00:01:03 -!- CSDCMS has quit [Remote host closed the connection] 00:03:25 -!- warrigal2 has quit [Ping timeout: 240 seconds] 00:04:32 -!- CSDCS has quit [Read error: Connection reset by peer] 00:05:11 -!- ProzacElf has quit [Ping timeout: 240 seconds] 00:07:44 -!- Kramin has quit [Quit: Page closed] 00:08:19 Unstable branch on crawl.s-z.org updated to: 0.15-a0-2045-gcdaee41 (34) 00:09:48 -!- Keanan has joined ##crawl-dev 00:10:57 -!- bonghitz has quit [Quit: Leaving...] 00:11:28 -!- mamgar has quit [Quit: Leaving] 00:15:29 -!- DrinkMachine has joined ##crawl-dev 00:15:29 -!- DrinkMachine has quit [Changing host] 00:15:29 -!- DrinkMachine has joined ##crawl-dev 00:17:54 -!- sstrickl has quit [Read error: Connection reset by peer] 00:18:50 Unstable branch on crawl.develz.org updated to: 0.15-a0-2045-gcdaee41 (34) 00:19:33 -!- Vizer has quit [Ping timeout: 240 seconds] 00:25:55 -!- ProzacElf has joined ##crawl-dev 00:29:22 -!- tksquared_ has quit [Ping timeout: 264 seconds] 00:37:09 -!- HDA has quit [Quit: Page closed] 00:46:00 Windows builds of master branch on crawl.develz.org updated to: 0.15-a0-2045-gcdaee41 00:46:59 -!- Crehl has quit [Quit: Killed by a kitten.] 00:48:38 -!- tksquared has quit [Ping timeout: 240 seconds] 00:57:56 -!- SwissStopwatch has joined ##crawl-dev 01:02:43 -!- DrinkMachine has quit [Ping timeout: 240 seconds] 01:02:43 -!- ProzacElf has quit [Ping timeout: 240 seconds] 01:04:20 -!- Tenda has quit [Read error: Connection reset by peer] 01:05:08 -!- sstrickl has quit [Quit: sstrickl] 01:07:11 -!- Blazinghand has quit [Read error: Connection reset by peer] 01:08:04 -!- Basil has quit [Read error: Connection reset by peer] 01:11:21 -!- giantbat has quit [Quit: ???] 01:12:37 -!- tksquared has quit [Ping timeout: 240 seconds] 01:16:37 -!- UncertainKitten has quit [Quit: Connection reset by pier.] 01:27:36 -!- ussdefiant has quit [Read error: Connection reset by peer] 01:28:27 -!- ussdefiant has joined ##crawl-dev 01:30:13 -!- tksquared has quit [Ping timeout: 240 seconds] 01:32:04 -!- home has quit [Ping timeout: 260 seconds] 01:33:26 plzzz develop dcss 0.14 for android 13https://crawl.develz.org/mantis/view.php?id=8787 by rev 01:34:22 <|amethyst> ... 01:34:52 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 01:35:38 -!- aparent has quit [Ping timeout: 245 seconds] 01:37:18 -!- ussdefiant has quit [Ping timeout: 240 seconds] 01:39:39 -!- rchandra has left ##crawl-dev 01:41:56 -!- rophy has quit [Quit: Miranda NG! Smaller, Faster, Easier. http://miranda-ng.org/] 01:45:11 That was even a good bugfix, the problem reported was with documentation and you did a good job of documenting the lack of Android developers 01:45:33 -!- Nomi has quit [Ping timeout: 240 seconds] 01:46:55 -!- hyperbolic is now known as elliptic 01:47:32 -!- gammafunk has quit [Ping timeout: 240 seconds] 01:50:36 -!- KurzedMetal1 has quit [Read error: Connection reset by peer] 01:50:36 -!- Pepe has quit [Ping timeout: 240 seconds] 01:55:03 -!- Quashie has quit [Ping timeout: 240 seconds] 01:59:44 -!- PleasingFungus has joined ##crawl-dev 02:00:35 -!- gammafunk has joined ##crawl-dev 02:00:37 -!- name1 has joined ##crawl-dev 02:00:42 -!- name1 is now known as Basil 02:01:05 -!- Basil is now known as Guest8175 02:01:27 gammafunk: no!!!!!!!! but I am too drunk to argue this right now 02:01:41 also some guy on gdd was saying there were too many consumables floating around 02:01:54 he's probably right 02:02:00 like, things that aren't hw and cure 02:02:50 -!- Kramin has quit [Quit: This computer has gone to sleep] 02:09:36 replace agility/brilliance/might with potion of chei 02:11:33 <|amethyst> if the problem is too many consumables, how does shuffling around potion weights help? 02:11:49 just shuffle them all into potions of poison 02:11:50 <|amethyst> more useless potions I guess 02:11:50 obv 02:12:05 j - 27 potions of poison (d:3) 02:14:51 -!- Keanan has quit [Quit: Leaving.] 02:16:01 -!- Guest8175 is now known as Basil 02:18:26 Unstable branch on crawl.beRotato.org updated to: 0.15-a0-2045-gcdaee41 (34) 02:21:55 PleasingFungus: you are wrong and will be wrong forever. What are we arguing about? 02:22:00 butts 02:22:02 dang 02:22:29 I've lost so many arguments about that I won't even start 02:23:02 what is your opinion on the great dilemma of our times 02:23:08 renaming greatslings to staffslings 02:23:21 haha, to what now? 02:23:36 staff-slings 02:23:38 -!- syndicus_ has quit [Read error: Connection reset by peer] 02:23:43 slings, attached to a staff 02:23:48 for extra leverage? 02:24:21 *only* if we give them reach 02:24:34 a reaching launcher??? 02:25:07 serious post: I once spent a non-trivial amoung of time thinking of how I should make jump-attack work with reaching weapons 02:25:18 and then I noticed I was wearing a straight-jacket 02:26:01 also jump-attack with launchers, which I guess is even more insane 02:26:23 I think when I mentioned that "of course jump attack shouldn't work with launchers" at some point in a tiles chat 02:26:33 why doesn't crawl have a hybrid melee/launcher weapon 02:26:34 someone said with 0 irony: that's silly, of course they should 02:26:35 why??? 02:27:01 once we figure out which brands it should have 02:27:13 <|amethyst> we had hybrid melee/thrown weapons 02:27:21 true 02:27:34 they were stupid and bad 02:27:38 throwing clubs, I really miss that 02:28:13 the satisfaction of killing that smug hobgoblin with a thrown club 02:30:43 so... hm. 02:30:47 how do people here feel about commits 02:30:55 -!- NilsBloodaxe has quit [Ping timeout: 246 seconds] 02:32:52 they are pretty dangerous and unsafe in general? 02:32:56 just my gut feeling 02:33:09 (ignore the following) 02:33:22 -!- elliptic has quit [Read error: Connection reset by peer] 02:34:00 03gammafunk02 07* 0.15-a0-2046-g3971bd2: Indicate the summarized levels in objstat output 10(37 minutes ago, 1 file, 11+ 4-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=3971bd2025b0 02:34:05 hahaha 02:34:12 I ran git pull (no new changes) 02:34:17 git push (new changes, your push rejected) 02:34:21 gammafunk!!!!! 02:34:43 03PleasingFungus02 07* 0.15-a0-2047-gbb0a4a2: Ruin some perfectly good vaults 10(26 hours ago, 1 file, 6+ 6-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=bb0a4a280447 02:34:43 03PleasingFungus02 07* 0.15-a0-2048-g236bd0c: Remove code for wielding corpses 10(12 hours ago, 1 file, 0+ 4-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=236bd0c7ac01 02:34:43 03PleasingFungus02 07* 0.15-a0-2049-g533b47c: Remove code for monster formicids wielding giant clubs 10(11 hours ago, 1 file, 2+ 8-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=533b47cd6b7f 02:34:43 03PleasingFungus02 07* 0.15-a0-2050-gfed8404: Refactor item handedness code 10(9 hours ago, 5 files, 78+ 113-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=fed8404d2990 02:34:43 03PleasingFungus02 07* 0.15-a0-2051-g1c345a4: Refactor duplicate code from can_wield() 10(10 hours ago, 6 files, 62+ 56-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=1c345a4aaf0f 02:34:43 03PleasingFungus02 07* 0.15-a0-2052-g37bb87b: Remove code for formicids wielding weapons 2-handed 10(9 hours ago, 1 file, 1+ 4-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=37bb87b74313 02:34:43 03PleasingFungus02 07* 0.15-a0-2053-g8dcdaa9: Describe launchers' handedness 10(9 hours ago, 1 file, 1+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8dcdaa989353 02:34:43 03PleasingFungus02 07* 0.15-a0-2054-gef5102b: Make greatslings 2-handed for spriggans 10(9 hours ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ef5102b7e89d 02:34:43 03PleasingFungus02 07* 0.15-a0-2055-g3663d86: Don't check to see if weapons use SK_SLINGS in melee 10(5 hours ago, 2 files, 4+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=3663d864c83a 02:34:43 03PleasingFungus02 07* 0.15-a0-2056-g9b6b733: Refactor weapon_skill() 10(4 hours ago, 26 files, 118+ 112-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9b6b733bccd0 02:34:43 ... and 3 more commits 02:35:46 -!- simmarine has quit [Quit: Leaving] 02:35:50 !learn add hand_crossbow It's a crossbow that you can hold in your hand. 11 base damage, 15/10 base/mindelay. Starting weapon for crossbow hunters. 02:35:50 hand crossbow[2/2]: It's a crossbow that you can hold in your hand. 11 base damage, 15/10 base/mindelay. Starting weapon for crossbow hunters. 02:35:54 o 02:35:58 ??hand_crossbow 02:35:58 hand crossbow[1/2]: In ancient times, a weapon that could fire darts. 02:36:08 !learn m hand_crossbow[1 hand_crossbow[2 02:36:08 I don't know about !learn m. 02:36:10 hm 02:36:17 !help !learn 02:36:17 !learn: Learndb. Syntax: !learn query item; !learn (add|del) item text; !learn edit item[num] s/replace-this/with-this/; !learn swap a b; !learn mv a b 02:36:28 !learn swap hand_crossbow[1 hand_crossbow[2 02:36:29 Swapped hand_crossbow[1] with hand_crossbow[2]. 02:36:59 I wonder if anyone has ever done a ranged speedrun 02:37:12 !learn add arbalest Crossbow. 20 base damage, 19/10 base/mindelay. Used to just be called 'crossbow'. 02:37:13 arbalest[1/1]: Crossbow. 20 base damage, 19/10 base/mindelay. Used to just be called 'crossbow'. 02:37:16 !hs * hu 02:37:16 hu is ambiguous: may be species or class. Use hu-- (Human) or --hu (Hunter) to disambiguate 02:37:18 I guess all it'd let you do is possibly use more fragile species 02:37:20 !hs * --hu 02:37:21 103598. WalkerBoh the Executioner (L27 DDHu of Makhleb), escaped with the Orb and 14 runes on 2014-02-19 05:17:27, with 25919768 points after 49926 turns and 6:55:51. 02:37:24 <|amethyst> !lg * won min=turns skill=crossbows 02:37:25 79. Surr the Centaur Arbalest (L23 CeBe of Trog), escaped with the Orb and 3 runes on 2014-03-18 15:12:26, with 1798754 points after 54646 turns and 3:33:49. 02:37:28 <|amethyst> !lg * won min=turns skill=bows 02:37:29 434. JulesVerne the Crack Shot (L25 VpHu of Trog), escaped with the Orb and 3 runes on 2011-11-24 19:16:02, with 1684229 points after 62273 turns and 6:30:21. 02:37:31 <|amethyst> !lg * won min=turns skill=slings 02:37:32 88. jeanjacques the Slingshot (L27 GhSk of Cheibriados), escaped with the Orb and 3 runes on 2012-09-20 15:28:23, with 2330756 points after 37832 turns and 4:11:47. 02:37:35 <|amethyst> !lg * won min=turns skill=throwing 02:37:36 68. bart the Ogreish Ballista (L27 OgGl of Cheibriados), escaped with the Orb and 3 runes on 2014-05-13 19:36:14, with 2043137 points after 46981 turns and 7:09:29. 02:37:37 ??crossbow 02:37:37 crossbow[1/1]: 1.5 base delay, 0.7 mindelay. Fires bolts. 02:37:56 !learn e crossbow[1 s/$/ In {0.15}, see {arbalest}. 02:37:56 crossbow[1/1]: 1.5 base delay, 0.7 mindelay. Fires bolts. In {0.15}, see {arbalest}. 02:37:56 only the first of those count, and it's not great 02:37:56 -!- elliptic has joined ##crawl-dev 02:38:07 but reasonably good at least 02:38:12 bart is a p good name imo 02:38:12 wonder why he stopped at 14 though 02:38:24 PleasingFungus: can you count past 3 ?! 02:38:33 gammafunk: no :( 02:38:40 ah 02:38:44 sorry, insensitive of me 02:39:08 but 02:39:17 !lg * won urune=15 min=turns skill=bows 02:39:18 82. Turgon the Merry Centaur (L27 CeAs of Zin), escaped with the Orb and 15 runes on 2013-08-01 11:35:59, with 17940018 points after 85339 turns and 1d+3:23:49. 02:39:18 -!- ruwin has quit [] 02:39:24 !lg * won urune=15 min=turns skill=crossbows 02:39:24 13. Surr the Naga Arbalest (L27 NaBe), escaped with the Orb and 15 runes on 2014-06-19 02:55:30, with 17641437 points after 87922 turns and 7:10:13. 02:39:32 hrm, this isn't even a very good query tbh 02:39:37 !learn add triple_crossbow[1 Like a crossbow, but three times as good! Base damage 24, base/mindelay 22/10. Historically known as a Chuangzi Nu. Not suitable for shaving. 02:39:38 triple crossbow[1/1]: Like a crossbow, but three times as good! Base damage 24, base/mindelay 22/10. Historically known as a Chuangzi Nu. Not suitable for shaving. 02:39:49 ??hellfire 02:39:49 hellfire[1/4]: 3x3 explosion used by certain high level demons and priests. Much like smiting, but does 3d20 and destroys your scrolls in 0.14-. Not affected by rF or AC. Hellions get hellfire burst which is smite targetted and 3d15. 02:40:13 is that for an unrand? 02:40:43 !learn s hellfire[3 Also an unrandart +6,+6 crossbow {rF++, rC-, MR+} which shoots hellfire bolts (hellfire elemental damage and exploding); in 0.15, a +6 arbalest with the aforementioned properties. Same damage as regular exploding ammo (2d5), but note that, being hellfire, it ignores AC. 02:40:43 hellfire[3/4]: Also an unrandart +6,+6 crossbow {rF++, rC-, MR+} which shoots hellfire bolts (hellfire elemental damage and exploding); in 0.15, a +6 arbalest with the aforementioned properties. Same damage as regular exploding ammo (2d5), but note that, being hellfire, it ignores AC. 02:40:44 ah sniper 02:41:11 "Possibly something more ambitious will be 02:41:17 03|amethyst02 07* 0.15-a0-2060-g8d519bd: Fix tiles compilation. 10(2 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8d519bde221e 02:41:19 attempted in 1.6" 02:41:19 looking really far ahead imo 02:41:22 o 02:41:25 in my defense, I'm tired 02:41:29 and drunk 02:41:50 heh, is the above supporting evidence as well? 02:42:03 shit!!! 02:42:05 yes :( 02:42:17 ty |amethyst 02:42:24 it's ok, only the save corruption bugs really matter 02:42:25 <|amethyst> I'm going to have to ask you to hand over your keys 02:42:30 haha 02:42:34 <|amethyst> :) 02:42:42 !learn e sniper[1 s/$/ In 0.15, a +10 vorpal triple crossbow {sInv} with 27 base delay. 02:42:42 sniper[1/2]: The +15,+15 crossbow "Sniper" {velocity, SInv}. Has 20 base delay. In 0.15, a +10 vorpal triple crossbow {sInv} with 27 base delay. 02:42:45 designated commiter 02:42:46 hm 02:42:51 sort of a weird phrasing there 02:42:53 w/e 02:42:55 ??sniper[2 02:42:55 sniper[2/2]: the +10,+0 crossbow "Sniper" {venom, SInv}. Gone in 0.14. 02:43:11 !learn del sniper[2 02:43:12 Deleted sniper[2/2]: the +10,+0 crossbow "Sniper" {venom, SInv}. Gone in 0.14. 02:43:30 !learn add heavy_crossbow See {Sniper}. 02:43:31 heavy crossbow[1/1]: See {Sniper}. 02:43:51 ok. tomorrow, I fix monster launcher damage. 02:43:54 oh, right I should run the all-dungeon objstat again 02:43:58 I think I accidentally nerfed demas. 02:44:07 since the olds stats were actually kind of wrong 02:44:13 dang! 02:44:15 wrong how? 02:44:27 turns out the '9 oof on zot:5 on average' 02:44:37 is because when levels were being built and yet vetoed 02:44:45 due to where I placed the object recording calls 02:44:47 they got counted 02:44:56 so I moved everything post-successfull level build 02:45:00 so we won't have those problems 02:45:06 all the recording, that is 02:45:13 (it's about 5 oof on average on zot:5' 02:45:17 ahh 02:45:22 ha, I was closer to right! 02:45:34 I don't remember what I guessed, but it was something like 4 or 5 02:45:35 how off it was depends on whether the level in quesiton tends to get a lot of vetoes 02:45:41 it seems zot:5 does because of the large vault 02:45:46 that always places 02:47:04 heh, in GDD: "New Race: Gnome" 02:47:07 this is promising 02:47:42 I was trying to be nice to that person 02:47:49 since I think gdd is probably a little too cruel as a rule 02:50:34 Well, crate covered pointing out that 'Gnome' is not a 'new race', so that's that 02:51:03 boy that divinations apt looks sweet 02:55:44 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 33.0a1/20140702030201]] 02:56:01 03|amethyst02 07* 0.15-a0-2061-gd84d17f: Don't crash when wielding non-weapons with a shield. 10(2 minutes ago, 1 file, 2+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=d84d17faf47f 02:57:17 -!- tinybat has quit [Quit: Leaving] 02:59:33 -!- tksquared_ has quit [Ping timeout: 240 seconds] 03:02:02 -!- demiskeleton has quit [Quit: Leaving] 03:02:34 -!- Kramin has quit [Quit: This computer has gone to sleep] 03:03:08 -!- raskol has quit [Ping timeout: 240 seconds] 03:06:01 -!- Patashu has quit [Disconnected by services] 03:06:01 -!- Patashu_ has joined ##crawl-dev 03:06:07 03|amethyst02 07* 0.15-a0-2062-gacd6406: Unbrace. 10(22 seconds ago, 1 file, 0+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=acd6406a09e7 03:11:29 -!- FlowRiser has quit [Remote host closed the connection] 03:15:05 -!- DayBay has quit [] 03:15:14 03|amethyst02 07* 0.15-a0-2063-g7a1f68f: Compress blank lines. 10(75 seconds ago, 4 files, 0+ 7-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=7a1f68f53954 03:18:34 -!- MrPeeps has quit [Ping timeout: 264 seconds] 03:25:56 -!- tksquared has quit [Ping timeout: 260 seconds] 03:30:18 -!- AtomikKrab has quit [Ping timeout: 240 seconds] 03:35:00 -!- tilkau has quit [] 03:35:04 -!- alefury has joined ##crawl-dev 03:38:07 -!- soadzombi has quit [Ping timeout: 246 seconds] 03:40:54 -!- dtsund has quit [Quit: dtsund] 03:47:07 -!- ebarrett_ has quit [] 03:48:50 -!- Tasonir has quit [Quit: Page closed] 03:55:43 Enabling 'tiles_filter_scaling' in the init.txt causes UI colour change. 13https://crawl.develz.org/mantis/view.php?id=8788 by milo 04:08:55 03|amethyst02 07* 0.15-a0-2064-g8caa665: More functionobjecticide. 10(32 minutes ago, 2 files, 71+ 83-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8caa665a5bfd 04:08:55 03|amethyst02 07* 0.15-a0-2065-g366234d: Remove some duplicate code. 10(14 minutes ago, 4 files, 22+ 37-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=366234d78663 04:11:22 -!- tksquared has quit [Ping timeout: 264 seconds] 04:16:40 -!- joy1999 has quit [Read error: Connection reset by peer] 04:16:58 -!- gammafunk has quit [Ping timeout: 240 seconds] 04:17:28 -!- snakesnake has quit [Client Quit] 04:38:44 -!- Wolfechu has quit [Ping timeout: 240 seconds] 04:44:12 -!- gammafunk has joined ##crawl-dev 04:54:03 -!- Wahaha has quit [Ping timeout: 240 seconds] 05:09:44 -!- DrinkMachine has joined ##crawl-dev 05:09:44 -!- DrinkMachine has quit [Changing host] 05:09:44 -!- DrinkMachine has joined ##crawl-dev 05:12:17 -!- dgu has quit [Quit: Leaving] 05:20:59 -!- bonghitz has quit [Remote host closed the connection] 05:22:54 -!- TAS-2012v has quit [Read error: Connection reset by peer] 05:25:20 is CDO trunk broken or something? 05:35:22 -!- Lasty1 has joined ##crawl-dev 05:36:43 -!- edlothiol has joined ##crawl-dev 05:38:43 -!- tali713 has quit [*.net *.split] 05:38:44 -!- Somefellow has quit [*.net *.split] 05:40:30 -!- Somefellow has joined ##crawl-dev 05:56:25 -!