00:00:44 Pre-release branch on crawl.develz.org updated to: 0.11-b1-88-g2d9507b (33) 00:02:58 Stable (0.11) branch on crawl.s-z.org updated to: 0.11-b1-88-g2d9507b 00:03:37 -!- Vizer has quit [Quit: nipaa~] 00:05:17 -!- ZebTM has quit [Ping timeout: 260 seconds] 00:08:04 Unstable branch on crawl.s-z.org updated to: 0.12-a0-279-g5cea4af (34) 00:10:20 -!- ussdefiant has joined ##crawl-dev 00:11:55 -!- Guest42069 has quit [] 00:13:39 -!- ophanim has quit [Read error: Connection reset by peer] 00:16:48 -!- Nerem has joined ##crawl-dev 00:17:43 -!- NeremWorld has quit [Ping timeout: 240 seconds] 00:18:20 -!- Silurio has quit [Ping timeout: 245 seconds] 00:18:49 -!- remyroy has quit [Read error: Connection reset by peer] 00:19:07 Windows builds of master branch on crawl.develz.org updated to: 0.12-a0-279-g5cea4af 00:22:28 -!- Yen has quit [Ping timeout: 248 seconds] 00:35:34 -!- bonghitz_ has quit [Quit: bonghitz_] 00:37:18 -!- omnirizon has quit [Ping timeout: 264 seconds] 00:40:02 -!- Fhqwhgads has quit [Remote host closed the connection] 00:47:56 -!- xnavy has quit [Quit: Leaving] 00:49:22 -!- ussdefiant has quit [Read error: Connection reset by peer] 00:49:40 -!- hoody has quit [Remote host closed the connection] 00:49:52 -!- ussdefiant has joined ##crawl-dev 00:53:33 -!- Alexor has quit [Ping timeout: 268 seconds] 00:56:15 -!- Silurio has quit [Ping timeout: 245 seconds] 01:08:27 -!- hoody has quit [Remote host closed the connection] 01:16:44 -!- Friendlybee has quit [Quit: Page closed] 01:17:15 -!- Pacra has quit [Quit: This computer has gone to sleep] 01:26:59 -!- Codrus has quit [Ping timeout: 244 seconds] 01:28:59 -!- dtsund has left ##crawl-dev 01:30:25 -!- Kalir has quit [Quit: leaving] 01:31:09 -!- dtsund has joined ##crawl-dev 01:32:01 -!- blackcustard has quit [Quit: Counted eleven steps when his brain said ten.] 01:35:19 -!- indspenceable has quit [Client Quit] 01:40:49 -!- ussdefiant has quit [Read error: Connection reset by peer] 01:41:25 -!- ussdefiant has joined ##crawl-dev 01:51:15 -!- Wensley has quit [Quit: ChatZilla 0.9.88-rdmsoft [XULRunner 1.9.0.17/2009122204]] 01:53:47 -!- elliott has quit [Read error: Connection reset by peer] 01:56:30 -!- MarvinPA has joined ##crawl-dev 01:58:07 -!- tensorpudding has quit [Ping timeout: 240 seconds] 02:01:21 -!- Isabel has quit [Quit: Page closed] 02:01:26 <|amethyst> for those who proposed me as the "tiles dev": 02:01:26 |amethyst: You have 1 message. Use !messages to read it. 02:01:36 <|amethyst> !lg . tiles s=ktyp 02:01:37 22 games for |amethyst (tiles): 19x quitting, 3x mon 02:01:55 That doesn't mean anything! You could do a lot of local play! 02:02:20 I think about half my offline tiles games are quits, and the other half are broken savefiles 02:02:22 <|amethyst> !tell elliott does indeed 02:02:22 |amethyst: OK, I'll let elliott know. 02:03:13 <|amethyst> !tell HangedMan could you take a look at #6147 ? the_teleporter teleports monsters out of the way intentionally; was that intended for wizlab_golubria? 02:03:14 |amethyst: OK, I'll let HangedMan know. 02:07:47 -!- xnavy is now known as Guest54999 02:07:48 -!- Guest54999 has quit [Killed (sendak.freenode.net (Nickname regained by services))] 02:07:48 -!- xnavy_ is now known as xnavy 02:18:08 03|amethyst * r624eb6a42fe7 10/crawl-ref/source/dat/tiles/title_pooryurik_knight.png: Optimise title_pooryurik_knight.png 02:19:02 <|amethyst> !tell dpeg I pushed PoorYurik's title screen to 0.11 (after optimising/recompressing) 02:19:03 |amethyst: OK, I'll let dpeg know. 02:19:23 -!- ussdefiant has quit [Ping timeout: 240 seconds] 02:20:26 03dpeg 07stone_soup-0.11 * r62f9e7ca1afb 10/crawl-ref/source/dat/tiles/title_pooryurik_knight.png: New [optimised] title screen (poor_yurik). 02:20:54 I think it is possible that when you commit something, you can't call yourself an ex-developer anymore. 02:22:17 a couple days ago greensnark commited something... 02:22:17 <|amethyst> dtsund: you could move him on https://crawl.develz.org/wiki/doku.php?id=dcss:admin:devteam and see how long it takes him (or anyone) to notice :) 02:23:10 "Current projects: Updating the title screen." 02:23:54 <|amethyst> I assume it's up to the dev in question whether "indefinite hiatus" means they go into "former developers" on that page 02:25:30 <|amethyst> btw, for those who didn't see it earlier, http://s-z.org/crawl-stats/ 02:25:49 it's funny how dead august is 02:25:51 <|amethyst> What's up with Augusts? Start of school? French vacations? 02:25:58 tournaments, I think 02:26:05 <|amethyst> ahh 02:26:29 <|amethyst> that explains why this jan/feb were so dead, and why this august was not 02:27:00 -!- fungee has quit [Read error: Operation timed out] 02:27:20 <|amethyst> also I am confused by 2011-07 522 0 0 02:27:57 hmm. that has to be wrong 02:28:02 <|amethyst> possibly something wrong with my metadata 02:28:18 <|amethyst> I know it uses the reflog for some things, and that was about when I first checked out my repo 02:28:30 It looks like something broke in early june 02:28:49 <|amethyst> that'd be right... I started in early june 2011 02:28:54 <|amethyst> started playing 02:29:01 <|amethyst> not 100% certain when I checked out this copy 02:29:34 <|amethyst> or it could be a bug in gitstats; wouldn't be the first 02:31:22 -!- absolutego has joined ##crawl-dev 02:33:50 -!- Ragdoll has joined ##crawl-dev 02:38:04 ??Static_discharge 02:38:05 static discharge[1/1]: Hits between 1 and 8 adjacent enemies, based on power; if an enemy is rElec or flying, skip them. For each target hit, if power remains, recursively arc out to another adjacent target (includes you, but for low damage), reducing power to 1/2 or 1/3. Halved damage to you if flying, and checks rElec. 02:38:18 Hrm, was hoping for damage statistics. 02:39:45 The damage for that one is a little complicated to sum up briefly, I think 02:40:05 Given that the number of arcs is itself random 02:40:08 Aye 02:44:52 -!- yxhuvud has quit [Ping timeout: 252 seconds] 02:46:32 <|amethyst> surely there's a mathematician about 02:47:05 Oh, I'm sure I could figure it out if I really wanted to. 02:50:04 03evilmike * rb843e10e1b75 10/crawl-ref/source/dat/des/portals/wizlab.des: Fix an error if the lich is blocked from spawning in wizlab_zonguldrok. 02:50:05 03evilmike 07stone_soup-0.11 * r561a5b36473d 10/crawl-ref/source/dat/des/portals/wizlab.des: Fix an error if the lich is blocked from spawning in wizlab_zonguldrok. 02:50:40 ??mystic_blast 02:50:40 mystic blast[1/2]: In 0.11, does a maximum of 2d22 damage but explodes with a 3/(2 + 2*distance) chance; also has range 7 instead of 5. 02:50:46 ??mystic_blast[2] 02:50:46 mystic blast[2/2]: "The following name [Iskenderun's Mystic Blast] was found in the hack.exe file of an early version of PCHACK - credit goes to its creator (whoever that may be):" 02:51:50 <|amethyst> Not sure, but I think that might have been referring to just "Iskenderun" 02:52:24 Probably. 02:52:33 Iskenderun is a possible shopkeeper name in NetHack. 02:56:57 zomg plagarism 03:00:38 -!- ontoclasm has joined ##crawl-dev 03:01:40 -!- Sgun has quit [Ping timeout: 246 seconds] 03:02:32 -!- ontoclasm has quit [Client Quit] 03:05:14 -!- bonghitz has quit [Quit: bonghitz] 03:10:22 -!- bonghitz has quit [Client Quit] 03:16:41 -!- st_ has joined ##crawl-dev 03:21:42 -!- ebarrett has quit [] 03:35:57 -!- bonghitz has quit [Quit: bonghitz] 03:44:58 -!- Fear has quit [Client Quit] 03:50:31 -!- Sacred has quit [Remote host closed the connection] 03:53:36 -!- bracc has quit [Read error: Connection reset by peer] 03:58:18 -!- bracc has quit [Ping timeout: 255 seconds] 04:01:23 -!- dtsund has quit [Ping timeout: 245 seconds] 04:02:51 -!- blabber has joined ##crawl-dev 04:11:42 -!- Syrio has quit [Quit: Page closed] 04:17:49 -!- DracoOmega has quit [] 04:18:03 |amethyst: actually, optimizing title screens is worth it for any not completely negligible gains 04:19:18 source tiles for walls/floors/items/monsters are present only in git and source tarballs (binary packages contain them only combined into one big texture), title screens get passes as-is to every single download 04:21:10 <|amethyst> the question is whether 18 KiB is "completely negligible" 04:26:48 it's more than a half of the file in question 04:26:56 <|amethyst> true 04:36:10 -!- inde has quit [Ping timeout: 268 seconds] 04:54:28 -!- bmfx has quit [Ping timeout: 248 seconds] 05:00:03 OSX builds of master branch on crawl.develz.org updated to: 0.12-a0-281-gb843e10 05:26:55 -!- domi_ has quit [Ping timeout: 246 seconds] 05:27:03 -!- ajikeshi__ has quit [Quit: Verlassend] 05:33:57 -!- lorenz371 has quit [Ping timeout: 272 seconds] 05:36:12 03evilmike * r2f889ab69f80 10/crawl-ref/source/ (dat/des/sprint/arena_sprint.des util/gather_mons): Remove "team" waves from arena sprint. 05:36:12 03evilmike * r51d274933dbf 10/crawl-ref/source/dat/des/sprint/arena_sprint.des: Adjust scroll shops in arena sprint. 05:36:13 03evilmike * r5c54080a4c52 10/crawl-ref/source/dat/des/sprint/arena_sprint.des: Balance changes to arena sprint. 05:36:13 03evilmike * rd0165e7e50c3 10/crawl-ref/source/dat/des/sprint/arena_sprint.des: Print more information to the character log in arena sprint. 05:36:13 03evilmike * r406627d08889 10/crawl-ref/source/dat/des/entry/twisted.des: Two entry vaults. (nagdon) 05:36:14 03evilmike * r4777e55ae806 10/crawl-ref/source/dat/des/portals/lab.des: Many labyrinth vaults, including a minotaur vault. (nicolae) 05:36:14 03evilmike * r72eb8ffbabe5 10/crawl-ref/source/dat/des/entry/large.des: A farm-themed entry vault. (Lightli, HangedMan) 05:36:15 03evilmike * rd04589294b96 10/crawl-ref/source/dat/des/sprint/arena_sprint.des: Adjust arena sprint shops. 05:36:15 03evilmike * rc6a51a73b8fa 10/crawl-ref/source/dat/des/entry/small.des: Four entry vaults. (Lightli) 05:36:16 03evilmike * r4be0e2e3630b 10/crawl-ref/source/dat/des/branches/zot.des: Insane Zot:1-4 vault. (Lightli) 05:36:16 03evilmike * r1fc73f045992 10/crawl-ref/source/dat/des/variable/mini_monsters.des: Minivault with a rod of summoning... (Lightli) 05:36:17 03evilmike * rd9474c1c21b0 10/crawl-ref/source/dat/des/variable/mini_monsters.des: "Cornered adventurer" minivault. (Lasty) 05:36:17 03evilmike * ree09158fc8f8 10/crawl-ref/source/dat/des/variable/mini_monsters.des: Three minivaults. (Guppyfry) 05:36:23 (sorry about that) 05:38:43 -!- edlothiol has joined ##crawl-dev 05:39:58 is that zot:1-4 vault really necessary :P 05:40:36 it does give ample warning 05:41:03 yeah, but can't we do more interesting things in zot than fill up a substantial region with lava? 05:41:32 I suppose... did you see that the lava is smokeless? 05:42:07 also, maybe I should edit it so it is a corridor of lava instead of half a lake? 05:42:38 smokeless is good, yeah... a corridor might be better though 05:47:50 elliptic: are you suggesting gimmick vaults are unecessary?? 05:58:06 03evilmike * r7d14ff188579 10/crawl-ref/source/dat/des/branches/zot.des: Get rid of Zot:5 subvaults. 06:02:05 03evilmike * r42a8e535008d 10/crawl-ref/source/dat/des/branches/zot.des: Change lightli_zot_lavaisle into a lavacorridor. 06:03:34 re: gimmicks, it's probably worth noting there's a ton of former subvaults sitting around. I'm going to work on making these zot minivaults (sans orb guardians), and they'll be fairly standard ones 06:04:01 so, zot is going to be getting a lot more minivaults, and they'll be normal ones 06:05:40 will they work as minivaults? thanks for cleaning up my mess, anyhow 06:06:02 you started it, other people added to it. I'm not innocent either :P 06:06:55 I think they will work as minivaults. Zot encourages diving, but these vaults conveniently have entrances on two sides... if made transparent, they would be well suited for a "diving" branch 06:07:10 -!- Nightbeer has quit [Ping timeout: 246 seconds] 06:07:28 for the weirder ones that placed the orb at a dead end, a stair could go there 06:10:07 -!- PepeRC2 has quit [Ping timeout: 244 seconds] 06:16:24 -!- OddMeat has quit [Quit: Page closed] 06:16:58 -!- HangedMan has joined ##crawl-dev 06:25:33 -!- evilmike has quit [] 06:25:50 -!- Silurio has quit [Ping timeout: 245 seconds] 06:26:54 -!- blabber has quit [Quit: leaving] 06:31:18 -!- magistern has quit [Quit: This computer has gone to sleep] 06:32:37 -!- alefury has joined ##crawl-dev 06:33:42 -!- VideoGames has quit [Quit: Page closed] 06:35:33 wow, nice commits while i was sleeping :) 06:43:05 -!- Nightbeer has quit [Read error: Connection reset by peer] 06:45:48 |amethyst: since the wizlab_golubria code was originally just copy-pasted repeatedly from the_teleporter and an abyss-themed messy wizlab teleporting monsters on the teleport arrival spot is thematic I don't see any issues with wizlab_golubria's teleports 06:53:50 -!- Nightbeer has quit [Ping timeout: 252 seconds] 06:58:20 -!- Lightli has quit [Ping timeout: 245 seconds] 07:12:38 -!- Bloax has quit [Ping timeout: 244 seconds] 07:16:12 -!- Roarke has quit [Quit: ThrashIRC v2.6 sic populo comunicated] 07:25:58 -!- PsyMar has quit [Disconnected by services] 07:36:59 -!- nooodl has joined ##crawl-dev 07:51:23 -!- Oddtwang has quit [Read error: Connection reset by peer] 08:02:06 -!- voker57_ has quit [Remote host closed the connection] 08:05:58 -!- inde2 has quit [] 08:36:58 -!- Nightbeer has quit [Ping timeout: 246 seconds] 08:51:05 -!- syllogism has joined ##crawl-dev 08:52:58 -!- kwel01 has quit [Quit: Page closed] 08:53:22 -!- pantaril has quit [Ping timeout: 244 seconds] 08:58:18 so I just got tgw_xom in zot, while wizmode testing (0.11-a0-3198-g6e5327) 08:58:42 i just encountered some wrong tiles in the crystal cavern vault/layout 08:58:45 -!- yogaFLAME has quit [Ping timeout: 245 seconds] 08:58:55 Wrong tiles in crystal cavern (https://crawl.develz.org/mantis/view.php?id=6150) by Galefury 08:59:01 wall tiles were used for floor and water in a vault 09:01:43 you can get the two depth: * vaults (the other one is nemelex_altar_shiori) in almost anywhere, including abyss, dis:7, slime, pan 09:05:00 shouldn't they just be in D like all the others or something 09:06:18 i guess xom_obstacle_run is also an offender? 09:07:02 -!- PollyEsther has joined ##crawl-dev 09:07:18 -!- PollyEsther has left ##crawl-dev 09:07:20 -!- Pacra has joined ##crawl-dev 09:08:23 well, the overflow vaults are done with non-branched absdepth and Orc/Elf/V placement depending on what's suiting for the vault 09:08:56 would personally make it just D for the two xom vaults and D, Elf for the nemelex vault 09:11:16 by the way, some of the floor and water tile in that vault were correct 09:11:23 should i attach a save? 09:11:42 -!- Pacra has quit [Ping timeout: 252 seconds] 09:11:50 oh, edlothiol already asked for it 09:15:38 -!- HellTiger has quit [Read error: Connection reset by peer] 09:16:09 edlothiol: save attached 09:29:16 -!- Xiberia has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 09:39:58 -!- simmarine has joined ##crawl-dev 09:40:50 i didnt get a zot entry vault, is that intended? 09:42:13 yes 09:42:52 zot_entry_traditional purposefully makes there be a chance there's just the old bunch of gates 09:43:20 ah well 09:43:41 at least i got huge and nice veh altar vault and a trove i cant enter 09:45:06 -!- wheals has quit [Quit: Leaving] 09:46:18 -!- MPR has quit [Ping timeout: 264 seconds] 09:46:29 -!- G-Flex has joined ##crawl-dev 09:48:45 -!- Xiberia has joined ##crawl-dev 09:53:08 -!- punpun has quit [Quit: Page closed] 10:00:05 -!- blabber has joined ##crawl-dev 10:03:00 -!- valrus_ has joined ##crawl-dev 10:05:08 -!- freefall has quit [Quit: Reconnecting] 10:06:23 -!- freefall has joined ##crawl-dev 10:09:35 -!- monqy has quit [Quit: hello] 10:10:11 03MarvinPA * r58747ea2c907 10/crawl-ref/source/dat/des/portals/lab.des: Remove a testing weight 10:10:12 03MarvinPA * rd8030988adb9 10/crawl-ref/source/dat/des/altar/overflow.des: Restrict some overflow altars to more appropriate places 10:10:12 03MarvinPA * r4264f88b4cb8 10/crawl-ref/source/dat/des/portals/ (bailey.des bazaar.des lab.des trove.des ziggurat.des): Fix trowel portals not being placed in existing vaults 10:10:13 03MarvinPA * r3c4be815e293 10/crawl-ref/source/ (dat/des/portals/bazaar.des decks.cc): Cap the number of Bazaars generated by Trowel cards 10:15:10 Bazaar in unconnected bubble (https://crawl.develz.org/mantis/view.php?id=6151) by absolutego 10:16:39 -!- Sacred has quit [Ping timeout: 276 seconds] 10:17:52 -!- Pingas has joined ##crawl-dev 10:28:33 -!- MPR has quit [Changing host] 10:29:27 -!- One-Eyed has quit [Quit: Page closed] 10:29:39 -!- hart has quit [Read error: Connection reset by peer] 10:31:28 -!- voker57 has quit [Changing host] 10:37:25 still a little annoyed place:Lair/Swamp/Shoals/Elf produces so much firewood, but for once I'll go for a bit of integration and simplicity instead of precise complexity 10:40:33 Two abyss minivaults, a zot minivault. (https://crawl.develz.org/mantis/view.php?id=6152) by Claws 10:45:00 -!- Lawman has quit [Ping timeout: 245 seconds] 10:54:53 -!- Fhqwhgads has quit [Ping timeout: 260 seconds] 10:55:07 -!- Fhqwhgads_ is now known as Fhqwhgads 10:59:31 -!- Fhqwhgads has quit [Ping timeout: 246 seconds] 10:59:46 -!- Fhqwhgads_ is now known as Fhqwhgads 11:00:01 -!- valrus_ has quit [Remote host closed the connection] 11:00:04 -!- Pacra has joined ##crawl-dev 11:03:50 -!- Pacra has quit [Read error: Operation timed out] 11:08:31 -!- smeea has quit [Read error: Connection reset by peer] 11:11:14 -!- Yen has quit [Ping timeout: 252 seconds] 11:27:59 -!- ZedZed has quit [Quit: Page closed] 11:31:17 -!- yogaFLAME has quit [Ping timeout: 245 seconds] 11:37:03 -!- Lightli has joined ##crawl-dev 11:40:25 <_dd> hey... 11:40:27 -!- hoody has quit [Remote host closed the connection] 11:40:43 -!- Wensley has joined ##crawl-dev 11:40:45 <_dd> there was some talk on mantis about how it's weird that sabres are short blades 11:41:30 <_dd> so: how about replacing scimitar with sabre (making it a long blade), and replacing sabre with cutlass? 11:41:55 <_dd> i realize there's an artifact cutlass but that could also be reflavored... 11:46:31 Okawaru gifting affected by Heroism (https://crawl.develz.org/mantis/view.php?id=6153) by oiseaux 11:49:06 -!- valrus_ has joined ##crawl-dev 11:56:49 -!- daftfad has quit [Ping timeout: 246 seconds] 11:58:05 -!- blabber has quit [Read error: No route to host] 12:02:17 -!- wheals has quit [Quit: Leaving] 12:04:29 -!- Nilsyn has quit [Quit: Page closed] 12:07:06 -!- simmarine has quit [Ping timeout: 245 seconds] 12:07:23 MarvinPA: decks of Dungeons just became mostly useless 12:10:14 03kilobyte * rc3e74d7c0980 10/crawl-ref/source/dat/des/portals/bazaar.des: Slash relative weights of bazaar maps by 10. 12:10:16 03kilobyte * raec47cac1a97 10/crawl-ref/source/dat/des/portals/bazaar.des: Increase the weight of the generated bazaar map. 12:10:17 -!- simmarine has joined ##crawl-dev 12:10:32 well i wouldn't say 5 free portal vaults is useless by any means 12:10:51 but if infinite bazaars is all they had going for them i wouldn't be against removing the whole deck, really 12:11:00 _dd: for me the appropriate distinction between long and short blades is usefulness for sneak attacks 12:11:17 not sure how cutlasses fare in that regard 12:11:56 also, falchions should probably stay falchions, renaming a weapon to a name from a different weapon class would really confuse people 12:13:12 I wouldn't mind removing dungeons altogether either... or if someone has ideas for actually useful cards to go in it then that could be cool, but that seems hard 12:13:34 yeah, i've tried to come up with ideas in the past and failed 12:13:40 make shaft? 12:13:58 overlaps with escape, but it is a dungeon modification 12:13:58 escape decks have that already 12:14:01 oh 12:14:01 bolt that creates walls 12:14:15 basically most dungeon alteration is too strong 12:14:32 if it does anything at all 12:15:11 what about that old idea of removing deck weighting? 12:15:17 remove decks 12:15:28 then you get problems with wonders all over 12:15:47 ChrisOelmueller: there could still be weighting, it would just be static 12:15:48 well, you make wonders rarer than the other types 12:15:49 why? wonders can just be rarer than all the others 12:15:50 yeah 12:16:03 alright :) 12:16:17 and yeah, would also be a good change i think 12:16:18 is wonders any better than dungeons? 12:16:34 is wonders actually interesting? 12:16:38 -!- bh has joined ##crawl-dev 12:16:50 st_: slightly, since it is dangerous to use and has more than one useful card 12:16:51 hi dev -- what features are we deleting today? :) 12:16:58 more so than dungeons, for sure 12:17:00 bh: maybe decks of dungeons 12:17:04 dungeons is just so bad 12:17:07 ??dungeons 12:17:08 I don't have a page labeled dungeons in my learndb. 12:17:12 ??deck of dungeons 12:17:12 deck of dungeons[1/2]: Cards include: Map, Dowsing, Spade, Trowel, Minefield, Vitrification, Water. Sacrifice jewellery, books, and miscellaneous items (crystal balls etc, not other decks obviously!). Note that this does NOT include enhancer staves and rods, which go towards destruction decks. 12:17:13 ??deck of dungeons 12:17:13 deck of dungeons[1/2]: Cards include: Map, Dowsing, Spade, Trowel, Minefield, Vitrification, Water. Sacrifice jewellery, books, and miscellaneous items (crystal balls etc, not other decks obviously!). Note that this does NOT include enhancer staves and rods, which go towards destruction decks. 12:17:38 oh right, water card is abusable also 12:17:48 ??water (card) 12:17:49 water card[1/4]: Places a lot of water around you. At card power 0, radius is 4 and is always shallow. At card power 1 or 2, radius is 6 or LOS respectively, and makes deep water 50% of the time. Won't affect trapped squares unless card power is 2. 12:18:00 yeesh 12:18:04 -!- elliott has joined ##crawl-dev 12:18:12 that entry is out of date also 12:18:15 ??deck of wonders 12:18:15 deck of wonders[1/2]: Cards include: Potion, Focus, Shuffle, Experience, Wild Magic, Helix, Sage, Alchemist. To get Nemelex to gift wonders, sacrifice potions, scrolls, wands and permafood. 12:18:21 -!- daftfad has quit [Changing host] 12:18:39 spade is dead already, and map/dowsing were merged (i think maybe that one's sort of worth keeping if it'd fit in another deck somewhere?) 12:19:05 dowsing did what -- magic mapped gold? 12:19:07 I think wonders isn't horrible as a rare deck gift 12:19:34 bh: some random combination of detect monsters/items/traps 12:19:37 MarvinPA: yeah, dungeons cards can of course be recycled in other decks if we think they are fine 12:20:09 -!- MPR has quit [] 12:20:39 I've never wanted to play a Nemelex worshipper. The sacrifice Foo to receive Bar mechanic was too meh for me 12:22:32 -!- ussdefiant has joined ##crawl-dev 12:23:28 just to throw numbers out there, the fixed deck weightings could be something like destruction 40%, summoning 30%, escape 20%, wonders 10% 12:23:36 or wonders could be even lower 12:24:55 definitely 12:29:15 HangedMan: that's a nasty zot vault you've got there 12:29:28 not by much for zot 12:29:36 -!- MPR has quit [Changing host] 12:30:45 the abyss vaults are really cool looking! 12:31:45 I think abyss vaults could do lots with selective shifting (though the greatest thing would be being able to randomize said shifting in the layout) 12:33:25 HangedMan: it's a long weekend! I could get hacking 12:34:20 could some wonderfully crazy randomization with empty space being more workable in map definition, if you can I'd love to see it 12:36:44 -!- syllogism has quit [] 12:36:48 HangedMan: did you take a look at the layout I checked in? 12:37:03 which one's that? 12:37:56 -!- ussdefiant has quit [Ping timeout: 248 seconds] 12:40:21 it takes an underlying dungeon making function and then warps it 12:40:58 ah, a start of that idea to make the abyss be more "melting dungeon"? 