00:13:17 -!- ixtli has quit [Quit: Textual IRC Client: http://www.textualapp.com/] 00:14:43 Unstable branch on crawl.akrasiac.org updated to: 0.9-a1-957-g30c896e (32) 00:15:54 -!- ixtli has joined ##crawl-dev 00:24:21 -!- Zaba has quit [Ping timeout: 240 seconds] 00:26:09 -!- Pacra has joined ##crawl-dev 00:33:08 -!- Zaba has joined ##crawl-dev 00:37:52 -!- ixtli has quit [Ping timeout: 252 seconds] 00:41:05 -!- Twilight-1 has quit [Read error: Connection reset by peer] 00:44:24 -!- Twilight has joined ##crawl-dev 00:44:50 -!- Twilight is now known as Guest44776 00:45:09 -!- ixtli has joined ##crawl-dev 01:07:17 -!- gnsh has quit [] 01:10:33 -!- gnsh has joined ##crawl-dev 01:35:29 -!- elliptic has joined ##crawl-dev 01:43:33 -!- Pacra has quit [Ping timeout: 240 seconds] 01:45:16 -!- hoody has quit [Remote host closed the connection] 01:50:39 -!- hoody has joined ##crawl-dev 02:10:21 -!- hoody has quit [Remote host closed the connection] 02:14:03 -!- Pacra has joined ##crawl-dev 02:20:45 -!- ainsophyao has quit [Remote host closed the connection] 02:26:01 -!- galehar has joined ##crawl-dev 02:26:59 -!- elliptic has quit [Quit: Page closed] 02:39:42 The new Elf endings from minmay look very nice. 02:42:16 -!- monqy has quit [Quit: hello] 02:42:32 evilmike's Zot entries too. 02:44:21 kilobyte: what's the status of the abyss branch? Ready for merge? Still nasty bugs? 02:58:46 -!- mumra has quit [] 03:08:04 03kilobyte * r91013d3b6fa6 10/crawl-ref/source/rltiles/ (4 files in 2 dirs): dolphin's octopode tile. 03:08:20 galehar: yeah :( 03:09:02 for example, at any moment shallow water might turn to a wall before your nose, etc 03:09:22 isn't it the intended effect of morphing? 03:10:22 it's not a shape morphing to something else, it's a set of squares flipping as a whole 03:11:27 ie, if you have 3 squares of lava, you'll have the exact same 3 squares of stone 03:11:38 then in a few turns they turn into lava of rock again 03:12:06 03kilobyte * r7a4cae2ebd49 10/crawl-ref/source/spl-tornado.cc: Don't let tornado put people on statues, grates, etc. 03:12:16 03kilobyte * rb10458e5dfc6 10/crawl-ref/source/player.cc: ZotDef: don't grant double ZP. 03:12:17 03kilobyte * r47b5eadb2c77 10/crawl-ref/source/ (5 files in 2 dirs): Simplify Singing Sword speech code, vary its loudness. 03:14:43 maybe the effect would be better if squares moved instead of flipping 03:15:17 that's the whole concept, but it doesn't work for some reason 03:16:27 in the general though, any changes passable<->impassable next to you are tedious after even a very brief gameplay testing 03:16:59 that didn't happen before the day before yesterday, too 03:17:33 maybe we can prevent the effect for adjacent cells. Or in a small radius. 03:18:40 I guess this is not because of the noise but because of how it is rendered onto the map, though 03:18:59 so the same bump sometimes is interpreted as lava, sometimes as water 03:24:04 Did you guys notice my messages from five hours ago? 03:24:45 teleport traps should never spawn there 03:24:55 kilobyte: pardon me for jumping in here, but is there a way you could decide "passability" by a noise function as well? 03:25:12 and then in passable areas interpret things one way and differently in impassable areas? 03:25:20 I also guess outright asserting if pathfinding fails might be good 03:25:44 aye 03:26:05 moocowpong1: perhaps, might work. I guess bmh has far more clue about it, though. 03:26:35 I know nothing about the code, so I have no idea what could work 03:26:38 just thinking aloud 03:29:09 -!- moocowpong1 has quit [Quit: moocowpong1] 04:11:44 -!- moocowpong1 has joined ##crawl-dev 04:23:06 -!- moocowpong1 has quit [Quit: moocowpong1] 04:36:16 -!- ortoslon has joined ##crawl-dev 04:41:27 -!- golgepapaz has joined ##crawl-dev 04:42:05 Shiren the Slayer (L27 MfCK) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 902 failed on turn 166906. (Pan) 04:44:11 -!- edlothiol has joined ##crawl-dev 04:51:53 -!- ortoslon has quit [Read error: Connection reset by peer] 05:07:51 -!- RichardHawk has quit [Ping timeout: 276 seconds] 05:08:00 -!- RichardHawk has joined ##crawl-dev 05:24:40 -!- Pacra has quit [Quit: Leaving] 05:54:24 -!- galehar_ has joined ##crawl-dev 06:11:21 -!- elliptic has joined ##crawl-dev 06:35:18 galehar: If a skill gains two or more levels when it is learned in manual mode, it does not automatically turn off. 06:36:45 you mean learning a skill and it goes straight to L2? 06:36:48 right, good point 06:36:56 thanks for noticing, I'll fix it. 06:38:05 -!- galehar_ has quit [Remote host closed the connection] 06:43:32 -!- dpeg has joined ##crawl-dev 06:43:36 !seen nrook 06:43:37 dpeg: You have 7 messages. Use !messages to read them. 06:43:37 I last saw nrook at Thu Jul 7 02:08:49 2011 UTC (9h 34m 48s ago) quitting with message Quit: leaving. 06:45:25 !tell nrook The patch for AC/etc rings does not make the ring (linearly) cheaper if the power is <0. Intentional? 06:45:26 dpeg: OK, I'll let nrook know. 06:45:28 !messages 06:45:28 (1/7) dpeg said (6d 12h 1m 10s ago): Singschwertschadenzahlen an Adam schicken! 06:45:34 !messages 06:45:34 (1/6) Keskitalo said (6d 6h 33m 41s ago): No-tele spider vaults works for me! 06:45:40 !messages 06:45:41 (1/5) Keskitalo said (6d 1m 48s ago): Could also fix strandedness by providing portals out where appropriate. 06:45:47 !messages 06:45:48 (1/4) due said (5d 3h 3m 51s ago): Without checking: I think there's a wrapper for mon.observable(). It just depends on the context: dlua, definittely, and if it doesn't, it should be created. For clua... I'm not sure what's in monster_info or not. 06:45:53 !messages 06:45:53 (1/3) dpeg said (1d 12h 6m 5s ago): lexackson_kobold_supper shouldn't use name_species, it will make the kobold drop a "corpse of hungry kobold" 06:46:06 03nrook * r445bbce25c09 10/crawl-ref/source/shopping.cc: Change prices of fixed-effect jewellery. 06:46:06 !messages 06:46:07 (1/2) golgepapaz said (23h 11m 48s ago): I've added a second patch file to the mantis concerning deck identification 06:46:10 !messages 06:46:11 (1/1) kilobyte said (9h 28m 33s ago): would one message entry for silenced Singing Sword be enough, or do you want to do it per tension tier? 06:46:17 03nrook * r519e89f0e400 10/crawl-ref/source/shopping.cc: Remove x7 multiplier from jewellery calculations (no gameplay effect). 06:46:17 03nrook * r0ea0a3305340 10/crawl-ref/source/shopping.cc: Change prices of variable-strength rings to increase quadratically. 06:46:46 What’s the nick of the CDO admin? 06:46:51 Napkin! 06:46:54 !tell kilobyte One message entry is enough: "The Sword struggles and turns." etc. I can write some. 06:46:55 dpeg: OK, I'll let kilobyte know. 06:46:56 Thanks 06:48:04 !tell Napkin Hi. You might want to delete my ZotDef “win” since it was done abusing a bug. Kthxbye. 06:48:05 ion: OK, I'll let Napkin know. 06:50:18 wassup? 06:50:18 Napkin: You have 8 messages. Use !messages to read them. 06:50:24 i can't 06:50:36 not without screwing up the system 06:50:56 since scoring/milestones etc is synced to CAO 06:51:08 Oh. Well, crap. 06:51:23 what bug did you abuse? The monster spawning one? 06:51:42 < ion> First of all, ZD was too easy with the new changes. Secondly, when i placed teleport traps to block monsters from reaching the orb, all movement of NPCs stopped. I just had to wait for the remaining two or so runes to appear and then hack my way through the monsters standing still to win. (A.k.a. cheating :-P) 06:52:04 ah 06:54:39 -!- edlothiol has quit [Ping timeout: 255 seconds] 06:59:03 http://crawl.develz.org/ttyrecs/ion/2011-07-07.00:28:06.ttyrec 07:01:27 -!- ixtli has quit [Quit: Computer has gone to sleep.] 