00:00:57 Unstable branch on crawl.s-z.org updated to: 0.13-a0-2262-gbcf3ac4 (34) 00:05:14 03Medar 07* 0.13-a0-2263-gc4bd1bd: Make sure to check selected skills after training 10(5 minutes ago, 1 file, 2+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=c4bd1bdd8c3b 00:09:05 -!- orionstein is now known as orionstein_away 00:09:23 -!- ussdefiant has quit [Ping timeout: 256 seconds] 00:13:20 Unstable branch on crawl.develz.org updated to: 0.13-a0-2263-gc4bd1bd (34) 00:17:05 -!- VolteccerJack has quit [Quit: Page closed] 00:24:59 -!- mnoqy has joined ##crawl-dev 00:29:08 -!- mikee_ has joined ##crawl-dev 00:45:06 Windows builds of master branch on crawl.develz.org updated to: 0.13-a0-2263-gc4bd1bd 00:45:09 -!- santiago__ has quit [Ping timeout: 248 seconds] 00:45:11 -!- crate has quit [Quit: Leaving] 00:50:16 -!- ophanim has quit [Read error: Connection reset by peer] 00:52:03 -!- Pacra has joined ##crawl-dev 00:53:27 -!- valrus has quit [Quit: Computer has gone to sleep.] 00:53:42 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 00:54:53 -!- ussdefiant has joined ##crawl-dev 00:55:08 -!- ProzacElf has joined ##crawl-dev 01:02:09 -!- Writ has quit [Remote host closed the connection] 01:03:01 -!- Pacra has quit [Quit: Pacra] 01:14:39 -!- sbluen has quit [Quit: Page closed] 01:16:02 -!- inpho has quit [Quit: inpho] 01:25:00 -!- ussdefiant_ has joined ##crawl-dev 01:26:28 -!- ussdefiant has quit [Ping timeout: 256 seconds] 01:26:39 -!- ussdefiant_ is now known as ussdefiant 01:27:11 -!- reaver has quit [Ping timeout: 250 seconds] 01:53:47 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Like it? Visit #hydrairc on EFNet] 01:55:02 -!- bh has quit [Quit: Page closed] 02:00:20 -!- mason- has quit [Read error: Connection reset by peer] 02:17:41 -!- grathtarg has quit [Quit: Leaving] 02:30:45 -!- ussdefiant has quit [Ping timeout: 264 seconds] 02:30:45 -!- Blazinghand_ has quit [Ping timeout: 264 seconds] 02:32:39 -!- indspenceable has joined ##crawl-dev 02:38:25 -!- bmfx has quit [Quit: leaving] 02:42:24 -!- timpakya has quit [] 02:50:34 -!- Stendarr has quit [Ping timeout: 246 seconds] 02:52:59 -!- indspenceable has quit [Remote host closed the connection] 03:03:24 -!- mason- has quit [Quit: Leaving] 03:10:25 -!- namad8 has quit [Ping timeout: 256 seconds] 03:10:58 -!- Thyme has quit [Ping timeout: 276 seconds] 03:13:11 -!- archaeo has quit [Quit: Page closed] 03:24:21 -!- simmarine has quit [Quit: Leaving] 03:28:26 -!- Tarquinn has quit [Quit: Leaving] 03:31:42 -!- dpeg has joined ##crawl-dev 03:32:10 I have basically no time these days (will get better in two weeks) but I really wanted to say that the xp regulations are wonderful! <3 <3 <3 03:32:10 dpeg: You have 4 messages. Use !messages to read them. 03:38:26 -!- Ystah has quit [] 03:40:01 -!- johlstei_ has quit [Ping timeout: 248 seconds] 03:40:59 let me spoil taht mood for you 03:40:59 https://dl.dropboxusercontent.com/u/63152810/n/wtfwip5.png 03:44:45 -!- Bloaxor has quit [Quit: Error: Bloax not found] 03:45:41 dpeg: xp regulations? 03:45:44 -!- Xenobreeder has quit [Read error: Connection reset by peer] 03:46:29 -!- Aponym has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:47:56 kryft: DracoOmega's recent commits about midgame xp. 03:53:28 -!- SkaryMonk has joined ##crawl-dev 03:53:50 -!- indspenceable has joined ##crawl-dev 03:55:49 -!- Thyme has joined ##crawl-dev 04:02:58 -!- indspenceable has quit [Ping timeout: 276 seconds] 04:27:40 -!- lainiw has quit [Ping timeout: 276 seconds] 04:30:59 -!- dpeg has quit [Quit: Lost terminal] 04:31:19 -!- bonghitz has quit [Remote host closed the connection] 04:31:24 -!- dpeg has joined ##crawl-dev 04:31:40 !messages 04:31:41 (1/4) |amethyst said (4d 17h 21m 30s ago): http://www.reddit.com/r/roguelikes/comments/1hffns/dcss_why_do_they_keep_axing_races_left_and_right/ 04:32:21 |amethyst: yes, I saw that. Gave two quite lengthy replies :) The thread exploded, but it's a decent one, no whining. 04:32:24 !messages 04:32:25 (1/3) reaver said (1d 6h 45m 30s ago): DracoOmega, SamB, and I were wondering about when the 0.11 results were coming out. Could you ask jpeg if she's still working on it? 04:32:27 should just axe them down the center, that might help keep some of the complaints down 04:32:45 !tell reaver I will ask jpeg. Sorry about it :( 04:32:46 dpeg: OK, I'll let reaver know. 04:33:29 SwissStopwatch: axe what? 04:33:50 the races, since left and right aren't doing it apparently 04:34:00 ah, hehe :) 04:36:05 -!- edlothiol has joined ##crawl-dev 04:36:36 -!- Melum has quit [Quit: Was eaten by a grue.] 04:45:00 heh 04:51:43 -!- Thyme has quit [Ping timeout: 276 seconds] 04:56:34 -!- Raycaster has quit [Quit: Leaving.] 05:02:28 dpeg :O 05:06:29 -!- clouded_ has quit [Ping timeout: 248 seconds] 05:08:48 -!- edlothiol has quit [Remote host closed the connection] 05:20:22 -!- ProzacElf has quit [Quit: Leaving] 05:21:34 -!- eith has joined ##crawl-dev 05:21:48 -!- dtsund has left ##crawl-dev 05:39:49 -!- Koolguydude has quit [Quit: ChatZilla 0.9.90 [Firefox 22.0/20130618035212]] 05:43:03 -!- buppy has joined ##crawl-dev 05:46:58 -!- bonghitz has quit [Ping timeout: 276 seconds] 05:48:05 -!- Sysice has quit [Ping timeout: 248 seconds] 05:51:40 -!- blabber has joined ##crawl-dev 05:53:22 -!- Duralumin has quit [Quit: Ухожу я от вас (xchat 2.4.5 или старше)] 05:54:54 -!- Quashie has quit [Ping timeout: 240 seconds] 05:56:45 -!- ackack has quit [Ping timeout: 256 seconds] 06:07:25 -!- Porost has quit [Read error: Operation timed out] 06:12:49 -!- Mu_ has joined ##crawl-dev 06:31:50 -!- Pacra has joined ##crawl-dev 06:33:07 -!- ackack has quit [Ping timeout: 276 seconds] 06:50:08 -!- gammafunk has quit [Quit: gammafunk] 06:54:15 -!- magicpoints has quit [Ping timeout: 256 seconds] 07:03:20 -!- nooodl has joined ##crawl-dev 07:07:01 -!- Quashie_ has quit [Ping timeout: 256 seconds] 07:08:43 -!- hurdos has quit [Ping timeout: 256 seconds] 07:15:33 -!- dcss85939 has quit [Ping timeout: 268 seconds] 07:22:33 -!- dagonfive has quit [Read error: Connection reset by peer] 07:26:13 'I think that this is what the Tolkien-based races give Crawl, is the advantage of familiarity, and losing that is bad. Everyone knows that Legolas shoots arrows, Frodo sneaks around, and Gimli chops stuff up with a big axe in full armor. A Lava Orc...well, harder to explain.' 07:27:21 ah, the famous combos LeHu, FrAs and GiFi 07:28:01 'You're also ignoring that mummies are the worst when the game is hardest, D:1 to sometime around Lair.' 07:28:04 badreddit? 07:28:26 does it imply they get better afterwards 07:29:24 -!- pantaril has quit [Read error: Connection reset by peer] 07:29:55 nec boost at 13! 07:29:59 powerful power 07:32:07 helps you cast borg 07:32:13 or better, necromutation??? 07:36:22 the reddit thread is quite ok, looked at in total 07:36:31 (not really here) 07:39:34 http://i.imgur.com/3nTxDpC.jpg 07:39:52 I never realized Pokemon was so tragic 07:40:05 Like, canonically 07:42:37 -!- phyphor has left ##crawl-dev 07:47:21 link to the reddit thread? 07:54:49 http://www.reddit.com/r/roguelikes/comments/1hffns/dcss_why_do_they_keep_axing_races_left_and_right/ 07:59:10 thanks 08:00:14 Add colemak keyboard bindings by pubby 08:10:51 -!- Isvaffel has quit [Read error: Operation timed out] 08:10:55 -!- santiago has joined ##crawl-dev 08:19:04 -!- magicpoints has quit [Ping timeout: 268 seconds] 08:39:13 -!- agentgt has quit [Ping timeout: 276 seconds] 08:42:06 -!- dcss57285 has quit [Ping timeout: 264 seconds] 08:43:07 -!- Hailey has quit [Read error: No route to host] 08:50:56 -!- adityarajbhatt has quit [Quit: WeeChat 0.4.1] 08:52:59 03|amethyst 07* 0.13-a0-2264-g526961a: Don't capitalise inventory letters in describe title (#7306). 10(2 minutes ago, 1 file, 6+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=526961a5c5ed 08:53:01 Add option to start the game on the skill menu. by pubby 08:56:33 hi dpeg 09:01:04 dpeg: i coded a demo version of the item i talked about, it needs a few more effects tho 09:01:35 hmm, we have an experimental branch now 09:01:49 -!- MarvinPA has joined ##crawl-dev 09:03:28 -!- nooodl has quit [Read error: Connection reset by peer] 09:03:53 -!- nooodl has joined ##crawl-dev 09:07:13 -!- DracoOmega has joined ##crawl-dev 09:10:04 fr "Helium Troll Narcissist Natural Philosophe" 09:10:19 s/phe/pher/ 09:10:47 Well, this is an amusing-sounding death 09:10:50 Sabaki the Slasher (L5 HaFi), impaled on Crazy Yiuf the porcupine's spines on D:3 (uniq_crazy_yiuf_cottage) on 2013-07-01 10:18:21, with 226 points after 3050 turns and 0:07:32. 09:10:50 HTNP??? 09:10:59 wow someone died to spines 09:11:10 A bunch of people have now, actually 09:11:20 They're actually kind of scary earlier on 09:11:25 If you have bad AC 09:13:59 oh someone changed them 09:14:10 Yes (me) 09:14:19 yes I guessed 09:14:30 for players too? 09:14:32 Yes 09:14:36 cool 09:14:42 A lot less message spam, and more killing things 09:14:46 -!- st_ has joined ##crawl-dev 09:15:06 (Also, EV isn't several times better against them than AC, for some odd reason)_ 09:19:22 03DracoOmega 07* 0.13-a0-2265-g60daf74: Distinguish water elemental drowning from conventional drowning in the score list 10(2 hours ago, 2 files, 12+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=60daf7443bcc 09:22:10 DracoOmega: that doesn't cover mummies :b 09:22:23 Except they can't drown the other way, so... 09:22:49 Unless at some point mummies acquire a way to lose their breathlessness 09:22:54 -!- Daekdroom has quit [Ping timeout: 264 seconds] 09:25:51 <|amethyst> doesn't lemuel_Flame_loot_2 need some no_rtele_into ? 09:27:10 <|amethyst> and gold_lair_mu 09:27:53 <|amethyst> (also, which vault is this: http://i.imgur.com/zwWFPt4.png ) 09:29:13 <|amethyst> and corexii_corridor_pit seems a little silly without secret doors 09:29:39 <|amethyst> at the very least it could be simplified 09:30:11 <|amethyst> DracoOmega: thanks! 09:31:21 |amethyst: the picture is minmay_lindwurm_lava 09:31:42 |amethyst: No problem. Thanks for pointing it out. Somehow I had assumed it was already giving killer information if it was associated with a monster source (but it was even NON_MONSTER on top of that, so...) 09:33:07 <|amethyst> Grunt: hm, which also lacks the prop, as does the one landable spot in evilmike_quicksilver_bait 09:33:47 <|amethyst> and minmay_rotating_lava 09:34:30 Wouldn't it be better to give places like minmay_lindwurm_lava an escape hatch instead of making them no_rtele? 09:34:33 Battlesphere incorrectly displaying in monster list by battaile 09:35:21 <|amethyst> that would work too 09:35:35 <|amethyst> I guess they don't get one because they're opaque? 09:35:53 <|amethyst> I forget the rules about when an escape hatch gets added versus the level being vetoed? 09:40:03 I wonder how many times now I will read 'spriggan berserker' in the monster list as 'spriggan baker' before I double-check? >.> 09:40:35 spriggan berserkers: so bad :( 09:40:47 Bad in what sense? 09:45:29 flavor, plausibility 09:46:25 What, so it's out of flavor for wild forest-dwellers to run around in animals skins with their bear companions? :P 09:46:55 Datul (L27 HOGl) ASSERT(this) in 'actor.h' at line 34 failed. (Pan) 09:52:01 -!- radiosilence has joined ##crawl-dev 09:54:28 Strange. Friendly rotting devils make miasma clouds beneath themselves when standing around each turn, but hostile ones do not 09:54:45 (Likewise with efreets, etc.) 09:55:10 monsters cheat, even when they're friendly, just to screw over the player 09:55:53 I am fairly sure this is accidental 09:56:01 But something to do with the way movement is processed 09:56:34 I think it may be from them trying to move into the player, which still calls the movement code (and places a cloud) even if it doesn't move them 09:58:57 -!- pythonsnake has quit [Ping timeout: 264 seconds] 10:01:35 -!- dagonfive has quit [Read error: Connection reset by peer] 10:02:37 -!