- Somefellow has quit [Ping timeout: 252 seconds] 05:57:54 -!- Somefellow has joined ##crawl-dev 06:03:51 -!- Kenran has quit [Quit: Quitting] 06:05:22 -!- AtomikKrab has quit [Ping timeout: 264 seconds] 06:18:04 -!- elliptic has quit [Read error: Connection reset by peer] 06:30:43 -!- tensorpudding has quit [Read error: Connection reset by peer] 06:36:14 -!- ontoclasm has joined ##crawl-dev 06:40:01 -!- st_ has joined ##crawl-dev 06:43:24 -!- Ququman has joined ##crawl-dev 06:47:24 -!- bonghitz has quit [Remote host closed the connection] 07:01:27 -!- tksquared_ has quit [Read error: Connection reset by peer] 07:12:24 ontoclasm: anything on the thrashy horror 07:18:05 -!- puissantveil has quit [Quit: Page closed] 07:20:58 -!- CSDCS has quit [Read error: Connection reset by peer] 07:28:18 -!- TS__ has quit [Ping timeout: 240 seconds] 07:29:20 -!- tsohg has quit [Remote host closed the connection] 07:29:37 -!- pantaril_ is now known as pantaril 07:33:19 -!- st_ has quit [Read error: Connection reset by peer] 07:33:49 -!- tsohg has quit [Ping timeout: 240 seconds] 07:33:59 -!- st_ has joined ##crawl-dev 07:34:40 -!- Patashu_ has quit [Ping timeout: 260 seconds] 07:37:31 -!- __miek has quit [Ping timeout: 246 seconds] 07:42:29 -!- CSDCS has quit [Read error: Connection reset by peer] 08:04:22 -!- CSDCS has quit [Read error: Connection reset by peer] 08:06:35 -!- wheals has joined ##crawl-dev 08:08:56 !learn del lamia[1 08:08:57 wheals: You have 1 message. Use !messages to read it. 08:08:57 Deleted lamia[1/4]: The naga queen! Lives in mid-to-late Snake. Casts IOOD, parrow, mesmerise, haste, and Teleport Self. Gone in .14. 08:08:58 !learn del lamia[1 08:08:58 !learn del lamia[1 08:08:59 Deleted lamia[1/3]: Oh Lamia is really a nice game for the game lovers. I played this game many a times, but still unsatisfied by it's fire and ice beauty. 08:08:59 Deleted lamia[1/2]: remind me to never do snake again 08:09:04 !learn add lamia[1] [Crawl development] will clip and Angel's Wings, / Conquer all mysteries by rule and line, / Empty the haunted ait, and gnomed mine-- / Unweave a rainbow as it erewhile made / The tender-person'd Lamia melt into a shade. 08:09:05 lamia[1/2]: [Crawl development] will clip and Angel's Wings, / Conquer all mysteries by rule and line, / Empty the haunted ait, and gnomed mine-- / Unweave a rainbow as it erewhile made / The tender-person'd Lamia melt into a shade. 08:09:16 !messages 08:09:16 (1/1) PleasingFungus said (1d 8h 33m 29s ago): 7*850 * (11 * 1/6 + 8*1/4) isn't 10.1k, it's 22k. imho get good noob 08:09:55 !learn e lamia[1] s/and/an/ 08:09:56 lamia[1/2]: [Crawl development] will clip an Angel's Wings, / Conquer all mysteries by rule and line, / Empty the haunted ait, and gnomed mine-- / Unweave a rainbow as it erewhile made / The tender-person'd Lamia melt into a shade. 08:10:50 !learn e lamia[1] s/ait/air 08:10:51 lamia[1/2]: [Crawl development] will clip an Angel's Wings, / Conquer all mysteries by rule and line, / Empty the haunted air, and gnomed mine-- / Unweave a rainbow as it erewhile made / The tender-person'd Lamia melt into a shade. 08:11:48 -!- Dixlet has quit [Read error: Connection reset by peer] 08:12:07 -!- Dixlet has joined ##crawl-dev 08:12:56 -!- Zermako has quit [Read error: Connection reset by peer] 08:15:06 -!- Lasty1 has quit [Read error: Connection reset by peer] 08:16:02 -!- ackack has joined ##crawl-dev 08:25:11 -!- Textmode has quit [Quit: "It was one dev, naked in a room with a carton of cigarettes, a thermos full of coffee and bourbon, and all his summoned angels."] 08:27:20 -!- eki has quit [Quit: leaving] 08:29:43 -!- Lasty1 has joined ##crawl-dev 08:30:53 wow, my changes are working on the first try 08:30:56 something must be wrong 08:31:36 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 08:32:40 -!- fiddlerwoaroof has quit [Quit: leaving] 08:33:15 -!- Basil has quit [Ping timeout: 256 seconds] 08:33:18 -!- sstrickl has quit [Ping timeout: 240 seconds] 08:35:15 aha, it's because i commented out the broken part 08:35:47 so apparently it is impossible in c++99 to explicitly initialize a class (like we do in mon-data.h) if it has a constructor? 08:37:24 even though the constructor in feature_def is do-nothing and exists only to set default values 08:41:09 what's c++99? 08:43:17 ? 08:43:27 the one before c++0x, i guess 08:43:58 -!- tsohg has quit [Remote host closed the connection] 08:46:34 that was 93 08:46:44 -!- tcjsavannah has quit [Quit: tcjsavannah] 08:47:34 ok, though the version number isn't really important here 08:47:43 i wonder if i even need to defaults here... 08:48:04 -!- ketsa has quit [Ping timeout: 240 seconds] 08:48:33 well, it corresponds to the year, so it's not surprising that C++93 is missing something you'd come to expect in C99 ;p 08:49:20 -!- tsohg has quit [Ping timeout: 260 seconds] 08:49:44 oh wait 08:50:14 for some reason I thought you were referring to using field names in struct initializations 08:50:17 >_> 08:52:55 I guess I should refrain from touching computers at the moment 08:53:39 -!- ackack has quit [Ping timeout: 256 seconds] 08:56:48 -!- NeremWorld has quit [Ping timeout: 260 seconds] 09:02:52 -!- Arkaniad has quit [Ping timeout: 260 seconds] 09:03:33 -!- wheals has quit [Quit: Leaving] 09:04:24 -!- TS__ has joined ##crawl-dev 09:05:52 -!- joy1999 has quit [Read error: Connection reset by peer] 09:06:31 -!- joy199 is now known as joy1999 09:09:15 -!- tsohg has quit [Remote host closed the connection] 09:13:49 -!- DrinkMachine has quit [Quit: Leaving] 09:14:22 -!- tsohg has quit [Ping timeout: 264 seconds] 09:15:54 -!- negatendo has quit [Quit: poop] 09:38:05 -!- tcjsavannah has quit [Quit: tcjsavannah] 09:38:15 -!- elliptic has joined ##crawl-dev 09:39:09 -!- tollymain has quit [Quit: Connection closed for inactivity] 09:55:25 -!- MgDark has quit [Quit: ChatZilla 0.9.90.1 [Firefox 31.0/20140710141843]] 09:55:56 -!- dtsund has joined ##crawl-dev 09:56:26 -!- tcjsavannah has quit [Quit: tcjsavannah] 10:01:01 -!- stickyfingers has quit [Ping timeout: 246 seconds] 10:03:35 -!- DC_ has quit [Client Quit] 10:03:38 -!- giantbat has quit [Quit: ???] 10:08:19 -!- UncertainKitten has joined ##crawl-dev 10:15:50 -!- mamgar_ has quit [Client Quit] 10:15:58 -!- debo has quit [Ping timeout: 240 seconds] 10:17:01 -!- mamgar has quit [Ping timeout: 240 seconds] 10:17:22 -!- negatendo has quit [Quit: poop] 10:17:49 -!- phalm has quit [Ping timeout: 246 seconds] 10:20:02 <|amethyst> pre-C++11 is C++03 but really that's a minor update to C++98 10:22:24 yeah, I couldn't even read '98' right <_< 10:22:38 -!- Quashie has quit [Ping timeout: 240 seconds] 10:25:04 -!- debo has joined ##crawl-dev 10:26:19 -!- ussdefiant has joined ##crawl-dev 10:27:20 -!- predator217 has quit [Ping timeout: 260 seconds] 10:27:49 -!- ystael has quit [Ping timeout: 240 seconds] 10:28:03 -!- Crehl has quit [Ping timeout: 240 seconds] 10:33:57 -!- ystael has quit [Ping timeout: 256 seconds] 10:33:59 -!- tsohg has quit [Remote host closed the connection] 10:37:25 -!- pooper has quit [Quit: Page closed] 10:40:46 -!- debo has quit [Ping timeout: 264 seconds] 10:44:47 -!- oneeyedjack has quit [Quit: Page closed] 10:47:05 -!- PleasingFungus has joined ##crawl-dev 10:47:07 -!- wheals has joined ##crawl-dev 10:49:00 wheals: have you gotten good yet 10:49:19 is separating code and data good enough!! 10:49:31 sounds good to me 10:49:54 though rn undiscovered traps and floor look different on magic mapping so that's not so good 10:50:05 -!- Tedronai has quit [Quit: leaving] 10:50:21 hm 10:50:24 console? 10:50:30 yeah 10:50:38 i mean, with the changes i've made 10:51:01 actually, it looks like it's just with &{ 10:51:14 so maybe this is intentional 10:51:54 yeah, can you check whether they look different in trunk in &{ 10:51:58 <|amethyst> they do not 10:52:00 (&~Z5) 10:52:05 oh, weird 10:52:17 <|amethyst> ohh 10:52:21 <|amethyst> maybe they do 10:52:39 <|amethyst> ah, yes, they do 10:52:46 <|amethyst> hey don't get floor colour 10:52:46 -!- debo has joined ##crawl-dev 10:52:52 <|amethyst> s/hey/they/ 10:53:05 ok, so it's just a weird feature :) 10:53:09 hm. opinion on making potions of cancellation dispel the slow from berserk? 10:53:20 there's a weird old special case there preventing it which I'm not sure needs to exist 10:53:32 looks like &{ is different for water too 10:55:05 also dang this zot:5 layout looks wrong but i guess it's just &^R weirdness maybe 10:55:27 <|amethyst> wrong how? 10:55:55 <|amethyst> &^R shouldn't be doing anything particularly funny 10:56:12 i was in an isolated bubble with a door to the permarock far left of hall_of_zot 10:56:42 though part of the wrong-looking was asymmetry i now realise was because the permarock that doesn't border floor doesn't get mapped 10:57:02 <|amethyst> sounds kind of like #8752 10:57:34 lastly, it looks like sometimes the permarock "arms" separating the top and bottom part of each lung have a piece of stone in the middle 10:57:49 that might be intended? 10:57:53 <|amethyst> that's intentional 10:58:09 <|amethyst> so you might have a chance to cut a few steps if you can LRD or shatter 10:58:24 <|amethyst> (though with as loud as those are...) 10:59:01 hehe, i shattered /out/ of hall_of_zot once 10:59:09 shattering in sounds like a just plain bad idea 10:59:21 corrupting through is pretty doable 10:59:36 ah, true 10:59:46 <|amethyst> okay, after a few tries I got a disconnected Zot:5 too, though at least the bubble had an upstair 11:01:13 -!- stickyfingers_ has quit [Ping timeout: 246 seconds] 11:03:53 -!- eb_ has joined ##crawl-dev 11:06:32 -!- debo has quit [Read error: Connection reset by peer] 11:06:49 -!- puissantveil has quit [Ping timeout: 246 seconds] 11:06:57 Dummy Monster goes berserk! 11:07:02 -!- debo has joined ##crawl-dev 11:10:09 hmm 11:15:09 03PleasingFungus02 07* 0.15-a0-2066-gcd4f2c0: Make potions of cancellation a little more consistent 10(8 minutes ago, 1 file, 11+ 12-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=cd4f2c0cb795 11:15:09 03PleasingFungus02 07* 0.15-a0-2067-g0b545c0: Tweak triple crossbows 10(5 minutes ago, 2 files, 3+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=0b545c0a442c 11:15:14 |amethyst, isolated bubbles are something layout_basic can ordinarily create, and as long as the hall of zot is reachable from -some- upstair it seems fine 11:15:19 -!- ussdefiant has quit [Ping timeout: 256 seconds] 11:15:27 |amethyst, #8752 is different though 11:15:50 a door into permarock seemed like it was due to a bug, though 11:17:20 -!- tsohg has quit [Remote host closed the connection] 11:17:27 which layout was it? 11:17:55 no idea; didn't really think to save a screenshot 11:18:13 and wow, snake:5 gets a lot of vetos 11:20:31 argh 11:20:47 hit &^R instead of &^E after generating a buggy level -_- 11:22:13 -!- tsohg has quit [Ping timeout: 240 seconds] 11:25:08 -!- ystael has quit [Ping timeout: 240 seconds] 11:26:58 gah, CDO is still b0rked 11:29:33 -!- Alarkh has quit [Ping timeout: 240 seconds] 11:30:34 -!- Lasty1 has quit [Quit: Leaving.] 11:31:58 -!- PleasingFungus has quit [Ping timeout: 240 seconds] 11:32:57 oh fun 11:33:23 <|amethyst> Kvaak: how so? 11:33:36 it just gives a weird error when attempting to start a trunk game 11:33:42 (stable works fine) 11:33:57 /bin/crawl-svn-cdaee41: error while loading shared libraries: libpcre.so.3: cannot open shared object file: No such file or directory 11:34:00 Error: unknown encoding "▒▒▒▒" 11:34:03 Press any key... 11:34:10 <|amethyst> /bin/crawl-svn-cdaee41: error while loading shared libraries: libpcre.so.3: cannot open shared object file: No such file or directory 11:34:14 <|amethyst> hm 11:34:55 -!- Lasty1 has joined ##crawl-dev 11:35:24 -!- PleasingFungus has joined ##crawl-dev 11:35:59 <|amethyst> I don't think I changed anything that would make PCRE the default 11:36:33 -!- bmfx has quit [Quit: Lost terminal] 11:37:05 <|amethyst> hm 11:37:14 <|amethyst> it uses BUILD_PCRE=yesplease 11:38:05 <|amethyst> That build script was just updated this morning 11:38:30 -!- Kalir has quit [Changing host] 11:39:50 <|amethyst> oh 11:39:58 <|amethyst> I guess that's just because the build happened this morning 11:40:34 -!- MrPeeps has quit [Ping timeout: 240 seconds] 11:41:26 <|amethyst> it's supposed to be statically linked; did I break that somehow 11:43:48 ugh 11:43:59 i need to look into making ccache work on msysgit 11:44:46 <|amethyst> supposedly there's this, but I haven't tried it: http://code.google.com/p/ccache-win32/ 11:44:58 -!- elliptic has quit [Quit: Leaving] 11:45:27 i think that it actually comes with a ccache, but it doesn't seem to work by default 11:45:43 i guess i just need to append the path to it to my $PATH? 11:46:08 <|amethyst> prepend 11:46:09 -!- elliptic has joined ##crawl-dev 11:46:14 <|amethyst> it should come before the real gcc 11:46:37 ah 11:49:06 -!- Philonous has quit [Quit: (<<<)] 11:53:23 <|amethyst> hm 11:55:18 -!- negatendo has quit [Quit: poop] 11:56:35 <|amethyst> so maybe I did break this, but if so I don't know why it would show up just now 11:56:38 <|amethyst> I think I have a fix 11:56:50 <|amethyst> (oh, I guess if pcre was recently installed on the host) 11:59:51 <|amethyst> PleasingFungus: oh, the other thing about the slow thing... it had been kind of buggy ever since we added more uses for the Exh duration 11:59:58 yeah 12:00:02 I think I mentioned that in the commit 12:00:10 <|amethyst> oh, so you did 12:00:38 <|amethyst> IMO the other ones were just inconsistencies, but that part was a bug 12:01:23 does that make it a bugfix commit, then? 12:01:25 :) 12:01:49 03|amethyst02 07* 0.15-a0-2068-gfdca960: Don't link against both contrib and system libpcre. 10(3 minutes ago, 1 file, 5+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=fdca96066157 12:03:30 fr: a rule for whether we use const char* foo or const char *foo 12:03:48 or const char * foo 12:03:59 imho *foo 12:04:03 <|amethyst> personally I prefer const char *foo but const char * const foo 12:04:14 ^ fwiw 12:04:21 const char *foo, bar 12:04:31 though idk how often we end up declaring multiple vars on one line anyway? 12:04:34 <|amethyst> And never ever doing that 12:04:50 <|amethyst> multiple vars is fine, but I would never declare multiple vars of different types with one decl 12:04:59 yeh. it's legal but confuses people 12:05:20 const char *foo looks a little weird with the equal spacing on this class decl though 12:05:22 "it's legal but confuses people" - c[++] syntax in a nutshell 12:06:07 <|amethyst> wheals: are you lining up the "f" or the "*" with the other names? 12:06:19 <|amethyst> maybe lining up the f would look better 12:06:27 the f, it still looked weird 12:06:30 <|amethyst> hm 12:07:26 Unstable branch on crawl.develz.org updated to: 0.15-a0-2068-gfdca960 (34) 12:07:47 !vault hall_of_pain 12:07:47 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/branches/pan.des;hb=HEAD#l2344 12:07:58 it's c++, it's going to look weird regardless >.> 12:08:27 <|amethyst> Kvaak: fixed, thanks 12:08:37 yay! 12:10:55 <|amethyst> Hm, I need to make more buggy commits that I then fix with another two or three commits 12:11:13 <|amethyst> so I can pass PleasingFungus for commits in July :) 12:11:27 I never make buggy commits. 12:11:30 I have a Seal of Quality. 12:11:34 Every commit gets stamped. 12:11:43 <|amethyst> You stamp the commit like a bug! 12:11:51 the only way to never make buggy commits is to never make commits 12:12:26 even whitespace-only commits can break preprocessor directives 12:12:41 or vaults 12:12:49 <|amethyst> Zaba: and templates in C++03 without compiler extensions! 12:12:55 oh yes 12:13:32 <|amethyst> or I guess non-templates: a+++b 12:13:54 This is why we have a rich set of unit and integration tests, to ensure that careless commits won't sneak bugs into the repository. 12:14:01 well, "remove all whitespace" isn't the kind of whitespace-only commit I've had in mind ;) 12:14:12 <|amethyst> Zaba: I mean, adding whitespace to "fix" that :) 12:14:13 Unstable branch on crawl.akrasiac.org updated to: 0.15-a0-2067-g0b545c0 (34) 12:14:15 though it would be only fitting in crawl, I guess 12:14:42 <|amethyst> PleasingFungus: we do have a rich set of integration tests 12:14:45 <|amethyst> !lg * alive 12:14:46 Unknown field: verb 12:14:48 <|amethyst> !lm * alive 12:14:54 63152. [2014-07-13 17:14:13] Cardeni the Ducker (L1 DsGl) began the quest for the Orb on turn 0. (D:1) 12:14:58 -!- tksquared has quit [Ping timeout: 264 seconds] 12:14:59 <|amethyst> !lm * alive s=gid 12:15:06 63154 milestones for * (alive): 1579x Aarujn:cao:20140322003254S, 604x MarvinPA:cdo:20130118213330S, 555x Fungus:cbro:20140410202807S, 352x InameasOne:cszo:20130915220225S, 282x Volrath:cszo:20130916011233S, 278x luis21:cszo:20140025215329S, 251x Rhood:cao:20140120180908S, 223x Jigsaw:cszo:20130320215812S, 211x Volrath:cao:20140323205126S, 208x mpa:cao:20140013203440S, 192x jspanek3:cszo:201406032... 12:15:12 <|amethyst> err 12:15:16 <|amethyst> !lm * alive x=cdist(gid) 12:15:22 63156 milestones for * (alive): cdist(game_key)=8367 12:15:33 <|amethyst> PleasingFungus: 8367 integration tests in progress :) 12:15:45 I'm not sure if a+++b can be fixed with whitespace because nobody knows what it does anyway :P 12:16:20 <|amethyst> Zaba: I *think* it's a++ + b but I'd probably write a test to be sure :) 12:16:37 I think so too, from looking at operator(7) 12:17:02 codepad gives a syntax error 12:17:14 http://codepad.org/l0doeFFS 12:17:54 PleasingFungus, http://codepad.org/uptDikq0 12:18:03 -!- raskol has quit [Ping timeout: 240 seconds] 12:18:12 o 12:18:15 hm 12:18:29 doesn't establish what a or b were set to, of course 12:18:38 -!- UncertainKitten has quit [Ping timeout: 240 seconds] 12:19:16 but yes, it's a++ + b, per precedence rules 12:19:26 and still almost certainly a bug if you find it in real code >_> 12:19:47 <|amethyst> yes http://codepad.org/cdwWHvLj 12:20:09 <|amethyst> and a+++++b is an error 12:20:16 thankfully 12:20:35 !lm * gid=Aarujn:cao:20140322003254S 12:20:35 1580. [2014-06-07 04:27:34] Aarujn the Farming Meteorologist (L27 TeWz of Vehumet) escaped from the Abyss! (Abyss:1) 12:20:52 !lm * gid=Aarujn:cao:20140322003254S s=verb 12:20:52 1580 milestones for * (gid=Aarujn:cao:20140322003254S): 699x abyss.exit, 699x abyss.enter, 52x zig, 36x br.enter, 36x uniq, 17x br.end, 16x br.exit, 11x rune, 4x zig.enter, 4x zig.exit, 2x ghost, god.maxpiety, crash, god.worship, begin 12:21:23 why 12:21:26 <|amethyst> When you bounce into the abyss, sometimes the abyss bounces back at you. 12:21:49 * wheals stares at the Abyss. Wheals suddenly stops moving! 