07:05:17 monsters stopping because of a trap? Sounds like https://crawl.develz.org/mantis/view.php?id=4199 07:06:54 -!- edlothiol has joined ##crawl-dev 07:08:40 -!- syllogism has joined ##crawl-dev 07:08:47 The monsters didn’t stop in front of the traps, they just stopped where they were and didn’t fight back when being hacked. The only movement my slaves did was switching places with me when i was moving through them. 07:09:09 (at the end of that ttyrec) 07:09:51 <+kilobyte> teleport traps should never spawn there <+kilobyte> I also guess outright asserting if pathfinding fails might be good 07:09:54 That makes sense. 07:17:13 pathfinding can fail for perfectly legitimate reasons. Like the target is unreachable. 07:19:18 galehar: there are a bunch of interface proposals dealing with better feedback there. 07:19:25 The player probably shouldn’t be able to block monsters from having a way to reach the orb in ZD. 07:19:34 Should I implementable-label them? 07:20:16 dpeg: interface improvment from the wiki? To implementable mantis? Sure, go ahead. 07:20:23 yes 07:21:33 ion: Well, technically the monsters COULD walk into tele traps and get closer to the orb. But tele traps are still rather overpowered. 07:21:55 ion: yes, there's a bug in the AI, I'm just saying asserting on failed pathfinding may not be such a good idea. Not sure what happened there. Maybe pathfinding wasn't even attempted. Will have to debug it. 07:22:09 ion: and maybe you shouldn't be able to place teletrap in ZD 07:22:36 yeah 07:22:37 They could be special-cased to be destroyed after one use, but not sure if that's worth the trouble 07:22:48 Other abilities are more interesting 07:23:54 RichardHawk: teletrap are also abusable in normal games. We'll have to give them a limited number of charges at some point. 07:24:34 That'll break a lot of vaults, but yeah, can see why 07:25:57 -!- casmith789 has joined ##crawl-dev 07:26:55 there is a "tele nerf" implementable which deals with this and other problems =) 07:27:35 RichardHawk: we can keep permanent teletrap for vaults 07:28:54 how about changing shuffle so it only shuffles part of your stats? A bit like how Jyiva does now. 07:29:23 galehar: yes, it is fine 07:29:29 though the player is over-whining 07:29:49 for one, as a Nemelexite you may attempt to have stats more evenly 07:29:58 and then, even after the swap, it is not the end of the game 07:30:19 -!- edlothiol has quit [Ping timeout: 240 seconds] 07:30:24 dpeg: Please add more small implementables. 07:30:28 Shuffle Trolls are the most fun part of the card! 07:30:39 Also you can just triple draw the deck 07:30:48 I'm probably gonna go for ^q, ^e, ^r soom. 07:30:50 soon* 07:30:59 ghallberg: there are some! Not ones you like, or not small enough? 07:31:06 -!- Zaba has quit [Ping timeout: 255 seconds] 07:31:07 But I can dish out a dozen or so interface ones. 07:31:12 dpeg: didn't Jiyva's shuffle was like the card before? And changed for a similar reason? 07:31:16 * dpeg gets all itchy, but has to wait until tonight. 07:31:32 galehar: no, never was like the card 07:31:32 Tele nerf proposal looks good. 07:31:44 and the Nemelexite has ways to deal with the cards 07:31:49 On that note, zot teleport could also have delay. 07:31:52 dpeg: Last time i filtered by "implementable" on mantis I got 2 results :P 07:32:12 ghallberg: try again. There are plenty of them. 07:32:12 ghallberg: do it again 07:32:14 One of which was 'D' _ 07:32:15 :P 07:32:19 Not now! 07:32:23 I'm supposed to be working! 07:32:25 RichardHawk: it has 07:32:40 Oh, it was changed? 07:33:16 RichardHawk: yes, some of the orb run ideas have been implemented. There should be a summary in the Mantis item comments. 07:33:31 I meant the ability in ZD 07:34:18 As is, it's instant cTele for no cost other than a little glow 07:34:23 -!- elliptic has quit [Ping timeout: 252 seconds] 07:35:57 Or it could still be instant, but have a meaningful cost attached to it 07:41:30 -!- Zaba has joined ##crawl-dev 07:42:11 -!- ais523 has joined ##crawl-dev 08:15:17 -!- MarvinPA has joined ##crawl-dev 08:16:07 03dolorous * rf56568d837b6 10/crawl-ref/source/art-func.h: Add spacing fix. 08:22:43 ZotDef electric eels not only have little thematic sense, make mobile pets, but also leave pools of water than hinder movement. 08:22:43 kilobyte: You have 1 message. Use !messages to read it. 08:23:05 what about some other turret, like a "lightning spire" or such? 08:26:51 dpeg: for SS, it spams at high tension on 7 in 10 turns. Since by definition of tension there will be a lot of things going on, this is probably fine spam-wise, but I'm not sure you designed the damage with that in mind. 08:29:08 dpeg: it doesn't scale with your level, so it's all-powerful when you find it in that D:4 vault, and not bad in Pan 08:29:42 setting/init.txt: 08:29:51 # auto_switch = false 08:29:54 # autoswitch = false 08:30:35 with all the nerfs galehar and MarvinPA want me to do to tornado, singing sword actually does more for free :p 08:31:20 ion: the option is auto_switch 08:32:01 yes 08:32:29 dpeg: which means that we need to think more 08:32:32 kilobyte: Getting water out of Zotdef sounds good, with the addition of a lightning spire 08:32:37 galehar, both are in init.txt 08:32:40 re: shuffle, i definitely think it should stay as a very significant effect 08:33:05 oh right 08:33:06 since it's a mostly avoidable risk anyway, and an interesting challenge to deal with 08:33:13 Water in zotdef just bears no significance, since it's not allowed to be deep for obvious reasons 08:33:18 also, the skill training boost in ZotDef is insane now that you don't need exp pool to pay for Zot abilities 08:33:39 RichardHawk: it slows down monsters and makes them fumble 08:34:34 galehar: sorry for wasting your time yesterday, that char I tested skill training was in ZotDef, and I had no idea the skill boost is still in... 08:34:45 kilobyte: There are a ton of other ways to hinder land-based monsters. 08:35:05 MarvinPA: I agree. I was thinking of shuffling around 10-15 points instead of whole stats. Sounds more interesting to go from 35 to 20-25 than to 6. 08:35:16 kilobyte: it's ok, happens :) 08:36:23 kilobyte: the skill training boost can be removed or reduced. I have no idea about ZD's balance. 08:36:37 that might be reasonable, i'd suggest aiming high for the numbers in that case though 08:37:07 especially since you can have focused a lot of your stats already, as a nemelexite 08:37:40 that would make the card mostly an equalizer then 08:37:42 Temporary effects are preferable to permanent ones in ZD, I'd say. 08:38:08 MarvinPA: you think it would be an improvement over the current effect? I don't really feel strongly about it. 08:38:31 well, i'd probably say it's fine to leave it as-is 08:38:48 ok 08:39:16 nemelex balance definitely isn't perfect but shuffle is a nice card, i'd say :) 08:42:05 03kilobyte * ra42cb6c716bd 10/crawl-ref/source/ (art-func.h dat/database/wpnnoise.txt): Make the Singing Sword use a different set of messages when silenced. 08:45:49 !tell dpeg should the SS also rename itself when silenced? 08:45:50 kilobyte: OK, I'll let dpeg know. 08:46:06 Silent Sword! 08:48:23 Straining word. 08:48:30 Sword. 08:51:19 kilobyte: okay, I am aware of the issue. Will think and reply. 08:51:19 dpeg: You have 1 message. Use !messages to read it. 08:52:15 Sulking Sword 08:53:12 dpeg: Perfect. 08:55:43 kilobyte: busy now, will try to come up with relative damage rather than absolute one. Please !tell me if this is a horrid idea outright. 08:56:59 not sure what it should be relative to 09:01:40 -!- edlothiol has joined ##crawl-dev 09:02:06 03dolorous * rd14da8d866ef 10/crawl-ref/source/stuff.cc: Properly expand the empty-handed canned message to account for claws/tentacles. 