:49 (1/3) Keskitalo said (9h 12m 8s ago): btw have you looked at the usability project stuff? ith all your improvements, i'm curious if they were an influence :) 14:41:04 !messages 14:41:04 (1/2) jpeg_ said (8h 52m 24s ago): How can I check whether the command (or spell or whatever) tab is detached? 14:41:14 !messages 14:41:14 (1/1) jpeg_ said (7h 41m 9s ago): Why can I no longer see the detached monster tab? Before the new priority option was introduced, was the gold_turns option deactivated, and I didn't notice? 14:42:12 !tell keskitalo I read it a while back. And also all the interface stuff on the wiki. 14:42:13 galehar: OK, I'll let keskitalo know. 14:45:41 03j-p-e-g * r55fd8cde0724 10/crawl-ref/source/dat/des/tutorial/ (tutorial.des tutorial_lesson1.des tutorial_lesson2.des): Fix lua errors in loading a tutorial2 save game. 14:45:58 03j-p-e-g * rde23ef418774 10/crawl-ref/source/ (enum.h hints.cc hints.h): Move hints enums from enum.h -> hints.h 14:46:32 -!- ZChris13 has joined ##crawl-dev 14:47:17 !tell jpeg_ if the command tab is detached, tiles.m_tabs[TAB_COMMAND] will be defined. You will need to add an accessor method, because the m_tabs is private, and the tabID enum is local to the TilesFramework class 14:47:17 galehar: OK, I'll let jpeg_ know. 14:48:02 -!- pointless_ has joined ##crawl-dev 14:48:49 !tell jpeg_ before the priority option, the gold_turns option was automatically deactivated if the inventory had less than 52 cells. 14:48:50 galehar: OK, I'll let jpeg_ know. 14:49:12 !tell jpeg_ also, your numpad is upside down in the tutorial. 14:49:12 galehar: OK, I'll let jpeg_ know. 14:56:42 -!- syllogism has quit [] 15:04:20 -!- MarvinPA|2 is now known as MarvinPA 15:14:01 -!- eith has quit [Quit: sleep] 15:18:48 -!- herself is now known as aaaaaa24234 15:19:31 -!- aaaaaa24234 is now known as herself 15:27:43 -!- ZChris13 has quit [Ping timeout: 265 seconds] 15:29:36 -!- eith_ is now known as eith 15:29:53 -!- ZChris13 has joined ##crawl-dev 15:51:32 -!- Kurper has joined ##crawl-dev 15:51:46 -!- jlewis_ has quit [Changing host] 15:51:46 -!- jlewis_ has joined ##crawl-dev 15:51:51 -!- jlewis_ is now known as jlewis 16:11:37 -!- ais523 has quit [Remote host closed the connection] 16:14:23 -!- MarvinPA|2 has joined ##crawl-dev 16:14:47 -!- MarvinPA has quit [Ping timeout: 255 seconds] 16:31:49 -!- MarvinPA has joined ##crawl-dev 16:32:38 -!- MarvinPA|2 has quit [Ping timeout: 240 seconds] 16:36:18 hi 16:36:18 due: You have 1 message. Use !messages to read it. 16:36:22 !messages 16:36:22 (1/1) kilobyte said (8h 58m 47s ago): Why Jory has blood but other vampires don't? 16:37:22 !tell kilobyte Well, player vampires can be at "Full" so it's not totally out of Crawl's rules. Also, in the historical account, when he was killed all of the blood of his victims flowed out of him and filled the room he was killed in with blood. I thought this was pretty cool. 16:37:22 due: OK, I'll let kilobyte know. 17:01:10 03pointless_ * r455d6d45ff5c 10/crawl-ref/source/ (mon-movetarget.cc mon-place.cc): Try to make wandering band members stick around the leader 17:01:28 pointless_: !!! <3 17:01:37 pointless_: Can this be applied to Shedu and to Dowan and Duvessa? 17:01:43 well this doesn't work spectacularly well 17:01:49 it's already applied I think 17:01:52 pointless_: Shedu are currently implemented using a flat movement clamp which is absolutely terrible (I stole it from your kraken). 17:02:05 The Shedu clamp should probably go then. 17:02:09 * due will look at it this afternoon. 17:02:17 if they are placed as a band, the follower will try to wander close to the leader 17:02:25 this only applies to wandering 17:04:52 due: if you also added some code to synch behavior changes and foes this might work well enough for shedu (as long as they don't step on a teleport trap or something) 17:05:56 pointless_: I added some code to make shedu teleport together. 