00:25:48 -!- ZChris13 has quit [Remote host closed the connection] 00:36:14 -!- st_ has quit [Ping timeout: 260 seconds] 00:54:26 -!- ainsophyao has quit [Remote host closed the connection] 00:57:49 -!- dtsund has quit [Quit: dtsund] 01:03:46 Unstable branch on crawl.develz.org updated to: 0.11-a0-695-g65dd86f (32) 01:17:54 -!- mikee_ has quit [Read error: Connection reset by peer] 01:20:16 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-695-g65dd86f 01:38:13 Two entry maps (https://crawl.develz.org/mantis/view.php?id=5478) by kofrad 01:41:48 <|amethyst> 'monster' is segfaulting on wiglaf 01:41:54 Error calling monster-trunk: 01:41:54 <|amethyst> %??wiglaf 01:41:57 <|amethyst> @??wiglaf 01:42:55 <|amethyst> in SQL_DBM::init_query() while it's trying to make a random artefact name 01:43:18 Maxwell's Patent Armour not showing up in the starting area of Sprint V (https://crawl.develz.org/mantis/view.php?id=5479) by pivotal 01:45:57 -!- ainsophyao has joined ##crawl-dev 02:01:06 -!- ketsa has joined ##crawl-dev 02:07:36 -!- MarvinPA has quit [Ping timeout: 244 seconds] 02:09:17 03evilmike * r0c6cb346eae5 10/crawl-ref/source/dat/des/altar/overflow.des: Remove demonic crawler from demons_altar. 02:09:27 03evilmike * r6e8b518ab4eb 10/crawl-ref/source/dat/des/sprint/sprint_v.des: Zig sprint tweak. 02:22:07 03nick.cardullo * r6d26b9cdaffc 10/crawl-ref/source/dat/des/entry/simple.des: Added new entry map "ncdulo_lavacross" 02:22:13 03nick.cardullo * r279a116f802c 10/crawl-ref/source/dat/des/entry/simple.des: Added new entry map "ncdulo_wetmaze" 02:22:23 03evilmike * r6c7fc185d637 10/crawl-ref/source/dat/des/entry/simple.des: Some edits to ncdulo's entry vaults. 02:24:01 <|amethyst> looking for suggestions on how to fix monster. If _place_monster_aux() and give_monster_item() give the monster a randart, there will be a crash trying to name it because the db is not initialized 02:24:12 <|amethyst> but I'd rather not have to initialize the DB on every call to monster 02:26:47 <|amethyst> !tell kilobyte a new version of monster-trunk is at http://s-z.org/neil/git/monster-trunk.git/ . It adds AF_ENSNARE and fixes a compilation problem caused by the monster_type changes 02:26:47 |amethyst: OK, I'll let kilobyte know. 02:27:27 <|amethyst> !tell kilobyte it (and earlier versions) crashes on wiglaf or any other monster to whom it tries to give a randart 02:27:28 |amethyst: OK, I'll let kilobyte know. 02:44:05 -!- Pingas has joined ##crawl-dev 02:55:22 -!- syllogism has joined ##crawl-dev 02:56:33 -!- casmith789 has joined ##crawl-dev 02:59:37 |amethyst: What are you doing with monsters? 03:30:59 Yes, yes, yes, yes. 03:30:59 Pingas: You have 1 message. Use !messages to read it. 03:31:07 !messages 03:31:07 (1/1) Napkin said (8h 57m 57s ago): done :) 03:31:29 Thanks, Napkin. I was able to resume the game, even with the bug present. 03:31:31 -!- syllogism- has joined ##crawl-dev 03:31:36 great 03:31:37 Napkin: You have 11 messages. Use !messages to read them. 03:31:41 what did you need to do? 03:31:44 Just had to press "esc". 03:31:48 arg! 03:31:54 Apparently there was an invisible "more". 03:31:57 was there a info box or something? 03:32:01 ahhh 03:32:02 Nothing visible. 03:32:06 So it was still a bug. 03:32:08 well, great it works :) 03:32:10 Yeah. :D 03:32:11 03evilmike * rad6a0126a8e3 10/crawl-ref/source/dat/des/branches/ (spider.des vaults.des): More vaults. (HangedMan) 03:32:11 03evilmike * r7a0fba068c94 10/crawl-ref/source/dat/des/branches/spider.des: Some vaults featuring an orcish mining accident. (nicolae) 03:32:11 03evilmike * r0e8c877f7ea8 10/crawl-ref/source/dat/des/branches/spider.des: Change a 0 to an O. 03:32:12 So thanks. 03:32:14 and good to know :) 03:32:30 you're welcome, np 03:33:43 -!- syllogism has quit [Ping timeout: 264 seconds] 04:05:47 -!- evilmike has quit [Read error: Connection reset by peer] 04:11:43 -!- FaMott has quit [Ping timeout: 252 seconds] 04:12:29 -!- alefury has joined ##crawl-dev 04:23:18 !tell Wensley the readable equivalent of !(!a && b) is a || !b 04:23:19 galehar: OK, I'll let Wensley know. 04:46:23 -!- absolutego has joined ##crawl-dev 04:46:45 Jiyva is highly abusable in zigsprint due to the loot room. Nemelex a bit too. 04:46:57 kilobyte: you around? 04:47:00 How about moving the altars to a second rooms? 04:47:29 destroy the loot when leaving the first room 04:48:57 absolutego: meow? 04:48:57 kilobyte: You have 2 messages. Use !messages to read them. 04:49:20 i just got a d:3 MDA off a vanilla orc. could have something to do with your commit from yesterday? 04:49:21 galehar: or better, nuke the entire level every time you move forward, and place the new vault 04:49:49 absolutego: you can get a GDA on d:1, too 04:50:02 best chances if you're an octopode, felid or draconian 04:50:18 ??gold dragon armour[2] 04:50:19 gold dragon armour[2/2]: The chance of any particular randomly generated armour on D:1 being GDA is about 0.00873%. 04:50:33 i know, i know, it just seemed highly coincidental :) 04:52:38 bugs happen, and I in particular have a special talent in creating new ones, but looks like all the uniques who can get a MDA have a proper break before and after 04:53:28 alright, it was the first time it happened, so i figured i'd drop you a line 04:58:45 only artefacts have a hard cut-off 05:21:35 @??jumping spider 05:21:35 jumping spider (12s) | Speed: 15 | HD: 8 | Health: 30-58 | AC/EV: 6/12 | Damage: 2016(ensnare), 504(medium poison) | Flags: sense invisible, web sense, !sil | Res: 06magic(32) | Vul: 09poison | Chunks: 09poison+07contam | XP: 327 | Sp: blink close, blink away. 05:21:49 |amethyst: looks like it works! 05:41:36 can ensnare maybe not be white? 05:42:04 im pretty sure im not the only one using it as background color 05:42:50 eh, so your IRC client fails to show that? 05:45:26 yes 05:45:46 chatzilla managed to become non-horrible, but its far from good 05:46:11 and its whats installed here (also its what i use at home due to failing to find something i like more so far. should really look at kvirc) 05:47:30 -!- ainsophyao has quit [Remote host closed the connection] 05:49:04 why is it 20 ensnare, 5 medium poison? that doesn't really make sense 06:00:06 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-703-g0e8c877 06:17:26 -!- edlothiol has joined ##crawl-dev 06:21:38 -!- edlothiol has quit [Ping timeout: 252 seconds] 06:27:32 -!- monqy has quit [Quit: hello] 06:36:21 03kilobyte * rb915d6e6934a 10/crawl-ref/source/monster.cc: Forbid monsters with arcane spells from picking up -CAST armour. 06:36:31 03kilobyte * r2debecaf7e4e 10/crawl-ref/source/decks.cc: Put references to removed cards in #ifdefs. 06:46:26 -!- st__ has joined ##crawl-dev 06:52:14 03galehar * r90f55f567fb8 10/crawl-ref/source/mon-place.cc: Only fill the zombifiable vector the first time in pick_random_zombie(). 07:00:08 -!- MarvinPA has joined ##crawl-dev 07:06:25 -!- wensley has joined ##crawl-dev 07:06:33 boop 07:06:34 wensley: You have 5 messages. Use !messages to read them. 07:06:41 -!- wensley is now known as Wensley 07:09:06 |amethyst: in retrospect I like the idea of adding a new parameter to those functions, the problem is that at the start I had no idea what functions were important and even right now I have no idea how many more functions I would need to add it to 07:13:49 !tell galehar !(!a && b) === a || !b but my mindset was that !a && b was an "applicability clause" that you could then negate if you want the opposite 07:13:49 Wensley: OK, I'll let galehar know. 07:25:35 |amethyst: still not sure whether I want to suppress evokable blink etc. entirely or give a big penalty to evocation success. also, unrands will all need to be special-cased probably 07:30:48 -!- edlothiol has joined ##crawl-dev 07:30:54 I do still sort of feel like the check for suppression should happen at the sites where effects are calculated rather than in the functions for which items are equipped based on a passed-in parameter 07:31:46 mostly just for clarity of expressing what is happening 07:32:08 and also because I still don't know how many functions I'd have to modify in this way 07:33:10 |amethyst: I think a compromise that might satisfy both of us would be to refactor the code to get rid of all instances of "apply an effect iff this amulet is equipped" in favor of "apply an effect if the player has this effect" 07:34:08 this does happen in most places, there's just a few ones that nobody ever bothered to move into explicit "check if this effect is applicable" functions 07:34:35 constrast how you check for clarity with player_mental_clarity and how you check for stasis with wearing_amulet(AMULET_STASIS) 07:35:29 in the former case, the check for you.suppressed happens inside the function 07:35:53 I'll probably make a bunch of functions to make the remainder of the wearing_amulet cases work similarly 07:36:10 should reduce a lot of code duplication and make things a lot clearer 07:37:20 -!