00:00:46 Venekor (L7 HESk) ERROR in 'tileweb.cc' at line 204: Socket write error: No buffer space available (D:4) 00:00:46 -!- Wensley has quit [Ping timeout: 276 seconds] 00:04:26 Unstable branch on crawl.develz.org updated to: 0.11-a0-313-g9b69d07 (32) 00:16:08 -!- heteroy has quit [Quit: ChatZilla 0.9.88 [Firefox 3.6.27/20120216013254]] 00:20:41 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-313-g9b69d07 00:40:38 -!- mikee_ has joined ##crawl-dev 00:49:01 -!- nfogravity has quit [Quit: Leaving] 00:55:09 -!- cosh has joined ##crawl-dev 00:55:51 -!- coshx has joined ##crawl-dev 00:59:27 -!- cosh has quit [Ping timeout: 244 seconds] 01:02:10 -!- jeanjacques has joined ##crawl-dev 01:03:04 -!- MarvinPA has quit [Ping timeout: 245 seconds] 01:09:31 -!- valrus_ has quit [Remote host closed the connection] 01:24:10 anyone need a new dedicated server? https://robot.your-server.de/order/market 01:27:18 -!- bhaak_notswiss is now known as bhaak 01:34:03 -!- coshx has quit [] 01:36:47 Napkin: need, no, want, yes! :D 01:36:51 Napkin: I have my EC2 though :) 01:37:25 i'll wait a bit, maybe prices will fall more :D 01:38:03 i7-975 with 3.5tb disk and 12gb ram should be good replacement for current cdo 01:38:15 currently at 65 euro 01:38:23 *4.5tb 01:43:45 my EC2 is free :D 01:53:01 -!- bhaak has quit [Ping timeout: 240 seconds] 01:53:50 pah! 01:53:52 ;) 01:53:52 -!- Pacra has quit [Ping timeout: 276 seconds] 01:54:12 cloudy shit ;> 01:54:54 -!- syllogism has joined ##crawl-dev 01:55:03 -!- bhaak has joined ##crawl-dev 02:06:54 -!- Pacra has joined ##crawl-dev 02:07:47 -!- dtsund has quit [Quit: dtsund] 02:18:19 -!- Felyza has quit [Read error: Connection reset by peer] 02:18:20 -!- SamB_XP has quit [Read error: Connection reset by peer] 02:18:27 -!- Felyza has joined ##crawl-dev 02:19:14 -!- SamB_XP has joined ##crawl-dev 02:46:46 -!- ussdefiant has quit [Ping timeout: 248 seconds] 03:08:38 -!- Twinge has joined ##crawl-dev 03:10:00 -!- monqy has quit [Quit: hello] 03:18:52 -!- Ragdoll has joined ##crawl-dev 03:25:32 -!- evilmike has quit [Quit: something happened] 03:27:37 -!- Engwar has joined ##crawl-dev 03:28:24 Hey anyone here with macosx that can help me with terminal settings so that crawl looks good on it? 03:31:36 One of the colours needs to be changed 03:32:08 I think black 03:36:22 In the actual terminal.app settings? 03:37:21 Or in crawl 03:37:23 !rc n78291 03:37:25 Can't find rc for n78291. 03:37:34 hm 03:38:09 I can't think of anyone who has it 03:38:13 but you can change the colour settings 03:38:41 Doesn't work in the terminal settings, changing black will also fade the text 03:38:52 maybe I can dig in the rc 03:38:52 darkgrey then? I can't remember which one it is 03:38:57 It's definitely in the rc though 03:40:02 is there any help for rc editing somewhere? 03:40:20 There should be comments in the default options file 03:46:57 -!- alefury has joined ##crawl-dev 03:48:30 Engwar: are there some colors "invisible"? 03:48:54 yes 03:49:15 there's a black background and I can't see the characters on top that are black as well 03:49:36 ah, then set "Use bright colors for bold text" in the terminal settings as here: http://www.twam.info/wp-content/uploads/2011/08/text.png 03:53:47 nope, not working still. Here's a screenshot http://d.pr/3ISu 03:55:53 -!- ussdefiant has joined ##crawl-dev 03:58:06 I also tried setting colour.black = lightgray in the rc file, but without effect 03:58:22 background = white doesn't work either 03:58:52 darkgrey is the colour you can't see 03:58:54 the terminal settings look right. if your terminal is using the Basic theme it should be okay :/ 03:59:11 darkgrey? I'll give it a go 03:59:15 R18 (L24 DrTm) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (D:27) 04:01:33 i haven't set "colour.lightgray = black" in my rc and it's working with those terminal settings 04:01:50 colour.darkgrey = white fixed it 04:01:53 thanks 04:02:35 ah, darkgrey :) 04:05:15 hmm, after a quick glance at the source, darkgray _should_ be working as well. or i'm missing something and the synonym isn't working for that case 04:06:04 it's quite weird, because I think the terminal is not emulating enough colours 04:06:23 there is no destinction between white and lightgrey for example 04:06:30 *distinction 04:07:00 I think it's a known issue with Terminal for MacOSX? 04:12:53 bold black on black is a known "issue". 04:13:47 works in iTerm 04:14:11 text appears dark grey as it should 04:14:16 it's actually doing it correctly but most other terminals do show dark grey by default. but the osx terminal can show more than 16 colors, so it has a dark grey too 04:17:45 have you changed something in the terminal emulation settings? when I change to ansi the colors appear 04:18:53 Ok, declaring terminal as xterm-color fixes the colors and everything appears normal without editing the rc file 04:21:46 wow this is way faster than the tiles version... 04:22:07 ah, could to know that you also have to set xterm-color 04:27:45 -!- Engwar has quit [Quit: Page closed] 04:29:38 -!- cosh has joined ##crawl-dev 04:37:01 -!- Pacra has quit [Ping timeout: 276 seconds] 04:55:16 -!- MarvinPA has joined ##crawl-dev 05:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-304-gd590066 05:00:32 hey marvin 05:13:44 -!- bhaak is now known as kerio` 05:13:51 -!- kerio` is now known as bhaak 05:24:44 -!- ctair has quit [Quit: ChatZilla 0.9.88 [Firefox 10.0.2/20120215223356]] 05:25:16 -!- ussdefiant has quit [Ping timeout: 265 seconds] 05:36:58 <3 the repaired roguey levels 05:45:38 Keskitalo, they also no longer have extreme special rooms (in master)! 05:46:09 That's nice as well! 05:47:21 repaired? 05:47:39 i thought just doors were added? 05:49:29 Zaba fixed it a couple of versions(?) ago, it used to always(?) build another layout type on top of it. 05:49:45 half of the time, not always 05:50:23 Ach. I just don't remember seeing unmangled ones before, though that's probably just my memory playing tricks then. 05:51:56 * due extremes 06:10:47 -!- st_ has quit [Ping timeout: 252 seconds] 06:16:14 Engwar (L2 HEVM) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:1) 06:29:51 -!- cosh has quit [] 06:33:52 -!- ussdefiant has joined ##crawl-dev 06:35:55 -!- cosh has joined ##crawl-dev 06:59:52 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- IRC with a difference] 07:08:56 Synoecium (L1 OpSu) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:1) 07:40:31 Plate armor has no description. (https://crawl.develz.org/mantis/view.php?id=5377) by zasvid 07:46:26 foomla (L4 HOPr) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:3) 07:55:44 Randart body armour of Bugginess (https://crawl.develz.org/mantis/view.php?id=5378) by zasvid 08:09:36 -!- valrus has joined ##crawl-dev 08:09:37 -!- nfogravity has joined ##crawl-dev 08:10:09 -!