12:41:05 makes stuff like this -- https://gist.github.com/3602095 12:41:23 mmm 12:41:25 -!- dtsund has joined ##crawl-dev 12:41:34 I don't think layout is the only problem with the abyss, but the homogeneity certainly contributes to it being boring. 12:41:52 speaking of boring -- would a D:1 entry vault with a Boring Beetle be too mean? 12:42:00 @?? boring beetle 12:42:00 boring beetle (07B) | Spd: 6 | HD: 8 | HP: 32-57 | AC/EV: 13/4 | Dam: 35 | Res: 06magic(32) | Vul: 09poison | Chunks: 09poison | XP: 110 | Sz: Large | Int: insect. 12:42:14 player naga are Spd: 8, right? 12:42:21 there already is one 12:42:28 MarvinPA: hooray :) 12:42:31 that still isn't fixed? 12:42:33 wow 12:42:36 the current boring beetle entry vault is just to spam the noise, not try and kill the player 12:42:37 unless you mean one that can get out, in which case it'd be bad because people can kite it and kill it 12:42:57 for a million free xp 12:43:06 ah okay i've obviously been thinking about something that was fixed, then 12:43:27 I dislike the idea of lethal entry vaults, even when being malnevolent you have to give players a chance 12:44:57 ??neutral 12:44:57 I don't have a page labeled neutral in my learndb. 12:46:04 bh: player nagas are approximately speed 7 12:46:10 03dolorous * rc32969eddd6e 10/crawl-ref/source/dat/des/portals/bazaar.des: Typo fix. 12:46:29 an entry vault that spams a noise seems stupid also 12:46:39 what's the point? it's just annoying 12:46:52 funny you think it's just one 12:47:10 that was more in generic terms :) 12:47:15 neutrals attack players and monsters and neutral (friendly) attacks just monsters? Is there a `true neutral` that doesn't hit anyone and doesn't give XP? 12:47:56 -!- ussdefiant has joined ##crawl-dev 12:47:56 a neutral that just lets everything kill it? 12:47:56 bh: what would be the point of that? 12:48:06 03kilobyte 07glasnost * rb496f0529242 10/crawl-ref/source/dungeon.cc: Make trying to spawn a secret door fatal. 12:48:07 03kilobyte 07glasnost * r6eb0595184c8 10/crawl-ref/source/dat/des/ (11 files in 3 dirs): Despoil/runify a lot of vault doors. 12:48:08 03kilobyte 07glasnost * r226f152bdc15 10/crawl-ref/source/util/edit_vault: A script to open a given vault in an editor. 12:48:09 alefury: still thinking about a maurading boring beetle ripping apart D:1 12:48:15 03kilobyte 07glasnost * r317050d26f56 10/crawl-ref/source/dat/descript/features.txt: Don't talk about warnings in the runed doors' desc. 12:48:30 bh: stuff like that shouldn't happen on D:1 anyway 12:49:04 we care about D:1 balance, or at least I do... it shouldn't have weird gimmicky things even if they don't *directly* kill the player 12:49:16 like that kraken vault, mmh 12:49:24 kilobyte: i thought runed doors were explicitly meant to be warnings of danger, not just pointing out important things? 12:49:26 ChrisOelmueller: o_0 !? 12:49:30 i'm sure you could make it summoned or something to not give xp but yeah 12:49:40 I mean, harmless gimmicks are fine, but boring beetles digging out the level is far from harmless 12:49:53 if nothing else it would make autoexplore a pain 12:50:06 bh: #4851 12:50:12 orb of fires do permanent damage so not many people will scum them, but a lot of jailed monsters can be converted into mucho exp / Okawaru piety if you have some strong means of disposing of them (Trog/Makhleb, etc). 12:50:34 elliott: there's no agreement what runed doors should do 12:50:36 kilobyte: what's preventing merging mon-pick branch? 12:51:08 Thanks, by the way, to whoever fixed the OSX build. Was that neunon? 12:52:05 HangedMan: it actually doing something; the coding is simple, but I still don't know what the minimal rarity should be. The best idea so far has 0 on the level just outside the range, then rising linearly to the peak. 12:52:15 <|amethyst> bh: grunt possibly 12:52:20 <|amethyst> %git :/Xcode 12:53:08 Grunt * 0.11-a0-3175-gdba5ced: On OS X 10.8, use the correct path for Xcode SDKs. (3 weeks ago, 1 file, 11+ 3-) https://gitorious.org/crawl/crawl/commit/dba5ced81420 12:53:12 ohhhh 12:53:12 which means 16.6% if the range has radius 5, 50% if it has radius 1. 12:53:52 are secret doors gone 12:54:01 only in a branch 12:54:04 whoa... I didn't even realize I've been running a crawl server. 12:54:29 bh: i didnt realize it had become *that* easy to do so :) 12:54:49 -!- blabber has joined ##crawl-dev 12:54:53 alefury: it's actually way insecure. it's just a user crawl with crawl set as the shell 12:55:04 simmarine: not yet merged into trunk 12:55:27 <_dd> why doesn't the I page show spell noise 12:55:37 why is reverse_minivault_9 made of runed doors instead of regular doors? 12:55:39 |amethyst: how challenging was getting cszo alive? Is the install trivially reproducible? 12:55:53 <|amethyst> nontrivial :) 12:55:59 HangedMan: so autoexplore doesn't go through them 12:56:13 <|amethyst> I've been working on putting together docs and publishing my changes, but I've been busy with non-crawl stuff 12:56:15 HangedMan: as I said, there's no agreement what runed doors should do 12:56:30 it'll be easy to grep for runed_door and alter that later 12:56:44 autoexplore doesn't go through them in a vault that's an isolated bubble where you start off immeadiately surrounded by doors 12:57:04 if somebody autoexplores when they see that vault they deserve it 12:57:31 -!- MPR has quit [Ping timeout: 268 seconds] 12:58:30 s/deserve it/are unspoiled/ 12:59:02 we can't assume people are paranoid? 12:59:28 "some silly doors -- a bug of what?" "BOOM, 5 storm dragons, titans, shadow dragons and yak captains" 12:59:35 s/of/or/ 12:59:58 <|amethyst> kilobyte: wouldn't the same thing happen if they manually explore? 13:01:07 |amethyst: yeah, but at least they have a sense of danger 13:01:17 <|amethyst> true 13:01:31 it depends on the UI, though 13:02:03 I like galehar's (?) idea to have no prompt, but merely autoexplore never going there 13:02:14 -!- buki has quit [Remote host closed the connection] 13:02:38 They should stop autoexplore at least, though, so players are aware of the door 13:03:32 would you, like, put a runed door onto bee vaults and the like? 13:04:05 ChrisOelmueller: nah, I'd use a hexagonal, waxy door. 13:04:15 bee vaults are meant to be ambushes aren't they 13:04:38 right, but e.g. in lair and with manual exploration you can avoid them pretty well 13:05:33 ChrisOelmueller: well lair doesn't care whether you make the door fancy since it has a tendency to blow the walls open 13:05:37 or was that "fixed" 13:05:39 -!- eb has quit [Ping timeout: 276 seconds] 13:06:07 -!- blabber has quit [Ping timeout: 246 seconds] 13:07:23 -!- Daekdroom has quit [Quit: Saindo] 13:08:17 -!- valrus_ has quit [Remote host closed the connection] 13:08:48 * kilobyte wonders if putting in Wolfenstein's level 1 (AKA, mostly, Doom 2 map 31) verbatim would be acceptable 13:08:49 use in minmay_expanding_circles and lemuel_ice_spiral_2 ? 13:09:13 isn't it still copyrighted 13:09:35 not sure if that's copyrightable 13:10:03 http://www.cheatcc.com/pc/pics/level1.gif it looks like a fairly elaborate/original design, though I'm no expert 13:10:17 I'm not a lawyer: http://boingboing.net/2011/06/23/why-fair-use-doesnt.html 13:11:07 <|amethyst> bh: by that argument you should never create any kind of content, even original, because you might be sued 13:12:05 -!- valrus has joined ##crawl-dev 13:12:06 |amethyst: that's how it works with patents :( 13:12:08 |amethyst: I'm not making that argument. I'm just pleading ignorance 13:12:09 -!- namad7 has quit [] 13:13:02 kilobyte: I don't read patents because 1) I can't understand them, 2) I'm not interested in willful infringement 13:13:03 |amethyst: well, you're more likely to get sued if you admittedly base your work on something else 13:13:11 -!- blabber has joined ##crawl-dev 13:14:15 Would anyone experience sadness if I, say, ripped up the tracks on the current abyss and tried to make it no longer shit? 13:14:58 <|amethyst> kilobyte: actualy, http://en.wikipedia.org/wiki/Micro_Star_v._FormGen_Inc. 13:15:09 |amethyst: deadlink 13:15:16 add the . 13:15:25 <|amethyst> the . is part of it, year 13:15:28 <|amethyst> s/year/yeah/ 13:15:38 <|amethyst> this is not quite the same thing 13:15:49 <|amethyst> this was about maps being derivative works of the games they are in 13:16:13 <|amethyst> and centred around "audiovisual display", which would be vastly different for Crawl using a Wolfenstein map 13:16:54 We could always just ask permission. The folks at id don't strike me as a band of wankers. 13:17:35 probably not worth the hassle 13:17:49 we can rob Kornel Kisielewicz, though 13:17:51 -!- Yen has quit [] 13:18:36 <|amethyst> wonder if Id got permission from Namco for the pac-man ghosts 13:18:56 <|amethyst> apogee I guess, not id 13:19:07 quick, panic about the tetris block entry vault 13:19:43 MarvinPA: those are tetromino. That vault has *nothing* to do with Tetris. 13:20:30 the vault name implies otherwise! :P 13:20:41 |amethyst: it looks like Apogee was a band of wankers in that case. 13:21:02 <|amethyst> if they started falling to the south of the screen, and cleared when an entire row was full, then it would be a problem, given how litigious The Tetris Company is 13:21:46 <|amethyst> http://www.wired.co.uk/news/archive/2012-06/20/tetris-clone-ruling 13:22:11 -!- purge has quit [Ping timeout: 268 seconds] 13:23:13 * kilobyte feels bad about a Boulder Dash portal vault. 13:23:45 (could be themed as a sloped level, explaining why boulders roll to one side but you don't fall) 13:23:49 kilobyte: that sounds dangerously like sokoban. Confirm or deny? 13:25:38 you can't move boulders much, especially not diagonally. They move on their own, too. 13:26:51 bh: what is your new vision for the abyss 13:27:37 dungeon that's warped and melts? 13:27:56 Wensley: warping 'regular' dungeon layouts. multiple layers of the abyss with internal banishment 13:28:25 that sounds fun 13:29:01 in my forays to the abyss I've always found it to be either "OHSHITIMAGONNADIE" or "Oh, have you met my friend 'killing your face'?" 13:31:52 bh: warping regular dungeon layouts sounds workable 13:32:00 like how Lair does it if Lair was constantly messing things up? 13:32:33 I could also have it examine the floors that the player has seen and twist those layouts. 13:32:42 <|amethyst> multiple levels? 13:32:48 <|amethyst> can we have an abyssal stair? :) 13:34:08 |amethyst: sounds good to me, but I'm a sadist. 13:34:22 <|amethyst> %git a9662255 13:34:26 galehar * 0.12-a0-250-ga966225: Prevent friendly summons from attacking out of LOS. (4 days ago, 7 files, 45+ 3-) https://gitorious.org/crawl/crawl/commit/a966225517d6 13:34:26 <|amethyst> doh 13:35:35 -!- DracoOmega has joined ##crawl-dev 13:35:51 -!- rossi has quit [Quit: WeeChat 0.3.7] 13:35:53 -!- Ryak has quit [Ping timeout: 260 seconds] 13:36:31 bh: how many hydrataurs 13:36:49 In terms of Abyss 'boredom', one thing I've often thought might be good is to have at least some degree of monster set scaling with player level. It should still be easier at higher levels than lower, but enough to make endgame Abyss not ENTIRELY trivial, and perhaps earlygame Abyss not QUITE so much a cointoss. 13:36:52 -!- Kalir has quit [Changing host] 13:37:03 elliott: that's an idea for the abyss: Take two monsters and merge 'em 13:37:14 -!- Deathmic has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 13:37:40 would be happy with just lowered weights for 54xXzZ 13:38:11 bh: (abyssal stair is an existing thing, fwiw :P) 13:38:13 Even that mightn't accomplish as much in that regard. Late game, it's basically just busywork to find the exit again 13:38:23 elliott: as a tile? 13:38:29 ??abyssal stair 13:38:30 hydrataur[1/1]: One of four possible unique guardians at lvl 3 of the abyssal stair. Each of his nine necks ends in a javelin throwing humanoid torso, and he also buffs, heals and sprays hellfire. Carries the madness rune. 13:38:32 It might be nice to have the time spent in there be shorter, but more dangerous 13:38:47 ??abyssal stair 13:38:47 hydrataur[1/1]: One of four possible unique guardians at lvl 3 of the abyssal stair. Each of his nine necks ends in a javelin throwing humanoid torso, and he also buffs, heals and sprays hellfire. Carries the madness rune. 13:38:56 wtf...? 13:39:10 by existing I don't mean in DCSS :P 13:39:14 ??implemented bad ideas 13:39:14 implemented bad ideas[1/13]: When you hit an ogre with a long blade, instead of opening it like a pillowcase, you dice the ogre like an onion!!! 13:39:32 ??implemented bad ideas[2] 13:39:32 implemented bad ideas[2/13]: A cat race that gets nine lives! 13:39:36 ??implemented bad ideas[3] 13:39:36 implemented bad ideas[3/13]: A graphical tile interface, so players don't need to read to play Crawl! 13:39:56 -!- omnirizon has quit [Disconnected by services] 13:39:57 -!- omnirizon_ is now known as omnirizon 13:40:13 03kilobyte 07glasnost * r3929fecdbac0 10/crawl-ref/source/ (10 files in 4 dirs): ontoclasm's tiles for runed doors. 13:41:34 I'm not sure why "scroll of silence" was in bad_ideas. 13:42:05 occasionally a decent idea slips through i guess 13:42:08 presumably for how it interrupts read-iding a bunch of scrolls 13:42:27 I would assume it was the "making noise to produce silence" thing 13:42:37 ##crawl tries its best but it has to happen occasionally! 13:43:29 <|amethyst> I want to say something very similar to Deal Four was in bad_ideas 13:43:36 What if the abyss gets harder over time and 'remembers' how hard it is. Then when you reenter it more quickly ramps back up to the last max difficulty level 13:44:02 <|amethyst> though I didn't see know that when implementing it (it's a pretty obvious idea) 13:44:29 <|amethyst> and if orb spiders and maintain_range weren't in bad_ideas they should have been :) 13:44:29 -!- Pacra has joined ##crawl-dev 13:44:58 I don't think scaling difficulty over time spent makes as much sense 13:45:15 Since that still implies time spent in the more boring portion, until things get 'serious' 13:45:24 scaling over time makes more sense than scaling based on XL IMO 13:45:24 Or, at lower levels, that getting unlucky with exits is even WORSE 13:45:31 -!- smeea has quit [Read error: Connection reset by peer] 13:45:44 DracoOmega: it could start at a higher scale if you enter from a portal rather than getting banished or something 13:45:56 or if you get banished deeper 13:45:59 Well, high level characters still end up there through banishment more often than portals 13:46:26 -!- Ragdoll has quit [Read error: Connection reset by peer] 13:46:30 I got banished on Elf:$ then killed everything and got the Abyssal rune, then snagged the Elf rune. 13:46:31 Basing it on dungeon depth might make some sense, I suppose... 13:46:59 <|amethyst> bad idea: make it so you can choose: move east for easier, west for harder but more exits and runes 13:47:03 Though I still don't like that as much 13:47:25 bh: and then the mossy and orcish runes]? 13:47:30 s/\]// 13:47:41 I like the general concept, but it has the problem of making the boring mode still the more optimal one (less risk, etc.) 13:48:00 elliott: by elf rune, I mean 'I killed all the elves and took their loot" 13:48:04 If Abyss trips at high level were relatively brief but contained genuine danger, I think that alone would fix a lot of Abyss issues 13:48:24 <|amethyst> the elven rune is made of spellbooks, decks, and gold 13:48:33 I don't think scaling abyss at all makes much sense 13:48:42 What about creating abyssal versions of the creatures that were arround you when you got abyssed? 13:48:43 we don't do that anywhere else 13:48:59 bh: would be cool probably 13:49:06 elliptic: sure we do. Dungeon gets harder as you go deeper 13:49:06 Well, the Abyss does a lot of twisted things that don't happen elsewhere. Also, it's the only place you're maliciously cast into 13:49:06 <|amethyst> elliptic: there's nowhere else you can go to from both D:5 and Z:5 13:49:34 |amethyst: you can die... 13:49:46 lair:8 and d:27 13:49:58 |amethyst: it's still the same place, and I don't think that it is ever good to penalize the player for being higher XL 13:50:07 <|amethyst> XL isn't good 13:50:09 <|amethyst> how about 13:50:11 then penalize them for being deeper 13:50:34 <|amethyst> the depth (and thus difficulty, reward?, etc) of the abyss you go to depends on caster spellpower 13:50:41 The Abyss DOES react to the player's presence in several ways, though. Runes already become more common the longer you're in there 13:50:42 I don't like deeper because absdepth is not openly revealed to the player and some stuff is deeper then it seems 13:50:45 |amethyst: and self-abyssing? 13:50:46 being deeper isn't good either, kite a banisher up to d:1 or something dumb 13:50:47 -!- omnirizon has quit [Quit: Colloquy for iPad - http://colloquy.mobi] 13:51:03 self-abyssing depends on your own spell power!!! (or just give abyss portals a fixed depth) 13:51:11 <|amethyst> elliptic: would have to be worked out based on how you do it 13:51:13 having it become more dangerous over time spend in the abyss might be okay, I don't like these other ideas at all though 13:51:14 One could easily assume some part of its warping is based on you 13:51:39 DracoOmega: there's a sacred crawl rule that the dungeon is not based on XL. 13:52:10 Well, I guess the thing is that I think midgame Abyss can be fairly interesting, when you're strong enough to not just be at the mercy of the rng, but then gets boring later on when you can be forced to spend lots of time there without almost any legit threats 13:52:28 I don't know the BEST way to fix that, but it would be nice to fix that 13:53:16 DracoOmega: doing Snake:5 at XL 27 isn't as exciting as doing it at XL 15, too 13:53:24 It's the only part of the game you can be FORCED to spend time in, and even this length of time is out of your hands (you can get very unlucky with stairs, etc.) 13:53:27 i feel like if the abyssal rune is to exist, powerful characters should be able to get it really quickly 13:53:37 If you do Snake:5 at XL 27, you can do it quickly and then leave 13:53:38 <|amethyst> DracoOmega: I'm pretty sure you're forced to spend time in early D :) 13:53:45 Haha, fair enough 13:53:48 DracoOmega: well, it's partly under your control whether you get abyssed 13:53:48 <|amethyst> and Zot 13:53:51 Maybe I should have said 'branch' 13:53:59 Only partially 13:54:06 wear MR, break line of fire, kill things quickly, etc 13:54:11 it's pretty easy to get 14 runes without ever visiting the abyss 13:54:13 Yes, you can mitigate it, I know 13:54:16 Oh no! You have blundered into a Zot trap! 13:54:27 I'd be fine with banishment being DANGEROUS. I think it's less good for banishment to be BORING 13:54:34 it is dangerous 13:54:47 Well, not very often by endgame 13:55:11 I don't know about you but I get abyssed far less often in endgame than in midgame 13:55:40 -!- daftfad has quit [Quit: Leaving] 13:55:41 I think I've probably gotten abyssed overall more often in lategame than earlier. Wish I had a way to check 13:55:50 -!- valrus has quit [Remote host closed the connection] 13:55:51 Then again, I actually find midgame banishment fun, so... 13:55:58 -!- _159 has quit [Client Quit] 13:55:59 I've only been abyssed voluntarily or when I get really sloppy 13:57:01 also, even to an XL 27 character, the abyss can still be bad... mutations, item destruction, summoner liches 13:57:41 Yeah, I'm not claiming it's a huge problem. I guess I just thought it might be a little more fun if it was somewhat more dangerous and/or shorter in lategame/extended 13:58:21 In extended, the Abyss is almost certainly safer than wherever you just got banished from 13:59:34 <|amethyst> that was my idea behind the "head west" suggestion; if you find it boring and feel you are diesel, choose to go through tougher stuff to find a rune vault and exit more quickly 13:59:51 <|amethyst> it has problems of course 13:59:56 |amethyst: it's a cool idea IMO, though a bit weird 14:00:43 main issue I see is lettting the player know about this 14:00:48 I think I'd prefer north/south 14:00:54 (clearly the most important thing) 14:01:13 <|amethyst> elliptic: yeah, not sure how to do that other than a stupid text blurb 14:01:15 Maybe there could be actual 'portals' in the Abyss that you could step through (without actual map breaks) 14:01:24 Like, infinite mirror worlds or something 14:01:28 randomize direction but have a given direction be more... weird? filled with opposition? 14:01:54 having portals deeper into the abyss or something might be a way of doing it, yeah 14:01:59 portals you could enter to increase danger + chance of rune/exit? maybe, yeah 14:02:05 I do like that idea 14:02:13 deeper abyss sounds cool 14:02:17 +1 14:02:26 I'll start writing code... 14:02:30 dive the abyss to get out faster 14:02:33 probably you should set it up so that the deeper abyss doesn't give you a better chance of exit unless you have the rune already 14:02:35 <|amethyst> would you always start on Abyss:1 14:02:36 <|amethyst> ? 14:02:49 <|amethyst> elliptic: sometimes people just want out, though 14:02:49 |amethyst: Abyss:Banishment_Level? 14:03:07 maybe should just increase the chance of the rune, and then implement the light thing where having the rune lets you leave at-will (or however it works?) 14:03:09 |amethyst: well, the point is that you should force people to fight a rune vault 14:03:15 -!- yogaFLAME has quit [Quit: Page closed] 14:03:16 if they are going to do this 14:03:18 <|amethyst> ah, true 14:03:30 if they aren't up to doing that, they shouldn't be going deeper into the abyss anyway 14:03:40 <|amethyst> though you could just make the environs more dangerous 14:03:50 <|amethyst> but yeah 14:04:03 -!- bonghitz has quit [Quit: bonghitz] 14:04:06 should lucy do or care much about deeper abyss? 14:04:07 |amethyst: initial depth shouldn't depend on anything IMO, though it could be randomized a little 14:04:21 <|amethyst> elliptic: not even method of banishment 14:04:22 <|amethyst> ? 14:04:25 |amethyst: yes 14:04:33 MarvinPA: leave at will would kind of suck. You can apport the rune, right? 14:04:49 MarvinPA: it doesn't work like that 14:04:59 MarvinPA: when you pick up the rune, an exit spawns (underneath you, IIRC, but that's not really important), that's it 14:05:15 people seem to think it gives you exit the abyss or something but it actually just gives you a single-time exit 14:05:15 -!- Danei has quit [Quit: rawrmage: it's danei, it neither needs nor admits explanation] 14:05:35 the point being that once you have the rune, you should be able to exit easily somehow 14:05:42 I see the appeal -- maybe the abyssal rune's power should infallably protect you from abyssing? 14:05:50 the last time rune-and-exit relations was brought up the running idea was just make abyss exits substantially more common when you have the rune 14:05:51 that way you wouldn't even have to bother exiting it once you get banished and no UI would be required 14:05:52 you could have Abyss:1-5 and you start on Abyss:1-2 and the rune is only found on 4 and 5, or something 14:06:06 having the rune just increasing chances of exits (a lot) would also be fine 14:06:13 (assuming that banishing people after they've already proved they can handle the abyss enough to get the rune is considered annoying) 14:06:57 it would be nice if the rune was always in a vault that contained an exit or something? there's like a 9/10 chance for the abyssal rune not to be in a vault now isn' tthere 14:07:16 there's always a chance of enough baddies spawning that you die 14:07:32 although the new abyss dramatically reduced the chances of being trapped 14:07:58 going through the abyss for a while, getting the rune, and then just dying to spam later after getting banished again seems a bit lame 14:08:09 how about the 'abyssal monsters' upon banishment? It makes distort unwielding to escape less attractive 14:08:14 before, you kept walking into a corner you had to backtrack from over and over, which used to be deadly when there are unfriendlies around 14:09:56 !tell due could you help me remove secret doors from due_tower_of_silence? I'm not sure which ones should be normals, which runed (it appears to me that all), which should be removed. 