- edlothiol has quit [Ping timeout: 246 seconds] 07:42:29 -!- ainsophyao has joined ##crawl-dev 07:42:39 -!- ainsophyao has quit [Remote host closed the connection] 07:49:14 wearing_amulet() really shouldn't do anything except what its name implies 07:59:31 true 07:59:31 galehar: You have 1 message. Use !messages to read it. 07:59:47 Wensley: seems like a good occasion to refactor and clarify some code 07:59:50 !messages 07:59:51 (1/1) Wensley said (46m 4s ago): !(!a && b) === a || !b but my mindset was that !a && b was an "applicability clause" that you could then negate if you want the opposite 08:02:05 -!- valrus_ has joined ##crawl-dev 08:07:29 kilobyte: right, my intent is to replace all occurrences of wearing_amulet(AMULET_STASIS) with something like player_stasis(), where both the check for suppression and the check for wearing the amulet happen inside that function 08:08:01 this way we could also have a single place you'd need to modify if you wanted a new source of stasis 08:08:49 exactly what I had in mind, yeah 08:08:59 just like player_mental_clarity() and so on 08:09:40 -!- absolutego has quit [Quit: leaving] 08:15:43 Wensley: good idea 08:16:22 the same thing could be done for other amulets. rCorr comes to mind. 08:16:47 -!- Ragdoll has joined ##crawl-dev 08:17:07 yes, there are quite a few places that conflate "wearing an amulet" with "you have this effect" 08:17:27 Wensley: regarding increasing the number of spiders, it turns out it would need to be balanced by an HD reduction. Spider is already high XP wise compared to other Lair branches 08:17:44 ah I forgot about xp from hd 08:18:03 I realize that my insistence that spider be a swarm branch is controversial 08:18:32 really the only important aspects are "lots of things with low hp that actually pose a threat to you in large numbers" 08:19:39 and aside from that food vault and perhaps sprint 1 I really don't think many vaults use spiders, so it shouldn't be a big problem to tweak them a lot 08:20:24 Swamp and Spiders are 8.5k / level 08:20:30 Snake is 5.7k 08:20:37 Shoals 7.5k 08:20:51 this is the average of branch:1 and branch:4 08:25:27 constricting snakes and nagas could use an XP bump, adjusting for their increased difficulty 08:25:32 I think evilmike's the one who's been overseeing the changes to spider stats 08:25:44 (with a global reduction if we want to compensate) 08:27:43 obviously I don't have any authority here, but since people are concerned that doubling the number of spiders would make the branch more tedious, I'd like to point out that if spiders take half as many turns to kill then it can only be, at worst, exactly as tedious as it currently is, while also being more dangerous 08:28:38 i don't think tediousness is an exact science like that :P 08:28:44 it is! 08:28:50 tediology 08:29:53 all I propose is that we leave spider damage as it currently is and halve their hp, and then double their spawn rate and see how people react 08:30:04 *everyone* has said that spider is a cakewalk so far 08:30:21 last I checked the only killers were nikola and a ghost moth 08:30:59 even with the changes I propose I highly doubt the branch would be as hard as either shoals or snake 08:33:45 !lg * place=Spider s=killer 08:33:45 688 games for * (place=Spider): 172x an emperor scorpion, 158x a wolf spider, 94x a redback, 71x a trapdoor spider, 64x a ghost moth, 21x a jumping spider, 18x , 17x a demonic crawler, 16x a tarantella, 9x a scorpion, 5x a giant centipede, 4x a spider, 3x you, 2x a giant scorpion, 2x an ogre, 2x Izverg's ghost, 343's ghost, Skan's ghost, DashNine's ghost, Surr's ghost, zigrobin's ghost, tsouns' gh... 08:34:07 !lg * place=~Spider:* s=killer 08:34:08 6 games for * (place=~Spider:*): 2x a ghost moth, 2x an orb spider, , Wiglaf 08:34:21 s/nikola/wiglaf 08:34:34 !lg * ikiller=Arachne 08:34:34 No games for * (ikiller=Arachne). 08:34:35 :( 08:34:42 !lm * uniq=Arachne 08:34:42 5. [2012-03-22] mroovka the Sorcerer (L24 DrFE) killed Arachne on turn 65892. (Spider:3) 08:35:08 i was considering letting her get me as her first kill but my abominations killed her too quickly :P 08:35:17 ha 08:35:20 rats 08:36:13 need to give her shatter, firestorm, tornado, icestorm, and something for the 5th slot 08:36:20 -!- absolutego has joined ##crawl-dev 08:36:22 heh :D 08:36:24 emergency-slot banishment 08:36:27 haste I guess, to make her cast more of the first four :p 08:36:34 Wensley: :) 08:37:56 !lm * uniq=Arachne s=xl 08:37:56 5 milestones for * (uniq=Arachne): 22, 21, 25, 14, 24 08:38:07 you were the only one below XL21 there, though 08:38:21 !lm * uniq=Ilsuiw s=xl 08:38:30 5474 milestones for * (uniq=Ilsuiw): 630x 18, 585x 19, 577x 20, 561x 21, 515x 22, 488x 23, 486x 17, 379x 24, 316x 27, 300x 16, 283x 25, 171x 26, 125x 15, 42x 14, 11x 13, 4x 12, 11 08:38:35 ugh, look at those xls 08:38:38 we need rune lock 08:39:01 Shoals teached people to approach new branches cautiously 08:39:10 how about alternative rune lock: can't gain any experience past xl 14 until you have a rune :P 08:39:16 i went straight there after lair:8 with my abominations 08:39:20 but i didn't do spider:5 yet 08:39:55 so yeah, somewhat cautious :P 08:40:22 i had to run away from arachne, poison arrow was a bit too much 08:40:58 level 3 monster resists always translate to immunity, right? at least the ones that are displayed in their descriptions 08:41:31 hmm... elec, poison, fire, cold, steam, acid, rot 08:41:47 so yeah, probably "immune" is better than "extremely resistant"? 08:42:28 rF+++ is 10% damage IIRC 08:43:01 kilobyte: having constriction could boost the XP value of the monster 08:44:17 better to do it right in exper_value rather than special casing a few monsters 08:44:44 looks like it is always immunity, yeah 08:45:13 according to resist_adjust_damage 08:46:55 Wensley: the feedback from the people who had the valour banner was that rune lock makes branch ends exciting but the "after-lock" even more boring 08:47:36 I'm looking into cutting levels from branches, give XP for runes and put loot into rune vaults 08:49:19 galehar: new plan: dungeon is 14 levels long. rune lock is just the portal to zot 08:50:01 I don't really feel like cutting levels from swamp/snake/shoals/spider will help 08:50:05 5 seems like a sweet spot 08:50:09 for the record, i did vow of courage 3 and that was exactly my experience, yes 08:50:17 or instead of axing V, we could axe D 08:50:47 or both! 08:51:09 kilobyte: so instead of D all players start in the abyss and find portals to different branches? :) 08:51:38 hmm no, would make V:8 even more encouraged (if you need to do V:1-7) 08:52:57 kilobyte: three MDA, five troll leather armours, two steam dragon armours by XL14 in my current game 08:53:19 maybe it's ok, but i'm still a bit surprised 08:53:50 new proposal: reduce dungeon to 14 levels and double the monster spawn rate in D 08:53:52 -!- ketsa has quit [Ping timeout: 265 seconds] 08:54:09 absolutego: er, wut? 08:54:47 ... 08:54:59 DOH! 08:55:08 mmm? 08:55:24 03MarvinPA * rdb7514be202f 10/crawl-ref/source/describe.cc: Clarify sizes a little better in monster descriptions 08:55:24 -!- valrus_ has quit [Remote host closed the connection] 08:55:30 03MarvinPA * raef7714b6fdc 10/crawl-ref/source/describe.cc: Change "extremely resistant" to "immune" in monster descriptions 08:57:19 kilobyte: did you change all armor spawns to dragon/troll armor 08:58:58 Ahh, so there were "rune lock test" banners in the tournament? That's genius :D 09:00:14 Wensley: the plan is actually more like V:5, E:4, C:4 and lair branches -> 3 09:01:21 vaults to 5 would be most welcome 09:02:49 WHat about Lair itself? 09:03:36 galehar: I think lair branches should be as long as vaults 09:03:38 Feels longish to me. 09:03:41 which is to say 5 09:03:46 (not 7) 09:03:50 (or 8) 09:04:27 if the reason for making them shorter is "they're not fun", then the solution is to make them fun, rather than making them slightly less tedious 09:04:38 once again we veer into the realm of tediology 09:05:13 they are separate issues 09:05:16 Yeah 09:05:18 but yes, vaults to 5 would be great, as would elf to 4 09:05:24 not sure what "C" is 09:05:28 Crypt? 09:05:38 there are parts of the game that are not very fun, and parts that take too long 09:05:38 Was my guess. 09:05:38 ah okay 09:05:41 in the case of vaults and late D, they overlap 09:05:55 I think crypt to 4 would be good 09:05:58 lair and its branches are all fine, as far as i'm concerned 09:06:05 so that all non-rune branches are four levels 09:06:08 nice and consistent 09:06:18 03kilobyte * r44143447dc85 10/crawl-ref/source/ (files.cc files.h maps.cc tag-version.h): Embed the timestamp into des cache files instead of relying on the filesystem. 09:06:20 03kilobyte * rdb69758b3ff2 10/crawl-ref/source/mon-gear.cc: Don't give all elves, Ijyb, orc priests dragon armours... 