09:02:50 a problem in ZotDef: teleporting with the orb into a loot chamber will make pathfinding impossible, causing a massive slowdown, monsters to be uncooperative (not a big problem at that point) and, if I add the assertion I want, a crash 09:03:22 can I just make it fail outright, like -cTele out of ZotDef? 09:05:41 I'd axe teleport traps as well, it makes monster AI go haywire. It could be fixed by making them always unknown to monsters, and by expiring them, just the first solution is easiest. 09:06:05 not that hard to implement as teleporting into a loot chamber though 09:06:28 Once the player has the orb, might as well force them to walk out 09:08:39 Having the level 27 ability be zot trap would be amazing for flavor. Not sure how to make it work mechanics-wise though. 09:10:19 Chaos effects, sans the positive ones? 09:13:39 -!- syllogism- has joined ##crawl-dev 09:13:47 445bbce25c090c2633d78b168cae86f9ff2307b4: crawl-ref/source/shopping.cc: if (valued < 0) valued = 20; 09:13:53 Shouldn’t that be: if (valued < 20) valued = 20; 09:14:02 -!- ixtli has joined ##crawl-dev 09:14:17 or valued = max(valued, 20) or something 09:15:13 -!- Adeon is now known as Bdeon 09:15:39 -!- Bdeon is now known as Adeon 09:15:42 -!- syllogism has quit [Ping timeout: 276 seconds] 09:25:52 RichardHawk: zot trap would need to tweaked, because currently they are harmful for player and allies, and harmless on hostiles. 09:26:37 galehar: I'm aware, it was just a suggestion for the flavour of the final trap since tele trap has a whole lot of issues itself. 09:29:39 I'd give a patch suggestion a shot but I need to learn the coding language first. 09:36:30 -!- RichardHawk has quit [Ping timeout: 252 seconds] 09:38:19 -!- RichardHawk has joined ##crawl-dev 09:42:47 -!- edlothiol has quit [Read error: Connection reset by peer] 09:44:08 -!- Adeon is now known as MaryPoppins 09:44:09 03dolorous * r5e23e3d3242c 10/crawl-ref/source/shopping.cc: Fix apparent typo. 09:45:28 -!- edlothiol has joined ##crawl-dev 09:59:21 Fix feature mimics (https://crawl.develz.org/mantis/view.php?id=4228) by reid 10:00:07 -!- jeanjacques has joined ##crawl-dev 10:22:30 cool, a feature mimic patch :) 10:22:43 anyone up for reviewing it? 10:23:05 due: wasn't feature mimics your thing? 10:34:32 Map-mode set-waypoint confirmations are invisible in tiles (https://crawl.develz.org/mantis/view.php?id=4229) by rriegs 10:37:25 wow 10:37:26 that's a huge patch 10:38:00 nothing jumps out as flat out wrong to me, but i'm not going to go through it line by line because it touches so much code 10:38:50 oh wait, haha cute. 10:39:03 it's just removing all the feature mimic code 10:39:43 guess that does address a large number of issues with them! 10:46:49 cute indeed 10:49:37 -!- elliptic has joined ##crawl-dev 10:57:58 -!- galehar has quit [Quit: Page closed] 11:01:51 -!- ainsophyao has joined ##crawl-dev 11:06:03 -!- monqy has joined ##crawl-dev 11:07:13 !tell nrook ion (2 hours ago): crawl-ref/source/shopping.cc: if (valued < 0) valued = 20; --- Shouldn’t that be: if (valued < 20) valued = 20; or valued = max(valued, 20) or something 11:07:14 dpeg: OK, I'll let nrook know. 11:09:45 i think dolorous already changed that 11:10:18 yeah: http://gitorious.org/crawl/crawl/commit/5e23e3d3242c26f414427464f829012975e98314 11:15:09 -!- ainsophyao has quit [Remote host closed the connection] 11:15:49 !tell nrook 18:09 <+MarvinPA> i think dolorous already changed that 11:15:49 dpeg: OK, I'll let nrook know. 11:22:28 Am I the only one who thinks Baileys spawn a bit too early? 11:22:49 I hardly ever feel like doing one at XL:9/D:7 11:22:55 I think they're interesting, much like ice caves 11:23:07 Stumbled into a D:5 one earlier and cleared part of it for exp. 11:24:49 ghallberg: early is better, imo 11:24:54 Well this one was VERY scummable :S 11:25:02 dpeg: Not if it means you never go there. 11:25:10 Should report that prbably :P 11:25:20 ghallberg: yes, please 11:25:21 they're nice early, makes them pretty challenging but rewarding 11:25:30 I wouldn't like if Baileys appear so late that you always finish them if you find one 11:25:53 dpeg: Nah but many times I find myself not being able to kill anything if I enter them. 11:26:07 ghallberg: that's okay: just leave :) 11:26:07 03dolorous * ra7c8ce7fd30a 10/crawl-ref/source/ (decks.cc spl-goditem.cc): Add formatting fixes. 11:26:07 03dolorous * r1c45f4cb43fa 10/crawl-ref/source/decks.cc: Fix wording. 11:26:07 How do I report this scummability best? 11:26:07 03dolorous * rb487ff9613bd 10/crawl-ref/source/decks.cc: Simplify. 11:26:08 03dolorous * r69c91623ed55 10/crawl-ref/source/decks.cc: Fix Mantis 4227: Mark the first card of a deck if it's identified via scroll. 11:26:27 ghallberg: can you look up in des/portal/bailey.des which map it was? 11:26:41 -!- hoody has joined ##crawl-dev 11:26:44 There are moats and the entry spot is out of reach so I can just back off and recharge, then step forward to a spot where only 2 orcs can see me. 11:27:01 Only reason this got dangerous was a ghost blocked the safe spot first :P 11:27:08 dpeg: Gonna do so. 11:29:50 Anyway I think it should be changed to depth 8 or 9 minimum. But I'm biased :P 11:29:51 ghallberg: the one with the central big tower? 11:31:14 It wasn't moats, it was two small lakes with orcfilled islands. 11:31:15 !tell golgepapaz dolorous fixed the deck bug: 69c91623ed55ac53a42471b6cb1785166540708c somehow + _set_card_and_flags(deck, -1, card, flags | CFLAG_SEEN | CFLAG_MARKED); deck.props["num_marked"]++; is needed. Cheers! 11:31:16 dpeg: OK, I'll let golgepapaz know. 11:31:20 ghallberg: ah! 11:31:30 I started looking around in the maps before I went on to look ;) 11:32:01 Standing on the exit portal by the entrance, none of them can see you. Standing on the entry portal only two can. 11:34:38 And of course I die in there anyway :P 11:34:41 I HATE BAILEYS! 11:35:04 why? 11:35:27 Because I suck ;) 11:35:34 Got killed by an orc knight... 11:35:49 if you die there anyway, then the map's okay 11:36:04 there's orcs that aren't trapped on the islands, too 11:37:00 WHat MarvinPA said, the island orcs are not a threat since you can scum them. 11:37:10 the other orcs are reasonable :P 11:37:28 you can scum them if you don't want to get the loot 11:37:30 i don't think scum is the right word there :P 11:38:10 should probably give them crossbows instead of reaching or something 11:38:15 MarvinPA: Ok, maybe not. 11:38:20 wait, they already have crossbows 11:38:23 it's alright, then 11:38:44 right 11:38:46 I don't like that there's a spot where you can just hide forever. 11:39:17 such a spot doesn't matter if it doesn't get you anywhere 11:39:21 -!- blabber has joined ##crawl-dev 11:39:32 it changes nothing 11:41:40 As I said, go out one step, cast Pain 18 times. Step back to safety, recharge. 11:42:03 and they shoot you with their crossbows 18 times 11:43:01 Well yeah. 11:43:11 But it gives you infinite mana. 11:43:21 I don't think it's an interesting problem is all. 11:43:48 Oh well, not that big of an issue. If dpeg takes a look at it I don't care if it changes or not :D 12:00:07 ghallberg: name please :) 12:00:37 ghallberg: ? 12:00:43 Of map? 12:01:37 bailey_polearm_4 12:07:00 thx 12:19:38 -!- ais523 has quit [Remote host closed the connection] 12:25:08 skills assertion failed (https://crawl.develz.org/mantis/view.php?id=4230) by Brain 12:27:24 -!- blackpenguin has quit [Ping timeout: 246 seconds] 12:28:06 -!- golgepapaz has quit [Ping timeout: 255 seconds] 12:43:19 -!- Guest44776 has quit [Read error: Connection reset by peer] 12:46:22 -!- Twilight has joined ##crawl-dev 12:46:48 -!- Twilight is now known as Guest13344 13:01:50 -!- upsy has joined ##crawl-dev 13:06:46 -!