- dpeg has quit [Quit: Lost terminal] 10:07:10 -!- Hailley has quit [Quit: Petra is closed!] 10:07:34 Eronarn: does Spriggan Fundamentalist Vegan sound better? 10:10:07 Hahaha 10:10:18 -!- orionstein_away is now known as orionstein 10:11:20 spriggan lugonu's witness 10:14:30 -!- ackack has quit [Ping timeout: 264 seconds] 10:15:39 -!- adityarajbhatt has quit [Quit: WeeChat 0.4.1] 10:30:55 -!- steve2 has quit [Quit: Page closed] 10:34:36 -!- radinms has quit [] 10:35:16 -!- Pacra has quit [Quit: Pacra] 10:54:11 -!- ZebTM has quit [Ping timeout: 256 seconds] 10:58:27 -!- Pacra has joined ##crawl-dev 10:58:30 -!- CKyle has joined ##crawl-dev 11:01:41 -!- crate has quit [Ping timeout: 248 seconds] 11:09:17 -!- ussdefiant has joined ##crawl-dev 11:10:55 -!- CKyle has quit [Quit: CKyle] 11:15:22 -!- Kalir has quit [Changing host] 11:24:18 -!- bh has joined ##crawl-dev 11:24:19 !messages 11:24:20 No messages for bh. 11:26:53 -!- Fruit_ has joined ##crawl-dev 11:28:17 hi all. i can't join to my game on the server, ***Another game is already in progress using this save! Hit any key to exit...*** can anybody help me with it?^^ 11:29:43 usually it fixes itself after 5 minutes or so iirc 11:30:18 if not, specify which server and character it is and maybe an admin will be around to help 11:30:22 okay. thx a lot:) first time with me 11:36:37 Illaniel (L27 HESk) ASSERT(this) in 'actor.h' at line 34 failed. (Elf:3) 11:37:34 -!- indspenceable has joined ##crawl-dev 11:50:20 -!- LexAckson has joined ##crawl-dev 11:51:03 -!- Pacra has quit [Quit: Pacra] 11:54:15 -!- Pacra has joined ##crawl-dev 11:54:28 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 11:54:45 -!- dcss11606 has quit [Ping timeout: 264 seconds] 11:54:49 -!- Pacra has quit [Client Quit] 11:54:52 -!- ackack has quit [Ping timeout: 276 seconds] 11:59:49 -!- dcss90871 has quit [Ping timeout: 248 seconds] 12:02:16 hmmm... 12:02:39 this could be really neat for crawl https://github.com/dotcloud/dockerlite 12:03:09 -!- ussdefiant has quit [Ping timeout: 264 seconds] 12:04:42 -!- [1]tarantoga has quit [Quit: Try HydraIRC -> http://www.hydrairc.com <-] 12:05:09 Eronarn: for sandboxing games? 12:06:00 -!- LexAckson has quit [Quit: Leaving] 12:06:31 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 12:08:00 -!- Vizer_ has quit [Quit: bye] 12:11:37 -!- Infinite_Monkeys has quit [Read error: Connection reset by peer] 12:12:29 bh: yeah 12:12:51 could also be neat to be able to move images to other servers 12:14:10 -!- radiosilence has quit [Ping timeout: 256 seconds] 12:14:10 -!- simmarine has joined ##crawl-dev 12:15:18 -!- scummos has quit [Ping timeout: 256 seconds] 12:16:17 -!- blabber has quit [Ping timeout: 248 seconds] 12:17:56 Unstable branch on crawl.akrasiac.org updated to: 0.13-a0-2265-g60daf74 (34) 12:21:31 ??traps 12:21:32 traps[1/1]: See the type of trap for more information, such as ??zot trap. 12:21:39 ??spider basket 12:21:39 I don't have a page labeled spider_basket in my learndb. 12:21:44 ??gas trap 12:21:44 gas trap[1/1]: Cloud traps given specific names (though are still vault-defined); remember the results can be huge but is usually short-lived, and the traps can be disarmed. Varieties, leaning further down the list by depth: mephitic, poisonous, calcifying, flame, freezing, chaos, and miasma. 12:22:48 -!- blabber has joined ##crawl-dev 12:26:25 -!- evilmike has joined ##crawl-dev 12:26:57 -!- blabber has quit [Ping timeout: 248 seconds] 12:27:55 -!- blabber has joined ##crawl-dev 12:31:28 03DracoOmega 07* 0.13-a0-2266-g20a9065: New monster: Deathcap 10(39 minutes ago, 5 files, 24+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=20a90650996e 12:31:28 03DracoOmega 07* 0.13-a0-2267-ga947c05: Rework Curse Toes 10(26 minutes ago, 3 files, 30+ 13-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=a947c05eb8e9 12:31:28 03DracoOmega 07* 0.13-a0-2268-g5c11329: Don't let rPois grant immunity to mushroom confusion melee 10(17 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5c1132916df0 12:31:28 03DracoOmega 07* 0.13-a0-2269-g92f2028: Make some curse skulls patrolling (HangedMan) 10(9 minutes ago, 3 files, 7+ 7-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=92f2028361f8 12:31:28 03DracoOmega 07* 0.13-a0-2270-g4afe3df: Make Curse Toes a bit more common in Zot 10(4 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=4afe3df08cd6 12:31:28 03DracoOmega 07* 0.13-a0-2271-g2913054: Remove random guardian mummies from Zot 10(3 minutes ago, 1 file, 0+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=29130549fe1b 12:32:33 -!- dtsund has joined ##crawl-dev 12:33:30 ??deathcap 12:33:30 I don't have a page labeled deathcap in my learndb. 12:35:28 I'm pretty sure ##crawl's not THAT quick :P 12:35:45 (Though someone is probably already busy complaining >.>) 12:36:57 -!- blabber has quit [Remote host closed the connection] 12:38:52 I see that it confuses, but I don't see anything with negative energy. Is it supposed to be MONS_WANDERING_MUSHROOM? 12:39:37 What? 12:40:02 Oh, the species listed may be wrong, I guess 12:40:14 But they are actually undead 12:40:30 From the description I assumed they'd have some negative energy attack 12:40:35 They drain life 12:40:51 oh! They have the soul eater spell list 12:40:54 Yes 12:41:13 are we trying to one-up each other for meanest monster? 12:41:24 That is not my specific goal, no :P 12:41:34 do several of those get fought at once? you might want to be careful about screen flashes 12:41:45 Yeah, the screen flashes for drain life ARE kind of annoying 12:41:52 i think drain life works well as a monster spell, but the flashing tends to be useless 12:41:56 can leave it for the player version though 12:42:03 I have wondered about removing it from the monster one, yes 12:42:15 would anyone miss it? 12:42:22 I mean, it can be good to know that it's happening, but the same is true of smite and such and that manages okay without extra notification 12:44:30 what about coloring XL/progress? 12:44:38 What? 12:45:05 -!- Quashie has quit [Quit: Leaving] 12:45:09 when you get whacked hard, we show it in the HP bar 12:45:30 if we want additional "you have been drained" feedback other than screen flashes, what about adding color to the XL indicator in status? 12:45:37 Drain life doesn't actually affect your xp 12:45:43 Just your hp 12:45:52 And normal draining doesn't flash anything at all 12:46:35 oh! 12:46:49 meh. Torment doesn't flash and it's plenty nasty 12:46:53 Yeah 12:47:23 Speaking of xp draining though, I have been meaning to rework that a little anyway, and it occurs to me that the xp changes I made yesterday will have made it a lot nastier than it used to be, so probably I should get to that soon 12:47:31 -!- archaeo has quit [Quit: Page closed] 12:48:22 -!- Poncheis has quit [Quit: ChatZilla 0.9.90 [Firefox 22.0/20130618035212]] 12:48:41 The idea was to make it give a temporary skill penalty (like Ash wrath) that you'd work off with xp, without ever actually losing overall progress in the end 12:48:47 Since I haven't always been able to notice this, does XP draining even care at all about how much damage you take or how much rN you have? 12:48:51 -!- blabber has joined ##crawl-dev 12:48:59 SwissStopwatch: It cares about your rN, but mostly not about the damage 12:49:09 mostly 12:49:21 SwissStopwatch: Except insofar as it has a reduced chance to trigger on melee if you take like 1-2 damage from it or something 12:49:32 -!- crate has quit [Quit: Leaving] 12:49:50 But if it actually says that you were drained, the damage that triggered it does not matter (but melee draining uses a different formula than spell draining anyawy, It hink) 12:50:22 imo make it still instakill you if it picks a skill you have 0 in 12:50:26 haha 12:50:26 "encouraging diversification" 12:50:27 Haha 12:50:37 But most characters have 0 in most skills! :P 12:50:39 encouraging people to train weapons past mindelay 12:50:52 but yeah that draining idea has been mentioned i think since victory dancing removal, sounds good to me 12:51:07 Should make it more tactically relevant without being so painful, I think 12:51:28 It kind of sounds bad depending on how much it is per-hit and how much it can stack up and etc 12:51:34 everyone will think it loses them overall progress btw 12:51:39 I always look at the bright side, you see 12:51:39 well currently it's really not painful ever so hopefully it would just make it relevant at all :P 12:51:46 elliott: Even if colored differently? 12:51:58 MarvinPA: Painful in terms of how it feels (mostly to people who don't realize it doesn't matter) 12:51:59 -!- Bloax has joined ##crawl-dev 12:52:04 DracoOmega: yes because it wears off with xp 12:52:10 idk I think losing multiple XLs at certain points of the game for certain character types is a little significant 12:52:13 MarvinPA: ummmm I hear you want to wear two rings of rN and an amulet of warding for V:$ 12:52:15 not that bad but it hurts 12:52:49 rN is actually really good in vaults though, for making it feel much smoother 12:52:59 I have certainly had to fight hard to convince a friend of mine that draining wasn't the most horrible thing to have happen to you 12:53:21 At least to me shadow dragons suddenly not having drainbreath felt like it made it really a lot easier 12:54:05 like you obviously probably have better equips to use than rN+ but it is good 12:55:01 elliott: Not like there are potentially any other things you'd like to resist. 12:55:23 well of course there are 12:55:31 anyway speaking of effects that currently don't matter at all 12:55:36 it looks like gargoyles get annoying spam messages almost every time they open a door 12:55:40 because of clinging! 12:55:42 Oh dear 12:56:06 That's kind of amusing in a cringe-inducing way, though 12:56:16 ack. :\ 12:56:20 Can you open a door yourself to death? 12:56:32 lava + door? 12:56:40 let's find out 12:56:46 hm, quite probably although i don't imagine there are many layouts that make that happen 12:56:47 That would also be kind of amusing in a cringe-inducing way 12:57:28 I'm pretty sure there's an Azrael vault like that. 12:57:47 It's two doors directly adjacent to lava in a metal box. 12:57:58 So if you're dumb enough to take the closed door, splooch. 12:57:59 you can get into some vaults with cling, but can't cling your way out 12:58:36 that's even better than dying to opening a door I think 12:58:43 you could probably door-yourself to death btw 12:58:51 I died once becasue spider form ran out and I fell onto a bolt trap 12:58:55 so if a trap is in front of a door... 12:59:25 ouch 12:59:25 it looks like you can't move from clinging to a rock wall to clinging to a door 12:59:33 which i guess is another way that clinging makes no sense at all 12:59:44 although at least makes it harder to drown yourself 12:59:54 should we remove the cling message? 13:00:11 i dont see why not, there is a status light 13:00:22 -!- bmfx has quit [Quit: leaving] 13:00:26 Also unlike with spiders, this is permanent. 13:00:33 -!- blabber has quit [Ping timeout: 248 seconds] 13:00:37 (spider form*) 13:01:04 i would rather remove clinging personally 13:01:18 since it is very rarely relevant to anything and is really weird and complicated in a lot of ways 13:01:38 I think it matters to a decent number of spider vaults involving water? 13:01:52 For players, less-so, admittedly 13:01:57 monster clinging is a different beast 13:01:57 player clinging* 13:01:58 yeah 13:02:43 I did find it pretty fun on those ocassions I have managed to use spider clinging to get someplace I could not otherwise 13:02:47 But admittedly those are very rare 13:02:58 OK I don't think this will work to set up a door lava death 13:03:09 Since flight is so easy to come by, mostly 13:03:12 but not being able to go directly from fly to cling over lava is funny 13:03:28 fr secret doors so that you can cling to a wall and then it turns into a door and then you open it and drown 13:03:34 Hahaha 13:03:45 -!