17:06:18 fancy 17:07:52 what about banishment? 17:08:18 The shedu is devoured by a tear in reality. The shedu ceases action and prepares to resurrect its fallen mate. 17:08:26 (but then nothing happens) 17:09:01 They should have some sort of link. 17:09:14 So that if one teleports, it drags the other with it. 17:09:32 that's exactly what due just said happens :P 17:10:14 Narretz (L27 DrIE) ERROR in 'format.cc' at line 206: Stack underflow (Zig:7) 17:11:42 ouch it also crashes crawl 17:11:48 MarvinPA: plz file bug 17:12:04 will do 17:12:07 MarvinPA: I thought there was a check for that 17:12:12 MarvinPA: and yes the crash is a known issue. :) 17:12:16 ah ok 17:12:25 ZChris13: actually, if one teleports, it teleports into an area 10 radius of the other one. 17:12:36 ZChris13: rather than dragging the other one with it (the latter was impossible to code sanely) 17:13:07 so teleport other on one will just make it appear somewhere nearby? 17:13:14 yes :D 17:13:16 ??shedu 17:13:16 I don't have a page labeled shedu in my learndb. 17:13:18 heh 17:14:57 due: actually giving both shedu the "band_leader" property (w/the mid of the opposite shedu) might work fairly well 17:15:12 okay, I'll look into that 17:15:56 that's a little bit of a hack, but should work as well as giving them M_HERD without the side effect of making unrelated shedu pairs stick together 17:17:02 awesome 17:17:21 Shedu try to resurrect banished partners (https://crawl.develz.org/mantis/view.php?id=3222) by MarvintheParanoidAndroid 17:18:32 sleeping shedu also give the resurrection message even if they don't wake up 17:18:43 MarvinPA: also a bug 17:18:46 :) 17:22:23 Sleeping shedu try to resurrect dead partners (https://crawl.develz.org/mantis/view.php?id=3223) by MarvintheParanoidAndroid 17:23:14 it should just wake them up, actually 17:23:15 but yes 17:23:31 that would make sense, yeah 17:24:49 What's a shedu? 17:24:55 @??shedu 17:24:56 shedu (16H) | Speed: 19 | HD: 13 | Health: 91-130 | AC/EV: 2/10 | Damage: 1908(holy), 2308(holy) | Flags: 08holy, fly, !sil | Res: 06magic(52), 03poison, 04rot, 13neg+++, 08holy | XP: 3106 | Sp: resurrection, heal other. 17:25:40 insanely fast, deadly, holy monster that can heal other and comes in pairs? 17:25:52 yup. 17:25:57 Why? 17:26:09 er 17:26:12 we needed new holy monsters? 17:26:26 You like causing players pain, right? 17:26:31 sssh 17:26:34 ??due_reasons[2] 17:26:34 due reasons[2/2]: A single scream of a player killed by an early unique: a thousand prayers of adoring followers. 17:26:59 Oh. that's cool, I guess. 17:27:12 you should go for more things that explode. 17:27:31 Like ball lightning as an actual monster. 17:28:02 i'm joking 17:28:17 "don't tempt me" 17:29:12 Wandering orbs of destruction? 17:31:29 what's with shedu's MR? 17:31:36 it seems low for something that hardcor 17:31:37 e 17:31:54 *values subject to change 17:33:05 -!- Eronarn_ has joined ##crawl-dev 17:33:07 -!- Eronarn has quit [Read error: Connection reset by peer] 17:33:39 due: so does jory create gigantic pools of blood on death? 17:35:27 TGWiglaf: yes 17:35:34 -!- Eronarn_ is now known as Eronarn 17:35:39 !lm * uniq=jory 17:35:39 2. [2011-01-15] clouded the Convoker (L16 DrSu) killed Jory on turn 56312. (D:19) 17:35:40 !lm * uniq=jory -tv 17:35:41 2. clouded, XL16 DrSu, T:56312 (milestone) requested for FooTV. 17:37:20 hehehe massvie blood <3 17:37:28 wow 17:37:36 That was crazy 17:37:36 not massive enough, do it like shallow water 17:37:38 but blood instead 17:44:43 03j-p-e-g * r5fe0a28e6708 10/crawl-ref/source/hints.cc: Get rid of the hints mode bugtesting code. 17:44:49 03j-p-e-g * r8c98380de0c3 10/crawl-ref/source/ (3 files in 2 dirs): Fix numpad being shown inverted in the entire documentation. (galehar) 17:44:53 03j-p-e-g * r5b2150eb8cf1 10/crawl-ref/source/command.cc: Display the more concise Hints mode command help in the tutorial. 