09:06:21 crypt could be 1 floor, if you want to be dramatic about it 09:06:38 there are some good ideas for crypt 09:06:45 i don't think the lair branches need to go down to 3, yeah 09:06:57 it too just needs to be made better rather than just less tedious 09:08:43 i think that in general terms the game could stand to be shorter 09:08:51 there's a psychological aspect with branch length, below a certain length they lose a lot of gravitas 09:08:57 i pulled my fastest win yesterday, which took a bit more than 5 hours 09:09:03 absolutego: yes, I do agree, but mostly that's late d/vaults/endgame 09:09:06 i usually play very slow 09:09:50 hey, I know what you mean. I challenge anyone hear to play slower than I do :P 09:09:52 and i don't think what would be lost with less D and V, leaving other issues aside for a minute 09:10:03 !lg . won x=avg(dur) 09:10:04 3 games for Wensley (won): avg(dur)=137125 09:10:42 are those turns? 09:11:22 <|amethyst> seconds 09:12:21 uhm, i thought so, but it felt a bit too excessive ;) 09:12:26 you have me beat on that department 09:12:50 -!- MarvinPA_ has joined ##crawl-dev 09:13:54 actually it's sort of weird 09:13:57 !lg . won x=dur 09:13:57 3. [dur=30:26:01 [109561]] Wensley the Archmage (L27 DEVM), worshipper of Vehumet, escaped with the Orb and 15 runes on 2011-11-26, with 11703901 points after 139049 turns and 30:26:01. 09:15:03 wait no, I'm just terrible at math 09:15:06 30h. wow 09:15:20 !lg * won max=dur 09:15:21 7136. Cuckatoo the Farming Talismancer (L27 MuFi), worshipper of Trog, escaped with the Orb and 61 runes on 2007-08-01, with 2200969 points after 3190190 turns and 224:36:31. 09:15:27 !lg . won max=dur 09:15:28 17. jle the Anemomancer (L27 NaWz), worshipper of Cheibriados, escaped with the Orb and 15 runes on 2011-05-29, with 8956495 points after 194306 turns and 35:28:37. 09:15:29 hahahaha 09:15:41 !lg . won max=dur 09:15:41 26. absolutego the Farming Slayer (L27 CeSk), worshipper of Okawaru, escaped with the Orb and 15 runes on 2011-07-07, with 6593496 points after 278862 turns and 32:44:33. 09:15:53 oh yes, my first 15-runer took very long 09:15:58 -!- MarvinPA has quit [Ping timeout: 272 seconds] 09:15:58 -!- MarvinPA_ is now known as MarvinPA 09:16:49 anyway, I'd feel a lot less motivated to work on this moth if I knew that it would only exist for a measly 1.5 levels per game :P 09:17:19 well, these orb spiders are certainly fun 09:17:20 that extra level makes all the difference 09:17:24 are those full-powered OODs? 09:17:34 orb spider (06s) | Speed: 12 (spell: 200%) | HD: 5 | Health: 22-43 | AC/EV: 3/10 | Damage: 504(medium poison) | Flags: web sense, !sil | Res: 06magic(40) | Vul: 09poison | Chunks: 09poison+07contam | XP: 236 | Sp: destruction orb (8d7), cantrip. 09:17:34 %??orb spider 09:17:35 that's long? 09:17:36 Boris (05L) | Speed: 10 | HD: 22 | Health: 154 | AC/EV: 12/10 | Damage: 25, 1513(drain) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(322), 02cold, 10elec++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 8380 | Sp: iron shot (3d37), b.cold (3d32), invisibility, animate dead, destruction orb (8d17). 09:17:36 %??boris 09:17:37 !lg . won max=dur 09:17:37 18. KiloByte the Farming Archmage (L27 SpAE), worshipper of Lugonu, escaped with the Orb and 18 runes on 2008-11-08, with 5118394 points after 262053 turns and 54:18:47. 09:17:47 Wensley: thanks 09:18:07 no farming of any kind, too 09:19:49 kilobyte: it says farming right there! 09:19:56 how can you deny it :) 09:19:59 !lg * won turns<200000 x=avg(dur) 09:19:59 6411 games for * (won turns<200000): avg(dur)=46386.61 09:22:22 -!- clouded has joined ##crawl-dev 09:22:58 -!- st__ has quit [Ping timeout: 245 seconds] 09:23:07 !lg * xl<14 x=avg(dur) 09:23:26 1496782 games for * (xl<14): avg(dur)=881.95 09:23:32 a median might be more useful 09:24:22 note that for the vast majority of games, crawl is *not* too long. just 14 minutes on average! 09:24:33 it's all about the endgame 09:25:43 I think that if people are reliably hitting level 27 before they get the orb, the game is too long 09:26:12 xl27 should be some lofty far-off goal for experienced players to aspire to rather than just another milestone through the endless extended endgame slog 09:26:47 <|amethyst> s/aspire to/grind for/ 09:27:38 grinding will be punishable by being forced to play nethack 09:28:14 <|amethyst> "We notice you've been in Pan for a while after getting all five runes. Here's some Sokoban." 09:29:54 hmm... so from #2649, it looks like there's normally a 1/100 chance of going berserk when you attack with a *rage artefact (of any kind) equipped, but then in melee_attack there's a 50% chance of berserking when you attack (with a *rage weapon) 09:30:08 -!- ainsophyao has joined ##crawl-dev 09:30:17 Sokoban stays quite high on my list of "Nethack's worst ideas" 09:30:33 not sure what the best way of fixing that is... leave the check for non-weapon artefacts with *rage seperate, and fix the broken check in melee_attack? 09:30:57 MarvinPA: isn't 50% chance supposed to happen only for Wrath of Trog? 09:31:15 yeah, that's handled in yet another seperate place, art-func.h :P 09:31:30 let's just axe the 50% one then 09:32:02 currently lots of comments claim that artefacts are more likely to send you berserk depending on the value of ANGRY they have, and randarts get 1+random2(8) 09:32:57 could standardise it in melee_attack, give wrath of trog ANGRY: 50 and the other fixedarts some appropriate lower value? since it works for monsters too i think, that way 09:33:58 hardly any artefact properties work for monsters 09:34:59 like, say, -CAST (and some bozo forgot to check artefact weapons instead of just armour) 09:35:03 ??bloodbane 09:35:03 bloodbane[1/2]: Unrandart +7,+8 vorpal demon blade that lets you berserk, makes you angry, and makes you less stealthy. 09:35:04 ??bloodbane[2] 09:35:05 bloodbane[2/2]: < MarvinPA> The centaur goes berserk! < MarvinPA> The centaur hits you with an uncursed blackened katana! < MarvinPA> what < MarvinPA> no < MarvinPA> argh < Gretell> MarvinPA the Arsonist (L11 OgFE), worshipper of Vehumet, slain by a centaur (the +7,+8 katana "Bloodbane") on D:11, with 6649 points after 18712 turns and 0:41:07. 09:35:11 berserk does currently :P 09:36:07 super hilarious 09:36:12 would be good to make more properties work for monsters i think 09:36:34 at least for ones where it's reasonable and fairly simple 09:36:34 this sounds like it is going to be tangled in with my moth of suppression stuff 09:36:43 I sense hundreds of impending merge errors 09:37:05 my first commit was like +500 -300 lines 09:37:56 maybe someone should merge my wip branch into trunk so I don't have to worry about it *wink wink nudge nudge* 09:41:07 03kilobyte * ra036d846cb3a 10/crawl-ref/source/monster.cc: Arcane spellcasters don't want -CAST weapons, either. 09:41:24 also I'm not sure how I'm going to handle str/int/dex from equipment 09:41:46 because I get the feeling that right now the stats are calculated at the point of equip/unequip rather than at each step 09:47:49 Wensley: yeah, they do 09:47:56 mostly at least 09:57:46 -!- ToBeFree has joined ##crawl-dev 09:57:50 -!- ToBeFree has quit [Changing host] 09:57:50 -!- ToBeFree has joined ##crawl-dev 10:11:48 -!- FaMott has joined ##crawl-dev 10:25:57 did someone tinker with the special armour drop rates 10:26:27 or am i just ridiculously lucky 10:26:28 Ragdoll: already fixed 10:26:42 ´fixed´ what do you mean 10:28:23 Ragdoll: 15:06:20 < CIA-62> kilobyte * rdb69758b3ff2 /crawl-ref/source/mon-gear.cc: Don't give all elves, Ijyb, orc priests dragon armours... 10:29:55 it was a nice change of pace 10:32:02 how did this happen? 10:33:45 so, here is the new shortening plan: V: -3 (47k XP), C: -1 (17.5k XP), E: -1 (6.5k XP) 10:33:53 total 71k XP 10:34:17 we give some back with 10k XP per rune 10:34:24 Ragdoll: something like all spellcasters except for common ones were given a rare chance to spawn with dragon armor, but the list of common spellcasters was woefully incomplete 10:35:26 galehar: +1 for branch lengths 10:35:51 wensley: haha, i see 10:36:51 galehar: didnt someone expirement once with decreasing the size of the levels? that was quite interesting too 10:36:55 Wensley: no, it's -1. We're shortening. 10:36:55 galehar: how does 10k for runes compare to potions of experience 10:36:56 ;) 10:37:02 :P 10:37:57 I do sort of like the idea that runeget xp wouldn't scale with your xl, which would encourage earlyruneget 10:38:18 Ragdoll: I was thinking that dungeon levels could be smaller, if we still want 27 of them. 10:38:29 i liked the use in swamp the most 10:39:06 I think Swamp could be smaller , it'd be less boring if it was 10:39:21 hm, it does sound like a good encouragement to get runes early but maybe the midgame will be even easier if you can start it with a big xp bump 10:39:23 right now it's like "Slogslogslog HYDRAS slogslogslog" 10:39:52 a big xp bump early probably has more impact than losing the xp later due to shorter branches 10:39:53 !xp gives one level, and 750*XL worth of XP to train skills. 