14:09:57 kilobyte: OK, I'll let due know. 14:10:44 <|amethyst> the rune could turn off banishment 14:12:11 -!- HangedMan is now known as GreatOrbOfEyes 14:12:59 |amethyst: yeah, that was my suggestion 14:13:09 "The power of the abyssal rune protects you!" 14:14:58 -!- Danei has joined ##crawl-dev 14:15:06 taking the rune from the abyss cuts it off from the world the dungeon is in 14:15:39 Zannick: whoa -- grabbing the rune could cast you out of the abyss 14:15:46 Wouldn't that piss off Lugonu? 14:16:07 <|amethyst> make an exception for lugonites 14:16:35 the rune is still in the abyss when you have it and you're in the abyss 14:17:17 lugonu is okay with it because the lugonite is spreading the corruption of the abyss? 14:17:40 so lugonites can still be banished (ie voluntarily) 14:17:42 works for me 14:17:56 kilobyte: from what I remember of that vault I'd say that using regular doors in it should be absolutely fine... what reason would there be for runed doors? 14:18:33 elliptic: a comment says all doors use lua:restrict_door() to stop inhabitants from wandering 14:19:22 <|amethyst> restrict_door still works on non-runed, non-secret doors, right? 14:20:08 03elliptic * r9dd2245c4771 10/crawl-ref/source/ (17 files in 6 dirs): Remove generation of "staff" items. 14:21:20 patrolling and silence alone would probably do enough and the only significant wandering that should be blocked off with said concerns is the door to jory 14:23:21 Does rune logic all live in one place? 14:24:43 q: does all live in one place? a: of course not 14:24:50 (i don't actually know about rune stuff :P) 14:25:26 I'm not an object oriented programming fanatic, but I'd love to see god logic bundled up into individual classes :) 14:25:37 -!- Sorbius has quit [Quit: Why is the alphabet in that order? Is it because of that song?] 14:25:48 <|amethyst> "logic for runes" is kind of a cross-cutting concern though 14:26:08 <|amethyst> not to say it can't be done better than in crawl 14:26:18 -!- elliptic has quit [Quit: Leaving] 14:27:00 yuck -- ZotDefence is all on the master branch 14:27:14 <|amethyst> huh? 14:27:19 -!- blabber has quit [Ping timeout: 246 seconds] 14:27:36 I'm reading through items.cc and there's ZD logic scattered around 14:28:18 it's not a branch 14:28:22 same as arena 14:28:29 -!- blabber has joined ##crawl-dev 14:28:38 <|amethyst> if it's a separate branch then you'd have to do lots of merging to keep it in sync 14:28:48 -!- elliptic has joined ##crawl-dev 14:28:53 <|amethyst> s/it's/it were/ 14:29:06 as for arranging logic, there are a lot of improvements that could be done 14:29:10 such as using folders :P 14:30:06 Zannick: I'm going to take a stab at killing the abyss when you snag the rune. Presumably it should also do something to Lugonu altars 14:30:20 -!- Oddtwang has quit [Quit: TTFN!] 14:30:38 fr: casting corrupt in the abyss puts a piece of pan in 14:30:46 <|amethyst> bh: keep this separable from your other stuff, it is likely to be more controversial 14:31:03 probably worth getting opinions from some other devs, yeah 14:31:10 |amethyst: should be straightforward to do so 14:31:29 /home/kilobyte/crawl/crawl-ref/source/dat/des/serial/grunt_rogues_gallery.des:165: No vault found for tag 'grunt_rogue_subvault' 14:31:32 /home/kilobyte/crawl/crawl-ref/source/dat/des/serial/grunt_rogues_gallery.des:172: in function 14:31:46 (that's nothing after "function ") 14:32:14 i'm not so sure about kicking you out of the abyss entirely when you get the rune, the depth thing i do think could be really nice (still worth getting some more opinions on too though) 14:33:06 <|amethyst> kilobyte: line 172 is part of a map 14:33:11 <|amethyst> kilobyte: oh, this is in the branch? 14:33:23 perhaps if I say 'dpeg dpeg dpeg', he'll appear 14:34:02 summon greater dpeg 14:34:06 03dolorous * red92fc568a3e 10/crawl-ref/source/ (mon-util.cc mon-util.h): Reorder functions to match header files. 14:34:06 03dolorous * r573868bfe88a 10/crawl-ref/source/ (misc.cc mon-info.cc mon-util.cc): Ensure all references to the SoH refer to all SoH types. 14:34:25 |amethyst: might be slightly offset, yeah 14:34:43 <|amethyst> kilobyte: what is your line 172? 14:34:56 no, 172 _is_ in the middle of a map 14:35:07 <|amethyst> oh.. 14:35:08 MarvinPA: do you think it would be less controversial to cast the player out on the next abyss shift? I think it has better flavor than just opening a door. 14:35:11 <|amethyst> and 165 is SUBVAULT: A : grunt_rogue_subvault 14:35:33 in fact, there was not a single secret door in that file 14:36:06 <|amethyst> hrm 14:36:07 03dolorous 07stone_soup-0.11 * rcf8544e20d2f 10/crawl-ref/source/ (misc.cc mon-info.cc mon-util.cc): Ensure all references to the SoH refer to all SoH types. 14:36:44 I guess --mapstat might work well with subvaults but not lua-placed vaults 14:37:32 <|amethyst> ah, it's a subvault inside a lua-placed vault 14:37:32 -!- dtsund has left ##crawl-dev 14:37:55 <|amethyst> does placing serial_grunt_rogues_gallery work fine outside of --mapstat? 14:37:57 -!- Ryak has quit [Ping timeout: 260 seconds] 14:38:25 <|amethyst> building glasnost now, but my computer is slow 14:39:08 bh: maybe, i'd be fine with just increasing exit generation a bunch probably 14:42:02 MarvinPA: seems odd flavorwise if the abyss is getting sealed forever. 14:42:08 03dolorous * r7757f5cbdd0a 10/crawl-ref/source/xom.cc: Since staves are removed, add tridents to Xom's snakable weapons instead of duplicating quarterstaves. 14:42:49 is this for abysssprint 14:43:24 well like i said, i'd be fine with just increasing exit generation :P 14:44:21 If it's a sizeable increase, that alone is probably fine 14:44:33 seems a lot simpler and maybe still effective without requiring exceptions for lugonu and so on 14:44:47 It's less game-changing than Abyss immunity. Most things still can operate in the same way, yeah 14:46:27 also no worries about people deliberately delaying getting the rune 14:46:39 which i certainly would 14:46:45 since self-banishment is a thing 14:46:52 -!- Cheibrodos has quit [Quit: Page closed] 14:47:44 oh, good point about self-banishment 14:48:20 More exits is basically seemless, and seems like it would be fairly non-controversial 14:48:31 You jump through a tear in reality. 14:48:37 after you get the abyssal rune every floor tile generated becomes an exti 14:48:38 *exit 14:48:51 Lugonu is just annoyed with you at that point. "Get out!" 14:49:21 ok, I'll increase their frequency from 1 in 7500 to 1 in 2500 once you grab the rune 14:49:38 elliott: probably there is some point on the line between current state and "every square is an exit once you have the rune" that is noticeable whilst not being absurd :P 14:49:52 A tear in reality opens! The abyssal rune keeps you here! 14:50:05 eg. prevent enemy banish but not self-banish 14:50:22 MarvinPA: as long as there is a bug that makes my behaviour happen for a while i am happy 14:50:28 exit city 14:50:29 !tell evilmike how's evilmike_library_of_many_secrets supposed to work with no secrets? 14:50:29 haha 14:50:29 kilobyte: OK, I'll let evilmike know. 14:50:46 although i guess that means we'd have to determine whether unwielding distortion was intentional self-banish or not 14:50:53 MarvinPA: also the exits don't morph right 14:50:58 (unless we want to add yet another prompt) 14:51:03 it'd work even better then! 14:51:03 RUNE_ELVEN_HALLS, // unused -- why is this kept around? 14:51:11 elven rune is used in zotdef 14:51:26 <|amethyst> why was it kept around for so long until then 14:52:04 fun & enjoyment 14:52:07 isn't zotdef pretty old anyway 14:52:24 <|amethyst> elven rune was only added to it recently 14:52:36 heck, of all maps, even hall_of_Zot has a secret door... 14:53:00 I might say that a threefold increase is too conservative, but I don't know if people would agree 14:53:15 actually, the elven rune has been present in the code since forever 14:53:42 not sure if it should be there or not, but no one bothered to remove it yet 14:53:52 -!- blabber has quit [Quit: leaving] 14:56:16 elliptic: as the person most involved with the Zot:5 vault, do you think that door should be preserved? 14:56:30 how many squares are there in the LOS radius? 14:57:38 -!- yxhuvud has quit [Ping timeout: 244 seconds] 14:57:51 DracoOmega: I'm happy to scale it up arbitrarily 14:58:26 kilobyte: the low chance of a door? yeah, I think that is fine, as are the occasional statues 14:58:53 213 15:01:11 the door looks quite odd to me... 15:02:27 apparently, there's one in around 9 games 15:03:34 -!- G-Flex has quit [Quit: Time for us to bug out.] 15:04:00 -!- rahulc1 is now known as rahulc 15:04:45 -!- Fhqwhgads has quit [Remote host closed the connection] 15:10:50 I like this idea of having portals to deeper abyss 15:11:17 regarding exiting it when you get the rune, why not simply put an exit in the rune vaults? 15:11:18 abyssal stair 15:11:29 and prevent the rune from generating outside of a vault 15:11:43 galehar: yes. It'll also prevent kilobyte from snagging the rune at XL:2 15:11:53 you can't get it in the starting abyss anyway 15:11:58 bh: did he? 15:12:00 galehar: ++ to that though 15:12:12 -!- Namey has quit [Quit: Leaving] 15:12:13 <|amethyst> !lm * rune min=xl 15:12:24 104042. [2008-07-27] syllogism the Skirmisher (L1 SpCK) found an abyssal rune of Zot on turn 109. (Abyss) 15:12:46 What's this about removing orb chambers and staves? 15:12:56 -!- Lightli has left ##crawl-dev 15:13:00 -!- Lightli has joined ##crawl-dev 15:13:09 What's this about removing staves and orb chambers? 15:13:24 about post rune abyssing, I'm not sure it's really a big concern. We might increase the exit spawning eventually, but this isn't as urgent as the other stuff 15:13:30 Lightli: http://gitorious.org/crawl/crawl 15:13:32 They only removed the base staff, not quarterstaves or lajatangs 15:13:37 Lightli: what's with you and removed features? 15:13:39 No one wanted to use those, anyway 15:13:40 bookmark that link maybe 15:13:48 it will help! 15:14:22 <|amethyst> and will in particular help you not be trolled by elliott 15:14:40 about the abyss, there's also the issue of the monsters. maybe they could be improved. 15:14:44 <|amethyst> only the Staff weapon is gone (from random generation and from Artificer); the weapon class is still around 15:15:01 Thanks. Good to know the lajatang is still kicking 15:15:09 <|amethyst> (note that elliott never actually said other staves are gone; but "you said it yourself!" was kind of weasly :) 15:15:10 Wasn't there a bunch of Abyss-specific monsters proposed at some point? 15:15:14 I think many of them even have tiles 15:15:33 1learn add elliott weasel 15:15:33 i think tiles are all that exist for them, sadly :( 15:15:42 well, and names 15:15:43 Well, were any of the concepts considered useable? 15:15:48 I don't recall 15:16:09 03dolorous * r680b6d9567e6 10/crawl-ref/source/mapdef.cc: Prefix str_to_ego() with an underscore, as it's static. 15:16:14 i mean, i don't think there's actually mechanics ideas for them anywhere 15:16:34 certainly it'd be great to come up with some for abyss-unique monsters 15:16:39 didn't due mention something about a "Tower of Madness", a portal that can be entered from the Abyss? 15:16:58 new monsters could be nice, but even with existing ones, maybe the abyss monster list can be improved 15:17:22 Also, how come the multiple orb chamber thing got removed? 15:17:27 I'll bring it up when evilmike's around, I remember him saying the abyss monsters were awful 15:17:39 MarvinPA: there's a set of Abyssal "eldritch" monsters, with nothing but names and tiles, and I couldn't get due to spill the beans about what they're supposed to do :( 15:19:32 hmm.. I should retheme trees in the abyss 15:19:35 aha, right 15:19:57 <|amethyst> bh: remember they'll still burn 15:20:09 <|amethyst> so nothing where that's unbelievable 15:20:20 hanging corpses 15:20:29 phyphor: that's more hellish than abyssal 15:20:32 true 15:20:38 <|amethyst> though I guess you could add abyssal trees 15:20:45 color changing 15:20:49 make them purple, done 15:20:51 <|amethyst> I don't know about corpses hanging from trees... there are parts of the US where that's still a sensitive issue :( 15:21:13 They wouldn't be trees 15:21:15 they'd be gibbets 15:21:22 <|amethyst> oh, that's fine then :) 15:21:39 <|amethyst> we're all for torture as long as it's not racist! 15:21:49 hanging isn't so much torture as it is execution 15:21:50 -!- flashdoom has quit [Quit: Page closed] 15:22:10 and it's been around a very, very long time 15:22:11 <|amethyst> oh, you meant like gallows or something 15:22:23 <|amethyst> I thought you meant a cage or crucifix or something 15:22:27 <|amethyst> torture + execution 15:22:34 Heck, even if you were US-centric they hung people in the Wild West 15:22:45 that does sound more hellish than abyssish, either way :P 15:22:46 gibbet = gallows 15:22:53 http://en.wikipedia.org/wiki/Gibbeting 15:23:12 hanging + gibbeting != live gibbeting 15:23:16 and, yes, agreed, it's more hellish 15:23:39 it would also be bad in large numbers, and trees typically come in forests. 15:23:56 ... because there are never any killing fields? 15:24:45 <|amethyst> make them like the fetus trees from The Matrix 15:25:03 <|amethyst> with the old jelly baby Orb Guardians growing on them 15:25:20 <|amethyst> (we should re-use that tile for something) 15:25:31 -!- rkd2 has quit [] 15:25:42 ok -- done'ish with a patch to make abyss exits much more common once you've found the rune 15:25:42 I just can't reconcile something that burns (which would be organic) with the abyss 15:26:12 There are already organic things in the Abyss that move 15:26:28 -!- lexackson has joined ##crawl-dev 15:26:41 <|amethyst> abominations are made of corpses, for example 15:26:46 Or just plain zombies 15:26:56 Both are clearly made of flesh, even if it's not alive at the MOMENT 15:27:05 <|amethyst> maybe these are overworld trees that got abyssed 15:27:07 hey guys 15:27:26 is this the wensley lexackson or the lexackson lexackson 15:27:30 !seen frogbotherer 15:27:31 I last saw frogbotherer at Sat Sep 1 22:16:57 2012 UTC (22h 10m 33s ago) quitting with message Remote host closed the connection. 15:27:46 elliott: that is lexackson lexackson 15:27:48 lexackson lexackson :) but he is still at my apartment 15:27:52 how is hanging people from trees an US-only thing? That's one of most popular methods of execution in the field... 15:28:15 is it intentional that str is almost useless for damage? 15:28:18 kilobyte: It has a connotation of lynching of blacks by whites. 15:28:46 and in comparatively few cases Jews and Catholics 15:29:02 or poachers, or a landlord by revolting peasants, or... 15:29:09 -!- blabber has joined ##crawl-dev 15:29:20 revolting peasants by a landlord :) 15:29:22 For flavor how's this: mprf("The Abyss trembles %saround you!", silenced(you.pos()) ? "" : "and groans ") -- I could specifically indicate that more gates have opened up 15:29:26 Are spatial vortexes valid enemies in the Abyss yet? 15:29:27 the difference between 10 and 72 str for a weapon user is ~35% 15:29:28 or, nearly as a rule, horse thieves 15:29:49 for a transmuter it's like 400% 15:30:01 Only because lolDragonForm 15:30:05 no 15:30:13 blade hands 15:30:15 statue form 15:30:53 bh: that sounds good to me, i guess more gates appearing is something people will just notice anyway 15:31:18 Actually, dragonform gains more power from strength than even bladehands 15:31:35 It's just that your dodging is so bad it makes trolls look like spriggans 15:31:44 lexackson: blade hands only like doubles how much str matters compared to weapons 15:31:52 -!- ontoclasm has joined ##crawl-dev 15:31:52 nope 15:32:04 hm 15:32:05 not from average damages i am seeing 15:32:06 ??weapon damage 15:32:06 weapon damage[1/3]: Approximately: 1d(base*strength_bonus)*skill_bonus + 1d(to_dam + slaying) + various bonuses. Weapon {brand} is applied after monster AC reduction. 15:32:07 ??blade hands 15:32:08 blade hands[1/3]: A potent level 5 transmutation spell that grants a large increase to unarmed damage but impedes spellcasting while active. Base damage is 8 + str/3 + dex/3 + UC. Also adds +6 to offhand punch damage. Does not stack with claws. 15:32:23 go look at the game, and record the damage you get 15:32:58 ??dragon form 15:32:59 dragon form[1/4]: You're a dragon now! RAAAAWR! Breathe fire! Be tough (+60% hp) and strong! Level 7 Transmutations/Fire. Single-school transmutations for draconians. 15:33:02 <|amethyst> str/3 in the base damage, times the strength bonus 15:33:17 i'm going to make some tables for it and put them up on pastebin 15:33:28 but really, huge disparity guys 15:33:32 <|amethyst> so I'd expect it to be approximately quadratic in strength 15:33:42 -!- voker57 has quit [Ping timeout: 264 seconds] 15:33:59 -!- dtsund has joined ##crawl-dev 15:34:21 <|amethyst> (but with the linear component dominating since the multiplier doesn't go that high) 15:34:35 -!- Lawman has quit [Ping timeout: 245 seconds] 15:35:07 for melee weapons it's really little bonus from str 15:35:26 to the point where it is usually none 15:35:27 -!- voker57 has quit [Changing host] 15:36:20 Wait, you just removed staves? 15:36:27 After I just got around to importing them? 15:36:46 <|amethyst> they're still there as the base type for magical staves 15:36:56 <|amethyst> just not randomly generated or on artificers 15:37:13 Oh, okay. 15:37:25 -!- valrus has joined ##crawl-dev 15:38:59 ...oh god. 15:39:08 I have an it_use3.cc and an evoke.cc. 15:39:14 what do artificers get then? 15:39:20 qstaves? 15:39:23 <|amethyst> short sword like hunters 15:39:23 short sword 15:39:26 ah 15:39:34 -!- valrus has quit [Remote host closed the connection] 15:40:01 -!- Nightbeer has quit [Read error: Connection reset by peer] 15:40:56 More Abyss exits after rune collection (https://crawl.develz.org/mantis/view.php?id=6154) by brendan 15:42:32 re abyss: can the rune please be in a vault like 99% of the time? 15:42:53 how about instead of 99% it's 100% 15:42:58 Grunt: your tomb vaults are way cool! 15:43:19 elliott: i dont know if they can be duplicated 15:43:29 so you might run out of vaults after some time 15:43:53 make all the rune vaults allow_dup? 15:43:53 Do the vaults have no_dup or whatever the tag is called? 15:44:16 alefury: I guess some vaults could carry allow_dup 15:44:47 -!- valrus has joined ##crawl-dev 15:44:49 seems fine especially in the abyss, since if it generates and you don't get the rune it's probably because you never saw it 15:44:52 alefury: also, even if they don't generating all the vaults while not getting the rune seems quite far fetched 15:44:58 i did mean "100% for all intents and purposes", just wanted to leave some breathing space in case things go horribly wrong 15:45:03 or at least didn't recognize it as such 15:45:42 <|amethyst> !lg tpv x=cv 15:45:42 49. [cv=0.11-a] tpv the Charlatan (L1 DsAr), slain by a hobgoblin (a +0,+0 club) in D:1 on 2012-09-02, with 21 points after 31 turns and 0:00:26. 15:45:44 <|amethyst> doh 15:46:04 -!- Nightbeer has quit [Ping timeout: 246 seconds] 15:46:18 has anyone here been trying out the new sprint map? 15:46:57 The six fold increase in exit frequency appears to make exits common, but not *everywhere* 15:48:10 @rc 15:48:19 !rc 15:48:19 Can't find rc for lexackson. 15:48:35 ??rcfiles 15:48:36 I don't have a page labeled rcfiles in my learndb. 15:48:38 ??rcfile 15:48:38 rcfile[1/3]: Accessible via www: CAO: http://crawl.akrasiac.org/rcfiles/crawl-{0.7|0.8|0.9|0.10|git|lorcs}/$name.rc CDO: http://crawl.develz.org/configs/{ancient|0.6|0.7|0.8|0.9|0.10|trunk}/$name.rc CSZO: http://dobrazupa.org/rcfiles/crawl-{0.10|0.11|git}/$name.rc 15:48:42 bh: do you need an abyss shift/a newly generated part of the abyss to take advantage of the increased chance after collecting the rune? 15:48:44 how do i get an rc from Gretell 15:48:50 oh 15:49:00 you don't 15:49:08 i see now, thanks man 15:49:15 alefury: yes 15:49:44 is that a problem? or does it happen quickly anyway? 15:51:06 alefury: how big is the crawl map? you'll start generating new abyss bits after walking approximately half way across the map 15:51:06 -!- Kalir has quit [Ping timeout: 264 seconds] 15:51:17 -!- Jatoskep has joined ##crawl-dev 15:51:25 -!- valrus has quit [Remote host closed the connection] 15:51:37 hm, should be fine then 15:51:46 <|amethyst> that seems a little spoily 15:51:55 doesnt really fit well with the message, though 15:52:45 I could force it to iterate over the current map and blat down some exits? 15:52:51 <|amethyst> could make exits valid new-feature choices for the morphing code once you have the rune :) 15:53:38 |amethyst: it shouldn't be spoily since the behavior is effectively the same as standing in one spot for n turns 15:53:40 <|amethyst> (unfortunately, since I believe exits don't morph away, you'll have exits pile up and pile up until a shift) 15:53:43 but wouldnt they not go away then? and the abyss would fill with exits? 15:53:57 That would be sort of hilarious 15:53:57 bh: how about this 15:54:01 force an abyss shift when you pick up the rune 15:54:06 that fits with the flavour message also 15:54:13 elliott: that encourages ninja'ing the rune 15:54:16 <|amethyst> yeah 15:54:16 one problem is it lets you ninja abyss rune vaults more easily 15:54:17 but thats a get out of vault free rune 15:54:21 yeah 15:54:31 that said, you never have to do an abyss vault ever 15:54:45 you can just ignore it and wait for the 9/10 chance that the next appearance of the rune will be outside of a vault 15:54:55 i think it would be quite flavorful, and probably okay if the rune was forced to be in a vault to compensate 15:55:22 it sound spretty cool 15:55:29 it doesn't seem like much of a problem to make the difficult part getting the rune, not getting out of the vault afterwards, which would make shifting-on-rune-pickup practical 15:55:29 rune vaults are one way 15:55:37 -!- Kyrris has quit [Client Quit] 15:55:43 <|amethyst> It's not so much that it encourages ninja-ing 15:55:50 <|amethyst> it encourages waltzing 15:56:05 right 15:56:10 i think most abyss rune vaults are designed not to be very ninja-able anyway 15:56:23 (and to be somewhat waltzable) 15:56:29 I'm not sure waltzing is such a problem for the abyss rune vault... some of them seem like they'll kill you anyway 15:56:32 |amethyst: has anyone informed you yet that you're the new official tiles dev by dint of being the dev with the most tiles games under your belt 15:56:38 !lg devteam tiles=y s=name 15:56:40 42 games for devteam (tiles=y): 22x Neil, 10x jpeg, 3x SGrunt, 3x edlothiol, 2x KiloByte, galehar, evilmike 15:56:41 <|amethyst> Wensley: I informed them of 15:56:43 like that lightning spire one, or the one with a narrow corridor with a bunch of berserk stuff I got on Elynae's account 15:56:45 -!