- Pacra has joined ##crawl-dev 08:17:17 due: ossuary_due_cavern says it should be looked at once noise/stealth is redone, and it should. so far no guardian mummies have woken up on their own 08:17:36 ouch 08:17:47 i actually thought there was something in some of the pillars so i opened two of them on purpose, then looked up the vault description 08:18:17 that vault hasn't worked properly ever afaik 08:18:35 noise just doesn't go through walls 08:19:18 could drop the secret doors and put the guardian mummies into out of sight corners 08:19:22 I think the correct fix is probably to make noise go through walls (with substantial loss of volume) 08:19:36 note that the flying skulls behind glass don't do anything either 08:19:41 heh 08:19:43 maybe.. generate_awake guardian mummies should be placed there with lua once the message cell is reached? :P 08:20:06 zaba: the idea is supposed to be that there is a stealth check when passing flying skulls behind glass 08:21:00 I'm actually not sure whether noise goes through secret doors... it might, but it doesn't matter unless the player shouts for no reason or something 08:21:12 you.skill("Stealth") exists 08:21:19 but yeah, that's probably a bad idea 08:27:25 who reworked the noise system? Wasn't it Darshan? 08:27:41 yeah 08:27:49 I think it was supposed to make noise go through wall and reduce it 08:27:59 did it ever work? 08:39:05 no 08:39:15 it used to ignore walls, now it stops at walls totally 08:39:43 noise stops at walls? 08:41:22 yes, though it floodfills around corners iirc 08:44:19 is options_guide.txt updated automatically or manually? 08:44:22 build with -DDEBUG_NOISE_PROPAGATION and you'll get nice HTML visualisation of noise propagation 08:44:27 perhaps walls could have a vastly increased weight, but not block sound completely? 08:44:30 nfogravity: manually :( 08:44:37 okay just checking 08:44:56 no real way to update documentation automatically 08:45:04 kilobyte: I guess so. And it seems pretty simple to implement. Just edit noise_attenuation_millis 08:45:25 i didn't think so, i just didn't want to add an option in the code without doing it right 08:45:54 statues has 2x attenuation. Tree x3. Doors x8. 08:47:19 i'm trying to implement this visualize hp button on console. evilmike gave a suggestion, which is that you should push it once to turn it on and then any other action would turn it off 08:47:34 are there currently any bools set like that in the code? 08:47:46 maybe we should reduce door attenuation to x6 and use x8 or x10 to walls. Will do some tests. 08:49:55 nfogravity: visualize HP? Monster HP? 08:50:15 yeah, https://crawl.develz.org/mantis/view.php?id=5376 08:50:27 nfogravity: maybe crawl_state could hold such variable 08:50:50 the current implementation is really barebones 08:51:34 you hit the button, it switches a flag in _get_mons_colour and calls redraw_screen() 08:52:34 crawl_state is a very good idea 08:52:44 -!- valrus has quit [Remote host closed the connection] 08:52:46 i put the bool in options.h for want of a better spot 08:59:20 is there a command that redraws just monsters on the screen? 09:05:25 viewwindow refresh only the viewport 09:08:00 oh brilliant 09:09:04 I you shout right next to a wall, you should be heard from the other side, right? 09:09:14 what kind of wall :D 09:11:49 I don't think we want different attenuation for different types of walls 09:12:36 _A glowing angel comes into view. It is wielding a runed quick blade. 09:12:37 wtf? 09:13:02 awesome 09:13:15 is that a bug? 09:13:40 galehar: if you shout next to a wall you should be able to be heard only at adjacent-to-wall tiles, imo 09:13:48 crawl walls are presumably pretty thick 09:14:30 <|amethyst> Eronarn: angel god:zin name:glowing n_adj ; any weapon level:20 ego:holy_wrath 09:14:54 <|amethyst> (1/4 chance) 09:14:58 <|amethyst> probably should have its ego identified 09:16:04 we definitely need an arthropod race now that poison vuln is in 09:16:09 attenuation x12 for walls seem to be working ok 09:21:29 03galehar * rc58e53b4f872 10/crawl-ref/source/ (noise.h shout.cc): Walls don't completely block noise. 09:29:57 galehar: nice! 09:30:07 pretty big balance change 09:30:12 it's been no-sound-through-walls for a while now 09:30:24 -!- dpeg has quit [Quit: later] 09:31:02 is there a .11 planning page yet? 09:31:13 Eronarn: it's a bit attenuation. Only loud sounds go through and not by much. 09:31:58 there's still room for adjustment, always is. But high attenuation makes more sense than complet block, which is weird. 09:32:17 s/bit/big/ 09:32:53 does it play nice with the going around corners? 09:33:29 galehar: right, not saying it's bad... i think it should've been this way sooner, if anything 09:33:31 dpeg: over 2000 responses! 09:33:34 now loud spells will actually matter 09:33:37 because a change like that sounds like it could potentially make noise propagation take much longer to calculate 09:34:20 Ragdoll: can you give intermediary results again? 09:34:26 from what I recall of the sound code that might end up killing sound around corners because the path through the wall is shorter 09:35:04 the most basic results are here: https://crawl.develz.org/survey/statistics_user.php?sid=99834 09:35:29 what about the fancier results? 09:35:56 how fancy are we talking here? 09:36:20 that autogenerated pdf file 09:37:37 Jet (L5 HESt) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:3) 09:39:05 it is taking its time 09:41:36 i think this is fancy enough then: https://crawl.develz.org/survey/upload/surveys/99834/images/results.pdf 09:43:01 thx 09:44:03 wow, analyzing what people wrote will probably be a lot of work 09:44:24 lots of people seem to have actually answered those questions 09:46:17 yes, indeed. 09:46:56 the average age is surprisingly high 09:48:05 and itīs even being brought down by 2 year olds 09:50:46 poor ranged combat 09:54:44 20% prefer to move with mouseclick WHAT 09:59:46 its very useful 10:00:22 a lot of work that, after some filtering, tells you a lot about fields where crawl can improve 10:01:29 sure. im just surprised by the volume. some fields have 500+ answers 10:02:45 and a few even 1000+ 10:07:10 -!- kek has joined ##crawl-dev 10:16:58 -!- Pacra has quit [Ping timeout: 276 seconds] 10:25:46 anyone feel like testing out my new button? 10:28:19 -!- jeanjacques has quit [Ping timeout: 265 seconds] 10:28:47 -!- jeanjacques has joined ##crawl-dev 10:33:49 -!- alefury has quit [Remote host closed the connection] 10:35:08 i'd like to work on ranged combat next 10:35:26 howso 10:35:26 well, there's a lot of work there 10:35:34 what do you want to tackle? 10:36:14 i'm not sure, but it seems like there's a lot to do. i'm reading the brainstorm page 10:36:48 I think it would be best to start by going over the launcher/missile brands. Maybe remove some so there's no overlap. 