12:21:58 -!- WereVolvo has quit [Quit: Leaving.] 12:22:42 -!- ackack has joined ##crawl-dev 12:24:04 |amethyst: preference on removed-monster ghost sprite status: current ?, or silly programmer-art ghost? http://i.imgur.com/KJJJXvY.png 12:24:21 alternately, this silly thing that was sitting around in rltiles http://i.imgur.com/Sv3Crq2.png 12:24:28 I... don't think it's used for anything? 12:24:51 ah, it's a player ghost sprite 12:25:01 "used for Detect Creatures" 12:25:42 are detect creatures like shadow creatures 12:25:49 <|amethyst> do we still have any ways of knowing a monster's letter/genus but not its type? 12:25:51 I think it is probably the divination spell 12:26:03 <|amethyst> I guess Detect Creatures still exists sort of 12:26:05 |amethyst: I want to say yes 12:26:06 xom can &D 12:26:08 <|amethyst> with Xom 12:26:08 yep 12:26:10 s/can/and/ 12:26:13 xom..... 12:26:15 also, maybe dowsing card?? 12:26:19 dowsing card?? 12:26:19 Gives 1 to 3 effects out of mapping, detect traps and items, telepathy (detects creatures for a duration). Randomly selects one of the three at power 0, another at power 1 (might be the same again), all three at power 2. 12:26:19 dowsing card, yes 12:26:37 <|amethyst> PleasingFungus: I'd definitely rather have a real sprite than a big ? 12:26:51 -!- Blazinghand has quit [Read error: Connection reset by peer] 12:27:13 <|amethyst> at least, if we're going to actually use 'ghost' monsters as we currently do 12:28:08 <|amethyst> maybe ontoclasm has sprite suggestions? 12:28:13 pfft 12:28:15 !seen ontoclasm 12:28:15 I last saw ontoclasm at Sun Jul 13 11:36:14 2014 UTC (5h 52m 1s ago) joining the channel. 12:28:56 <|amethyst> I like the second one but I wouldn't want to conflict with detected pghosts, since the latter can be quite a bit tougher than the 'ghost' monster 12:29:07 ghost (16W) | Spd: 10 | HD: 1 | HP: 1 | AC/EV: 0/0 | 07undead, 10doors, evil, lev | Res: 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy++ | XP: 1 | Sz: Medium | Int: normal. 12:29:07 %??ghost 12:29:13 quite a bit tougher, yes :) 12:29:17 <|amethyst> OTOH your version might adequately convey their derpiness 12:29:27 -!- negatendo has quit [Client Quit] 12:29:50 my primary goal was to (1) make them look like ghosts (2) that looked silly (3) but didn't look like sperm 12:29:57 I may or may not have succeeded 12:30:37 IMO recruit grunt for his tilescreationexpertise 12:31:12 -!- simmarine has joined ##crawl-dev 12:31:20 -!- ProzacElf has joined ##crawl-dev 12:31:31 -!- HaltingProblem has quit [Ping timeout: 246 seconds] 12:31:44 <|amethyst> I think you succeeded with those but being so flat might make them stand out as too cartoonish (relative to the rest of crawl) 12:31:57 they are Very Flat 12:32:02 cardboard cutout ghosts 12:33:40 mm. I'll push it for now, since it is Better Than Nothing (probably?), and someone else can tweak it later if need be 12:33:46 not the highest priority in any case, of course 12:34:24 <|amethyst> sure 12:34:48 <|amethyst> cardboard cutout ghosts are better than carboard cutout question marks :) 12:35:07 <|amethyst> 2977 net lines now 12:35:17 <|amethyst> Some day I will be negative 12:35:23 Oh, don't be like that. 12:35:28 Be positive. 12:35:29 :) 12:35:51 actually that was really bad 12:36:04 -!- Lasty1 has quit [Read error: Connection reset by peer] 12:37:51 -!- elliptic has quit [Read error: Connection reset by peer] 12:38:41 -!- elliptic has joined ##crawl-dev 12:38:55 -!- UncertainKitten has joined ##crawl-dev 12:41:32 hm. gitorious is getting kinda spotty 12:41:39 getting/being 12:42:11 <|amethyst> would you say it's gitoriously flaky? 12:42:21 03PleasingFungus02 07* 0.15-a0-2069-g27dff21: Changelog through 0.15-a0-2067-g0b545c0 10(47 minutes ago, 1 file, 14+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=27dff2131d8f 12:42:21 03PleasingFungus02 07* 0.15-a0-2070-gb291e5b: Add a placeholder ghost sprite 10(3 minutes ago, 3 files, 3+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=b291e5b711a0 12:42:28 boo, hiss, etc 12:44:56 it looks so friendly 12:45:22 http://img1.wikia.nocookie.net/__cb20080802151148/gunnerkrigg/images/9/98/Mort.jpg inspiration 12:46:34 03|amethyst02 07* 0.15-a0-2071-g9a82e6e: Crush a ghost. 10(29 seconds ago, 1 file, 0+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9a82e6e69295 12:46:36 <|amethyst> So inefficient! 12:46:57 <|amethyst> :P 12:47:13 dang, wasting 1.2 kb 12:47:15 I feel terrible 12:47:21 You squash the ghost like a commit!! 12:47:23 and git will remember that forever 12:47:52 <|amethyst> Zaba: yeah, it's only a benefit for... people who download source tarballs I guess :) 12:48:31 fortunately crawl doesn't have high-resolution textures and such 12:49:10 well, presumably also for people who compile? 12:49:39 no idea if it actually speeds it up 12:49:50 -!- CKyle has joined ##crawl-dev 12:50:51 -!- Lasty1 has joined ##crawl-dev 12:51:42 03PleasingFungus02 07* 0.15-a0-2072-g14d464d: Remove support for door-snapping attacks 10(3 minutes ago, 1 file, 0+ 9-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=14d464dfd1d6 12:52:25 down this road lies removing support for los-blocking monsters, you know... 12:52:47 there's also MMT_WAS_DOOR_MIMIC that could be removed now 12:53:25 ah 12:53:49 ...well, it's still possible for people to have door mimics in their game 12:53:55 -!- Vorhito has quit [Ping timeout: 246 seconds] 12:54:09 so for non-cosmetic stuff, it'd probably be better to slap on a TAG_MAJOR_VERSION block 12:54:21 I'm not sure if MMT_WAS_DOOR_MIMIC is non-cosmetic 12:54:28 <|amethyst> it's actually all cosmetic 12:54:33 o 12:54:36 <|amethyst> but you can't remove the flag of course 12:54:53 <|amethyst> oh wait 12:55:05 <|amethyst> it's a bitfield so I guess you can as long as you don't shift the next one 12:55:07 -!- Blazinghand has quit [Read error: Connection reset by peer] 12:55:37 <|amethyst> I'd still probably use #if TAG_MAJOR_VERSION 12:56:15 <|amethyst> since it's just three lines that aren't very complex 12:56:18 Do you want to do it, or should I? 12:56:37 <|amethyst> Hm, laziness or commit count 12:56:40 <|amethyst> you can :) 12:56:54 ha 12:57:34 -!- Basil has joined ##crawl-dev 12:57:45 <|amethyst> PleasingFungus: also, AT_SPLASH and AT_SNAP 12:58:02 dang! 12:58:04 wide-reaching changes 12:58:44 tbh I kind of feel a little bad about the change; I was reminded to remove that code by some guy posting in a "favorite things about crawl" thread (he was amused by fountain mimics splashing at him) 12:58:49 rip 12:58:49 rip 13:02:09 we can compensate by removing blood fountains 13:02:10 right 13:02:33 they're so thematic! 13:02:53 tbh I'd rather remove sparkling fountains (unless they're already gone?) 13:02:55 I forget 13:03:02 but the nem altar vault 13:03:11 that doesn't even make sense now! 13:03:17 you can't gamble with a fountain you can't quaff from... 13:03:21 and sparkling fountains are part of crawl _history_ 13:03:26 ??fountain[elf 13:03:27 fountain[2/3]: In old versions, quaffing from these had effects, such as removing -cTele on Elf:$. 13:03:33 yes. exactly. they're history 13:04:14 |amethyst: this is odd. it looks like attack_type is unmarshalled, but I can't see where it's marshalled? 13:04:19 w.r.t removing at_snap & at_splash 13:04:49 in _marshall_mi_attack 13:05:06 ah, I see 13:06:20 hm, it seems that ccache is being a little too agressive 13:06:22 ...at_cherub is a weird attack flavour 13:06:23 -!- CKyle has quit [Quit: CKyle] 13:09:14 oh well, i guess maybe i will try to get ccache to work some other time 13:10:46 -!- negatendo has quit [Quit: poop] 13:20:01 -!- CryptoCactus has quit [Client Quit] 13:20:10 -!- rbrrk has quit [Ping timeout: 246 seconds] 13:22:04 blog post is up http://crawl.develz.org/wordpress/trunk-updates-13-july-2014 feel free to mock me for any errors, as usual 13:23:01 -!- ProzacElf has quit [Ping timeout: 240 seconds] 13:24:56 <|amethyst> wheals: you're working on feature_def aren't you? 13:25:12 <|amethyst> wheals: I'm making a pretty big indentation change and it touched feature_def's class definition 13:25:39 <|amethyst> (big in the number of places touched) 13:28:17 -!- jaumoose has quit [Quit: Leaving] 13:28:58 <|amethyst> maybe I'll hold off on this 13:29:48 <|amethyst> http://s-z.org/neil/tmp/0001-Make-initialization-list-indentation-more-consistent.patch 13:34:27 -!- ProzacElf has joined ##crawl-dev 13:35:14 -!- bencryption has quit [Quit: WeeChat 0.4.3] 13:40:45 -!- ProzacElf has quit [Remote host closed the connection] 13:43:25 -!- Nomi has quit [Ping timeout: 240 seconds] 13:43:41 hm 13:43:49 -!- ProzacElf has joined ##crawl-dev 13:43:51 I wonder if there's a good way to figure out what kind of damage ranged monsters do 13:44:06 -!- jday_ has joined ##crawl-dev 13:44:07 or if i should just slap some changes against a wall & see what happens 13:44:18 (I think I accidentally nerfed demas) 13:45:37 -!- rossi has quit [Quit: WeeChat 0.4.3] 13:48:06 it'd be kind of nice if monster weapon math even vaguely resembled player weapon math 13:51:21 -!- WalkerBoh has quit [Remote host closed the connection] 13:51:49 -!- fiddlerwoaroof has quit [Quit: leaving] 13:58:38 03PleasingFungus02 07* 0.15-a0-2073-g527e4c3: Clean up more door/fountain mimic code (Zaba, |amethyst) 10(43 minutes ago, 5 files, 12+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=527e4c3afe29 13:58:38 03PleasingFungus02 07* 0.15-a0-2074-gc808fc2: Tweak some ranged weapon monsters 10(4 minutes ago, 1 file, 3+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=c808fc281857 14:00:20 -!- crate has quit [Ping timeout: 240 seconds] 14:01:32 <|amethyst> PleasingFungus: probably the easiest way to find out currently is to do a debug build and let one shoot at you 14:01:51 yeah i've tried that. there's so much variance, though 14:04:03 -!- ackack has quit [Ping timeout: 240 seconds] 14:04:46 <|amethyst> I tried making fsim use ranged attacks (using handle_throw) but it doesn't seem to work 14:04:56 dang 14:05:01 <|amethyst> it's shooting at me, because it leaves the ammo 14:05:05 <|amethyst> (that could be fixed) 14:05:12 <|amethyst> but the damage is exactly the same as melee 14:05:15 that's 14:05:17 odd 14:09:04 -!- tcjsavannah has quit [Quit: tcjsavannah] 14:09:20 <|amethyst> also, it looks like fsim doesn't pay attention to attack speed 14:09:28 <|amethyst> on monsters 14:09:34 nice 14:09:39 <|amethyst> time_taken += 1000 / (mon.speed ? mon.speed : 10) 14:09:54 why is code so hard. 14:14:23 -!- tksquared_ has quit [Ping timeout: 256 seconds] 14:25:37 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 33.0a1/20140702030201]] 14:26:29 -!- reaverb has joined ##crawl-dev 14:26:41 -!- tswett has quit [Quit: tswett] 14:27:37 Hmm, PleasingFungus just left. I was about to mock him for an error in the blog post. 14:28:16 -!- Keanan has joined ##crawl-dev 14:28:57 -!- jcd748 has quit [Quit: Leaving] 14:30:00 Oh, hmm, I should have checked before saying that, it mentions that potions of canecellation replace paralysis and then potions of strong poison were removed. 14:30:42 -!- LexAckson has joined ##crawl-dev 14:31:36 |amethyst, i in fact got rid of the initialisation list since it doesn't work with aggregate initialising... 14:32:07 <|amethyst> sounds reasonable 14:32:48 so i have an init_fd function with an //XXX: use an initialisation list once we allow c++11-only stuff 14:33:13 <|amethyst> huh? 14:33:26 <|amethyst> why an init_fd function if you're initializing it with = { ... } ? 14:33:34 -!- LexAckson has quit [Client Quit] 14:33:35 that's the problem 14:34:13 -!- raskol has quit [Ping timeout: 256 seconds] 14:34:26 it's being initialized with = { ... } for feat_defs, but that's not the only use of the feature_def struct 14:35:01 (it's also used for the other things in feature.cc, and also feature_overrides) 14:35:09 <|amethyst> ah 14:35:41 Oh, since people were talking about Gozag wrath not working properly: Would it be a good idea if Gozag wrath disrupted drinking potions similar to how Sif Muna disrupts spellcasting or blurry vision disrupts scroll reading? 14:37:31 -!- Xen has quit [Ping timeout: 246 seconds] 14:37:57 <|amethyst> as one of several effects maybe 14:38:08 -!- tsohg has quit [Remote host closed the connection] 14:38:19 <|amethyst> consider mummies :) 14:39:54 -!- nimtz has quit [Ping timeout: 240 seconds] 14:41:44 Yes mummies would have similar problems as now. 14:46:07 -!- ProzacElf has quit [Ping timeout: 256 seconds] 14:46:35 -!- ontoclasm has quit [Quit: Leaving.] 14:47:03 -!- Keanan has quit [Quit: Leaving.] 14:50:14 -!- SwissStopwatch has quit [Read error: Connection reset by peer] 14:51:23 -!- SwissStopwatch has joined ##crawl-dev 14:51:25 -!- ystael has quit [Ping timeout: 240 seconds] 14:52:05 -!- ackack has joined ##crawl-dev 14:53:11 -!- DrinkMachine has joined ##crawl-dev 15:00:31 -!- tcjsavannah has quit [Quit: tcjsavannah] 15:02:02 nice, i just have the abomination that is dngn_feature_names left and then i can bring this feature-data stuff into master 15:03:39 -!- wheals has quit [Quit: Leaving] 15:18:59 -!- DrinkMachine has quit [Ping timeout: 256 seconds] 15:19:10 -!- Vorhito has quit [Ping timeout: 246 seconds] 15:21:14 is there some sort of trick to choosing the 6* qaz ability 15:21:21 I'm at 6* and pressing p on top of his altar 15:21:23 nothing happens 15:21:52 I don't see anything on the ability menu either 15:22:03 It got removed 15:22:11 it still shows up in ^ 15:22:15 oops 15:22:24 -!- CSDCS has quit [Read error: Connection reset by peer] 15:22:41 (also why did it get removed) 15:22:46 http://s-z.org/neil/git/?p=crawl.git;a=commit;h=2744e81ddbcce133bca18baee0e58e2da8c90d8c 15:23:02 right 15:23:06 I'll just report this then 15:23:12 cool 15:28:29 -!- geepo has quit [Client Quit] 15:28:33 -!- tsohg has quit [Ping timeout: 240 seconds] 15:29:02 -!- PleasingFungus has joined ##crawl-dev 15:30:08 03MarvinPA02 07* 0.15-a0-2075-ga361405: Remove a leftover reference to Qazlal's 6* gift (Kvaak) 10(5 minutes ago, 1 file, 0+ 10-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=a361405b4c26 15:31:02 reaverb: I never make errors!!! 15:31:37 Hmm. 15:33:56 -!- Alarkh_ has quit [Read error: Connection reset by peer] 15:36:52 -!- buki has quit [Ping timeout: 245 seconds] 15:38:02 -!- ProzacElf has joined ##crawl-dev 15:39:18 -!- yernab has quit [Ping timeout: 240 seconds] 15:41:23 -!- Patashu has joined ##crawl-dev 15:42:48 -!- Nomi has quit [Ping timeout: 260 seconds] 15:44:37 -!- CSDCS has quit [Read error: Connection reset by peer] 15:45:26 -!- Keanan has joined ##crawl-dev 15:54:18 -!- elliptic has quit [Read error: Connection reset by peer] 15:55:27 -!- elliptic has joined ##crawl-dev 15:56:29 -!- Patashu has quit [Disconnected by services] 15:56:30 -!- Patashu_ has joined ##crawl-dev 15:56:57 -!- ackack has quit [Ping timeout: 256 seconds] 15:59:16 -!- ontoclasm has joined ##crawl-dev 16:00:13 -!- MarvinPA has quit [Ping timeout: 240 seconds] 16:05:23 So, something's wrong with labrynth notifications -- mantising 16:07:11 -!- CSDCS has quit [Read error: Connection reset by peer] 16:08:15 !source tendril_disarm 16:08:16 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/melee_attack.cc;hb=HEAD#l3501 16:08:24 wtf is going on on line 3517? 16:08:43 I'm getting a huge number of labyrinth notifications while walking around a level 16:08:57 I bet I know what it is 16:09:01 jiyva's slimes are eating things on other levels 16:09:08 Oh, that'd do it 16:09:11 er 16:09:16 I mean to say: that's probably true 16:09:30 I'm not sure why it's triggering that message tho 16:09:44 it didn't seem to do the same for volcano, though it had less time to try 16:09:53 jiyva was sleepy 16:10:37 Labrynth notifications happen a crazy number of times 13https://crawl.develz.org/mantis/view.php?id=8790 by Lasty 16:13:38 i guess i'll have to find a way to draw different kinds of slings 16:13:45 -!- ackack has joined ##crawl-dev 16:13:48 I believe in you!!! 16:14:02 if you want, you could draw them as staff-slings 16:14:04 that'd make grunt happy :) 16:14:34 fall back on the infallible strategy of "make it bigger and add spikes" 16:15:28 but then what to do for the randart versions...????? 16:15:44 double-spikes 16:17:48 -!- Basil has quit [Ping timeout: 260 seconds] 16:22:27 -!- Naphistim has quit [Ping timeout: 256 seconds] 16:23:34 -!- Patashu_ has quit [Ping timeout: 240 seconds] 16:23:47 the spikes can be shinier 16:23:53 or purple, purple means magic right 16:24:02 totally!!! 16:24:24 -!- nicolae- has joined ##crawl-dev 16:27:32 -!- rockygargoyle has quit [Ping timeout: 240 seconds] 16:28:53 <|amethyst> Lasty1: retitled and marked as a duplicate 16:29:29 -!- CKyle has joined ##crawl-dev 16:29:33 <|amethyst> I didn't close it, so as to make it easier for submitters to notice 16:29:47 -!- tsohg has quit [Remote host closed the connection] 16:32:01 |amethyst: thanks 16:32:38 !source mon-cast.cc:5120 16:32:38 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/mon-cast.cc;hb=HEAD#l5120 16:33:05 HD * 20 + rand2(hd*5) - rand2(hd*5) 16:33:09 this feels... silly.... 16:34:01 wow I never knew spriggan berserkers were special-cased 16:34:18 does literally anything else have monster BIA? 16:34:24 (though probably nothing else has bia now) 16:34:54 and wtf is brothers_count for 16:35:24 minmay: succession wars 16:35:28 <|amethyst> minmay: to keep them from spamming it 16:35:28 booo 16:35:35 yeah, they can't cast it if they already have 2 or more bros 16:35:44 <|amethyst> the counter is reset when they go berserk 16:35:46 wow 16:37:09 <|amethyst> PleasingFungus: http://mathworld.wolfram.com/UniformDifferenceDistribution.html 16:37:30 <|amethyst> PleasingFungus: it's just a triangle so maybe could be done in a better way 16:37:34 maybe 16:37:37 don't change it right now though! 16:37:40 I'm removing monster hit dice 16:37:44 <|amethyst> but the only easy thing I can think of is the sum of two random variables 16:37:45 <|amethyst> so 16:37:50 <|amethyst> wha? 16:37:59 sorry 16:38:02 I'm making it a private field 16:38:09 so that draining can be temporary 16:39:17 maybe I should stop phrasing things in the most misleading possible way :( 16:40:22 keep phrasing things the way you do, but instead start meaning them 16:40:36 heh 16:40:41 so nicolae- 16:40:50 what was the deal with that weird door in the orc mine vault of yours? 