00:00:03 -!- omarax has quit [Remote host closed the connection] 00:01:13 -!- wheals_ has quit [Remote host closed the connection] 00:08:56 -!- PleasingFungus has joined ##crawl-dev 00:09:13 you guys have unleashed a wave of Toxic Salt onto the SA DCSS thread 00:09:20 i hope you're happy with yourselves... 00:09:42 (probably doesn't help that the guy who posted the commits described them as "High Elf and Ogre Removal") 00:11:16 oh goodie 00:13:52 aw man, it's not really top tier salt 00:14:07 I guess top tier salt is not really an SA thing 00:14:52 the long rants really only come from Tavern, and apparently occasionally on Reddit 00:15:18 wonder how many epic dcss rants on more obscure places there are that we may have missed 00:15:39 -!- DevlanMud has quit [Ping timeout: 250 seconds] 00:15:48 pf: demise asking when the trunk update post is coming 00:15:55 so he can make his video 00:15:59 the salt is real... 00:16:04 -!- LordSloth has quit [Quit: Going offline, see ya! (www.adiirc.com)] 00:16:55 I think one was just made a few days ago 00:17:29 oh guess it's close to two weeks now 00:17:30 no, the last one was nov 30 00:17:36 nothing's happened since then, tho 00:17:53 %git 627bfb6be1b578c0e86b18b274bba3b06319742d 00:17:53 07PleasingFungus02 * 0.20-a0-253-g627bfb6: Changelog updates through 0.20-a0-252-gcc89fee 10(2 weeks ago, 1 file, 45+ 0-) 13https://github.com/crawl/crawl/commit/627bfb6be1b5 00:17:55 %git 00:17:55 07MarvinPA02 * 0.20-a0-296-gf222164: Adjust manual entry for Trolls 10(4 hours ago, 2 files, 10+ 9-) 13https://github.com/crawl/crawl/commit/f222164434f6 00:18:02 pf: the removals... 00:18:02 fewer than 50 commits 00:18:11 oh, no one cares about those. 00:18:13 you need more than just that for an update 00:18:30 Brannock: helps prevent going the wrong way a few times (like accidental v5 or z5 before you wanted) 00:18:31 sadly i'm retired, otherwise i'd cook something up 00:18:47 what if CanOfWorms dreamed up an epic new sif muna altar tile 00:18:56 gammafunk: I'm working on it... right now!!! 00:18:58 sort of 00:19:00 that would be amazing and PF would make a special upda...dang 00:19:06 I'll stop shitposting then 00:19:19 i'll believe it when i see it 00:19:21 are you actually retiring or something 00:19:37 http://i.imgur.com/zUiCWDG.gif 00:19:42 sif muna: channel soup 00:19:55 the one on the right, I mean 00:20:09 frothy... 00:20:21 it's cool, looks kind of a like a snowcone 00:20:47 delicious blueberry flavor 00:20:49 there's also of course, the classic "floating ball of mana that looks less like a ball of water because it's glowing" 00:20:51 I'm playing snowball fights in an online shooter right now, because it's too friggin cold outside to play real snowball. how far we've come with entertainment technology 00:21:26 brannock: https://static.simpsonswiki.com/images/thumb/d/d9/Yard_Work_Simulator.png/250px-Yard_Work_Simulator.png 00:24:46 -!- haltingproblem has quit [Quit: haltingproblem] 00:26:08 -!- darkschneider has quit [Read error: Connection reset by peer] 00:28:20 -!- simmarine has quit [Read error: Connection reset by peer] 00:30:17 -!- Pacra__ has joined ##crawl-dev 00:30:17 -!- Pacra_ has quit [Read error: Connection reset by peer] 00:30:47 -!- MaxFrost has quit [Quit: Going offline, see ya! (www.adiirc.com)] 00:31:33 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.20-a0-296-gf222164 (34) 00:36:19 nice zig farming http://crawl.berotato.org:8080/#watch-Aer1al 00:36:26 Lasty: woo! 00:48:09 -!- geekosaur has quit [Excess Flood] 00:49:17 https://crawl.develz.org/tavern/viewtopic.php?f=17&t=22505 00:49:19 it begins... 00:50:32 -!- geekosaur has joined ##crawl-dev 00:52:40 should xom polymorph plants? 00:52:42 I think probably not 00:53:33 you mean firewoord? 00:53:35 *firewood 00:54:37 minmay mentioned it in a thread a few weeks ago 00:54:49 I'll look into this after my round 00:55:10 hmm, why don't ogres have 0 for lbl and axes? 00:55:27 or rather, why is their lbl/axes apt != polearm/staff apt 00:55:40 enhancer staves 00:56:08 shouldn't the existence of those make staff apts the ones that should get -3 :P 00:57:10 the core question is, should races get good apts for things they'd want to use (apts as guide, "this is what you should be putting points into!"), or should they have good apts for things they *wouldn't* otherwise want to use (apts as counterbalance) 00:57:21 current og design seems like it's moving toward option 2 00:57:44 <|amethyst> maybe GC/GSC should have large delays 00:57:47 -!- geekosaur has quit [Excess Flood] 00:58:02 <|amethyst> so they aren't "better than other MF, but only two races can use them" 00:58:04 -!- Harudoku has quit [Ping timeout: 258 seconds] 00:58:33 -!- geekosaur has joined ##crawl-dev 00:58:38 hmm. giant delays or like .8? 00:58:49 <|amethyst> ??great mace 00:58:49 great mace[1/1]: (maces & flails; -4 acc / 17 dam / 1.7 base delay / 0.7 min delay; two handed). An enormous metal war club, of great cumbrousness. The largest mace most playable races can wield. Ogres and Trolls can wield giant (spiked) clubs too. 00:58:55 <|amethyst> ??giant club 00:58:55 giant club[1/2]: (maces & flails; -6 acc / 20 dam / 1.6 base delay / 0.7 min delay; two handed). A giant lump of wood. The only playable races that can wield giant clubs are Ogres and Trolls. 00:59:11 like as in dark maul style design? 00:59:26 <|amethyst> more like bardiche 00:59:31 ??bardiche 00:59:31 incidentally I was pleasantly surprised a few months back that giant club was pretty dempting over GSC 00:59:31 bardiche[1/1]: (polearms; -6 acc / 18 dam / 2.0 base delay / 0.7 min delay; two handed). A long pole with an enormous, cleaving blade on one end. The largest polearm. Bardiches chop hydra heads. 00:59:37 with the lower skill needed, even for og 00:59:40 ??gsc 00:59:40 giant spiked club[1/4]: (maces & flails; -7 acc / 22 dam / 1.9 base delay / 0.7 min delay; two handed). A giant lump of wood with sharp spikes at one end. The only playable races that can wield giant spiked clubs are Ogres and Trolls. 00:59:58 I'm all for increasing the mindelay of gsc to skill 26 00:59:58 !apt ho 00:59:59 HO: Fighting: 2, Short: 0, Long: 1, Axes: 3!, Maces: 1, Polearms: 1, Staves: -1, Slings: -1, Bows: -1, Xbows: -1, Throw: -1, Armour: 1, Dodge: -2, Stealth: -1, Shields: 1, UC: 1!, Splcast: -3, Conj: 0, Hexes: 0, Charms: -1, Summ: 0, Nec: 0, Tloc: -2, Tmut: -3, Fire: 1, Ice: -1, Air: -2, Earth: 0, Poison: -1, Inv: 3!, Evo: 0, Exp: 0, HP: 1, MP: 0 01:00:03 -!- omarax has quit [Remote host closed the connection] 01:00:20 option 3 is "tilting races toward one option, but not to the exclusion of others"; e.g. orcs apts tilt them toward axes, but they can certainly use other weapons if they find some real good ones 01:00:20 however with -1 apt even skill 18 is significantly more intimidating than before 01:00:42 i don't think it's bad for gc/gsc to be strong 01:01:01 yeah orc apts are more fun than mfs 01:01:15 I think the near-universal 0.7 mindelay has done bad things to weapon diversity and think there's room to play around with it on that front 01:01:37 more complexity = more to remember, of course 01:01:42 beware the cost! 01:01:44 anyway 01:01:45 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.0.2/20161129173726]] 01:01:47 I guess the apts for these three options would be like: Option 1: M&F3, other -2, Option 2: M&F -1 other 0, Option 3: all 0 01:02:25 pf: we already have crossbows messing with the min delays!!! 01:02:39 <|amethyst> ??rapier 01:02:39 rapier[1/1]: (short blades; +4 acc / 7 dam / 1.2 base delay / 0.5 min delay). A slender, sharply pointed sword, with an uncommonly elegant design. Doesn't chop hydra heads. 01:02:51 -!- Kellhus has quit [Quit: Page closed] 01:03:01 -!- Pacra__ has quit [Read error: Connection reset by peer] 01:03:02 new og already have 3 weapon classes that they're good at 01:03:17 -!- Pacra__ has joined ##crawl-dev 01:03:23 and they also got a bit better at short blades, a really low investment weapon type 01:03:55 -!- Zeor has quit [Ping timeout: 246 seconds] 01:04:03 any nasty rumors to share? 01:04:23 they still don't want to use short blades though because of their -4 stealth :( 01:04:27 twelwe: I asked in the backlog, but how do you feel about the state of W? Do you think the design is still interesting to investigate further? 01:04:43 they don't want to use short blades because of.....stealth? 