10:37:14 i'd like to get +0 ammo totally removed from crawl in .11 10:37:19 other than for throwing 10:37:38 nfogravity: the ranged combat code is quite messy 10:37:41 the suggestion was to remove ammo enchantment completely 10:37:49 anyway, have to go 10:37:51 'later 10:37:58 nfogravity: yeah i think material works far better 10:38:00 a lot of code seems kind of messy 10:40:14 i'd like to see, when you pick up a bow: a) unlimited normal arrows b) you can pick up 'silver arrows', 'exploding arrows', 'barbed arrows', etc. as sort of a consumable powerup (counterpoint to e.g. being able to use Might to boost melee damage) c) launcher brands and enchantment work exactly like melee weaponry 10:40:58 this also works for crossbows 10:41:14 unlimited normal arrows would mean sticks to snakes would have to change 10:41:32 taco (L3 SETm) ERROR in 'tileweb.cc' at line 204: Socket write error: No buffer space available (D:1) 10:42:02 blowgun enchantment needs to matter, and no enchanting needles (also a good idea to fix the new needles still being weird) 10:42:12 slings can work like crossbows/bows 10:42:18 this leaves only throwing - which is a bit trickier 10:42:44 how are the new needles weird? 10:43:07 they weren't planned very well, maybe they've been patched since but they had very weird success rules 10:44:19 one way to handle throwing would be to just simply make it worse by not having a 'free' attack, since a) it shares a skill with slings b) no swapping to launcher needed 10:45:15 if that were done, you could have the throwing items have a limited base type... so there would still be stacks of stones and darts 10:46:07 what do you mean by a free attack 10:46:19 nfogravity: the unlimited basic attack of launchers 10:46:39 oh i see 10:47:55 throwing is the only reason i haven't made an actual proposal for this yet, i'm kind of stuck on it 10:48:00 what if 10:49:17 there was an item like "a pouch of stones," "a pouch of darts," "a quiver of arrows", that you could Quiver for use, wield for sticks to snakes, and that produced +0 ammo that never remains after firing 10:51:19 plus this would lead to the message "A small snake leaps out of your quiver!" 10:51:21 which is cool. 10:51:36 probably "slithers" but whatever 10:58:16 nfogravity: i don't think we need to worry about sticks to snakes. it works with clubs and stuff too 10:58:30 it's only a L2 spell, it's fine if it's not that good 10:58:56 haha, i don't want to nerf transmuters any more 10:59:20 if anything they need a serious buff 10:59:30 just give them some more unarmed skill, or add another spell to the book 11:00:31 tmut as a school really needs overhaul anyways 11:01:16 wrt the pouch idea... i could see that working in some game but no need to quiver it for the +0 ammo, no need to worry about s2s, and sandblast should probably stay limited use anyways 11:01:45 oh one other thing 11:02:00 make all non-large ammo mulch on hit 11:02:04 what do you mean by "working in some game" 11:02:29 nfogravity: some non-crawl game... it doesn't really fit with the way crawl handles inventory 11:02:38 that makes sense, i agree 11:05:27 i think we could also justify removing the throwability of all the non-consumables 11:05:46 nooooo 11:06:17 berserkers should be able to throw books forever 11:06:24 oh no i mean 11:06:33 the use of axes/spears/daggers as good throwing weapons 11:06:54 And set them on fire in midair 11:07:32 if it were up to me books would appear in the missiles menu if you worship trog 11:07:37 -!- blabber has joined ##crawl-dev 11:07:47 i don't feel being able to use them in that way adds much to the game... and if we make throwing more strict (only with consumables or via a sling launcher), we can add some new consumables to fill the niche between darts and javelins 11:08:26 (also, with the new skill training system, it'd be no problem to have throwing only raisable (without a sling) by consumables) 11:09:15 the current system certainly needs work, this CeHu is tedious on d:2 11:09:27 try out TOME4, that's what i'm basing my suggestions on 11:10:27 there: you equip launchers like in crawl, they're enchanted like in crawl, they have a default attack (like +0), all ammo you find on the ground (in stacks like in crawl) has further magical effects and quivering replaces the default arrows for all launcher attacks 11:10:33 it works *SO MUCH BETTER* 11:10:53 -!- Pacra has joined ##crawl-dev 11:11:18 interesting 11:12:30 does all ammo mulch in TOME? 11:17:40 yes 11:19:39 of course, there's the other mammoth part of ranged combat: the formulas 11:19:46 yeah, there is that 11:20:00 what's the best way to test stuff like that 11:20:09 write a test, or use arena 11:21:22 i don't know how to do those! where can i find out? 11:35:25 i don't know anything about using arena... and crawl doesn't really have tests 11:36:19 but for a test you'd generally try to construct a scenario (say, start a new game + load a specific map) and monitor what happens each time it's played out 11:36:26 Eronarn: unlimited ammo would make my chars 3x stronger, huge rebalancing imho. also no reason to disarm traps anymore 11:36:58 kek: well, it would occur at the same time as nerfing ranged combat damage output heavily. and the second part is a *good* thing :P 11:37:14 what really? 11:38:11 what really what 11:38:43 the formulas need reworking, but i don't think a flat nerf is a good idea 11:38:50 rangers aren't fun to play now 11:39:12 nfogravity: you can get insane damage later game with the way the formulas work 11:39:22 kill orbs of fire in a few hits 11:39:27 well idk if good, maybe neutral at best? disarming traps is a classic dungeon crawl (d&d, etc) feature. as is limited ammo 11:39:42 i've never disarmed a trap ever 11:39:53 kek: those types of traps are already being discussed for cutting 11:39:59 perhaps even the entire skill 11:40:09 they're traditional in D&D, but they really don't work well in roguelikes 11:40:59 i think it s nice now, i disarm most for extra ammo if i have the launcher. the skill could be out tho imho 11:41:26 well, if launcher ammo weren't an issue, the trap would just fire a limited number of times before breaking 11:41:29 you could disarm them for branded ammo 11:41:31 and disarming wouldn't give you anything 11:41:46 traps should fire branded ammo, clearly 11:42:06 which will be at a premium 11:42:24 i dunno about that... especially if we're talking about redoing what kind of ammo brands are available 11:43:01 clear out the enchant levels and replace with a more flexible selection of brands, right? 11:43:08 also just because it works a certain way doesn't mean it has to continue. trap disarming is bad enough when used for normal purposes, but harvesting ammo is just even more irritating 11:43:25 i dunno, i think this is interesting 11:43:33 think about wands 11:43:42 doesn t enchanted traps break consistency principle? coming from d&d background would be weird zot having the time to enchant billions of projectiles lol 11:43:53 in the late game you never want to pick up a wand of flame because it sucks 11:44:12 nfogravity: i'd like to see the arrows feel a little more like 'special' arrows, perhaps even non-magic ones 11:44:19 agreed 11:44:26 like... barbed arrow (causes bleeding) 11:45:02 my suggestion would be that bows fire +0 arrows natively and damage scales up modestly with enchantment to the bow 11:45:12 but significantly with arrow enchantment 11:45:19 -!