- ShadeTornado has quit [Quit: Leaving] 13:03:48 Can you still dig yourself to death that way, at least? 13:04:01 !apt gr 13:04:03 Gr: Fighting: 1, Short: -1, Long: -1, Axes: -1, Maces: 1, Polearms: -1, Staves: 1, Slings: -1, Bows: 0, Xbows: 0, Throw: 0, Armour: -2, Dodge: -1, Stealth: 2, Stab: 0, Shields: -2, Traps: -1, UC: 1!, Splcast: -1, Conj: 1, Hexes: -1, Charms: -2, Summ: -1, Nec: -3*, Tloc: -1, Tmut: -1, Fire: -1, Ice: 1, Air: -3, Earth: 3!, Poison: 0, Inv: 1, Evo: 0, Exp: 0, HP: 1, MP: 0 13:04:04 yup 13:04:05 this means that if you're standing over lava while flying as a gargoyle next to a wall you'd normally be able to cling to 13:04:10 and flight expires, you die 13:04:17 that's a bug. 13:04:34 I guess flight just cancels cling 13:06:24 MarvinPA: that would balance traps & doors skill 13:06:25 too op right now 13:06:53 -!- Poncheis has quit [Quit: ChatZilla 0.9.90 [Firefox 22.0/20130618035212]] 13:07:02 03MarvinPA 07* 0.13-a0-2272-g31b0d63: Add no_rtele_into to minmay_lindwurm_lava 10(2 hours ago, 1 file, 27+ 25-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=31b0d63517ba 13:07:02 03MarvinPA 07* 0.13-a0-2273-g49e87db: Slightly reduce the noise-per-turn of Song of Slaying 10(2 hours ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=49e87db66dca 13:07:02 03MarvinPA 07* 0.13-a0-2274-g565aecc: Make Dragon Form pure Tmut for all species 10(2 hours ago, 3 files, 3+ 7-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=565aecc77c98 13:07:02 03MarvinPA 07* 0.13-a0-2275-g2337ef6: Reduce Song of Shielding to level 4 10(35 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2337ef626b6a 13:07:02 03MarvinPA 07* 0.13-a0-2276-g90cba50: Apply AC to infusion damage, don't reduce MP when no damage is dealt 10(34 minutes ago, 1 file, 10+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=90cba503bd94 13:07:02 03MarvinPA 07* 0.13-a0-2277-g2eee64b: Reduce boots of running ego bonus 10(28 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2eee64ba8a0f 13:07:02 03MarvinPA 07* 0.13-a0-2278-gb3572db: Increase lightning scales' AC 10(26 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=b3572db00b93 13:07:02 03MarvinPA 07* 0.13-a0-2279-g9d2c972: Use different godless prayer messages for nonliving and undead players 10(25 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9d2c9726270f 13:07:44 So dragon form can now be mediocre for non-draconians instead of terrible? ^^; 13:07:53 indeed 13:07:53 wow boots of running now just as strong but more irritating 13:08:07 -!- dtsund has quit [Quit: dtsund] 13:08:26 kind of hard to ever actually nerf those meaningfully if they exist I guess 13:09:16 hm I think I know how to engineer a clinglava death, let's see 13:10:05 MarvinPA: I tend to think applying AC to a damage value of just 2 will make it really bad even at the start of the game 13:10:32 well stuff on d:1 tends to have ~0 AC 13:10:43 i tested it a bit on d:1-2 and it seemed to still do damage 13:10:55 Hmmm... well, a few things have more than that 13:11:04 is the idea to just make it a little useful pre-temple and then not worth casting anymore? 13:11:08 I heard it was already kind of not so good early since you have no mp to power it ither 13:11:25 I realize it's a problem after a while, though 13:11:43 i was considering giving Sk an extra MP to start with, yeah 13:11:57 maybe in place of an HP since they already have more hp+mp than most backgrounds 13:12:01 tmut/charms dragon form other plz 13:12:26 i have an idea 13:12:29 make it take MP depending on your max MP 13:12:33 would hexes/charms cross training be bad? 13:12:40 so that later on it just uses up all your MP in a few hits 13:12:43 elliott: I was about to suggest something similar! :P 13:13:16 giving them +1 MP and -1 HP sounds fine, altough I too have contemplated what elliott suggested 13:13:24 maybe it'd still be bad that a pure melee dude would want to get this level 1 spell just to use it all the time 13:13:27 but like 13:13:28 I don't know what a good ratio of MP to take would be though 13:13:29 they could also get haste instead 13:13:57 -!- blabber has joined ##crawl-dev 13:14:00 well at a certain point I imagine it's going to be a lot of MP for relatively little damage. My bigger worry is that it makes the spell sort of get *worse* as you gain an xp level 13:14:01 ok yeah you can actually lava-door-die although admittedly I cheated in wizmode to set it up 13:14:31 bh: cross training isn't exactly the most important factor in character skills... 13:14:46 I had actually wondered about the possibility of making it have a single 'charge', then cost a lot of mp upon impact, with the damage done dependant on the mp consumed, but up to a small limit. Maybe too complicated, I don't know. 13:14:59 The damage being capped, I mean. Not the cost. 13:15:04 that would be interesting too 13:15:04 Eronarn: I've never liked weird cross training things, like kobolds with long blades 13:15:09 If I could think of a way for this to happen in a normal game without cheating we might be in business 13:15:24 deep troll ees could do it but that actually sounds like a legit and hilarious death 13:15:32 well that would also make it a lot more like a regular spellcaster 13:15:32 what I originally wanted, was for this to be a melee spell where there's actually a modest mp cost for doing damage 13:15:42 now, if an allied cacodemon or something managed it.... 13:15:43 if it is one charge at a time 13:15:53 MarvinPA: You think so? Even if you need to hit people to consume it? 13:16:01 bh: i 13:16:03 oops 13:16:14 Like, I was thinking something like 1/3 to 1/2 your mp at a time, or something 13:16:16 bh: i'd prefer something where crosstraining gave you effectiveness in the skill, not just learning 13:16:40 make it easier to switch over to doing something abruptly 13:16:52 Eronarn: plus it would remove the weird ordering issue 13:16:59 DracoOmega: if it did get based on the amount of MP consumed, I don't think you need to cap it. MP already has a soft cap 13:17:49 SwissStopwatch: Well, at least they don't confuse you anymore! :P 13:19:05 Eronarn: like... if skill A > B, then effective_skill(B) = B + (A - B)/2 13:19:20 I wonder if I can actually get an allied caco to b.dig the player into lava 13:19:29 it seems.... hard 13:20:01 but also theoretically possible at least, an allied dtem would almost certainly be able to do it with lrd in a weird enough setup 13:20:18 bh: yeah exactly 13:20:39 or maybe an allied jorgrun (haha) 13:20:45 Eronarn: though negative training becomes weird 13:20:54 -!- bmfx has quit [Quit: leaving] 13:21:49 also spells getting better from knowing a skill that isn't one of the spell schools and isn't spellcasting sounds bad and weird 13:22:27 bh: i think that mainly applies for the ele school penalty, right? 13:23:00 yep 13:23:43 I think the only times you get people seriously doing things involving anticrosstraining are when they're either maxing everything, or dipping into air for buffs to go with their earth focus 13:24:18 i'd almost rather have it manifest as a power-based thing, rather than a skill thing 13:24:27 the way it works with skills is not intuitive at all 13:25:48 would that mean that your spells get worse when you learn other skills potentially 13:25:53 also should consider whether it's even worth keeping, would it really hurt the game if it were just removed? 13:26:24 Like if I have 12 air and aitstrike but then get 14 earth, my airstrike would get.... worse? 13:26:29 i'd much rather see a penalty against learning multiple schools than a penalty on specific, not-even-that-powerful schools 13:27:00 It's mostly a "flavour" penalty to be sure 13:27:05 the only sensible thing to do with cross training (other than leaving it as it is, which is fine) is to get rid of it 13:27:12 making it more complicated is a terrible idea 13:27:26 remove everything! 13:27:41 Hey I said doing nothing is fine too! 13:27:47 I don't even think it's unintuitive at current yeah 13:28:16 Eronarn: well there already is a penalty for learning lots of schools in that it makes it harder to train a single spell well 13:28:16 On the other hand removing it would give more room to operate with a "fun" multielementalist build 13:28:23 s/spell/school/ 13:28:31 which is already possible, but it's conj-focused instead of relying on schools 13:28:44 which is okay 13:29:09 evilmike: for melee, automatic bonus skills doesn't seem particularly complicated; i'd definitely rate that more beginner-friendly 13:29:27 mumra: I'm not sure that's really a penalty since most spells don't even particularly benefit from -that- much extra power 13:29:39 either you can cast them or you can't a lot of the time 13:29:41 also spellcasting skill 13:30:31 SwissStopwatch: no, i meant if you spread your training into lots of schools, it's then harder to train a specific school high, because skills are harder to train when you've trained more 13:30:39 ah, right, yes 13:30:56 the real penalty is spellslots, anyway 13:31:18 apparently a lot of people don't have that problem but I run out of those all the time 13:31:22 mumra: the issue with that comparison is that nobody dips into axes 5 to be able to cast hit things with axe 13:32:03 Eronarn: i don't see why that's an issue 13:32:08 but would they dip into axes a tiny bit to slightly improve their "hit things with staff" skill? 13:32:27 Eronarn: and also i was responding to "i'd much rather see a penalty against learning multiple schools than a penalty on specific, not-even-that-powerful schools" -- and i'm saying there already *is* a penalty 13:32:27 Automatic bonus skills sounds like it could encourage some nonsensical optimizing 13:32:39 Eronarn: i don't see why it would be good to make it *harder* to cross-train 13:32:46 SwissStopwatch: automatic bonus skills of the difference in effectiveness, so they can only give you a boost until you train A and B to be equal 13:33:08 SwissStopwatch: easy to fix 13:33:12 i don't think anyone wants being able to train skill B to make A better than B is 13:33:44 -!- LexAckson has joined ##crawl-dev 13:33:51 like: if you have short blades 10, and long blades 0, your effective long blades skill would be 5; but training it to 10 should still take as many skill points as under the old system 13:34:09 something like that 13:34:21 radiosilence: <3 <3 <3 <3 <3 lugonu's witnesses 13:34:28 yes, that would be swell really 13:34:35 mumra: and at short blades 10, long blades 5? 13:34:37 who made the pits? I really like it. It's easy compared to the other sprints, but a lot of fun 13:34:49 kilobyte: 7.5 13:34:50 bh: +1 13:35:06 In comparison, meatsprint is kind of silly 13:35:15 they were made by the same person 13:35:17 and Zigsprint is hilarious -- Jiyva + Singing Sword 13:35:19 meatsprint is hardly Crawl 13:35:24 zigsprint too 13:35:31 meatsprint: yet another meat arena ripofcf 13:35:32 kilobyte: anyway i didn't exactly think the numbers through in depth ;) 13:35:37 mnoqy: who done it? 13:35:43 st_ 13:35:59 !apt axes 13:36:00 Axes: HO: 3!, Mi: 2, LO: 2, Te: 1, DD: 1, Op: 0, Dr: 0, Hu: 0, Na: 0, Ha: -1, Ds: -1, Dj: -1, Ko: -1, Gh: -1, Vp: -1, Dg: -1, Gr: -1, Ce: -1, Mu: -2, Sp: -2, HE: -2, Mf: -2, DE: -2, Tr: -2, Og: -3*, Fe: N/A 13:36:07 pitsprint actually does feel like a short game of crawl 13:36:21 -!- bonghitz has quit [Remote host closed the connection] 13:36:38 why are Og so bad at axes? 13:36:55 og are bad at everything 13:37:00 !apt og 13:37:01 Og: Fighting: 3!, Short: -4*, Long: -3*, Axes: -3*, Maces: 3!, Polearms: 0, Staves: -1, Slings: -3, Bows: -3, Xbows: -3, Throw: 1, Armour: -2, Dodge: -1, Stealth: -1, Stab: -2, Shields: -1, Traps: -2, UC: -1, Splcast: 1, Conj: -3*, Hexes: -3, Charms: -3, Summ: -3*, Nec: -3*, Tloc: -3*, Tmut: -3, Fire: -3*, Ice: -3, Air: -3, Earth: -3*, Poison: -3*, Inv: 1, Evo: -1, Exp: 0, HP: 3!, MP: 0 13:37:02 axes are against the church of club 13:37:04 ogres aren't very strong and they're bad at swinging things 13:37:13 haha 13:37:26 mnoqy: using an axe needs some finesse 13:37:27 if i was an ogre with an axe i'd just club things with it anyway :P 13:37:33 mumra: :p 13:37:43 doesn't sound very aerodynamic 13:37:56 club things with the blade end 13:38:24 i wonder how many apts have been designed with crosstraining in mind 13:38:28 anyway i guess Og aren't clever enough to figure this out! 13:39:05 -!