17:59:35 due: I don't have a problem with Jory being bloated with blood, I find vampires having no blood at all strange. 17:59:35 kilobyte: You have 1 message. Use !messages to read it. 18:00:01 kilobyte: could make their blood level depend on where they are - bloodless in crypt, chance to be bloody elsewhere 18:00:11 kilobyte: okay :D 18:00:27 Eronarn: we'd have to disable their regen 18:00:54 !lg * ikiller=jory 18:00:55 No games for * (ikiller=jory). 18:04:31 Eronarn: i am almost convinced that i'll do your invis+stealth thing. :D 18:05:07 is that the 'players can sorta see invisible monsters' thing? 18:05:43 TGWiglaf: unstealthy invisible monsters will trail ~s. stealthy6 invisible monsters will be as-is. 18:05:49 TGWiglaf: dpeg +ed the idea on IRC earlier 18:05:57 cool 18:07:47 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.7/20100713130626]] 18:09:18 03j-p-e-g * r341728a1feea 10/crawl-ref/source/ (6 files in 2 dirs): Add a tutorial/hints trigger for auto-picking up thrown items. 18:12:07 -!- ahpla has quit [Ping timeout: 240 seconds] 18:14:56 -!- galehar has quit [Quit: disconnect] 18:18:53 due: it'd be neat though i might also extend it to monsters unseen due to fog 18:19:37 i think we can probably for a first run do stealthy-or-not-steathy, don't really need finer gradation for now 18:20:13 there's no way to figure it out from other stuff? 18:20:20 what's that going to result in? Elves vampires stealthy, orcs not? 18:20:51 it'd be good if there was some way to link it to existing stats yeah 18:20:57 though I don't think there are any 18:21:06 well, lev should give a bonus 18:21:08 OG17: i'd say stealthy: horrors, elves, vampires, spriggans, some uniques 18:21:15 OG17: orcs are noisey. 18:21:15 size 18:21:20 yes, size too 18:21:28 liches? 18:21:30 could look at the monster's raw EV maybe 18:21:33 frequency of loud cheering 18:21:49 jeering 18:22:00 or raw + armour though that would do weird things if they wore +EV armour 18:22:19 though i don't think a proof of concept needs any of this 18:22:27 the real interesting part will be thei nterface, not which monsters are stealthy 18:22:48 innately invisible things should be stealthy 18:22:57 levitating things, small things 18:23:02 things that are elves and vampires 18:23:21 and ogres right 18:23:24 exclude elves imo 18:23:51 they're not actually especially stealthy and it's pointless if everything is stealthy 18:24:06 !apt DE 18:24:06 DE: Air: 1, Armour: -2, Axes: -2, Bows: 1, Conj: 1, Xbows: -1, Dodge: 2, Earth: 0, Ench: 4!, Evo: 1, Exp: 140, Fighting: -2*, Fire: 1, Ice: 1, Inv: 0, Long: -1, Maces: -3*, Nec: 2!, Poison: 1, Polearms: -3*, Shields: -2, Short: 0, Slings: -2, Splcast: 4!, Stab: 1, Staves: 0, Stealth: 2, Summ: 1, Throw: 1, Tloc: 1, Tmut: 1, Traps: 0, Unarmed: -2* 18:24:09 2 18:24:14 de lol 18:24:51 there's also stuff like x monster gets an invis potion 18:25:00 so you need to go through everything 18:25:20 i'm just going to write a "calculate stealth value". 18:25:29 where 0 is not at all stealthy and 5 is very stealthy, or something like that. 18:25:44 so it will be customisable. 18:25:59 3 levels would be enough 18:26:25 5 has the symmetry with resists i guess 18:26:30 how much noticeable difference can you make without the least stealthy category being "it's not really invisible at all" 18:26:33 ? 18:26:42 TGWiglaf: that's potentially interesting though 18:27:03 size categories are already too fine, I think three would be good too 18:27:22 the idea i had from earlier: monster which is invisible, loud, and VERY tough 18:27:33 -!