- kek has quit [Quit: Leaving] 11:45:39 i don't think we should keep arrow enchantment at all... just have default arrows, then some special kinds, and maybe one or two special kinds give a damage boost 11:45:46 er sorry 11:45:49 arrow brand 11:46:21 that way archers would play like a long-term artificer 11:46:53 though, that's one question: should there be stronger/weaker arrow brands, like with wands? 11:47:08 perhaps the nonmagical ones are weaker and more common early 11:47:08 i'd say no, i think it should be more like spellcasting 11:47:21 but there are stronger and weaker spells :P 11:47:24 oh that is true 11:47:59 stuff like explosion is currently really powerful early game and really weak later 11:48:17 perhaps there could be some arrow brands which are really powerful later but don't even show up earlier 11:48:27 strong poison, for example 11:49:04 or chaos 11:49:06 this would completely change how you deal with centaur packs 11:49:10 perhaps even banishing 11:49:18 since they'd all probably carry a few powerful arrows 11:49:35 oh, you would definitely want to highly limit that 11:49:52 ranged enemies would be getting a huge boost by not being able to run out of basic ammo 11:50:09 not if we also nerf the damage output for unbranded ammo 11:50:17 better to make powerup ammo only show up in unique inventory, or on the floor 11:50:51 nfogravity: well, they might be weaker if you rush them, but they'd be much harder to kill if you couldn't do it without ammo milking previously 11:51:04 -!- ais523 has joined ##crawl-dev 11:51:05 mm 11:51:23 also: this would be an excellent opportunity to add new buff spells for NPCs, which give powerup ammo to allies 11:52:32 spells that would stay out of player hands? 11:53:23 i think it would be really interesting if arcane marksmen could enchant their bow like how skalds do with their melee 11:53:46 (...do skald spells work on bows?) 11:55:09 that was what the old AM did, it was pretty boring though 11:55:32 this might make it more interesting 11:55:39 the new one feels really weird to me 11:56:54 if you had a spell that could enchant your bow for a single attack of a significantly stronger brand 12:03:03 i think we could balance damage output by having damage output from skill scale up the branded component of damage much more than the unbranded component, is my point 12:05:24 plus, something like Hellfire Arrow (L9 fire/tmut) sounds incredible 12:06:26 nfogravity: as was said, old AM did it... it would work much better with default +0 though 12:06:40 when was old am removed? 12:06:42 because then the spell would just add a new option to the 'powerup' slot for the duration 12:06:48 a long time ago 12:06:55 its spells permabranded ammo, it was terrible 12:06:58 ew 12:07:27 yeah i'm suggesting VERY short duration spells that do what you say 12:07:43 i guess depending on the specific spell, you might be able to get away with it working with all arrows, not just default ones... but very spell specific anyways 12:07:52 also depends on how powerup arrows are flavored 12:08:06 this sounds really fun to me, honestly 12:08:15 i'd like to play that class 12:08:42 it'd be fun. i think it would work better with tmut though 12:08:55 agreed 12:09:09 hex = it's weird if you can't 'enchant' your 'barbed arrow' 12:09:14 as AM is now, i don't understand it 12:09:15 tmut = it makes sense you'd always want to fire plain arrows 12:09:19 exactly 12:10:01 a thing i've wanted for a while now: sticks to snakes, except instead of wielding, you fire an arrow which turns into a snake in mid flight 12:10:03 and it would be balanced around having to brand your bow before you fire 12:10:23 or possibly right after it hits 12:10:52 actually hey wait they have it on youtube 12:11:20 http://www.youtube.com/watch?v=8z_DUMmFKNU 12:11:46 are there even "!!!" messages for bows right now? 12:11:53 don't think so 12:12:09 i'd like to see them, specialized to the damage type 12:12:37 ahahha YES 12:13:17 actually they don't show it later but it just turns back into a normal snake afterwards 12:13:21 and starts hissing 12:13:31 -!- Pacra has quit [Read error: Connection reset by peer] 12:15:11 of course, there's the crossbow/arrow vs. sling thing to think of 12:15:24 feels wrong to have a spell that doesn't work with one launcher at all 12:15:29 agreed 12:15:44 i'm entirely okay with spells working for all of them, and all ammo branded 12:15:57 Was the ability to use Fire Brand etc on launchers removed with AM overhaul? 12:16:14 especially since there are some races for which slings are much more flavourful 12:16:37 Keskitalo: i think it still works 12:16:51 which is bad imo 12:18:14 one problem that was run into before is the way brands interact... if one is all 'substance' and one is all 'flavor' (e.g., steel vs. fire) it works out fine 12:18:27 Eronarn: I think the idea of unlimited basic ammo and special item ammo sounds good. 12:18:29 but keeping that distribution also limits stuff a lot 12:18:39 like not being able to have both poison launchers and poison ammo 12:18:44 i want arrows of flaming poison gdi 12:18:58 we should consider whether we want to sacrifice some flavor to be able to keep stuff consistent, or have a bunch of weird cases :/ 12:19:00 I won and enjoyed an old AM, I don't think it's unfun or so.. but that sounds like it could be better. 12:19:21 You can still keep the idea of "ammo is scarce" (or just finite) through the special ammo. 12:21:08 -!- ais523 has quit [Ping timeout: 240 seconds] 12:21:10 one idea would be to have special ammo specially named 12:21:20 and spells add brands via {} 12:21:36 yeah... also a lot more attachment to the ammo, because stuff like 'slimy arrows' is so much better than +0 arrows of slime 12:21:59 and then nessos could cast "ignite arrow" on his poisoned arrow 12:22:02 Dropping the ammo enchantment sounded good too. 12:22:07 to get poison arrow {on fire} 12:22:49 nfogravity: ignite arrow? pfft. magmarrow 12:23:07 that will be for the late-game nessos angel i implement later 12:24:17 what do we think the launcher brands should be anyways 12:24:37 right now it's... penetration, vorp, fire, cold, poison, reaping ?, elec 12:24:48 and speed 12:24:53 remove the elemental ones 12:25:09 i don't think penetration does what the name suggests 12:26:12 -!- ais523 has joined ##crawl-dev 12:26:32 an honest-to-god penetration would make vorpal scrolls prized though 12:26:52 holy, sort of 12:26:55 you can affix it at least 12:27:15 so i guess 12:27:25 nfogravity: penetration weapon brand makes it go through multiple enemies. it's brutal 12:27:31 and i think it should be an arrow property insted 12:28:19 i feel like we could cut it down to vorp, speed, evasion (forgot that one) for the launchers themselves 12:28:40 we should add more base launcher types then 12:28:41 make unrand launchers be special because they make un-special ammo become special 12:28:46 er not base 12:29:10 more types of bows, crossbows, slings 12:29:17 so that you don't go enchanting up the bow you start with 12:29:21 we should bring back hand crossbows :( 12:29:39 i don't think adding lots of types of launcher would be an improvement 12:29:43 not lots 12:29:45 i'd like to see: shortbow->bow->longbow; handcrossbow->crossbow->arbalest 12:29:49 agreed 12:29:58 that's just 3 new ones, and crossbow only having 1 is bad anyways 12:30:00 that's what i mean 12:30:08 Aren't handcrossbows supposed to be usable with a shield thuogh= 12:30:08 ? 