10:40:19 The latter doesn't work very well at high XL I think 10:40:31 perhaps we should increase general difficulty/density? 10:40:42 I agree that the midgame is entirely too easy 10:40:52 MarvinPA: on the other hand, those 10x XP are much harder to gain than the 71k XP which are being cut from other branches 10:41:12 hmm, i don't think it's *much* harder 10:41:19 I know that monsters already tend to group on 10:41:33 Except for dragons, perhaps 10:41:33 I think it might be pretty cool if dungeon levels were smaller, but the number of monsters was the same 10:41:38 ^ 10:41:40 might break some layouts and vaults though 10:41:46 well, the idea is to get players to get Lair runes before doing V, C and E 10:41:48 but yeah, maybe worth trying and just seeing the results 10:42:00 would it even be hard 10:42:05 then if it turns out to make the later game too easy we can buff everything and nerf everything :P 10:42:29 Elf is harder than lair branches so people should be encouraged to do that 10:42:31 or tweak other things as necessary 10:42:48 and it doesn't have awful item requirements 10:43:00 -!- clouded is now known as st_ 10:43:10 hm, that's true as well, yeah 10:43:18 st_ MR is usually nice because of banishment 10:43:29 yeah, I never go in elf without MR 10:43:31 * FaMott thinks that the Abyss bogs things down too and is genuinely boring 10:43:34 sinv, MR. conservation would be nice 10:43:43 also, what about either 1. rebalancing O, or 2. moving the entrance deeper? 10:43:48 the loot is sort of an encouragement but it's easy to skip or put off until later 10:43:58 What if it was in vaults rather than in orc? 10:44:00 the last time this was raised, people said it's "to keep the entry vaults where they are" 10:44:01 kilobyte: do you plan on finishing the portal branch and merging it? 10:44:08 could there be a different mechanic for removing the -ctele in elf halls 10:44:08 it's worth going for some equipment/shops 10:44:26 kilobyte: the orc range could just be made equivalent to the lair range 10:44:31 doesn't need to be strictly lower 10:44:31 it always feels like elf1-4 is just a bigger orc 10:44:41 like, "Orcs with spells, all of them" 10:44:58 yeah elf needs work but I think it has promise 10:45:02 galehar: yeah, but not sure what's the pressure. There are translations and spider which should probably be done first, unless you want to do drastic changes to branch lengths. 10:45:06 there were some cool ideas for elf on the devwiki 10:45:22 galehar: and I somehow start to get the feeling that you do :p 10:45:29 i think elf has the same problem as crypt, lack of variety 10:46:03 but would the changes to the branch lengths even be that hard? aside from adjusting monster depth is it any more onerous than just changing a few numerical constants 10:46:12 would it be possible to merge crypt and tomb? 10:46:27 supertomb 10:46:32 kilobyte: well, we can also just do the branch cut now and break save compat. And merge the portal branch later when it's ready 10:46:34 Wensley: the issue is save compatability i think 10:46:38 ah I see 10:46:45 d:51 10:46:57 breaking save compat is not a big deal 10:47:07 what are these portal branches? 10:47:11 we have backward compatibity going back to 0.8 10:47:16 which hasn't been broken in ages, i've wondered why not too :P 10:47:32 yeah, seems like it'd even be a good thing to clean up a lot of removed stuff 10:47:43 galehar: since there's a bunch of niceties related to branch lengths there, I can just reprioritize 10:47:48 the whole skill changes never break compat (although don't look the skill section in tags.cc ) 10:48:07 galehar: it's mostly about a massive level stack commit that's in a rebase/fix hell for months 10:48:17 I wonder if anyone has a 0.8 save they've been gradually upgrading for the past two years 10:48:39 Wensley: someone tried loading a 0.8 save in 0.10 and it failed badly 10:48:56 wait how did "remove hive" not break save compat :P 10:49:09 well, the branch length change is little code lot of balance. I like to have that kind of changes early in the release cycle 10:49:28 breaking save compat is bad for reproducing old bugs (can't load a save from Mantis), but good because no one ever tests compat over multiple releases 10:50:50 Wensley: portal->branch is ok, branch->portal is not. Adding or _disabling_ a branch is ok. Changing a branch's depth is not (fixed). 10:51:17 you can still load all the saves as long as you use git tags to mark the last commit before a breaking change 10:51:27 kilobyte: translation is just starting, better not postpone the portal clean up after it. 10:51:42 galehar: ok, I'll pause translations then 10:51:48 needs a bunch of thinking anyway 10:51:51 okay so question, how many huge projects are going on right now 10:52:04 because we're all going to start stepping on each others' toes at some point 10:52:10 kilobyte: thanks 10:52:20 Wensley: a lot ! 10:52:31 (I mean, translating descriptions already works, translating db entries almost -- it just needs to query everything in the language before falling back to English) 10:52:53 ok, have to go 10:52:58 'later people 10:53:27 like, "Edmund confused" needs to query "Edmund", "humanoid confused", "humanoid" in the language, and only then "Edmund confused" and the rest in English 10:53:39 * kilobyte follows galehar. 10:58:26 -!- nfogravity has joined ##crawl-dev 11:31:19 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 12:16:41 -!- absolutego has quit [Quit: Lost terminal] 12:22:58 -!- ainsophyao has quit [Remote host closed the connection] 12:39:26 -!- edlothiol has joined ##crawl-dev 12:49:07 Zin description wording (https://crawl.develz.org/mantis/view.php?id=5480) by mumra 13:05:28 03edlothiol * r6493dee8cd45 10/crawl-ref/source/webserver/server.py: Webtiles: Write the PID to the logfile. 13:05:32 03edlothiol * raa86304cfd31 10/crawl-ref/source/ (60 files in 3 dirs): roctavian's racial weapon tiles (#5420). 13:05:33 03edlothiol * r3d4fb127c380 10/crawl-ref/source/webserver/server.py: Webtiles: Don't allow new connections while shutting down. 13:17:07 edlothiol: ah, while you're doing tiles stuff, can you add the green suppression aura tile from this issue: https://crawl.develz.org/mantis/view.php?id=5385 13:17:52 (also everything else in that issue is awesome as well) 13:21:11 Wensley: ok, I'll look into it 13:23:27 thanks :) 13:26:00 -!- mikee_ has joined ##crawl-dev 13:28:33 Wensley: it's the one at row 2, column 4 in transparent1.png, right? 13:46:01 -!- dtsund has joined ##crawl-dev 13:49:31 -!- Mu_ has joined ##crawl-dev 13:58:42 if i have a character stream, say x, and i want to print something, i can do mprf("That thing you wanted is %s", x);. is there a way to save the character stream directly, without printing it? 13:59:15 as in save the character stream "That thing you wanted is " 14:05:58 -!- Ragdoll has quit [Quit: Ragdoll] 14:06:48 -!- ogsus has joined ##crawl-dev 14:06:49 nfogravity: you may be looking for make_stringf? 14:07:10 edlothiol: that's the tile, yes 14:07:12 sorry all 14:07:39 that looks exactly like it! thanks 14:10:09 Wensley: it's in, but it looks kind of intense, maybe too distracting -- have a look 14:10:21 though most of the aura tiles have that problem 14:10:29 03edlothiol * r42d8ed7d8c48 10/crawl-ref/source/tileview.cc: Use map_knowledge in tile_apply_properties instead of directly accessing the game data. 14:10:29 03edlothiol * r654b8b308ac6 10/crawl-ref/source/ (8 files in 4 dirs): Add a tile for the suppression aura. 14:10:44 edlothiol: will have a look once I am on a non-headless computer 14:10:52 ok 14:11:10 thanks though! 14:11:40 at least now all the fundamental stuff is in place 14:12:03 efforts to actually make the suppression aura do anything are nascent but progressing 14:13:10 (oh if anyone wants to check it out so far, check out my "supp" branch: git://gitorious.org/~wensleydale/crawl/wensleydale-crawl.git ) 14:17:40 according to someone on the SA crawl let's play thread, the crawl source code "is super-well done, it's consistent, and the variable names are genius" 14:17:52 ... 14:17:54 "It doesn't have many comments but you don't need them" 14:17:57 :( 14:17:58 yes, this is an accurate statment from SA 14:18:09 "SO EASY to read" 14:18:12 :( 14:18:29 if anything, there are too many comments 14:18:40 seems to suggest weakness 14:18:46 as though the code is not self-documenting 14:18:57 edlothiol: is this a let's play thread or just the general crawl discussion thread 14:19:08 we obviously should obfuscate the code more, so no one can get spoilers from it 14:19:13 +1 14:19:13 it's a let's play thread 14:19:24 can I get a link link 14:19:36 http://forums.somethingawful.com/showthread.php?threadid=3470879&pagenumber=8#post401840105 14:19:40 thanks 14:20:57 I'm happy to see a let's play using webtiles, though 14:21:34 :) 14:21:49 for a second I thought you meant that you had never seen a let's play that wasn't using console mode 14:21:53 and I was like 14:21:56 "lol" 14:22:49 edlothiol: is webtiles' server model documented somewhere? I'm really interested in how you're using websockets and tornado to talk to crawl 14:24:29 not really 14:25:37 basically, the client sends JSON messages over the websocket, then the python-tornado server receives them and sends them over a unix domain socket to the crawl process 14:26:22 0.9 used stdin/stdout instead of the unix socket for communication between the server and crawl 14:27:09 but that's occupied by the console output now 14:27:34 so basically because I'm not entirely clear on how websockets work, do you need some sort of forwarding or reverse proxy between port 80 and the tornado server? 