01:04:53 <|amethyst> twelwe: |amethyst: deli meats are a tasty and lower-calorie alternative to heavy, greasy pizza 01:05:10 they don't want to be stabbers because of stealth, sure 01:05:15 i still have an alive character playing on the aussie server and I like it. 20ev looks nice. would love to see it continue! 01:05:19 but not all short blades users are stabbers 01:05:39 the character is a formicid, i think long blades 01:05:49 does that build have riposte? 01:05:57 it should 01:06:07 @??falchion 01:06:07 unknown monster: "falchion" 01:06:09 er 01:06:10 ??falchion 01:06:10 falchion[1/2]: (long blades; +2 acc / 8 dam / 1.3 base delay / 0.6 min delay). A long single-edged sword with a slightly curved blade. 01:06:15 ??rapier 01:06:15 rapier[1/1]: (short blades; +4 acc / 7 dam / 1.2 base delay / 0.5 min delay). A slender, sharply pointed sword, with an uncommonly elegant design. Doesn't chop hydra heads. 01:06:35 seems like ogs can just do long blades over short blades... 01:06:44 twelwe: yes 01:06:50 i would playtest the hell out of it much more if it was on a console dialable server, this bad computer and webtiles *and* the server location just adds up to a very slow experience 01:07:02 yep 01:07:06 CanOfWorms: so how do I start my OgWz with a longblade? 01:07:11 also rapiers were brought up to 8 base damage, that should be fixed 01:07:25 I forget how to do that 01:07:29 how do i dump that character? 01:07:33 <|amethyst> and falchion down to 7 01:07:38 twelwe: # 01:07:42 then check: 01:07:46 <|amethyst> !learn edit rapier[1] s/7 dam/8 dam/ 01:07:46 rapier[1/1]: (short blades; +4 acc / 8 dam / 1.2 base delay / 0.5 min delay). A slender, sharply pointed sword, with an uncommonly elegant design. Doesn't chop hydra heads. 01:07:48 ahh yeah thanks 01:07:57 <|amethyst> !learn edit falchion[1] s/8 dam/7 dam/ 01:07:57 falchion[1/2]: (long blades; +2 acc / 7 dam / 1.3 base delay / 0.6 min delay). A long single-edged sword with a slightly curved blade. 01:07:58 https://crawl.project357.org/morgue/twelwe/twelwe.txt 01:08:01 gammafunk: same way you start with a dagger? 01:08:15 yeah thats it right there! 01:08:33 <|amethyst> daggers are a bit more common on D:1 than falchions 01:08:45 wow, excellent point neil 01:08:52 <|amethyst> but I can't imagine you'd have much XP into sbl before you find a falchion 01:09:08 all you need to find is a decent shortblade 01:09:16 those are more common than decent longblades 01:09:31 decent usually involves enchant/ego 01:09:53 i might submit a PR for special-case mindelay for gc/gsc 01:09:57 maybe of 1.0?? 01:10:15 <|amethyst> alexjurkiewicz: that does mean even less XP investment 01:10:19 just increase the base delay... 01:10:29 |amethyst: no, I mean the idea of increasing the base delay too 01:10:35 0.8 would still be neat 01:10:40 like dire flail in reverse 01:10:53 so the skill cap would be about the same (maybe 26 skill for gsc since that was my original idea iirc) 01:11:09 ??fail 01:11:09 success rate[1/2]: Spell success rates are coloured according to miscast severity. Grey means less than 0.1% chance of a severity 2+ miscast, yellow means < 0.5%, light red < 2.5%, dark red >= 2.5%. 01:11:14 derp 01:11:16 ??fail 01:11:16 success rate[1/2]: Spell success rates are coloured according to miscast severity. Grey means less than 0.1% chance of a severity 2+ miscast, yellow means < 0.5%, light red < 2.5%, dark red >= 2.5%. 01:11:17 ??dire flail 01:11:17 dire flail[1/1]: (maces & flails; -3 acc / 13 dam / 1.3 base delay / 0.6 min delay; two handed). A flail with long spikes and a heavier head. 01:11:29 i give up 01:11:35 what problem are we trying to solve wrt gsc/gc? 01:11:56 <|amethyst> that species that can use them need negative aptitudes to make up for how good they are 01:11:57 alexjurkiewicz: do make sure that dam/delay comfortably beats a gmace, otherwise with the higher skill they'll be pretty useless 01:12:31 rchandra: makes sense, slower speed needs more damage as compensation 01:12:56 I don't think people will love to use 1.0 delay weapons 01:13:16 there are other ways of messing with delay 01:13:21 give it enough damage and they will :D 01:13:23 and I'm not really sure that the negative aptitude is any kind of big deal 01:13:28 no that's not true 01:13:36 I think people enjoy crossbows 01:13:36 people don't use that one urand 01:13:42 yeah but crossbows are ranged 01:13:54 gammafunk: I would use dark maul if it bothered showing up in my games 01:13:55 unless you're making giant spiked xbows 01:14:04 I was sad to find dark maul on a non-tso character right after splatting with tso 01:14:09 most people don't use dark maul because that weapon delay is real annoying 01:14:17 -!- hollowman has quit [Ping timeout: 260 seconds] 01:15:02 -!- Sym has quit [Quit: Page closed] 01:17:31 -!- destroythecore has quit [Read error: Connection reset by peer] 01:17:37 https://www.reddit.com/r/dcss/comments/5i7dju/how_to_handle_infuriating_and_stupid_deaths/ 01:17:41 some colourful language 01:18:56 72038 | Elf:3 | Noticed f0rbidden's illusion 01:18:57 72088 | Elf:3 | Noticed f0rbidden's illusion 01:18:57 72336 | Elf:3 | Noticed f0rbidden's illusion 01:19:11 there were several attempts 01:19:26 before the final success 01:19:39 I wonder what the record of mara resets is 01:19:57 also wonder if people still weild bread vs mara 01:20:01 *wield 01:20:11 Unstable branch on crawl.develz.org updated to: 0.20-a0-296-gf222164 (34) 01:20:12 <|amethyst> there's an easy way to fix that 01:20:32 make bread the only weapon type? 01:20:32 if it's "check what they have in inventory" then players will just start dropping weapons 01:20:41 I guess you could give the illusion a fake weapon based on highest weapon skill 01:20:58 <|amethyst> I was going to say, prevent wielding non-weapon non-staves 01:21:03 he was probably going for "don't let"...yes 01:21:05 <|amethyst> I would say non-rods but 01:21:24 that should be done anyway, imo 01:21:28 <|amethyst> yeah 01:21:30 what 01:21:32 my bread 01:21:34 <|amethyst> that won't stop players from wielding -3 clubs 01:21:48 <|amethyst> but hey, that's their problem 01:21:56 why -3? 01:22:02 oh I see 01:22:14 ??club 01:22:14 club[1/2]: (maces & flails; +3 acc / 5 dam / 1.3 base delay / 0.6 min delay). A heavy piece of wood. Bad. 01:22:15 I thought you were talking about high delay swinging 01:22:21 could keep a record of "strongest weapon ever wielded in that game" but that seems like too much effort just to make an already lethal unique even more lethal 01:22:25 <|amethyst> no, still mara :) 01:22:27 but you're still talking about mara 01:22:38 <|amethyst> breadswinging would become bardicheswinging 01:22:39 yeah, clearly fix that and move to aut-based scoring at the same time 01:22:50 <|amethyst> or, more likely, scytheswinging 01:23:05 gammafunk's secret plot to destroy chei speed surfaces... 01:23:06 sigmund holds the key to High Score 01:23:07 <|amethyst> also, foods should be consolidate for 0.20 01:23:23 <|amethyst> s/ate/ated/ 01:23:26 PR already dethroned chei, chei's reign has come to and end 01:23:37 <|amethyst> there's not much reason left to have slow-eating food left now that chunks are 1-turn 01:23:48 |amethyst: you said that last version (and maybe the version before that!) 01:23:52 <|amethyst> heh 01:23:55 I have a death where I ate a ration in view of saint roka 01:24:00 nice 01:24:05 went from 75% to dead 01:24:13 <|amethyst> !lg * status~~eating 01:24:14 No games for * (status~~eating). 01:24:14 <|amethyst> FR 01:24:21 yeah that would be a fun query 01:24:24 <|amethyst> !lg * status~~stairs 01:24:25 No games for * (status~~stairs). 01:24:30 max sdam wheil status~~eating 01:24:35 *while 01:24:50 <|amethyst> hm 01:25:02 !lg * x=max(dam) status~~sleep 01:25:04 36 games for * (status~~sleep): max(dam)=78 01:25:05 think 01:25:12 <|amethyst> are sdam/tdam per turn or per action? 01:25:45 oh 01:25:48 not sure 01:26:03 <|amethyst> !lg * status~~paraly x=max(tdam) 01:26:06 74654 games for * (status~~paraly): max(tdam)=181 01:26:13 <|amethyst> !lg * status~~paraly max=tdam 01:26:16 74654. namelastname112 the Englaciator (L27 DrCj of Makhleb), slain by Evamm the pandemonium lord on Zig:27 on 2016-04-11 01:17:06, with 1519999 points after 106831 turns and 7:30:41. 01:26:17 hrm, how do I do that to see the game 01:26:18 yes 01:26:25 -!- Patashu has joined ##crawl-dev 01:26:28 !lg * status~~sleep max(dam) 01:26:30 36. WereVolvo the Severer (L12 HOFi of Okawaru), annihilated by a tyrant leech (kmap: minmay_swamp_entry_worms) on Lair:3 on 2016-12-02 21:49:48, with 18991 points after 13485 turns and 0:26:12. 