12:30:24 and short bows too 12:30:32 that would be interesting 12:30:36 yeah, people have used bows + bucklers irl before 12:31:08 ok cool 12:31:12 Sling niche 12:31:19 god yes 12:31:57 short/hand bows can be used with bucklers but only slings with shield/large shield? 12:32:03 yes 12:32:07 Is that nicke big enough though? 12:32:13 Keskitalo: yeah, i'd limit it to just smaller shields (i don't think you should be able to use bows/crossbows with a shield/large shield at all) 12:32:24 whereas slings can work with any 12:32:39 ghallberg -- it means that anyone who uses a one-handed weapon can have ammo on switch 12:33:04 also keep in mind that sling shares a skill with throwing 12:33:07 so it doesn't need to be as good 12:33:09 this is good because it gives heavy armour + shield fighters something else to train 12:33:19 it won't be as good 12:33:39 uh, slings use slings skill 12:34:03 A random tangent, giant spores are really trivial to handle by throwing anything at it. Even with no throw skill. Thoughts? 12:34:27 give them the jelly code without telling anyone 12:36:40 um, on that note, how about making throwing comparable by making evaporate do to potions what arrow spells would do to arrows >.> 12:40:28 ooh i thought of something 12:40:33 yeah? 12:40:58 Throwable potions <3 That's never been suggested before! 12:40:59 since slings are on throwing, but so are darts/javelins, you can make slings better not by boosting raw damage but by making them access a totally different set of powerups 12:41:16 piercing ones vs. bludgeoning ones 12:41:17 [18:33:34] <+MarvinPA> uh, slings use slings skill# 12:41:27 oh, i thought they got merged! 12:41:32 that was needles and throwing 12:41:32 i guess that only ended up being blowguns 12:42:00 i guess that solves that pretty handily then, throwing can just be different from launchers 12:42:12 maybe it's time to deal with that too 12:42:40 having blowguns on throwing, but not slings, is sort of weird 12:43:24 the current use of throwing skill is curare and large rocks, right? 12:43:36 javelins are pretty good if you get enough 12:43:43 not curare 12:44:00 that doesn't use throwing skill 12:44:04 it's on blowguns 12:44:12 yep but it's weird 12:44:17 curare and poison do their own thing 12:44:18 wait anyone can use curare? 12:44:21 different from all the other needle egos 12:44:30 which is very bad imo 12:44:33 how does it work? 12:44:41 it just does if you hit, the others have checks 12:46:42 i'd like to see slings rolled into throwing, for one reason 12:46:45 ogres 12:48:35 this also provides a choice for small races -- do you want to be a kobold archer, or a kobold who uses slings and blowguns and darts? 12:49:00 add trebuchets for ogres 12:49:13 hell yes 12:49:24 oh right that is one of the resons why slings weren't merged in... apts 12:49:42 some stuff should be good at throwing but not slings, etc. 12:49:44 yes, ogres are good at throwing but bad at slings 12:50:11 ogres should be good at slings 12:51:09 when i think ogre, i think "big dude that hucks rocks" 12:51:38 well they're good at that 12:51:44 bullets are rocks! 12:51:51 they're not good at fiddly tiny weapons that launch tiny stones though 12:52:18 but great with blowguns and needles apparently 12:52:30 yes, that could do with changing somehow probably 12:52:38 i guess the questions left at this point would be like... what brands should be on each of launcher/missile, should there be new launcher types (e.g. maybe a two-handed sling), what to do about throwing if ammo for everything else is unlimited (i think leave it mostly as is) 12:52:49 MarvinPA: blowguns are actually huge 12:53:03 and having big lungs helps to use them 12:54:41 remove regular darts, make blowguns more common 12:55:20 or maybe remove darts entirely and make the throwing skill blowguns, javelins, and large rocks 12:55:41 where the niche with javelins and large rocks is that they don't mulch 12:56:19 (well, sometimes they do) 12:56:29 maybe we could keep stones in, drop basic darts, have special darts 12:56:37 have both basic and special javelins 12:57:23 it always struck me as weird, coming from diablo, that you can't melee with a javelin 13:01:58 how about -- ogres can't use hand or regular crossbows, but they can use giant crossbows that can fire javelins 13:03:13 i so want ogres to be okay, and giving them more decent ranged combat options might help a lot 13:03:42 well, large rocks already exist 13:03:51 and this would synergize with that 13:03:55 since so do javelins 13:04:26 i don't see why they need a separate throwing weapon that only they can use when there's already large rocks 13:04:46 because they're terrible 13:04:59 large rocks are not terrible 13:05:04 not large rocks 13:05:05 ogres 13:05:16 uh, not really 13:05:42 and even if they were, adding a new throwing weapon when they already have a unique and strong one wouldn't make any difference there 13:05:50 yeah probably not. this is way beside the point though 13:06:13 the question is what throwing do we leave 13:06:14 some crossbows have levers rather than triggers, and an ogre could use one of those 13:09:21 how controversial would it be to want to remove throwing melee weapons, anyway 13:11:35 i'm in favor of it - no melee with throwing, no throwing with melee 13:11:45 would be a good simplification 13:17:48 -!- rejuxst has joined ##crawl-dev 13:18:05 okay well from my perspective, crossbow bolts are more "mechanical" than bows, but arrows feel more "magical" in some stupid sense 13:18:55 i think most people would agree with that 13:19:38 so if we want to differentiate these things, i'd say that the damage from branded bolts should scale quickly, enchanted bolts not so much 13:19:45 and conversely for arrows 13:21:29 so if you want to be an AM, you roll with bows. if you want to be a hunter, go crossbows 13:22:39 what does branded/enchanted mean in that context 13:23:38 "slimy arrows" are branded, "arrow {on fire}" is enchanted, "slimy arrow {on fire}" is both 13:24:34 i'm probably using the wrong adjectives to describe this 13:24:42 ah - in that case, i'd disagree. i'd say the enchantment should do the same thing for everything it's applicable to 13:24:49 let the differentiation come in which brands show up 13:24:54 usually brand refers to the "flaming" property, etc. 13:24:55 reasonable 13:24:55 like bolts can be exploding, arrows can't 13:25:31 is there currently a name for something that has more than one brand? CAN anything? 13:25:40 material vs brand would be more consistent there (except at the moment, materials are brands) 13:25:47 nessos can has poison flame 13:26:18 are there material-type melee weapons of any kind? 13:27:15 ooh idea: there are no hollow arrows, but there are hollow bolts 13:27:21 no, and there shouldn't be 13:27:25 that you can fill with any potion 13:27:36 -!