- nrook has joined ##crawl-dev 13:13:11 dpeg: hello! 13:13:12 nrook: You have 3 messages. Use !messages to read them. 13:14:53 -!- golgepapaz has joined ##crawl-dev 13:15:04 -!- upsy has quit [Remote host closed the connection] 13:18:39 !tell dpeg If AC/etc rings are not made linearly cheaper as they get worse, then it's wrong, but I think they do; "if (base <= 0) valued += 25 * base" in shopping.cc should cheapen them, as base = 2*item.plus. Or do you mean that they'll all get set to 20 by the hardcap anyway? 13:18:42 nrook: OK, I'll let dpeg know. 13:20:37 -!- upsy has joined ##crawl-dev 13:23:42 Hi 13:23:42 dpeg: You have 2 messages. Use !messages to read them. 13:24:01 !messages 13:24:01 (1/2) kilobyte said (4h 38m 11s ago): should the SS also rename itself when silenced? 13:24:20 kilobyte: around? I suggest Sulking Sword, which met some support. 13:24:22 !messages 13:24:23 (1/1) nrook said (5m 41s ago): If AC/etc rings are not made linearly cheaper as they get worse, then it's wrong, but I think they do; "if (base <= 0) valued += 25 * base" in shopping.cc should cheapen them, as base = 2*item.plus. Or do you mean that they'll all get set to 20 by the hardcap anyway? 13:24:38 nrook: ok, so I just misunderstood. Randarts today? 13:26:38 -!- upsy has quit [Remote host closed the connection] 13:26:54 -!- upsy has joined ##crawl-dev 13:29:02 dpeg: that fix prevents the use of Nemelex abilities, I distincly remember telling you that 13:29:03 golgepapaz: You have 1 message. Use !messages to read it. 13:30:02 golgepapaz: but you (a) didn't tell dolorous and (b) there was this bug (players got it in normal games) 13:31:18 eh I believe that error happened only in wizmode? 13:32:59 ah i see it now. 13:33:47 that was the question yesternight :) 13:33:58 wizmode gives a verbose error message than regular 13:35:17 ok anyway I'll fix the error checking function or use another property other than num_marked to identify first card... 13:36:17 -!- blackpenguin has joined ##crawl-dev 13:46:46 dpeg: randarts today! 13:50:21 I found a decent f, I think: http://pastebin.com/tk1wF7Tx 13:55:45 nrook: i think a separate multiplier value would work far better because having multiple, even weak properties is valuable 13:57:20 5+5+5+5 can be more or less valuable than 20 13:58:07 Eronarn: Example? I'm not sure I understand. 13:59:06 There's the "a utility weapon with +blink +tele isn't much more useful than two utility weapons, one with +blink and one with +tele" case, but I don't see any others 14:01:28 I think that Eronarn is right. However, I don't think anymore that we need multipliers for each property. Rather, we deduce multiplier from base value, keep track of them and multiply the sum with the total multiplier. 14:01:59 nrook: for example, having multiple resists on a single randart will not make up for it being MUT. or having rF++ rC++ isn't necessarily better than rF++ rC+ insulation even if we have insulation worth less than rC+ on its own 14:02:08 Although this approach would still not capture Eronarn's 5+5+5+5. 14:02:46 this is most pronounced with weapons where a +9,+9 weapon shouldn't be worth tons and tons more than a +4,+4 one, but a +9,+9 one with a great brand and resists should be staggeringly expensive 14:02:54 eronarn: I don't think this is worth worrying about 14:03:12 I think we want multipliers between 1.05 and 1.4 or so, hence a logarithmic scale seems in order. 14:03:34 nrook: we can also compare with what your formula spits out. If the results are comparable, then your formula will be easier. 14:04:06 dpeg: one other thing i'd do is try and price base item properties with whatever formula is used 14:04:23 Eronarn: need more context! 14:04:41 e.g., have dragon armors count their rF++ and rC- when figuring out just how good they are when worn 14:05:06 eronarn: shouldn't that sort of thing just be counted via the base price for a dragon armour? 14:05:21 yes 14:05:27 Eronarn: I'm not sure how multipliers help there? It's not like rC+ is going to have a "if already rF++ rC+, then use a lower multiplier" switch 14:05:30 nrook: still with us? :) 14:05:44 elliptic: not sure you can... for example, rF- on a dragon armor isn't as bad as rF- on something else 14:05:46 yes, was just staring at text that whole time :) 14:06:38 and yes, we can compare functions after settling relative property quality 14:06:39 nrook: my point is that resist+resist+resist is worth much more than int+str+dex 14:06:40 nrook: it would make sense to have goodness count levels non-linearly 14:06:54 your formula only sees the number of properties, the multipliers see a bit more 14:07:11 eronarn: dragon armours can't have rF- afaik 14:07:37 hmm, that seems odd 14:07:48 no, it is fine 14:07:58 i thought nrook's formula assigns a goodness to each property 14:08:02 dpeg: well, int+str+dex would have significantly lower goodness to begin with 14:08:07 MarvinPA: yes, my comment was off 14:08:12 aha 14:08:13 -!- dpeg is now known as shamepeg 14:08:16 :P 14:08:39 and I've been sitting here this whole time going "there must be something fundamental I'm missing, right?" 14:08:44 shame! 14:09:22 However, setting a goodness value to every randart property is troublesome.... my idea of base price-derived multipliers could be turned into base price-derived goodness 14:09:25 nrook: something like +6 str should really be more 'good' than 2str2dex2int 14:09:35 eronarn: why? 14:10:04 nrook: agree on that? 14:10:14 if you start worrying about details with how different properties interact, you'll never get anywhere 14:10:31 shamepeg: oh, you mean to derive the cost of properties from base items which have them (like ring of rF+)? interesting idea 14:10:36 elliptic: the current code makes a (rather lame) attempt for rF+rC :) 14:10:36 coming up with goodness values for individual properties sounds hard enough 14:10:56 I would suggest something like log(base price) 14:11:25 deriving the cost of properties from base items which have them sounds like a bad idea to me 14:11:29 elliptic: because +6 to a stat is going to be worth more than +2 to 3 stats, for characters who can make use of that stat 14:11:51 elliptic: why? We made sure that "better" = "more expensive" for the base costs 14:12:07 Eronarn: you can write the goodness function that takes everything into account, I'm sure your patch will be accepted into 0.53 :p 14:12:18 oh, another thing: I believe that randart prices could use some randomisation 14:12:25 well I haven't seen all the price changes, but context matters a lot, as does rarity 14:12:29 we can even just eyeball goodness off of the base prices 14:12:36 nrook: that part isn't even complicated... you just make rF+ be 10 goodness, rF++ be 15 goodness, or whatever 14:13:03 10+15 rather than 10+10, i mean 14:13:10 at least I wouldn't try to use a formula... probably you would get better results from eyeballing it like nrook just said 14:13:58 what are the really good randart properties? 14:14:02 I've decided to leave the last decks fix as it is. you can't use the nemelex abilities if the first card is identified via a scroll but also there is no need to do so. 14:14:10 Dam+8 14:14:18 resists 14:14:23 Dam+7 also is pretty good 14:14:24 +13 armor enchantment 14:14:36 golgepapaz: you can't use any nemelex ability on a deck that's been identified by scroll? 14:14:37 I am serious. You're not. 14:14:45 well I didn't know you meant resists 14:15:05 no you can't since the deck is marked, you cant use mark four and stack five 14:15:11 elliptic: my next proposal would be to take the plain sum and then slap on individual multipliers from a short list 14:15:28 can you use them once you've drawn the marked card? 14:15:30 golgepapaz: this is not so bad, actually 14:15:32 I'm typing up all of the properties now, just for reference 14:15:38 yes I think so... 14:15:39 additive *and* multiplicative factors? 