- Celentes has quit [Quit: Page closed] 18:27:42 so you know pretty well where it is but not perfectly either 18:28:02 that's not really interesting though since sInv is so common 18:28:09 unless it shows up early 18:28:12 They still get the buff to hit and dodge from being invis 18:28:17 OG17: size categories are named for the different possible size factors, aren't they? 18:28:22 most aren't used by anything 18:28:22 unless you have sInv 18:28:26 OG17: sure we need more early interesting monsters 18:28:37 and you can't just fuck with size factor because it affects EV 18:29:02 I don't mean there should be three sizes, it was just an example of another system that should be coarser 18:29:08 ??size 18:29:09 size factor[1/1]: For evasion purposes: spider form and bat form are tiny (factor 6), spriggans are little (factor 4), halflings and kobolds are small (factor 2), trolls ogres centaurs and nagas are large (factor -2), and dragonform is huge (factor -8). 18:29:41 heck make it an invisible plant monster!! 18:29:42 and that EV stuff doesn't need to be actually tied to size anyway 18:29:44 we need more plant monsters too 18:30:08 I guess you could calculate based on current form 18:30:54 actually hey i kind of like the idea of turning it into a chaos monster 18:32:08 invisible, radiates noise (now makes the ~s) and coloured light (but doesn't make itself un-invis), batty movement 18:32:12 or something 18:32:20 could be a good abyss thing 18:35:04 This would also allow sense invis as a player trait 18:35:13 just putting that out there 18:35:27 give it to the gnoll race 18:35:41 haha 18:35:55 Lol at gnoll 18:36:48 starting with a band would be neat 18:37:11 give it to cats, lose sInv 18:37:13 except it would be beogh: the race if you could recruit more and it would be awful if you couldn't 18:37:22 give it to gnolls, lose cats 18:37:40 make orcs beogh: the race 18:39:16 give it to vampires but only vs. living enemies while they're thirsty 18:41:20 vs. bloody enemies while they're thirsty 18:43:13 well yes 18:45:44 -!- jooosa has joined ##crawl-dev 18:47:20 -!- Hehfiel has quit [Remote host closed the connection] 18:48:43 -!- joosa has quit [Ping timeout: 276 seconds] 18:48:43 -!- jooosa is now known as joosa 18:54:52 -!- Hehfiel has joined ##crawl-dev 18:56:14 -!- Hehfiel has quit [Remote host closed the connection] 18:56:47 -!- Hehfiel has joined ##crawl-dev 19:10:31 omg DF just got clay 19:10:38 oops sorry 19:10:40 mischat 19:23:02 Elven Halls vaults (https://crawl.develz.org/mantis/view.php?id=3224) by minmay 19:24:54 -!- ahpla has joined ##crawl-dev 19:55:39 -!- kronusdark has joined ##crawl-dev 20:01:53 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:02:54 potions of fizzing liquid show up on the items not yet recognised screen, should i file a bug for it? 20:04:14 eith: nah 20:04:18 k 20:04:20 eith: actually, on second thoughts, yes 20:04:26 ok :p 20:19:29 -!- kronusdark has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 20:33:25 Potions of fizzing liquid appear in the Items not yet recognised screen (https://crawl.develz.org/mantis/view.php?id=3225) by eith 20:47:32 fizzing liquid? o_O 20:49:03 Eronarn: homunculus 20:58:25 how's that work 21:05:55 -!- Siber has quit [Quit: Whoa! Partial hit!] 21:14:12 Both N78291 and I have gotten levels with massive amounts of shafts in early D. What's up with that? 21:18:45 that weird vault with a ton of known shafts? 21:19:14 what's with the rooms that are just full of items 21:22:11 OG17: it's part of the roguey level builder that didn't previously work 21:22:28 ZChris13: define "massize" 21:22:46 OG17: i got one of those in lair once it was fun 21:23:05 also there's some vault that is just a rock in the middle of swamp with a thousand gold or something next to it in one single pile 21:23:13 Level 3 of the Dungeon <<<>>>^^^^^^^^^^^^^ 21:23:27 also that one that's three books inside a 2x2 room you can't get to without digging 21:23:29 ZChris13: okay the is fucked up 21:23:30 hilarious!! 