01:26:42 <|amethyst> !lg * status~~sleep max(dam) x=dam 01:26:44 36. [dam=78] WereVolvo the Severer (L12 HOFi of Okawaru), annihilated by a tyrant leech (kmap: minmay_swamp_entry_worms) on Lair:3 on 2016-12-02 21:49:48, with 18991 points after 13485 turns and 0:26:12. 01:26:48 <|amethyst> !lg * status~~sleep max(tdam) x=tdam 01:26:50 36. [tdam=78] WereVolvo the Severer (L12 HOFi of Okawaru), annihilated by a tyrant leech (kmap: minmay_swamp_entry_worms) on Lair:3 on 2016-12-02 21:49:48, with 18991 points after 13485 turns and 0:26:12. 01:26:56 <|amethyst> !lg * status~~sleep max(dam) x=tdam,sdam,dam 01:26:58 36. [tdam=78;sdam=78;dam=78] WereVolvo the Severer (L12 HOFi of Okawaru), annihilated by a tyrant leech (kmap: minmay_swamp_entry_worms) on Lair:3 on 2016-12-02 21:49:48, with 18991 points after 13485 turns and 0:26:12. 01:27:05 <|amethyst> !lg * status~~sleep max(tdam) x=tdam,sdam,dam 01:27:07 36. [tdam=78;sdam=78;dam=78] WereVolvo the Severer (L12 HOFi of Okawaru), annihilated by a tyrant leech (kmap: minmay_swamp_entry_worms) on Lair:3 on 2016-12-02 21:49:48, with 18991 points after 13485 turns and 0:26:12. 01:27:17 <|amethyst> I guess sleep would be just one hit though 01:27:21 <|amethyst> since that wakes you 01:27:25 <|amethyst> !lg * status~~paraly max(tdam) x=tdam,sdam,dam 01:27:28 74654. [tdam=181;sdam=44;dam=44] namelastname112 the Englaciator (L27 DrCj of Makhleb), slain by Evamm the pandemonium lord on Zig:27 on 2016-04-11 01:17:06, with 1519999 points after 106831 turns and 7:30:41. 01:27:34 <|amethyst> !lg * status~~paraly max(dam) x=tdam,sdam,dam 01:27:36 74654. [tdam=109;sdam=106;dam=106] Pac the Farming Anemomancer (L27 MuAE of Sif Muna), blasted by an ancient lich (iron shot) on Zot:5 (hall_of_Zot) on 2011-06-18 20:24:59, with 703509 points after 216265 turns and 11:41:37. 01:27:37 what is tdam again? 01:27:42 ??tdam 01:27:43 I don't have a page labeled tdam in my learndb. Did you mean: dam, tda, dam+. 01:27:49 <|amethyst> total damage in the last turn 01:27:54 <|amethyst> whatever "turn" means here 01:27:57 oh, from all sources 01:28:00 with the removal of HE, I'd like to re-suggest that Ash consider armour/jewellery bound with at least half of the slots bound, instead of more than half 01:28:01 not just the killing source? 01:28:12 <|amethyst> yeah 01:29:00 what does that have eto do with HE? 01:29:29 <|amethyst> Speaking of non sequiturs, https://github.com/uuner/sedtris 01:29:52 i think high elf and ashenzari is one of those things where f you mix up the letters, they spell the same word 01:29:59 <|amethyst> it's kind of cheating because the input and main game loop are done in bash, not sed 01:30:04 Brannock: HE were a normal race with 5 auxes. Tengu are their closest analogue, with 4 01:30:06 also Ds 01:30:23 er, 5 armours 01:30:37 <|amethyst> remove tengu gloves 01:30:50 I see 01:30:50 <|amethyst> make all DS monstrous 01:30:51 I'm still disappointed Fen Elf never made it in 01:30:59 it had a distinct aptitude spread 01:31:06 in order to add fen elf, you'd have to remove cats! 01:31:13 rchandra, I play Ash occasionally and I think that's reasonable 01:32:18 !apt hp 01:32:18 HP: Tr: 3!, Og: 3!, DD: 2, Na: 2, Gh: 1, HO: 1, Ce: 1, Dr: 1, Dg: 1, Mi: 1, Mf: 0, Vp: 0, Hu: 0, Ds: 0, HE: N/A, Mu: 0, Fo: 0, Op: -1, Ha: -1, Ko: -2, Te: -2, Gr: -2, DE: -2, VS: -3, Sp: -3, Fe: -4* 01:34:25 !lg * current trunk ashenzari / won 01:34:36 26/1428 games for * (current trunk ashenzari): N=26/1428 (1.82%) 01:34:40 !lg * current trunk god !ashenzari / won 01:34:51 648/37625 games for * (current trunk god !ashenzari): N=648/37625 (1.72%) 01:34:56 above average 01:34:59 since that includes godless, that's pretty weak 01:35:08 oh, it doesn't 01:35:26 could probably exclude low-level games 01:35:28 <|amethyst> !lg * current te ashenzari / won 01:35:28 becauase of AK and CK 01:35:29 read it as god!=ash 01:35:30 2/64 games for * (current te ashenzari): N=2/64 (3.12%) 01:35:36 <|amethyst> !lg * current te god !ashenzari / won 01:35:37 39/1812 games for * (current te god !ashenzari): N=39/1812 (2.15%) 01:35:47 low sample size 01:36:04 <|amethyst> it's not a sample, it's the population :) 01:36:08 oh 01:36:10 you're right 01:36:18 that suggestion is more for feel than balance 01:36:28 <|amethyst> still, n is too small to draw conclusions 01:36:32 but I expect effect balance wise to be minimal 01:38:05 <|amethyst> and I guess since we can't !lg offline games, it is a sample after all 01:39:29 man are we really nearly to 700 wins already in trunk 01:39:34 online population's getting big 01:39:48 <|amethyst> !lg * current trunk won 01:39:51 684. Clockwork the Wrestler (L27 TrMo of Cheibriados), escaped with the Orb and 15 runes on 2016-12-14 05:35:12, with 26233641 points after 57139 turns and 4:23:28. 01:40:00 <|amethyst> !lg * 0.19 trunk won 01:40:03 No games for * (0.19 trunk won). 01:40:13 <|amethyst> !lg * cv=0.19-a0 trunk won 01:40:13 No games for * (cv=0.19-a0 trunk won). 01:40:16 <|amethyst> !lg * cv=0.19-a trunk won 01:40:19 4610. Elnono the Phalangite (L27 FoFi of Okawaru), escaped with the Orb and 3 runes on 2016-12-08 16:22:42, with 1649527 points after 79263 turns and 10:00:47. 01:40:33 <|amethyst> !lg * current trunk won 1 01:40:36 <|amethyst> !lg * cv=0.19-a trunk won 1 01:40:40 1/684. kroki the Conqueror (L27 MiBe of Trog), escaped with the Orb and 3 runes on 2016-10-27 11:54:11, with 1678472 points after 78940 turns and 1:45:02. 01:40:44 !kw trunk 01:40:45 Keyword: trunk => alpha !experimental 01:40:46 1/4610. PeterLawrence the Minotaur Barricade (L27 MiFi of The Shining One), escaped with the Orb and 15 runes on 2016-04-27 08:54:23, with 14280032 points after 112740 turns and 10:08:06. 01:42:04 wait, 0.19-a on December 8? 01:42:11 <|amethyst> !lg * cv=0.19-a trunk won x=src 01:42:11 what serverw as hosting that? 01:42:14 4610. [src=cao] Elnono the Phalangite (L27 FoFi of Okawaru), escaped with the Orb and 3 runes on 2016-12-08 16:22:42, with 1649527 points after 79263 turns and 10:00:47. 01:42:17 <|amethyst> !lg * cv=0.19-a trunk won -2 x=src 01:42:20 4609/4610. [src=cwz] bluepin the Wrestler (L27 OpWr of Nemelex Xobeh), escaped with the Orb and 3 runes on 2016-11-05 17:12:00, with 1763648 points after 64831 turns and 2:58:44. 01:42:29 guess it's a savegame 01:42:33 <|amethyst> probably someone who explicitly didn't transfer 01:42:53 so about seven months for 4600 wins 01:43:07 <|amethyst> well 01:43:43 <|amethyst> !kw t 01:43:43 Built-in: t => start>='2016-11-04 20:00:00' time<'2016-11-20 20:00:00' ((cv=0.19|0.19-a)) explbr= 01:43:57 <|amethyst> !lg * cv=0.19-a trunk won rstart<=20161004 01:44:03 4587. Elnono the Phalangite (L27 FoFi of Okawaru), escaped with the Orb and 3 runes on 2016-12-08 16:22:42, with 1649527 points after 79263 turns and 10:00:47. 01:44:19 <|amethyst> err 01:44:20 <|amethyst> right 01:44:27 <|amethyst> !lg * cv=0.19-a trunk won rend<=20161004 01:44:34 4585. kottodat the Shatterer (L27 TrBe of Trog), escaped with the Orb and 5 runes on 2016-11-03 17:29:58, with 2788020 points after 94114 turns and 5:04:29. 01:44:49 <|amethyst> 4585 in a little over five months 01:45:10 <|amethyst> err, a little over six months 01:50:12 any good dream sheep fanfic yet? 01:50:31 fuck 01:50:32 I just realized 01:50:42 I never saved the really good dream sheep "fanart" I found a month ago 01:50:46 it's somewhere in the logs I guess 01:50:52 also we still don't have a dream sheep tile!! 01:51:12 or frilled lizard, or two-headed ogre, or... 01:51:15 -!- geekosaur has quit [Excess Flood] 01:51:58 You see here Natasha, the two-deaded felid 01:52:32 -!- geekosaur has joined ##crawl-dev 01:56:35 Windows builds of master branch on crawl.develz.org updated to: 0.20-a0-296-gf222164 01:59:26 https://sites.google.com/site/cherrypickedbadideas/ 02:00:04 -!- omarax has quit [Remote host closed the connection] 02:02:06 didn't that carnivorous one actually get implemented 02:02:08 as part of hydra form 02:03:30 do titans (or other enemies) bounce lightning now that the default targetter knows how? 02:03:34 -!- Krakhan has quit [Ping timeout: 248 seconds] 02:03:58 -!- Nerem has quit [Ping timeout: 265 seconds] 02:05:33 -!- ProzacElf has quit [Ping timeout: 268 seconds] 02:08:09 -!- glaas has quit [Quit: WeeChat 1.0.1] 02:13:10 -!- NeremWorld has quit [Ping timeout: 248 seconds] 02:27:35 -!- WalrusKing has quit [Ping timeout: 252 seconds] 02:28:35 -!- ProzacElf has joined ##crawl-dev 02:28:53 -!