- ais523 has quit [Ping timeout: 244 seconds] 13:27:56 MarvinPA: i think extending material to 'shape' of the arrow would help 13:28:00 like barbed arrows 13:29:20 question of where to put stuff like fire/frost though... do those really make interesting launchers? 13:29:29 those become spells 13:29:45 well at the moment definitely not because vorpal is always best anyway 13:30:15 they shouldn't be on launchers in this change except as unrandarts 13:30:21 nfogravity: well, can't necessarily make them spells that easily, because then magic archers end up much better than nonmagic, if it stacks 13:31:33 is that surprising? being a magic archer takes a lot more skill commitment 13:33:13 and if this is inherently a tmut thing, that's pretty balanced since the most powerful transmutations that exist don't play well with ranged attacks anyway 13:34:04 enigmoo (L27 NaTm) (Zot:5) 13:34:32 (also, archery -> blade hands sounds kickass) 13:36:25 -!- dtsund has joined ##crawl-dev 13:37:26 nfogravity: it doesn't take a lot more skill requirement unless you make them very high level spells 13:37:37 casting, say, a L4 spell is rather easy 13:40:19 well here's a balance recommendation then 13:40:28 -!- ussdefiant has quit [Ping timeout: 245 seconds] 13:41:27 when you cast the spell, you can either cast it on your quiver (of infinite +0 arrows) or on a shaped arrow 13:42:10 so if you want your poisonous arrows on fire, that's fine, but it massively slows down your firing rate 13:42:44 nfogravity: if none of the arrow brands directly boost damage, and the spells just let you get the benefit of a brand while firing normal arrows, this would mean that training magic is more of a perk than an efficiency boost 13:42:49 which would make it suitable 13:43:25 it's like the people who want to be able to cast fire brand on their gloves, it's not that it couldn't be coded but that it would be a straight buff to magic-using unarmed characters 13:43:52 more subtle effects are okay 13:44:36 basically it's a really powerful effect to do '+5 damage' or whatever on all arrows, even if you have to spend a turn to cast it 13:44:42 because of the way crawl's combat system works 13:44:43 -!- ais523 has joined ##crawl-dev 13:44:52 mmm. so the spells would be like "ignite quiver" 13:45:28 flame is a damage buff, so not really 13:46:27 basically the only way to increase damage should be: skill, launcher enchant, launcher brand, primary effect of perhaps not even one ammo type, secondary effect (e.g., bleeding) of a few ammo types 13:46:39 this would simplify balance immensely 13:47:37 -!- Pacra has joined ##crawl-dev 13:48:28 so by "launcher brand" you mean that any arrow fired from it gets that, or just the base arrows? 13:48:46 any 13:48:54 whereas the spells would only be base arrows 13:49:11 okay 13:49:36 so nessos is special, in this scenario, because he has an unrandart bow of flaming 13:49:47 (which usually doesn't drop) 13:50:12 well, it depends where we stick poison and flame 13:50:21 i think 'poisoned arrow' is a perfectly fine special arrow type 13:50:32 yeah 13:51:19 flaming might be an acceptable launcher... or we might want to drop it in favor of being an ammo type only 13:51:46 i like the idea of brands being magical and ammo types being mechanical 13:51:47 in which case nessos would just get a normal bow with special arrows that are both fire and poison, if we even cared enough to preserve it 13:52:25 i would like nessos to be consistent, and for it to be possible for a player to do what he does under special circumstances 13:52:39 i might do a separation where the arrow type is what kind of arrow it is, and a launcher affects how it's fired 13:53:02 so arrows could be a different material, a different shape, or have weird properties based around their construction (like passing through things they hit) 13:53:14 and a launcher is what makes it on fire, or fires it at high speed 13:54:00 i guess think of it like the launcher 'charging' the arrow 13:54:20 this makes sense for the elements, vorpal, speed 13:54:58 i wish we'd get rid of vorpal already :P 13:55:01 it's awful and boring 13:56:02 -!- ussdefiant has joined ##crawl-dev 13:57:09 -!- rejuxst has left ##crawl-dev 13:58:21 so we could add arrows that up damage significantly, but they'd be magical and ignore any magical-type brands from the launcher 13:59:00 i don't think that's a good idea, better to make it very simple 13:59:23 it's already going to be hard to communicate what different kinds of arrows do 13:59:26 if it's simple then i don't think launchers should get ANY brands except speed 14:00:18 well, the game has both, and people like having both be able to be magical in different ways 14:00:49 right -- the ammo is magical 14:00:51 not the launcher 14:00:57 what makes the most sense to me as a separation is that the launcher is the damage (parallel to a weapon), but the ammo lets you leverage the damage (extra effects, hit multiple targets, etc.) 14:01:23 i dunno, i think of rangers as being very bursty in their damage 14:02:01 not sure what you mean by that 14:02:26 having very limited ammo that ups damage significantly 14:02:47 or using a very powerful spell that ups the damage of a single otherwise-unmodified aroow 14:03:06 there's definitely room for a few kinds of ammo that boost damage, but it shouldn't be something you have enough of even for every tough fight 14:03:16 definitely 14:03:35 a stack of, say, 30 +damage arrows is really the equivalent of a potion of might or something 14:03:42 if the damage boost is reasonable enough 14:03:44 yes that would be psychotic 14:03:52 i'm thinking of them like wands 14:04:45 if you're lucky you get a few charges of lightning bolt early, but if you put energy into it you can cast lightning bolt later 14:05:06 the difference is that casting lightning bolt still requires MP and food later on 14:05:12 so would this 14:05:25 not to the same degree, unless you made it require a new cast for every single arrow 14:05:31 in which case it's just a conjuration that requires a bow 14:05:50 and whose damage is upped by your skill in bows 14:06:18 that is what i'm suggesting 14:06:23 if it's stronger than a normal bow attack there's going to be a point at which it's better to learn how to do magic, even if you have no magic skill at all, than to learn any more bow skill 14:06:27 due to the way crawl skills work 14:06:33 there is pretty much no way around that 14:07:06 the reason this doesn't happen with melee is that we don't have melee spells that directly buff damage - they give you a brand (which you already have past a certain point) 14:07:21 the exception is tmut with unarmed, but that has plenty of caveats 14:07:22 well what if that was special-cased to just one high-level spell 14:08:11 that would be better, sure... it would effectively be a high level spell requiring two skills (bows and tmut) 14:08:35 there's nothing wrong with a spell like that - a conjuration replacement - but you don't want it to be something cast all the time like low level conj spells are 14:09:38 -!