- Kalir has quit [Changing host] 15:56:46 sure, I can force an abyss teleport on rune snagging 15:56:49 <|amethyst> !lg . tiles=y s=ktyp 15:56:50 22 games for |amethyst (tiles=y): 19x quitting, 3x mon 15:56:53 <|amethyst> !lg . tiles=y s=ktyp,xl 15:56:54 22 games for |amethyst (tiles=y): 19x quitting (19x 1), 3x mon (2x 2, 4) 15:57:06 |amethyst: inconsequential. congratulations on your new position 15:57:24 quitting and dying early is the archetypical tiles experience 15:57:54 <|amethyst> okay, my first act as art director is to force webtiles to use glyph mode, and to order you to write glyph mode for local tiles 15:58:16 i don't know if any rune vaults also contain exits, but if picking up the rune forces a morph then that would be sort of pointless 15:58:16 as vice tiles dev I demand all the early cszo game tiles flags are erased 15:58:28 (not a big deal to change whichever vaults if so, though) 15:58:34 elliott: you were never appointed vice tiles dev because you did not rig the election in my favor 15:58:45 <|amethyst> elliott: those were fixed in my milestones file; don't know what that does to sequell's db though 15:59:07 I think all the abyss rune vaults I've seen have the challenge in actually getting to the rune, so shifting on rune pickup + having the rune almost always be in a vault sounds like it'd be a net increase of danger anyway 15:59:09 <|amethyst> !lg * cszo x=tiles 1 15:59:10 1/19046. [tiles=y] neil the Chopper (L1 HuBe), quit the game in D:2 on 2012-08-13, with 24 points after 238 turns and 0:01:26. 15:59:11 <|amethyst> !lg * cszo x=tiles 2 15:59:11 2/19046. [tiles=y] neil the Chopper (L1 HuBe), quit the game in D:1 (tarquinn simple flora water f) on 2012-08-13, with 20 points after 1 turn and 0:00:06. 15:59:12 <|amethyst> !lg * cszo x=tiles 3 15:59:13 3/19046. [tiles=y] neil the Chopper (L1 HuBe), quit the game in D:1 (minmay entry glassed features) on 2012-08-13, with 20 points after 1 turn and 0:00:06. 15:59:14 <|amethyst> !lg * cszo x=tiles 4 15:59:14 4/19046. [tiles=y] elliott the Poker (L2 MuCK), worshipper of Xom, blasted by a steam dragon (ball of steam) in D:1 on 2012-08-13, with 41 points after 9594 turns and 0:03:02. 15:59:27 <|amethyst> I guess sequell didn't do anything with the changes 15:59:55 -!- punpun has quit [Quit: Page closed] 15:59:59 -!- naalis has quit [Quit: ( www.nnscript.com :: NoNameScript 4.22 :: www.esnation.com )] 16:00:10 none of the abyss rune vaults i can think of are really ninja-able either 16:00:25 most of them have the rune in a niche where you can't apport it 16:00:51 i think you can apport it in that one with the lightning spires? but meh 16:01:01 That one's not necessarily all that dangerous, anyway 16:01:16 oh right 16:01:26 yes that one is just HangedMan trying to kill idiots I think 16:06:04 |amethyst: it will be fixed in sequell the next time the database is rebuilt from scratch 16:06:06 the kraken one is very ninjable 16:06:25 actually it's designed so there are two tmons visible only from the rune square iirc 16:06:28 but that takes like half a day so probably not worth it for that alone 16:06:42 <|amethyst> elliptic: aha, thanks 16:06:57 ok done. The abyss now teleports you when you grab the rune 16:07:19 now we just need the rune to always be in a vault :) 16:07:28 unless anyone things thats not a good idea? 16:07:49 i did like the rune lying around on the floor as garbage, but that was before many rune vaults existed 16:07:54 do it after this one is committed so that "but the rune is outside of a vault 90% of the time" can be used to argue for shifting the abyss on pickup until then ;) 16:07:57 it just made sense in the abyss 16:10:13 -!- Pthing has quit [Read error: Connection reset by peer] 16:17:10 -!- GreatOrbOfEyes is now known as HangedMan 16:17:22 whoa! The truth comes out 16:18:05 my vault that kills idiots is a ridiculous spam one that can roughly be done in three turns with apport and disint 16:18:15 the lightning spire one is kb's 16:20:42 -!- Vizer has quit [Ping timeout: 252 seconds] 16:20:54 while abyss vaults dummies are being targeted, can the one for placing non-rune non-exits be slightly more lenient? 16:23:54 -!- SkaryMonk has joined ##crawl-dev 16:24:11 any more strong opinions on abyss mods? Otherwise I'm just going to start banging on things. 16:24:40 <|amethyst> I think pretty much everyone likes the idea of multiple levels/depths 16:24:52 <|amethyst> well, everyone who has commented 16:26:17 Abyss:1-5? 16:26:48 I'd hate to have people confuse abyss depth portals for abyss exits :) 16:26:57 -!- Fear has quit [Client Quit] 16:27:24 well if they can't read... :P 16:27:41 -!- Fear has quit [Read error: Connection reset by peer] 16:28:10 also have portals deeper be a fixed colour or something so they're distinguishable at a glance, i guess 16:28:36 -!- Pingas has quit [Read error: Connection reset by peer] 16:28:37 if there are concerns about abyssal rune ninjas/waltzes with the forced shift after rune, why not just have the shift be delayed? 16:29:13 seems reasonable 16:29:42 possible interaction between triggering a shift by walking and then the delayed shift setting off immediately after but 16:31:26 well, the first time I try spawning a zot vault using '0's I see an orb of fire 16:31:29 so that's cool 16:32:34 isn't there supposed to be something backwards with depth and zot monsters 16:33:00 I think I did hear that orbs of fire were slightly more common as natural spawns on Zot:1 than 5, but am not sure why exactly 16:33:03 yeah I've heard that 16:33:09 Why, mechanically-speaking, I mean 16:33:23 also I think I've just realised the reason why there are statues on zot:5, they replace downstairs 16:33:41 Really? That seems sort of odd 16:33:48 Given that it doesn't happen on other end levels 16:33:50 st_: holy shit 16:33:57 whoa 16:33:57 huh, weird 16:34:03 ive always noticed random statues on zot 5 and just thought that was a zot 5 feature 16:34:07 haha 16:34:25 no the next zot mystery: why are there guardian mummies 16:34:35 fr: random statues should spawn on all floors of zot 16:35:01 HangedMan: I'm not seriously concerned about the ninja thing. If people wanted to GTFO with the rune, they could always just read ?tele before apporting it 16:35:04 while that would be nicely decorative there's a ton of statue use already 16:35:13 guardian mummies to go with the guardian robots 16:35:23 well abyss teleports are not particularly reliable 16:35:25 Yeah, maybe it's just because they had 'guardian' in the name :P 16:35:53 FR: guardian toes 16:36:07 -!- codrus has quit [Quit: http://quassel-irc.org - Chat comfortably. Anywhere.] 16:36:17 FR: Give ood to Orb Guardians. 16:36:22 bh: well, teleport is delayed too 16:36:32 but i don't think it's a big deal 16:37:37 -!- dg_ has joined ##crawl-dev 16:38:00 -!- evilmike has joined ##crawl-dev 16:38:03 for "abyss: go deeper" -- would it make more sense to use DNGN_ENTER_ABYSS or create a new portal DNGN_ABYSS_INTERNAL_PORTAL (or something similar)? 16:38:40 <|amethyst> enter_abyss will need special-casing elsewhere in the code 16:38:50 <|amethyst> I suspect 16:38:57 <|amethyst> then again, so would a new stair type 16:39:24 are the portals the only way down? 16:39:30 bh: far, far better to keep them separate 16:39:33 <|amethyst> and stone staircases down, while probably simple to use, aren't the right flavour 16:39:35 i dont know what's being worked on here, but using enter_abyss sounds like a bad idea 16:39:35 evilmike: You have 1 message. Use !messages to read it. 16:40:39 kilobyte: for that sif library vault, I would just get rid of all the secrets and fill in the tunnels behind the walls 16:40:54 and uh, change the vault name, I guess :P 16:41:36 03kilobyte * r4d445460f6a2 10/crawl-ref/source/dat/des/variable/float.des: add a missing :else in firewood_loft. 16:41:36 03kilobyte * r40c2befc1bcc 10/crawl-ref/source/dat/des/variable/float.des: Give angels in evilmike_silver_temple Zinny name, desc and speech. 16:41:44 evilmike: portals leading "deeper into the abyss" that make it more dangerous but increase the chance for the rune to spawn (elliptic suggested 5 depths, you enter abyss on 1/2 randomly, rune can spawn on 4/5) 16:42:26 ah, that is cool 16:42:26 are exits affected too? 16:42:26 I guess not 16:42:26 03kilobyte 07glasnost * r47140cf5ed6b 10/crawl-ref/source/dat/des/ (32 files in 8 dirs): Despoilerify/runify an imperial buttload of secret doors. 16:42:26 03kilobyte 07glasnost * r2db099fa907c 10/crawl-ref/source/dat/des/branches/zot.des: Remove ugly rare doors from the Zot:5 vault. 16:42:26 03kilobyte 07glasnost * rd41bffa94b3b 10/crawl-ref/source/dat/des/variable/large_themed.des: Randomize statue_cache a slight bit. 16:42:26 03kilobyte 07glasnost * r8be641e4a290 10/crawl-ref/source/dat/des/ (13 files in 5 dirs): Replace lua:restrict_door() with runed doors, except for Sprint. 16:42:26 03kilobyte 07glasnost * rfb97b34b9249 10/crawl-ref/source/dat/des/ (branches/abyss.des variable/mini_monsters.des): s/minivault_9/door_vault/ 16:42:26 evilmike: hey. I'm doing stuff for zot vaults, I've repurposed the old chambers 16:42:26 st_: cool 16:42:29 evilmike: no but finding the rune would greatly increase the chances of exits spawning (bh already made a patch for that bit) 16:42:30 saves me a bit of work 16:43:04 maybe the abyss can change color as you go deeper 16:43:31 st_: my own thought was to strip out the unneded bits, turn the permarock into rock, and the orb guardians into 0's. and get rid of the trap stuff, and occasionally put stairs where the orb would go (if it's at a dead end) 16:43:39 st_: I'd guess you did something similar 16:43:47 pretty much exactly that! 16:44:04 I also made them extra and allowdup 16:44:11 which seems to work out okay 16:45:11 hmm. With stairs, if two vaults try to place a '}', won't the second one get floor? 16:46:01 I haven't seen two on one floor yet 16:46:21 well, with extra and allow_dup it's possible, though quite unlikely 16:46:42 I do have it like SUBST: ([{}]) 16:47:19 it's not really something to worry about anyway 16:48:42 <|amethyst> // This function ensures that there is exactly one each up and down // stone stairs I, II, and III. More than three stairs will result in // turning additional stairs into escape hatches 16:49:05 <|amethyst> (_fixup_stone_stairs() in dungeon.cc) 16:49:30 I think I probably shouldn't use '0 band', it can get sort of ridiculous 16:49:54 <|amethyst> no, should use 9 band instead 16:50:00 well each one of those has a chance of placing a draconian band 16:50:23 so if you have "only" 4 things trying to place a "0 band", you risk a ridiculous amount of enemies 16:51:37 +1 16:51:57 moat of draconians ftw 16:52:52 -!- codrus has quit [Ping timeout: 248 seconds] 16:53:16 would a Xom themed unreliable portal that sometimes takes you to the Abyss and sometimes takes you to Pan be too much of a gimmick? 16:54:26 it doesn't sound like something anyone would ever voluntarily enter 16:54:38 Yeah 16:56:07 iirc when someone got the infamous moat of draconians, they did the right thing and killed all of it 16:56:15 -!- yogaFLAME has quit [Ping timeout: 245 seconds] 16:56:15 what if it has a third destination: a small trove? 16:56:28 ++ 16:56:34 abusable? 16:56:44 only if it shows up too early 16:56:46 not really, it's a gamble 16:57:08 maybe it should cost gold or something 16:57:11 I find it somewhat hilarious that there could be a timed portal that takes you either to pan or a trove (warning the player first, of course) 16:57:32 this strikes me as more of a trickster-y nemelex thing 16:57:43 evilmike: I dig it as a timed portal :) Should you exit through the Trove? 16:57:43 yes, I was thinking it's more like that Nemelex vault 16:58:13 bh: I was thinking for the dungeon, actually 16:58:18 not in the abyss 16:58:31 <|amethyst> right, but when you leave pan/abyss 16:58:31 A timed minitrove whose only exit is into the abyss/pan? :P 16:58:37 evilmike: me too. But if you end up in Pan, when you leave should you turn up in a trove? 16:58:37 what if you have to worship nemelex to use the portal :P 16:58:43 ew 16:58:45 <|amethyst> you'd just have to push the extra level onto the stack before entering 16:58:52 bh: no, you should just return to the dungeon (since you lost the gamble) 16:58:55 bh: nah. if you wind up in pan, you lose. try to escape. 16:59:01 your prize is still being alive 16:59:39 note: you're not allowed to put this thing in early D, it has to be somewhere deep :P 16:59:56 minizig 17:00:04 zig portal with only one 10x10 zig level 17:00:06 for that matter, it should probably be a regular trove... it's just that the toll is a gamble 17:00:27 minizig 2012 17:03:29 -!- Aryth has quit [Ping timeout: 252 seconds] 17:03:37 -!- Porost has quit [Read error: Connection reset by peer] 17:04:08 evilmike: makes it "free" to enter when you want to go to pan anyway, though 17:04:30 -!- blabber has quit [Quit: leaving] 17:04:43 alefury: well... generally you don't want to enter pan while exploring late D. this tends to come up well after you've explored most of the dungeon 17:05:05 so even if this thing showed up at a depth of 27, it would still be uncomfortably early 17:05:14 if its timed that is fine, but not if it is a regular trove 17:05:28 alefury: lots of chars might want a trove but wouldn't want to enter pan at all 17:05:30 -!- MarvinPA_ has joined ##crawl-dev 17:05:33 yeah. i meant regular trove, in that you shouldnt be able to get a trove + that portal 17:05:36 (one trove per game) 17:06:03 Well, you would have less chance of actually opening that one than most, though. By a decent margin 17:06:21 Even assuming you were prepared for Pan the moment you saw it, it's still 50%, no? 17:06:23 should be guaranteed then imo, just the exit should go to pan/abyss :) 17:06:28 preferably pan 17:06:36 -!- MarvinPA has quit [Read error: Connection reset by peer] 17:06:36 -!- MarvinPA_ is now known as MarvinPA 17:06:46 i think it'd be cuter as a rare gamble you'd only see every now and then 17:07:04 yeah, i think having it possibly in addition to a trove would be better 17:07:09 I'm inclined to agree 17:07:47 -!- ark____ has joined ##crawl-dev 17:07:47 -!- ark____ has quit [Client Quit] 17:07:52 im also not a big fan of introducing a timed trove variant 17:08:01 it doesnt work very well for bazaars imo 17:08:02 bh: btw, I suggest a different message for finding the rune under lugonu 17:08:07 Even if the reward is similar, the mechanic is fairly different. It's an immediate gamble with unpredictable and serious consequences, as opposed to a long-term strategic decision to work towards 17:08:09 something more like a congratulations 17:08:16 lugonu surely _knows_ where the abyssal rune is 17:08:20 -!- Hyoi has quit [Ping timeout: 245 seconds] 17:08:22 what i like is finding little ways of tempting the player into entering pandemonium early (without forcing them) 17:08:24 im thoroughly spoiled, so i know which bazaars time out and which dont, but its still weird 17:08:43 Well, you don't need spoilers for that 17:08:48 what does that have to do with being spoiled? the ones that time out are the ones that say they're going to time out 17:08:51 The announced ones time out. The unannounced ones don't 17:08:54 elliott: reasonable 17:09:09 DracoOmega: they also have a different portal description i think? 17:09:13 I think they may 17:09:14 alefury: I love timed bazaars 17:09:25 me too 17:09:33 one of the funnest things in crawl is where you get a timed portal message, and have to hurry through the level instead of taking it slowly 17:09:42 "Lugonu congratulates you on finding this rune."? 17:09:49 and I agree with MarvinPA, there is a clear difference between timed and untimed ones 17:09:53 just saying its weird that there are both kinds. the timed ones work better. 17:10:15 the untimed ones are good because they come with their own set of choices 17:10:27 bh: "this rune" seems weird, it's just one 17:10:42 Well, there used to be an unlimited number! 17:10:47 use "the abyssal rune" instead of "this rune" 17:10:54 i thought so too, buti had one this game. i had only 1k gold at the time, so i left it for later. at some point i noticed i had 5k gold, so i looked for the bazaar and went in 17:11:02 shitty one, though, only two shops 17:11:29 i dont really see the choice 17:11:38 you made it when you decided to leave it for later 17:11:40 -!- nago has quit [Ping timeout: 245 seconds] 17:11:53 the outcome was poor, but that's unimportant 17:11:59 i think thats not a very strong choice 17:11:59 done 17:12:13 alefury: better than most choices in crawl IMO 17:12:16 i was just like, "oh, a permanent bazaar. ill come back later." done. 17:12:25 that was a choice, and not the one I would have made 17:12:26 Yeah, it's 'Could I buy items that would be more helpful to have IMMEDIATELY' vs. 'Should I wait until later to have a chance of being able to afford even MORE stuff' 17:12:27 it's not as good as the timed ones but it's still something, yeah 17:12:29 bh: cool 17:12:31 when it later? 2k? 3k? 17:12:33 if i had had more gold it might have been more interesting 17:12:41 5k is a lot of gold, that can be endgame-level 17:12:50 yeah, i just forgot about the bazaar 17:12:57 the presence of a perma-bazaar can also make you reluctant to spend that gold on normal shops, prefering to save up for the bazaar 17:12:58 as i said, i had only about 1k gold when i found it 17:13:13 I happily go into permabazaars with 800 gold 17:13:20 other people may wait longer 17:13:27 1k is probably enough that you could've gone in early and gotten some items that would've helped, yeah 17:13:28 this is a sign that there is a decision to be made :P 17:13:37 I usually go for ~2000 because I play a lot of casters and books are expensive 17:13:41 -!- Syrio has quit [Quit: Page closed] 17:14:05 note that i cant remember having found a permabazaar before 17:14:21 they're rare 17:14:25 I usually wait, but I also have a tendancy to be very conservative with such things anyway, which is okay 17:14:27 ??bazaar 17:14:27 bazaar[1/3]: A room filled with several shops. Portals to bazaars appear on random levels and disappear after a set amount of time, so be quick trying to find it. Once you leave the bazaar you can't return, so buy what you want before leaving. Some bazaars won't disappear until entered (these don't feature the "coins being counted" or bell tolling messages). 17:14:36 -!- cbus has quit [Ping timeout: 276 seconds] 17:15:00 -!- Morphy has quit [Ping timeout: 245 seconds] 17:16:09 03kilobyte 07glasnost * r4ed022e5d92e 10/crawl-ref/source/dat/des/variable/large_themed.des: Typo fix. 17:16:10 03kilobyte 07glasnost * r584026292dbb 10/crawl-ref/source/dat/des/variable/large_themed.des: Remove secret tunnels from evilmike_library_of_many_secrets. 17:16:11 03kilobyte 07glasnost * r9a45bfaa77dd 10/crawl-ref/source/dat/des/ (5 files in 3 dirs): Desecretize another bunch of vaults. 17:17:20 is line 914 of stair.cc a bug? It appears to unconditionally slow abyss morphing -- not just for chei followers. 17:18:40 IMO more portals should be announced/timed on entering the level 17:18:56 time pan portals :P 17:18:57 baileys at least, maybe wizard labs too 17:19:03 i would do that for all portal vaults, really 17:19:36 about the earlier discussion with decks of dungeons: I think dowsing is a decent effect, nothing else gives you detect creatures any more, and it can be fun to see where everything is. this is not a reason to keep decks of dungeons, but i think that particular effect should go to a different deck or item 17:19:45 timing/announcing stuff like ice caves makes a bit less sense to me, but if you can come up with good enough messages it might be okay 17:20:09 Feeling an unnatural chill on the level, maybe? 17:20:22 yeah, it could be feelings of heat/cold instead of sound 17:20:39 "You hear an Ice Fiend! Better skip that portal." 17:20:44 Haha 17:21:26 -!- hoody has quit [Remote host closed the connection] 17:21:37 i like the idea of having at least a couple more portals be timed/announced sometimes, yeah 17:22:39 the way I see it, time limits can completely change how a mundane level plays, they encourage consumable use (mapping), and best of all, encourage players to be reckless and die 17:22:44 I think it should be all the time... the current situation with having two timers or whatever doesn't really work very well 17:22:50 evilmike: yes, definitely 17:22:55 -!- nago has quit [Ping timeout: 245 seconds] 17:23:14 Dungeon Crawl Stone Soup 0.11: Encourage Players to be Reckless and Die 17:23:22 i found the subtitle 17:23:25 elliott: 0.12 surely 17:23:31 "Witch" gender issue in Arena Sprint (https://crawl.develz.org/mantis/view.php?id=6155) by dolorous 17:23:33 does it matter what version it's for? :) 17:23:36 the best way to kill players is to make it completely their fault 17:24:36 -!- nooodl has quit [Quit: it's september, rip crazy sleeping schedules] 17:24:49 I haven't actually looked at the code, but I'm guessing that probably the hardest part of implementing more timers is coming up with all the messages :) 17:25:04 -!- dg_ has quit [Quit: Textual IRC Client: www.textualapp.com] 17:25:24 -!- HangedMan has quit [Ping timeout: 248 seconds] 17:26:02 It would also prevent those unfortunate situations where a portal vault shows up in a disconnected Orc bubble and you don't even discover it until you're on your way back up an alternate route 17:26:06 By which point it's long gone 17:27:05 the long timer is long enough that that doesn't happen much IME 17:27:15 unless you go somewhere completely different in between 17:27:58 pretty often, you can't even explore Orc without digging and/or scumming teleports 17:29:54 -!- HangedMan has joined ##crawl-dev 17:29:59 It doesn't happen nearly as often, no. But I had it happen at least two or three times to me in 0.10 17:30:09 It's certainly far better than it used to be 17:31:15 -!- nago_ has quit [Ping timeout: 245 seconds] 17:34:55 well, there is an implementable for improving portal timers 17:35:32 I think the long timer is supposed to be mostly invisible to players... only having an effect when you take an extended trip somewhere else 17:35:40 -!- SkaryMonk has quit [Ping timeout: 246 seconds] 17:35:44 i tried to implement it, but failed, because i was unable to even follow the wrappers of the lua calls, much less write the required lua 17:36:26 -!- lexackson has quit [Remote host closed the connection] 17:36:35 the implementable is: still two timers. the short one starts upon seeing any square of the vault, the long one starts upon mapping any square of the vault 17:36:41 if you do neither, it doesnt time out 17:37:05 just announcing all of them is fine too imo 17:37:40 the timer could be a little longer than the one for the "free loot" portals 17:37:43 -!- Exister has quit [Ping timeout: 246 seconds] 17:38:54 adding features to crawl by finding what line it crashed on is quite good fun 17:40:20 the best is when you screw something up and the error message gives you some near-useless line the global prelude 17:41:27 cool -- internal abyss portals kind of work 17:41:49 -!- blackcustard has quit [Quit: Counted eleven steps when his brain said ten.] 17:42:05 -!- ilyak has quit [Quit: Lost terminal] 17:43:07 -!- bonghitz has quit [Quit: bonghitz] 17:43:29 wouldnt you just have to increase the difficulty, then cause a shift? 17:43:41 of course what the difficulty does might be harder to implement :) 17:48:15 it would help if we had some idea for what kind of monsters should go in the abyss 17:49:16 the current approach makes sense. there is some native monster set, but nearly anything can come up because it may have been banished. 17:49:24 the native set could use some tweaks though 17:49:37 -!- Wensley has quit [Ping timeout: 246 seconds] 17:49:50 well, there's a native monster set that makes some sense (lots of demonic and corrupted stuff), but other things are really just there because "eh, why the hell not". for example deep dwarves 17:50:10 They're not on the rare list? 17:50:12 octopodes, tengu 17:50:19 -!- scummos has quit [Remote host closed the connection] 17:50:40 The non-native one, I mean 17:50:56 -!