21:23:46 ZChris13: file bug plz 21:24:03 (i really hate that one because it shows up very early, is basically blind luck, and getting 3 books can be very powerful) 21:24:08 I could promise you I didn't know about all of htem either 21:24:10 There was this one room with like 20 21:24:29 Some were probably undiscovered 21:25:05 You should have seen teh map 21:25:17 was it minmay_holes 21:25:24 it's a silly vault 21:25:55 How I file bug 21:26:03 Tell plz 21:27:10 ??mantis 21:27:10 mantis[1/1]: The replacement for sourceforge, mantis can be found at http://crawl.develz.org/mantis 21:28:23 !vault minmay_holes 21:28:23 Couldn't find minmay_holes in the Crawl source tree 21:28:50 henzell doesn't know about trunk 21:33:05 -!- ZChris13_ has joined ##crawl-dev 21:33:07 -!- ZChris13 has quit [Ping timeout: 265 seconds] 21:33:14 -!- ZChris13_ is now known as ZChris13 21:42:23 Eronarn: I like the one that's bolts, water and food or whatever 21:42:27 the books one is just ridiculous though 21:42:37 yes 21:42:57 like that's better loot than a lot of sewers 21:43:11 there's nothing like it for non-casters, either 21:43:45 -!- ZChris13 has quit [Ping timeout: 265 seconds] 21:43:50 hmm, an abandoned shop vault might be cute, can you place shops that have no inventory 21:44:03 no 21:44:16 oh, oh well 21:44:23 would be interesting to be able to specify shop contents though 21:48:55 TGWiglaf: is doable 21:49:00 TGWiglaf: okay i lie 21:49:14 TGWiglaf: it is not currently doable but the code exists to give monsters items so shops aren't too much of a stretch 21:52:45 due: it'd be kinda cool to have some rare one-off shops, like one with only hides, or a poison emporium (spellbooks, weapons, rods, everything poisonous) 21:53:04 it would be 22:04:38 -!- Textmode has quit [Ping timeout: 240 seconds] 22:07:51 -!- upsy has quit [Quit: Leaving] 22:10:49 -!- elliptic has joined ##crawl-dev 22:11:00 Eronarn: i do like this idea 22:11:06 Eronarn: i put vault defined shops on my todo list 22:16:09 hooray! 22:21:43 wheeee 22:24:08 -!- Textmode has joined ##crawl-dev 22:28:31 due: please make one of the possible randart book names "of Irony", guaranteed to have iron bolt 22:30:47 of bad puns 22:30:59 guaranteed to have bad puns 22:31:41 is kenku really the correct plural? 22:31:54 theglow (L21 KeRe) ASSERT(in_bounds(mons->target) || mons->target.origin()) in 'mon-act.cc' at line 2365 failed. (D:19) 22:32:03 TGWiglaf: kenku is a japanese word 22:32:14 Japanese does not have grammatical number at all 22:32:15 how does one pluralise japanese words 22:32:17 ah 22:35:38 Eronarn: actually you can already do that 22:36:03 nouns do not have number in Japanese, yes, it is odd. 22:36:50 @??sigmund hd:100 22:36:51 Sigmund (08@) | Speed: 10 | HD: 100 | Health: 30 | AC/EV: 0/11 | Damage: 5 | Flags: spellcaster | Res: 06magic(12) | Chunks: 07contaminated | XP: 15000 | Sp: throw flame (3d35), confuse, invisibility, magic dart (3d16). 22:36:53 @??sigmund hd:100000 22:36:54 Sigmund (08@) | Speed: 10 | HD: 100 | Health: 30 | AC/EV: 0/11 | Damage: 5 | Flags: spellcaster | Res: 06magic(12) | Chunks: 07contaminated | XP: 15000 | Sp: throw flame (3d35), confuse, invisibility, magic dart (3d16). 22:36:58 due: that wasn't a joke, i was being serious, add it :) 22:37:05 greensnark: *shakes fist* 22:37:38 why was that removed? 22:37:49 TGWiglaf: because people kept fucking up gretell 22:38:08 what do you need to put in to fuck up gretell? 