16:40:51 "Remove monsters" 16:41:10 which one? 16:41:29 <|amethyst> the one I sent you the reddit link about 16:41:33 http://i.imgur.com/P4iXeSl.png 16:41:45 though it can be placed in any of the sides facing into rock, iirc 16:41:47 <|amethyst> http://www.reddit.com/r/dcss/comments/2a2ykm/someone_needs_to_explain_the_purpose_of_the_door/ 16:42:04 ah! i didn't see that reddit link 16:43:24 the idea there was simply to suggest that the temple had been lost and then found again later 16:43:28 -!- Tux[Qyou] has quit [Read error: Connection reset by peer] 16:43:39 <|amethyst> I think it's pretty reasonable 16:43:40 and that the orcs hadn't tunneled into it through the front door 16:43:52 -!- puissantveil has quit [Ping timeout: 246 seconds] 16:44:09 <|amethyst> that's what players thought out once I pointed out it was intentional 16:44:10 |amethyst: I always like it when players can't actually tell whether or not something is a bug 16:44:17 <|amethyst> > I guess it's supposed to look like either some part of the mines collapsed on it, or that excavation has revealed it. 16:44:27 they got grabbed by the temple guardians and lost their medallion so they had to go a different way 16:44:29 -!- NilsBloodaxe has quit [Quit: Page closed] 16:44:34 pretty much that, yeah, but if it's annoying it's not an essential part of the vault 16:44:35 <|amethyst> minmay: well, we do have some weird vault placement bugs at the moment :) 16:44:52 <|amethyst> s/at the moment // 16:49:18 hit_dice += minhd - hit_dice; 16:49:53 ...isn't that just hit_dice = minhd? 16:50:00 <|amethyst> yes 16:50:02 yes 16:50:08 yes 16:50:09 <|amethyst> but in context you can do even better 16:50:12 <|amethyst> const int minhd = dummy.hit_dice; 16:50:12 <|amethyst> if (hit_dice < minhd) 16:50:12 <|amethyst> hit_dice += minhd - hit_dice; 16:50:32 <|amethyst> hit_dice = max(hit_dice, dummy.hit_dice); 16:50:33 -!- Naphistim has quit [Ping timeout: 240 seconds] 16:50:34 good lord 16:50:39 oyyy 16:52:12 :) 16:52:29 again, please don't change this yet :) 16:52:35 <|amethyst> yeah, I figured you would 16:52:46 -!- ackack has quit [Ping timeout: 264 seconds] 16:52:48 yeah you're still removing hit dice 16:52:57 <|amethyst> you should fix the following adjust_hp clause while you're at it :) 16:53:00 all things will be changed soon... and by all things I mean half the codebase 16:53:39 <|amethyst> hm 16:53:42 -!- bonghitz has quit [Remote host closed the connection] 16:53:56 <|amethyst> are you also adding a real_hit_dice method? 16:54:05 get_hit_dice(bool temp); 16:54:09 <|amethyst> aha 16:54:15 <|amethyst> IMO just name it hit_dice 16:54:26 o 16:54:27 could 16:54:33 I wonder if that'd trigger the right flavor of compiler errors 16:54:43 <|amethyst> maybe rename it get_hit_dice first 16:54:53 <|amethyst> then it's just a search and replace 16:54:59 yes 16:55:29 nicolae-: Oh, what do you think of edits to nicolae_underground_beach? 16:56:00 <|amethyst> presumably you're also adding methods to inc/dec hd for things like AT_SPORE ? 16:56:16 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 16:56:28 oh, right, the sharks are gone now. hm. i guess they could be replaced with some other sea monster and the cutoff point between "placid beach" and "jaws aftermath" nudged down a ways 16:56:39 <|amethyst> FR: make monster::operator++() and operator--() do that (FR: don't) 16:57:07 nicolae-: I replaced them with water elementals, not sure if that was a good choice. 16:57:21 (Well PleasingFungus suggested it) 16:57:28 -!- HellTiger has quit [Client Quit] 16:57:39 -!- sstrickl has quit [Quit: sstrickl] 16:57:41 works well enough 16:57:48 |amethyst: currently doing a java-style set_hit_dice(); probably that's not ideal 16:57:59 also 16:58:01 a single kraken might fit the flavor i was going for better but then it might not be appropriate 16:58:05 <|amethyst> PleasingFungus: how does that interact with temporary HD? 16:58:13 monster::operator++() would clearly increment mons->number :) 16:58:21 Ha, I tried a kraken too. 16:58:41 water elementals aren't limited to the water though. 16:58:52 true 16:58:57 Gah, once again vehu gives me fire storm with 0 fire magic. 16:59:16 |amethyst: it sets the underlying hd. so if you have a hd 3 shroom that'd been drained twice, it'll suicide if it spores someone 16:59:21 unless it waits until the draining wears off 17:00:06 set_hit_dice(get_hit_dice(false) - 1); if (get_hit_dice(true) <= 0) { suicide(); } 17:00:12 paraphrasing slightly 17:00:33 <|amethyst> hm 17:00:57 sadly, we lose the sublime elegance of the current spore suicide code. and by elegance, I mean shameful code golfing attempt 17:00:59 <|amethyst> another less wordy way might be to have two get_hit_dice functions 17:01:23 <|amethyst> or three 17:01:24 <|amethyst> int get_hit_dice() const; // current 17:01:44 <|amethyst> int get_hit_dice(bool) const; // real, bool ignored maybe? 17:01:47 a less wordy way - have many more words 17:01:49 <|amethyst> int &get_hit_dice(bool); 17:01:59 <|amethyst> then you could write get_hit_dice(true)--; 17:02:13 agh 17:02:16 no 17:02:18 no no no 17:02:22 -!- giantbat has quit [Ping timeout: 264 seconds] 17:02:27 Too C 4 Me 17:02:37 that's not very C 17:02:42 <|amethyst> that's C++ 17:02:44 it's very C++ 17:02:46 w/e!!! 17:02:52 I like the idea of having two get_hd functions 17:03:12 get_hit_dice() and get_perm_hd(), maybe? not sure how to make the latter non-verbose 17:03:38 <|amethyst> returning references does mean that you can't do any verification that set_hit_dice might do 17:03:42 <|amethyst> so I guess there's that 17:04:06 it'd be nice if set_hit_dice() did verification or maybe hp adjustments or things; I have a comment that someone should add that :) 17:04:08 <|amethyst> PleasingFungus: I think, if you don't need a reference, the version with a boolean param is nicer 17:04:23 I mean 17:04:24 <|amethyst> PleasingFungus: you could make the param true by default 17:04:27 that is 17:04:29 literally what I have 17:04:52 <|amethyst> ah, you wrote get_hit_dice(true) above so I thought you didn't default the parameter 17:04:57 -!- purge_ has quit [Ping timeout: 256 seconds] 17:04:58 -!- Alarkh_ has quit [Ping timeout: 240 seconds] 17:05:10 I was trying to be explicit for the purposes of irc 17:05:14 <|amethyst> aha 17:07:02 <|amethyst> if there are enough set_hit_dice(get_hit_dice(false) - 1); in the code we can make a dec_hd() convenience function, so it's cool 17:07:12 -!- Kenran has quit [Quit: Quitting] 17:07:15 <|amethyst> :) 17:07:45 I think there's like 17:07:47 one of those 17:07:51 and about half a dozen + 1s 17:07:54 mon-grow.cc 17:08:09 inc_hd(), clearly! 17:08:23 hm. I wonder how many windows I need to have open before xcode crashes 17:08:48 <|amethyst> ah, and most of them are in monster:: anyway 17:09:32 yeah, though I've been using set_hit_dice there out of some vague idea that maybe it'd be nice when/if verification etc is added 17:09:41 <|amethyst> yeah 17:10:07 <|amethyst> though if set_hit_dice changes hp many of those will need to change 17:10:13 yes 17:10:16 true 17:11:14 hm. I've removed get_experience_level() from actor.h, replacing it with get_hit_dice() - I wonder if it'd make sense to make a monster get_experience_level() that's just get_hit_dice(false) 17:11:29 yes. 17:12:13 <|amethyst> huh? 17:12:23 <|amethyst> that seems backwards 17:12:28 ? 17:12:34 <|amethyst> since it's players who have experience levels 17:12:39 uh 17:12:58 the permanent hd is the monster equivalent of xl - it's even referred to as such in mon-grow, I think 17:12:59 is it just me or are hunting crossbows worse than hunting slings by a good margin 17:13:06 Lightli: what's a hunting crossbow 17:13:11 -!- MgDark has quit [Quit: ChatZilla 0.9.90.1 [Firefox 31.0/20140710141843]] 17:13:16 er, hand crossbow 17:13:21 ??hunting sling 17:13:21 hunting sling[1/1]: 7-10 base damage (with stones & sling bullets respectively), 1.2 base delay, 0.6 mindelay. One-handed. Known as a {sling} in 0.14-. 17:13:22 <|amethyst> PleasingFungus: so what does player::get_hit_dice(true) return? 17:13:27 <|amethyst> PleasingFungus: same thing as false? 17:13:29 yes 17:13:42 you could make it do something with max_xl 17:13:45 if that seemed useful 17:13:52 for felid I guess? 17:14:01 ??hand crossbow 17:14:01 hand crossbow[1/2]: It's a crossbow that you can hold in your hand. 11 base damage, 15/10 base/mindelay. Starting weapon for crossbow hunters. 17:14:07 <|amethyst> would this monster get_experience_level be used anywhere? 17:14:12 so 10 base damage assuming one is using sling bullets at 6 delay vs 11 base damage at 10 delay 17:14:14 assuming min delay for both 17:14:17 Lightli: more damage, less skill to get to mindelay 17:14:22 also, assuming sling bullets seems incorrect 17:14:44 <|amethyst> most of the things currently in the code that use get_experience_level() expect to get the drained level 17:14:49 oh yeah, sling bullets don't have easy sources like centaur/yaktaur packs unless you get shoals 17:14:50 why would you go slings without sling bullets 17:15:05 the assumption is that by the time you have plentiful sling bullets for a huntsling, you'll have an arbalest 17:15:17 that may be a bad assumption, idk 17:15:43 yeah, arbalest seems fine 17:15:47 |amethyst: monster get_xl would be used all over the place 17:15:54 everything that checks for piety and xp gains, for example 17:16:14 <|amethyst> PleasingFungus: ah 17:16:33 <|amethyst> PleasingFungus: well, if it's going to be an alias for get_hit_dice(false) I'd say to remove the param and just have separate functions 17:16:40 <|amethyst> PleasingFungus: probably both in actor 17:16:45 reasonable 17:17:26 <|amethyst> and actor::get_hit_dice could just call actor::xl 17:17:35 <|amethyst> then you only need to implement one for player:: 17:17:47 <|amethyst> and would override it in monster 17:17:51 grepping finds about fifty calls to get_hit_dice(false) so far, though admittedly about half of those are because mon-death.cc is real bad 17:18:22 <|amethyst> PleasingFungus: I would consider adding a const in the functions that have a lot of calls 17:18:48 Unstable branch on crawl.lantea.net updated to: 0.15-a0-2075-ga361405 (34) 17:18:55 <|amethyst> I mean, const int hd = mons.get_hit_dice(); 17:19:16 <|amethyst> But maybe that's just me being a cycle bum and trying to do the compiler's job for it :) 17:19:19 mon-death.cc scares me 17:19:32 !source mon-death.cc 17:19:32 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/mon-death.cc;hb=HEAD 17:19:46 ouch.cc isn't much better... 17:20:01 specifically the bad part is 17:20:20 !source mon-death.cc:1452 17:20:20 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/mon-death.cc;hb=HEAD#l1452 17:20:39 Yes we have a lot of god functions. 17:21:08 <|amethyst> god of death 17:21:26 god of functions 17:21:48 <|amethyst> nicolae-: Do his followers worship in a Church? 17:22:23 ugh 17:22:27 ha 17:22:46 I'm afraid I don't get the joke... 17:22:50 makes all your items recurse when you put them back on 17:23:08 <|amethyst> reaverb: http://en.wikipedia.org/wiki/Lambda_calculus http://en.wikipedia.org/wiki/Alonzo_Church 17:23:32 |amethyst: Ah, Thanks. 17:26:58 -!- Alarkh__ has quit [Ping timeout: 240 seconds] 17:28:29 xcode update: didn't crash!!! 17:28:40 -!- tsohg has quit [Remote host closed the connection] 17:28:44 you're not trying hard enough 17:28:45 http://i.imgur.com/wdtJghl.jpg Quite Strong 17:29:22 I'm not even allowed to update because Apple hates people with old macs. 17:29:33 Oh yes, and that's a lot of windows. 17:31:37 most though I think not quite all of the files I changed 17:33:25 -!- tsohg has quit [Ping timeout: 240 seconds] 17:37:31 -!- bonghitz has quit [Remote host closed the connection] 17:39:01 -!- Basil has joined ##crawl-dev 17:41:06 -!- MarvinPA has joined ##crawl-dev 17:43:53 also, the same weird code for reroll_zombie_hd() shows up in a bunch of places. maybe someone should fix that, I guess 17:44:03 even with the same block comment! 17:44:34 <|amethyst> for what? 17:44:43 <|amethyst> oh, roll_zombie_hp ? 17:45:12 yeah - grep around for where it's called 17:45:22 same exact check, same exact multi-line comment 17:46:00 <|amethyst> ah, I see 17:46:42 <|amethyst> _raise_remains, _make_spectral_thing, yred_make_enslaved_soul 17:46:51 sounds right 17:46:53 <|amethyst> not entirely surprised there is code duplication among those :/ 17:46:55 ugh, _raise_remains() 17:47:05 possibly my most hated function 17:47:24 <|amethyst> could move DEAD_ARE_* into monsterentry :) 17:48:07 maybe 17:48:42 <|amethyst> at the very least that could be a different function 17:49:44 -!- rossi has quit [Quit: WeeChat 0.4.3] 17:49:49 -!- Alarkh has quit [Ping timeout: 240 seconds] 17:49:51 hm. maybe I shouldn't have rewritten tendril_disarm() in the middle of this change 17:50:01 -!- sanka has quit [Ping timeout: 246 seconds] 17:51:25 <|amethyst> git add -i to the rescue :) 17:51:56 suspiciously plausible 17:54:05 if (mons->max_hit_points <= 0 || mons->hit_dice < 1) 17:54:19 not *awful*, just... 17:54:25 <|amethyst> planning in advance for fractional hit dice 17:54:36 <|amethyst> and getting it wrong I imagine 17:54:48 fractional hit dice!!! 17:54:49 dang 17:56:12 -!- CKyle has quit [Quit: CKyle] 17:56:18 -!- raskol has quit [Ping timeout: 240 seconds] 17:56:53 hm. this means that we could now give temporary hd buffs 17:59:15 huh. minmay, you apparently can't kill a monster by reducing its hd to 0 17:59:24 that is, you can't drain its hd to 0 17:59:33 <|amethyst> you used to be able to 17:59:36 <|amethyst> that also didn't kill it 17:59:43 yeah, I saw the comments in tags.cc 18:00:09 -!- CKyle has joined ##crawl-dev 18:00:58 -!- nicolae- has left ##crawl-dev 18:01:34 hm. should xom use temporary or permanent monster hit dice when deciding what kind of sticks to turn snakes into? 18:01:37 the tough questions... 18:01:56 Sticks to snakes is now inconsistant with snakes to sticks btw. 18:02:01 what a shame 18:02:08 <|amethyst> probably permanent 18:02:08 Since the former now only uses arrows. 18:02:31 <|amethyst> reaverb: of course Xom is more powerful than mortal magic :P 18:02:32 yeah, I guess 18:02:36 but, the character count...... 18:02:56 -!- wheals has joined ##crawl-dev 18:03:01 |amethyst: Yes, that makes sense. 18:04:01 hm. someone who wouldn't have to reset their repo should git blame mon-grow.cc; I'm curious about who wrote that " hit_dice += minhd - hit_dice" line 18:04:05 i don't think the player spell could ever make nagas :P 18:04:25 wheals: would you believe me if I said that it could... in 4.1???? 18:04:38 * Grunt suddenly grunts loudly. 18:04:39 <|amethyst> PleasingFungus: you can git blame master file.cc 18:04:42 also, how does spell_hd fit in with your rewrite 18:04:46 or whatever it's called 18:05:14 o 18:05:36 I bet original revision. 18:05:43 s/original/initial/ 18:05:55 <|amethyst> %git 6df898003 18:05:55 07dolorous02 * 0.4-a0-1415-g6df8980: Add priest promotion-re;ated fixes. Rename monsters::change_type() to monsters::upgrade_type(), as it's more accurate, allow it to adjust HD as well as HP, and do the latter when promoting to a priest, to make sure that it ends up with the proper HD. 10(6 years ago, 4 files, 14+ 6-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=6df89800353b 18:06:02 literally about to %git that 18:06:04 dang 18:06:21 huh. added from whole cloth, not even the result of weird revisions. 18:06:25 the best part is that someone whitespace fix'd dolorous' commit 18:06:29 haha 18:06:35 what 18:06:35 <|amethyst> wheals: dolorous himself 18:06:36 impossible 18:06:37 !!!! 18:06:39 oh 18:06:39 oh i see 18:06:40 dang 18:06:47 <|amethyst> %git bafccbf6 18:06:47 07dolorous02 * 0.10-a0-2695-gbafccbf: Add indentation fix. 10(2 years, 7 months ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=bafccbf6c3c3 18:06:52 ??mailmap 18:06:53 mailmap[1/1]: http://s-z.org/crawl-dev/.mailmap 18:07:05 wheals: return get_hit_dice() + 2 * aug_amount(); 18:07:12 Wow, I didn't realize dolorous worked on Crawl for so long. 18:07:24 would it be possible for the mailmap to be part of the repository? 18:07:49 -!- freezerbunny has quit [Quit: Page closed] 18:08:22 <|amethyst> hm 18:08:25 <|amethyst> I don't see why not 18:08:34 <|amethyst> and I'll remove an obsolete script while I'm at it 18:08:41 (todo: remember what mailmap is called more often) 18:10:24 <|amethyst> ??cheipoke 18:10:24 cheipoke[1/1]: http://s-z.org/cgi-bin/cheipoke 18:10:50 <|amethyst> oh hm 18:10:54 -!- ackack has joined ##crawl-dev 18:10:54 What does "part of the repository" mean? It's loaded into crawl-ref or such? 18:11:03 <|amethyst> can't use curl for that 18:11:19 <|amethyst> reaverb: one level up 18:11:29 |amethyst: Ah. 18:11:37 <|amethyst> git looks in .mailmap at the toplevel, or .git/mailmap 18:11:55 <|amethyst> the latter (which is where I put it for me and for Chei) is not committed as part of the repo 18:11:58 <|amethyst> but the former would be 18:12:23 -!- cosh has quit [Quit: WeeChat 0.3.7] 18:12:45 -!- Keanan has quit [Quit: Leaving.] 18:15:30 <|amethyst> hm 18:15:32 -!- CKyle has quit [Quit: CKyle] 18:15:32 -!- reaverb has quit [Ping timeout: 240 seconds] 18:15:43 <|amethyst> wonder if bare repositories can use an in-repo mailmap 18:17:20 <|amethyst> ah, not in the version of git on that server 18:17:33 <|amethyst> oh, but I compiled it myself so I can update 18:17:43 !send |amethyst updates 18:17:43 Sending updates to |amethyst. 18:18:08 -!- CKyle has joined ##crawl-dev 18:18:53 -!- reaverb has joined ##crawl-dev 18:19:08 -!- TS__ has quit [Ping timeout: 260 seconds] 18:21:27 -!- Quashie has quit [Ping timeout: 256 seconds] 18:21:45 %git :/[Cc]ontaminat 18:21:46 07Shmuale Mark02 * 0.15-a0-1766-g0ee8742: Decontaminate all chunks. 10(2 weeks ago, 7 files, 207+ 288-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=0ee874285754 18:22:09 wheeeeeaaaalllls! 18:22:40 just look at what he did in that change to dbg-scan.cc 18:22:49 -!- TheMattybee has quit [Read error: Connection reset by peer] 18:23:40 that looks a little odd 18:23:51 oh 18:23:52 PleasingFungus: he recorded the same stat twice! 