- Kellhus has quit [Quit: Page closed] 17:51:01 oh, theres only one list 17:51:06 with weights of course 17:51:19 yeah, because the abyss is essentially a 1-level branch 17:51:33 I thought there was an actual function devoted to Abyss rare spawns or something? 17:51:41 no 17:51:53 there is a mons_abyss_rare function, but rare in this case really means "rarity" 17:52:04 Hmmm... maybe that was it 17:52:27 I somehow thought there was a chance of any spawn being a native spawn, or more rarely an external one, and those were handled seperately 17:52:28 -!- rossi has quit [Quit: WeeChat 0.3.7] 17:52:49 alefury: think I should make it say 'Abyss:n' rather than just 'Abyss'? 17:52:55 -!- Hyoi has quit [Ping timeout: 245 seconds] 17:53:05 i dont know if the difficulty needs to be shown 17:53:12 Especially if you can't step back up 17:53:13 if you're adding depth to the abyss you should let the player know how deep they are 17:53:16 can you go back up? 17:53:42 so does going down increase chances of rune but also increase enemy density/danger? 17:53:43 I like that 17:54:01 *rune and exit 17:54:01 it should shift faster as well 17:54:12 ontoclasm: that'd just let you get out of situations too easy when it's denser, wouldn't it? 17:54:18 hm 17:54:20 maybe 17:54:27 I like how it'd let strong characters dive down to get it quicker, but people who get banished early would be able to cruise towards an exit more safely but slower 17:54:28 -!- fungee^ has quit [] 17:54:31 regarding the actual monster set, that should probably wait for the mon-pick.cc rewrite to be finished (small edits to mon-pick.cc right now is wasted effort) 17:54:37 Yeah 17:54:42 so if you add depth levels to the abyss, just start with the number of monsters, imo 17:55:03 and presumably when you re-enter abyss it keeps its last difficulty 17:55:14 I don't think that was the intent 17:55:24 Banishment and such starts in the shallow end again, I thought 17:55:26 Vanquished Monsters: 150 ufetubi (Abyss) 17:55:32 hmm, ok 17:55:54 Portals to deeper areas probably should be fairly common, though 17:56:11 abyss shifts could have a chance to pull you up or down a level, too 17:56:35 Not so sure about that if it's supposed to be a voluntary risk/reward gamble in doing so 17:56:41 -!- Aryth1 has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 17:57:24 if the chance is small its fine imo 17:57:46 mostly it's up to you, but sometimes the byss screws with your plans a little 17:58:09 if that's added, it should pull you deeper as time goes on 17:58:12 it should have a small chance to push you more difficult 17:58:15 I don't see the reason of making it easier 17:58:29 mm 17:58:32 maybe a 50% chance of going to a "different" region (same level), and a 50% chance of going to a "deeper" region (+1 depth) 17:58:55 How about having portal frequency decrease with depth? 1->2 is very common, 4->5 is rare 17:59:11 I kind of don't like that, I think 17:59:15 i think it would be better if it's uniform 17:59:19 evilmike: i think that is very harsh, especially if you cant go back up 17:59:21 or even gets more common as time goes on 17:59:40 Also, if the point is for these portals to let you move faster if you want to take the accompanying risks, making it slower to find them doesn't make a lot of sense to me 17:59:46 alefury: abyss shifts aren't that common, and you tend to find a portal before you get shifted that many times. it's random of course 18:00:02 okay 18:00:09 alefury: I don't like the idea of going back up. This is the abyss, not the dungeon 18:00:17 i guess the way you go upwards in the abyss is "exit and come back in" 18:00:21 Yeah, basically 18:00:22 bh: me neither 18:00:24 keep in mind the new abyss shifts (that is, forced teleport into a new level) much less often than the old one 18:00:26 I think referring to it as depth is a bit misleading 18:00:51 the word "abyss" itself refers to depth 18:00:59 it makes sense that there would be deeper regions, imo 18:01:23 really it should have infinite layers 18:01:29 good point about "abyss" 18:01:38 could use this: 18:01:40 ??hair stats 18:01:40 hair stats[1/1]: extremely bad hair <10, awful hair <30, poor hair <60, choko hair <90, normal hair <120, quite good hair<160, very nice hair<220, extreme hair<300, extraordinary hair <400, incredible hair <520, uncanny hair >=520 18:01:49 except s/hair/abyss :) 18:02:07 bh: I think it'd be more interesting if you were returned to the same depth next time you entered the abyss -- that way there's more permanent consequences to trying to dive the abyss (if you really want to get out quickly or are trying to get the rune) 18:02:12 why is "bald" (0) not on that list?? 18:02:18 The choko abyss, ruled over by Chokowaru 18:02:34 elliott: i agree 18:02:52 evilmike: i dont know! people say this existed in crawl code at some point, but i dont know if that is true. 18:02:53 -!- Morphy has quit [Quit: Page closed] 18:03:03 In which case, I'm extra dubious about abyss shifts dumping you lower 18:03:06 If that change is then permenant 18:03:16 -!- dpeg_ has joined ##crawl-dev 18:03:23 pro abyss tip: gtfo or you die 18:03:23 great timing 18:03:27 if you succeed with said rune exits are 6x more common anyway 18:03:27 DracoOmega: that's a good point 18:03:46 dpeg_: I'm sullying the abyss again. 18:03:51 HangedMan: not yet :/ 18:03:55 DracoOmega: but, if the depth scaling was gradual enough then getting pushed down one or two levels wouldn't be a big deal 18:04:12 (OTOH, it could be better for depth scaling to be coarser, to make it less of a pain to dive) 18:04:14 its not like "level 2" has to be 2x harder or something 18:04:44 coarser scaling is something all branches could use, except D, but theres no need to go crazy here 18:04:51 Well, it there were enough levels, maybe. But I think the original suggestion was 5? And a 50% chance of each shift dumping you lower forever seems that you'd reach the bottom on a couple trips, regardless of what you did 18:05:12 it doesnt need to be 50% 18:05:25 I'd suggest either 9, 27, or infinite levels :p 18:05:25 all i said was if shifts can pull you to different depths, the trend should be to pull you deeper 18:05:29 bh: is that good or bad? 18:05:35 * dpeg_ looks up "to sully". 18:05:39 evilmike: Oh, well that I entirely agree with 18:05:43 if someone wants to go really far down and get completely swarmed by stuff then that's their choice 18:05:46 dpeg_: 'to sully' is bad, but hopefully what I'm doing will be good. 18:05:59 If you snag the rune, exits become six times more common. 18:06:09 dpeg_: there's discussion of giving the abyss a depth: portals "deeper into the abyss" at regular intervals, that make it harder, but increase the chances of a rune/the exit 18:06:13 elliott: That sounds like the making of a new robin conduct. Get as infinitely low in the abyss as you can :P 18:06:23 new banners! 18:06:24 Eventually all tiles are ancient liches and fiends 18:06:28 btw, since you're editing the abyss, please make it have less liquid everywhere 18:06:38 less clouds too 18:06:40 dpeg_: so people who get banished early can get to an exit without *too* much trouble, but people who enter the abyss while really powerful can just dive, annihilate everything, and pick up the rune quickly 18:06:41 bh: I don't see what's wrong with dtsund's abyss rune effect from Light. 18:06:56 well, he's already put a patch on mantis to make exits vastly more common when you get the abyssal rune 18:07:00 elliott: depths might actually work, yes 18:07:19 evilmike: with your blessing, I'd like to scrap the entire existing level generator 18:07:26 there is also a suggestion to make the depth-increase permanent, so that if you get banished later on the abyss is just as difficult as last time, to add more permanent consequences to the decision to go deeper 18:07:27 elliott: ah, ok. Does the effect come with a message? It's by dtsund, so I would think yes. 18:07:31 -!- cbus has quit [Ping timeout: 245 seconds] 18:07:32 bh: I won't complain if the new one is better 18:07:34 dpeg_: it's bh's patch 18:07:40 ah 18:07:51 in light it actually just spawns a single exit underneath you when you get the rune, I forget why but bh's way was considered nicer 18:07:58 I think the old abyss is bad, the new abyss is less bad but only slightly (I know some people think it's worse) 18:08:13 elliott: Well, this one also helps on subsequent banishings 18:08:14 I will say the new one is more interesting to look at... but both versions are similar in that they're random noise 18:08:23 it's just that we have much more advanced noise now 18:08:28 dpeg_: I think there's also some plan to make the abyss levels be based on constantly-morphing versions of regular dungeon layouts or something but bh hasn't really said much on that point 18:08:31 * elliott ##crawl-dev digest 18:08:37 -!- sgiratch has quit [Remote host closed the connection] 18:08:44 tbh, I think dtsund's approach is better, but I disagree with putting the exit beneath the player -- we want visual effects. So I'd put a ring of exits around the player, or so. 18:08:56 elliott: rather than making the depth permanent, how about making it sticky. When you get banished you can end up in a level up to the deepst depth you've visited 18:08:58 or just dump a big cloud on the player 18:09:12 bhi was just thinking that 18:09:13 I have (only) one demand on new Abyss: Lugonu's corruption should still make sense. 18:09:36 when you enter, you end up at (k/2 + 1d(k/2)) where k was the old depth 18:09:37 dpeg_: corrupting the abyss while you're in the abyss? or the power in general? 18:09:39 Is the Abyss supposed to stay infinite? 18:09:46 bh: the power in general. 18:09:53 I think the individual abyss levels will still be infinite but maybe there will be finite depths? 18:10:01 using corrupt while in the abyss should drop you a bunch of levels 18:10:18 elliott: feel free to add yourself to ??digest if you want to write the next one :P 18:10:19 elliott: currently, one appeal of the Abyss is that you just keep running. There are dead ends, but there's no circumference. 18:10:24 ??digest 18:10:24 digest[1/1]: alefury 01.09 - 06.09 18:10:30 oh dear :) 18:10:37 awesome 18:10:42 dpeg_: right, I agree with that 18:10:51 elliott: I need to experiment with effects. The general idea is to take some base map and distort the coordinate system. I added a simple example of a distorted circle to the layouts branch 18:10:53 Yeah, the levels themselves should stay infinite, no matter how they're formed 18:10:55 I think adding another degree of freedom (less difficult <-> more difficult but quicker) is also interesting 18:11:11 Is there a plan/discussion what's good/bad about the abysses we had so far? 18:11:18 DracoOmega: good 18:11:23 bh: so do the levels still get made infinite, e.g. by stitching together multiple generated levels? 18:11:33 I think having large open spots is also good 18:11:39 Pan already has 'infinite levels that are individually finite'. The depth here is intended to be more abstract 18:11:57 Closer to the heart of the corruption, or whatever 18:12:02 DracoOmega: would it be displayed to the player? 18:12:13 Not sure. Some say yes, some say no, I think 18:12:16 elliott: I could imagine, for example, having a level that starts out looking normal, gets melty near the edges and then fades into chaos. If you keep walking you'll run into another level 18:12:32 bad: too early it's too hard, too late it's too easy. there is absolutely no sense of progression. because the layout is based on noise, it is featureless and you don't feel like you are exploring or getting anywhere. this means that it's often imbalanced, and often boring 18:12:33 heterogeneity is going to be much more interesting than a uniform morass 18:12:38 bh: right, as long as you can keep running and not see defined edges or anything 18:12:43 i'd point to the weird monster set too but that's a lesser problem in my opinion 18:13:00 Skeletal warriors should not appear in the abyss. Anything else I'd be happy with. 18:13:23 compensate for the inevitable removal of blade with 18:13:33 I'd still like to see more Abyss-specific monsters, but that's a seperate concern from this 18:13:48 Hm, I always liked the completely distinct layout of Abyss (already in 4b26). I agree with "too easy for late game". I am not sure about "too hard early on", too many players are wimps. 18:14:01 Depends on how early you mean 18:14:10 Really early, and it's basically mostly up to the rng 18:14:23 Even expert players can easily be put into hopeless situations quickly 18:14:35 But yes, it's doable MORE early than a lot of people may worry about 18:14:40 I think he means "more people should go lugonu and take the potential god wrath" 18:14:56 Early god wrath can be worse than early Abyss for some gods 18:15:06 (Also a seperate problem, likely) 18:15:06 finding a lucy altar if you could use it isn't even that easy, sadly 18:15:14 People should take Xom and abandon him so they can have *two* gods :) 18:15:16 so i'm not sure what to do with that assessment 18:15:20 I would rather brave the Abyss at low levels than get Oka wrath, for example 18:15:22 dpeg_: "too hard early on" as in "oops i got banished by a kobold on d:3" 18:15:51 yiuf is probably another common source? 18:16:12 i disagree with people who say the abyss is a dice roll, I don't think I've ever died in it past xl 10. but on early stages, it really is just random luck 18:16:20 anyway, good night! don't forget to put the rune always in a vault! 18:16:28 night! 18:16:34 Yeah, I don't mean to imply that it's entirely luck based past a certain relatively early point 18:16:40 i think we could stand to make the rune vaults less common actually 18:16:46 I actually find early-ish current Abyss fun and kind of exciting 18:16:51 ugh, why? 18:16:53 back in an hour or two 18:16:55 pan already has that vault rune thing 18:17:07 ChrisOelmueller: so does every other branch? 18:17:14 ChrisOelmueller: pan and just about every other rune branches 18:17:16 *branch 18:17:17 yeah, but abyss is not like those 18:17:22 Okay, so here is another bit I like about current Abyss: it makes you change your behaviour completely: different gear might be useful, you don't explore carefully. That's a great feature and should stay, imo. 18:17:55 I don't know too much about different gear, but it does encourage constant movement 18:17:56 bh: the abyss is still going to morph all the time, right? the distortion of the coordinates won't just be one-time when it generates a level segment? 18:17:56 I'd rather have some genuinely unfortunate deaths than trade Abyss for another branch that's more of the same: methodical exploration etc. 18:18:05 DracoOmega: same here 18:18:37 I am overall more interested in making late Abyss more interesting than early Abyss much less difficult 18:18:42 i dont think anyone has proposed making it based on exploration like other branches are 18:18:55 DracoOmega: sounds good! 18:19:21 evilmike: I am just trying to gauge what common ground there is., 18:19:21 -!- punpun has quit [Quit: Page closed] 18:19:21 If you're powerful enough that standard Abyss presents very little threat, and just time invested, then you should have the choice to trade that time for greater challenges 18:19:34 There was no real opposition raised to the idea of depth portals, I think 18:19:42 I don't recall anyone saying anything but positive things about the general concept 18:19:42 I wonder if the option of a quicker Abyss will lead to a new all-time high-score :) 18:20:04 Just mild disagreement on implementation details, but nothing that contentious there either, I think 18:20:08 elliott: it might but i wouldn't worry about that. in theory you can already get extremely short abyss visits, its just a matter of luck 18:20:10 since no need to trawl through the Abyss for ages to get the fifteenth rune if you're going for speed 18:20:16 evilmike: oh, I wasn't saying it as a negative 18:20:27 -!- elliptic has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 18:21:23 -!- Aryth has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 18:22:34 -!- elliptic has joined ##crawl-dev 18:23:21 -!- Ryak has quit [Ping timeout: 260 seconds] 18:24:11 https://github.com/dtsund/crawl-light/commit/eaec77a41fc80b7e89a3309f4c49b3d5664ccd68 <-- don't know if this interests the residents of this channel. 18:24:42 -!- Azzkikr has quit [Read error: Operation timed out] 18:24:47 I've talked about something like this before 18:24:58 -!- alefury has quit [] 18:25:32 I think it's a good idea for a monster spell, although it's the sort of thing that only needs to be on one monster in the game 18:25:39 Yeah 18:25:53 what monster casts said spell in crawl light? 18:25:57 None yet. 18:26:15 I'm going to give it as a possible spell to primordial liches when those get implemented (imminently). 18:26:41 I would give it to the proposed deep troll shaman monster (this would cause these to be "kill as soon as possible" enemies) 18:27:20 I almost wonder if that might be sort of overkill for them 18:27:24 Even though it does fit 18:27:36 lategame enemies should actually try to kill the player 18:27:51 look at the stuff that spawns late in the game, and look how much of it is actually dangerous by itself 18:27:53 it would make for hilarious visits to v:8 18:28:10 evilmike: +1 18:28:22 It does haste everything in LoS, doesn't it? 18:28:24 Yes. 18:28:33 Well, everything aligned with the monster. 18:28:37 Yeah 18:28:37 this is not to say *every* enemy needs to be ultra-deadly. just that we have too many that are wimpy 18:28:48 golemssssss 18:28:57 the nice thing about vaults is they tend to throw a ton of stuff at you, rather than let you fight 1 stone giant at a type 18:28:59 time* 18:29:01 Except the player, if the player is coaligned. 18:29:01 (Though I don't see the player having a friendly primordial lich.) 18:29:02 dtsund: why does it skip the player? it already skips non-allies 18:29:13 is it to stop you getting a pet primordial lich to haste you or something 18:29:14 oh, ""%sandeverythingaround%sseemstospeedup!" should be "seem to" 18:29:44 ontoclasm: Not according to the rules of English grammar. 18:29:46 evilmike: I believe that wavering monsters are cool, because they can turn a given monsters set into something more difficult, in many ways. In other words, the increase the threat space manifoldly. Need more of them. 18:29:58 "Everything" is a singular noun. 18:30:00 Wavering monsters? 18:30:07 it's like "you and i are going to the store" 18:30:25 what i want to do with deep trolls is make bands dangerous, but singleton trolls (of any type) fairly easy like they are now 18:30:32 it's a compound noun 18:30:38 DracoOmega: moths, eyes. Those who are not so much a threat by themselves, but by giving powers to other monsters. 18:30:50 Everything are fine, nothing is ruined. 18:31:05 Er, "nothing are ruined" 18:31:54 dpeg_: actually, a pack of moths is dangerous :) 18:31:58 presumably shadow creatures isn't a player spell anymore in light, right 18:32:08 even a single ghost moth is dangerous 18:32:20 I think you all understand what I mean. 18:32:35 well, you're right that they're more dangerous when other monsters are around 18:32:36 HangedMan: It is, but it won't give primordial liches. 18:32:48 It draws from the normal-mode monster distribution. 18:32:52 (fr: moth packs in late D) 18:32:54 boo 18:33:02 elliott: stop diluting spider already 18:33:08 (It was hilariously broken before I forced that.) 18:33:13 dtsund: http://owl.english.purdue.edu/owl/resource/599/01/ 18:33:57 That supports his writing of it, you know 18:34:03 ontoclasm: "Everything" falls within the same category as "everybody", so I am right. 18:34:14 But I already knew that. 18:34:17 ...no, it doesn;t 18:34:30 "seems" is singular 18:34:43 just use whatever construction looks right 18:34:44 Yes. It is. 18:34:49 but the phrase "A and everything around A" requires a plural noun 18:34:54 verb i mean 18:34:57 * ontoclasm shrugs 18:34:59 You can't say 'Everything around it seem to speed up' 18:35:01 do as you like 18:35:07 Oh, wait, I get what you're saying. 18:35:13 I don't understand this tendency of "don't even think about feature X if it's not good right now, just cut it right away". (Players on forum, kilobyte on wiki) 18:35:23 english doesn't have one authoritative set of rules. write in whatever way feels correct to you, even in colloquial speech if you want 18:35:31 So many things would have never materialised if that had been the approach since 0.1. :/ 18:37:09 Oh, in terms of monsters that combo with other things, I had an idea a while back for a Vaults-specific one that might go nicely with the more room-like new layouts 18:38:18 Well, it was sort of building on the general idea of the vault guard-like people being sort of in charge and patrolling the place, even if not those specific mobs. I know some people wanted more differentiation there 18:38:19 regarding the new layouts, i'm thinking of enabling them first and worrying about the monster set later 18:38:24 Yeah 18:38:27 i think that could give us a good idea of what to use too 18:38:42 is the new vaults thing more or less ready to go? 18:38:51 it looks very cool 18:39:02 In any case, the idea was something like a 'vault warden', who had an ability that remotely shut all doors and prevented you from reopening them while he was in sight of them. Essentially a sort of 'intruder lockdown' 18:39:07 I think it could use fewer traps and less gold in one fo the variants 18:39:28 Provided he was somewhat intelligent about not using this where it would favor YOU 18:39:31 also there might be secret doors lurking somewhere (it's like 7000 lines or something, so excuse me if I fail to notice one or two :P ) 18:39:40 -!- nago has quit [Ping timeout: 245 seconds] 18:39:44 my poor serial vault still is pretty bleh in that branch 18:40:25 I thought it might be an interesting way to change the battleground dynamic if doors were fairly heavily featured there. Could cut off escape routes in ways nothing else currently does 18:41:38 (the randomization function stuff needs to be cleaned up, which would be quite easy. serial_research_vaults_spin doesn't work with the vaults and is apparently needed for the layout, which isn't easy from what little I know) 18:41:47 DracoOmega: interesting 18:42:19 It could force you to fight things in unfavorable terrain, or expend a teleport 18:42:59 And I think it has a good thematic fit with the branch 18:42:59 DracoOmega: that does sound interesting but it could also be bad if it gives the player a safe corridor 18:43:05 (by locking all the doors that stuff might pour out of) 18:43:19 Wouldn't prevent monsters from opening them, let's say 18:43:21 Just you 18:43:25 sounds good 18:49:13 rax: any update on when CAO might be back up? 18:50:18 * kilobyte wonders if putting in Wolfenstein's level 1 (AKA, mostly, Doom 2 map 31) verbatim would be acceptable 18:50:25 kilobyte: can we have a cyberdemon? 18:50:47 oh wait, that was map32, never mind :( 18:50:49 Jesus, does anyone think that'S a good idea? 18:51:26 the thing with wolfenstein 3d, is the maps are actually 2d, and arranged in a grid (everything is 90 degree angles) 18:51:34 evilmike: I know that. 18:52:10 I could copypaste Wizardry's Tower of Danes into a des file. Doesn't make it a good idea. 18:52:37 -!- Sgun has quit [Ping timeout: 246 seconds] 18:53:07 well, it's a silly idea anyway. homages are fine, but people probably wouldn't understand this one 18:53:47 -!- eb has quit [Remote host closed the connection] 18:53:55 also a problem: that game relies heavily on secret doors :P 18:56:35 -!