- dpeg has joined ##crawl-dev 13:39:08 also i wonder what anyone was even thinking designing og apts 13:39:14 Ogres don't appreciate this stereotyping about their intelligence 13:39:23 hiya dpeg! 13:39:25 Eronarn: I can tell you precisely what I was thinking. 13:39:30 Should cut that out before they brain you 13:39:30 haha 13:39:45 Hi everyone :) 13:39:50 that was a very timely pondering Eronarn :) 13:39:55 hi! 13:40:04 i didn't realize you did the OM merge apts, dpeg 13:40:47 It was not so much about a merge. I realised that we had no species with bad magic but a good Spc skill, and I thought such a species might be interesting. Then it seemed like Og could be a natural candidate. 13:40:57 -!- bmfx has quit [Ping timeout: 264 seconds] 13:41:08 The idea to dispense with OM came from elsewhere, I believe. 13:41:31 oh, i see 13:41:48 Some people were unhappy with the flavour or something. 13:42:20 And I didn't worry to much about the physical aptitudes, but I still think that really good Spc vs bad magic skills can be interesting. 13:42:23 I wonder how people who've played ogres over the years feel about the +1/2 / -3 Spc/Schools split as far as actually learning spells 13:42:59 Also, some very important persons maintained that challenge species were endangered and specifically wanted Ogres to never be Too Easy. 13:43:01 dpeg: clearly need to make them turn blue if you have higher spc than fighting 13:43:22 Eronarn: they get Ogre-Mage title, I think... a reminiscence to the olden times. 13:43:46 with felids and octopodes i don't see that as a problem any more... maybe it's time for ogres to get a revamp 13:43:51 i do agree about the odd flavour, it'd be a bit like having a species called "Deep Elf Wizard" 13:44:18 Eronarn: what are the benefits of revamping ogres? 13:44:24 mumra: well, it's a D&Dism, ogre mages have racial abilities not just learned magic 13:44:29 mumra: people might actually play them 13:44:35 Ogres are played. 13:44:41 -!- LexAckson has quit [Quit: Leaving] 13:44:53 Eronarn: a D&Dism isn't an argument for anything in terms of crawl flavour however 13:44:54 fr Elf Warrior race 13:44:58 Ogres are played a fair bit, even 13:45:02 although overwhelmingly as berserkers apparently 13:45:06 what's the command for most popular races 13:45:08 Unsurprising 13:45:18 !lg * s=crace 13:45:21 2419633 games for *: 267160x Deep Elf, 261152x Demonspawn, 137760x Spriggan, 136301x Minotaur, 132078x High Elf, 131577x Mummy, 99721x Hill Orc, 97275x Mountain Dwarf, 96370x Merfolk, 95059x Draconian, 90634x Kobold, 86526x Human, 81949x Vampire, 78593x Octopode, 75592x Naga, 73917x Sludge Elf, 66399x Troll, 59365x Ogre, 53180x Demigod, 45462x Kenku, 45380x Deep Dwarf, 38557x Felid, 35372x Ghoul, ... 13:45:36 As I said, Og is intentionally one of the harder species. Darshan wills it =) 13:45:41 To me in practice the -3 spell schools just meant "don't do it" regarding difficult non-broken spells 13:45:54 SwissStopwatch: that is too coarse an approach 13:46:00 mumra: for clarity's sake, i am not disagreeing with the OM merge! just noting why it was a different species originally 13:46:01 !apt Spellcasting 13:46:01 Splcast: DE: 3!, Sp: 2, Dj: 1, Dr[purple]: 1, HE: 1, Og: 1, Mu: -1, Ds: -1, Op: -1, Dr: -1, Hu: -1, Ko: -1, Vp: -1, Mf: -1, Gr: -1, Te: -1, Na: -1, Fe: -1, Gh: -2, Dg: -2, DD: -2, Ha: -3, HO: -3, LO: -3, Ce: -3, Mi: -4, Tr: -5* 13:46:08 !lg * won race=Og sk=ice x=sk 13:46:09 1. [sk=Ice Magic] ophanim the Cryomancer (L27 OgIE), worshipper of Jiyva, escaped with the Orb and 4 runes on 2013-02-26 23:57:52, with 1712218 points after 129989 turns and 5:10:46. 13:46:14 +1 Spellcasting. 13:46:14 `Really attack the helpless hell knight?` -- sometimes I hate TSO 13:46:21 Eronarn: ah, I have no idea. We inherited the species. 13:46:22 -!- dtsund has joined ##crawl-dev 13:46:32 Eronarn: it's a D&D species 13:46:33 Well it's always a tradeoff between how easy it is to get something working and how much effort it takes 13:46:34 -!- Cheibrodos has quit [Quit: Page closed] 13:46:35 bh: new command: #cuddle hell knight 13:47:00 octopodes better be one of the new species in the next D&D version 13:47:08 they did it for draconians, after all 13:47:19 dpeg: if a TSO follower attacks something that's distracted, it should just become undistracted 13:47:21 -3 is just a very hard apt to work with on anything -too- high, heh 13:47:22 really, D&D is stealing from Crawl now? 13:47:28 (no) 13:47:37 bh: I agree. The halo already helps with it, should just extend the concept. 13:47:48 SwissStopwatch: of course -- that is the whole point! 13:48:00 -!- Poncheis has quit [Quit: ChatZilla 0.9.90 [Firefox 22.0/20130618035212]] 13:48:10 mumra: Crawl Draconians are clearly from D&D. 13:48:18 The problem about the ogre magic aptitudes isn't the concept. 13:48:32 last time i checked, D&D had >5 different dragon-descended humanoid races 13:48:34 But more that +1 spellcasting and -3 school aptitudes is kind of just blatantly bad. 13:48:57 i barely ever played any D&D (only briefly a small number of times, back at school) 13:48:59 wow my ogre win has a weird spellset, I don't remember this at all 13:49:06 Bloax: I don't see your point. Og has a very easy time to pick up magic -- try it! They have a hard time with level 9 spells but so what? 13:49:09 (ogre apts: success) 13:49:36 dpeg: destruction branch is on cszo, though I think testing might be a challenge because it's an infrequent event 13:49:47 it's not that easy for them to pick up magic but it isn't prohibitively bad and it's not that hard to get a lot of different spells up to L4-5 13:49:55 bh: why only cszo, that is unfair to the rest of the world :) 13:50:00 they're better at that then a lot of races are because of how spellcasting works 13:50:07 SwissStopwatch: exactly 13:50:13 bh: apparently not on webtiles yet 13:50:22 !seen DracoOmega 13:50:23 I last saw DracoOmega at Sat Jul 6 18:46:08 2013 UTC (4m 14s ago) saying '!lg * won race=Og sk=ice x=sk' on ##crawl-dev. 13:50:23 Maybe you can pick up level 1/2/3 spells but those aren't very valuable most of the time. 13:50:38 DracoOmega: wonderful work with the xp -- awesome stuff! 13:50:39 dpeg: too many servers now, would be tough coordinating them to all update with an experimental branch :( 13:50:40 back later 13:50:41 And investing in offensive spells seems rather pointless if you have a big spiked club that deals huge damage. 13:50:42 mumra: it requires a server restart 13:50:43 hrm, bad I couldn't stop you before: this seems to be a waste of time. Why won't you test it in trunk, then revert? 13:50:46 mumra: okay 13:50:49 todo: better server coordination 13:51:01 My win has a decent variety of different spells up to L4 and then one L6 (guess which L6 spell it is) 13:51:06 lxcs would fix server restarts ;) 13:51:07 kilobyte: +1 13:51:18 TotallyNotHaste 13:51:21 of course some of these spells no longer exist 13:51:34 -!- CKyle has joined ##crawl-dev 13:51:37 and admittedly it is still very focused on Charms 13:51:44 because, well.... you know. 13:51:53 hasteisoverrated 13:52:03 joincheibriadostoday 13:52:24 Bloax: i don't understand your statement given that all your ogres past D:5 are with chei, and the top two of those have 17 and 9 spells respectively 13:52:35 haste and ctele and rmsl and swift and regen all overrated 13:52:44 and the latter has a level 7 and a level 6 spell castable (with no schools shared) 13:52:46 !hs Ogfi -log 13:52:47 No games for Ogfi. 13:52:51 whoops 13:52:54 !hs . Ogfi -log 13:52:54 3. Bloax, XL27 OgFi, T:62027: http://crawl.lantea.net/crawl/morgue/Bloax/morgue-Bloax-20130702-183304.txt 13:53:01 dpeg: The results of many, many hours running stat analaysis and staring at spreadsheets, it was :P 13:53:26 dmsl doesn't look very castable on that one 13:53:28 the statement I didn't understand was "Maybe you can pick up level 1/2/3 spells but those aren't very valuable most of the time." 13:53:31 DracoOmega: feel up to fixing tension next? :P 13:53:36 SwissStopwatch: yes it was the -2 one 13:53:43 that has level 6/7 spells castable 13:53:52 ah, hm. 13:54:19 Which one exactly? 13:54:22 BTW, today I learned kittehs have a good Networking apt 13:54:39 !hs Bloax og -2 13:54:39 30/31. Bloaxzorro the Slayer (L27 OgTm), worshipper of Cheibriados, slain by a starcursed mass on Abyss:3 (evilmike_abyss_rune_elephants) on 2013-05-26 04:33:38, with 563848 points after 71736 turns and 7:53:06. 13:54:40 -!- gammafunk has joined ##crawl-dev 13:54:42 that one 13:54:42 a cat manipulated a wifi antenna, getting it down to 12% packet lost (best I managed myself was 15%) 13:54:47 oh 13:54:48 did your kitteh optimize your router settings for mos - wow 13:54:52 !hs Bloax og -2 -log 13:54:52 30/31. Bloaxzorro, XL27 OgTm, T:71736: http://dobrazupa.org/morgue/Bloaxzorro/morgue-Bloaxzorro-20130526-043338.txt 13:54:52 I thought I was joking 13:55:25 that was not my cat, perhaps I should start training mine? :p 13:55:53 would it be desirable to be able to share saves between servers? 13:56:02 -!- Aryth has quit [Read error: Connection reset by peer] 13:56:10 sounds like a way to save scum 13:56:16 bh: hell yeah, at least for non-persistent servers 13:56:29 Well it would be quite silly of me to just forego spells as weak as "statue form" and "controlled blink". 13:56:29 evilmike: how, if you can't put down a server on purpose? 13:56:40 Bloax: okay but you apparently got them castable 13:56:46 bh: absolutely - also config files 13:56:47 (chei is good at that) 13:56:51 yes well 13:56:52 well I guess if it was limited to only the big servers 13:57:07 They're also very powerful spells. 13:57:13 evilmike: just make a trusted list, and reject incoming saves from untrusted servers 13:57:19 I would never pick up Ozocubu's Refrigeration on an ogre. 13:57:20 let people make their own trusted networks if they want to 13:57:20 maybe if you play an ogre of not-chei past D:5 you might find yourself able to learn high-level spells :P 13:57:32 evilmike: one idea would be to allow short-lived servers during the tourney, as normally there's more than enough capacity already 13:57:55 was that an issue last tournament? Didn't participate in that one 13:57:57 evilmike: although, more servers mean better pings for anyone far from one 13:57:59 Of course I know you don't need +15 int to cast anything. 13:58:00 fully homomorphic encryption for crawl? ;) 13:58:33 But I'm also thinking of something else but things that won't carry you through the entire game. 13:58:47 or am i thinking of the things that won't do that 13:58:49 there should probably be some thought to an easy watching interface for that too btw 13:58:49 probably that 13:59:02 evilmike: a server is trusted iff Sequell knows about it 13:59:04 like a central registry of who is playing 13:59:10 again, trusted list works fine there 13:59:23 that sounds like a reasonable definition, stuff doesn't just get added to sequell arbitrarily 13:59:31 evilmike: which can be checked with some server key if you want some resistance 14:00:09 i don't think we should worry from this from a hacking perspective as much as from a making sure we don't lose someone's save or funnel everyone into playing on one server only by mistake perspective 14:00:22 is there an off the shelf solution we can use for federate saves / load balancing? 14:00:23 -!- rossi has quit [Quit: WeeChat 0.4.1] 14:01:27 bh: I think any distributed network filesystem would work: a server obtains a lock, copies the save locally, puts it back when done 14:01:37 -!