18:23:55 wwwhhheeeaaalllsss 18:24:05 I don't know if I can ever forgive him 18:24:08 dang.... 18:24:12 wheals: rip 18:24:15 rip mailmap 18:24:15 rip 18:24:18 yeah rip 18:24:19 rip 18:24:42 also, I'm removing it in the vain hope that Google docs will be able to import the all dungeon objstat spreadsheet if I do :( 18:24:44 -!- predator117 has quit [Ping timeout: 240 seconds] 18:25:13 It's PleasingFungus fault that it doesn't currently, since he demanded I had the "NumHeldMons" field for items 18:25:23 ha 18:25:26 demanded, yes 18:28:20 -!- Cheibriados has joined ##crawl-dev 18:28:20 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 18:28:20 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 18:28:31 welcome back, we missed you! 18:28:32 <|amethyst> %git 18:28:32 07|amethyst02 * 0.15-a0-2076-gc88ffbc: Remove crawl-ref-cia, add mailmap. 10(4 minutes ago, 4 files, 142+ 332-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=c88ffbc790bb 18:28:55 <|amethyst> had to upgrade chei's git first :) 18:29:01 huh. I wonder how tendril mutations interact with gozag gold being on top... I guess that'll never be relevant 18:29:03 probably 18:29:49 we'll miss the CIA 18:29:57 hopefully the food nsa can make up for its loss 18:31:08 wow, it all makes sense now 18:32:02 <|amethyst> no god names currently contain "NSA" as a subsequence 18:32:10 1learn add trivia 18:32:12 oh yeah that reminds me 18:32:37 ok, can people look at https://docs.google.com/spreadsheets/d/13sdYvoRiHA1yM1ti19BuIcPQiJ_wENhsdSGo310A7vA/edit#gid=336308896 right quick and tell me if any fields seem obviously never useful 18:32:51 the AllLevels sheet is fine 18:32:51 |amethyst: imo get on the god design front (or motivate someone else to do it) :) 18:32:54 <|amethyst> "you need permission" 18:32:59 ??doh 18:32:59 |amethyst[1/11]: <|amethyst> doh 18:33:07 ??hm 18:33:07 |amethyst[2/11]: <|amethyst> hm 18:33:07 !learn s 27[22 Sniper's base delay, in 0.15. 18:33:07 27[22/27]: Sniper's base delay, in 0.15. 18:33:13 <|amethyst> Grunt: just rename => Ashensari 18:33:21 brilliant 18:33:22 !!!! 18:33:32 https://docs.google.com/spreadsheets/d/13sdYvoRiHA1yM1ti19BuIcPQiJ_wENhsdSGo310A7vA/edit?usp=sharing is the link, sorry 18:34:19 -!- TS__ has joined ##crawl-dev 18:34:49 wow, only 1.26 curing pots on average held by monsters 18:35:03 I guess that does only happen once or twice in early game 18:35:36 Does this ignore monsters picking items up offscreen? 18:35:40 need to increase gnoll sergeant weight 18:35:48 reaverb: this is level gen only, there are no turns spent 18:36:15 gammafunk: Yes, so I imagine in an actual game it would be very slightly higher. 18:36:25 <|amethyst> probably more than slightly 18:36:34 reaverb: also, you were right to be suspicious about oof on zot:5 being 9, there was some double counting due to bad levels that got rejected 18:36:35 so 18:36:39 Grunt's fun statistic of the moment: 18:36:44 !lg * cv=0.15-a depths s=ikiller,ckiller 18:36:45 674 games for * (cv=0.15-a depths): 40x the Enchantress (23x a spriggan air mage, 11x a spriggan defender, 4x the Enchantress, a spriggan rider, a spriggan berserker), 35x a deep troll (35x a deep troll), 33x a stone giant (33x a stone giant), 32x a lich (30x a lich, an Ice Fiend, a hellion), 29x a tengu reaver (23x a tengu reaver, 6x a battlesphere), 24x a frost giant (24x a frost giant), 24x a s... 18:36:51 hah 18:36:54 see also: 18:36:57 !lg * cv=0.15-a depths s=ckiller 18:36:57 674 games for * (cv=0.15-a depths): 54x a spriggan air mage, 35x a deep troll, 34x a stone giant, 32x a lich, 26x a tengu reaver, 24x a frost giant, 23x a fire giant, 19x a titan, 19x an ettin, 18x a vampire knight, 16x a spriggan defender, 16x a deep troll shaman, 14x a spriggan berserker, 12x an iron troll, 12x a golden dragon, 12x a deep troll earth mage, 11x an ice dragon, 9x a player ghost, 8... 18:37:01 do you see a pattern 18:37:02 ?????? 18:37:08 yes 18:37:20 that reminds me: since refrigeration no longer destroys your items, it would be nice to make the same change to cause fear 18:37:21 What's the differance between ckiller and ikiller again? 18:37:23 <|amethyst> !lg * cv=0.15-a depths s=kmap 18:37:23 ??ikiller 18:37:24 I don't have a page labeled ikiller in my learndb. 18:37:24 674 games for * (cv=0.15-a depths): 365x, 40x uniq_enchantress, 12x hangedman_slaughterboxes, 10x uniq_sojobo, 9x hangedman_pleasuredromes, 8x hangedman_spin_cycle, 6x box_level_dp, 6x hangedman_crystal_crosses_colossus, 6x lightli_too_deep, 5x minmay_octagon_city, 5x grunt_twisty_corner, 5x uniq_mennas, 5x evilmike_ambush, 4x hangedman_arch_fort, 4x evilmike_diamond_2, 4x radiant_caverns_b_rkd, 4... 18:37:33 reaverb: ikiller is "indirect killer", i.e. whoever the leader of the band is. 18:37:40 Grunt: Ah. 18:37:46 reaverb: ckiller is "canonical killer", so for killer="SGrunt's ghost", ckiller="a player ghost". 18:37:49 "you randomly lose scrolls of blinking" is a really bad drawback for a spell 18:37:55 (it condenses panlords, ghosts, ...) 18:38:00 !lg * depths / map~~hangedman 18:38:01 228/2236 games for * (depths): N=228/2236 (10.20%) 18:38:10 !lg * depths / ((map~~hangedman || kmap~~hangedman)) 18:38:11 253/2236 games for * (depths): N=253/2236 (11.31%) 18:38:25 cause fear has a side-effect? 18:38:33 !lg * depths map!= / map~~hangedman 18:38:34 228/1002 games for * (depths map!=): N=228/1002 (22.75%) 18:38:38 yes 18:38:40 <|amethyst> gammafunk: he means fleeing monsters using blink scrolls 18:38:43 it makes monsters read scrolls of blinking 18:38:46 and teleportation 18:38:50 haha 18:38:55 gammafunk: If a monster is holding ?blink and are feared, they will use it to get away. 18:39:29 i'm not getting it, can someone else explain 18:39:33 (j/k) 18:39:42 <|amethyst> the solution being to make them use ?blink anyway 18:39:46 <|amethyst> to blink towards you 18:39:50 -!- Wolfechu_ has quit [Read error: Connection reset by peer] 18:40:24 Really I think this is probably a general problem with monsters using consumable items. (Although I do think monster should be able to use items in some dimension because it increases variance without significant complexity costs) 18:41:01 yes, monsters using consumables in general has this problem 18:41:25 well potions seem to work well on monsters in general 18:41:28 but the cause fear case is particularly blatant since a monster using tele/blinking does effectively absolutely nothing except destroy the scroll 18:41:45 and can be avoided simply by not using fear 18:42:07 clearly |amethyst has the right solution 18:42:15 monsters using stuff like curing/heal wounds/might/agility/etc also does effectively nothing I suppose but it happens to everyone who doesn't kill monsters the turn they come into LOS, instead of only characters that use cause fear 18:42:18 and ?teleportion ? 18:43:17 I think effectively nothing is an overstatement; I've certainly have monsters use !hw when they were nearly dead 18:43:51 if they were nearly dead thats because you could kill them, presumably, so why cant you just do it again 18:44:22 i mean i guess if you decided to fight sigmund and get confused or something 18:44:23 because I may not be in great shape to do it all over again 18:44:59 * wheals idly wonders whether the enum order of branch entrances is the order they were added for pre-DCSS ones too. 18:45:48 I think there are a couple of inconsistencies, but mostly yes. 18:46:07 ok, I'll list some fields and people can say if they think they're useless to track 18:46:17 The order's been adjusted slightly a few times so that it stays roughly in tree order, IIRC. 18:46:20 -!- ackack has quit [Ping timeout: 240 seconds] 18:46:42 -!- CKyle has quit [Quit: CKyle] 18:46:48 are there any weapon/armour classes where tracking the number of cursed items seems not useful? 18:47:42 I can't imagine any particular class where that would be the case. 18:47:44 -!- bonghitz has quit [Remote host closed the connection] 18:48:04 <|amethyst> ones where the number's always zero, but for consistency having a zero in that spot is probably better 18:48:32 fr: make slimy walls ETC_SLIME 18:48:39 discoslime 18:49:20 yeah, like ArteNumHeldMons is basically 0 everywhere except for staff because of Asmo and Dispater 18:49:24 ETC_SLIMY_BRICK 18:49:27 the new ETC_ELVEN_BRICK 18:49:34 Too much data seems better than having too little. 18:50:01 oh, I'm incorrect, dangit 18:50:13 PleasingFungus: monsters carrying arte hunting slings :/ 18:50:31 hahahaha 18:50:38 and shortbow! what have you done 18:50:44 gasp 18:50:46 well, the shortbow thing isn't new 18:50:59 and you suggested I make the hunting sling change 18:51:01 iirc 18:51:27 (allowing random good_item weapons to generate as slings) 18:51:41 what?! I hadn't heard about hunting slings until I saw your commit! 18:51:46 oh 18:51:54 uh, well I probably chimed in on that I guess 18:51:58 what's odd is that the other types 18:52:02 don't really get artefacts 18:52:11 it looks like it's mostly unrands or something 18:52:14 because they're rarer, maybe? 18:52:23 oh. hm. that reminds me to test something 18:52:24 like the arte scythe is sigmund with finisher maybe 18:52:39 <|amethyst> vault monsters for one thing never get artefacts unless they're explicitly given 18:52:52 PleasingFungus: no, there are more common types that never get artes on monsters 18:53:15 |amethyst: what about level monsters? 18:53:43 it seems not, anyhow, except for maybe a few types 18:54:19 giant club, 0.02, great mace, 0.01 18:55:13 another fun statistics: large rocks in a 3-rune game: 107.91, number of those held by monsters: 98.81 18:56:02 <|amethyst> gammafunk: hm, what about ranges or variance? 18:56:32 |amethyst: yeah, possibly only for like basic "Num" fields 18:56:40 <|amethyst> yeah 18:56:44 <|amethyst> Maybe only for the sums 18:57:03 what are the statistics for triple crossbows and greatslings on average 19:01:06 ??greatsling 19:01:07 greatsling[1/2]: 10-13 base damage (with stones & sling bullets respectively), 1.4 base delay, 0.7 mindelay. One-handed. 19:01:13 ??longbow 19:01:13 longbow[1/1]: Like a {shortbow}, but longer. 1.2 base delay, 0.6 mindelay. Fires arrows. Small species (e.g. halflings) can't wield these. In 0.15, 1.8 base delay, 0.7 mindelay, 15 base damage. Try taking one from harmless monsters like centaur warriors, deep elf master archers, or Nessos! 19:03:30 so greatslings are basically way better than longbows? 19:03:30 rip termcast 19:03:32 er 19:03:34 ??Doh 19:03:34 |amethyst[1/11]: <|amethyst> doh 19:03:45 well, arrows are quite a lot more common than sling bullets 19:04:00 and longbows are quite a lot more common than greatslings 19:04:11 slings might be too powerful right now; not sure 19:04:19 well two gods make the ammo thing not a consideration really 19:04:31 true. not by the time you get a greatsling, anyway 19:04:42 more relevant for the hunting sling 19:05:43 ??hunting sling 19:05:43 hunting sling[1/1]: 7-10 base damage (with stones & sling bullets respectively), 1.2 base delay, 0.6 mindelay. One-handed. Known as a {sling} in 0.14-. 19:05:47 ??shortbow 19:05:47 shortbow[1/1]: Like a {longbow}, but shorter. 1.1 base delay, 0.5 mindelay. Fires arrows. In 0.15, 8 base damage, 1.3 base delay, 0.6 mindelay. 19:05:48 -!- edlothiol has quit [Ping timeout: 260 seconds] 19:06:31 is the 8 base damage for shortbow without arrows? 19:06:43 arrows and bolts no longer provide extra damage 19:06:46 it's just stones/bullets 19:07:35 I think slings should just lose the ability to fire stones 19:07:45 "7-10" base damage is confusing as hell 19:08:22 and even after the sling buff I'd rather throw the stones than actually use sling+stones 19:08:44 yeah actually, stones as something that can only be thrown doesn't sound bad 19:08:50 someone probably needs to re-rebalance throwing 19:08:53 devil if I know how or what to, though 19:09:14 I'd be fine with slings no longer firing stones; that's something that'd be lost when/if we go to infinite basic ammo, anyway 19:09:49 throwing still seems less overpowered than launchers to me 19:10:10 though it would be nice if players were actually told something about throwing ammo 19:10:29 they are!!!! 19:10:35 minmay. examine your ammo 19:10:40 examine your heart....... 19:10:47 but also seriously, look at the ammo. it has damage numbers now 19:10:52 misleading damage numbers 19:11:01 because it doesn't include the +3 from base_uc_damage() (???) 19:11:05 but damage numbers! 19:11:12 <|amethyst> in the wrong place 19:11:15 (also misleading because it's clawmath, not weaponmath) 19:11:18 |amethyst: what 19:11:30 <|amethyst> PleasingFungus: It may be destroyed on impact. 19:11:30 <|amethyst> Base damage: 6 19:11:33 o 19:11:37 <|amethyst> no space in between 19:11:48 <|amethyst> and probably it should come right after the description 19:12:39 btw is there any actual reason to have so many types of throwing ammo 19:12:52 crossbows don't have 4 different kinds of bolts + brands 19:12:56 <|amethyst> for most races there are only three 19:13:35 crossbows have three types of crossbows 19:14:01 I'm confused, can triple-crossbow spawn as an ordinary item, or is it just sniper? 19:14:07 it is an ordinary item, yes 19:14:24 I set it up in the same way as claymores etc 19:14:26 I think 19:14:34 possibly I missed something 19:15:34 ah, I think I did, actually 19:15:44 !source _determine_weapon_subtype 19:15:45 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/makeitem.cc;hb=HEAD#l720 19:16:09 probably it should be in this block 19:16:15 ...I added greatslings there, but not claymores? 19:16:24 *greatslings, but not triple xbows 19:16:26 <|amethyst> claybows? 19:16:33 stone bows 19:16:45 take away slings firing stones. add it to crossbows instead 19:17:09 this code is very silly 19:17:22 ??triple_crossbow 19:17:22 triple crossbow[1/1]: Like a crossbow, but three times as good! Base damage 25, base/mindelay 23/10. Historically known as a Chuangzi Nu. Not suitable for shaving. 19:17:41 ??hand_crossbow 19:17:41 hand crossbow[1/2]: It's a crossbow that you can hold in your hand. 11 base damage, 15/10 base/mindelay. Starting weapon for crossbow hunters. 19:17:53 ??crossbow 19:17:53 crossbow[1/1]: 1.5 base delay, 0.7 mindelay. Fires bolts. In {0.15}, see {arbalest}. 19:17:57 I wonder if the arbalest/hand crossbow should show up in those other blocks? I guess bows don't 19:17:59 hm 19:18:00 ??abalest 19:18:01 abalest ~ arbalest[1/1]: Crossbow. 20 base damage, 19/10 base/mindelay. Used to just be called 'crossbow'. 19:18:19 03|amethyst02 07* 0.15-a0-2077-g5562ea3: Generate triple crossbows like greatslings (PleasingFungus) 10(25 seconds ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5562ea36cc1b 19:18:41 would be a funnier commit if it was "make triple crossbows actually spawn" 19:18:47 also, arguably more accurate 19:18:58 <|amethyst> or added a comma 19:19:06 that was a good commit 19:19:07 <|amethyst> Generate triple crossbows, like greatslings 19:19:11 o 19:19:13 that works 19:20:50 hm. opinion on how often the temporary hd reduction from new-drain-brand should trigger? 19:20:58 the current frequency is pretty clearly too low 19:21:29 I don't really understand triple-crossbows at all 19:21:40 they're a bit like bardiches 19:23:13 -!- CKyle has joined ##crawl-dev 19:23:27 they don't seem much like bardiches 19:23:39 ??bardiche 19:23:39 bardiche[1/1]: This polearm is an enormous combination of pike and battle axe. Damage 18, accuracy -6, delay 20, damage type: chopping. Was called lochaber axe prior to 0.4. Will always be called lochaber axe in cbus's heart. 19:23:46 -!- tcjsavannah has quit [Quit: tcjsavannah] 19:23:59 -!- ackack has joined ##crawl-dev 19:24:00 18 * 10/7 = 25.7 19:24:11 same skill required for mindelay, roughly the same damage 19:25:19 possibly triple xbow damage is slightly too high, given the "armour-piercing" effect, though of course it does mean you can't react as quickly to events... (since each shot takes at best 10 aut instead of 7) 19:25:29 it's two levels of skill for each aut of delay, so triple-scrossbows take 26 for mindelay, or was that changed 19:25:47 that is correct 19:25:56 <|amethyst> gammafunk: so do bardiches, (20 - 7) * 2 = 26 19:26:06 %git :/weak t 19:26:06 07PleasingFungus02 * 0.15-a0-2067-g0b545c0: Tweak triple crossbows 10(8 hours ago, 2 files, 3+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=0b545c0a442c 19:26:27 oh they have 7 as mindelay, bardiches 19:26:29 yes 19:26:42 <|amethyst> yeah, all melee weapons have at most 7 mindelay 19:26:47 except 19:26:48 <|amethyst> except for unrands 19:26:49 the dark maul.... 19:26:56 -!- tollymain is now known as tolly 19:27:16 <|amethyst> and that would have lower mindelay if you weren't level-capped :) 19:27:19 I think the issue is that you're essentially giving greater than GSC damage to non-Og but just requiring them to train a lot of skill 19:27:38 ??gsc 19:27:38 giant spiked club[1/4]: It looks *really* painful. Damage rating: 22 Accuracy rating: -7 Base attack delay: 18, (pierce) damage, never generated with a brand unless it's an artefact, god gift, or vault. Can only be wielded by trolls, giants, and ogres. The best twohander in the game. 19:27:40 I suppose it's not unlike dark maul, but that's an unrand 19:27:55 22 * 10/7 = 31 19:28:00 !tell Lasty One minor thing, Ru's description ("Ru" in dat/descript/gods.txt, as opposed to "Ru powers" in gods.txt) is longer than than the other gods', it would be nice if it was compressed a bit. 19:28:00 reaverb: OK, I'll let lasty know. 19:28:02 significantly better dps, and requires much less skill 19:28:07 (only 22, instead of 26 - huge xp difference) 19:28:31 -!- alefury has quit [] 19:28:32 well compare it to the other melee weapons though 19:28:49 what is "it" 19:28:53 GSC 19:28:53 -!- Daekdroom has quit [Ping timeout: 256 seconds] 19:29:14 go on 19:29:55 <|amethyst> triple crossbow is a siege weapon, right? 19:30:04 -!- tsohg has quit [Remote host closed the connection] 19:30:05 <|amethyst> so make it large-race only :P 19:30:05 what's mindelay on throwing now? 19:30:07 a "scaled-down" siege weapon, iirc 19:30:08 no 19:30:10 !!! 19:30:23 gammafunk: same as unarmed combat 19:30:33 ??unarmed_combat 19:30:34 unarmed combat[1/3]: Fighting without a weapon. Base damage is 3 + UC skill (+2 per claws level (so +6 Tr, +2 Gh), +X for forms); delay 10 - UC/5.4; +2 to hit (+4 Tr/Gh). This delay is increased to max(10, 1d10+2dAEVP) - UC/5.4 if wearing {heavy armour}, plus the usual shield penalty, plus 1d2 - 1 if using a shield. 