14:27:35 although, simple text input is still written to crawl's stdin by the python process 14:27:54 no 14:28:08 the tornado server is a normal http server 14:28:31 so cdo is using that server for all web hosting now? 14:28:37 rather than say apache or anything 14:28:51 no, tiles.crawl.develz.org is on a separate ip 14:28:55 ah okay 14:29:23 if you wanted webtiles to share the ip with a normal apache, yeah you would need to do some reverse proxying 14:29:55 so wait, different IPs but same physical machine? and they're both listening on port 80? o_O 14:31:03 yes, I believe that's how it works 14:31:17 I didn't know that was even possible 14:31:52 magic. 14:31:56 it must be! 14:32:16 crawl.develz.org is 46.4.68.88, tiles.crawl.develz.org .85 14:32:43 maybe the network is somehow configured to detect the destination ip of the packets and transmit them to the proper program 14:32:59 s/network/network daemon 14:33:15 different ips on same machine is trivial for most modern OSes 14:33:21 when binding a socket, you can restrict the local ip to bind on 14:33:23 that's pretty cool 14:34:22 hm, should ghost moths be getting stuck in webs? 14:34:28 Chousuke: I knew that you could have different ips point to the same machine, but I didn't know that you could automatically route traffic to two programs listening on the same port based on IPs 14:34:41 MarvinPA: and eaten by spiders? :D :D :D 14:34:49 MarvinPA: yeah totally, we need a web disturbance tile 14:34:59 "it is caught in a web!" 14:35:18 "something struggles against the web." 14:35:24 Wensley: well, as long as the combination is unique you can do whatever you want I suppose 14:35:52 Wensley: it gets even more fun when you do load balancing and one ip:port combination can be answered to by several different machines 14:36:14 though I have no idea how that actually works 14:36:33 perhaps it's just at the DNS level. I've never done load balancing myself :P 14:38:47 it would be cool if you could register your domain as xxx.xxx.xxx.xxx:8000 and if it would automatically resolve all requests for your domain to a server on port 8000 14:39:45 maybe I will try it and see if that works 14:40:58 Chousuke: it can be done with anycast on the IP level, that's used for the DNS root servers for example 14:46:06 -!- monqy has joined ##crawl-dev 14:49:39 -!- Danei has quit [Quit: Holy shit, this is going to be awesome.] 14:51:54 is there a git command to tell you which files were updated by a certain commit 14:54:43 git show --pretty="format:" --name-only andthehashgoeshere 14:54:45 for the interested 14:59:24 -!- joosa has quit [Remote host closed the connection] 14:59:50 -!- joosa has joined ##crawl-dev 15:00:49 -!- ToBeFree has quit [Remote host closed the connection] 15:02:11 -!- HangedMan has joined ##crawl-dev 15:03:56 -!- ussdefiant has quit [Ping timeout: 246 seconds] 15:04:22 -!- ToBeFree has joined ##crawl-dev 15:21:58 -!- mikee_ has quit [Ping timeout: 246 seconds] 15:25:29 -!- ais523 has joined ##crawl-dev 15:32:54 -!- heteroy has joined ##crawl-dev 15:41:55 -!- medgno has joined ##crawl-dev 15:44:49 edlothiol: if you look into packed_cell, I have a FR for you: add a cloud layer. Having transparent clouds on top of everything else would be awesome 15:48:47 I keep randomly getting "Incompatible weapon type specified in the item file" when I random certain fighters and such 15:48:53 why is that? 15:49:39 i got that when i rolled a random SEAM 15:51:35 -!- mikee_ has joined ##crawl-dev 15:51:47 does wearing lightning scales incur chei wrath like boots of running does 15:51:53 galehar: I'll keep that in mind 15:52:01 or rather, *should* it 15:52:03 it's still ego:running 15:52:04 because I don't think it does 15:52:16 okay 15:52:20 as long as it matches player_equip_ego_type(EQ_BOOTS, SPARM_RUNNING) 15:58:39 -!- Wensley has quit [Quit: leaving] 15:59:00 <|amethyst> hmm 15:59:04 i suggest that short blades should be branded with evasion instead of protection. 16:00:30 maybe staves as well? 16:06:23 !tell Wensley Chei does hate lightning scales 16:06:23 galehar: OK, I'll let Wensley know. 16:24:23 -!- Stratovarius has joined ##crawl-dev 16:28:10 Am I allowed to use the Crawl source to make a separate, non-commercial roguelike? Or is the source provided only for Crawl development? 16:28:42 Stratovarius: you can, but you'll have to use the GPL licence 16:28:54 that's the beauty of open source :) 16:29:13 there's already a crawl variant: Crawl Light 16:29:41 Alright, thank you 16:31:47 anyone opposed to a water status light? 16:31:55 -!- Stratovarius has quit [Quit: ChatZilla 0.9.88.1 [Firefox 11.0/20120312181643]] 16:32:36 high score menu entry (https://crawl.develz.org/mantis/view.php?id=5481) by galehar 16:35:55 -!- MarvinPA has quit [Read error: Connection reset by peer] 16:36:17 -!- MarvinPA has joined ##crawl-dev 16:42:18 <|amethyst> galehar: meaning "in water", "over water", ...? 16:42:46 Wrong description for Lehudib's crystal spear (unrandart) (https://crawl.develz.org/mantis/view.php?id=5482) by CommanderC 16:42:52 to replace the very spammy "There is some shallow water here" 16:43:22 a water status light, light blue for shallow, dark blue for deep and dark grey if you're levitating over 16:43:41 and red for Lava? 16:43:47 or maybe dark/light grey if you're levitating over deep/shallow 16:43:55 <|amethyst> yeah, those should be distinguished 16:45:08 Zannick: yeah, a red Lava status can work too 16:45:25 actually, I'd keep the color blue even if levitating. Simpler. 16:45:32 <|amethyst> yeah 16:45:49 <|amethyst> and prevents the lava light from being always grey for everyone but lava orcs :) 16:46:29 now I just have to find out where those damn messages are hiding... 16:46:38 <|amethyst> galehar: those messages are for any feature 16:46:43 <|amethyst> "there is an open door hear" 16:46:46 <|amethyst> s/hear/here/ 16:47:38 -!- ToBeFree has quit [Remote host closed the connection] 16:47:42 <|amethyst> describe_floor() in directn.cc probably 16:48:11 <|amethyst> you could add water to the DNGN_FLOOR case (return without giving messages) 16:48:26 yeah 16:49:23 okay. if all is right (i'm sure it won't be), i should have a skeletal new fight simulator .cc file working 16:49:32 <|amethyst> I wonder if any bots rely on getting that message 16:49:34 which will be exciting because the old one is completely fucking unreadable 16:50:14 nfogravity: awesome! 16:50:30 wanna hear specifics, galehar 16:52:17 <|amethyst> galehar: actually, you know what would be even better? printing the message only when the feature is different from last time 16:52:34 <|amethyst> with some special casing for floor 16:54:44 <|amethyst> but I guess you'd want ; to always tell you the feature 16:55:31 nfogravity: sure 16:55:45 well i'm compiling now, or more specifically fixing the many errors 16:56:02 |amethyst: well, it's already the case for water. You get a message when entering it. 16:56:15 Maybe not when going from shallow to deep 16:56:25 <|amethyst> you also get a message for every step 16:56:47 but I've added some smart warnings with more prompts, so now it's almost impossible to drown without a warning 16:57:06 -!- ais523 has quit [Remote host closed the connection] 16:57:17 |amethyst: the message for every step is the one I'm removing. 16:57:28 but the basic call now takes a monster type and makes a struct with {av_hit_dam, accuracy, and other stuff}, then turns that data into a nicely formatted string and puts it to the console 16:57:42 <|amethyst> oh, okay 16:58:04 nfogravity: sounds cool 16:58:16 this should easily be extendable, if it works. namely, it'll be easy to restore the functionality of the original fsim 16:58:44 and also let us use the function i wrote that pulls data from morgue files 17:08:09 -!- HangedMan is now known as GreatOrbOfEyes 17:12:50 Napkin: is this the weekend when you set up trunk webtiles? 17:13:24 oh, no, it was the last one ;) 17:13:29 but i had to learn 17:13:45 and this and next i have visitors 17:13:53 damn :( 17:13:58 what did you learn? 17:14:34 how to skirt unpaid unneeded work random folks over the Internet demand from you :p 17:15:27 I do not demand! I ask nicely :) 17:15:45 also, it's not *unneeded* 17:16:30 a game that you're not paid to work on is nearly by definition never "needed" 17:16:53 03galehar * rcfef93b1b37c 10/crawl-ref/source/ (directn.cc output.cc status.cc status.h): Replace the spammy water messages by a status light. 