- lorenz371 has quit [Remote host closed the connection] 18:56:50 * dpeg_ talking to himself: slime walls, constriction, injury mirror, rods. 18:57:25 "The elephant trunk-slaps you." Sometimes it's good to go a really long time without playing, all sorts of new stuff pops up =) 18:57:38 kilobyte: Sure, can you pester me again tonight? I'm off to see the boyfriend today and I will probably forget. 18:57:38 due: You have 1 message. Use !messages to read it. 18:57:41 !mesages 18:58:11 due: Hallo! jpeg asked me about you today. 18:58:27 -!- ZChris13 has joined ##crawl-dev 18:59:21 -!- Vidiny has quit [Quit: In the time it takes for a woman to get ready, the weather is almost guaranteed to change.] 18:59:44 dpeg_: sorry if i have disturbed you. doom 2 is my favourite game ever, so i have a soft spot for anything close to it :P 18:59:58 that was the game that caused me to get into designing maps 19:00:10 evilmike: no problem with that 19:00:24 it had an active modder screne, from what I've heard 19:00:48 still active 19:01:02 * dpeg_ is bitter because some genuinely silly ideas are pursued but discussion on curses restricts to "oh, let's better scrap them, it won't work anyway" 19:01:30 I miss anything good while I was away? 19:01:32 it was probably a fluke, but that game managed to have perfect weapon balance (everything but the pistol is useful) and almost perfectly designed enemies. and its extremely easy to make levels for 19:01:45 so even today, people make stuff, and it still manages to be fun or innovative 19:02:01 evilmike: did they allow player maps from the start? 19:02:05 Yes 19:02:09 indeed 19:02:13 a really good move 19:02:24 also the engine is open source (no one plays the original dos version, its all modern ports these days) 19:02:29 I remember reading the WAD file format specs waaaaay back in the day 19:02:44 evilmike: when did they open that? 19:02:51 evilmike: have you made any more new maps 19:02:55 "1994 level" is used as a pejorative though. anything from that year tends to suck 19:03:01 the engine was open source for a while 19:03:04 wow -- the kraken abyss exit is mean! 19:03:07 early 2000s? 19:03:10 Quite a long while, I think. I don't remember dates, though 19:03:13 Pacra: not since the 90's, and i lost everything i made 19:03:19 evilmike: :[ 19:03:19 evilmike: Descent got me into making levels, then Unreal Tournament after that 19:03:32 oh, and sometime in the middle -- Myth II: Soulblighter 19:03:33 I remember the days in high school 19:03:40 i still play doom wads though 19:03:44 my friend and I would play every single one of the master levels 19:03:52 I always liked Hexen more, though :P 19:03:53 oh man descent 19:03:56 descent was amazing 19:03:57 evilmike: I play Doom on DOS 19:04:11 descent had a very decent level editor 19:04:16 I'm crazy and the first good level editor I got my hands on was bangai-o spirits 19:04:26 suprisingly easy to use, easier than the doom ones imho 19:04:27 clearly this is why I do nothing but gimmicks 19:04:37 Pacra: have you seen the current editors for doom? 19:04:40 gimmicks are fun 19:05:04 dpeg: Curses probably suffer from the problem that the current implementation is mostly just a nuissance, so it has a bunch of negative associations with any other version of it. Regardless of its own merits, it risks coming off as 'nuissance+' 19:05:09 evilmike: im talking in terms of 19:05:12 same timeframe editors 19:05:19 ah 19:05:35 the current doom level editors are crazy 19:06:00 DracoOmega: of course. But I'd expect developers to see beyond that. 19:06:01 Pacra: did you ever mod Marathon? 19:06:18 Well, I'm quite open to experimentation with it. But I'm also not a dev ^^; 19:06:47 It might be nice to have a sort of 'experimental branch' on a server, where people could try out wacky ideas and get feedback on them 19:07:02 DracoOmega: who should maintain? 19:07:09 Some things play quite a bit better OR worse than their on-paper specs 19:07:11 bh: no, because if even if i did try to map, it wouldnt be half as good as the actual marathon game maps 19:07:25 the marathon mappers were sick 19:07:28 Oh, I have no idea, logistics-wise. Was just a random idea 19:07:50 DracoOmega: I think it is really unfair to denounce the curse proposals as "complex" -- the current system is so trivial that anything apart from removal is more "complex". 19:07:56 I wonder if it might help shake a little conservatism, by having new things to play around with, without needing them to pass the official vetting process for inclusion first 19:08:05 Did I say I thought it was complex? 19:08:23 Or were you talking about what other people are saying? 19:08:38 DracoOmega: yes 19:09:11 I am about to write a blog article about design & development and what I consider as fallacies (old and new). 19:09:17 Well, that's one of those things that might be more obvious in practice. I do also tend to think it's better to have negative effects sort of uniformed and streamlined, but would be willing to entertain otherwise if it didn't turn out to be too burdonsome 19:09:42 well, this issue seems to have sparked more drama than I thought 19:09:47 as far as patching the abyss -- I'm guessing folks would prefer smaller patches? 19:10:00 really, I just wanted to get the proposals out there, and say "this stuff is worth trying as an experiment, even though it might wrong. We need to be aware of that" 19:10:07 (does anyone review my code before applying it?) 19:10:15 DracoOmega: It's not a problem if an idea turns out to be bad, but I have a feeling people avoid thinking about it. Which is fine, but then they lobby for removal. 19:10:25 this is too stressful though, so I'm going to bail out on this curse project, sorry. I'll stick to stuff I'm more confident about 19:10:32 Well, I've seen plenty of people express general attitudes of 'It's annoying, let's remove it' as opposed to 'It's annoying, let's improve it', so this is probably just a continuation of that sentiment 19:10:35 evilmike: I am certainly annoyed with the way it turned out, yes. 19:10:58 I'd almost always rather improve something than remove something, unless it's something like, say, those staffs that just got axed 19:11:07 Where they didn't seem to really serve any theoretical purpose anyway 19:11:22 But I believe it's just a symptom of a more general problem: more developers ==> more regression to the mean 19:11:28 That too 19:11:42 Because the more people around, the more likely SOMEONE will have a major opposition to any given feature change 19:11:56 I resent being associated with anything you term a "regression" 19:12:00 Nethack did that to the extreme, as far as I understand, and I'd hate witness Crawl go the same way (takes several years). 19:12:10 evilmike: it's a technical term 19:12:30 Basically, the more people you need to get to agree on something, the more conservative the decisions that can be made 19:12:45 http://en.wikipedia.org/wiki/Regression_toward_the_meanhttp://en.wikipedia.org/wiki/Regression_toward_the_meanhttp://en.wikipedia.org/wiki/Regression_toward_the_mean 19:12:47 Since it's increasingly hard to get larger numbers of people to agree on anything at all 19:12:56 sorry for double 19:13:50 bh: I'd say the level generator and increasing depth should be done in one patch 19:13:58 since they don't really make sense without each other 19:14:01 DracoOmega: yes, that's a nicer way to express it, I didn't want to offend with terminology 19:14:02 dpeg_: I disagree with your thinking. The set of people who work on crawl is not a uniform sample of the people who could work on crawl. 19:14:07 or rather, the former would end up rewriting the latter anyway 19:14:08 elliott: internal gateways make sense 19:14:09 well, I understand the mathematical use of the term, but I think there is a double meaning. Regression means something _very_ different when applied to software, or game design 19:15:14 DracoOmega just made the point: it is harder to reach concensus the more people are involved. I struggled two years with Erik until we agreed on overflow altars. 19:15:26 -!- ToastyP has quit [Ping timeout: 245 seconds] 19:16:19 dpeg_: I agree with that unconditionally. 19:16:42 okay, I apologise for offensive language, I didn't mean it 19:17:35 it's alright. I just would avoid that term in any blog post 19:17:38 And an additional problem in this sort of case is that, in order to really get a feel for some types features, you need to play with it. Which means coding it. Which is often a lot of work if you think it may just get rejected by the community or devs or whatever afterward anyway. It can be demotivating 19:17:52 dpeg_: can I see the curse proposals? this is the first I've heard of them... 19:17:53 evilmike: yes, I'll use DracoOmega's words. 19:18:52 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:gameplay:curses 19:19:00 thanks 19:19:10 DracoOmega: see: lava orcs :( 19:19:39 (Disclaimer: the idea might be genuinely bad -- I am not prophet and I have had my fair share of bad ideas. What I don't dislike is how it's shut down on extrinsic grounds.) 19:20:36 Would anyone object to me replacing empty stone arches in the abyss with internal abyss portals? 19:20:58 n 19:21:09 except a few empty stone arches in vaults would be good 19:21:15 bh: I wouldn't 19:21:22 bh: i think there should be more portals deeper than stone arches anyway 19:21:43 if you want to accelerate the process you should have the chance to do it before wandering around the easiest level of the abyss too much 19:22:04 (the more frequent they are the more tempting they are for someone bored also) 19:22:43 Yeah, I think portals deeper should be pretty common 19:22:47 Since the whole point IS accelleration 19:23:00 So the choice to do so should be commonly available, if you want to take it 19:23:32 re: Abyss: bonus points for showing abyssical depths in the layout (colours, amount of clouds, anything -- it should be gradual) 19:23:33 -!- codrus has quit [Remote host closed the connection] 19:24:20 -!- MPR has quit [Changing host] 19:26:48 -!- PollyEsther has quit [Ping timeout: 244 seconds] 19:31:12 Eronarn: If you put together a LO patch that applies to Light, I'll apply it for testing. 19:32:29 maybe in a few months, i work too much now 19:38:03 ok, I have a patch that should work. I haven't tested it in Tiles 19:40:12 uh oh... I should make sure it doesn't break escaping the abyss :) 19:40:53 oops :) 19:41:13 does it have the thing where the depth is persistent between abyss visits? 19:41:14 in case no one has suggested this yet: make the player type < for exit portals and type > for deeper portals 19:41:21 that way players wont use the wrong type by accident 19:41:31 ++ 19:41:37 also in console, exit portals should be portals, but "deeper-abyss" portals could use the > glyph 19:41:43 related trivia: in 4.1 you enter shops by going up, bizarrely 19:41:45 elliott: I'll get there 19:41:46 but make it a weird colour like green 19:41:55 evilmike: I made it cyan 19:42:04 yeah thats fine. anything unused works 19:42:41 -!- wasd22 has quit [Read error: Connection reset by peer] 19:43:49 perhaps I'm misunderstanding the stairs code. I can't figure out why this is pushing onto the level stack. I'm not using 'DNGN_ENTER_ABYSS' 19:44:09 03dpeg * rc03fb01284d2 10/crawl-ref/source/dat/des/branches/lair.des: Strawberry reduction 19:44:19 dpeg_: that sounds *delicious*! 19:45:30 yes, there was a complaint about this on the forum, and I thought I could do this quickly -- did involved some expectancy value computations 19:45:55 green and cyan aren't too common for most places, but abyss kind of randomly has a lot of it... though maybe green/cyan gates are still fine 19:46:31 -!- pelotron has quit [Ping timeout: 246 seconds] 19:47:02 i got to try a rambutan earlier 19:47:15 i think the only crawl things i need to eat now are chokos, sultanas, and snozzcumbers 19:47:21 good luck with the last one 19:47:34 elliott: there's actually a roald dahl recipe book with a snozzcumber recipe 19:47:49 lychee are amazing and you're silly 19:49:52 <|amethyst> bh: are you using a new feature type? 19:50:06 |amethyst: I am -- DNGN_DESCEND_ABYSS 19:50:36 DNGN_ABYSSAL_STAIR ;( 19:51:18 regarding fruit, it is kind of insane how many types we have (this is a food thing more than a fruit thing) 19:51:34 this is heresy around here but I think nethack does it better, with one type of fruit you get to name yourself 19:51:34 evilmike: it's not a staircase. I can rename it, though 19:51:48 bh: nah, it's a silly insie joke 19:51:59 evilmike: we could go the other route and have hundreds of kinds of fruit, and the item is just 'fruit' 19:52:03 evilmike: jpeg and I are convinced that this is because it's so easy to produce "variation" there, which you will want when your game is otherwise almost empty. 19:52:05 like how pizza works 19:52:15 meh, I'll rename it :) 19:52:22 dpeg_: oh, the ease is definitely why we have so many types 19:52:45 it's also why we have more types of golems than I care to count 19:52:48 same reason is probably responsible for some monsters 19:52:56 bumblebees 19:53:31 in the end, though, it's just clutter. And while I think some types of clutter are harmless, with fruit it is an interface burden (since we use a limited inventory) 19:53:49 evilmike: restore pizza option and make it count as fruit 19:53:52 and remove other fruit 19:54:20 i used to use the pizza option 19:54:51 I had "pizza = peperony and chease" 19:55:04 heh 19:55:11 good choice 19:55:51 evilmike: as I said on the forum, I'm fine with a single "fruit" item, but I wouldn't want to lobby for it 19:56:16 do it 19:56:39 <|amethyst> bh: could I see your stairs.cc (or a branch)? 19:56:51 calling an item just "fruit" is a bit weird but the gains seem worth it 19:57:02 (also can food be made more nutritious so you don't have to spam e :P) 19:57:05 er, by food i mean fruit 19:57:18 someone would have to consolidate a number of vaults 19:57:22 dpeg_: well, I don't blame you... the gains are relatively small, and it's a slightly-less-than-trivial amount of work 19:57:36 it *sounds* easy but there are a lot of vaults that would need looking at (or maybe removal) 19:58:05 by the way, a random comment (before I go to sleep): angband removed sticky curses in a recent version 19:58:12 evilmike: plus, someone might come out of the bushes and object 19:58:26 <|amethyst> you could have fruit of multiple colours (like apples now), and maybe make that selectable by itemspecs 19:58:31 -!- simmarine_ has joined ##crawl-dev 19:58:47 <|amethyst> so the fruit tree vaults could still be distinctive 19:58:51 -!- simmarine has quit [Ping timeout: 244 seconds] 19:58:55 |amethyst: good idea 19:59:01 |amethyst: https://gist.github.com/3605969 19:59:10 "The green fruit tasts good!" 19:59:16 IMO just rename all fruit to chokos 19:59:21 dpeg_: that's pretty funny 19:59:33 <|amethyst> bh: hm... that's the only change there? odd 19:59:55 let me start a new character. Perhaps I just got that save into a bad state 20:00:23 I *did* wizmode myself to the abyss. 20:01:12 oh about all that fedhas balance stuff... I don't see a huge problem. There is one sultana vault that is a bit crazy (I got almost 100 once) but I like how some early luck can encourage you to use fedhas 20:01:23 the thing I don't like is that *bad* luck can discourage you 20:01:49 evilmike: ah, damn, I missed that one 20:02:28 evilmike: could reduce variance in a number of ways, but is it really necessary? 20:02:52 I think reducing variance would be a bad approach 20:03:20 what I'd do is something like... you can use abilities without fruit if you want, but it has a big piety cost. or you could pay with fruit instead of piety 20:03:39 not sure I like that... removes the uniqueness 20:03:39 but this could wreck balance or make fedhas less interesting. i really dont know, my experience with fedhas gameplay is almost nil 20:03:43 There was also that idea of giving Fedhas some other midgame ability that didn't use fruit 20:03:54 Something that might be useful in the absense of much of it 20:04:05 I'd rather increase the fruit you get from ?acq (currently 15 or thereabouts) 20:04:12 a thing that would be pretty cool is if fedhas wasn't about killing things with explosions and rain 20:04:36 killing things with explosions is always cool >:[ 20:04:50 yes, but we already have plenty of gods that do that 20:05:06 whereas we have few gods about growing followers 20:05:20 Though plenty of gods about followers of other stripes 20:05:21 oh, speaking of that... 20:05:31 how well do wandering mushrooms work with the ally ai change? 20:05:40 evilmike: they are unaffected 20:05:43 only "summons" are affected 20:05:48 so yred perma-allies aren't affected either AFAICT 20:05:58 (but brothers in arms are) 20:05:58 oh. interesting 20:05:58 DracoOmega: gods with followers, sure, but the only ones that let you have followers that change over time are beogh and to a lesser extent yred 20:06:03 at least this is my understanding, the logic for whether something is a summon or not seems to be a bit weird 20:06:14 I'm a bit dubious about BiA being so directly affected 20:06:17 I don't know it if applies to jellies 20:06:22 Given that they happily charge out of LoS all the time 20:06:26 i am not going to shed any tears over a BiA nerf 20:06:40 Well, it may be annoying if they tend to just run off and do nothing, without you being able to stop that 20:06:49 I don't know how bad it is in practice 20:06:58 they try to re-enter los don't they 20:06:59 spam is not the only reason summons are imbalanced. summoning a stone giant and killing half of lair:4 is also broken 20:07:11 Do they, even if they're berserk? Berserk things ignore most ally controls 20:07:29 It would be okay if they stayed within sight of you, I suppose 20:07:56 But catching sight of something just outside of LoS and then wandering away without hurting anything seems not so great 20:08:35 this is something that actually exists in crawl, so you should try it and give feedback based on experience 20:08:45 at this point, i dont think theoretical concerns are worth bringing up 20:08:48 Yes, that is a very fair point 20:08:52 Sorry 20:08:54 evilmike: many players are stingy with BiA, I believe 20:08:57 (I just haven't played trunk in a while is all) 20:08:58 no need to apologise 20:09:58 some things I would like people to test: see how summons interact with lava (more in terms of fun and intuitiveness). see how they interact with small glass pillars. 20:10:27 neither of these are things I've tried, but they seem like cases where the new system might show some rough edges 20:10:40 Ooo... the latter sounds like it could end up kind of clunky maybe, yeah 20:10:57 Since it may not even be clear when you're not standing in a position where your pets can hit stuff 20:11:27 sounds like a good reason to add a message when your summons get beaten up out of LOS :p 20:11:31 <|amethyst> it was clunky before with ta 20:11:49 the ta thing is a long standing issue, and really, something should be done about it 20:11:55 <|amethyst> (that you can't ta something behind a glass pillar even if your ally is right next to it in LOS) 20:11:55 oh cool -- unintended consequence: when you take the abyssal portals the place it puts you looks like the original banishment location 20:11:59 deja vu! 20:12:04 -!- Nightbeer has quit [Ping timeout: 246 seconds] 20:12:15 <|amethyst> s/in LOS/in LOE/ 20:12:21 really, of t is blocked by glass, it should show a targeting beam like spells do :P 20:12:37 (this would look stupid) 20:12:52 <|amethyst> I don't see a problem with ta working through glass 20:12:55 -!- bonghitz has quit [Quit: bonghitz] 20:13:03 <|amethyst> I mean, the ally has to be able to path there for it to be useful 20:13:08 yeah 20:13:20 and you're not affecting anything on the other side. glass doesn't stop you from pointing and giving orders 20:13:30 <|amethyst> I could maybe see it not working if the *ally* is on the other side 20:13:37 <|amethyst> since then maybe they can't hear you 20:13:47 sign language 20:13:51 well, if the ally is on the other side, they can't attack the monster anyway, right? 20:14:09 -!- hoody has quit [Remote host closed the connection] 20:14:29 <|amethyst> oh right 20:15:05 <|amethyst> and now it can't attack the monster either 20:15:23 <|amethyst> since both the ally and the target must be in LOS (no_trans) 20:16:07 Adds portals within the abyss. (https://crawl.develz.org/mantis/view.php?id=6156) by brendan 20:16:22 bh: its so cool when unintended features like that come up 20:16:35 hm, so that patch just adds the portals, they don't actually do anything yet? 20:16:47 elliott: they work, they just don't make the abyss any harder. 20:16:56 ok 20:17:10 if this is going to be a series of patches, maybe a merge request would be better 20:17:40 -!- Nightbeer has quit [Ping timeout: 246 seconds] 20:18:46 -!- Yermak has quit [Quit: Page closed] 20:19:09 Is there any rough timeframe on the mon-pick rewrite, anyway? Like just in terms of 'soonish' or 'long way off yet'? 20:19:37 If you were planning to wait on that before actually making abyss depth affect monster distribution 20:19:48 -!- pantaril has quit [Ping timeout: 248 seconds] 20:20:19 I think the idea is for it just to affect the number of monsters at first and see how that goes, since tweaking monster distribution is a bit bleh right now? 20:20:33 I do understand the last bit, yeah 20:21:37 I touch warier on the former, given that it also means lots more popcorn to wade through 20:21:41 A touch* 20:21:51 yes 20:21:58 dracoomega, from earlier today: HangedMan: it actually doing something; the coding is simple, but I still don't know what the minimal rarity should be. The best idea so far has 0 on the level just outside the range, then rising linearly to the peak. 20:22:07 DracoOmega: but at least it'll be easy to see how it goes, since it should be fairly easy to code 20:22:24 just make the hypothetical abyss:1 have fewer monsters than it does now. abyss:2 or 3 could be like the current abyss 20:22:34 -!- ajikeshi has quit [Ping timeout: 246 seconds] 20:22:52 HangedMan: That doesn't sound TOO far off, necessarily 20:23:29 bh: from ktgrey in ##crawl -- what if the rune only started appearing further down? 20:23:33 say abyss:2 or :3 or so 20:23:50 03CommanderC * r5a5b1ecd2eeb 10/crawl-ref/source/wiz-fsim.cc: fsim: Fix simulation of ranged attacks. 20:23:51 03CommanderC 07stone_soup-0.11 * rf308ed95fef0 10/crawl-ref/source/wiz-fsim.cc: fsim: Fix simulation of ranged attacks. 20:23:57 so someone playing really paranoidly can't just wander around the easy abyss for a million turns to get the rune, you have to have some danger if you want it 20:24:01 (but exits would spawn throughout) 20:24:28 That was already mentioned, I think 20:24:34 I believe elliptic said 4-5 20:24:48 well, the right paramter depends entirely on how the scaling goes, but yeah 20:24:51 if the depth is 5, then putting it on 4 (and more common on 5) is a good idea 20:24:57 runes go at the bottom of branches, not the top 20:25:03 Yeah 20:25:13 And boring but safer is a lot more okay for exits than runes, really 20:25:30 I don't think it should be too far down, because otherwise there's not much of a choice of "do I want this quicker or more safely?", because you'll only be choosing between two levels or so 20:25:40 but I may be wrong about that 20:25:54 Well, that only matters if you're doing an all-runer or something, and not for common banishment 20:26:04 Lots of people end up in the Abyss a bunch without ever trying to get the rune 20:26:07 right 20:26:18 So it may not matter too much 20:26:36 if the depth is 5 it should at least be 6 instead to be a multiple of 3 :) 20:26:48 (then the rune could spawn on 4, 5, 6) 20:27:40 I guess my main thought is just that if the rune is fairly common on depth-1 and the monsters are already pretty nasty, basically nobody would ever go down to the bottom except to say that they did it 20:28:38 Yeah, I do tend to agree that it's best if the rune doesn't show up at shallow depths, no matter how long you're there 20:29:17 I thought the player has only partial control about which depth he arrives at? I.e. he can voluntarily go deeper, but a monster may send him to depth 5 straightaway? 