19:30:49 <|amethyst> .7 19:30:49 its delay is exactly the same as unarmed except replace unarmed skill with throwing skill 19:31:02 so throwing mindelay is 5 aut and reached at 27 skill 19:31:04 it's 5 aut with no armour/shield and 27 throwing skill 19:31:05 yes 19:31:07 <|amethyst> oh? 19:31:12 <|amethyst> oh right 19:31:15 yeah 19:31:21 <|amethyst> forgot about shields 19:31:45 <|amethyst> so large rocks do 80% the damage in half the time 19:31:50 <|amethyst> at mindelay 19:31:52 also "you can't react as quickly to events" this is very rarely a problem 19:32:07 i hope you don't wait until 12 skill to start using great swords 19:32:23 I have no consistent rationale for switching to better weapon types 19:32:36 -!- Zermako has quit [] 19:32:42 it sounded like you were afraid of >10 delay for no reason at all and this was informing your balance decisions 19:32:43 I have no idea how the math works out 19:33:01 (i've seen a few players like this so i'm paranoid) 19:33:13 ha. I did play that way in the past, but not for a while 19:33:22 but double moves.........! 19:34:08 btw your commit message is wrong 19:34:27 it says 23 base delay means 26 skill gives you min delay, but you actually reach the minimum possible delay at 27 skill 19:34:56 ? 19:34:57 unless someone modified div_rand_round while i wasn't looking 19:34:58 -!- tsohg has quit [Ping timeout: 240 seconds] 19:35:16 PleasingFungus: your delay at 26 skill will be 10 (23 - 26/2) 19:35:20 I was under the impression that if you had (base_delay - min_delay) * 2 weaponskill, you'd always attack at mindelay 19:35:21 yes 19:35:34 PleasingFungus: your delay at 27 skill will be randomly 9 or 10 (23 - div_rand_round(27,2)) 19:35:36 no 19:36:00 -!- scummos| has quit [Read error: Connection reset by peer] 19:36:06 crossbow mindelay is 10 19:36:19 as an experiment 19:36:23 ...oh, you actually added that special case 19:36:25 wonderful 19:36:34 :) 19:37:01 that'll teach me to expect crawl to start making more sense instead of less 19:37:02 PleasingFungus: I think it's probably not good to have an ordinary ranged class that does greater base damage than Og/Troll-specific large rocks, just like how we don't have an ordinary weapon class that's better in base damage compared to the GSC 19:37:10 gammafunk: why 19:37:19 triple-crossbow feels like something that should just be on an unrand, like we do with dark maul 19:37:29 why 19:37:34 dark maul is really terrible compared to a gsc btw 19:37:44 yeah I know 19:37:55 partially because the whole idea of limiting to giant monsters is that it's based on only them being large enough to use such a damaging weapon 19:38:43 if crossbows depended on physical strength for their operation, that would be a reasonable argument on verisimillitude grounds (putting aside the basic validity of argument by verismillitude) 19:38:47 the dark maul is quite unreliable 19:38:47 however, 19:38:57 because while it can be good because it can oneshot monsters 19:39:13 I don't see anything interesting about those weapons existing for large species in the first place 19:39:16 the randomness of damage makes that quite unlikely 19:39:26 oh, it's a no-brainer to use maces on ogres, how INTERESTING 19:39:32 -!- ystael has quit [Ping timeout: 240 seconds] 19:39:47 well yeah, one could certainly argue that they're a bad design, but they are A Thing in crawl 19:39:59 gammafunk: We could make them unthings. 19:40:18 !apt Og 19:40:18 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, Shields: -1, 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 19:40:23 <|amethyst> - APT(SP_OGRE, SK_MACES_FLAILS, 3), 19:40:23 <|amethyst> + APT(SP_OGRE, SK_MACES_FLAILS, 0), 19:40:32 <|amethyst> any reason I should not commit this? 19:40:35 that would be a big og buff 19:40:37 *nerf 19:40:40 but 19:40:44 buff/nerf, same thing 19:40:46 it would still be a no-brainer to use maces for og 19:40:57 * PleasingFungus buffs gammafunk!!! 19:40:58 Maybe make all their melee apts 1? 19:40:59 wait shit 19:41:00 because you still have giant clubs 19:41:12 (and all other weapons are in the deep negatives) 19:41:15 yep and yep 19:41:22 PleasingFungus: you can't, I'm unkillable 19:41:27 <|amethyst> would be equal to polearms apt 19:41:34 <|amethyst> and not much higher than staves 19:41:37 wait, why do they have a 0 polearms apt 19:41:40 ??halberd 19:41:40 halberd[1/2]: Two Handed Polearm. Damage: 13, Accuracy: -3, Delay: 15 19:41:42 ??giant club 19:41:42 giant club[1/1]: A giant lump of wood. (two-handed mace; Dmg 20 Acc -6 Delay 17) 19:41:46 which one would you use 19:41:58 if their maces apt isn't lower than their other apts then you have a situation where either maces are too good for ogres, or maces are too bad for every non-large race in the game 19:42:23 basically minmay wants to redefine what ogres are, as a species 19:42:27 which may or may not be good 19:42:31 but it is certainly extremely drastic 19:42:35 <|amethyst> so the solution is to collapse all weapons into one type? 19:42:58 well what's the point of having weapon classes if you're supposed to use the same one every game 19:43:17 or shields, etc 19:43:19 <|amethyst> !lg * recent won / skill 19:43:21 5625/5625 games for * (recent won): N=5625/5625 (100.00%) 19:43:25 <|amethyst> !lg * recent won s=skill 19:43:26 5625 games for * (recent won): 1549x Fighting, 496x Unarmed Combat, 381x Dodging, 371x Axes, 325x Spellcasting, 272x Stealth, 267x Armour, 225x Invocations, 213x Maces & Flails, 192x Conjurations, 163x Long Blades, 157x Polearms, 144x Bows, 136x Earth Magic, 132x Evocations, 112x Shields, 110x Air Magic, 73x Necromancy, 57x Fire Magic, 47x Ice Magic, 35x Throwing, 27x Summonings, 25x Staves, 22x C... 19:43:37 !lg * recent og won s=skill 19:43:41 238 games for * (recent og won): 145x Fighting, 52x Maces & Flails, 19x Throwing, 8x Invocations, 7x Spellcasting, 5x Dodging, Unarmed Combat, Translocations 19:43:42 |amethyst: he means, "for a given race" 19:44:00 <|amethyst> so flatten all aptitudes and remove the special cases 19:44:04 <|amethyst> same thing for magic skills 19:44:07 that sounds good to me 19:44:20 <|amethyst> since it's a no brainer to use conjurations with some races 19:44:42 I feel like this conversation is really bad 19:44:45 I think another solution would be to make maces more distinct as weapons, polearms +4 on merfolk works (at least in my opnion) because polearms have reaching and always wanting reaching is something you consider when playing merfolk. 19:44:46 <|amethyst> then we can remove about half the races because they're not distinct enough 19:44:51 like 19:44:54 I think merfolk are just as awful as ogres 19:44:55 it is not going anywhere useful or helpful 19:45:00 <|amethyst> then we can make minmay lead dev 19:45:03 -!- |amethyst has quit [Quit: leaving] 19:45:07 man 19:45:08 :( 19:45:16 I hope things are okay for him 19:45:28 Oh dear. 19:45:55 guys, he runs the servers. He can have us all eliminated at any time, don't worry 19:45:56 Maybe the first mention of "any reason I should not commit this?" was sarcastic? 19:46:07 it was very obviously & extremely sarcastic, yes 19:46:13 as was everything else he said for the last five minutes 19:46:22 Well the triple-crossbow thing feels like it kind of breaks this notion of 'crazy damage weapon only if you're heug' 19:46:55 I'm in strong support of making ogres' maces apt 0 or -1 or lower 19:47:14 I'd rather have actual choices than flavour 19:47:20 both damage over aut and damage for skill investment are quite a lot lower, gammafunk. 19:48:09 would you reduce delay for gscs if you set og mace apt to -1 minmay 19:48:10 comparing "base damage" 1:1 isn't that useful between 10 mindelay weapons and 7 mindelay weapons. which is an argument either in favor or against the 10 mindelay mechanic; possibly both 19:48:15 or just nerf ogres 19:48:29 It's more, why do we really need to have it as a distinct weapon type; I guess the aim is differentiation with other launchers, but adding an essentially bad weapon doesn't seem like a great approach 19:48:29 TS__: I wouldn't change GSCs at all 19:48:45 is it essentially bad? 19:48:45 why? 19:49:09 o so just nerf ogres 19:49:13 basically 19:49:28 TS__: yes, and also make it so that weapon classes that aren't maces actually exist for ogres 19:49:45 minmay: what is your vision for What Ogres Are, as a race? the Ogre Niche? 19:49:55 pleasingfungus' naive base damage/delay measurement is really bad since you are comparing a weapon with one brand to a ranged weapon with two brands 19:50:51 possibly 19:51:41 PleasingFungus: I don't think they have much of an interesting one, right now they are just a species with a ridiculous weapon apt (like mf) that also gets a ridiculous weapon nobody else gets, and also has hp/ac/ev similar to trolls 19:52:15 the first one seems very obviously bad to me unless you either fundamentally disagree with crawl's design goals, or think that weapon classes shouldn't exist in the first place 19:52:39 minmay: so if they don't have an interesting niche before the hypothetical mace apt change, and they don't have an interesting niche afterward, why argue for the change? Why not argue for differentiating them in some other way? 19:52:57 well he'd be arguing for their removal, I guess 19:53:01 PleasingFungus: because the change would get rid of a major no-brainer that is encountered in every game with this race 19:53:44 Perhaps replacing orgres with that ogre-mage-like race that elliptic was talking about 19:53:49 *ogres 19:53:55 3 spellcasting apt!!! 19:54:06 imho design the race before replacing another race with it :) 19:54:15 if trolls had a +5 unarmed apt, changing it to 0 probably wouldn't give them an interesting niche, but surely you can see that it would still probably be a good change 19:54:34 -!- raskol has quit [Ping timeout: 240 seconds] 19:54:47 -!- Basil has quit [Read error: No route to host] 19:54:50 PleasingFungus: if the premise is that Ogre are bad and don't really have a niche, it's pretty irelevant which comes first 19:55:07 and when you see those tavern races where they have +4 axes and -3 polearms or whatever does that really make you like them more 19:55:57 -!- name1 has joined ##crawl-dev 19:55:59 well it makes them better 19:56:05 -!- name1 is now known as Basil 19:56:08 i dont think weapons play different enough to care about what class i use 19:56:33 usually maces are the least hassle 19:57:31 so then you fall in the second category of thinking weapon classes shouldn't exist 19:58:27 probably 19:58:35 may as well just have 19:58:37 "weapon skill" 19:58:49 that or that they be somehow be better differentiated 19:58:52 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 19:58:56 It would be nice to me to have weapons be differentiated based on stats in some way 19:59:00 but crawl is crawl 19:59:02 and or acc/dam 19:59:13 so maybe a high str char likes maces 19:59:28 balanced str/dex wants long blades 19:59:28 etc. 19:59:29 that just makes things worse 19:59:31 weapon apts are very strange. they're intended to mark what a race is good at - which is redundant in some sense with the synergies that they have with racial abilities, merfolk & ogres being the most standout offenders here... 19:59:32 Why 19:59:47 then you can build stat growths around what you find 19:59:50 because it just makes weapon selection more of a no-brainer based on race instead of less 19:59:52 ha ha ha ha stat growths 19:59:57 in theory 20:00:09 minmay is right here 20:00:11 why the fuck would you build stat growths around a weapon class when you can just pick the weapon class that suits your stat growth 20:00:20 since, according to you yourself, they are all the same otherwise 20:00:27 stat increases are negligible outside of 12+ XL steps either way 20:00:27 weapon differentiation should be about playstyle, rather than about stats 20:00:34 if your str/dex are close? 20:00:35 -!- Nomi has quit [Ping timeout: 265 seconds] 20:00:44 or str did something 20:01:05 PleasingFungus: playstyle as in what you hit on the m screen? 20:01:07 (str actually does something, just not in the quantities you usually get it in) 20:01:13 gammafunk: no!!!! 20:01:15 hehe 20:01:45 axes are sort of a move in the right direction, it's just not far enough 20:02:20 well 20:02:23 cleaving is only good for speedruns 20:02:29 Zot was just sort of a dumb wizard; were I to design a dungeon, I would totally make it work better 20:02:30 mostly 20:02:32 -!- rbrrk has quit [Quit: Page closed] 20:02:44 yes - it's good for situations that you shouldn't really be in 20:02:45 the base damage is too low to be appealing otherwise unless you have a high apt like HO 20:02:52 so your better at playing suboptimally 20:02:54 which i like 20:02:57 but 20:03:06 if it *encouraged* you to get into those kinds of situations, it'd be a much better differentiator 20:03:17 well 20:03:22 I think cleaving is very good aside from having the weird damage cut and the weird being-blocked-by-walls 20:03:32 but man do I wish reaching weren't a thing 20:03:34 its hard to encourage players to fight multiple dangerous dudes at once 20:03:39 PleasingFungus: There's also an "meleemove" branch for maces, it never got merged because nobody could come up with a good name. 20:03:40 yeah reach is...ug 20:03:46 reaching is awful 20:03:46 -!- tsohg has quit [Remote host closed the connection] 20:03:49 unless you tab 20:03:50 reaverb: somehow I doubt that's the reason 20:03:56 also, I thought that was for longblades? 20:03:57 in which case you could just use a better weapon instead of a polearm 20:03:58 http://s-z.org/neil/git/?p=crawl.git;a=log;h=refs/heads/meleemoves 20:04:04 Grunt: don't you think that reach is...*glasses*...a bit of a stretch? 20:04:19 PleasingFungus: Yes the name thing might be an oversimplification. 20:04:38 it looks like it encourages hitting the same guy repeatedly, which, mm 20:04:46 is something you already want to do? 20:05:11 if it encouraged you hitting different guys in sequence, like playing the drums, now that'd be something! 20:05:25 yeah looked at the original thread. 20:05:27 what a terrible idea 20:05:32 completely misses the whole point of cleaving 20:05:45 -!- CKyle has quit [Quit: CKyle] 20:05:50 maces could pull like some kind of three stooges thing were it hits the target and the reverse target in the direct opposite position behind you, back and forth repeatedly 20:05:56 PleasingFungus: I think player constrictions is suppose to do the "hit guys in sequence" thing. 20:06:10 I thought it was powerful anti-bat tech 20:06:30 constriction is a pretty handy thing for handling low-hp not-too-important things while you kill other things 20:06:58 player constrict as it's currently implemented is not very interesting 20:07:01 multi-constriction has the same problem as axes, re, you really don't want to be in situations where it's relevant, and should avoid that when possible 20:07:37 PleasingFungus: re cleaving, you're not quite thinking about it in the right way 20:07:49 you don't have choices of "1 monster adjacent or 8" 20:07:55 you have a lot of in-between choices 20:07:59 2 or 3 adjacent 20:08:06 yes, of course. 20:08:07 however 20:08:08 gammafunk: 1 monster on the screen is still better than 2 or 3 20:08:10 ^ 20:08:17 i don't think i have ever used multi-constriction 20:08:40 cleaving makes it *less bad* to be fighting multiple enemies at once, but it still doesn't make it *good* 20:08:41 I mean that's the whole point though, you can invite *some* more risk 20:09:01 I'm pretty sure I'm ok with fighting 2 or even 3 of quite a few things 20:09:25 I feel like we're talking past each other... 20:09:29 perhaps those monsters are poorly designed, but that's not cleave's fault 20:09:59 PleasingFungus: we're just not agreeing; that doesn't mean 'talking past' 20:10:10 augh 20:10:16 that is still not what I'm saying 20:10:22 which only reinforces my point........ 20:10:47 let me back up. 20:11:20 my point is just that there are certainly monsters where you can decide it's better to fight a couple of them, and there are yes a larger number of situations where you want to fight one at a time 20:12:37 -!- scummos__ has quit [Ping timeout: 240 seconds] 20:12:54 I can't think of any monsters where it is better to fight several unless you have vamp (and then only if at least one doesn't outdamage your 75% effectiveness heal, and at least one does), but I can think of (rare) circumstances where fighting several monsters is the best thing to do for other reasons 20:13:09 since positioning to fight just one might be impossible 20:16:20 PleasingFungus: also, you're wrong because... 20:16:26 !lg PleasingFungus ikiller=sheep 20:16:27 1. PleasingFungus the Bludgeoner (L12 OgAK of Lugonu), slain by a sheep on Lair:6 on 2014-07-09 19:42:58, with 19847 points after 17106 turns and 0:51:50. 20:16:29 I mean really 20:16:43 playing on low blood sugar 20:16:47 the only weakness of the ogre 20:16:51 I was roleplaying, really. 20:16:58 -!- crate has quit [Ping timeout: 240 seconds] 20:17:06 too bad it wasn't by a sheep in a kennysheep vault 20:17:10 if only! 20:17:27 tbh a torpor snail herd would be funnier 20:17:33 hah, true 20:17:37 sheep (15Y) | Spd: 10 | HD: 3 | HP: 9-24 | AC/EV: 2/7 | Dam: 13 | Res: 06magic(12) | XP: 28 | Sz: Medium | Int: animal. 20:17:37 %??sheep 20:17:38 do you mind if I say one last thing about axes? 20:17:47 ....sorry permission denied 20:17:48 -!- Keanan has joined ##crawl-dev 20:17:50 dang 20:17:55 and I had it written out and all! 20:19:20 PleasingFungus: permisssion granted >_> 20:19:28 ha 20:19:51 axe cleaving means that you being in certain classes of bad situations is less bad than it would be with other types, yes. this is differentiation! it is probably one of the best pieces of weapon differentiation we have. it is certainly a lot better than nothing. but I do feel that something that actively encouraged players to *enter* those situations - which they'd avoid with other weapon... 20:19:53 ...types - would be quite a lot better! 20:20:12 dang. eschew verbosity, me 20:20:43 I kinda feel like cleaving does that 20:20:53 people think it's powerful and then look to use that power 20:21:13 -!- njorth has quit [Quit: Lost terminal] 20:21:22 it is possible that bad players play badly, yes 20:21:29 One thing I've been thinking about - a really massive damage boost for being in melee-range open (not walls) spaces. 