- Aryth has quit [Ping timeout: 276 seconds] 14:01:53 bh: if the server fails to update the lock file on time, it can be considered out 14:01:57 there'd be an issue with server versions getting out of sync, right? 14:02:46 I wonder if this would be easier if major servers found a way to share accounts in general 14:02:50 good point, but refusing to downgrade a save would work 14:03:11 I mean, you'd get an error message -- not nice, but safe and trivial to implement 14:03:39 SwissStopwatch: this way, no random punk could take your name and stop your streak 14:03:46 hahaha 14:04:11 and versions out of sync are an issue only with trunk 14:04:22 yes I should probably get that sorted on the servers I didn't do that with 14:05:13 -!- CKyle has quit [Quit: CKyle] 14:05:18 load balancing is a bit trickier in that also there's geographic considerations 14:05:31 we might want to actually make that non-automated, and just make recommendations 14:06:31 if there was an easy way to run a low-traffic crawl server, I'd have one going right now 14:06:45 -!- Voker57 has quit [Ping timeout: 248 seconds] 14:06:46 same here 14:09:15 -!- mnoqy has quit [Quit: hello] 14:11:17 -!- indspenceable has quit [Remote host closed the connection] 14:12:01 -!- nickajeglin has quit [Ping timeout: 256 seconds] 14:13:28 ...we could run hadoop 14:15:05 I kind of doubt the servers are that interchangeable 14:15:58 I mean, they don't need to have versions in sync, and unlike most calculations, actual geography matters 14:16:13 (shit. plane crash at the local airport) 14:16:58 i think the right approach might be something like: server A hears about a new crawl version, downloads it, makes a new LXC containing that version of the crawl binary, starts all processes as clones of that lxc. on random server B, it's set to ping server A to figure out which LXCs it currently makes available, and it can request any ones it doesn't have 14:17:53 this has the nice property that it isolates crawl binaries at the level of single users, so your save is never too old, never has to be updated, etc. 14:18:17 saves don't have to be updated as is 14:18:17 Eronarn: ok, but what the lxc is for? 14:18:31 -!- Fruit_ has quit [Ping timeout: 250 seconds] 14:18:41 I mean, compared to just a directory 14:19:12 (yeah, it provides some isolation, but that's not really related to moving saves around) 14:19:15 -!- CKyle has joined ##crawl-dev 14:20:03 -!- CKyle has quit [Client Quit] 14:21:39 -!- magicpoints has quit [Ping timeout: 256 seconds] 14:21:55 -!- pelotron_ has quit [Quit: ~Internet()] 14:22:28 kilobyte: if you use the clone approach, there'll be significant storage space benefits, but without losing the ability to move it from one server to another (even one that doesn't have that binary) 14:22:51 i haven't actually tried this, but it sounds possible anyways 14:23:14 you mean, copying executables over, including all libraries and crap? 14:23:30 DracoOmega: data driven changes... Crawl has come a long way! Many thanks again. 14:23:58 kilobyte: i'd have to look into what it actually does in a cross-server scenario 14:24:17 Eronarn: if so, wouldn't it be better to package individual versions as Debian packages? This way you can update just the needed parts, can work cross-architecture, and so on. 14:24:42 -!- ystael has quit [Ping timeout: 264 seconds] 14:25:04 kilobyte: that significantly adds to the burden of doing this with stuff like a server with your own fork 14:26:11 not totally against packages, but i'm skeptical that telling people they have to debian package every build before they can run it on their crawl server will work well... 14:26:19 Eronarn: adds? I'd say this approach would make it easier: the granularity is at package level rather than the whole system. 14:27:04 Eronarn: it's easier to move around packages than entire chroots 14:27:52 Eronarn: plus, you don't need a compiler, can recompile it for armhf or x32, etc 14:27:56 -!- phyphor has joined ##crawl-dev 14:28:50 Eronarn: x32 seems quite a deal better than amd64: only 7% faster but memory usage (measured as core dumps :p) is 45MB vs 67MB 14:29:24 (and both beat i386 into the trash heap it belongs) 14:29:50 I mean, i386 is better than amd64 memory-wise, but it's really slow 14:30:48 but, on the other hand, no one sane runs x32 yet, and you need a modern kernel with a config setting no distribution enables by default 14:31:46 kilobyte: do you have any ideas for sane federated saves? Forcing servers to run hadoop or something would be awful 14:33:00 bh: my best idea so far is manually locking and saving 14:33:50 -!- blabber has quit [Read error: Connection reset by peer] 14:33:54 1. create a lock file, 2. copy the save from Teh Cloud(tm), 3. play, 4. copy it back, 5. remove the lock file 14:34:08 -!- blabber has joined ##crawl-dev 14:34:34 lockfiles sound fine for saves as long as we structure them so that someone can have X concurrent games across multiple servers 14:34:58 Eronarn: do you mean, multiple trunk games? 14:35:18 -!- blabber has quit [Client Quit] 14:35:19 * kilobyte thought about one game in 0.11, one in 0.12, one in trunk, one in destruction... 14:35:38 kilobyte: what if i start trunk on A, then trunk on B, then i want to move A's game to B? 14:35:56 it's arbitrary, but possibly okay, if i can't move A's save to B 14:35:58 !tell bh Casualties from the plane crash? Anyone you know? 14:35:59 dpeg: OK, I'll let bh know. 14:36:07 Eronarn: then B will tell you that your game is currently in progress, and check if A is alive 14:36:37 dpeg: no one I know. Passengers are tweeting it: https://path.com/p/1lwrZb It's a bit weird because I can hear the change in air traffic overhead. 14:36:38 bh: You have 1 message. Use !messages to read it. 14:37:05 where I am, I only ever hear military planes, but now I can hear the SFO flights diverting 14:37:08 kilobyte: enforcing a lock is a problem because if server A goes down while i'm playing, i'm going to jump to B and start a new game, and possibly want to play both eventually 14:37:31 Eronarn: time out the lock 14:37:40 bh: ah, good 14:37:41 bh: but then you're overwriting your existing game on server A 14:37:45 which is very bad 14:37:53 if server A dies, server A is dead. You lost your game 14:37:58 or rather, since the last save 14:38:03 that's not true 14:38:17 there can be connectivity issues, temporary maintenance, etc. 14:38:41 hmm, copying the save locally like I proposed isn't good, at least without periodic checkpoints 14:38:42 -!- crate has quit [Quit: Leaving] 14:39:05 -!- CKyle has joined ##crawl-dev 14:39:38 i'd rather see lockfiles be manually cleared if anything, just to avoid screwups like this, unless we use an addressing system of server/version/playername 14:39:45 although, with the lock, updates don't slow down the player 14:40:21 Eronarn: "server X is up" would be defined as "it can read/write to the network filesystem" 14:41:15 kilobyte: exactly. checkpoint on write 14:41:45 if i'm playing on server A and something happens and i switch to server B, the expected behavior should be 'can start a new game' (like it is today), not 'fork from an old version of existing game' or 'overwrite existing game' 14:44:43 no...? 14:44:55 if a server goes down, your game is presumed lost up to the last checkpoint 14:45:04 this is the behavior that happens in a game crash 14:46:58 we got three entities: server A, the filesystem, and the player. For Eronarn's scenario to be meaningful, the server would need to lose connectivity to all access points of the filesystem, but not the player. 14:48:01 -!- indspenceable has joined ##crawl-dev 14:48:10 that scenario is possible, but I wonder if there is much point looking at it 14:48:18 -!- johlstei has quit [Ping timeout: 256 seconds] 14:48:27 It seems like the least likely failure mode 14:49:40 kilobyte: we have people playing 24/7, and have for years 14:49:45 oh hrm, Eronarn might be somewhat right: if the server (only) loses connectivity, it currently gracefully times out the players, and saves at the moment of last successful packet, rather than the last checkpoint 14:50:21 it's worth spending at least a few hours thinking about the various failure modes we might encounter, and what the UX should be for them 14:51:41 -!- Aryth1 has quit [Ping timeout: 256 seconds] 14:52:05 kilobyte: also keep in mind that if people start spinning up nodes, they'll tend to be much less reliable than existing ones, if this works anything like most game communities that branch out like this 14:53:08 CAO losing connectivity doesn't seem to happen that much; EC2 us east has major problems affecting the entire zone at least once a year from what I've seen 14:54:32 CAO having better uptime than a multi billion dollar company bragging about reliability = win 14:56:08 but then, the big question is "what should happen if a server is down?" 14:57:43 seems like what you want is "the game might be inaccessible but continues from the exact time of disconnection", while what bh and me propose is "game is always accessible, but on failure it might be rewound to the last checkpoint" 14:58:05 right, which preserves the current failure mode 14:58:54 bh: failure on crashes, not on network disconnections 14:59:22 sure 15:03:45 there are other wins, though, like dealing with the streak issue: you can't blow a streak by accidentally connecting a different server 15:06:15 suggestion: take it to players and see what they'd prefer to happen 15:08:01 -!- djanatyn has quit [Excess Flood] 15:08:36 also: you have a winning game, then suddenly, poof: the server goes down. With the current mode, that game is lost unless the server comes back up really fast, with "enough" being on the matter of hours for streakers and days for regular players 15:08:53 -!- indspenceable has quit [Remote host closed the connection] 15:08:56 I'm not sure we can guarantee a server to be fixed quickly 15:12:24 got the photos up: the network that kitteh adjusted today wasn't your regular sane network. See for yourself: http://angband.pl/fun/kitwifi.html 15:13:13 (that board hanging is a raspi; had no proper network gear with me) 15:13:52 Eronarn: so, as you see, player<->server connectivity can be a good deal less reliable than server<->filesystem :p 15:14:07 what happens to that thing when it starts raining? 15:15:31 Eronarn: I took it apart, at 12% packet loss it's not really usable 15:17:04 and if family presses me, I'd mount something atop that building (which blocked wifi from working directly in the first place) 15:17:14 s/Eronarn/evilmike/, damn tab 15:18:42 kilobyte: everywhere in Europe looks the same. 15:18:58 -!- RZX has quit [Ping timeout: 276 seconds] 15:18:59 -!- randomizr is now known as RZX 15:19:06 -!- orionstein is now known as orionstein_away 15:23:09 i'm actually surprised how varied europe is for its size... 15:23:34 the canadian province i live in is practically the size of western europe, but the geography could be described as "mountains" for pretty much the whole thing 15:24:37 evilmike: they have the Alps and Tatras to thank 15:28:29 evilmike: Clearly not the Prairies, then :P 15:29:26 -!- Roarke has quit [Quit: Page closed] 15:30:55 simm (L11 DsSk) ASSERT(this) in 'actor.h' at line 34 failed. (Lair:3) 15:31:00 hi 15:32:12 simmarine: Let me guess: spectral weapon and a giant spore? 15:32:16 -!- rossi has quit [Quit: WeeChat 0.4.1] 15:32:21 no, spectral weapon and a porcupine i guess 15:32:24 Haha 15:32:33 I guess that works, too 15:32:37 lets try it again 15:32:44 simm (L11 DsSk) ASSERT(this) in 'actor.h' at line 34 failed. (Lair:3) 15:32:47 hope this helps 15:32:48 Basically when you get feedback damage from something that was killed in the process 15:32:59 The problem is known, but a solution is somewhat non-trivial 15:33:28 -!- ProzacElf has joined ##crawl-dev 15:33:41 For now, about all I can suggest is just don't let your SW hit it 15:33:46 (Kind of annoying, I realize) 15:33:56 Well, don't let it KILL it, anyway 15:34:00 Hitting it should be fine 15:34:30 well im in lair so that should be ok 15:39:09 -!