17:16:53 03galehar * rb5427c66d5d1 10/crawl-ref/source/ (player.cc transform.cc): Talon from beastly appendage prevents merfolk's fishtail. 17:17:08 (of course, it's not money that's the sole purpose of life, it's just that things that bring food onto your table have priority) 17:17:58 -!- Pingas has quit [Read error: Connection reset by peer] 17:18:13 -!- Wensley has joined ##crawl-dev 17:21:58 yay interface improvements 17:22:06 now make a status light for clouds 17:39:46 -!- GreatOrbOfEyes has quit [Ping timeout: 276 seconds] 17:46:01 -!- evilmike has joined ##crawl-dev 17:51:31 ohfuck it WORKS 17:51:48 what works?!! 17:52:06 my rewrite of the fight simulator code 17:54:58 thought you said flight simulator 17:56:09 I mean, don't get me wrong... new fight simulator is good. 17:56:15 but, flight simulator 17:56:21 03edlothiol * r54b1b48b3c3a 10/crawl-ref/source/ (16 files in 4 dirs): roctavian's merfolk tiles. 17:56:24 that would be pretty epic 17:56:25 that is not a thing crawl needs 17:56:42 learn add devteam 17:57:02 the game would turn into dwarf fortress, where it simulates beard growth down to each individual hair 17:57:32 evilmike: I think individual hairs are still wip 17:57:50 oh, that explains why the game is still able to run (barely) 17:58:29 I mean for srs we have a *noise propagation engine* but no means to simulate the fluid dynamics of airflow in the dungeon 17:59:16 how will I ever implement my race that navigates via scent 17:59:36 galehar: I notice you mention spider HD (w/r/t making the branch more swarmy). I'd rather keep HD and lower HP and the xp mod. HD has a huge effect on xp but it also determines to-hit, and I'd rather not have that any lower 17:59:36 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 17:59:52 galehar: also giving spiders the "fighter" flag would improve to-hit, but that would be a bit odd :P 18:00:03 spider warrior 18:00:17 evilmike: so are you increasingly in favor of ultra swarm spider branch 18:00:29 do I need to school you in tediology like I schooled marvinpa 18:00:46 Well I have some experimental stuff locally, but the xp is way too high 18:00:59 and I'm not convinced that "twice the spiders, half the hp" is the way to go 18:01:30 how about twice the spiders, half the hp, and 0% the effects of magical items 18:01:30 the layout is such that i don't think you could add that many more monsters without it becoming unwieldy anyway, really 18:02:14 water status light <3 18:02:15 Yeah what I have locally increases the number of enemies by about 3x (turns out that's way too much!!) 18:02:38 also the fact that some of them are fairly tough is definitely good 18:02:48 evilmike: /me is jealous 18:03:03 the tough ones can be the band leaders 18:03:12 MarvinPA: I feel that the only ones that are too weak are "vanilla" spiders. I don't know what to do with these, right now 18:03:12 they must order their minions into your awaiting blade 18:03:26 trapdoor spiders are also kinda weak, but whatever 18:03:26 i just cleared it with twisted res, if there were half as many but with less hp it'd probably have been a joke 18:03:33 rename them to vanilla spiders and make their corpses poisonous 18:03:48 as-is i actually nearly ran out by the end 18:03:50 MarvinPA: well, spiders did basically have half the hd before 18:03:52 check this out 18:03:55 @?tarantella 18:03:55 tarantella (13s) | Speed: 15 | HD: 4 | Health: 12-32 | AC/EV: 3/14 | Damage: 813(confuse) | Res: 06magic(16) | Vul: 09poison | Chunks: clean/none/unknown | XP: 90. 18:03:56 @??tarantella 18:03:57 tarantella (13s) | Speed: 15 | HD: 8 | Health: 30-58 | AC/EV: 3/14 | Damage: 1613(confuse), 813(confuse) | Flags: web sense | Res: 06magic(32) | Vul: 09poison | Chunks: 09poison+07contam | XP: 457. 18:04:06 yeah 18:04:12 at hd 4 it's like, anyone with any EV just doesn't get hit, ever 18:04:23 and 8 damage is bad when AF_CONFUSE has a damage check 18:04:58 behold! http://i.imgur.com/WQJWj.png 18:05:11 maybe confusion should have less of a chance of screwing up your actions 18:05:16 so that you are not basically paralyzed 18:05:32 then we could put confusion *everywhere* with clear consciences 18:05:39 and that's not to say I'm satisfied with the branch difficulty yet, just that the basic set of monsters is closer to being decent 18:05:41 having two levels of confusion would help 18:05:52 "basically paralysed except you can cure it next turn" 18:06:04 it'd also let us nerf meph more by making it only give one level of conf 18:06:21 galehar, behold :c 18:06:22 or "basically paralysed if you're a mummy" i guess, but oh well, sucks to be a mummy 18:06:22 tome has variable percent confuse, by the way - it really does work well 18:06:22 MarvinPA: potions of healing are sufficiently finite that we still couldn't put confusion everwhere 18:06:44 like 100% or 90% confuse feel very different from 50% confuse 18:06:47 why would we want to put confusion everywhere, anyway 18:07:08 anyway, one last note about the spider branch: in the end it's _always_ going to be too easy for many characters that do it, since it's a lair branch 18:07:09 * Wensley shakes his head slowly 18:07:27 that is unless it's made as hard (or harder) than shoals, but that is definitely not something I want to do 18:09:07 (that's until we get a rune lock) 18:09:22 -!- ketsa has joined ##crawl-dev 18:10:46 nfogravity: that fight simulator looks cool. are those numbers the only thing it outputs right now? 18:11:01 yeah, but it's very extendable 18:11:19 since it's actually just outputting the string that has those numbers, nicely formatted, in it 18:11:28 the function call itself is a skeleton 18:12:56 Hi all, looks like server rl.heh.fi is dead, should probably be removed from http://crawl.develz.org/wordpress/howto 18:16:02 honestly i'm not sure it should be a wizard function. i think there should be a "size up" button that takes some in-game time and returns something like this data, abstracted a bit, evaluated on a very small sample size 18:16:48 bad idea imo.shouldn't take a game turn to use a calculator 18:17:22 that's kind of what I told nfogravity, a few weeks ago 18:18:02 ketsa: ah yeah, i noticed that a while ago but wasn't sure whether it was down for good 18:18:08 sort of a weird place then 18:18:18 thanks for the reminder, will have to pester someone with wordpress access to update the page 18:18:36 should the rate-limiting step for getting information like this really be tedium? 18:19:09 this information should just be made available for free, if it's to be made available 18:19:42 although it would be best to condense it into one stat, maybe using it for threat colouring 18:19:56 <|amethyst> even if it took a turn... you could dump your char, load that up into wizard mode, and get the info for free on another computer 18:20:04 it's not really important or useful information for regular gameplay anyway, and we shouldn't present it in a way that implies it is 18:20:12 certainly likely to be handy for balancing and testing 18:20:18 that's why i wrote it 18:20:21 but not really for normal players 18:20:29 reasonable 18:20:50 there will always be players who do crazy things to get an advantage 18:20:53 don't design around them 18:21:18 ideally what i'd like is the following. i'm gonna write a function that reads every morgue file in a folder, and outputs fight data to a fight.stat in that folder 18:21:19 but using information from it to maybe improve the threat levels for example, could definitely be good 18:21:33 since they're pretty basic at the moment iirc 18:21:36 right now it's processor-intensive 18:21:38 what I'm thinking is, base the threat on some stat like "how many turns the monster can take to kill you, on average" 18:21:44 assuming you just hold down s and let it attack 18:22:02 yeah 18:22:10 if you are a minotaur then monsters can have negative threat 18:22:18 heh 18:22:28 "how many turns the monster can take to kill itself, on average, assuming you hold down s" 18:22:50 evilmike: the nice part about doing this kind of simulation would be you can have separate threat for a monster vs. a scenario 18:23:11 Eronarn: you could have threat colours go up if your hp is bad, or something, yeah 18:23:26 right now the tension calc takes your HP into account 18:23:34 also there could be implications for calculating tension (I have no idea how tension works) 18:23:35 but going from full HP to 0 HP only doubles it 18:23:39 oh you beat me to it 18:24:03 but anyway, if we really want to get good data for balancing, we need a lot of morgue files from good players 18:24:04 tension code: iterate monsters in LOS, sum their tensions, subtract from tension if it's an ally, multiply by HP factor, multiply by some status effects 18:24:12 it's very dumb 18:24:16 nfogravity: you could download them off one of the servers 18:24:21 or both, really 18:24:39 the files are all available 18:25:08 well the thing is that the morgue files are only at the time of death or winning, right? 