20:21:33 that's not very useful from a design perspective, though... 20:21:54 there are a lot of bad players >.> 20:22:29 reaverb: not necessarily a bad idea 20:22:34 -!- rchandra has joined ##crawl-dev 20:22:34 well we could make cleaving MOAR that way yes; it'd be important to not make our other weapon differentiations all about encouraging risk though 20:22:48 it's not helpful that our other differentiation is reach, which plays quite poorly 20:22:53 well, the thing is 20:23:02 our differentiation should be about encouraging players to play differently 20:23:07 and by default, players play to minimize risk 20:23:25 so yes, I do think that all the differentiation will of necessity involve encouraging some kind of risk... 20:24:39 -!- mamgar has quit [Quit: Leaving] 20:24:45 -!- bonghitz has quit [Quit: Leaving...] 20:25:01 I think we (both players and developers) might disagree at what constitutes acceptable risk, and that disagreement has to be represented in a game with so many designers, but yeah I agree with the principles that cleave is basically a good direction for differertiation and it could be further changed 20:25:12 the critical thing would really be: what do we do to the other weapons 20:25:19 well, that is the question, yes. 20:25:39 cleave is subtle right now, and so long as the other weapons don't have great differentiation, it should probably remain as subtle as it is 20:25:48 (though I disagree that the question is about "acceptable risk" - there is simply no advantage to getting into situations that encourage cleaving...) 20:25:59 (there's no tradeoff!) 20:26:04 well we disagree about that! 20:26:05 ((unless you're speedrunning)) 20:26:21 there are advantages like: kill that second monster faster 20:26:21 gammafunk: The acceptable risk thing is also around in the "Is IDing wands on the first-shot interesting?" 20:26:47 due to the gyroscoping action axes deal 25% more damage to the cleaved monsters 20:26:50 unless that second monster has smite-targeted abilities, they're irrelevant as long as you're fighting the first one 20:27:00 unless 20:27:04 you put yourself in a cleaving position... 20:27:06 um 20:27:10 oh, so we're conditioning on the monster type now? that almost sounds like decision making 20:27:18 the vast majority of monsters don't smite-target 20:27:29 if by "fighting monsters one at a time" you think "fighting one monster while still having other monsters on the screen" then... 20:27:29 wow 20:27:44 also, that, yes 20:27:51 no that's not what I think 20:27:54 that was directed at pleasingfungus 20:27:56 yes 20:27:58 unless that second monster has smite-targeted abilities, they're irrelevant as long as you're fighting the first one 20:28:04 smite-targeted abilities don't work if the second monster is not in LOS 20:28:45 Basil: can I add gyroscopes to your TODO? 20:29:00 having only 1 monster visible >>> having only 1 monster in line-of-fire >>> being in a situation where cleaving is relevant 20:29:15 better 20:29:15 PleasingFungus: unless that second monster has smite-targetted abilties or all-los abilities, of course 20:29:34 like convokers, spriggan druids, I mean there's a list 20:29:36 i would add that ideally you can rest between fighting the two monsters too 20:29:54 gammafunk: the first inequality still holds 20:29:59 which is minmay's point 20:30:05 there are even monsters that force you to be surrounded by monsters! 20:30:14 -!- njorth has quit [Client Quit] 20:30:20 summons can affect that too 20:30:39 gammafunk: are there 20:30:54 no 20:30:55 there aren't 20:30:59 well "force" 20:33:04 -!- ackack has quit [Ping timeout: 260 seconds] 20:34:14 is there a way to check versions of the experimental branches online other than starting a game? 20:34:31 &version cszo 20:34:31 %version 20:34:32 trunk: 0.15-a0-2045-gcdaee41; 0.14: 0.14.1-26-g5a19342; 0.13: 0.13.2; 0.12: 0.12.3; 0.11: 0.11.3; 0.10: 0.10.3-19-g6f05415 20:34:45 hrm, guess not 20:34:57 rchandra: probably the best way is with git 20:35:01 %git iashol 20:35:01 07Lasty02 * 0.15-a0-2079-g5f9ff78: Ru: Prevent conjured minions from turning hostile on Sacrifice Love. 10(26 hours ago, files, 6+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5f9ff785b008 20:35:09 rchandra: They are experimentals almost always updated whenever the git branch gets an update. 20:35:19 but if your concern is whether there's an update, then no unfortunately not 20:35:22 ah, thanks 20:35:27 yeah, what reaverb said as well 20:35:59 Sometimes people forget to do it, occasionaly I've purposely left it if the only change was a merge. 20:36:03 %git smithgod_rebased 20:36:04 07reaverb02 * 0.15-a0-1818-g2b6af51: Merge branch 'master' into smithgod_rebased 10(2 weeks ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2b6af511dd38 20:36:15 I should probably try merging master into there again.... 20:37:22 PleasingFungus: yeah, I'm not disagreeing that cleaving could do more to make *deciding* to put yourself in a cleaving situation the better choice, even if I disgree to what extent situations where it's better to move in to cleave exist currently 20:38:01 -!- rockygargoyle has quit [Ping timeout: 256 seconds] 20:38:14 cleaving saves piety decay 20:38:23 ok 20:38:26 sounds good 20:38:27 shake? 20:38:44 PleasingFungus shudders. 20:38:56 * gammafunk shakes hands with PleasingFungus. gammafunk whispers, "But you're wroooong!" 20:39:00 noooo 20:39:03 a stab-in-the-back! 20:39:48 can I get anyone to agree with me that the miasma clouds in that swamp and are mean and unust? 20:39:50 has there been any thought of giving axes part of their damage back, or do you guys think it's fine as is? 20:40:32 I think a better axes buff would be to get rid of the damage reduction on cleaving 20:40:58 minmay: What damage reduction? 20:41:09 I forgot that still existed, if it still does 20:41:13 75% on cleave 20:41:27 reaverb: last time I checked, cleaving only did 75% damage to monsters other than the one you specifically targeted 20:41:33 I was going to remove the weird special-cased walls-blocking-cleaving thing first 20:41:37 but then I looked at the code and it was really complex 20:41:42 so I did something else instead 20:42:25 that is a good thing to remove too yes 20:42:50 minmay: So it wouldn't matter which monster you targetted, you would hit all monster in melee-range equally? (assuming walls blocking cleaving would be removed) 20:43:32 reaverb: yes 20:43:36 reaverb: I don't see a problem with this 20:44:04 (other than possibly making axes too strong) 20:44:27 it is already the intuitive case 20:44:39 that is exactly why I think it should be the actual case 20:44:41 yes 20:44:45 the player knows they're hitting everything; there's no particular reason for them to think that the one they're targeting is special 20:44:49 "targeting" 20:45:38 the only place where you sensibly use the weird targetting is meatsprint 20:45:57 I think choosing which monster to target with a melee attack is a meaningful decision and I'm not sure just removing it for axes is a good idea. 20:46:18 in that case, how would you indicate to the player that targeting is meaningful? 20:46:26 right, the game doesn't give any hint of that at all 20:46:29 *right now 20:46:47 -!- Quashie has quit [Ping timeout: 264 seconds] 20:47:40 PleasingFungus: Hmm, Axes description would help, although that is a little hidden away. 20:49:30 A raiju's living lightning should never hit themselves 13https://crawl.develz.org/mantis/view.php?id=8791 by josh 20:49:45 goodbuf 20:49:48 *g 20:50:25 living lightning, I like it 20:50:34 it has a pet egolem? 20:54:37 03reaverb02 07[smithgod_rebased] * 0.15-a0-2108-g24f1708: Merge branch 'master' into smithgod_rebased 10(5 minutes ago, files, + -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=24f170817292 20:59:10 Experimental (smithgod_rebased) branch on crawl.s-z.org updated to: 0.15-a0-2108-g24f1708 20:59:50 wtf. AF_DRAIN fires if (a) a 1/30 chance goes off, or (b) if the attack does 5+ damage and a 1/2 chance goes off, or (c) if the attack does 0 damage and a 2/3 chance goes off. 20:59:59 correction, 6+ damage 21:00:09 in conclusion: wtf 21:02:06 -!- Kalir has quit [Changing host] 21:02:25 Yes that's a very weird distrubition. 21:02:37 just break it into drain, strong drain, nasty drain 21:02:58 Perhaps just change it to a flat 1/25 or such? I don't know how much A) and C) trigger in actual games. 21:03:13 seems like (c) would trigger all the time 21:03:15 tbh 21:03:48 Also it's weird you might want to remove armour so you get drained less, not sure if that has ever actually happened. 21:04:02 heh 21:04:39 -!- njorth has quit [Quit: leaving] 21:06:12 -!- ProzacElf has quit [Ping timeout: 260 seconds] 21:07:01 -!- tsohg has quit [Remote host closed the connection] 21:08:32 -!- DrKe has quit [Ping timeout: 260 seconds] 21:12:35 -!- tsohg has quit [Ping timeout: 264 seconds] 21:13:25 how about replacing reaching with brogue-style polearms? 21:14:09 that wouldn't really encourage anything interesting... 21:14:18 wheals: while better than reaching, brogue-style polearms would promote some pretty awful things in crawl 21:14:25 -!- Lasty1 has quit [Quit: Leaving.] 21:14:36 like making some zombie and attacking through it or something 21:14:56 -!- CKyle has joined ##crawl-dev 21:14:59 and in general just wouldn't be interesting, yeah 21:15:03 uh, i don't necessarily mean with all the particulars that brogue ones have 21:15:13 i don't see how it's less interesting than reaching 21:15:21 it's not 21:15:23 well, it's probably not less interesting than reach 21:15:31 but ideally you get rid of reaching and replace it with something less awful 21:15:40 not something similarly awful 21:16:44 -!- CKyle has quit [Client Quit] 21:18:17 well, it seems like it would be midway between cleaving and normal fighting; you'd have to have more than one thing around for it to be useful, but not expose yourself to quite as much danger 21:18:34 -!- ProzacElf has joined ##crawl-dev 21:18:37 since we're talking brogue, maybe polearms should give you a lunge attack 21:18:53 as in if you move next to a monster you get a "free" attack on it 21:19:06 the idea being of course that polearms are long, so you hold the polearm out in front of you, and when you move towards the monster it hits the monster 21:19:09 sure 21:19:16 what sort of playstyles do you see coming out that? 21:19:19 *out of 21:19:25 seems like it might encourage moving towards enemies 21:19:27 which is nice 21:19:29 yes 21:19:34 mainly it would be more moving instead of pressing s 21:19:45 and good against ranged stuff 21:19:51 well 21:19:52 have you ever played "hoplite"? 21:19:52 sort of good 21:19:57 nope 21:20:00 o 21:20:07 what advantage would it have versus not-ranged stuff as compared to s? 21:20:08 it's a really good "coffee break roguelike" 21:20:11 might be ios only tho 21:20:19 wheals: I think he means against maintain-range enemies, maybe? 21:20:26 or maybe he just means because you'd attack a turn sooner than otherwise 21:20:28 wheals: if the monster is ranged 21:20:38 -!- HellTiger has quit [Ping timeout: 240 seconds] 21:20:51 if it's a melee-only monster then yes you are still best off moving away from it until randomized energy puts it next to you (isn't randomized energy great) 21:21:16 but if it's a centaur or yaktaur or orc wizard or orb of fire you might want to move towards it instead, and this lets you potentially attack one action earlier 21:21:29 how would weapon delay work with the free attack? 21:21:46 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 21:22:06 I don't see any problems with using your regular attack delay 21:22:12 maybe make the attackmove be max(movespeed, attack delay)? 21:22:18 it's not like you could use it to speed up your movement significantly 21:22:23 since you may have moved faster 21:22:27 but to do it, you had to have a monster 21:22:30 and now the monster is in your way 21:22:49 rude monster imo 21:22:51 wheals: considered that but it seems potentially difficult for players to figure out 21:23:12 my concern was actually with the cases where attack delay was greater than movespeed 21:23:16 after the recent door fiasco 21:23:29 min(movespeed, attack delay) 21:23:36 ( http://www.pentadact.com/2014-03-29-the-randomised-tactical-elegance-of-hoplite/ this is hoplite btw. there's a gif!!!!) 21:23:40 spear spgl the new power combo 21:23:52 power combo for 0.16, 0.17, and 0.19 21:23:59 powyrful spear attacks 21:24:04 i'm just thinking of how to somehow abuse sputterfly with this 21:24:11 or spammal, for batty bats 21:24:12 wheals: it wouldn't work on friendly monsters, of course 21:24:16 well, you can't really attack friendlies with this kind of attack 21:24:17 wheals: so you'd have to sac love first 21:24:20 since you can't force-attack into them 21:24:34 you could like, throw a stone at them 21:24:42 that sounds like it'd take time 21:24:43 wheals: i'm pretty sure that would take longer than the 3 aut you save 21:25:01 well i guess you save 7 aut as a naga 21:25:03 but i still don't see that being useful 21:25:07 na^chei power combos? 21:25:14 I guess it is potentially stupid with chei 21:25:18 didn't really think of chei 21:25:20 since i never use him 21:25:21 since he's chei 21:25:24 i guess we already had this with dform trample :P 21:25:40 well dform trample almost always moves you somewhere worse anyway 21:25:46 whereas this moves you to the square you actually wanted to move to 21:25:49 rip dform trample 21:26:02 too majestic for this world...... 21:26:03 * wheals mauls PleasingFungus!!!! 21:26:08 rip 21:27:13 i guess this would almost be like a minijump, sounds like it could be pretty fun 21:27:39 yeah 21:27:47 -!- wheals has quit [Quit: Leaving] 21:27:58 I like the idea. want to sleep on it so I can think about it further 21:28:08 right now I'm too enthusiastic to see the flaws 21:28:40 anyway, I'm adequately convinced now that max(movedelay, attackdelay) is the best way to do it, even if it is slightly unintuitive 21:28:46 just stick it in the description 21:28:59 also giving it to long blades or maces is probably less radical than giving it to polearms 21:29:17 it'd require redesigning fewer vaults, certainly 21:29:25 haha point 21:29:53 hm. I wonder if a hoplite-like shield bash ability could be fun to play with 21:30:45 seems like it would be best for blasters, which is kind of a little weird 21:31:41 active combat moves are not suited for crawl imo (it's half of why we're complaining about reaching in the first place) 21:31:55 true 21:31:56 how about bashing something in the direction you stepped in 21:32:07 half-a-trample 21:32:17 would that actually be beneficial? 21:32:24 I guess it'd prevent counterattacks 21:32:35 it would be beneficial against melee-only monsters 21:32:45 and awful against anything else 21:32:48 it would make moving towards your target more than giving them a free hit 21:32:52 the most powerful type of monster in crawl!!!! 21:33:05 oh, you mean in the same way that we were talking about with the spear-move? 21:33:10 moving toward them, not bumping them 21:33:25 i thought he meant moving towards them makes you shield bash them and knock them back one space 21:33:33 oh 21:33:35 that would be awful 21:33:44 -!- sstrickl has quit [Quit: sstrickl] 21:33:52 I'm very confused 21:33:56 just a preliminary attack for stepping adjacent to the monster is what i'm thinking of 21:34:08 so...exactly what we were talking about 21:34:13 neat 21:34:15 great minds! 21:36:01 -!- ackack has joined ##crawl-dev 21:36:29 I thought you said dform temple and I got confused 21:36:50 new vault 21:37:29 https://dl.dropboxusercontent.com/u/63152810/n/crawl/vinedragon.png 21:38:10 -!- reaverb has quit [Quit: Leaving.] 21:38:13 inconspicuous dragon-shaped plants 21:38:32 haha 21:38:35 Return Of Vinedragon 21:39:58 -!- conted has quit [Ping timeout: 246 seconds] 21:40:07 hm. thinking about drainbrand 21:40:25 (1) should the temp hd reduction be proportionate to mon max hd, or flat 21:41:12 (2) should it trigger 1-1 with brand damage (and presumably the brand would trigger slightly less often?), or should it trigger some fraction of the time, as it does now 21:41:13 why not a max of the two 21:41:33 depends on what the fraction is, I suppose 21:41:35 Orb Guardian (06X) | Spd: 14 | HD: 15 | HP: 65-103 | AC/EV: 13/13 | Dam: 45 | 10doors, fighter, see invisible | Res: 06magic(120), 12drown | XP: 2765 | Sz: Giant | Int: normal. 21:41:35 %??orb guardian 21:41:56 say it's 10% 21:42:00 1-1 with brand damage sounds good to me since then when you see "you drain the whatever" you actually did drain the whatever 21:42:01 or 1 21:42:22 -!- WalkerBoh has quit [Remote host closed the connection] 21:42:26 minmay: yeah that's what I was thinking. my concern was making the brand overall too "spiky", too intermittent 21:42:47 PleasingFungus: confirmed elec brand has 100% proc chance in 0.16 21:43:15 elec could become like pain, using air skill :| 21:43:32 also flat hd reduction sounds better since most things scale linearly with hd anyway 21:43:37 minmay: elec brand is a thing, but we already have one elec brand! 21:43:39 or sorta close to linearly 21:43:52 PleasingFungus: well i mean current drain only reduces hd on 13% of attacks 21:45:02 it feels a little weird that a drain hit would reduce orc warrior damage by 25% (then 33%, then 50%), but a hit against an orb guardian would give 6.7% reduction (then 9%, then...) 21:45:20 hit dice are just such a weird mechanic. 21:45:36 PleasingFungus: an elec hit would also reduce orc warrior HP by a greater % than orb guardian HP 21:45:48 true - that's another flat effect 21:45:50 mm 21:45:55 PleasingFungus: and your AC would reduce the orc warrior's damage by a greater % than the orb guardian's damage 21:45:55 eh, flat is simplest 21:46:12 it feels more natural for debuffs to be proportionate - e.g. slow 21:46:56 eh 21:47:11 PleasingFungus: I don't know about slow, but confusion's duration is lowered by the enemy's HD 21:47:17 huh 21:47:29 didn't know that 21:47:52 and of course it's usually harder to hit higher hd enemies with debuffs, due to mr etc 21:48:06 yes 21:48:09 so how good of an effect would this actually be? how much better would it be than current draining? we can simplify this by asking "how much better is it than the damage", given that the old hd reduction was neglibile. 