- Sysice has quit [Ping timeout: 264 seconds] 15:39:21 simm (L11 DsSk) ASSERT(this) in 'actor.h' at line 34 failed. (Lair:3) 15:41:16 Tenacious little critters 15:42:12 bh: abyss crashes for me nearly instantly, in 1-2 shifts, but only when compiled with -O2 but not -O0. Apparently with gcc-4.8 but not with whatever servers use. Not just for me: https://crawl.develz.org/mantis/view.php?id=7238 15:44:05 doesn't seem to be architecture related 15:44:12 -!- Pwnix has quit [] 15:45:14 -!- Stendarr|2 has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 15:49:03 kilobyte: how bizarre 15:50:16 obviously, it started just as I stopped running nothing else but just this test on a dedicated machine 24/7 :p 16:05:56 -!- dpeg has quit [Quit: Lost terminal] 16:06:53 -!- Aryth has quit [Read error: Connection reset by peer] 16:07:54 Well, mechanically, newdraining fundamentally functions now. Now the harder task of picking out suitable numbers.... 16:09:44 -!- MarvinPA_ has joined ##crawl-dev 16:12:33 DracoOmega: how do you want it to work? 16:12:43 -!- MarvinPA has quit [Ping timeout: 256 seconds] 16:12:44 -!- MarvinPA_ is now known as MarvinPA 16:12:45 (sorry if I missed a discussion somehow) 16:13:31 A brief one, perhaps 16:14:02 The idea is to make draining work somewhat like Ash wrath, in that it gives a temporary penalty to skills that you work off with xp gained (except in this case without losing in the long-term) 16:14:22 and what about XL? 16:14:52 Presently this version doesn't afffect xl at all, and I'm not sure that it needs to, since the skill drain can have a more noticable impact on its own 16:17:03 It seems to function fine to me, but it's a matter of picking numbers for how strong the penalty is, how quickly it can be worked off, and so on 16:18:54 -!- Nexos_ is now known as fdel 16:19:25 -!- Stendarr has quit [Ping timeout: 246 seconds] 16:22:35 -!- bh has quit [] 16:23:56 mumra: bh just ran, the abyss crash is caused by 4157414ca91b6af202fd02de702711731f0a92b8 which is yours 16:24:58 (I don't have a clue about newnewabyss code, it looks like it'd take at least an hour or two to comprehend without a description...) 16:26:10 Yes, I remember a combined effort of like 4 devs including myself to track down one of the drowning bugs at one point and pretty much everyone felt vaguely lost, I think 16:30:56 -!- st_ has quit [Read error: Connection reset by peer] 16:31:20 -!- st_ has joined ##crawl-dev 16:37:17 db rebuild: 4.958s. des rebuild: 1m26s. 16:37:27 I'm afraid something needs to be done. 16:38:56 -!- bmfx has quit [Read error: Connection reset by peer] 16:40:10 Is this a low-end system? Because it doesn't take anything near that on mine 16:40:36 android version 16:41:22 Oh, is this some platform-specific problem with this? 16:41:32 Or just a normal one hilighted by a low performance system? 16:41:38 1.2GHz, so similar to most machines out there 16:42:01 fast ones typically have just more cores, and this code is single-threaded 16:42:01 Certainly not egregiously slow, at any rate.... 16:43:41 hrm, somehow my regular 2.0GHz box needs just 14.746s 16:44:52 what is BRANCH_UNUSED? if adding a branch can I replace it? 16:44:54 That sounds more in the ballpark I'm used to (well, mine takes less than that, but it's also a bit faster) 16:44:58 Cheibrodos (L21 CeSk) ASSERT(this) in 'actor.h' at line 34 failed. (IceCv) 16:45:40 I'm here for my messages. 16:45:47 How disappointing. 16:45:56 %git 4157414ca 16:45:56 07mumra * 0.13-a0-1121-g4157414: Disable problematic Abyss layouts 10(5 weeks ago, 1 file, 2+ 6-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=4157414ca91b 16:46:10 -!- nooodl_ has joined ##crawl-dev 16:46:24 real 0m14.746s 16:46:24 user 0m14.540s 16:46:24 sys 0m0.190s 16:46:42 on the other hand, on the android user time is only 2/3 16:46:53 -!- nooodl has quit [Read error: Connection reset by peer] 16:47:16 hrm, but that doesn't explain things: even with this egregiously slow I/O, cpu used is far more it should be 16:47:25 i'm really not sure how that commit could have caused this crash 16:47:33 it was just removing an array element 16:48:07 mumra: possibly the bug is elsewhere, the commit just uncovered it 16:48:21 -!- ground4 has quit [Quit: WeeChat 0.4.1] 16:48:40 basically all the current abyss code is bh's, the procedural generators i wrote aren't used currently 16:49:12 he strategically quit just seconds before I finished bisecting 16:49:14 and i haven't looked too closely at any of that 16:49:16 haha 16:49:45 -!- CKyle has quit [Quit: CKyle] 16:55:08 -!- gammafunk_ has joined ##crawl-dev 16:55:10 !tell bh bisected, 4157414ca is the direct cause -- but it's not obvious why 16:55:11 kilobyte: OK, I'll let bh know. 16:55:27 -!- gammafunk has quit [Quit: gammafunk] 16:55:27 -!- gammafunk_ is now known as gammafunk 16:56:56 -!- MaxFrost has quit [] 17:01:54 -!- ackack has quit [Ping timeout: 264 seconds] 17:17:00 -!- WalkerBoh has quit [Remote host closed the connection] 17:17:27 -!- pantaril has quit [Remote host closed the connection] 17:24:26 -!- thrash_7 has quit [Read error: Connection reset by peer] 17:30:00 -!- nicolae- has joined ##crawl-dev 17:30:05 -!- GuraKKa has quit [Read error: Connection reset by peer] 17:30:45 -!- bonghitz has quit [Remote host closed the connection] 17:31:37 -!- themasterofcalam has quit [Quit: Page closed] 17:32:30 -!- Nightbeer has quit [Ping timeout: 264 seconds] 17:34:36 -!- thrash_8 has quit [Ping timeout: 252 seconds] 17:35:17 -!- ProzacElf has quit [Quit: Leaving] 17:37:57 -!- nickajeglin has quit [Ping timeout: 264 seconds] 17:50:45 -!- bmfx has quit [Ping timeout: 248 seconds] 17:51:20 -!- Sysice has quit [Ping timeout: 268 seconds] 17:57:41 -!- Yermak has quit [Quit: Page closed] 17:58:44 -!- nooodl_ has quit [Ping timeout: 268 seconds] 18:00:10 -!- RZX has quit [Ping timeout: 276 seconds] 18:00:18 -!- randomizr is now known as RZX 18:01:19 how come eyes aren't damaged by slime walls even though they don't seem to actually have acid/corrosion resistance 18:03:10 also: what's the best way to test out multi-altar generic overflow temples 18:07:54 there's a list of monsters which are immune to slime walls 18:08:30 ah 18:08:57 what's on it? 18:10:33 All Jiyva stuff, I would assume 18:11:09 figures 18:11:47 -!- mnoqy has joined ##crawl-dev 18:14:23 -!- Poncheis has quit [Quit: Virca 1.1.20] 18:16:10 -!- dcss98117 has quit [Read error: Connection reset by peer] 18:19:10 -!- Datul has quit [Quit: Page closed] 18:20:24 -!- CKyle has joined ##crawl-dev 18:30:18 -!- nooodl has joined ##crawl-dev 18:34:04 nicolae-: Why wouldn't either &L or &P be good enough for testing overflow temples? 18:34:49 &P hangs when i try, and &L doesn't place the vault with a tag, and the lua code for determining how many overflow altars to place relies on being placed with a tag 18:35:58 see grunt_temple_overflow_open and minitemple in overflow.des for what i mean 18:36:21 nicolae-: I just add an ORIENT line to the vault for purposes of testing with &P 18:36:28 -!- Duralumin has quit [Read error: Connection reset by peer] 18:36:30 Usually just ORIENT: float 18:37:39 -!- Tarquinn has quit [Quit: Leaving] 18:42:19 -!- CKyle has quit [Quit: CKyle] 18:42:26 -!- Kalma has quit [Quit: *_*] 18:48:06 -!- ystael has quit [Ping timeout: 264 seconds] 18:49:23 -!- johnthebear is now known as johntheursidae 18:52:02 -!- buppy has quit [Remote host closed the connection] 18:55:12 dont use &P with minivaults 18:55:21 -!- mumra has quit [Ping timeout: 264 seconds] 18:55:22 -!- RZX has quit [Read error: Connection reset by peer] 18:57:31 -!- MarvinPA_ has joined ##crawl-dev 18:57:33 evilmike: If there's a better way to test overflow altars, I'm all ears. I make it not a minivault by adding orient and then use &P. The orient line can be removed after testing is done 18:58:29 No, I mean, that's safe. I was just saying &P will crash if it's a minivault 18:59:05 yeah, I've made the &P crash mistake a bunch 19:00:37 -!- MarvinPA has quit [Ping timeout: 276 seconds] 19:00:37 -!- MarvinPA_ is now known as MarvinPA 19:01:09 -!- dtsund has quit [Quit: dtsund] 19:01:44 -!- Lightli has joined ##crawl-dev 19:04:36 Probably wizmode ought to guard against that somehow 19:04:54 Since you can also brick your savefile that way, instead of 'just' crashing 19:06:23 -!- simmarine has quit [Read error: Connection reset by peer] 19:06:35 -!- simmarine has joined ##crawl-dev 19:08:58 -!- Thyme has joined ##crawl-dev 19:11:11 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:14:51 DracoOmega: Yeah, it's pretty annoying when the save gets ruined. 19:14:59 -!- rkd has quit [] 19:15:30 Well, I think I am approaching sane numbers for newdraining, or at least sane enough to try 19:15:38 (Need to clean up some stuff first, though) 19:16:03 Bring on the DracoOmega commit surge 19:16:16 -!- ystael has quit [Read error: Operation timed out] 19:16:34 Newdraining? 19:16:49 Is this another way for you to make the game harder/more fun? 19:17:02 i think he's just adjusting the draining effect since xp got mega tweaked 19:17:11 oh what happened to xp 19:17:16 i miss out on everything 19:17:17 dracoomega broke it 19:17:20 http://git.develz.org/?p=crawl.git;a=commit;h=4a2d53dfabeb82a7589201220067779cad5f1ee5 19:17:28 gammafunk: It won't be that many commits at once, y'know :P 19:17:30 http://git.develz.org/?p=crawl.git;a=commit;h=f54e3ca8c7a706449d143d9c9b8ccfc674668e1c 19:17:44 http://git.develz.org/?p=crawl.git;a=commit;h=21d67d4191cbc28ba98a83af65c1513b5e309117 19:17:46 All of that 19:17:55 I think there's one more 19:18:05 http://git.develz.org/?p=crawl.git;a=commit;h=2adeeb359ea071be69f733c66f90e12df5a3937c 19:18:14 Well, the 4th commit didn't make a lot of difference compared to the others 19:18:28 anyway that was interesting enough to get me to actually start another game because I kind of want to see how that plays out 19:18:32 nicolae-: And no, I am actually revamping how it works 19:18:36 wow DracoOmega these are some incredible mummy nerfs 19:18:43 Poor mummies =/ 19:18:44 you could teach MarvinPA a thing or two 19:18:45 -!- eith has quit [Ping timeout: 248 seconds] 19:19:10 Clearly they need Planescape Torment-style memories, hey? >.> 19:19:18 Though I suppose lich apts would also help 19:19:20 paging khalil 19:19:50 well 19:19:56 mummies are better today than they were in 4.1 19:20:01 imo the goal of crawl is to get them back down to that level 19:20:05 Hahaha 19:20:15 Better in what ways? They have a nice bit better MR, I know 19:20:19 Anything else of consequence? 19:20:22 they had slow healing in 4.1 19:20:23 Other than the buff of not being in 4.1 19:20:25 do I need to say more 19:20:42 there are other things bad about them but I don't remember them and that should give you an idea as to the severity of how bad they were in 4.1 19:20:43 DracoOmega: how is draining going to work now 19:21:00 nicolae-: Sort of like Ash wrath, except without costing you real xp in the long run 19:21:06 and of course victory dancing makes bad apts worse 19:21:16 you mean your apts get reduced temporarily 19:21:17 ? 19:21:24 Well, your actual skill levels, but yes 19:21:33 Which you work off via gaining xp 19:21:38 Does it stack 19:21:40 Yes 19:21:42 -!- fdel has quit [Ping timeout: 264 seconds] 19:21:44 Huh 19:21:47 well, i'm not actually familiar much with god wraths, i've never actually bothered leaving a god 19:21:47 This is interesting. 19:21:54 though one time i got excommunicated from oka 19:21:57 !lm nicolae god.abandon 19:21:58 No milestones for nicolae (god.abandon). 19:21:59 <_< 19:21:59 You can theoretically reduce yourself to 0 in all skills if you manage to get drained a rediculous amount 19:22:01 BTW, this change makes all effects that time out with xp that longer 19:22:07 grunt: i don't play on the servers anyway, so... 19:22:10 as they use xp-to-level 19:22:12 !lm . god.abandon 19:22:13 No milestones for Grunt (god.abandon). 