18:25:22 yes 18:25:37 you want in-game character dumps too? 18:25:51 nfogravity: 'a lot of morgue files from good players'? why good players 18:25:55 that would be a bit harder, crawl doesn't make dumps automatically. Although it could (say on every new level) 18:25:58 they're systematically different from random players 18:26:02 or whenever the game is saved, or something 18:26:21 i'm thinking every new level would be best 18:26:36 since that's also where difficulty scaling happens 18:27:03 does the calculator take into effect wielded weapons? 18:27:04 I agree with eronarn, shouldn't just look at good players for stuff like this 18:27:06 including brands? 18:27:19 yes, the calculator uses your wielded weapon 18:27:25 I mean for the enemies 18:27:53 will a kobold with a dagger and a kobold with a dagger of electrocution show up differently 18:28:01 the game should be balanced on all levels of play.. depending on how you define "good player", that could be a very small group of people 18:28:24 right now it just creates a monster of a given mons_type, but i can easily modify it to take a monster that you select using x 18:29:06 anyway, I'd feel a lot less motivated to work on this moth if I knew that it would only exist for a measly 1.5 levels per game :P 18:29:20 Wensley: even *if* lair branches are cut in length, the effect you're working on could be used as a monster spell 18:29:40 or a statue! 18:29:48 yep 18:29:48 also 18:30:09 why don't we have librarian statues yet 18:30:12 the moth would be the first thign to get it, but I am thinking this would be a good lich spell (make it like silence) 18:30:22 so I am going through the code refactoring all the various places that scan directly for artifact properties or worn amulets and putting them in functions that check for certain effects 18:30:33 this could be a good opportunity add a lot of new randart properties if we want 18:31:04 since it will just involve adding a single line to add a new property that already exists on an amulet 18:31:08 evilmike, i'd be happy to get lots of morgue data, i just don't want to be the one who crashes cao and cdo when it starts writing a hundred times more morgue files than it used to 18:31:23 nfogravity: haha 18:31:31 is there anything wrong with just starting with dead characters? 18:31:49 I could see why you'd want to exclude winners, but there doesn't seem (to me) to be a big issue with just looking at splats, or normal deaths 18:31:57 I could be missing something though 18:32:06 nfogravity: what sort of data are you looking for 18:32:49 evilmike: i kind of like the idea of it making the player radiate an aura of it for a bit, rather than just hitting the player 18:32:56 -!- MarvinPA_ has joined ##crawl-dev 18:33:05 i'd want to see how player damage evolves from floor to floor, or level to level 18:33:09 Eronarn: hmm. I think it would need an MR check to make logical sense 18:33:17 yeah 18:33:24 Eronarn: I like the idea of a dangerous spell that can bypass MR without needing to make leaps of logic 18:33:52 evilmike: what about it hitting like hellfire, so you couldw alk out of the area, but it'd take a few steps? 18:34:02 the problem is that dangerous casters like to have paralysis and banishment, which encourages you to load up on huge amounts of MR... which then blocks all the interesting hexes 18:34:03 i like how that works with catlobes and their dust 18:34:32 Eronarn: you mean like, the lich targets your square and creates a sort of "bubble" in that area? 18:34:35 yeah 18:34:43 not sure whether it should require los 18:34:47 pretty powerful effect 18:34:51 nfogravity: just make it so that whenever a player levels up it puts the textdump in their milestones at the end of the morgue file, right after their "reached level X" milestone 18:34:53 LOS is a must. I guess you mean line of fire though 18:34:58 I don't think that would be a huge amount of data 18:35:02 yes, that 18:35:08 if it's just like five numbers 18:35:38 if you really want to make it feel like a magic-destroying spell, you could give it a spell effect currently not in use yet: a beam that hits all squares in its path, and then explodes into a 3x3 18:35:40 it's skills and str/int/dex, since that's what determines damage 18:35:55 or a wide beam (hits a beam and all adjacent tiles) 18:36:25 something that'd make it feel like a 'destructive' hex, rather than just another bad effect 18:36:33 by currently not in use... do you mean this is actually coded? 18:36:34 -!- MarvinPA has quit [Ping timeout: 260 seconds] 18:36:34 -!- MarvinPA_ is now known as MarvinPA 18:36:38 or just an idea that's been floating around 18:37:15 oh, just an idea for how to not have it be another single target hex 18:37:55 also guys, suppression aura is currently just a property of squares (or rather a single center square) rather than an effect that targets a monster 18:38:02 not sure if that throws a monkey in your wrenchworks 18:38:20 not really sure how it differs from silence 18:38:25 but I based it on umbra rather than silence 18:38:32 so you have only eronarn to blame 18:38:39 -!- ketsa has quit [Quit: ChatZilla 0.9.88 [Pale Moon 9.2/20120218154651]] 18:38:51 silence is a spell that makes a creature radiate a silence aura 18:39:21 right, but if you wanted to have like a yamato-cannon style wide beam you'd need something totally new to define that area 18:39:34 sure, you could use a marker for it 18:39:39 that's how tombs and malign are done 18:41:07 evilmike: more spiders with same HD but less HP and an exp_mod sounds good to me. More doesn't mean 3x. We can start at 1.5x or 2x and work in small steps. 18:41:07 well as long as you don't presume that I did more work than was strictly necessary to get this aura up and running :P 18:41:45 -!- MarvinPA_ has joined ##crawl-dev 18:41:57 galehar: indeed. I should say, I only tried 3x because I was experimenting (not sure what I was expecting...) 18:42:22 probably something wensley did to my brain 18:42:57 this is only the beginning 18:42:58 * galehar always wears his tine foil hat when he talks in ##crawl-dev 18:43:12 there's too many crazy people here 18:43:19 Wensley: i added umbra and also lava orc fire, i know exactly how the silence/etc. code works :P 18:43:38 Eronarn: then I elect you to make wave motion suppression cannon 18:44:22 how about an aura that radiates ever-expanding concentric rings of suppression 18:44:44 sounds... pointless 18:45:08 I mean why not just use the regular silence bubble style in that case 18:45:15 it'd be a cool effect, but not for suppression 18:45:26 you'd want it for like... a tloc spell where every 'wave' knocks someone back 18:45:44 -!- MarvinPA__ has joined ##crawl-dev 18:45:47 i made due implement something like this for a prototype zin halo, actually 18:46:37 (did anyone commit the , = halo'd floor thing yet? because they totally should) 18:46:50 03|amethyst * rdb5d8797687c 10/crawl-ref/source/ (mutation.cc output.cc player.cc transform.cc transform.h): When entaloned, show fishtail pseudo-muts as suppressed. 18:49:20 <|amethyst> how would haloed non-floor look? 18:49:27 <|amethyst> ordinary glyph, halo colour? 18:49:31 -!- MarvinPA_ has quit [Ping timeout: 246 seconds] 18:50:01 |amethyst: right now it is non-colored, same glyph, but if you x over it it tells you what is currently affecting it 18:50:17 which is to say this is how walls in suppression aura work 18:51:14 <|amethyst> I was thinking doors etc 18:51:22 |amethyst: i think we could getaway with coloring some features based on haloes... fountains come to mind, doors, maybe water/lava 18:51:26 <|amethyst> things you can walk over 18:51:35 requesting a "feature = halo ..." option if that goes in 18:51:35 portals bad. shops maybe okay? 18:51:53 Eronarn: the rule can be "anything that we currently allow to get bloody" 18:52:03 ooh, that's a good one 18:52:27 which reminds me, someone should make blood not fucking crazy 18:52:33 so that we can get ichor and prune juice 18:52:35 I really want blue octopode blood 18:52:40 and green ichor 18:52:52 magenta orb guardian yolk 18:52:54 <|amethyst> cyan troll blood? 18:53:40 -!- ncdulo has joined ##crawl-dev 18:54:27 -!- MarvinPA has quit [Disconnected by services] 18:54:27 -!- MarvinPA__ is now known as MarvinPA 18:54:48 <|amethyst> so I was looking at https://crawl.develz.org/mantis/view.php?id=5482 (the LCS artefact gets the spell's description) 18:54:54 <|amethyst> I'm not sure how it ever worked 18:55:02 <|amethyst> since the DB lookups are case-insensitive 18:55:18 -!- Keskitalo has quit [*.net *.split] 18:55:18 -!- ivan`` has quit [*.net *.split] 18:55:34 <|amethyst> (the difference between the artefact and the spell being the captialisation of C and S) 18:55:51 prune blood is really the most important part though 19:00:41 were they always case senitive? 