- ProzacElf has quit [Client Quit] 02:29:46 -!- ProzacElf has joined ##crawl-dev 02:32:50 -!- rchandra has left ##crawl-dev 02:38:22 -!- Kalir has quit [Quit: I'M OUT SON. PEACE, LOVE, EXPLOSIONS.] 02:39:42 -!- geekosaur has quit [Excess Flood] 02:41:03 -!- geekosaur has joined ##crawl-dev 02:45:14 -!- Blazinghbnd has quit [Quit: This computer has gone to sleep] 02:51:39 -!- Nerem has quit [Ping timeout: 264 seconds] 02:54:40 Monster database of master branch on crawl.develz.org updated to: 0.20-a0-296-gf222164 02:57:34 -!- ChongLi has quit [Read error: Connection reset by peer] 02:58:42 -!- ololoev has quit [Client Quit] 02:59:13 -!- CanOfWorms has quit [Quit: ChatZilla 0.9.92 [Firefox 3.6.28/20120306064154]] 03:00:04 -!- omarax has quit [Remote host closed the connection] 03:08:39 -!- Pacra__ has quit [Read error: Connection reset by peer] 03:08:47 -!- TuxQmoob has quit [Read error: Connection reset by peer] 03:08:59 -!- TuxQmob has quit [Changing host] 03:10:21 -!- TuxQmob has quit [Read error: Connection reset by peer] 03:10:26 -!- TuxQmoob has quit [Changing host] 03:11:09 -!- TuxQmoob has quit [Read error: Connection reset by peer] 03:11:30 -!- TuxQmob has quit [Changing host] 03:15:24 -!- TuxQmob has quit [Read error: Connection reset by peer] 03:24:09 Experimental (councilgod-PR) branch on crawl.beRotato.org updated to: 0.20-a0-442-g3f2221c 03:27:11 -!- DaneitwoTWO has quit [Quit: Those who tell the truth shall die, those who tell the truth shall live forever.] 03:30:05 -!- mymosh has quit [Client Quit] 03:38:10 Unstable branch on crawl.beRotato.org updated to: 0.20-a0-296-gf222164 (34) 03:41:30 -!- bonghitz has quit [Ping timeout: 250 seconds] 03:43:20 -!- Insomniak` has quit [Quit: I like to rock] 03:50:57 -!- _Jordan_ has quit [Quit: This computer has gone to sleep] 03:54:30 -!- aditya has quit [Ping timeout: 248 seconds] 04:00:06 -!- omarax has quit [Remote host closed the connection] 04:01:37 -!- MarvinPA has quit [Read error: Connection reset by peer] 04:05:15 -!- Zxpr1jk has quit [Quit: Leaving] 04:07:31 -!- nikheizen has joined ##crawl-dev 04:17:07 -!- odiv has quit [Ping timeout: 246 seconds] 04:18:42 -!- kogasa has quit [Read error: Connection reset by peer] 04:26:05 -!- darkschneider has quit [Read error: Connection reset by peer] 04:29:42 -!- MarvinPA_ has quit [Quit: Leaving] 04:47:18 -!- NeremWorld has quit [Ping timeout: 240 seconds] 04:48:47 -!- amalloy is now known as amalloy_ 05:00:04 -!- omarax has quit [Remote host closed the connection] 05:04:04 -!- nikheizen has quit [Quit: leaving] 05:06:28 -!- ProzacElf has quit [Ping timeout: 246 seconds] 05:16:05 -!- SteelNeuron has joined ##crawl-dev 05:24:55 -!- BoGuE has quit [Quit: Lost terminal] 05:26:38 -!- WangHW has quit [Ping timeout: 240 seconds] 05:27:39 -!- bonghitz has quit [Ping timeout: 264 seconds] 05:30:53 -!- doll has quit [Quit: Lost terminal] 05:31:38 -!- chan20 has quit [Client Quit] 05:32:44 !messages 05:32:44 No messages for SteelNeuron. 05:36:04 -!- ontoclasm has quit [Quit: Leaving.] 05:45:47 -!- Bammboo has quit [Read error: Connection reset by peer] 05:47:05 -!- ontoclasm has joined ##crawl-dev 05:53:42 -!- SteelNeuron has quit [Ping timeout: 260 seconds] 06:00:01 -!- omarax has quit [Remote host closed the connection] 06:01:43 -!- ontoclasm has quit [Quit: Leaving.] 06:03:11 -!- WangHW has quit [Ping timeout: 265 seconds] 06:17:51 -!- zxc has joined ##crawl-dev 06:37:57 -!- Patashu has quit [Ping timeout: 245 seconds] 06:38:34 -!- fazisi has quit [Read error: Connection reset by peer] 06:41:51 -!- SteelNeuron has joined ##crawl-dev 06:45:52 -!- Blazinghand has quit [Read error: Connection reset by peer] 06:53:11 -!- TuxQmob has quit [Read error: Connection reset by peer] 07:00:02 -!- omarax has quit [Remote host closed the connection] 07:04:32 -!- Patashu has joined ##crawl-dev 07:09:30 -!- SteelNeuron has quit [Ping timeout: 260 seconds] 07:19:25 -!- Lasty has quit [Quit: Leaving.] 07:20:20 -!- Lasty has joined ##crawl-dev 07:22:49 -!- Patashu has quit [Ping timeout: 264 seconds] 07:23:01 -!- gressup has quit [Read error: Connection reset by peer] 07:36:53 -!- elliptic has quit [Quit: Leaving] 07:36:56 -!- dpeg has joined ##crawl-dev 07:40:20 Funny HE removal thread, the reactions still kick in <3 07:40:20 dpeg: You have 1 message. Use !messages to read it. 07:40:28 -!- elliptic has joined ##crawl-dev 07:52:47 -!- HellTiger_NB has quit [Ping timeout: 250 seconds] 07:55:57 -!- adelrune has joined ##crawl-dev 08:00:01 -!- omarax has quit [Remote host closed the connection] 08:07:16 -!- Telnaior has quit [Ping timeout: 248 seconds] 08:07:21 -!- Telnaior_ is now known as Telnaior 08:13:16 -!- adelrune has quit [Ping timeout: 240 seconds] 08:25:29 -!- adelrune has joined ##crawl-dev 08:26:07 -!- darkschneider has quit [Read error: Connection reset by peer] 08:27:35 -!- SteelNeuron has joined ##crawl-dev 08:36:17 -!- wheals has joined ##crawl-dev 08:40:31 -!- MaxFrost has quit [Quit: Going offline, see ya! (www.adiirc.com)] 08:42:30 -!- Patashu has joined ##crawl-dev 09:00:01 -!- omarax has quit [Remote host closed the connection] 09:07:27 -!- Cryp71c_ has joined ##crawl-dev 09:12:16 -!- adelrune has quit [Ping timeout: 240 seconds] 09:15:34 -!- adelrune has joined ##crawl-dev 09:30:12 -!- Ratatosk has quit [Quit: Ratatosk] 09:38:36 -!- MarvinPA has joined ##crawl-dev 09:46:47 I commented on demise's video in support 09:46:58 important to encourage our players 09:49:13 -!- doll has quit [Quit: Lost terminal] 09:52:43 gammafunk: demise's video re: species changes? 09:52:52 What's demise say on the subject? 09:55:20 I can't imagine demise enjoys high elves 09:55:56 the Og mace apt nerf is bizarre however 09:56:00 what was the reasoning? 09:56:41 it won't really make Og much weaker, but it's like nerfing Mf polearms down to 0 09:56:50 some kind of flat apt master race ideal? 09:57:11 nothing bizarre about it 09:57:18 Lasty_: oh I didn't watch the video 09:57:23 haha 09:57:26 but he had my commit pulled up the whole time 09:57:27 so what was the reason then? 09:57:32 so I wanted to comment on it 09:57:43 don't commit messages have reasons? 09:57:46 %git :/Ogre 09:57:46 07gammafunk02 {MarvinPA} * 0.20-a0-295-gab3cf41: Remove High Elves 10(3 months ago, 29 files, 54+ 164-) 13https://github.com/crawl/crawl/commit/ab3cf41a3731 09:57:50 %git :/Ogre 09:57:50 07gammafunk02 {MarvinPA} * 0.20-a0-295-gab3cf41: Remove High Elves 10(3 months ago, 29 files, 54+ 164-) 13https://github.com/crawl/crawl/commit/ab3cf41a3731 09:57:51 zxc: I would love nerfing MF polearm apt. It makes them a bit monochromatic 09:57:52 er 09:57:56 !gitgrep 2 Ogre 09:57:57 %git HEAD^{/Ogre}^^{/Ogre} 09:57:57 07MarvinPA02 * 0.20-a0-294-g8e39459: Increase Ogre spellcasting apts, decrease M&F apt 10(4 days ago, 4 files, 24+ 28-) 13https://github.com/crawl/crawl/commit/8e39459e6cb5 09:58:18 I am not sure there is much difference between melee weapon A and melee weapon B 09:58:34 then...why would you complain about the apt not being +3 09:58:42 it's the same either way right 09:58:43 zxc: yeah, so why not have all apts be at the same level? 09:58:52 change for the sake of change? 09:59:07 so if it were already -1 and we changed it to +3 09:59:12 If +4 weapon apts are good for MF, seems to me they should all be +4 09:59:13 that would _not_ be change for the sake of change 09:59:26 anyhow the reasoning is very obvious, and it's in the commit 09:59:37 yes I couldn't remember the git cmd 09:59:38 just giving the player some incentive to maybe choose not m&f 09:59:58 well you claimed it's bizarre without reading why it was made 10:00:02 -!- omarax has quit [Remote host closed the connection] 10:00:05 that's not very reasonable, is it 10:00:20 well it's certainly bizarre if you don't have any reasoning available 10:00:29 and I didn't have access to the commit 10:00:53 I don't see the reasoning - this just relates to HE removal which I like 10:01:30 "the reasoning for this change is bizarre because i haven't made any effort to find out what the reasoning for this change is" is some extremely high quality logic 10:01:36 yep 10:02:15 it is perfectly valid to state that it appears bizarre on first look and to ask for reasoning 10:03:27 Lasty_: how would you change Mf apts? 10:03:49 !apt mf 10:03:50 Mf: Fighting: 1, Short: 2, Long: 1, Axes: -2, Maces: -2, Polearms: 4!, Staves: -2, Slings: -2, Bows: -2, Xbows: -2, Throw: 0, Armour: -3*, Dodge: 3, Stealth: 2, Shields: 0, UC: 1!, Splcast: -1, Conj: -2, Hexes: 0, Charms: 1, Summ: 0, Nec: -2, Tloc: -2, Tmut: 3!, Fire: -3*, Ice: 1, Air: -2, Earth: -2, Poison: 1, Inv: 1, Evo: 0, Exp: 0, HP: 0, MP: 0 10:04:01 gammafunk: I'm not sure. If we want to keep their power level about on par, I'd give them +4 to all weapon apts. Except maybe ranged ones, since those are kinda differentish. 