19:22:28 -!- agentgt has quit [Quit: Page closed] 19:22:30 kilobyte: Yeah, I figure Ash wrath at least could maybe be adjusted down a touch, possibly 19:22:32 wretched star buff 19:22:41 The evokers probably needed a nerf anyway, and I will revisit their formula 19:22:50 not that massive, though 19:23:01 Wretched stars do not use exp-to-level in their formula, I believe 19:23:05 They do use your xl, but that's it 19:23:10 ash wrath + draining will be exciting now 19:23:16 oh 19:23:20 It'll be a real drain. 19:23:21 I'd say felids got hurt the most, as your formula affects levelling past 27 as well 19:23:21 too bad mummies can't experience that combo for the ultimate xp pain 19:23:30 -!- bonghitz has quit [Remote host closed the connection] 19:23:34 kilobyte: Oh, huh. That is a point I had not considered 19:23:55 elliott: Go be a spellcasting ogre or something instead 19:24:19 kilobyte: But that can be indepently adjusted, I suspect? 19:24:20 might not be that crippling, we can let people die to test 19:24:38 Felids certainly are not in needs of nerfs to them staying alive 19:24:46 ("You are now a very special plaything of the devteam.") 19:24:51 DracoOmega: there's nothing outside the normal xp per level path 19:25:37 grunt: that's what it says when you start any new game, though 19:25:46 I'm not sure what the lethality at a given XL curve is 19:26:20 Hmmmm 19:26:22 All I know is that early game > late game > mid game 19:26:23 oh, grunt, while you're here, how did you test that overflow vault you have that has variable layouts depending on how many altars it's supposed to place, grunt_temple_overflow_open 19:26:25 it's possible an XL:1 fix would be better -- but I'm saying this without any data at all 19:26:27 in terms of deaths 19:26:39 kilobyte: What do you mean by an XL:1 fix? 19:26:53 nicolae-: by assigning it a very high weight and tinkering with the temple overflow code to give the desired results <_< 19:26:56 like, +2 starting hp, or something 19:27:05 :I 19:27:13 but as I said, I have no idea which part needs to be improved 19:27:19 Grunt: Is just temporarily giving it an ORIENT and using &P enough to test overflow temples? 19:27:26 gammafunk: not in this case 19:27:38 the problem is that it has several tags for different numbers of altars 19:27:40 nicolae-: The tag doesn't work properly? 19:27:40 you did that unintentional nerf, which may or may not be ok 19:27:45 what's the command to pull up a vault in here 19:27:52 1vault 19:28:01 !vault grunt_temple_overflow_open 19:28:06 that's the one i mean 19:28:09 Couldn't find grunt_temple_overflow_open in the Crawl source tree 19:28:18 henzell you dink 19:28:27 did it get removed or renamed at some point... 19:28:36 No; Henzell's vaultdb is not up to date. 19:28:42 I'm more sure about another, this time unforgivenable, mistake you made: HOW THE HELL DID YOU DARE TO PUT AN UNRELATED MONSTER ON 'm'?!?!? 19:28:56 :p 19:29:04 kilobyte: I lean towards not, to be honest - felids don't have the best survivability even with their current lives buffer 19:29:17 I kind of feel that dryads on m is confusing as well 19:29:23 kilobyte: Did you not see the commit message? Dryads aren't trees! >.>; 19:29:30 'm' is for water creatures, so nymphs were fine. There's so many glyphs dryads would fit on... 19:29:35 Like what? 19:29:42 9 19:29:47 I am fine with putting it on something else, but I couldn't find something that felt reasonable 19:29:50 -!- CKyle has joined ##crawl-dev 19:30:09 tree: ♣, dryad: 7, what's the similarity? 19:30:26 Lots and lots of people still have trees on 7 19:30:32 that's their fault :p\ 19:30:38 dryad => maenad 19:30:44 -!- dtsund has joined ##crawl-dev 19:30:52 kilobyte: Animated trees are also on 7! 19:31:17 should reclaim some of the lesser-used glyphs 19:31:21 DracoOmega: this is like mimics, broken because of past code limitation 19:31:25 should be fixable now 19:31:41 @??ice beast 19:31:41 ice beast (16I) | Spd: 10 (swim: 110%) | HD: 5 | HP: 17-38 | AC/EV: 5/10 | Dam: 512(cold:5-14) | amphibious | Res: 06magic(20), 12cold+++, 03poison, 12drown | Vul: 04fire | XP: 130 | Sz: Large | Int: animal. 19:31:43 prime offender 19:32:08 sky beasts are also I 19:32:11 -!- Thyme has quit [Ping timeout: 256 seconds] 19:32:17 Well, two things on one glyph is not very much 19:32:19 !vault halls_of_zot 19:32:21 Couldn't find halls_of_zot in the Crawl source tree 19:32:21 And there are a few glyphs like that 19:32:23 (I for disturbance glyphs, obviously. <_<) 19:32:27 Not that I know where to move things to 19:32:29 the true ice/sky beast glyph is Y 19:32:51 'm' is pretty bad for two reasons: 1. there's quite a bit of water in Forest, and 2. there's an actual water monster (water nymph) on this glyph, in the same branch 19:32:53 ??black baer 19:32:54 I don't have a page labeled black_baer in my learndb. 19:33:04 ??black bear 19:33:04 black bear[1/2]: They go berserk when they are afraid: common causes are scrolls of fear or low health. 19:33:09 black bear (02U) | Spd: 10 | HD: 6 | HP: 19-36 | AC/EV: 2/8 | Dam: 9, 5, 5 | !sil | Res: 06magic(24) | XP: 128 | Sp: berserker rage | Sz: Medium | Int: animal. 19:33:09 %??black bear 19:33:21 wait no too many of those 19:33:25 kilobyte: Well, I did ask you what you'd recommend instead (other than 7) 19:34:03 I never understood crocodile, alligator, *fire crab* -> t 19:34:19 7, @, P, Q, R, e 19:34:33 using R for spirits would be great 19:34:36 (rusalka!) 19:34:47 @ has a bazillion things on it already (and it would be nice to split it or something). P is bad since they're not plants. e is also completely full at present (problematic for other reasons) 19:35:00 I have no idea what Q is (of course) 19:35:06 R is not too bad 19:35:08 quantum mechanics 19:35:09 Not that I have much idea what R is, either 19:35:09 Q is the only free glyph 19:35:09 dryads are spirits 19:35:19 kilobyte: Yeah, I know, hence not knowing its category! :P 19:35:25 yeah, R makes a lot of sense really 19:35:35 P or R in my opinion 19:35:35 e are tree huggers (ok, at least non-deep ones) 19:35:38 nice and distinguishable against other forest critters too 19:35:38 DracoOmega: the fact that there's nothing on Q means you can make any category you want... 19:35:47 kilobyte: e would be fine if literally every color was not already used 19:35:51 @??spriggan 19:35:52 spriggan (15i) | Spd: 16 | HD: 7 | HP: 14-28 | AC/EV: 1/20 | Dam: 10 | 10weapons, 10items, 10doors, see invisible | Res: 06magic(65) | Chunks: 07contam | XP: 307 | Sz: little | Int: high. 19:36:09 isn't e always an elf though? 19:36:11 wouldn't putting dryads on R split it between two holinesses, which isn't so great if avoidable 19:36:20 oh, it's actually Grunt's fault rather than yours 19:36:26 mnoqy: A 19:36:26 sorry for the accusation :p 19:36:38 mnoqy: djinn 19:36:40 kilobyte: What? I did move them to m 19:36:46 Eronarn: yes, servitors are your fault aren't they 19:36:50 B) 19:36:59 though someone else chose the awesome quote 19:37:01 They started on m; I moved them to 7 after complaints; DracoOmega moved them back to m after more complaints. 19:37:19 ab229d3f ... 19:37:24 H? 19:37:30 hybrid human/plant 19:37:41 (we could flavor ours that way if we wanted) 19:37:43 that does kind of work as well 19:37:54 That sounds good to me, but my opinions are bad 19:38:03 though, on the other hand - why aren't merfolk on H? :) 19:38:29 putting all the merfolk types on H sounds like a bad idea 19:38:31 mnoqy: h also comes to mind. 19:38:45 Also q <_< 19:38:57 (q is a problem unto itself though.) 19:39:15 Grunt: I'd just keep seeing nethack dwarves 19:39:44 i don't like how unborns put a nonobvious undead thing on q 19:39:46 qanine, dwharf 19:39:47 same with death oozes on J 19:40:03 death oozes are just bad 19:40:03 y 19:40:08 all around 19:40:29 i tolerate h because there's plenty of spread so there's not a big association between it and a holiness 19:40:34 mnoqy: monster deep dwarves aren't that successful, perhaps them and tengu could go the way player halflings should go? 19:40:48 -!- RZX has quit [Quit: ChatZilla 0.9.90 [Firefox 22.0/20130618035212]] 19:41:06 R is pretty well established as a "demon glyph" tho...except for djinn, you say? 19:41:16 kilobyte: There are a couple effective monsters in each family, even if there are also several lousy ones 19:41:19 ehh whatever, i don't really care 19:41:25 kilobyte: tengu reavers are certainly no joke….. 19:41:25 "go nuts" 19:41:25 kilobyte: monster DD have reasons for being broken; monster tengu aren't that interesting, but aren't exactly in the same league 19:41:28 kilobyte: But that's fairly okay, since the lousy ones don't really spawn much 19:41:49 Eronarn: I think reavers are pretty good 19:42:06 gammafunk: being strong/weak is a matter of adjusting a number, it doesn't anything about being interesting 19:42:31 just, well, strong 19:43:09 kilobyte; I agree with your desire to remove halflings 19:43:11 Q: tentacly things? 19:43:26 kilobyte: that's fine, but it's also true of all monster races really; deep trolls are only interesting now because of their spell sets 19:43:27 not enough tentacles 19:43:43 kilobyte: octo monsters :) 19:44:11 * kilobyte dreads someone implementing github's logo. 19:44:23 i want a m/f octo named Ringo 19:44:54 -!- clouded_ has joined ##crawl-dev 19:44:58 -!- st_ has quit [Read error: Connection reset by peer] 19:45:50 I want a summoner that relies on strong single summons rather than hordes of them 19:45:57 (as a monster obviously) 19:46:07 ancient liches 19:46:11 <_< 19:46:16 deep elf demonologists? 19:46:26 I'd want the summon cap not working on monsters getting fixed 19:46:54 with, possibly, adjustments towards strong summons if balance needs that 19:47:08 -!- CKyle has quit [Quit: CKyle] 19:47:19 * kilobyte sics an ancient lichen at Grunt. 19:47:31 kilobyte: at least it's not an arch-lichen! 19:47:40 kilobyte: This. 19:47:55 -!- tenofswords has joined ##crawl-dev 19:48:43 You cannot escape from the lichen! 19:48:48 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 19:49:14 quick, somebody nerf monster iood by allowing one to cut off los to destroy it 19:49:53 -!- clouded_ is now known as st_ 19:50:06 -!- Kromgart has quit [Quit: Leaving] 19:50:14 quick, make avoiding los of the summoner automatically make monster summons retreat 19:50:33 quick, make crawl a better game 19:50:34 tenofswords: it already works this way for monsters with new spellbooks 19:50:38 quick, throw ghosts under a bus 19:50:50 like, ghosts 19:51:00 what is my point here 19:51:21 tenofswords: That crawl is a flawless game at this point, clearly 19:51:42 it does have flaws. 19:51:43 -!- tenofswords has left ##crawl-dev 19:51:48 * kilobyte peers at Flaw the halfling. 19:52:40 -!- tenofswords has joined ##crawl-dev 19:53:36 welcome back tenofswords 19:54:02 perfect player-monster symmetry in a game where players and monsters are fundamentally different things in a large scale project that has kept lots of divisions is based ooff 19:54:29 okay I am blathering _but_ _who_ _cares_ _this_ _is_ _an_ _argument_ _against_ _kilobyte_ 19:54:34 -!- tenofswords has left ##crawl-dev 19:54:53 understandable 19:55:01 -!- Sysice has quit [Ping timeout: 252 seconds] 19:56:50 in this case, though, I think monsters obeying summon caps has all advantages no flaws 19:57:00 except for all the flaws 19:57:22 something about spam reducing player mobility can be a good thing 19:57:26 for example, you can make stronger summons because there's no longer a risk of runaway summon storm with a few bad spell selection rolls 19:57:40 yes, in which case you give a spell a large cap 19:57:52 or have multiple summoners 19:58:42 how about, let the summoner summon until its cap, if it is things you don't like, retreat and then repeat 19:59:00 current monster spell selection sucks: if you have a single fiend, what if the fiend rolls 1. torment 2. torment 3. torment 4. hellfire 5. hellfire 6. hellfire? 