14:15:48 lemme check 14:15:50 seems fine, if that's the case 14:15:54 elliptic: there are no additive factors 14:15:56 * shamepeg whistles 14:16:06 -!- shamepeg is now known as dpeg 14:16:17 summands then :P 14:16:25 NO adictive factors. 14:16:37 MarvinPA: clearly, a good randart is worth a lot more than the sum of base prices. 14:16:44 MarvinPA <--> elliptic 14:16:54 just seems like being more complicated is not a good thing here... I liked nrook's original suggestion 14:17:04 note the function f accounts for what you just said 14:17:16 elliptic: but we have to define it for all randart properties 14:17:39 I don't really like this... randart properties come and go. They fewer we hack in, the better. 14:17:47 all of the properties are here! http://pastebin.com/tk1wF7Tx 14:18:00 now to read everything I missed 14:18:07 eyesight is probably sinv? 14:18:23 dpeg: uh, what is your proposal that doesn't involve giving a number for each property? 14:18:30 MarvinPA: yes 14:18:41 I don't think it's too hard for someone implementing a randart property to throw in a cost 14:18:48 elliptic: deriving the number from the base price, as I said multiple times 14:18:53 that's not simpler 14:19:06 not all properties come with base prices 14:19:33 that is true 14:20:11 ok, so we have 18+8 properties 14:20:22 -!- evilmike has joined ##crawl-dev 14:20:30 26 numbers, you've already come up with many more than that for pricing for other stuff 14:20:37 nrook: does your goodness approach allow to treat negative properties as well? 14:20:54 nrook: if not, assigning multipliers would :) 14:21:15 the only issue with goodness is interacts strangely with the slaying numbers we already have, that'd be the advantage of deriving from base prices 14:22:11 we can just subtract from goodness, though that only really works for armour 14:22:17 nrook: yes 14:23:34 a few properties (the +ability ones and some of the negative ones) don't really fit in the goodness schema, simply because they don't increase the value of a weapon/jewellery multiplicatively 14:23:35 I suggest a formula of the following type: have a randart summand and a randart factor for each property. Then: price = total sum * total factor. 14:23:54 wherever possible, we use base price for the summand 14:25:03 we only really have two types of factor, though, no? "much better on something good than something bad" and "pretty much the same value on something good and something bad" 14:25:10 if we can achieve that with just one number per property, I'd be happy to see that, but I'd like an example 14:25:25 nrook: good point, we can use this to simplify 14:26:09 we could just put a multiplier of 1.2 (or something) on the former and 1.0 on the latter 14:26:19 we can be a bit rough... the multiplier for an +X item could be 1+X/10, for example 14:26:21 I still think keeping things simple with only one number per property is the right idea... I'm really not convinced that anything more complicated will help particularly 14:26:24 or we could have f calculate the former and do the latter additively :) 14:26:26 i think +12 armor enchantmet should cost more than the double of +6enchanment, 14:26:58 I'm afraid of exponential growth with multipliers, though, we don't want cekugob costing 20000 14:27:01 golgepapaz: those numbers are not possible and yes, we made them grow quadratically in enchantment yesterday 14:27:14 nrook: with factors so small, I wouldn't worry 14:27:17 +12 armour enchantment is possible 14:27:27 I never get those :( 14:27:34 they were only recently made possible 14:27:42 and only on heavy armours 14:27:49 nrook: also, Cekugob has a negative property, I suggest those do 0.5 or so to the price 14:27:54 bought a +13 pearl armor with MR for 3200 gold other day day for my ddee, 14:28:08 golgepapaz: longest time you've got that so cheap :) 14:28:18 dpeg: see, I think that multipliers like that are just a bad idea... hunger halving the price is ridiculous usually 14:28:37 nrook: I think you're on your own today. 14:28:47 the number is wrong there, but I don't think the concept is 14:29:01 elliptic: it would help if you would propose another concept. 14:29:21 -Tele isn't a big deal on jewellery/weapons, but that just means the multiplier should be 0.9, not 0.5 14:29:22 dpeg: sorry, I entered this discussion just to voice support for nrook's original simple suggestion 14:29:25 and I still like it 14:29:30 MUT and RAGE should really .5 the price... Hunger is much weaker, of course 14:29:31 so I don't see any reason to propose anything else 14:29:52 I asked how bad properties enter the goodness picture 14:30:12 just subtract from goodness 14:30:12 we could also just have bad properties affect goodness multiplicatively 14:30:26 nrook: true 14:30:46 Stairs you begin on not discovered until you move (https://crawl.develz.org/mantis/view.php?id=4231) by Core Xii 14:30:49 MUT and RAGE can completely devalue a randart, it'd be nice if those were so cheap you could be tempted 14:33:08 goodness is close to a multiplicative effect already 14:33:16 *Rage is completely negated by an amulet or a mutation or a god, and MUT is mainly just an interface annoyance unless it is on armour 14:33:34 -10 goodness is close-ish to 0.5 price 14:33:45 nrook: okay, so my last question on goodness is: do you want to distinguish between AC+1 and AC+6? 14:34:16 yes, I'd like to have {AC+6} have goodness equal to 6*goodness(AC+1) 14:34:23 ok 14:34:27 then we can collect numbers 14:34:39 well I'd rather have a slow increasing exponential function 14:35:16 yes, nrook's function here is linear -- unlike yesterday! 14:35:24 but anyway, we can take care of that later 14:35:33 hey, it's linear because goodness->price is quadratic 14:35:41 and taht 14:35:43 we get the quadraticness in later 14:36:04 -!- bmh has joined ##crawl-dev 14:36:06 hi 14:36:14 hello 14:36:17 The Master of the Abyss! 14:36:18 quadratic v. exponential is a dilemma, but I prefer the former (if only because it's what we did yesterday) 14:36:30 nrook: hmm? 14:36:32 nrook: quadratic is more sane here 14:36:36 dpeg: Lugonu, where? 14:36:47 dpeg: pricing? 14:36:47 bmh: prices again :) 14:37:04 exponential functions are rarely sane. 14:37:10 * dpeg is Lugonu's worldy agent. 14:37:21 Even with a small base, at some point they just explode 14:37:21 refresh my math knowledge isn't quadratic increases very fast? 14:37:33 quadratic sounds good to me, though you have to decide how to handle negative goodness... maybe just make all items with sufficiently low goodness the same (low) price 14:37:33 golgepapaz: but exponential explodes in your face 14:37:50 polynomial: x^c, exponential: c^x -- where is your constant and x is your variable 14:37:58 golgepapaz: trust dpeg, he teaches maths! 14:38:09 golgepapaz: any exponential functions (with exponent >1) outpaces any polynomial function 14:38:10 well, f does handle negatives gracefully (though they're all going to be small numbers in between 0 and 100) 14:38:31 nrook: um, sufficiently negative numbers will have really high prices 14:38:38 nrook: that's okay, I would like to add on some random fuzz in the end anyway 14:38:40 Bad items should presumably be cheaper than scrolls of rCurse 14:38:52 oh, yes, you're right, that is how quadratic functions work :) 14:39:00 unfortunately shamerook doesn't have the same ring to it 14:39:10 * dpeg hands nrook a cubic. 