20:29:58 there was some talk about having the abyss shifts sometimes "shaft" you down a bit 20:30:02 Not normally, I think. Early Abyss is already nasty. You don't want early super-Abyss 20:30:11 I thought that'd make the choice of more danger vs. speed less appealing 20:30:16 <|amethyst> I suggested making it depend on spell power 20:30:18 Some suggested stronger banishers could send you lower. Others thought it best if it was uniform 20:30:31 <|amethyst> I can see the arguments for uniformity, though 20:30:45 if you don't really have control over when you find an exit, they're rare at early depths, and you get shafted down every now and then, then there's basically no choice about the early depths 20:30:48 I'm probably fine with either. They both have things in their favor 20:30:48 case DNGN_ABYSSAL_STAIR: return "gateway leading deeper into the Abyss"; 20:30:49 elliott: that's the plan, make sure the rune doesn't turn up right off 20:30:51 because you are going to end up shafted unless you get lucky 20:31:02 0.12: abyssal stair implemented 20:31:09 the ogre mage in Vaults should certainly send you deeper than the kobold on D:3 20:31:10 Hehe 20:31:17 ??hydrataur 20:31:18 hydrataur[1/1]: One of four possible unique guardians at lvl 3 of the abyssal stair. Each of his nine necks ends in a javelin throwing humanoid torso, and he also buffs, heals and sprays hellfire. Carries the madness rune. 20:31:23 what came is this from? 20:31:27 game 20:31:29 And a Zot 5 Zot trap should probably send you deeper than that ogre mage 20:31:36 Lightli: yes 20:31:40 It's a long-running in-joke, bh. That's all. 20:31:51 -!- dpeg_ has quit [Quit: sleep here] 20:31:55 didn't the abyssal stair actually get implemented in xcrawl or something 20:32:07 There's an xcrawl? What's an xcrawl? 20:32:10 ??xcrawl 20:32:10 xcrawl[1/4]: Chapayev's new Crawl variant project. Until the first release, finished stuff will go in this learndb entry. 20:32:13 ("new") 20:32:20 Lightli: I think a (n+1) rule might be appropriate. When you get abyssed you can go up to one level deeper than the deepest level you've visited 20:32:22 I'm not sure I've heard of it 20:32:50 The abyss gets unlocked by your forays 20:33:05 bh: oh, I like that... shouldn't it be guaranteed though? I don't think banishment is common enough that only having a small chance of getting pushed deeper would do all *that* much 20:33:30 <|amethyst> banishment from *inside* the abyss should always go deeper 20:33:44 I'm not sure I like that so much. I'm not sure that getting banished a couple times by the same thing should get progressively stronger, once you escape 20:33:45 -!- Flun has quit [Ping timeout: 245 seconds] 20:33:59 <|amethyst> DracoOmega: remember you have immunity for a number of turns 20:34:25 Yeah, it mightn't be a problem. I'm just not sure I like the concept 20:34:40 Nearly all the disagreement seems to be on little procedural bits, though, which is good 20:35:06 I wonder if it might be worth tossing up a wiki article outlining various options and opinions, or if that would just invite a bunch of unfortunate things 20:35:34 bh is already working on something, he seems to have a clear idea already 20:35:53 if someone wants to review/apply my patches, I'm happy to keep hacking. I want to avoid merging 20:35:56 there doesn't seem to be a wiki page's worth of design space, just a bunch of minor quibbles :p 20:35:57 Wait, what are the OTHER 3 guardians of the Abyssal Stair? 20:36:19 <|amethyst> was the moon troll a guardian or just a denizen? 20:36:20 double sigmund 20:36:27 Lightli: The Lionwitchwardrobe is one 20:36:42 ontoclasm: you say that as a joke, but I'd really be amused to see a monster in the abyss as the result of banishment gone wrong 20:36:49 "You hit the orcgnoll!" 20:36:59 {evilduepeg} and {fedhate murderdash}, nobody knows what the last one is, and there a lot of {metroids} 20:37:04 there, that clears up all the abyssal stair questions :p 20:37:05 blink wasp 20:37:09 dowanvessa 20:37:10 you forgot mmhp 20:37:18 humangrizzlybearhog 20:37:27 HangedMan: i did the unspeakable sin of grepping the learndb 20:37:39 it was removed in a purge quite the while back 20:38:05 <|amethyst> bh: what order should they go in? I don't know if it's ready for trunk without some comment by the non-IRCers, but I can push a branch 20:38:20 <|amethyst> also, it would be nice if you could send an email to c-r-d with your plans 20:38:28 <|amethyst> and what you have so far 20:38:58 https://crawl.develz.org/mantis/view.php?id=6154 is independent of the abyss scaling stuff, for what it's worth 20:39:04 |amethyst: the exit frequency change should go first 20:39:15 ...and has a positive comment from a non-IRCer already apparently :p 20:39:20 that one doesnt even need to be on a branch, really 20:39:32 its just a good idea even with the current abyss 20:39:47 <|amethyst> okay, pushing that one to trunk then 20:40:17 <|amethyst> what about the congratulations? 20:40:24 there's a second patch to fix that 20:40:28 yes, that just changes the message 20:40:29 the lugonu piety for finding the rune might be a bit iffy, maybe remove that? 20:40:31 <|amethyst> that's what I mean 20:40:35 <|amethyst> should that one go in 20:40:43 i find that one questionable 20:40:50 the congratulations is in the previous patch, though 20:40:54 the second patch just changes the message 20:40:58 <|amethyst> ohh 20:41:12 probably the congratulations could be done without altogether, it already has a flavour message foreveryone? 20:41:20 well, i dont think lugonu is the sort of god to congratulate anyone 20:41:35 she's not just the god of the abyss, she was banished there. she's not nice to people 20:41:35 fair point. 20:41:45 yeah, I just mentioned changing the wording to be different since it seemed weirder to have Lugonu appreciate you finding the rune that presumably Lugonu already knows about 20:42:32 it would be nice if we had a code review tool. 20:42:54 <|amethyst> most of us wouldn't use it 20:43:00 <|amethyst> there's always gitg :) 20:43:13 <|amethyst> (or git show or gitorious) 20:43:39 |amethyst: I'll make you a fresh patch without the congrats. 20:43:56 <|amethyst> what about 20:44:10 just the exit frequency change 20:44:24 <|amethyst> "says, \"Yes, the rune. . . take the Abyss with you wherever you go!\"" 20:44:35 <|amethyst> okay, maybe that's a bit lame 20:45:06 <|amethyst> err, s/"says/" says/ of course 20:45:11 I think a message for lugonu noticing you get the rune would be ok 20:45:31 neither approving nor disapproving. just her turning her attention towards you, for a moment 20:45:41 <|amethyst> bh: Don't worry about that... I think we just need a better message 20:46:03 |amethyst: alright, if you don't mind patching my patch 20:46:25 coming up with good text is hard :) 20:46:26 <|amethyst> I'll add a second commit replacing your second patch... once we have a good message 20:46:42 message for what 20:46:44 what about the piety gain? that seems unnecessary 20:46:46 -!- N78291 has quit [Quit: null] 20:46:48 and nix the piety while you're at it 20:46:59 <|amethyst> maybe I will split it then 20:47:02 <|amethyst> but I can do that 20:47:24 <|amethyst> btw, you should run checkwhite before making patches :) 20:47:28 "As you pick up the rune, you feel Lugonu's attention focus on you for a split-second." 20:47:30 should lucy care much about abyss depth stuff? 20:48:12 I would tend to think Lugonu doesn't really care much about what you do in the Abyss 20:48:28 or really care much about anything in general apart from you destroying things 20:49:04 <|amethyst> I'm going to remove the whole if (you.religion == GOD_LUGONU) for now 20:49:07 well, she currently noticably lowers the turns needed for max odds for the abyssal rune placement 20:49:33 SGTM 20:49:37 <|amethyst> we can re-add a message when we decide on flavour (if necessary) 20:49:57 <|amethyst> why are there two identical ifs there? 20:50:28 because I'm sloppy? 20:52:10 03dolorous * rabe11c9bf0b9 10/crawl-ref/source/mon-util.cc: Simplify mons_pronoun() logic: only visible monsters can have non-default genders. 20:56:06 03bh * r5a7aebc8a387 10/crawl-ref/source/ (abyss.cc items.cc): More Abyss exits after rune collection. 20:56:07 03|amethyst * r2fd982374e87 10/crawl-ref/source/items.cc: Formatting fixes, and make a function static. 20:56:40 -!- Nightbeer has quit [Read error: Connection reset by peer] 20:56:55 <|amethyst> bh: so the patch in #6156 is the only thing for the branch right now? 20:57:33 correct 20:58:08 -!- Poncheis has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 20:59:53 -!- wasd22 has quit [Read error: Connection reset by peer] 21:00:05 <|amethyst> oh 21:00:12 <|amethyst> there's save compat stuff that needs to be done 21:00:26 -!- minqmay has quit [Quit: Leaving] 21:00:46 -!- dptr1988 has quit [Quit: leaving] 21:01:21 -!- HellTiger has quit [Read error: Connection reset by peer] 21:01:45 from the enum change? What needs to be done? 21:01:54 <|amethyst> 1. bump the minor version 21:02:09 <|amethyst> 2. either put the new feature at the end, or add something in tags.cc to shift up every other feature 21:02:12 !rng DCSS sleep Fio 21:02:12 The RNG chooses: DCSS. 21:02:45 <|amethyst> bh: (probably the former, with #ifdefs for the next major version to put it in the right place) 21:02:58 !rng listen_to_rng don't_listen_to_rng listen_to_Fio 21:02:58 The RNG chooses: listen_to_rng. 21:03:02 damnit 21:03:02 <|amethyst> bh: also keep in mind those parts of code that use <= and > with feature types 21:03:18 -!- Wensley has joined ##crawl-dev 21:03:22 ...and now I just realized I'm in the wrong channel 21:03:30 ??test 21:03:30 summon butterflies[4/5]: 12Ƹ̵̡Ӝ̵̨̄Ʒ 9Ƹ̵̡Ӝ̵̨̄Ʒ 4Ƹ̵̡Ӝ̵̨̄Ʒ 8Ƹ̵̡Ӝ̵̨̄Ʒ 11Ƹ̵̡Ӝ̵̨̄Ʒ7 Ƹ̵̡Ӝ̵̨̄Ʒ 6Ƹ̵̡Ӝ̵̨̄Ʒ6 10Ƹ̵̡Ӝ̵̨̄Ʒ 21:04:19 <|amethyst> bh: see this commit: 21:04:22 <|amethyst> %git 53480028 21:05:12 evilmike * 0.11-a0-2588-g5348002: Fix save compat (broken by the swamp tree changes). (9 weeks ago, 2 files, 23+ 6-) https://gitorious.org/crawl/crawl/commit/53480028fdce 21:05:12 <|amethyst> I'll push it into the branch anyway, but keep in mind any saves you make with this version will probably have to be trashed 21:05:12 -!- Lightli has quit [] 21:06:58 New branch created: inception (1 commit) 21:07:05 -!- simmarine_ is now known as simmarine 21:07:12 Haha 21:07:15 We must go deeper :P 21:07:44 Wensley: <3 summon butterflies. It's wonderful for soaking up ood. 21:08:32 |amethyst: you want a clean patch that handles the tag version correctly? 21:08:48 <|amethyst> no, I've already pushed the first one 21:08:57 <|amethyst> pull the inception branch and work with that 21:09:07 <|amethyst> (I folded in a minor whitespace fix too) 21:09:27 -!- domi_ has quit [Quit: さようなら] 21:10:26 0.12 is nothing but whitespace fixes 21:10:44 Dungeon Crawl Stone Soup 0.12: Nothing but Whitespace Fixes 21:11:05 everything else was removed clearly 21:11:07 <|amethyst> Wensley: hey, there's my curly brace fix patch, too 21:11:08 Wensley: (and lava orcs) 21:11:20 DCSS 0.12: Whitespace. The character is represented as a '\t', Panlords are ' ' 21:11:29 0.12: Nothing But Whitespace (and something about orcs) 21:11:41 <|amethyst> bh: Walls are   21:11:42 Whitespace Orcs 21:11:53 <|amethyst> and floor is zwnj 21:12:06 Dungeon Crawl Stone Soup 0.13: Not Even Whitespace Fixes 21:12:06 Oh, I'm sure you could tweak the grammar on some comments here and there too. 21:12:15 Dungeon Crawl Stone Soup 0.14: Whitespace Removal 21:12:25 stalkers were whitespace 21:12:41 <|amethyst> Dungeon Crawl Stone Soup 0.15: Reimplemented as shoot-em-up. 21:12:44 eventually the only feature left will be random gods 21:12:45 DCSS 0.14: we've minified the source code. please, save us from ourselves 21:13:32 DCSS 0.16: A preliminary port to Haskell 21:13:51 we should see how many dcss forks we can get 21:13:51 a.k.a. bh has gone mad with power 21:14:09 <|amethyst> APL, that's the way to go 21:14:16 Wensley: prolog crawl 21:14:19 <|amethyst> the goal would be to have the source code *also* work as a vault map 21:14:41 a very bizarre quine 21:14:49 <|amethyst> could probably do a full roguelike in 80x70 characters of APL 21:15:04 porting crawl to haskell would be awful 21:15:09 a good sentence for dictators 21:15:14 (i say this as a haskell fan) 21:15:34 I keep seeing these claims that this one gibberish line of symbols is the Game of Life in APL, but I keep wondering which of those unicode symbols calls the opengl library 21:15:43 The International Obfuscated Roguelike Contest 21:17:36 elliott: I wrote a bit of a RL in Haskell. I couldn't figure out a way to do good dungeon tile caching 21:17:45 |amethyst: can I get write access on this branch? 21:18:38 <|amethyst> bh: Can't do that on a per-branch basis 21:18:44 dtsund: some of the stuff in entry/twisted.des would probably win that contest... 21:18:47 <|amethyst> bh: but you can make a clone on gitorious and use that 21:19:11 <|amethyst> bh: then it's very straightforward to pull your changes, and you can use a merge request to make it even simpler 21:20:09 -!- edlothiol has quit [Ping timeout: 252 seconds] 21:20:10 <|amethyst> (a merge request actually does push to a special branch in our repo, so it's just a simple merge or rebase to put it in a "real" branch) 21:21:04 doing so 21:21:40 evilmike: What about beam.cc? 21:21:47 <|amethyst> (so what I said about "can't do that on a per-branch basis" isn't entirely true, but AFAIK gitorious doesn't support that for anything but the merge_requests branch 21:21:51 <|amethyst> es 21:21:51 <|amethyst> ) 21:23:45 dtsund: why restrict yourself just to beam.cc. much cooler if you look at beams as a whole 21:23:48 beem.is_beam = true; 21:23:52 beam.is_beam = false; 21:26:02 I'm not saying those lines are the worst thing, I just think they are really funny 21:27:53 rewrite everything in crawl except beam.is_beam = false; 21:28:23 I'd like to know why it's spelled beem in so many places, though 21:28:47 beams and beems are not the same thing 21:29:08 <|amethyst> they're both used as variable names for bolts 21:29:19 Yes, one is a beam and the other is a trumpet 21:30:04 (Perhaps some enemies are secretly breathing fire-shaped trumpets at you?) 21:30:40 <|amethyst> in cast_ray_of_fish(): bolt bream; 21:30:54 ??bread_bolt 21:30:54 I don't have a page labeled bread_bolt in my learndb. 21:31:06 Haha 21:32:32 I could've sworn that used to be a learndb entry. 21:33:04 ??giant spiked bread 21:33:05 I don't have a page labeled giant_spiked_bread in my learndb. 21:33:07 :( 21:33:15 I blame MarvinPA 21:33:44 what is the difference between beam and beem again 21:34:18 according to the dictionary, 'beem' is a trumpet 21:34:21 -!- pelotr0n is now known as pelotron 21:34:45 (I thought it wasn't a real word) 21:35:30 <|amethyst> elliott: IDK; was the struct called "bolt" in 4.1? 21:36:56 I think yes 21:37:00 yes, it was 21:37:00 <|amethyst> oh 21:37:23 <|amethyst> in the 3.4 changelog: 21:37:29 <|amethyst> -- remove "&beam[0]" (struct bolt) 21:37:37 <|amethyst> so I guess "beam" used to be a global 21:38:30 <|amethyst> haha, in fact 21:38:54 when I looked at a really ancient version, I saw a "beem" in it 21:38:58 <|amethyst> $ grep enum\ beam_type *.h 21:38:58 <|amethyst> enum.h:enum beam_type // beam[].flavour 21:39:23 by really ancient, it might have been 1.1 21:39:23 <|amethyst> evilmike: yeah, if 'beam' were an important global, that would encourage naming locals 'beam' 21:39:27 hm -- he's an idea for ood: meat shields trivialize it. What if the orb did damage to things as it hit them, losing HP itself, and then exploded on death 21:39:34 <|amethyst> err, naming locals 'beem' 21:39:53 That way you couldn't just fling butterflies in its path 21:39:57 !tell monqy apparently the reason "beem" is all over the place is because "beam" used to be a global. so what do you name a local? "beem" 21:39:57 elliott: OK, I'll let monqy know. 21:40:23 i was hoping there would be an actual reason that wasn't silly but what do you expect of ancient crawl 21:41:51 elliott: that reminds me of java programmers using `clazz` as a variable because `class` is a keyword 21:42:06 bh: i think its better as a single target spell. also, using butterflies to block orbs isnt that common, people usually just blink or sidestep 21:42:08 03|amethyst * rc91d76639428 10/crawl-ref/source/enum.h: Fix an obsolete comment. 21:42:33 @??butterfly 21:42:34 butterfly (04b) | Spd: 25 | HD: 1 | HP: 3-8 | AC/EV: 0/25 | fly | Res: 06magic(4) | Vul: 09poison | XP: 0 | Sz: tiny | Int: insect. 21:43:10 If the orb had 10 hp it wouldn't carve through much before exploding 21:43:13 @??kobold 21:43:13 kobold (07K) | Spd: 10 | HD: 1 | HP: 2-5 | AC/EV: 2/12 | Dam: 4 | 10weapons, 10items, 10doors | Res: 06magic(1) | Chunks: 09poison | XP: 1 | Sz: small | Int: normal. 21:43:22 @??cobol 21:43:22 unknown monster: "cobol" 21:43:27 @??fortran 21:43:27 unknown monster: "fortran" 21:43:38 but why should it do that? its an unstable orb of energy. it explodes the moment it touches something 21:43:56 we don't know the stats on fortran because no one's managed to beat it yet 21:44:01 unless it's magically passing through a bush 21:44:17 <|amethyst> over a bush 21:44:34 <|amethyst> (but then why can't you shoot over a rat?) 21:45:27 |amethyst: the rat has the presence of mind to jump up, intercept the orb and save its panlord comrades. 21:46:36 !learn edit wcrawl[6] s/$/; cobold 21:46:36 wcrawl[6/10]: oatmeal gola; giant orange brian; sure bald; sponge pigs; cool impsvampire mummies; kraken trees; wizlabyrinths; remove jewelry, it is so terrible; cobold 21:46:58 ummmmmm shouldn't that be in all-caps? 21:47:06 hm, there's no message after "The Abyss shudders and groans around you!" indicating you've been pulled into a new region 21:47:10 should there be? 21:47:12 roulette of golubria was originally going to have half-predictable but really confusing rules 21:47:31 would it have counted as a wizlabyrinth 21:47:56 needs a MiWz unique first 21:47:58 elliott: *I* thought it was sufficient, but if you think players will be confused I can augment it 21:48:05 ??mi 21:48:06 minotaur[1/3]: Horns, axe, all that sort of thing. Nasty things that gore you, and are chosen to be guardians for Labyrinths. If you see one not in a labyrinth, it's probably a shapeshifter. 21:48:08 it might be enough 21:48:25 there seem to be... fewer exits than you'd expect, even with 6x as many 21:48:36 Is wcrawl a real thing that exists? 21:48:37 I've wandered for two minutes or so after picking up the rune and haven't seen a single one 21:48:46 oh, there's one 21:48:51 elliott: Has there been a recompile since the commit? 21:48:54 yes 21:49:00 i got the new message and everything 21:49:02 <|amethyst> locally I assume then 21:49:09 yes 21:49:12 I did not speedrun to the abyss online or anything 21:49:43 <|amethyst> oh, right, you plebians can't use wizmode 21:49:48 maybe something like 10x the exits would be better? they are pretty rare in general 21:49:57 idk if that would be excessive or not 21:50:18 <|amethyst> we'll see how 6x goes first :) 21:50:30 -!- monqy has joined ##crawl-dev 21:50:30 probably should get more feedback and testing for a _chance_ anyway 21:50:36 mmm 21:50:41 might have just been my bad luck while wizmodetesting 21:51:40 ok, yeah, there are quite a few 21:51:45 6x will give you one exit for approximately every 1250 squares you see. 21:53:27 |amethyst: should I bump the major or minor tag? 21:53:52 <|amethyst> just minor assuming you'll be able to load old games 21:54:25 should push old games to abyss:1 presumably 21:55:21 <|amethyst> your #ifdefs for the feature's position in the enums would need to be based on the major tag (current is 34) 21:56:13 if you get banished when you have the rune, does the chance for an exit stay high 21:56:30 Hm. Ice Storm, Cause Fear, Haste, LCS, Blink Away, Major Healing. This should be a sufficiently nasty spell list. 21:56:30 -!- Daekdroom has quit [Quit: Saindo] 21:56:38 It should, I think 21:56:40 ontoclasm: yes. 21:57:11 blink away and not blink range? 21:57:28 (for what, primadorial lich?) 21:57:31 I don't suspect there are many abyss deaths after grabbing the rune 21:58:18 dtsund: give them orb spider AI 21:58:24 for additional fun 21:58:25 HangedMan: Yeah, primordials. 21:58:39 Maybe I'll give them Symbol of Torment instead of Blink Away. 21:59:01 primordial fiend?? 21:59:14 should bug wensley about suppression beams for dcss ancient liches 21:59:39 suppression beams can be implemented today 21:59:44 it is an effect 21:59:45 it exists 22:00:08 any future improvements to the suppression effect will be equally applicable to both the aura and the beam, with no extra work 22:00:11 <|amethyst> you'd need to implement the enchantment 22:00:12 -!- HangedMan has quit [Read error: Connection reset by peer] 22:00:57 <|amethyst> and change actor::suppressed() 22:00:58 I will make suppression a permanent feature of any square it touches 22:01:16 <|amethyst> suppression slug 22:01:18 not only that, but it will grow every turn 22:01:22 Anyway, that's the 'conjurer' primordial lich book. 22:01:23 <|amethyst> The Nothing 22:01:25 gradually consuming the entire level 22:01:53 The 'summoner' book will probably be something like Fire Storm, Greater Demon, Mass Haste, Eyeballs, Horrible Things, and... I'm not sure yet. 22:02:23 <|amethyst> Fire Storm: good summon or awesome summon? 22:02:36 |amethyst: The first spell has to be a beam spell. 22:02:41 's a rule of monster books. 22:02:52 are you sure thats a rule 22:03:03 Unless the comments of mon-spll.h are lying to me. 22:03:14 I think it's more of a guideline than a rule 22:03:28 <|amethyst> yeah, only the SPELL_DIG thing is hard-and-fast 22:03:44 <|amethyst> see for example MST_BK_TROG (BiA as first spell) 22:03:56 <|amethyst> also, you can skip the first spell 22:04:01 <|amethyst> not to say that it shouldn't have fire storm 22:04:09 <|amethyst> it does create vortices after all :) 22:04:16 Besides, I'm fine with them having a direct attack. 22:04:30 huge AOE plays badly with summons, unless you improved the AI 22:04:47 mass haste and eyeballs and sgd? 22:04:51 well that sounds 'fun' 22:05:13 Eronarn: This is meant to be hardmode exclusive, something you'd see on Zot:3 of a hardmode game. 22:05:14 mass abjure! 22:05:30 oh, hardmode 22:05:37 more like still easier than tome4 insane mode 22:05:49 Basically, I intend to pull no punches here. 22:06:06 dtsund: play tome insane mode before you design it 22:06:09 for perspective 22:06:38 Well, pull no punches within a semblance of reason. 22:06:49 it is a good comparison point 22:07:01 as it is a difficulty mode MUCH harder than the normal game 22:07:14 without just being 'all the monsters have more HP' 22:07:33 Also, eyes won't have paralyze anymore; I intend to remove the status. Eyes will have smaller status effects (though if you get with all of them at once, you'll basically be paralyzed). 22:07:51 dtsund: i think evilmike means that things will fire storm their own allies. 22:08:11 Yeah, that's something I'm wondering about. 22:08:27 I could probably pick a better spell than Fire Storm. Maybe Hellfire Burst? 