- GrimmSweeper has quit [Ping timeout: 245 seconds] 14:09:42 i think that would give transmuters more versatility 14:09:48 -!- GrimmSweeper has joined ##crawl-dev 14:09:55 which is good because i really don't like how tr plays right now, personally 14:10:00 also, it's good if you don't want to cast the spell with every attack... like an arrow that does 5% extra damage, normally not worth the MP 14:10:03 but also it pins them 14:10:21 i have some plans for tmut for .11, have to see if i can make it work though 14:11:00 oh interesting, i like that 14:11:17 er, i could be more clear: it wouldn't be worth having a spell to pin, or a spell to boost damage, but together they'd be a spell you might want to cast at the start of some combats 14:11:31 i think it would be worth having a spell to pin 14:11:52 that's a powerful escape option on a ranged weapon 14:12:30 or a spell that grants knockback for a bit 14:13:11 knockbacks would be a great thing for a spell... have it be an ammo type, perhaps, but also there's (say) air/tmut spell that lets you imbue normal arrows with it 14:13:11 which would let you get in a few more hits against a dangerous opponent 14:14:21 i'd special-case it so that the ammo type only goes on sling bullets if it's for flavour 14:15:08 that would be good, actually... knockback ammo on slings; spell to turn any projectile into a blast of compressed air (still knockback but different flavor now ) 14:15:51 so the ranged transmutations would add secondary effects, whereas melee transmutations add survivability 14:16:28 and you could be a decent archer who then transforms into a fucking dragon when enemies get close 14:16:33 melee tmut is in a weird place because right now almost all the forms dramatically affect how you go about meleeing 14:16:59 but yeah, ranged tmut seems to work better if it integrates a bit better with normal archery, rather than being a total replacement 14:17:45 yeah, that sounds reasonable 14:18:09 i think probably 3 spells is enough for something like this... a high level one that's single use, a low level one that provides a minor effect (starting book), maybe a mid level one that could be either 14:18:28 and maybe one or two new support spells that fit a tmut-y type 14:18:51 i think knockback is a very good one 14:18:51 like: a tmut keen eyesight spell, which is sinv and +acc 14:19:05 for low-level 14:19:18 knockback is a very powerful effect 14:19:26 ah that is true 14:19:27 on ranged, anyways 14:19:37 being able to make barbed arrows would be a suitable low level effect 14:19:48 -!- st_ has joined ##crawl-dev 14:19:52 compare to, say, beastly appendage... L1 spells are for beginners, they only need to have marginal effects 14:19:57 yeah 14:20:17 barbed arrows would do damage twice, or something like that? 14:20:29 bleeding status effect 14:20:34 oh right 14:21:03 barbed, knockback, hellfire? 14:21:36 hellfire might be a bit iffy because currently no player casting spells do it, and also it'd be fire/tmut + bows 14:21:43 the first two definitely have potential though 14:22:18 can you think of something that's pure tmut-flavored but would require a lot of skill? 14:22:53 split an arrow into many copies 14:23:06 yes, that is exactly what hit me too 14:23:21 arrow storm 14:23:31 maybe launch an arrow and turn it into something super dense when it's already in flight at high speed 14:23:44 i want arrow storm 14:23:45 'Neutronium Arrow' 14:24:01 (and also that) 14:24:49 maybe some kind of parasitic arrow 14:25:00 when it hits its target it comes alive and burrows 14:26:08 penetrating brand is another one that could work - already coded, and passwall is earth/tmut 14:26:20 that'd be a good candidate for a single-shot arrow 14:27:24 gonna watch another ep of fringe now, but maybe get some of this stuff on the wiki? t's something i'd very much like to see in .11 and there's definitely enough to go on 14:28:04 yeah, lemme add this. i'm totally willing to code it, given some time 14:29:59 -!- blabber has quit [Quit: leaving] 14:42:45 -!- blabber has joined ##crawl-dev 15:08:27 IOOD is fun, perhaps there could be a slow-moving ammo type. 15:09:10 yes O.o 15:09:14 bullet time 15:12:07 why was evaporate removed, exactly? the tedium, or because it was overpowered? 15:17:45 it wasn't removed, stalkers still get it 15:17:53 it's definitely being targeted for changes though 15:17:55 that's weird 15:18:25 there are some good proposals about being able to make bottles of compressed gas that you throw 15:19:29 i think that AM should be bow-only, and the spells should affect *arrows* 15:19:41 that way we can make bolt brands more powerful 15:19:52 and add farily common hollow bolts that can be filled with potions 15:21:03 also, crossbows 15:21:05 this is the best idea 15:21:10 should be able to fire wands 15:21:45 filling bolts with potions is way too fiddly 15:21:53 what about firing wands :D 15:22:01 however, a proposal i made earlier is a spell that makes magical ammo out of ice, using a potion 15:22:18 this would be a good counterpart to new-evap, which would make magical throwable vials of gas, using a potion 15:22:57 firing wands is just a silly idea, that's like a slash'em thing 15:23:29 not sure how you'd distinguish the bow vs crossbow buff spells, i don't necessarily see a reason to make that distinction 15:23:31 i think it shouldn't be a spell. i really want hunters to be viable non-spellcasting crossbow users 15:23:52 crossbows are already viable without spells 15:24:05 very much so 15:24:09 they're BORING though 15:25:02 that's not the same as unviable 15:25:14 and making them fiddly and complicated doesn't sound like a great approach either 15:26:18 i think ranged combat primarily just needs some streamlining (ammo management is a pain) and balance adjustments before anything else 15:26:46 that's fine, i'm also okay with lowering the base damage of bolts and having a small number of branded bolts for emergencies 15:28:34 i think a good start would be making launchers fireable without ammo, never generate +0 ammo, and make all ammo automulch 15:28:37 those should be doable in an afternoon 15:28:55 and it'd give a very good way to test how it would work 15:31:46 just removing ammo enchantment is the other idea i saw that sounds good 15:32:45 simpler, gets rid of lots of the silliness and shouldn't have as many knock-on effects 15:33:06 as many what 15:38:11 MarvinPA: if we're removing enchantment we may as well remove +0 arrows too, they're only relevant early game 15:38:18 and with the new skill system they don't matter for training 15:43:07 -!- heteroy has joined ##crawl-dev 15:44:40 -!- kek has joined ##crawl-dev 15:49:52 can we also get rid of scrolls of uselessness? 15:50:14 or does not everyone start with spellcasting available to them? 15:50:23 (if not everyone does, why do berserkers?) 15:51:11 -!