10:04:25 But I'd be fine w/ cutting the power level and giving them instead global +2 or something like that 10:04:40 yeah, but that's a bit Te's niche (and HO) 10:04:52 !apt ho 10:04:53 HO: Fighting: 2, Short: 0, Long: 1, Axes: 3!, Maces: 1, Polearms: 1, Staves: -1, Slings: -1, Bows: -1, Xbows: -1, Throw: -1, Armour: 1, Dodge: -2, Stealth: -1, Shields: 1, UC: 1!, Splcast: -3, Conj: 0, Hexes: 0, Charms: -1, Summ: 0, Nec: 0, Tloc: -2, Tmut: -3, Fire: 1, Ice: -1, Air: -2, Earth: 0, Poison: -1, Inv: 3!, Evo: 0, Exp: 0, HP: 1, MP: 0 10:05:16 not quite as much, and they have low staves 10:05:38 -!- bonghitz has quit [Remote host closed the connection] 10:05:38 Arguably the significant differences between MF & HO are that MF have better weapon apts, better dodging apts, and worse Armour and Invo 10:05:54 Also stat differences 10:06:06 and some magic school differences, and +1 HP apt difference... 10:06:08 ...beogh...BEOGH BEOGH BEOGH... 10:06:19 (and swimming) 10:06:34 but what I mean to say is that they're relatively similar in the way that they're "pretty durable and good with weapons", but MF is better with weapons. 10:07:07 But with the relatively insignificant asterisk that the weapon has to be a polearm 10:07:38 yeah, even bettor weapon use but bad at dodging/armour 10:07:41 *better 10:08:06 which is kind of what large species do, but there are other differences there, and Mf also have a special water movement thing 10:08:11 They're better at dodging, and their combined defensive apts are better 10:08:16 er 10:08:22 bad at armour, sorry, not dodging 10:08:32 actually, if you include shields, their combined defensive apts are the same 10:08:41 forgot about HO's +1 to shields 10:09:16 And I'm pretty sure HO has str-leaning stats versus MF's dex-leaning stats. 10:09:21 ??sid 10:09:21 stat gain[2/2]: Ce sd/4 | DD si/4 | DE i/4 | Dg choose2/3 | Dr sid/4 | Ds sid/4 | Fe id/5 | Fo si/4 | Gh s/5 | Gr si/4 | Ha d/5 | HE id/3 | HO s/5 | Hu sid/4 | Ko sd/5 | Mf sid/5 | Mi sd/4 | Mu sid/5 | Na sid/4 | Og s/3 | Op sid/5 | Sp id/5 | Te sid/4 | Tr s/3 | Vp id/5 | VS sd/4 10:09:31 indeed 10:09:38 well Mf not dex-leaning 10:09:45 !stats hosk 10:09:46 Starting stats for HOSk: Str 14 Int 12 Dex 10. Stat gain: s/5 10:09:48 !stats mfsk 10:10:22 Starting stats for MfSk: Str 12 Int 11 Dex 13. Stat gain: sid/5 10:10:35 oh, huh. I thought they got more dex. 10:15:46 gammafunk: but yeah, my feeling is that overall flat weapon apts and flat launcher apts are a good idea. There is some distinction among weapon types, but I think it's much more interesting to allow players to make the choice between them than to heavily incentivize one choice over another. Short Blades might be the one exception, since they're the most differenty of the weapon classes 10:18:27 apts don't rule out choice - you may find a strong weapon of a different type to the one your apts promote 10:18:42 -!- mibe has quit [Remote host closed the connection] 10:19:47 zxc: true, and every now and then that can yield an interesting scenario, but I'd argue that it's a rare exception 10:20:06 right, it makes those choices a lot less common, having such skewed apts 10:20:18 it seems to happen in many of my games, and the only time I can completely ignore it is when I start Be 10:20:31 although even then if you find something amazing in early D... 10:21:05 probably crawl's apt/skill system is just too fine (too many weapons skills) 10:21:16 if flat apts are so great, then why have apts? 10:21:24 You frequently have games where you start training one weapon that you have good apts for, then later find and switch to a weapon you have bad apts for, and making the choice feels interesting? 10:21:25 but as a compromise, making them flatter without their being completely flat works 10:21:45 zxc: I'd be fine with having a "melee" apt 10:21:45 if it's just to discourage certain skills from being trained then that could be done with 0 and -4 being the only apt values 10:22:11 that could happen in the future 10:22:17 and then there'd be a rant video... 10:22:24 and then someone would come in and say 10:22:30 zxc: IMO apts work best when they change the range of options you have when playing a given race. c.f. Centaur's horrible defensive apts. 10:22:53 it seems like apts are something that you can just shuffle around a lot in the name of species differentiation instead of making interesting abilities or limitations for each race 10:23:20 yeah, that seemed to be how most of the original species came together 10:23:21 and the species which are humans but with shuffled apts are getting culled (HE for one) 10:23:45 yeah, dcss is a game that evolves like that over time 10:24:13 there might come a time when we have fewer skills and HO has something more unique than "gimmick god + use axes + invocations" 10:24:37 innate beoghness 10:24:38 HE is basically "human with better apts except XP and HP". It had a few odd quirks in the apts other than that, but "human but better" isn't a bad apt pattern, it just means you should also have some corresponding penalty. 10:24:48 Lasty_: uh, blonde hair? 10:24:58 gammafunk: right, corresponding disadvantages 10:24:59 we need to get on the same page about what was great about HE, people 10:25:02 what!!!! 10:25:50 what's important is this: PurpleRed can't improve his HE score in trunk and beyond 10:25:55 he had to be stopped somehow 10:26:04 !hs * HE-- 10:26:14 304958. PurpleRed the Archmage (L27 HECj of Vehumet), escaped with the Orb and 15 runes on 2016-10-06 02:48:34, with 51260048 points after 28314 turns and 12:08:18. 10:27:51 Hm 10:28:50 Random idea: How about instead of weapon type aptitudes, we keep the number of aptitudes equal but change the perspective, so you get "finesse" (attack speed) "tactics" (better use of cleave, stabbing, etc) "brutality" (melee damage) etc 10:29:15 naturally these map better to some weapons than others, but the build would be more modular rather than pigeonholing into a single weapon type 10:29:48 It's a stupidly radical idea, but hey you're talking about the possibility to remove weapon apts so why not up the ante 10:30:36 it would give berserkers more things to train at least 10:31:56 Fighting would be the baseline that gives you a bit of everything, and these skills would help specialize 10:35:01 zxc: I think SteelNeuron is proposing not new skills, but new aptitudes like HP/MP/XP 10:35:12 things that apply without being themselves skills 10:35:37 you sure? 10:35:49 SteelNeuron: confirm? 10:35:55 I wasn't actually, but that's an interesting idea too Lasty_ 10:36:05 you mean desyncing skills and aptitudes? 10:36:40 so everyone can train Axes at the same time, but an ogre would hit harder and slower than a human because of aptitudes (stats aside) 10:36:45 s/time/rate 10:37:10 I'm not sure how I'd feel about that, sounds like the kind of thing that would need to be handled by the stat system 10:37:20 I was thinking of removing weapon skills and adding "combat skills" as it were 10:37:21 add more stat types? 10:37:32 that apply to different aspects of melee 10:37:41 so you can pattern match those against the weapons you get 10:37:46 for more interesting decisions 10:37:53 I think a lot of what you might call combat skills is at least partially covered by gods 10:37:54 that sounds suspiciously like weapon stat weighting 10:38:01 note the god you're working on now, SteelNeuron 10:38:21 yeah definitely, I'm just throwing it out there to see if it sticks 10:38:31 Not much thought behind it 10:38:38 there's a lot of moving parts you have to de-duplicate with a more radical overhaul like this 10:39:04 of course it could all be worked out, but there are probably a lot of systematic changes you have to make to multiple game areas 10:39:38 but to that end, in my very partially imagined gammafunk fork 10:39:49 gods weren't a thing, and it'd be something more like a skill tree 10:40:04 traits are fun in games (see: infra arcana, doomrl) 10:40:09 bring to crawl 10:40:15 yeah, doomrl is partially what I had in mind 10:40:28 funkcrawl: all gods replaced by Sif Muna, game ends at turn 30000. Picking up the orb automatically posts video to Twitch. 