14:39:37 you could just say that everything with goodness less than some number gets a random price between 50 and 100 14:39:39 well okay, what i am trying to tell is difference between ac+1 and ac+6 should cost less than ac+6 to ac+11 14:39:48 yes. 14:39:51 yes, just stick another n on the end, that'll fix it :) 14:39:52 golgepapaz: that's taken into account by quadraticness 14:40:11 elliptic's solution works here 14:40:20 Do unidentified items have some randomness baked into their values? 14:40:23 I've though goodieness is linear? 14:40:31 golgepapaz: we will compute the expected price of your pearl dragon armour in the end. Fasten your seat belts already. 14:40:42 golgepapaz: yes, but price is a nonlinear function of goodness 14:40:49 golgepapaz: http://pastebin.com/tk1wF7Tx 14:41:10 -!- MarvinPA has quit [Ping timeout: 252 seconds] 14:41:34 how important is it to use that an almost mundane randart (e.g. rF AC+1) costs little more than the plain thing (rF)? 14:41:36 with regards to plusses on non-randart armour, shouldn't it be based on the value of scrolls of enchant armour? 14:41:49 I get it now for a moment I've thought ac+6 and ac+11 would compute to same goodiness my bad 14:41:51 bmh: no, I don't think so 14:42:18 dpeg: {rF AC+1} is strictly better than {rF}, {AC+1} -- so shouldn't it at least cost as much as the pair of constituent parts? 14:42:38 and yes, "Eyesight" (it turns out) is sInv 14:42:42 shoulda just grepped it earlier 14:42:50 bmh: yes, but my point is that the new randart price formula is not at all comparable with base prices 14:43:06 dpeg: if you are going to do that, I'd say the randart price formula should be made first, and then base prices changed to use the randart formula 14:43:11 dpeg: not a formula I would have written :-) 14:43:24 I'm principled in an absurd way. 14:43:25 * dpeg is tempted to just invent base prices for randart properties 14:43:27 in fairness, it's not a formula dpeg wrote either 14:43:54 blame me, blame me! 14:44:02 nrook: is this formula your doing? 14:44:07 * dpeg flames nrook. 14:44:23 I'll be back in a few hours 14:44:29 in my defense, I started with kn(n+l)/2 and solved k and l for sensible numbers 14:44:29 We can invent a base price for the hypothetical ring of rElec just fine. 14:44:44 bmh: The Abyss awaits! 14:45:10 dpeg: I'm still hoping someone else will write serialization for me. 14:45:11 I'm tempted to pull out f^-1 and throw it at every piece of jewellery 14:45:33 bmh: are you in touch with kilobyte and galehar? Can they help? 14:45:45 dpeg: I mean, I can write it, I'm just being lazy 14:46:09 In my opinion, it is much easier to invent good prices for basic stuff (what we did yesterday) and work from there, but I may be special. 14:46:30 bmh: also, your wrist! 14:46:46 -!- upsy has quit [Remote host closed the connection] 14:47:09 -!- upsy has joined ##crawl-dev 14:47:14 dpeg: it felt better after climbing 14:47:14 the more I think about commeasurating base and randart prices for jewellery, the more sympathy I have for your opinion 14:47:48 that's... that's not actually a way to use "commeasurate" in a sentence, is it? 14:48:04 ah well 14:48:13 -!- blabber has quit [Quit: leaving] 14:48:25 anyway, I think whatever formula we use should incorporate base prices. Full stop. 14:48:45 {Property1, Property2} should be strictly more valuable than {Property1} {Property2} 14:48:52 -!- bmh is now known as bmh_away 14:49:06 but that's true under both systems? 14:49:22 probably but not obvious for nrook's 14:49:33 nrook: I know the word "commensurable" but not "commeasurate" :) 14:50:14 I'm not entirely convinced it's a word to begin with now 14:50:23 the word is commensurate 14:50:53 I'm going to swear off language for today now :) 14:50:53 I don't think it is a verb though 14:50:55 What are the propsals? 14:51:05 that is a good one 14:51:07 * ghallberg is drinking coke again. Time to code some small stuff. 14:51:19 ghallberg: found the implementables? :) 14:51:36 anyway, we can just scale the formula so that 10 goodness is the price of a ring of rF+, and do goodness that way 14:51:43 auto_quaff, auto_eat & auto_read for today I think. 14:51:47 I explained mine, but it is more complicated than nrook's. Has the advantage of staying in line with base prices, though. 14:51:52 mmk 14:52:04 actually, why don't we just modify my function so it takes base prices as goodness? 14:52:17 dpeg: Sorry, noise/signal ratio is pretty bad in this discussion :( 14:52:56 there's no reason the formula has to be substantially different is rF+ has a "goodness" of 250 instead of 10 14:53:00 sum(goodness)^sum(goodness)/2? 14:53:09 nrook: well, then you need to do something to get the nonlinearity 14:53:23 -!- galehar has joined ##crawl-dev 14:53:31 something like goodness = sqrt(base price) 14:53:41 or f^-1(base price) 14:54:01 galehar: Bonsoir! 14:54:13 evening 14:54:28 ah yes, you're right 14:55:36 hmm, let me stare at this for awhile, I don't think we're getting anywhere yet 14:56:04 nrook: applying f^-1 to current base prices sounds simple enough to me, and then round to more reasonable-looking values 14:56:19 03galehar * r7de7d6522e2c 10/crawl-ref/source/exercise.cc: Increase the frequency of exercises for the fighting skill. 14:56:27 I honestly propose to use l(base price) as factor... this gives 1.77 for 3600 (0,8 slayer) and 1.35 for 500 (cTele) 14:56:29 03galehar * r53bc370a437f 10/crawl-ref/source/skills.cc: Remove the handbrake for training unknown skills. 14:56:29 03galehar * r59b96d6bb5e6 10/crawl-ref/source/ (7 files in 2 dirs): Add an in-game help for the new skill system. 14:56:29 03galehar * r9a19cb9f8b80 10/crawl-ref/settings/init.txt: Remove an obsolete entry from init.txt. 14:56:30 03galehar * rc473370b663a 10/crawl-ref/source/exercise.cc: Increase the amount of spellcasting exercises when casting. 14:56:30 03galehar * rfb9546c91c09 10/crawl-ref/source/ (skills.cc wiz-you.cc): Fix a number of bugs with skills gained and mastered skills. 14:56:42 where l = log with base 100 14:57:07 that approach would force us to invent base prices for all randart properties, of course 14:57:15 galehar: yay! 14:57:22 that approach would have no hope of being consistent with current prices 14:57:54 for rF AC+1, it would give very much what I want 14:58:11 a little more expensive than (rF) + (AC+1) 14:58:22 well, you didn't say what you were doing with this "factor" 14:58:27 are you exponentiating it? 14:59:20 suppose you have three properties, with base prices P1,P2,P3, then I propose (P1+P2+P3)*(log(P1)*log(P2)*log(P3)) 14:59:52 the "naive price" (sum of base prices) with a weight coming from combining them in a single item 15:00:44 dpeg: Pretty much the same thing I thuoght about. 15:00:50 that's a pretty strange-sounding formula, IMO 15:01:13 in particular, with only one property (not possible, but still) it would give a higher price than the base item 15:01:22 I can't wait til tomorrow when I get my new comp :D 15:01:29 Then I can compile crawl much faster! 15:01:36 why not f(f^-1(P1) + f^-1(P2) + f^-1(P3))? 15:02:08 looks less sane to me 15:02:42 a better way of explaining why I don't like the log formula is that it would make a randart +6 ring of slaying with Str+1 cost quite a lot more than a regular +6 ring of slaying 15:03:06 in my formula, giving bad randart properties base prices <100 would decrease the total price (e.g. 10 halves it) 15:04:11 seriously, I'm not sure why the price of individual properties is relevant here 15:05:52 do you actually want one 1000 property to multiply the value of every property (including itself) by 1.5? 15:07:38 and stuff like AC+4 EV+4 and AC+8 would be likely to have very different values under this sort of system 15:10:45 galehar: I'm thinking of doing the eat_last_pickup etc, wat keybindings do you suggest? 