22:08:44 airstrike 22:08:56 super-powered aristrike is nasty as heck 22:09:03 And also plays nice with summon shields 22:09:06 airstrike is nasty on high hd enemies yes 22:09:11 Interesting idea. 22:09:13 lich (15L) | Spd: 10 | HD: 30 | HP: 96-144 | AC/EV: 10/10 | Dam: 1513(drain) | 07undead, 10doors, evil, spellcaster, see invisible | Res: 06magic(440), 02cold++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 8771 | Sp: airstrike (0-70) | Sz: Medium | Int: high. 22:09:13 %?? lich hd:30 spells:airstrike 22:09:19 lich (15L) | Spd: 10 | HD: 40 | HP: 128-186 | AC/EV: 10/10 | Dam: 1513(drain) | 07undead, 10doors, evil, spellcaster, see invisible | Res: 06magic(586), 02cold++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 15000 | Sp: airstrike (0-90) | Sz: Medium | Int: high. 22:09:19 %?? lich hd:40 spells:airstrike 22:09:24 dammnnnn 22:09:26 I dont know how crazy you plan on making this 22:09:34 Yeah, primordials have HD 30. 22:09:40 The damage from that is not uniformly distributed though, is it? 22:09:46 |amethyst: mal:inception::hellspider:new abyss 22:09:51 DracoOmega: airstrike has an insane damage formula 22:09:51 lich (15L) | Spd: 10 | HD: 40 | HP: 128-186 | AC/EV: 10/10 | Dam: 1513(drain) | 07undead, 10doors, evil, spellcaster, see invisible | Res: 06magic(586), 02cold++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 15000 | Sp: airstrike (0-90), destruction orb (8d23) | Sz: Medium | Int: high. 22:09:51 %?? lich hd:40 spells:airstrike;orb_of_destruction 22:10:04 ??airstrike 22:10:05 Unknown spell name: 'torment symbol' in 'airstrike;fire_storm;torment_symbol;major_healing' 22:10:05 %?? lich hd:100 hp:9999 spells:airstrike;fire_storm;torment_symbol;major_healing perm_ench:haste 22:10:05 airstrike[1/3]: A single target attack spell; uses smite targeting, so it can hit any monster you can see. It checks AC and does 1/2 more damage on flying or levitating monsters. Spell level 4. 22:10:10 lich (15L) | Spd: 15 | HD: 100 | HP: 9999 | AC/EV: 10/10 | Dam: 1513(drain) | 07undead, 10doors, evil, spellcaster, see invisible | Res: 06magic(1466), 02cold++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 15000 | Sp: airstrike (0-210), fire storm (8d75), torment symbol, major healing | Sz: Medium | Int: high. 22:10:10 %?? lich hd:100 hp:9999 spells:airstrike;fire_storm;symbol_of_torment;major_healing perm_ench:haste 22:10:11 ??airstrike[2] 22:10:11 airstrike[2/3]: Does less damage than Iskenderun's Mystic Blast at equal power. However, IMB is capped at 100 power, whereas Airstrike is capped at 200. High power Airstrike does more damage than 100 power IMB against flying monsters. 200 power Airstrike also requires a staff of air, robe of the Archmagi, 27 Spellcasting, 27 Air Magic, and 50 Int, so whatever. 22:10:13 perfect design. 22:10:15 Eronarn: Insane as in arcane and hard to understand? 22:10:17 ??airstrike[3] 22:10:17 airstrike[3/3]: Of course you should. 22:10:26 DracoOmega: no it's just nested die rolls and stuff 22:10:34 it's not xdy 22:10:42 xdy? 22:10:46 5d8 22:10:49 Oh 22:10:57 I thought that was an abbreviation of some sort 22:10:58 it's like 1d(1d100) or something 22:10:59 nested die rolls? 22:11:02 what 22:11:04 that kind of structure 22:11:07 |amethyst: https://gitorious.org/~bhickey/crawl/bhickeys-crawl/commit/5f0e213299f30bcf0994338e4055c9580ab71790 -- should this do the trick? 22:11:54 Spell Details 22:11:55 Damage Formula 7 + 1d(1d4 - 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7 22:11:58 bh: what do you think about giving deeper abyss depths more loot? might encourage people to scum it a bit too much if they're too powerful I guess 22:12:00 that is the airstrike formula 22:12:10 http://www.mspaintadventures.com/extras/ps000020.html 22:12:22 elliott: I'm apathetic toward these questions, I'm afraid. 22:12:26 elliott: no to anything that encourages abyss scumming 22:12:35 right 22:12:36 dtsund: beat me to it 22:12:47 ideally the monsters would be tough enough to stop you scumming :p 22:12:54 woah that is an amazing damage formula 22:13:03 I guess even zigrobin should have to go through some risk to get its loot though 22:13:48 <|amethyst> bh: no, I think that's backwards... you're making it so that if you build with an older major tag you don't get the feature... but if you're building with an older tag you're building 0.11 so it won't be necessary 22:14:12 <|amethyst> bh: the issue is what happens when you load an old save with your version 22:14:23 -!- magistern has quit [Quit: This computer has gone to sleep] 22:14:39 <|amethyst> bh: stone arches will become abyssal stairs, enter pan will become stone arch, etc 22:14:40 Now I just need to think of a good emergency spell. 22:14:42 ??airstrike 22:14:43 airstrike[1/3]: A single target attack spell; uses smite targeting, so it can hit any monster you can see. It checks AC and does 1/2 more damage on flying or levitating monsters. Spell level 4. 22:14:44 Maybe Blink Away. 22:14:45 ??airstrike[2] 22:14:45 airstrike[2/3]: Does less damage than Iskenderun's Mystic Blast at equal power. However, IMB is capped at 100 power, whereas Airstrike is capped at 200. High power Airstrike does more damage than 100 power IMB against flying monsters. 200 power Airstrike also requires a staff of air, robe of the Archmagi, 27 Spellcasting, 27 Air Magic, and 50 Int, so whatever. 22:14:47 ??airstrike[3] 22:14:47 airstrike[3/3]: Of course you should. 22:14:58 !learn add airstrike 7 + 1d(1d4 - 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7 22:14:58 airstrike[4/4]: 7 + 1d(1d4 - 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7 22:15:19 !learn add bad_ideas airstrike[4] 22:15:19 bad ideas[2/2]: airstrike[4] 22:15:24 !learn add bad_ideas see airstrike[4] 22:15:25 bad ideas[3/3]: see airstrike[4] 22:15:30 i suck, someone fix that 22:15:39 |amethyst: right, I understand the issue. I was under the impression that everything in the block would vanish into the ether if TAG_VERSION < 34? 22:15:54 <|amethyst> bh: but TAG_MAJOR_VERSION will never be < 34 again 22:16:04 !learn edit bad_ideas[3] s/airstrike[4]/{airstrike[4]}/ 22:16:05 No change because the regex failed to match. 22:16:08 welp 22:16:15 no idea what I'm doing 22:16:22 <|amethyst> bh: TAG_MAJOR_VERSION is a #define 22:16:37 <|amethyst> bh: if the save has an old major version, you can't even load it 22:17:42 <|amethyst> bh: unfortunately, shifting all the feature numbers in the save is nontrivial 22:18:22 <|amethyst> bh: so instead, you'd make it so that your new feature is the very last one when TAG_MAJOR_VERSION == 34, and is in the "correct" place when TAG_MAJOR_VERSION > 34 (next time we break compatibility) 22:18:51 -!- st_ has quit [Ping timeout: 244 seconds] 22:18:58 are there docs on this? 22:19:14 yes! 22:19:20 <|amethyst> bh: see docs/develop/save_compatibility.txt but that doesn't cover this particular situation 22:19:21 !learn del bad_ideas[3] 22:19:22 Deleted bad ideas[3/3]: see airstrike[4] 22:19:32 ??airstrike[4] 22:19:32 airstrike[4/4]: 7 + 1d(1d4 - 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7 22:19:37 <|amethyst> %git 53480028 22:20:15 evilmike * 0.11-a0-2588-g5348002: Fix save compat (broken by the swamp tree changes). (9 weeks ago, 2 files, 23+ 6-) https://gitorious.org/crawl/crawl/commit/53480028fdce 22:20:15 wtf! 22:20:15 it's the airstrike formula 22:20:15 !learn edit bad_ideas[2] s/.*/{airstrike[4]}/ 22:20:15 bad ideas[2/2]: {airstrike[4]} 22:20:15 what was bad ideas[2] 22:20:16 !learn edit bad_ideas[2] s/.*/{see airstrike[4]}/ 22:20:16 bad ideas[2/2]: {see airstrike[4]} 22:20:18 <|amethyst> bh: See that commit of evilmike's for how he did it with mangroves 22:20:28 it was "airstrike[4]" by itself 22:20:42 okay 22:20:42 <|amethyst> bh: you might actually not need a minor tag 22:20:52 i'm forgetting the symlink syntax for learndb 22:21:10 and it's hard to look up 22:21:22 <|amethyst> bh: the one thing you need to be careful about are places that use >= DNGN_FOO 22:21:22 |amethyst: I'm going to read the doc first. 22:21:26 ??bad ideas[2] 22:21:27 bad ideas[2/2]: {see airstrike[4]} 22:21:39 i think it's see {airstrike[4]} 22:21:42 tried that 22:21:44 ??learndb 22:21:44 learndb[1/10]: A html page of learndb entries is at http://crawl.akrasiac.org/learndb.html. You can also access the learndb at http://crawl.develz.org/wordpress/bots. 22:21:50 bad ideas[2/2]: {airstrike[4]} 22:22:27 see {airstrike[4]} 22:22:29 <|amethyst> bh: it helps to make a save with an old version for testing 22:22:30 !learn edit bad_ideas[2] s/.*/see {airstrike[4]}/ 22:22:30 bad ideas[2/2]: see {airstrike[4]} 22:22:35 ??Bad ideas[2] 22:22:35 airstrike[4/4]: 7 + 1d(1d4 - 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7 22:22:39 yup 22:22:40 mmk 22:22:49 <|amethyst> bh: a save in the abyss is even better :) 22:22:56 Eronarn: you should stop sucking so we don't have to fix that ;) 22:23:23 |amethyst: how about I add ABYSSAL_STAIR at the end? 22:23:44 -!- ZChris13 has quit [Remote host closed the connection] 22:23:46 Zannick: bots are hard 22:24:01 i also don't understand printers, scanners, fax machines, or telephones 22:24:05 <|amethyst> bh: right, but it's probably a good idea to do the #ifdef thing so it's in the "right" place next time we can move it 22:24:37 <|amethyst> bh: not strictly necessary, though, and that can be added later 22:25:14 <|amethyst> bh: btw, I would recommend not placing abyssal stairs during GDT_GAME_START (AK initial abyss) 22:26:46 some overeager playe might kill himself? 22:27:19 -!- Fear has quit [Quit: Leaving] 22:27:49 -!- ussdefiant has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 22:28:10 <|amethyst> I guess that's not a problem in itself 22:28:19 <|amethyst> mostly because there's no advantage to going deeper then 22:28:34 And overeager players can easily kill themselves just by walking forward 22:28:57 i don't like that the starting abyss is getting more and more differentiation from the actual abyss 22:28:57 Though I suppose it might be relevant if loot ever also somehow scales with depth 22:29:05 after all what is the point of you spawning there, then 22:29:10 Flavor, mostly 22:30:07 <|amethyst> I guess you could let the player go deeper, but they're not going to find runes (or better loot) 22:30:36 If they want to AK scum the abyss -- let them. If a low XL character can dive to Abyss:5 and scum, we've screwed up 22:31:04 <|amethyst> yeah, if the rune is always in a vault that might not be so bad 22:31:05 * elliott notes that 5 is still not a multiple of 3 :p 22:31:14 Why does it need to be a multiple of three, anyway? 22:31:19 What's significant about that? 22:31:28 <|amethyst> loot is still an issue because of startscumming 22:31:29 DracoOmega: tradition (but it was a joke; I actually prefer a >5 depth but for other reasons) 22:31:32 <|amethyst> DracoOmega: 27 = 3^3 22:31:55 <|amethyst> crawl numerology 22:32:03 (in particular, with a max depth of e.g. 6 you can have the rune on e.g. 3, 4, 5, 6, which gives more choice as to where to do things) 22:32:13 In general, better loot on lower depths mightn't be a bad thing, though. It would avoid shallow depth being 'strictly optimal' in terms of escaping (aside from one's own boredom) 22:32:15 (and since Abyss:6 would be much nastier it'd be a badge of honour to get the rune there and escape) 22:32:31 But I'm still slightly wary 22:32:48 I do think better loot lower down might be a good idea, just not so good that it's trivially scummable (i.e. it should scale proportionately to difficulty, and not ever go completely wild) 22:32:54 Yeah 22:33:02 And maybe it would mean Abyss:1 would have less than it currently does? 22:33:06 right 22:33:19 <|amethyst> could make Abyss:1 == AK starting abyss :) 22:33:24 Haha. That's actually sort of interesting :P 22:33:27 if someone can spend their life indefinitely on Abyss:6, ideally that would mean that they are the kind of zigscummer that just about nothing but boredom can stop, and they have all the loot they need anyway 22:33:39 Yeah, I don't personally care much at all about lategame farming 22:33:42 |amethyst: complete with immediate exit? :p 22:34:00 If you can farm lategame, you can already do anything else lategame, anyway 22:34:09 <|amethyst> elliott: only if you're born there 22:34:22 The AK already found the exit before the game starts 22:34:28 I'll handle this later 22:34:33 And Crawl kindly saves you the process of watching all his friends that died on the way 22:34:50 <|amethyst> DracoOmega: then why is it always out of LOS? :) 22:35:06 Well, the camera focuses on him just as he NEARS it, to preserve some drama :P 22:35:09 <|amethyst> found the altar and Lugonu created the portal 22:35:22 -!- ussdefiant has joined ##crawl-dev 22:36:12 -!- sacredchao has quit [Changing host] 22:39:39 -!- Poncheis has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 22:39:42 -!- stenno has quit [Ping timeout: 264 seconds] 22:40:57 <|amethyst> bh: re-opened the bug so you can link to merge requests etc there 22:41:05 |amethyst: ok 22:41:53 <|amethyst> bh: (since it's easy to miss a merge request since most of us don't use the gitorious website all that often) 22:46:32 <|amethyst> Wensley: is anything actually broken with suppression right now or is it just that a few things aren't suppressed that should be? 22:46:50 it seemed to work when i tested moth zig floors 22:46:59 didn't try fixedarts or anything though 22:47:01 -!- MarvinPA has quit [Ping timeout: 240 seconds] 22:49:36 Where does numlevels get defined for a branch? 22:50:13 -!- simmarine has quit [Quit: bye] 22:50:30 |amethyst: nothing is broken, to the best of my knowledge. the only glaring omission is that it doesn't affect monsters right now, but that's not really glaring in the context of the spider's nest 22:50:47 there's a handful of fixedarts that still need to be special-cased 22:52:12 spider nest 22:52:27 <|amethyst> maybe we should enable the moths to make sure there are no bugs 22:52:31 if you want to use "spider's nest" you also have to say "snake's pit" 22:52:55 -!- Hyoi has quit [Ping timeout: 245 seconds] 22:53:48 orc's mines 22:53:52 beasts' lair 22:53:54 -!- MPR| has quit [Changing host] 22:54:02 <|amethyst> Zot's Realm 22:54:20 <|amethyst> Vaults' Vaults 22:54:42 it wouldn't hurt to enable them. although i'd like to think about rebalancing the branch as a whole (with the new mon-pick.cc stuff, anyway) 22:54:44 <|amethyst> evilmike: ah, I see you already fixed this in the Dungeon Map 22:55:04 everyone must be corrected!! 22:56:02 <|amethyst> Someone is wrong on the Internet! 22:56:08 Hell's Vestibule 22:56:20 -!- MPR has quit [Ping timeout: 252 seconds] 22:57:14 <|amethyst> Aby's s 22:57:54 Zot's Realm 22:58:42 <|amethyst> Zot's Realm 22:58:45 Zot's Realm 22:58:51 Ecumenical's Temple 22:59:10 in any case 22:59:15 it will always be the spider's nest 22:59:17 to me 22:59:30 there is only one spider and that spider is the moth of suppression 22:59:36 moth of suppression's nest 22:59:52 for now, what i'd do with supp moths is make them the same rarity as other moths are currently. if they go in branch endings, i'd replace moths of wrath (although the aura-through-walls thing makes me prefer to keep them as random spawns, it's more interesting that way) 23:00:49 evilmike: that idea of making auras not penetrate permarock sounded very promising 23:01:08 i'd rather not use permarock in a regular branch ending 23:01:19 it was your idea in the first place!! 23:01:26 i was suggesting it for zig sprint 23:02:03 -!- pelotron has quit [Quit: ~Internet()] 23:02:27 what are you objections with using permarock in branch endings 23:02:44 is it just for corruption? make corruption able to destroy permarock. problem solved 23:03:19 are there really that many shatterninjas out there 23:03:31 1. it arbitrarily penalizes earth elementalists, lugonites, etc, who have the perk of being able to destroy undiggable stuff. 2. it looks the same as rock, but behaves completely differently. 3. it's a special zot thing. 4. it needs to be *completely* indestructible, no exceptions. This is what it's for 23:03:36 Wensley: corruption destroying permarock sounds "..." w/ zot:5 23:03:49 elliott: that's why I love it 23:03:58 -!- valrus has joined ##crawl-dev 23:04:17 ninja the orb erry day 23:04:36 <|amethyst> no, affecting permarock breaks too many things 23:04:42 so what if lugonites can corrupt the edge of the map 23:04:48 it's used for level borders and stuff 23:04:55 that seems wholly apropos 23:04:59 fun fact: some vaults used to only have a thin barrier of permarock, and shatter went through it 23:05:06 corrupt to get past level borders to walk into memory to overwrite your HP with 394394 23:05:06 <|amethyst> breaking permarock in zotdef lets you crash the game at will 23:05:12 elliott++ 23:05:14 so on a certain cocytus ending, you could shatter near the edge and then teleport outside of the map 23:05:14 secret tech. 23:05:16 Debian builds of pre-release branch on crawl.develz.org updated to: 0.11-b1-92-gf308ed9 23:05:21 -!- imantor has quit [Ping timeout: 244 seconds] 23:05:45 make suppression not penetrate green crystal 23:05:51 make green crystal actually not useless 23:05:57 100% best plan 23:06:17 it reflects stuff and gives you super-LRD 23:06:17 Green crystal does things! 23:06:19 all spider endings will contain green crystal and it will be ultra fantastic 23:06:41 <|amethyst> does it really have to reflect fireball btw? :) 23:06:59 i didnt know that was reflected. that's bad 23:07:10 <|amethyst> I thought it was, let me check 23:07:39 any tips on converting "Abyss" into "Abyss:1-n"? I'm looking at mapdef, but the trail goes cold 23:07:56 <|amethyst> evilmike: yeah, ZAP_FIREBALL uses BEAM_FIRE 23:08:10 <|amethyst> evilmike: and it's the beam_type that determines is_bouncy 23:08:40 hehehehehe bouncy fireballs 23:08:47 why is it bad to have fireballs bounce 23:08:54 <|amethyst> (note that changing the beam type would also affect tree burning) 23:09:06 fireballs bounce? that's amazing 23:09:53 <|amethyst> Wensley: because it's trivially avoidable by targetting the ground, so it's mostly a trap 23:10:11 <|amethyst> I guess there are some situations where you can bankshot a fireball around a corner 23:10:24 do bouncing things always travel their max range 23:10:31 <|amethyst> not sure if that's bad or awesome 23:10:42 it's kind of a bit of both 23:10:53 <|amethyst> Wensley: you can't target the floor after a bounce if that's what you mean 23:11:08 <|amethyst> Wensley: I think one or two cells are subtracted from the range for a bounce 23:11:16 <|amethyst> don't remember the details 23:11:31 I am just asking if I aim a fireball at a wall, will it explode when it reaches the max range of the fireball spell or will it explode after it hits something that is not green crystal 23:11:51 <|amethyst> Wensley: it won't go past max range if that's what you mean 23:12:05 <|amethyst> it might hit something before that of course 23:12:25 has anyone exploited fireball bouncing yet 23:12:52 elliott: need a spell to transmute wall into green crystal 23:13:03 ++ 23:13:08 Eronarn: alchemist ideas 23:13:11 Crystallise, L5 tmut/earth 23:13:14 "or something" 23:13:38 Exploited how? 23:13:48 How would it actually help if it still stops at the first thing in its line? 23:15:10 <|amethyst> DracoOmega: shooting around corners is all I can think of 23:15:20 <|amethyst> including shooting monsters you can't see 23:15:26 DracoOmega: fireball cornershooting 23:15:30 the most beautiful thing 23:15:42 <|amethyst> (and which thus cannot see you, so cannot react) 23:15:54 "poor man's cloud spell" 23:16:22 let marvinpa fix it when he fixes clouds out of los and also don't tell him about it so he can conveniently forget about it 23:16:25 Would be hard to find a situation to reliably use that 23:16:33 Also, it's quite noisy 23:16:36 (Unlike clouds) 23:16:45 <|amethyst> DracoOmega: most of the noise is at the place it explodes 23:16:46 Stuff will definitely react, even on a missed shot 23:16:53 <|amethyst> right on top of the monster 23:17:17 <|amethyst> there are already exploits with fireballing monsters just out of LOS with vehumet 23:18:03 <|amethyst> %bug 2249 23:18:03 https://crawl.develz.org/mantis/view.php?id=2249 23:18:23 "exploits" 23:18:23 <|amethyst> oh, it was with wand of fireball, not vehumet 23:18:42 <|amethyst> oh, it was about stationary monsters, I see 23:19:03 Yeah, the noise it makes is plenty loud to wake up a room 23:19:28 <|amethyst> and since you can't just create green crystal next to a stationary monster... 23:19:48 Yeah. You might get a free shot at some point, but it's not going to give you stealth kills 23:19:56 <|amethyst> FR: spell to convert a wall to green crystal 23:19:57 I am glad we have rationalised this amazing behaviour 23:20:02 now let us never speak of it again 23:20:30 |amethyst: Green Crystal Beem! 23:20:49 FR: Bream. 23:21:07 <|amethyst> FR: green crystal is transparent to OTR 23:21:38 Haha 23:21:57 <|amethyst> it balances glass being opaque to it :) 23:21:59 Maybe there should be a transmutation spell that can turn rock into green crystal? :P 23:22:21 <|amethyst> DracoOmega: I just suggested that :P 23:22:25 i did too! 23:22:25 Oh, so you did 23:22:28 before |amethyst 23:22:31 DracoOmega: how about metal walls into gold? 23:22:37 it is an endless cycle of people coming up with that idea 23:22:40 'transmute' 23:22:50 Well, green crystal walls actually do have interesting uses 23:23:07 <|amethyst> bh: too many metal walls in the game for that to be balanced, probably 23:23:09 ??metal walls 23:23:09 I don't have a page labeled metal_walls in my learndb. 23:23:12 ??metal 23:23:12 I don't have a page labeled metal in my learndb. 23:23:15 ??metal wall 23:23:15 metal wall[1/1]: A wall of metal, presumably conductive, and immune to most magical effects. It absorbs lightning (including Shock), and is extremely hard to destroy with Lee's Rapid Deconstruction. 23:23:18 <|amethyst> bh: and it makes them too easy to dig 23:23:19 ??nikolai 23:23:19 I don't have a page labeled nikolai in my learndb. 23:23:24 ??nikola 23:23:24 nikola[1/5]: If you don't have rElec, go away. If you do have rElec, go away. In either case, just use curare. Kill him for his cloak and gloves and sabre of elec! 23:24:18 oy -- changing map-data.h makes compiling take forever. 23:24:50 <|amethyst> which header again? 23:25:53 erm -- branch-data 23:26:28 <|amethyst> that should be included only by branch.cc 23:26:45 perhaps I triggered it with some other edit 23:26:51 <|amethyst> tag-version.h 23:27:08 -!- blackcustard has quit [Ping timeout: 268 seconds] 23:27:12 <|amethyst> that one's included everywhere 23:29:49 flavorwise should Holywrath weapons never spawn in the abyss? 23:30:08 Can't they even spawn in Hell and such? 23:30:40 -!- Codrus has quit [Ping timeout: 244 seconds] 23:31:56 I can imagine TSO missionaries going to the Abyss to leave holy wrath weapons to try to tempt people into taking up the good fight 23:32:57 Or, more likely, some poor saps who got banished and died carrying them :P 23:33:18 DracoOmega: it would be bad PR for TSO to admit any worshipper ever *died*! 23:33:36 They crusaded all the way into the afterline 23:33:37 <|amethyst> "martyr" 23:33:39 afterlife* 23:43:08 abyss vault with a tso altar and a holy weapon 23:43:29 The Shining One says, "I want YOU" 23:51:59 -!- Deathmic has quit [Read error: Connection reset by peer] 23:52:32 -!- lexackson has joined ##crawl-dev 23:53:44 -!- ussdefiant_ has joined ##crawl-dev 23:53:56 -!- ussdefiant has quit [Ping timeout: 255 seconds] 23:54:09 -!- ussdefiant_ is now known as ussdefiant 23:59:55 @??mnoleg 23:59:55 Mnoleg (09&) | Spd: 13 | HD: 17 | HP: 350 | AC/EV: 10/25 | Dam: 3509(mutation), 2306(blink self) | 05demonic, 10doors, see invisible, !sil | Res: 13magic(immune), 05fire, 10elec++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 15000 | Sp: eyeballs, smiting (7-17), malign gateway, horrible things | Sz: Large | Int: high.