10:40:36 earn a trait every 3 levels, no refunds 10:40:44 maybe a god of partial refunds (ash) 10:40:59 someone was saying 10:41:04 how something of ash was ruined 10:41:12 right, rchandra's "OgNe of Ash" 10:41:24 no need for that with new Og! 10:41:53 you better undo the change 10:42:08 what if it made a wiki guide obsolete? 10:42:21 imo the problem isn't with aptitudes, but with weapon types 10:42:29 rename the weapon types! 10:42:40 there isn't enough differentiation, still 10:43:00 succumbing to the lack of differentation by squashing aptitudes makes crawl flatter 10:43:13 renaming the weapons is easy: dagger -> triple dagger; flail -> triple flail; broad axe -> triple broad axe. 10:43:50 gillette would be proud 10:43:59 fuck it, we're going to 5 blades 10:44:13 blade skill scales number of blades of your blade 10:44:19 gammafunk: you're stopping short of 27 because . . . ? 10:44:28 Lasty_: have you ever read that onion article? 10:44:32 recommended 10:44:45 http://www.theonion.com/blogpost/fuck-everything-were-doing-five-blades-11056 10:46:02 Brannock: make weapon type differences more extreme (like brogue) 10:46:49 If I were to summarize what I dislike about the weapon system... It's that in my experience it doesn't feel reactive 10:46:54 What I like about DCSS is being able to react to what the game throws to me 10:46:59 at me* 10:46:59 almost all my committed changes the past few months have been to try to increase differentiation 10:46:59 but I am not sure how, since I imagine you want to preserve the smooth tab experience 10:47:31 If I get a great weapon that a) I'm not trained for and b) I don't have the aptitude for, there is no satisfying way I can incorporate it. Sure, I can make the sacrifice, but it doesn't feel fun 10:47:49 I wish I could say "Alright, how can my species make use of this?" 10:48:02 How to get there... No idea 10:48:32 there are so many items in a game of crawl - if you made them all useful in a single game you'd spend a dozen hours reaching zot 10:49:39 I don't think that logically follows 10:49:56 weapon hoarding 10:49:59 the primary obstacle is monsters, and items are useful for solving monsters. more choice doesn't mean it takes longer to solve monsters 10:50:03 -!- Kalir has quit [Changing host] 10:50:15 uh, says that guy who's been preaching cogmind for the last 6 months 10:50:29 if that game doesn't do "too many useful items" I don't know what does! 10:50:43 if you watch new players play, they keep all kinds of weapons with many brands around 10:50:47 in case they prove useful 10:51:02 whereas an experienced player has one good weapon and maybe a swap or two at most 10:51:14 -!- vev has quit [Remote host closed the connection] 10:51:14 it does seem kind of a shame that the player evolution goes from "maybe this could be useful!" to "it doesn't matter what I have, bash its face in" 10:51:24 see above re: differentiation 10:51:26 in cogmind you have a small inventory so it's different 10:51:41 I think what I'm talking about is completely orthogonal to hoarding 10:51:42 small-ish 10:51:47 It's not about having many tools at once 10:51:49 I routinely have over 20 slots 10:51:58 It's about having a satisfying way to use the best tool you have been given 10:52:10 yeah, DCSS is more of that latter philosophy 10:52:40 not to say you couldn't find ways to make weapon transitions happen more 10:52:48 If I'm an Og (the older kind) with 20 points in M&F and I get gifted an incredible unrand sword, I know I'll leave it on the ground 10:53:04 but I find with e.g. mages, I want a few useful spells 10:53:17 I really don't want to have access to more than a few kill spells 10:53:42 SteelNeuron: that just seems to be a problem with weapon types each being its own skill 10:53:48 selecting from 6 different damaging spells is just not very fun; fine if you have more than a few that are rarely useful, but it should be pretty rare 10:53:57 if they were merged it might seem like there are fewer choices for melee focused players 10:54:03 although this might not be true 10:54:23 it will certainly seem that way (same with new ranged) 10:54:27 thankfully my stream tonight will be of Og 10:54:33 and I can bait trolls with my stream title 10:54:44 and then ban them when they show up 10:55:19 jesus christ 10:55:25 would you all look at this crap right here 10:55:29 just look at this 10:55:30 .gfgk 10:55:31 132. Lasty the Convoker (L21 DsSu of Sif Muna), hit from afar by a stone giant (large rock) on Depths:2 (gammafunk_depths_water_palace) on 2016-12-14 02:18:12, with 362572 points after 76691 turns and 5:21:06. 10:55:34 perhaps a system where you spend some time with a new weapon to reach its full potential, but you can switch at any time 10:55:46 that is some choice ownage right there 10:55:53 .gfdevkills 10:55:55 dev kills: 2x Lasty (Asterion, a stone giant (gammafunk_depths_water_palace)), 2x PleasingFungus (a spriggan air mage (gammafunk_depths_water_palace), Asterion), neil (a wind drake (gammafunk_lair_ancient_temple)), Brannock (a water nymph (gammafunk_depths_water_palace)), dpeg (a vault guard (gammafunk_runelock_ironcross)), SGrunt (a lindwurm (gammafunk_lair_enchanted_lake)), wheals (Asterion (uni... 10:56:06 oh right it was PF I got with water palace 10:56:12 wow and then he's died to asterion recently 10:56:17 water_palace catches a lot of devs off guard eh 10:56:30 yeah, it's my ideal of a vault 10:56:31 you sure like your watery vaults 10:56:32 kills highlevel players 10:56:40 well water is just very effective at killing people 10:56:43 Also I will always say this, but no matter how visible you make it in the interface, min delay is a spoilery mechanic 10:56:44 they manage it poorly 10:57:07 I don't like water a lot per se, but I do like moving people out of their comfort zone 10:57:07 I do not like how we handle min delay and I have a few ideas of how to improve it, but most of my ideas just make it more spoilery 10:57:18 for this reason, I actually think that Zot:5 is a better level than Vaults:5 10:57:21 and I have other projects to work on first 10:57:21 the fact that there is a specific point at which training a skill becomes substantially less efficient for a given weapon is a newb trap 10:57:27 there are some major design areas where V:5 is better 10:57:28 the delay system is nice when you learn how it works however 10:57:39 but Z:5 is better at pulling people out of their comfort zone 10:57:50 gammafunk: that's why I prefer v5 to z5 10:57:55 gammafunk: z5 is actually dangerous 10:58:06 well I prefer actual danger 10:58:18 from a design and player perspective 10:58:23 z5 is one of the best-designed levels in the game 10:58:24 I mean it's actual danger right at the end of the game 10:58:36 it's not just the layout, it's also the monster distribution 10:58:39 it does have a number of major flaws (that v5 is better about) 10:58:44 it's dodgy how enemies can just wind up behind you though 10:58:52 in spite of everything you do 10:58:55 also, rng traps 10:58:57 yeah the teleport traps 10:59:03 I love the teleport traps, personally 10:59:10 and I regularly trigger them intentionally 10:59:10 same 10:59:27 but in the end it's mostly all fair because it's so late in the game 10:59:30 Brannock: and yeah, v5 has a way more interesting monster list overall, but the z5 monster set is more effective 10:59:34 you've had all game to prepare for it 10:59:45 -!- Orange_ has quit [Quit: Page closed] 10:59:52 I have one game like a year ago where I intentionally triggered an alarm trap on Z:$ 11:00:01 -!- omarax has quit [Remote host closed the connection] 11:00:12 if feel we need to give M:5 some love 11:00:15 it is M, isn't it? 11:00:17 ??M 11:00:18 m[1/3]: m brings up your skill allocation menu. M is for spell (M)emorization. m (glyph) represents a merfolk-type monster (see m[2]). M (glyph) represents a mummy-type monster (see M[3]). 11:00:22 ??M[2 11:00:22 merfolk[2/2]: Plain merfolk enemies are mostly unnotable, although they sometimes generate with nets. On the other hand merfolk with classes, such as merfolk impalers, are extremely dangerous. Thankfully they're rare outside of Shoals. Other classes: Aquamancer, Javelineer, Avatar. {Water Nymphs} also belong to the class. Unique {Ilsuiw} is a merfolk. 11:00:24 ??M[3 11:00:24 m[3/3]: A Mummy-type creature. All except the basic {mummy} give a {necromancy miscast} as a "death curse" when killed. Most are very powerful spellcasters, but they can be silenced. See {Guardian Mummy} {Mummy Priest} {Greater Mummy} and Uniques {Menkaure} and {Khufu}. 