19:59:32 no character can survive that, and it was no fault on your own -- the fiend before rolled melee for every turn 19:59:46 -!- ystael has quit [Ping timeout: 276 seconds] 19:59:58 st_: spells have separate caps 20:00:17 summoners tend to have one spell 20:00:24 st_: and currently, if a summoners summons something you don't like, you walk away, rest, then come back 20:00:46 I can understand torment and all. 20:00:55 But having per-turn chain-tormenting is kind of overkill. 20:01:05 you often fight Cerebov with not a single 1, then another time you get six 1s after the first couple rounds. 20:01:28 Bloax: all it takes is a few bad rolls in a row 20:01:31 good 20:01:39 fights shouldn't always go the same way 20:02:09 -!- ProzacElf has joined ##crawl-dev 20:02:09 i really like how monsters choose spells randomly 20:02:17 st_: summon storms can get ridiculous, and leave you no way but retreat 20:02:22 obviously you can get awful situations like several torments in a row, but you retreat when that happens 20:02:29 overall it's great that you can't predict anything _at all_ 20:02:46 I mean, aside from a few special cases and emergency spells 20:02:52 To be honest, I think Crawl tends to NEED the burstiness of monsters playing really nasty on ocassion, since often that's the only time you need to break out special tactics later on 20:03:01 yeah 20:03:08 If they were average most of the time, then often you would not be threatened 20:03:12 wait, evilmike is back? 20:03:16 Though I admit I find it a bit annoying when mosnters are instead HARMLESS 20:03:22 And just don't cast anything ever 20:03:33 Lom Lobon has a tendency to either be harmless. 20:03:37 Or just murder you. 20:03:50 Just to bring out an example. 20:03:54 Bloax: I thought Lom Lobon just was harmless in general 20:04:05 Usually, yeah. 20:04:05 I do think it would be good to be able to adjust monster spell frequencies a little bit more than is presently possible, since for some monsters it would make sense to allow them to use them much more often than others 20:04:13 sure 20:04:13 But I wouldn't want to make it too deterministic 20:05:22 it's something we already do, it's just hacky 20:06:31 -!- Fear has quit [Quit: Leaving] 20:06:56 there's too many inconsistent hacks 20:07:03 Well, I cheated in an ugly way the other day to get thorn lotuses to fire more often 20:07:10 and this is another point against monster summon cap 20:07:13 Since they were way too harmless using default behavior 20:07:13 there's at least three ways to change spell frequency 20:07:42 Like, they already had all their slots full, but given that they have no attack, and random (and really slow) movement, they could easily spend ages not shooting at you 20:08:13 I don't get 8aa93647 for example: why not just clear most of the slots? 20:08:51 I'm fine with capping monster summons on a per-spell basis. If a certain spell works best below a certain number, then it's fine 20:08:55 DracoOmega: the random roll atop of that behaves just the same 20:09:13 but if the reason is just that a spell is too spammy, it's a problem with the number summoned and/or the duration 20:09:18 kilobyte: Clear most of the slots? What do you mean? 20:09:27 if the problem is that players can get surrounded, then that's not a problem. Hooray for dead players 20:09:28 kilobyte: The problem is that t hey weren't using it ENOUGH, even with all slots full 20:09:58 -!- Fear has quit [Client Quit] 20:10:03 DracoOmega: then why if (x_chance_in_y(2, 5)) ? 20:10:21 Well, I didn't want them to fire EVERY turn. This is just an increase in their chance to do so 20:10:48 evilmike: also the frequency of summoners 20:10:48 why do they have both this and the ability, then? 20:11:16 kilobyte: As in, remove their spellbook, and just increase the chance on the ability? 20:11:20 kilobyte: That would be fine, I guess 20:11:48 Probably the only reason was that the other method was done first, and then I decided that after observing it for a while, it was insufficient 20:12:25 hrm, can't think, I'd better hit the sack before you get annoyed with obvious errors 20:12:30 yeah, that 20:14:31 What would be a good general solution (or more general, anyway) would probably be to be able to specify an int frequency for each spell in a monster's spell list (and so no need for duplicates) 20:14:44 And allow this to raise the overall chance that a monster will use a spell at all, for some monsters that really need a high one 20:14:53 -!- thrash_7 has quit [Quit: thrash_7] 20:15:26 -!- CreepingCrawled has quit [Read error: Operation timed out] 20:15:36 also, SPELL_MELEE 20:15:46 it should be present only on rods of striking 20:16:20 Yeah 20:16:35 It probably wouldn't even be that hard to implement 20:16:52 Well, as structural changes go, I mean 20:17:05 -!- valrus has quit [Quit: Computer has gone to sleep.] 20:18:03 why do rods of striking still exist anyways? 20:18:15 I think I will push these draining changes now. There is probably unnecessary code still in that could be removed, but I am also too tired to sensibly hunt it down, and it doesn't hurt for it to remain for a bit 20:18:47 Like, leftovers from the old system, I mean 20:18:56 Lightli: thanks to some old tile code, it's a bitch to remove rods 20:19:53 03DracoOmega 07* 0.13-a0-2280-ge250b60: Revamp player xp draining 10(37 minutes ago, 13 files, 60+ 78-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=e250b60d2c6a 20:19:53 03DracoOmega 07* 0.13-a0-2281-ge1c0d72: Correct a message on the skill screen when you have drained skills 10(21 minutes ago, 1 file, 9+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=e1c0d72385d9 20:19:55 you could always just make it so that it never drops and then get rid of it completely when you have nothing to do 20:20:13 -!- Stendarr has quit [Ping timeout: 246 seconds] 20:21:30 some old lady thinks that just because she gave birth to me 35 years ago, I'm supposed to grab her from a train station at the crack of dawn. I'll go catch some sleep so I don't cause an accident... 20:21:37 -!- chewymouse has joined ##crawl-dev 20:21:50 Lightli: even that would require reworking rod spawning in like four places 20:22:04 dear god 20:22:44 What? A change that only requires you to touch FOUR seperate parts of code? Sounds downright compartmentalized :P 20:22:51 :p 20:24:03 -!- simmarine is now known as ___simmarine 20:24:06 the solution is to, whenever save compat is next broken, to take advantage of that and replace the rod with a new one 20:24:13 But that's probably still insanely hard 20:24:41 Replacing rods is much easier than removing them 20:25:07 -!- ___simmarine is now known as simmarine 20:25:30 -!- Zermako has quit [] 20:25:35 -!- chewymouse has quit [Client Quit] 20:25:42 change rod of striking to have a rod only spell that makes summons stop working for their summoners 20:30:27 no 20:31:05 you make a compelling point 20:32:53 -!- magicpoints has quit [Ping timeout: 248 seconds] 20:35:29 why thank you 20:37:54 fr: rod of shotgun 20:38:01 (except not obviously called that) 20:41:22 -!- RZX has quit [Ping timeout: 276 seconds] 20:41:28 -!- randomizr is now known as RZX 20:42:09 -!- scummos has quit [Ping timeout: 268 seconds] 20:50:33 -!- dtsund has quit [Ping timeout: 245 seconds] 20:52:21 -!- ZebTM has quit [Ping timeout: 256 seconds] 20:54:29 -!- Poncheis has quit [Quit: Virca 1.1.20] 20:56:42 -!- nooodl has quit [Read error: Connection reset by peer] 20:56:57 -!- santiago has quit [Ping timeout: 268 seconds] 20:56:59 -!- nooodl has joined ##crawl-dev 20:58:12 nooodl: vaultedit has a bug 20:58:24 eek what's wrong 20:58:26 If you don't make it a minivault, the no_vmirror tag is automatically applied 20:58:35 hmmmm 20:58:41 And actually applying that causes a second no_vmirror to pop up 21:01:00 -!- santiago has joined ##crawl-dev 21:02:58 -!- SenoraRaton has quit [Remote host closed the connection] 21:06:22 -!- Nightbeer has quit [Read error: Connection reset by peer] 21:11:35 -!- dtsund has joined ##crawl-dev 21:13:10 -!- nicolae- has left ##crawl-dev 21:21:46 -!- DracoOmega has quit [Quit: Leaving] 21:22:08 -!- mason- has quit [Ping timeout: 256 seconds] 21:29:36 -!- ProzacElf has quit [Ping timeout: 252 seconds] 21:32:54 -!- sbanwart has quit [Ping timeout: 256 seconds] 21:33:03 -!- ProzacElf has joined ##crawl-dev 21:33:10 -!- evilmike has quit [] 21:34:01 -!- santiago has quit [Ping timeout: 276 seconds] 21:35:05 -!- CKyle has joined ##crawl-dev 21:36:28 -!- minqmay has quit [Quit: Leaving] 21:38:46 -!- tcjsavannah has quit [Quit: tcjsavannah] 21:48:45 -!- nooodl has quit [Ping timeout: 264 seconds] 21:58:07 -!- ackack has quit [Read error: Operation timed out] 22:03:01 -!- Blazinghand_ has quit [Ping timeout: 248 seconds] 22:04:21 -!- crate has quit [Ping timeout: 264 seconds] 22:06:39 -!- AccusingCube has quit [Quit: Page closed] 22:09:30 what is vaultedit? 22:09:45 -!- agentgt has quit [Ping timeout: 264 seconds] 22:10:30 also, does anyone have opinions on the forest vaults I submitted? 22:11:28 I've gotten feedback on most over these over the last few weeks, but would welcome suggestions of course 22:13:52 -!- Daekdroom has quit [Quit: Saindo] 22:21:34 -!- Arkaniad has quit [Quit: I've killed the senator.] 22:21:43 -!- rchandra has joined ##crawl-dev 22:23:00 -!- Yermak has quit [Quit: Page closed] 22:30:13 -!- mnoqy has quit [Quit: hello] 22:30:59 -!- N78291 has quit [Quit: null] 22:32:38 -!- dtsund has quit [Ping timeout: 245 seconds] 22:32:44 -!- sacje has quit [Quit: sacje] 22:34:45 -!- ussdefiant has joined ##crawl-dev 22:35:08 gammafunk: https://dl.dropboxusercontent.com/u/15495351/vaultedit/vaultedit.htm 22:36:37 -!- dcss14139 has quit [Ping timeout: 248 seconds] 22:40:34 Lightli: It's the start of something interesting. My text editor is better than vaultedit in its current state, but this could turn into something very cool 22:40:43 oh 22:41:00 Would very nice to have something closer to WYSIWYG for vault editing 22:42:35 -!- ophanim is now known as mikee_ 22:43:07 -!- mikee_ is now known as ophanim 22:43:23 -!- |amethyst has quit [Ping timeout: 240 seconds] 22:44:00 -!- Sizzell has quit [Ping timeout: 256 seconds] 22:47:51 -!- Thyme has joined ##crawl-dev 22:48:07 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 22:54:59 -!- rrage has quit [Quit: Page closed] 22:55:02 -!- Blazinghand_ has quit [Ping timeout: 252 seconds] 22:55:02 -!- |amethyst has joined ##crawl-dev 22:55:36 -!- DarkMatt has quit [Quit: ChatZilla 0.9.87 [Pale Moon 20.1/20130518142809]] 22:55:45 -!- Sizzell has joined ##crawl-dev 22:58:50 -!- Bloaxor has joined ##crawl-dev 22:58:50 -!- Bloax has quit [Read error: Connection reset by peer] 22:59:04 -!- ProzacElf has quit [Ping timeout: 252 seconds] 22:59:10 -!- dtsund has joined ##crawl-dev 23:06:01 -!- Oregano has joined ##crawl-dev 23:06:02 -!- Thyme has quit [Read error: Connection reset by peer] 23:06:24 -!- Oregano is now known as Thyme 23:19:54 -!- CKyle has quit [Quit: CKyle] 23:31:01 -!- MaxFrost has quit [Ping timeout: 248 seconds] 23:31:03 -!- ProzacElf has joined ##crawl-dev 23:32:03 -!- ivan``_ is now known as ivan`` 23:35:41 -!- bonghitz has quit [Remote host closed the connection] 23:43:47 -!- Grivan has quit [Ping timeout: 256 seconds] 23:43:49 Unstable branch on crawl.lantea.net updated to: 0.13-a0-2281-ge1c0d72 (34) 23:44:11 -!- Thyme has quit [Read error: Connection reset by peer] 23:44:27 -!- Lightli has quit [Ping timeout: 250 seconds] 23:48:26 -!- jday_ has quit [Quit: Leaving] 23:48:58 03|amethyst 07* 0.13-a0-2282-g1123ea1: Constify. 10(26 minutes ago, 1 file, 3+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=1123ea1e9a1a 23:48:58 03|amethyst 07* 0.13-a0-2283-g4fcd4fc: Fix a broken comment. 10(22 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=4fcd4fcd6575 23:50:35 -!- CKyle has joined ##crawl-dev 23:53:59 -!- Gandhi_ has quit [Ping timeout: 250 seconds] 23:57:17 -!- CryptoCactus has quit [Quit: Leaving]