21:48:11 sp. 21:48:24 alternately, can we just get rid of the damage, to focus on the ways on which this brand is actually interesting/distinct? 21:48:30 the old hd reduction was negligible but the old max hp reduction was not 21:49:00 yeah - this doesn't actually reduce mhp, since mhp reduction was one of the Bad UI Problems with olddrain 21:49:05 yes 21:49:29 anyway, I don't know how I can say how much better it would be when I don't know how often the hd reduction would trigger... 21:49:44 well, I'm asking how much better it'd be so I can calibrate how often to trigger it! 21:49:56 (I'm going with the 1:1 approach for now; if it's elec, then it's elec.) 21:51:02 if you're keeping the damage multiplier+1+1d3 from the old brand, 40-50% trigger chance is probably about right? 21:51:31 I'm gonna be honest, monsters lose HD so rarely in the current system that I have basically no reference point for how good it is 21:51:33 huh. it looks like it currently has a 2/3rd trigger chance? 21:51:36 yes 21:51:38 yeah, it's really hard to compare 21:51:42 well, coinflips are easy 21:55:52 -!- Textmode has joined ##crawl-dev 21:59:08 -!- tsohg has quit [Ping timeout: 240 seconds] 21:59:21 -!- Textmode has quit [Read error: Connection reset by peer] 22:01:14 -!- Fhqwhgads_ has quit [Remote host closed the connection] 22:01:21 -!- Textmode has joined ##crawl-dev 22:03:36 -!- tcjsavannah has quit [Quit: tcjsavannah] 22:08:31 ahaha 22:08:46 !tell reaverb checkout mon-ench.cc:capt_degree() 22:08:46 PleasingFungus: OK, I'll let reaverb know. 22:08:54 !tell reaverb *cap_degree() 22:08:54 PleasingFungus: OK, I'll let reaverb know. 22:15:40 !seen ontoclasm 22:15:41 I last saw ontoclasm at Sun Jul 13 21:44:27 2014 UTC (5h 31m 13s ago) saying 'they got grabbed by the temple guardians and lost their medallion so they had to go a different way' on ##crawl-dev. 22:24:44 -!- ackack has quit [Ping timeout: 240 seconds] 22:25:35 -!- Daekdroom has quit [Quit: Saindo] 22:28:41 03PleasingFungus02 07* 0.15-a0-2078-gd22ebac: Separate 'permanent' and 'temporary' monster hit dice 10(5 hours ago, 48 files, 343+ 276-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=d22ebac678fa 22:28:41 03PleasingFungus02 07* 0.15-a0-2079-gd916679: Partially refactor tendril_disarm() 10(4 hours ago, files, 38+ 20-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=d9166791303a 22:28:41 03PleasingFungus02 07* 0.15-a0-2080-g6137380: Reorganize ammo damage descriptions (|amethyst) 10(3 hours ago, files, 4+ 4-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=61373806d788 22:28:41 03PleasingFungus02 07* 0.15-a0-2081-g672c312: More ranged tweaks 10(2 hours ago, files, 4+ 4-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=672c312729a9 22:28:41 03PleasingFungus02 07* 0.15-a0-2082-gec5d89f: Add current hd display to debug_stethoscope() 10(17 minutes ago, files, 2+ -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ec5d89f7485c 22:28:41 03PleasingFungus02 07* 0.15-a0-2083-g257f141: Make draining temporary (for monsters) 10(15 minutes ago, 7 files, 33+ 17-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=257f14127322 22:29:20 !learn e arbalest s/20/18 22:29:20 arbalest[1/1]: Crossbow. 18 base damage, 19/10 base/mindelay. Used to just be called 'crossbow'. 22:29:35 !learn e triple_crossbow s/25/23 22:29:35 triple crossbow[1/1]: Like a crossbow, but three times as good! Base damage 23, base/mindelay 23/10. Historically known as a Chuangzi Nu. Not suitable for shaving. 22:29:48 !learn e longbow s/18/17 22:29:48 No change: regex `18` does not match `Like a {shortbow}, but longer. 1.2 base delay, 0.6 mindelay. Fires arrows. Small species (e.g. halflings) can't wield these. In 0.15, 1.8 base delay, 0.7 mindelay, 15 base damage. Try taking one from harmless monsters like centaur warriors, deep elf master archers, or Nessos!` 22:29:59 !learn e longbow s/1[.]8/1.7 22:29:59 longbow[1/1]: Like a {shortbow}, but longer. 1.2 base delay, 0.6 mindelay. Fires arrows. Small species (e.g. halflings) can't wield these. In 0.15, 1.7 base delay, 0.7 mindelay, 15 base damage. Try taking one from harmless monsters like centaur warriors, deep elf master archers, or Nessos! 22:30:24 !learn e hunting_sling s/10/9 22:30:24 hunting sling[1/1]: 7-9 base damage (with stones & sling bullets respectively), 1.2 base delay, 0.6 mindelay. One-handed. Known as a {sling} in 0.14-. 22:30:39 !learn e greatsling s/13/12 22:30:39 Use: !learn edit greatsling[NUM] s/// 22:30:46 !learn e greatsling[1 s/13/12 22:30:46 greatsling[1/2]: 10-12 base damage (with stones & sling bullets respectively), 1.4 base delay, 0.7 mindelay. One-handed. 22:32:24 hm. I wonder if monster corrosion is capped in that weird way 22:33:07 hm 22:33:13 I guess it doesn't stack at all for them 22:36:50 -!- orionstein is now known as orionstein_away 22:37:53 -!- jday_ has quit [Quit: Leaving] 22:44:07 ??book_of_necromancy 22:44:08 book of necromancy[1/1]: Pain, Animate Skeleton, Lethal Infusion, Vampiric Draining, Regeneration, Animate Dead, Control Undead 22:44:15 geeze that starting book is strong 22:44:27 didn't even realize it also has regen 22:44:45 -!- CKyle has joined ##crawl-dev 22:45:41 I would be happy to trade lethal infusion for regen 22:45:44 like, from a design perspective 22:45:55 and by lethal infusion, I of course mean the new version 22:47:34 ??lethal_infusion 22:47:35 lethal infusion[1/1]: Places the {draining} brand on a weapon temporarily. (Necromancy/Charms 2) 22:47:54 you recall the version I sent, ah, yesterday, I think? 22:47:54 yeah I'm not sure about the giving drain thing; drain as a cost isn't much going to stop me from using drain whenever I feel like it 22:48:03 really? 22:48:15 er from using drain the brand, since that's kind of confusing 22:48:20 no I got that 22:49:38 I guess in fairness the drain cost is most significant in the early game, but that's exactly when we'd want the spell to be use dmore 22:49:53 the drain brand & skill bonus is also most relevant in the early game 22:55:58 -!- tsohg has quit [Ping timeout: 240 seconds] 22:56:37 yeah if the drain is significant in early game, I'm not going to cast it for something that's effectively worse than vorpal, and if the drain is trivial, I have no reason not to cast it 22:56:56 What do you mean by "worse than vorpal"? 22:57:17 I guess you have to factor in the flat damage, what 1+ 1d3 22:57:42 Also, I suspect the new HD reduction will be pretty significant in the early game. 22:58:02 I can't really see how 22:58:16 Reducing damage, to-hit, etc, by 25%, 33%, whatever? 22:58:23 That's nontrivial, I'd think... 22:58:30 Or by 75%, if you hit an orc warrior a few times 22:58:30 reducing damage by 25%? 22:58:50 monster weapon damage is based largely on hd, yes? 22:59:20 monster weapon damage is additive to their base damage 22:59:25 and the hd decrease doesn't change base damage 22:59:35 I thought that 22:59:37 but minmay claimed I was wrong 22:59:39 hold on 22:59:46 wrt mon weapon damage & base damage 22:59:48 orc warrior (08o) | Spd: 10 | HD: 4 | HP: 17-40 | AC/EV: 0/13 | Dam: 20 | 10weapons, 10items, 10doors, fighter | Res: 06magic(16) | XP: 132 | Sz: Medium | Int: normal. 22:59:48 %??orc_warrior 22:59:56 orc warrior (08o) | Spd: 10 | HD: 1 | HP: 4-10 | AC/EV: 0/13 | Dam: 20 | 10weapons, 10items, 10doors, fighter | Res: 06magic(4) | XP: 3 | Sz: Medium | Int: normal. 22:59:56 %??orc_warrior hd:1 23:00:00 yes I know the "dam" number won't change 23:00:03 that's not what I'm talking about 23:00:05 hold on! 23:00:52 unknown monster: "orc_warrior items:giant spiked club" 23:00:52 %??orc_warrior items:giant spiked club 23:01:07 * SamB can't remember the syntax :-( 23:01:21 orc warrior (08o) | Spd: 10 | HD: 4 | HP: 17-39 | AC/EV: 0/13 | Dam: 20 | 10weapons, 10items, 10doors, fighter | Res: 06magic(16) | XP: 132 | Sz: Medium | Int: normal. 23:01:21 %?? orc warrior ; giant spiked club 23:01:30 it won't make a difference to chei's display 23:01:34 gammafunk: just ran fsm 23:02:14 dropping orc warrior to 1 hd halved its damage 23:02:15 -!- noppa354 has quit [Quit: Page closed] 23:02:27 -!- TR_Muscateer has quit [Read error: Connection reset by peer] 23:03:00 mm. or cut it by 1/3rd; it depends on what your initial defenses are 23:03:21 the better your defense are, the more impact the hd change will have proportionately 23:04:45 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:05:14 seems to mainly be the result of decreased acc, though 23:07:07 ah. so minmay was full of shit earlier 23:08:19 I stand corrected, gammafunk 23:08:23 -!- DrinkMachine has joined ##crawl-dev 23:08:23 -!- DrinkMachine has quit [Changing host] 23:08:23 -!- DrinkMachine has joined ##crawl-dev 23:08:26 sort of 23:08:54 -!- ontoclasm has quit [Quit: Leaving.] 23:09:29 well no I think the point is correct that the hd does affect damage output, but I'm trying to run fsim 23:09:32 how do you specify the hd? 23:09:40 the chei syntax isn't working 23:09:50 I just &Morc warrior hd : 1 ; (some weapon) 23:09:52 and then &F and chose it 23:10:06 huh 23:10:16 the chei syntax doesn't work for me either 23:11:36 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:12:24 PleasingFungus: I seem to get the same damage vs. an orc warrior with a war axe regardless of hd:1 or default hd 23:12:28 huh 23:12:34 avg damage or avg per-hit damage? 23:12:35 oh sorry 23:12:36 dang 23:12:46 yeah wrong field 23:12:51 haha 23:12:53 6.3 vs 79 23:12:56 er 7.9 23:13:01 the other way would be more exciting 23:13:33 I was getting numbers that looked like 3.7 vs 5.2 23:13:39 about a 1.5 point damage swing consistently 23:13:48 for 3 hd reduction for orc warriors 23:13:51 hm 23:13:57 I think I'm gonna change the math so I'm right 23:14:00 the best way to win an argument 23:14:05 I guess part of my complaint about trying to 'fix' Ne is that the starting book is just so damn strong already 23:14:20 [20:45] PleasingFungus I would be happy to trade lethal infusion for regen 23:14:35 keeps the same number of charms! :) 23:14:52 that doesn't change much the fact that it's so strong 23:14:54 (in the book, I mean - not removing regen from the game) 23:14:54 (yet?????) 23:15:17 how will the "keep the same number of charms" thing work when charms school gets removed 23:15:28 eb_: it won't, because charms school will never be removed 23:15:33 I am the patient & faithful guardian of charms 23:15:42 well, it was worth the attempt 23:15:43 you could say I live a 23:15:45 ??grunt[$ 23:15:45 grunt[17/17]: ( •_•) ( •_•)>⌐■-■ (⌐■_■) 23:15:45 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:15:47 charmed life 23:16:03 I'll just wait until you sleep to goad someone into removing charms 23:16:06 noooooooo 23:16:10 you fool!!! 23:16:24 there was some premise that it's not obvious enough you can use melee with Ne 23:17:08 they don't start with a weapon, that makes it not obvious enough for the average player 23:18:13 -!- AtomikKrab has quit [Ping timeout: 240 seconds] 23:18:16 We don't start IE with a weapon or a brand spell! You can't use a weapon as an IE!!! 23:18:41 clearly freezing brand is next :) 23:18:43 also 23:19:16 I feel like it's easier to get away without using weapons as IE than Ne? 23:19:33 mm 23:19:35 maybe not 23:19:41 eh 23:19:46 yeah that's feeling 23:19:55 *a feeling 23:19:57 ??book of frost 23:19:58 book of frost[1/1]: Freeze, Throw Frost, Ozocubu's Armour, Throw Icicle, Summon Ice Beast, Condensation Shield 23:20:04 oh right summon ice beast 23:20:06 never mind, I stand by that 23:20:14 haha 23:20:23 It's So Strong 23:20:29 His justification is "it has an ally spell, so yeah IE can get away with it" 23:20:35 but not Ne 23:20:52 well, I was thinking "ne has animate skel/animate dead, so that gives them an edge relatively" 23:20:57 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:21:06 ??book of necromancy 23:21:07 book of necromancy[1/1]: Pain, Animate Skeleton, Lethal Infusion, Vampiric Draining, Regeneration, Animate Dead, Control Undead 23:21:11 but they both have allies!!! 23:21:22 exactly; they both can get away with it 23:21:33 and they both have ranged damage spells 23:21:36 -!- CSDCS has quit [Read error: Connection reset by peer] 23:21:57 even overlap quite a bit in which enemies resist those ranged damage spells 23:22:16 ne have a period where one ranged attack spell is shit and the other isn't quite online yet, iirc 23:22:28 i submit that not training melee skills on Ne/IE is actually better than training melee skills on Ne/IE before lair 23:22:34 wait no they don't have drainbolt in startinb ook? 23:22:40 pain is extremely good 23:22:48 it's not insane like freeze but it's still really strong 23:22:48 why did I think they did 23:22:54 ya it's a real good level 1 spell 23:22:55 and vamp drain is really, really good 23:23:14 you heard in, minmay approves my HEIE strats 23:23:18 *it 23:23:22 I've never noticed any such period even ignoring animate skeleton/dead (which I ignore a lot because god, those spells) 23:23:33 vamp drain is "sure whatever I'll 'melee' that orc warrior" 23:24:06 vamp drain is pretty much enough to kill everything up to and through lair except for hydras and fire crabs 23:24:28 and maybe lindwuermer 23:24:33 spoken like someone who got too many pre/lair fire crabs 23:24:55 and you don't have to kill hydras 23:25:08 (or fire crabs or lindwuermer but you don't see many of those anyway) 23:25:12 I always get that lousy fire crab temple 23:25:14 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:25:17 fire crab temple? 23:25:28 only worse one is the slime temple imo!!! 23:25:35 (that was PleasingFungus wasn't it?) 23:25:51 no comment 23:26:38 btw I was wrong about AF_DRAIN earlier 23:26:57 the 2/3rds chance didn't fire if attack damage was 0, it fired if attk_damage (the monster attack specification) was 0 23:27:09 which, grepping around, doesn't ever happen? 23:27:11 AF_DRAIN_XP 23:27:57 it... could happen with a 0-damage spectral attack, I guess? 23:28:20 -!- CKyle has quit [Quit: CKyle] 23:28:21 (1) are those things (2) do we care about giving them an ultra-high drain chance 23:28:57 spectral rat (03Z) | Spd: 10 | HD: 1 | HP: 4-8 | AC/EV: 3/5 | Dam: 213(drain) | 07undead, evil, see invisible, lev | Res: 13magic(immune), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy++ | XP: 1 | Sz: tiny | Int: plant. 23:28:57 %??spectral rat 23:29:02 pretty sure the answer to (1) is no 23:29:12 it would have to be something that did 0 damage to start 23:29:17 !source _downscale_zombie_damage 23:29:18 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/mon-util.cc;hb=HEAD#l1624 23:29:28 since the damage is only reduced if it starts at > 1 23:30:46 spectral bat (03Z) | Spd: 30 | HD: 1 | HP: 4-8 | AC/EV: 3/9 | Dam: 113(drain) | 07undead, evil, see invisible, lev | Res: 13magic(immune), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy++ | XP: 3 | Sz: tiny | Int: plant. 23:30:46 %??spectral bat 23:31:18 -!- st_ has quit [Ping timeout: 240 seconds] 23:31:28 huh 23:31:30 rat (07r) | Spd: 10 | HD: 1 | HP: 1-4 | AC/EV: 1/10 | Dam: 3 | Res: 06magic(1) | XP: 1 | Sz: tiny | Int: animal. 23:31:30 %??rat 23:31:36 bat (15b) | Spd: 30 | HD: 1 | HP: 2-5 | AC/EV: 1/14 | Dam: 1 | sense invisible, fly | Res: 06magic(1) | XP: 1 | Sz: tiny | Int: animal. 23:31:36 %??bat 23:31:39 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:31:53 03PleasingFungus02 07* 0.15-a0-2084-g4d463b2: Remove a strange and unused case from AF_DRAIN_XP 10(2 minutes ago, files, + 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=4d463b29f770 23:31:55 spectral bat is 3 XP? 23:31:57 nerf plz 23:32:06 dang............ 23:32:16 huh, it has way more hp 23:32:38 and a 1/30 chance of draining you up to 3 times per turn!!! 23:33:00 well spectres have same hp 23:33:04 if chei is to be trusted 23:33:24 ? 23:33:44 PleasingFungus: spectral rat and spectral bat have same HP 23:34:00 oh. based on hd, you think? 23:34:05 unknown monster: "spectral orc warrior" 23:34:05 %??spectral orc warrior 23:34:17 spectral warg (03Z) | Spd: 13 | HD: 5 | HP: 21-40 | AC/EV: 6/7 | Dam: 14 | 07undead, evil, see invisible, lev | Res: 13magic(immune), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy++ | XP: 81 | Sz: Large | Int: plant. 23:34:17 %??spectral warg 23:34:18 unknown monster: "spectral orc_warrior" 23:34:18 %??spectral orc_warrior 23:34:23 spectral rat (03Z) | Spd: 10 | HD: 5 | HP: 17-38 | AC/EV: 3/5 | Dam: 213(drain) | 07undead, evil, see invisible, lev | Res: 13magic(immune), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | Vul: 08holy++ | XP: 59 | Sz: tiny | Int: plant. 23:34:23 %??spectral rat hd:5 23:34:26 hm 23:34:32 "beats me" 23:35:29 I will make a beeline for any kiku altar that might have spectral bats from now on 23:36:12 the 3 xp!!! 23:36:16 fr: spectral farm vault with a spectral farmer 23:36:16 that's a powerful efficiency 23:37:08 -!- valrus has quit [Quit: My iMac has gone to sleep. ZZZzzz…] 23:37:20 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:40:58 -!- ystael has quit [Ping timeout: 240 seconds] 23:41:58 -!- Sovek has quit [Quit: Page closed] 23:42:25 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:42:57 -!- bonghitz has quit [Quit: Leaving...] 23:43:18 -!- CSDCS has quit [Read error: Connection reset by peer] 23:46:48 03PleasingFungus02 07* 0.15-a0-2085-g0d6a310: Make draining decrease monster attack damage 10(3 minutes ago, files, 3+ -) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=0d6a310c8a1a 23:47:01 with weapons, it looks like it's about linear 23:47:05 which is what you'd expect? 23:47:11 so... ok. 23:47:24 code is uglier now, though :( 23:48:30 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:49:08 -!- twelwe has quit [Quit: Page closed] 23:51:49 -!- blueblack has quit [Quit: Page closed] 23:52:59 -!- demiskeleton has quit [Quit: Leaving] 23:53:15 -!- elliptic has quit [Read error: Connection reset by peer] 23:54:09 -!- elliptic has joined ##crawl-dev 23:54:27 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:56:18 -!- ussdefiant has joined ##crawl-dev 23:56:30 -!- DrinkMachine has quit [Quit: Leaving] 23:56:41 -!- DrinkMachine has joined ##crawl-dev 23:56:41 -!- DrinkMachine has quit [Changing host] 23:56:41 -!- DrinkMachine has joined ##crawl-dev 23:59:18 -!- CSDCMS has quit [Read error: Connection reset by peer] 23:59:57 PleasingFungus: uh, I really don't like making draining do something hidden like that