22:38:15 it worked fine with like 100000 22:38:20 and negativves 22:38:26 s/v// 22:38:27 um 22:38:38 okay, so, gretell generats 1000 instance sof each monster 22:38:44 as far as I could tell 22:38:48 if you specify 1000 as the hd, that means the HP is calculated a thousand times 22:39:03 hm 22:39:04 1000 * 1000, etc. 22:41:03 @?? test spawner 22:41:04 test spawner (16X) | Speed: 14 (swim: 60%) | HD: 1000 | Health: 1000000 | AC/EV: 127/127 | Flags: 11non-living, amphibious, regen, !sil | Res: 13magic(immune), 05hellfire, 02cold, 10elec, 03poison, 07acid, 12drown, 04rot, 13neg+++, 13torm | XP: 1 | Sp: shadow creatures. 22:41:12 why can't Sigmund have 1000 HD? 22:41:27 sorear: greensnark limited hd: specs to 100. 22:41:38 sorear: because people were doing things like hd:100000000000000000 just to see if gretell would crash, which it did. 22:41:44 due: what a killjoy 22:42:10 gretell just needs to be configured to e-mail you the core dumps 22:42:20 then people won't be so happy about crashing it 22:46:22 hehehe 22:46:39 -!- Textmode has quit [Ping timeout: 240 seconds] 22:47:57 fr: if you @?? a unique with higher HD it shows up that way next time you play 22:49:07 @??ijyb hd:100 22:49:08 Ijyb (02g) | Speed: 10 | HD: 100 | Health: 28 | AC/EV: 2/12 | Damage: 4 | Res: 06magic(12) | Chunks: 07contaminated | XP: 11237. 22:49:09 @?? ijyb hd:100 22:49:09 Ijyb (02g) | Speed: 10 | HD: 100 | Health: 28 | AC/EV: 2/12 | Damage: 4 | Res: 06magic(12) | Chunks: 07contaminated | XP: 11237. 22:49:14 mmm xp 22:49:14 sorear: <3 22:50:33 health 28, really? how does that work 22:54:09 Eronarn: uniques have manual health. 22:54:23 Eronarn: increasing their rerolls their health but then they get assigned their manual health. 22:54:41 Eronarn: hence why mon-data has "int, int, int, int" for the "hit dice". 22:54:55 int 1 is HD, int 2 and 3 are the HP parameters, and int 4 is the manual health for uniques. 22:55:20 ah, i knew about the four numbers but i hadn't looked to see what actually used the 4th one 22:55:24 yeah 23:04:38 -!- eith has quit [Ping timeout: 240 seconds] 23:10:17 -!- Textmode has joined ##crawl-dev 23:38:12 Windows development builds on CDO updated to: 0.8.0-a0-4618-g341728a 23:47:08 !lg * killer=grinder 23:47:08 175. p0l1cy the Slasher (L4 MiPa), worshipper of The Shining One, slain by Grinder (a +0,+0 dagger of pain) on D:4 on 2011-01-17, with 288 points after 2576 turns and 0:14:07. 23:47:11 :D! 23:47:16 !lg * killer=eustachio 23:47:17 2. Yorikke the Infuser (L9 KoEn), worshipper of Makhleb, blasted by Eustachio (wand of draining {zapped: 1}) on D:10 on 2010-12-10, with 2908 points after 13884 turns and 1:35:37. 23:47:28 !lm * uniq=eustachio cv=0.8-a 23:47:34 795. [2011-01-17] m1nced the Insei (L8 DrTm) killed Eustachio on turn 6048. (D:6) 23:47:37 meh. 23:47:46 !lg * killer=grinder cv=0.8-a 23:47:46 48. p0l1cy the Slasher (L4 MiPa), worshipper of The Shining One, slain by Grinder (a +0,+0 dagger of pain) on D:4 on 2011-01-17, with 288 points after 2576 turns and 0:14:07. 23:47:52 !lg * killer=grinder cv=0.8-a -2 23:47:52 47. Monkfish the Slasher (L4 MiPa), worshipper of The Shining One, slain by Grinder (a +0,+0 dagger of pain) on D:3 on 2011-01-16, with 176 points after 2124 turns and 0:01:44. 23:47:53 -!- Textmode has quit [Ping timeout: 272 seconds] 23:47:57 !lg * killer=grinder cv=0.8-a -3 23:47:57 46. sanka the Grasshopper (L3 DSWr), blasted by Grinder (nerve-wracking pain) on D:3 on 2011-01-16, with 157 points after 2120 turns and 0:02:11. 23:48:07 Okay, that's an improvement and a half. 23:48:52 d:3, nice 23:53:42 yeah 23:53:47 i buffed him and i halved his depth 23:54:15 is the idea to buff them until they're ridiculous? 23:54:25 !lm . uniq=grinder 23:54:25 No milestones for TGWiglaf (uniq=grinder). 23:54:30 !lm TGW uniq=grinder 23:54:31 19. [2011-01-16] TGW the Frost Mage (L7 DSIE) killed Grinder on turn 6527. (D:5) 23:54:36 !lm TGW uniq=grinder -2 23:54:37 18. [2010-12-05] TGW the Conjurer (L8 DrAE) killed Grinder on turn 9073. (D:6)