- jeanjacques has quit [Ping timeout: 265 seconds] 15:51:24 scrolls have nothing to do with spellcasting currently 15:53:51 Eronarn, https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:combat:rc&#ranged_overhaul_for_11 16:06:48 scroll of random uselessness has saved my life. 16:08:23 Also, has it gone unnoticed that when a trap runs out of ammunition it's tile gets revealed on the minimap if the character hasn't seen the area of the map where the trap is located? 16:29:59 -!- ctair has joined ##crawl-dev 16:30:56 -!- ussdefiant has quit [Ping timeout: 260 seconds] 16:34:16 -!- nfogravity has quit [Quit: Leaving] 16:38:21 -!- Ragdoll has quit [Read error: Connection reset by peer] 16:45:59 -!- GrimmSweeper has quit [Ping timeout: 245 seconds] 16:48:29 -!- GrimmSweeper has joined ##crawl-dev 16:55:24 DonAves (L2 OpSt) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:1) 16:56:09 -!- ussdefiant has joined ##crawl-dev 17:03:18 -!- blabber has quit [Quit: leaving] 17:08:48 -!- monqy has joined ##crawl-dev 17:09:16 -!- blabber has joined ##crawl-dev 17:11:08 -!- ZChris13 has joined ##crawl-dev 17:15:20 -!- kek has quit [Quit: Leaving] 17:17:35 Victorlustly (L2 HEWz) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:1) 17:22:00 -!- ais523 has quit [Remote host closed the connection] 17:26:35 O_o 17:42:13 -!- GrimmSweeper has quit [Ping timeout: 276 seconds] 17:48:07 -!- Pacra has left ##crawl-dev 17:58:15 -!- GrimmSweeper has joined ##crawl-dev 18:06:12 -!- HangedMan has joined ##crawl-dev 18:25:05 -!- GrimmSweeper has quit [Read error: Connection reset by peer] 18:27:25 -!- syllogism has quit [] 18:29:58 -!- GrimmSweeper has joined ##crawl-dev 18:40:08 -!- blabber has quit [Quit: leaving] 18:40:54 Poison magic school (https://crawl.develz.org/mantis/view.php?id=5379) by rythmsurfer 18:42:36 -!- alefury has joined ##crawl-dev 18:44:19 -!- ctair has quit [Ping timeout: 245 seconds] 18:47:19 -!- ctair has joined ##crawl-dev 18:59:36 03kilobyte * rf0507e938403 10/crawl-ref/source/dat/des/portals/bazaar.des: Use abandoned shops rather than stone arches in a couple bazaar maps. 19:01:05 !tell galehar looking at certain vaults, I wonder if perhaps walls of different type should have different sound attenuation. Like, waking the Elf:5 vault from the side is abusable. 19:01:06 kilobyte: OK, I'll let galehar know. 19:03:01 ' 19:06:22 I was wondering how well that sound change works out 19:14:19 im wondering if it actually works correctly, because it sounds like something that would be really easy to mess up 19:14:51 if the original code assumes walls completely blocking sound 19:15:09 alefury: the ossuary? 19:15:31 alefury: there's a cript that should, in theory, map sound and provide a visual representation of it 19:15:53 there's a build option to dump sound maps 19:17:13 -!- medgno has joined ##crawl-dev 19:17:46 i dont mean the ossuary, i mean sound in general 19:18:25 allowing sound to go through walls should either hugely increase calculation time, or mess up hearing stuff around corners 19:18:46 depending on how sound propagation is implemented 19:20:32 unless it was done really well 19:21:37 but it looks like noise attenuation of walls was actually finite before 19:21:55 so unless the value assigned to walls was special-cased, it's probably actually okay 19:22:04 (unless it was already broken before) 19:23:12 it probably was :) that code is a bit scary. 19:23:34 and anecdotally there have been bugs with noise since it went in 19:29:57 -!- nfogravity has joined ##crawl-dev 19:30:14 hey, question: trog berserk costs 200 food to evoke, while an amulet of rage costs none 19:30:17 why is that? 19:37:41 amulet of rage needs substantial investment in Evocations, Trog is free 19:42:58 -!- alefury has quit [Remote host closed the connection] 19:51:56 -!- blabber has joined ##crawl-dev 20:01:14 -!- blabber has quit [Quit: leaving] 20:06:30 03kilobyte * r80710bc4021a 10/crawl-ref/source/ (enum.h food.cc main.cc potion.cc wiz-you.cc): Double the mp gain from ambrosia, make it slowly trickle in. 20:06:31 03kilobyte * rf99314e7c411 10/crawl-ref/source/main.cc: Hunger ghouls down to 0 food rather than 37-39. 20:26:18 -!- umrain has joined ##crawl-dev 20:27:34 Monster death prior to asking for attribute increase (https://crawl.develz.org/mantis/view.php?id=5380) by simon1tan 20:32:27 -!- ZChris13 has quit [Quit: ChatZilla 0.9.88 [Firefox 10.0.2/20120215223356]] 20:36:22 giving points for branch entering is making me <> through the hells despite that I'm not going to visit them any time soon 20:36:25 this seems silly 20:43:19 not abusable more than once, and affects only people capable of a minimal but not full win... but still a bit silly, yeah 20:43:54 won't do you any good if you're going to do a 15-runer later 20:44:15 well if you manage to stupidly die before it 20:44:47 I mean, you get these points only once during the tourney 20:45:14 *shrug* 20:45:47 you have a point, it just doesn't have a big effect 21:04:31 -!- cosh has quit [Ping timeout: 260 seconds] 21:08:16 -!- mikee_ has joined ##crawl-dev 21:42:35 -!- mikee_ has quit [Read error: Connection reset by peer] 21:44:49 -!- capablanca has joined ##crawl-dev 21:44:59 -!- capablanca is now known as mikee_ 21:45:00 03kilobyte * rc53482093a56 10/crawl-ref/source/ouch.cc: Fix ghosts not being created if logging of wizard games is on. 21:45:12 03kilobyte * rc7f59202aa02 10/crawl-ref/source/ (actor.cc files.cc hiscores.cc): Don't use perror(). 21:58:47 -!- HangedMan is now known as GreatOrbOfEyes 22:12:06 -!- GrimmSweeper has quit [Ping timeout: 248 seconds] 22:12:25 -!- medgno has quit [Quit: Quitting] 22:13:36 -!- GrimmSweeper has joined ##crawl-dev 22:17:26 -!- GreatOrbOfEyes has quit [Ping timeout: 260 seconds] 22:20:44 -!- valrus_ has joined ##crawl-dev 22:22:13 -!- HangedMan has joined ##crawl-dev 22:32:18 -!- DaneiTWO has quit [Ping timeout: 260 seconds] 22:39:38 -!- Danei has joined ##crawl-dev 22:56:27 huh, my friend just crashed on CAO 22:56:29 looks really bad 22:56:58 he can't load his save 22:57:27 apparently some people are dying on cao *after* crashing 22:57:47 the seems very important 22:58:15 he was an mibe with like 160 hp, i doubt he got one-shot 22:59:24 write error while saving: No space left on device 23:00:24 apparently somebody managed to have a crash after a save and going up stairs, crash, and then get ctrl-[somedirection] over and over again stuck as input until the character died 23:00:33 more than one person 23:00:50 oh right, the ddam that starved 23:04:47 did nobody nickbeep rax yet? that seems like a sensible plan :P 23:06:08 rax: apparently games on cao are all crashing and people can't start new ones either 23:06:59 no idea who else has cao access, maybe greensnark 23:07:32 anyway i should sleep 23:22:06 -!- HangedMan has quit [Ping timeout: 245 seconds] 23:30:22 Volcano: exitting a volcano crash/bug/wtf? (https://crawl.develz.org/mantis/view.php?id=5381) by alangelov 23:32:34 -!- nfogravity has quit [Ping timeout: 276 seconds] 23:42:56 -!- ussdefiant has quit [Ping timeout: 244 seconds] 23:44:27 -!- valrus_ has quit [Remote host closed the connection] 23:46:52 looks like ctrl-j specifically