11:00:26 well dangit 11:00:27 ?? 11:00:39 Tomb? 11:00:54 gammafunk: well plenty of people find v5 dangerous too 11:01:10 just personally I don't find it nearly as bad as z5 11:01:12 I think V:$'s extremely varied monster set actually works against its feel 11:01:21 yeah I don't find v:5 to be as dangerous 11:01:31 there are chars where it scares me more than others 11:01:43 I don't really use consumables in the mid/late game so I can just go ham in zot 5 11:01:55 Oh, was M Slime? 11:02:15 in find z5 more managable with its two chokepoints 11:02:26 it's easier to be overwhelmed in v5 11:02:35 it's managable, but v5 has extremely manageable chokepoints 11:02:50 I think Slime 5 can be improved with different monster placement 11:02:53 people play v5 in various silly ways that make it seem overwhelming 11:02:55 but it's ok for v5 to not be as brutal as z5 11:02:58 sure 11:02:59 it's earlier in the game 11:03:08 it's not the same challenge 11:03:17 that too 11:03:37 Brannock: I think it's a challenge to improve M:5 because of a few things 11:03:49 you have a very puzzle-like fight with a boss monster 11:03:55 and an extremely limited monster set 11:04:01 we could fix death oozes certainly 11:04:06 m5 is quite the opposite of v5 11:04:07 which would help, but it's still fairly limited 11:04:12 I have a floating idea to give death oozes stat flaying 11:04:16 but, again, other projects first 11:04:23 acid blobs are a lovely monster, probably the best in the branch by far 11:04:33 but they're the bulk of the threat in the branch 11:04:40 im more of a fan of shining eyes 11:04:47 people get all worked up about them which is funny 11:04:52 golden eyes and orb of eyes require changes 11:04:55 yeah those are great from sideshow perspective 11:04:58 shining eyes mostly pressure the player into weird positioning 11:05:01 but I mean for killing you 11:05:30 trj has pretty spoilery ways to trivialize the fight; it's a cool boss in some ways, but I'm not sure how to effectively address that 11:06:19 the polymorphing was fixed, what are the other ways? 11:06:20 maybe you could introduce some vault variation that didn't stray too far from the current vault's theme 11:06:29 yes, variations would be great 11:06:35 well fight it in a corridore, it makes vastly fewer spawns 11:06:36 slime 5 is the most fixed level in the game after zot 5 11:06:41 *corridor 11:06:43 is that really spoilery? 11:06:50 the rest of the game already encourages the player to find the best position to fight in 11:06:57 and once you hit TRJ a few times you realize you'll be surrounded 11:07:09 right, but how do these spawns work? 11:07:11 are they summons? 11:07:24 they're not anything the player can know based on previous experience 11:07:24 durable summons 11:07:29 they aren't even that actually 11:07:35 they're a special type 11:09:08 but yeah, a less invasive change would be to create some variants that capture the same idea as the current vault 11:09:11 sliem 5 feels more fixed than z5 11:09:14 but that plays with the parameters a bit 11:09:20 and more consistent by farf 11:09:30 yeah the central m5 vault has very little randomization 11:09:33 z5 has rather a lot 11:09:58 I do think z5 could be improved as well but that's a change you have to do with a lot of care, since it affects every single won game 11:10:10 if people end up not liking new m5 they can at least choose another rune 11:10:11 I have a todo item to make slime chamber walls decay instead of full-on vanish 11:10:33 decaying walls 11:10:37 there's been a few complaints that players are getting overrun by TRJ remnants after killing it 11:10:43 after the recent change to make walls fully vanish 11:10:44 well trj is 'extended' 11:10:53 I really don't think people dying to that is any kidn of problem 11:11:19 however it is spoilery, the event 11:11:21 a lot of people promote the idea of doing it as rune 3 11:11:24 but so is trj itself 11:11:27 I do it as rune 3 all the time 11:11:31 oh yeah I very frequently do it as rune 3 11:11:36 it's so fast and easy 11:11:42 can easilly done pre-depths 11:11:44 I once did Tomb as rune 3 on a .. mummy I think 11:11:49 I like how three runes are decent alternatives for the third rune 11:11:52 s/can/and/ 11:11:59 if only you could increase that number 11:12:05 I think there's a clear line of demarcation between tomb/slime/abyss and pan/hell 11:12:20 I wouldn't lump tomb in with slime/abyss 11:12:37 for some chars tomb is indeed much easier 11:13:09 for rather a lot of chars, tomb is done last 11:13:14 *15 rune chars 11:13:25 I am not sure why 11:13:29 no one does abyss or slime last unless they forgot about them or just didn't care 11:13:31 it's mostly because of tomb's reputation 11:13:43 well how did it earn this reputation 11:13:44 tomb is conditionally dangerous, pan/hell is straight up dangerous 11:14:03 tomb seems to be dangerous only if you try to rush it 11:14:18 it earned it through a dozen versions of crawl, and has kept it despite player power and options increasing significantly :P 11:14:24 a ton of all-los damage is just a lot scarrier to manage than "fast moving slime monsters" or "run a lot and teleport a lot" 11:14:29 maybe you need to add more tele traps and zot traps 11:14:33 gammafunk: yeah, I've seen it :) 11:14:43 I don't think player strength has affected tomb 11:14:55 if you're trying to argue that tomb is now much easier for players, that seems way off the mark 11:15:06 I mean maybe in some truly ancient version that could have been the case 11:15:08 ??tomb guide 11:15:08 tomb guide[1/4]: my tomb guide: <><><><> 11:15:14 certainly not since I've been playing it hasn't changed a lot 11:15:19 maybe add wardens 11:15:26 and reduce that unholy density 11:15:50 maybe do that to the entire late game 11:16:02 doomrl: stone soup 11:17:03 https://www.reddit.com/r/dcss/comments/5ia2ff/is_it_just_me_or_has_the_community_taken_off_over/ 11:17:54 yeah I think a lot of it is that it's easier for games to be more visible now 11:18:19 our player base hasn't changed too dramatically over last few years 11:19:52 player connectedness still has ways to go yet 11:24:37 -!- tsujin has quit [Ping timeout: 265 seconds] 11:26:07 -!- Patashu_ has joined ##crawl-dev 11:26:42 -!- WangHW has quit [Ping timeout: 250 seconds] 11:27:37 -!- Patashu has quit [Ping timeout: 264 seconds] 11:29:07 gammafunk: did you watch the video on that water palace splat? 11:29:24 oh no, but I will! 11:29:30 I always watch splats in that vault 11:29:35 gammafunk: the char was definitely weaker than I felt like it should be, but also an amazing teleport followed by an amazing blink 11:29:39 hah 11:29:47 did you teleport into it having not seen it yet? 11:29:55 No, I cleared the whole level before going in 11:29:57 that's happened to people, since it's essentially a teleport sink 11:30:08 then ran into a bit of trouble w/ two gold dragons after clearing the outer ring 11:30:10 Lasty_: you've cleared the vault before, haven't you? 11:30:15 teleported into the middle of the inner ring 11:30:15 yes 11:30:18 yeah, thought so 11:30:26 yeah the ring is a Bad Place 11:30:39 I know it's a bit of a deathtrap, but I like to run headfirst into deathtraps 11:30:45 I noticed! 11:30:59 I should make an addition to that vault 11:31:03 OOD statues 11:31:04 "D:9 ice dragon and titan vault? I bet I can take it" 11:31:25 gammafunk: I have no idea what you're referencing and I won't dignify it with a response 11:31:41 should make a special description of those 11:31:50 themed like roxanne's description 11:31:54 but with Lasty as the subject 11:32:20 -!- b is now known as Guest89725 11:32:24 "Lasty was a mage who loved to fire and then try to outrun his own Orbs of Destruction..." 11:33:20 -!- _Jordan_ has quit [Quit: This computer has gone to sleep] 11:33:41 -!- elliptic has quit [Quit: Leaving] 11:34:50 attempting to eat an amulet will make the game unresponsive 11:35:04 only tested with amulets of regeneration 11:36:11 -!- 21WAAB122 has joined ##crawl-dev 11:36:11 -!- 92AAAQSBU has joined ##crawl-dev 11:38:55 how are you attempting to eat an amulet? 11:39:58 -!- BoGuE has quit [Quit: Lost terminal] 11:46:00 -!- Guest89725 has quit [Ping timeout: 260 seconds] 11:48:44 gammafunk: I put in my mouth and bite. 11:48:55 After that, the game is indeed unresponsive for a while. 