15:10:59 Okawaru gifts ammo when you're not carrying the appropriate launcher (https://crawl.develz.org/mantis/view.php?id=4232) by absolutego 15:11:22 ghallberg: when I suggested it, it was e^, q^ etc. 15:11:31 ghallberg: e^ 15:11:32 ^e is busy at least 15:11:37 but I am not so convinced anymore (both for the key and the feature itself :) 15:11:50 Mayb enot... 15:11:51 argh 15:11:56 I can't write. 15:11:57 dpeg: why? 15:12:20 -!- nrook_ has joined ##crawl-dev 15:12:27 galehar: seems to niche... but perhaps if the 'e'at menu highlights what you'd eat with ^, then it can work 15:13:09 !tell kilobyte wpnnoise states somewhere that the Singing Sword uses "noisy weapon". Is this still true? 15:13:09 dpeg: OK, I'll let kilobyte know. 15:13:14 -!- nrook has quit [Disconnected by services] 15:16:23 -!- nrook_ is now known as nrook 15:16:33 galehar: I think the help screen is still a bit verbose but better than nothing. 15:17:05 We'll polish it after I add the focus skill feature. 15:17:09 will have to have another look at it once focus is in... 15:17:16 :) 15:17:25 focus skill feature? 15:17:49 ctrl+letter to select a skill as focus. Double the weight. 15:18:07 useless to people like you who train skills one after the other :P 15:18:31 oh, that... I still think it isn't necessary, but putting it on ctrl-letter shouldn't bother people like me anyway :) 15:18:58 in auto mode, also set it to a minimum of 35% (maybe configurable). 15:19:31 there's a lot complaining on the tavern about being unable to select unknown skills. 15:19:45 but my latest commits should make learning skills a bit easier. 15:20:03 I will explain onc more: when I play my VM, I want to switch off Poison, so that not all xp sinks into this. Say I do this at Poison 6. However, I still want to train Poison a little further. Currently, I have to make sure I look at m often enough and press the key. This was not necessary before and I will be happy if it won't be necessary in the future. 15:21:07 dpeg: Same thing with Short Blades on my KoBe, it trained fast enough when it was "off" in the old mode, now it just sprints away needlessly or gets stuck. 15:21:15 dpeg: in 0.8, switching off a skill at level 6 means it barely get any training. It would gain a couple more level across a full game and that's all. 15:22:05 galehar: yes, I didn't play enough 0.8 to complain. 15:22:16 It really makes the game more cumbersome for some. 15:22:18 ghallberg: weapon skills exercise frequency could be reduced. 15:22:20 -!- elliptic_ has joined ##crawl-dev 15:22:26 ok 15:23:00 -!- elliptic has quit [Ping timeout: 252 seconds] 15:23:45 ok, I understand the problem, but I think going back to having disabled skills leak XP will not help. Many players will switch to manual just because of that. 15:24:41 galehar: yes, I realise that 15:24:52 -!- elliptic_ is now known as elliptic 15:25:19 Maybe allow putting a % cap to some skills? But how to do it in a simple and efficient way? 15:25:25 galehar: it used to be that you can play without really fiddling with skills. Will that still be true in auto? 15:25:46 Perhaps cycle between 0, 1, 2 as weights when pressing the skill letter in manual mode. 15:26:01 dpeg: that's the goal, but it will probably need some tweaking on exercises frequency 15:26:13 okay, I am happy with the goal :) 15:26:19 like I did with fighting and spellcasting. Next is weapon skills. Not sure how to handle spell schools. 15:27:14 ion: yes, having a second weight in manual mode is planned. But we're talking about auto mode here. 15:27:17 perhaps it should give more weight to spell schools depending on how high a level your spells are 15:27:47 evilmike: hmm. That's interesting. 15:27:59 evilmike: this would mean that Poison on a VM runs away even more! 15:28:06 ah, sorry 15:28:09 galehar: my thinking is, you wouldn't want auto mode assigning high weight to charms once you have haste at excellent 15:28:18 evilmike: yes, good point 15:28:46 evilmike: not sure it's the best example since in this case, you'd just disable the skill 15:29:10 well, i'm going by an assumption that auto mode should be "smart" enough that a player can just ignroe the skill screen entirely 15:29:20 and not be screwed up by weird things like getting 20 charms skill 15:29:52 evilmike: but wouldn't you have issues with charms training slowing down when you get rMsl to excellent long before haste is castable? 15:30:08 evilmike: very hard to get right... what if the players want to train further for some high (not yet present) spell? 15:30:09 or bolt of fire being at excellent meaning that you never get to fire storm? 15:30:38 yeah, thats a good point 15:31:32 the game as no way of knowing if you want to learn a higher level spell at a later time. 15:31:53 yes 15:32:24 auto mode can optimise the skills for the current known spells and slow down when everything is at excellent. You then turn on manual if you want more. 15:32:28 galehar: so is the problem that spell schools just that some types of spells get cast a lot more often than others? 15:32:45 or, it can keep raising, and you have to disable the skill when you think you have enough 15:32:47 -!- MarvinPA has joined ##crawl-dev 15:32:51 i.e., conjurations will get cast far more often than blink? 15:33:06 (unless people victory dance) 15:33:39 elliptic: yes, that's a really good point. We can treat different schools differently. 15:34:15 but all schools should get a lot of exercises if you cast a spell while the skill is unknown. 15:34:25 number and total levels of spells in various school probably says a lot about the character 15:34:34 but it is going to be complicated and will not always be right 15:35:13 dpeg: yes. I believe the solution is to address each skill differently, and try to have it train at a sane rate. 15:35:29 yes, sounds good 15:35:48 for example, weapon skills could be trained with x_chance_in_y(base_damage, 20) 15:36:04 or some other similar formula 15:36:21 I actually coded that today, but I need to test it a bit before pushing 15:38:09 what about going by base delay rather than base damage? 15:38:25 also, if conj trains slower than charms, than air should also trains slower if you cast lightning bolt rather than rmsl 15:38:46 so it depends on the spell cast, not just the school 15:38:53 it seems like slower weapons should be the ones that train faster, rather than high damage ones (while these are often the same thing, that's not always the case) 15:39:07 evilmike: why? The number of whacks you need to put down an enemy depends on damage, not speed 15:39:11 !tell Napkin when logging into cdo, the main screen says "Q)uit or P)lay ... in Trunk now!" but it actually still loads 0.8.1 (and as such, selecting zotdef doesn't work from that screen) 15:39:12 MarvinPA: OK, I'll let Napkin know. 15:40:53 the fact that "admins" get a different menu fooled me again 15:40:53 Napkin: You have 9 messages. Use !messages to read them. 15:40:55 fixed 15:41:13 aha, thanks :D 15:42:08 galehar: just that weapon skill plays a huge effect on weapon speed, and the amount of weapon skill you want to get often depends on the speed of your weapon, moreso than its damage 15:48:16 -!- MarvinPA has quit [Ping timeout: 252 seconds] 15:50:27 oxeimon the Meteorologist (L27 HECr) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 848 failed on turn 188485. (Zig:24) 15:53:02 !lm * crash -log 15:53:02 1227. oxeimon, XL27 HECr, T:188485 (milestone): http://crawl.akrasiac.org/rawdata/oxeimon/crash-oxeimon-20110707-205026.txt 15:58:55 -!- st_ has quit [] 16:00:01 Oh cool, sword of the doom knight in a D:4 Shop. 16:05:12 ghallberg: price? :) 16:05:39 7k something :P 16:06:32 -!- st_ has joined ##crawl-dev 16:08:09 -!