19:00:57 oh wait that's a new bug, never mind what I said 19:02:06 (new bug report I mean) 19:02:08 <|amethyst> it looks like they've always been case-insensitive 19:02:15 <|amethyst> at least since 2008 19:02:32 <|amethyst> let me test 0.10 19:02:59 the description works in my copy of 0.10 19:03:07 <|amethyst> hmm 19:03:12 <|amethyst> for both the spell and the artefact? 19:04:03 spell and artefact both have the correct descriptions 19:04:12 <|amethyst> hm 19:04:33 "Presumably this relic led to the invention of the famous spell, or maybe some other way around." 19:05:00 brilliant solution 19:05:03 oh wait 19:05:10 thought you made a description that worked for both 19:05:17 that's for the artefact 19:05:26 <|amethyst> hm 19:06:31 <|amethyst> I didn't look like any of kilobyte's changes would have broken that, but I'll look more carefully 19:07:27 <|amethyst> my "fix" is currently to make the description key "Lehudib's Crystal Spear spell" and to try looking up spell_title + " spell" first 19:11:14 |amethyst: uhm, the whole Mf talons thing is backwards 19:11:15 kilobyte: You have 1 message. Use !messages to read it. 19:11:34 <|amethyst> kilobyte: is it? 19:11:42 if anything, it would block them growing feet... 19:11:50 (which would be quite unplayable) 19:12:06 I guess, let's just forbid talons/hooves on Mf, removing the whole problem? 19:12:24 <|amethyst> oh, that was galehar's change 19:12:35 <|amethyst> I was just cleaning up the A and @ screens after him 19:13:36 galehar: would you be ok with dropping these changes and blocking talons instead? 19:13:57 it makes no sense for a mutation to lock you in a transformation 19:14:14 <|amethyst> there's also the issue of the mutation being treated differently from the appendage 19:14:31 <|amethyst> it's only talons from appendage that block swimming 19:14:57 <|amethyst> I didn't test what happens to mutation talons 19:15:20 <|amethyst> but galehar didn't do anything with those 19:16:10 <|amethyst> kilobyte: any idea what would have made lookups less case-sensitive recently? 19:16:46 <|amethyst> kilobyte: getLongDescription is now returning the same entry for "Lehudib's crystal spear" and "Lehudib's Crystal Spear" 19:16:55 what do you mean? They always worked that way. 19:16:57 <|amethyst> and evilmike tells me it works in 0.10 19:17:18 <|amethyst> how were the spell and artefact descriptions distinguished before? 19:17:21 0.10 had unrands descriptions as an artefact property 19:17:24 <|amethyst> ohh 19:17:28 <|amethyst> duh 19:17:32 <|amethyst> that'd do it 19:18:09 <|amethyst> add another field for the db key? append " item" to get the db key? 19:18:28 there's other places where this is an issue i think 19:18:43 like, ?/s orb of destruction or something 19:18:56 i forget exactly but there's some related things on mantis already, at least 19:19:51 ah yeah, ?/s orb of destruction returns "An orb of destruction" and then the spell description and then the resistances that the orb itself has 19:20:11 <|amethyst> there is no description for the monster, is there? 19:21:05 <|amethyst> my "fix" can handle conflicts between spells and other things 19:21:09 <|amethyst> but it's not general 19:21:29 <|amethyst> IWBNI you could say which .txt file you want to do the lookup in 19:21:33 ah, i guess not 19:21:46 we can have different databases for different descriptions 19:21:58 separate issue there then, maybe 19:22:08 requires extra memory, but an option 19:22:25 <|amethyst> MarvinPA: it's the same, though, because if there *were* a description for the monster, the two would collide 19:22:33 or, we could unify all the databases into one, adding a selector field 19:22:48 <|amethyst> or use more tags 19:23:07 <|amethyst> make the key "blah item", "blah spell", etc 19:23:27 <|amethyst> maybe auto-adding those based on which file it came from 19:25:58 <|amethyst> oh, I see _print_talent_description already does that 19:28:00 <|amethyst> but is broken 19:31:46 kilobyte: yes, blocking talons/hooves for merfolk is a better idea 19:43:48 does someone actually look at local tiles anymore? 19:43:49 kilobyte: You have 2 messages. Use !messages to read them. 19:44:23 03kilobyte * r6ab836e967fe 10/crawl-ref/source/ (mutation.cc output.cc player.cc transform.cc transform.h): Revert talons locking Mf into human form. 19:44:24 03kilobyte * r177e33608711 10/crawl-ref/source/mutation.cc: Forbid merfolk from growing talons or hooves. 19:44:25 03kilobyte * rb4f028181c07 10/crawl-ref/source/rltiles/dc-mon/unique/lom_lobon.png: Cut off Lom Lobon's legs (roctavian). 19:44:27 tall pan lords are quite buggy, not sure how to fix them 19:45:40 kilobyte: buggy how? 19:47:25 1. labels (currently disabled), 2. tooltips, 3. hp bars, 4. labels/hp bars on any tile partially covered by them (ie, 1 north), 5. them at the top row of the screen 19:51:46 1. It's fine. Labels are just for the poor sap who doesn't have an awesome tile. 2. What? 3. How about putting it at their feet? Or just below. 4&5. Minor. I think we'll have to live with it. 19:52:47 <|amethyst> as for 4, I'd rather see them cover up the other creature's HP bar than the current behaviour; otherwise, I don't see a real problem 19:54:16 does that forbid normal talons/hooves for mf, or just beastly? 19:54:25 Eronarn: any 19:54:29 -!- nfogravity has quit [Quit: Leaving] 19:54:40 that sounds bad 19:55:22 how come? No other transformation allows mutating appendages you don't have in your natural form. 19:55:44 mf have two natural forms 19:56:27 descriptions are quite clear on which one is the real one 19:57:03 we've been over this before with merfolk and zin worship 19:57:26 |amethyst: true 19:57:29 <|amethyst> player_has_feet() is backwards too, then; since it says merfolk have feet if temp is false 19:57:42 it's not 'backwards', kilo is just wrong :P 19:59:02 <|amethyst> also, ?vuln 19:59:04 player_has_feet(false) is used in only one place: acquirement of boots 19:59:58 <|amethyst> kilobyte: and a few lines up from the check you added in physiology_mutation_conflict 20:00:29 another thought: afaik there actually aren't any other cases where a form gives you mutatable appendages you don't normally have 20:00:51 |amethyst: yeah but merfolk are excluded there already 20:01:13 so it's not like you can really compare it to anything else 20:01:27 Eronarn: dragon form (tail), most forms for octopode, etc 20:01:40 dragon form doesn't actually give you a tail afaik 20:01:56 <|amethyst> it does according to player::has_tail 20:02:08 oh, that's cool... does it let you attack with it? 20:02:10 or is it just cosmetic 20:03:14 <|amethyst> "Your tail-slap misses Ereshkigal." 20:03:31 -!- ussdefiant has joined ##crawl-dev 20:03:46 <|amethyst> (as a hill orc in dragon form) 20:03:46 good to know 20:09:34 -!- vadatajs has quit [Ping timeout: 272 seconds] 20:11:08 New branch created: resize (1 commits) 20:12:38 -!- syllogism- has quit [] 20:12:44 tiles resize problems: I took Keskitalo's work from two years ago and fixed bit rot, but it's still buggy like hell (no regression) 20:13:13 resize support is a blocker for all those dual monitor bugs, etc 20:13:36 no idea if anyone has a clue about local tiles 20:22:38 -!- vadatajs has joined ##crawl-dev 20:47:21 sexyelmdreams the Skirmisher (L1 MuCK) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed on turn 11181. (Abyss) 20:48:30 03kilobyte * r9d79fc6dbd08 10/crawl-ref/source/rltiles/dc-mon/animals/ (giant_cockroach.png giant_mite.png): roctavian's edits to giant {cockroach,mite} tiles. 20:48:30 03kilobyte * r872380a17cce 10/crawl-ref/source/ (3 files in 3 dirs): ontoclasm's tile for the gossamer rune. 20:48:31 03kilobyte * r7a9211d4cada 10/crawl-ref/source/dat/descript/gods.txt: Disambiguate "tithe of 1/10 of gold" in Zin's description. (mumra) 20:49:08 tithing zomg. 20:49:51 that went in a while ago. it's in 0.10 20:50:08 went with the "no more piety over time" changes, I think 20:52:08 Npo, it's awesome! 20:52:12 I'v ejust missed so much :( 20:59:39 -!- magistern has joined ##crawl-dev 21:30:47 -!- HangedMan has joined ##crawl-dev 21:45:34 -!- Pacra has joined ##crawl-dev 21:58:17 int brownie_points = 0; haha 21:58:36 -!- HangedMan is now known as GreatOrbOfEyes 22:13:05 "Ashenzari protects a plant from harm." (https://crawl.develz.org/mantis/view.php?id=5483) by ebarrett 22:13:54 that's quite generous of ashenzari 22:21:06 -!- HangedMan has joined ##crawl-dev 22:27:52 -!- ainsophyao has joined ##crawl-dev 22:30:59 03|amethyst * r4b65b133b1ed 10/crawl-ref/source/beam.cc: Don't credit wrong god with plant protection. 23:01:41 -!- qqryq has quit [Ping timeout: 245 seconds] 23:07:22 -!- monqy has quit [Read error: Operation timed out] 23:09:51 -!- monqy has joined ##crawl-dev 23:26:23 03evilmike * r7daf38ecd626 10/crawl-ref/source/melee_attack.cc: Remove a redundant damage check. 23:30:33 -!- jeanjacques has joined ##crawl-dev 23:38:19 -!- medgno has quit [Quit: medgno] 23:46:06 -!- valrus has joined ##crawl-dev 23:47:45 -!- valrus has quit [Remote host closed the connection]