- nrook has quit [Quit: Lost terminal] 16:10:57 chei wrath is seriously messed up 16:11:15 I don't think it is supposed to be "wrath of cursing random items occasionally" 16:11:27 but that is really all it has done 16:12:32 doesn't it slow you too? 16:12:49 it hasn't yet 16:13:10 I think the problem is that it is tension-based but still happens at random times like other wraths 16:13:30 so the vast majority of the time it happens with no monsters around so nothing interesting happens 16:14:31 it should trigger only with tension. All wrath should. 16:14:44 We should really put wraths on 0.10 agenda. 16:15:52 -!- MarvinPA has joined ##crawl-dev 16:17:48 galehar: that would enable new Lugonu, too. 16:20:43 -!- ainsophyao has joined ##crawl-dev 16:21:28 galehar: wrath needn't necessarily trigger with tension, for some gods that doesn't fit. Some wrath effects can occur all the time. But those that can decrease wrath should linked with tension, or exploration, or by killing wrath monsters which are only sent under special conditions (like open area). In fact, tension is probably the most gamable of those... but that's for later :) 16:32:21 -!- ainsophyao has quit [Remote host closed the connection] 16:36:25 elliptic: have you thought about my idea for tornado's radius? (5/4 * sqrt(t)) 16:37:02 haven't had much chance to think about tornado this week, no 16:38:16 I'll definitely think about and test tornado more this weekend 16:39:06 good 16:51:30 Scroll of Curse Weapon always auto-picks up, even after identified (https://crawl.develz.org/mantis/view.php?id=4233) by christhawk 16:58:39 galehar: yes, they were 16:59:01 mimics? 16:59:16 the patch is actually a bad joke. It just remove them. 16:59:20 ... 16:59:21 yes 16:59:32 i think it's actually a pretty funny joke, but it doesn't belong on mantis 16:59:34 should I close it? 16:59:38 we'll have to disable them again for 0.9 release 16:59:40 dpeg: yes 16:59:47 galehar: what, all of them? 16:59:59 no, the ones that were disabled for 0.8 17:00:04 and which haven't been fixed at all 17:00:07 just portals and branch staircases, i think? 17:00:10 ah 17:00:28 doors and stairs and fountains seem mostly fine 17:00:48 we'll have to do something about them for 0.10. I put something on the wiki about it. 17:01:11 fountains aren't great IMO, doors and stairs are fine 17:01:41 i guess fountains are pretty rare so you can generally assume it's a mimic, yeah 17:01:50 do door mimics still have the issue where you can recolour them? 17:01:56 oh, yeah 17:02:04 that's a pretty bad one i guess 17:02:37 https://crawl.develz.org/mantis/view.php?id=3637 17:02:41 can we have item mimics move yet please 17:02:46 their current behavior is so bad 17:03:19 they'd be better if they weren't immobile 17:03:22 yes, item mimics should be done at the same time 17:03:33 mimics... 17:03:40 Never liked em. In any game. 17:03:50 They look a bit funny in torchlight thoug.. 17:04:10 I was sold on mimics the moment I tried an escape hatch out of a Saint Roka floor and it was a red stair mimic 17:04:21 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:existing_monsters#mimic 17:04:24 anyway, i'd say doors and stairs are fine for 0.9 as long as that issue is fixed 17:04:43 RichardHawk: That IS funny :D 17:04:47 also their frequency was toned down which is nice 17:06:24 weren't elephants made rarer in trunk at some point? I've found like 4 or 5 packs on lair 6-8 in this game :| 17:07:09 Chousuke: they were made considerably rarer. 17:07:14 i think so, yeah 17:07:26 Chousuke: owevr, "4 or 5 packs" is equivalent to four elephants generated across three levels. 17:07:30 How is that unreasonable? 17:08:31 due: I guess it's fine, I'm just surprised by the sudden elephant army in one game after several with no elephants at all. 17:08:39 two death yak packs too 17:08:40 :) 17:08:50 hm 17:09:02 "randomly generated levels"? does that maybe ring a bell? ;) 17:09:48 they were rather annoying to deal with until I got a better spell than magic dart :P 17:12:34 -!- dpeg has quit [Quit: leaving] 17:20:27 Why all level 1 scale mutations have the same descriptions? 17:29:16 because you're not supposed to know which colour you got before it reaches level 2 17:30:46 I've guessed so, Although it confuses when you do the mutation lottery. 17:32:32 getting two different scale mutations with same descriptions 17:33:39 you should not get two scale mutations in any case IMHO 17:35:28 -!- ixtli has quit [Quit: Computer has gone to sleep.] 17:35:36 -!- petete has quit [Remote host closed the connection] 17:36:19 -!- petete has joined ##crawl-dev 17:36:47 yeah, I don't know why they aren't exclusive 17:39:28 new stab at tornado's balance. 17:40:09 03kilobyte * r7995add01b0d 10/crawl-ref/source/ (mon-place.cc spl-tornado.cc): Start tornado with a small radius and let it wind up. 17:40:09 03kilobyte * rd61bf44b16ac 10/crawl-ref/source/ (random.cc random.h spl-tornado.cc): Fix the rate of felling trees depending on action speed. 17:40:09 03kilobyte * rf382c5e3699f 10/crawl-ref/source/spl-tornado.cc: Make Tornado rotation smaller at partial radii. 17:40:20 03galehar * r5aaa984ec678 10/crawl-ref/source/spl-tornado.cc: Fix excessive round-off errors. 17:40:20 03galehar * r4725044c4cd5 10/crawl-ref/source/ (defines.h spl-tornado.cc): New formula for tornado's radius. 17:40:20 03galehar * r30cd1175bdad 10/crawl-ref/source/ (7 files): Add a cooldown timer for tornado. 17:40:29 nice 17:41:54 galehar: sounds good, I'll test it this weekend :) 17:42:04 ok great 17:49:08 -!- MaryPoppins is now known as Adeon 17:55:04 -!- upsy has quit [Read error: Connection reset by peer] 18:06:08 03galehar * r321fc69a4def 10/crawl-ref/source/itemname.cc: Bad scrolls are useless to troglodytes since they don't want spellcasting (#4233). 18:06:41 -!- galehar has quit [Remote host closed the connection] 18:06:53 autoexplore tracks escaping item mimics (https://crawl.develz.org/mantis/view.php?id=4234) by KoboldLord 18:07:30 -!- hoody has quit [Remote host closed the connection] 18:08:24 -!- bmh_away has quit [Quit: bmh_away] 18:13:15 -!- elliptic has quit [Ping timeout: 276 seconds] 18:17:08 -!- Pacra has joined ##crawl-dev 18:30:51 -!- ainsophyao has joined ##crawl-dev 18:37:15 !tell galehar uhm... that branch was not meant for merging, as it's ridiculous. Are you going to nerf all other spells by a factor of 10 then? Because currently Refrigeration does same damage in less than 1/5 the time, Freezing Cloud does twice, etc, and they're not level 9. 18:37:16 kilobyte: You have 2 messages. Use !messages to read them. 18:37:16 kilobyte: OK, I'll let galehar know. 18:46:38 -!- hoody has joined ##crawl-dev 18:48:41 -!- Pedjt has left ##crawl-dev 18:51:14 -!- hoody has quit [Remote host closed the connection] 19:21:40 -!- MarvinPA has quit [Ping timeout: 252 seconds] 19:21:55 -!- hoody has joined ##crawl-dev 19:23:16 -!- golgepapaz has quit [Quit: ChatZilla 0.9.87 [Firefox 4.0/20110318052756]] 19:24:48 -!- hoody has quit [Remote host closed the connection] 19:26:28 -!- syllogism- has quit [] 19:33:15 -!- hoody has joined ##crawl-dev 19:48:39 -!- edlothiol has quit [Ping timeout: 255 seconds] 19:54:50 -!- blackpenguin has quit [Ping timeout: 260 seconds] 20:03:30 -!- blackpenguin has joined ##crawl-dev 20:08:38 -!- Pacra has quit [Quit: Leaving] 20:24:57 -!- ainsophyao has quit [Remote host closed the connection] 21:22:36 -!- ixtli has joined ##crawl-dev 22:28:03 -!- jeanjacques has quit [Ping timeout: 276 seconds] 22:50:19 -!- elliptic has joined ##crawl-dev 23:16:36 -!- Twinge has quit [Read error: Connection reset by peer] 23:16:44 -!- Twinge has joined ##crawl-dev 23:43:37 Firefox 6+ and websockets (https://crawl.develz.org/mantis/view.php?id=4235) by Fyren 23:43:40 -!- elliptic has quit [Quit: Leaving]