11:49:25 look, I'm not going to criticize German cuisine 11:49:30 each culture is unique 11:50:30 hm, we burn books and we eat amulets... cannot see anything strange about that 11:51:18 gammafunk: ai += ration:@e1 11:51:47 funny but true 11:51:58 spent a fair while trying to figure out what was going wrong 11:52:24 (the game never said I was trying to eat my amulet, just froze) 11:56:09 -!- valrus_ has quit [Ping timeout: 260 seconds] 11:57:00 -!- LexAckson__ has joined ##crawl-dev 11:57:06 zxc: I just tested that with @e2 on regen ammy 11:57:10 it says "that's not food!" 11:57:18 since I figured you were eating that way 11:58:24 yeah and I get same result if I have @e1 on the ammy 11:58:35 I'm not sure what conditions you have to trigger this 11:59:11 my testing was in trunk 12:00:02 -!- omarax has quit [Remote host closed the connection] 12:03:23 -!- frd has quit [Quit: leaving] 12:05:15 -!- SteelNeuron has quit [Ping timeout: 260 seconds] 12:05:39 -!- amalloy_ is now known as amalloy 12:06:41 -!- Kalir has quit [Quit: I'M OUT SON. PEACE, LOVE, EXPLOSIONS.] 12:15:05 -!- amalloy is now known as amalloy_ 12:16:06 -!- scummos__ has quit [Ping timeout: 250 seconds] 12:16:12 -!- Doesnty has joined ##crawl-dev 12:20:56 -!- Menche has quit [Quit: Colonel Update] 12:24:25 gammafunk: interesting, I was on trunk as well 12:24:48 I'd test it more but it's an in-progress speedrun 12:24:54 of a real-time variety 12:25:10 yeah, i know you're not meant to stop them halfway and resume them weeks later 12:26:37 Unstable branch on crawl.akrasiac.org updated to: 0.20-a0-296-gf222164 (34) 12:29:26 !lg * ikiller~~two-headed_ogre 12:29:27 5991. devostreak the Destroyer (L10 DrCj of Ashenzari), mangled by a two-headed ogre (a +0 giant spiked club) on D:9 on 2016-12-14 11:11:08, with 5771 points after 13608 turns and 1:09:44. 12:29:35 !lg * ikiller~~two-headed_ogre -2 12:29:36 5990/5991. ellienor the Severer (L11 MiBe of Trog), mangled by a two-headed ogre (a +0 giant spiked club) on D:11 on 2016-12-14 10:32:13, with 11550 points after 12437 turns and 0:51:38. 12:40:06 -!- DevlanMud has quit [Ping timeout: 246 seconds] 12:45:59 -!- dpeg has quit [Quit: Lost terminal] 12:48:25 -!- illourr has quit [Ping timeout: 260 seconds] 12:50:12 -!- amalloy_ is now known as amalloy 12:56:43 -!- HellTiger_NB has quit [Ping timeout: 245 seconds] 12:58:03 -!- BoGuE has quit [Quit: leaving] 13:00:02 -!- omarax has quit [Remote host closed the connection] 13:00:44 -!- PleasingFungus has joined ##crawl-dev 13:04:31 !lm zxc x=vlong 13:04:32 5198. [2016-08-23 10:57:43] [vlong=0.17.1-2-g5865329] zzxc the Fencer (L18 HaBe of Trog) killed Azrael on turn 45198. (Snake:2) 13:04:36 oh 13:04:43 not that one 13:04:46 hrm 13:04:50 !lm alekhine x=vlong 13:04:51 576. [2016-11-20 18:21:13] [vlong=0.19.0] Alekhine the Executioner (L20 MiBe of Trog) entered the Depths on turn 30007. (D:15) 13:04:59 that's not trunk 13:05:01 ah 13:05:05 oh well, close enough 13:05:08 it's not 0.17 13:05:15 that's a known, fixed bug, which i guess wasn't backported? 13:05:20 cool 13:05:37 I didn't know people tried to eat their amulets before me 13:05:50 %git b3e417c81bcecfe1edae771862ae213409396b3a 13:05:50 07PleasingFungus02 * 0.20-a0-45-gb3e417c: Fix an @e1 crash (Murtidash, |amethyst) 10(5 weeks ago, 4 files, 12+ 22-) 13https://github.com/crawl/crawl/commit/b3e417c81bce 13:06:05 the guy didn't actually try to, he was using a generic and poorly considered @use inscription 13:06:14 @1 or something 13:06:24 autoinscribed with lua 13:06:30 -!- Hakkniv has quit [Ping timeout: 260 seconds] 13:06:47 %git 8c6edcc0e278b6ca6dd1a412deb16b81afb782e9 13:06:47 07PleasingFungus02 * 0.19.0-19-g8c6edcc: Fix an @e1 crash (Murtidash, |amethyst) 10(5 weeks ago, 4 files, 12+ 22-) 13https://github.com/crawl/crawl/commit/8c6edcc0e278 13:06:56 ah, but you're on an old 0.19 13:07:00 i wonder why 13:07:05 !lm alekhine x=src 13:07:06 576. [2016-11-20 18:21:13] [src=cpo] Alekhine the Executioner (L20 MiBe of Trog) entered the Depths on turn 30007. (D:15) 13:07:09 oh 13:07:11 &versions 13:07:23 CAO: 0.20-a0-296-gf222164, CBRO: 0.20-a0-442-g3f2221c, CDO: 0.20-a0-296-gf222164, CJR: 0.20-a0-296-gf222164, CPO: 0.20-a0-296-gf222164, CUE: 0.20-a0-286-gae82e34, CWZ: 0.20-a0-2-g2b0e13a, CXC: 0.20-a0-296-gf222164, LLD: 0.20-a0-253-g627bfb6 13:07:37 !lm cpo current !trunk 13:07:38 No milestones for cpo (current !trunk). 13:07:39 -!- Nattefrost1 has quit [Client Quit] 13:07:44 !lm * cpo current !trunk x=vlong 13:08:00 40276. [2016-12-14 18:03:45] [vlong=0.19.1] CanadianGator the Conjurer (L1 DECj) began the quest for the Orb on turn 0. (D:1) 13:08:07 he's up to date. why aren't you? 13:08:16 milestone was 20/11/16 13:08:28 oh. so, old fixed bug 13:08:33 the best kind of bug 13:08:33 mystery solved 13:09:03 I didn't think someone else would come across such a silly bug 13:10:15 -!- Kalir has quit [Changing host] 13:10:59 i suspect it was latent in bad rcfile for a while 13:10:59 *rcfiles 13:11:08 but it only started crashing the game about two months ago 13:15:12 Brannock: btw that idea you mentioned offhand for a kind of "collapsing wall type" is something that could be a nice feature type to have in general, but you have to get the UI right 13:15:40 I think we might be envisioning different things 13:15:47 Brannock: some things to think about for that are how to communicate the state of the collapse to the player and over what kind of duration it might collapse 13:15:48 I just wanted to put in partial collapse for Slime chambers, instead of full 13:15:54 oh I see 13:16:08 but your idea sounds interesting as well 13:16:08 well, that's possible I suppose 13:17:22 that's potentially going to help the player a lot if you do sparse collapsing (few tiles collapsed) 13:17:38 if you stand next to a wall long enough, it crumbles? 13:17:49 no, instead of wiping out all the walls, only mulch like 50 to 66% 13:17:51 well that's another direction entirely 13:18:01 you could combat tactics that way 13:18:02 oh zxc was responding to the wall type thing earlier 13:18:04 what zxc said is another way you could do collapsing walls 13:18:15 stupid players using tactics and hallways 13:18:19 yeah, that could be interesting, but it adds potentialy even more UI 13:18:30 it's probably very doable though 13:18:31 maybe floors that collapse 13:18:49 I think there's a xom effect for that 13:18:51 dev heaven 13:19:04 lure for too long and you get shafted 13:19:26 you could use this reasoning to justify removing all features aside from walls and floor really 13:19:32 that reminds me, I should reply to dpeg's and Lasty's emails 13:19:37 "oh you added water? stupid players for using tactics" 13:19:59 "they added shallow water because they don't like players moving. it's dev heaven" 13:21:01 only collapsing some of the wall is fairly reasonable, but people have been dying with the new slime config not for any good reason 13:21:26 maybe you should add pools of water to all monsters like sky beasts 13:21:30 combat pillar dancing 13:21:36 and it's not like the hall wasn't very useful for the fight before trj dies 13:21:47 my only problem is maybe it could be communicated somehow 13:21:58 a sign that warns of collapsing walls 13:22:32 what r-i wanted to do with slime was 13:22:44 only have a few of the walls be glass stone, instead of stone 13:22:46 and only collapse those 13:22:52 (a few, specific, pre-determined walls) 13:23:07 that sort of communicates it, but not really 13:23:08 would be a pretty easy, i think 13:23:18 i mean, it wouldn't be nearly as tactically relevant 13:23:19 can the player know that these walls are going to collapse? 13:23:35 we could give them a special description, I guess 13:23:54 two special descriptions in one vault...! 13:23:56 luxury 13:24:34 I'm not all hot for adding special descriptions to things, but it's nice if it can be clearer to the player that those wall types are special 13:24:56 i'd like special tiles, personally. i forget if we already have some 13:24:59 yes 13:25:25 good! 13:25:39 no yes as in agreement, not yes as in we have them 13:25:40 two tiles, even 13:25:46 special types and a desc could help; Personally I think it's good that the walls fully collapse since it makes what spawns you actually generate more relevant 13:25:46 i mean, we do 13:26:26 i think it's good that different characters end up wanting to fight trj in different positions, rather than everyone wanting to fight him near the stairs 13:26:28 sorry? 13:26:31 i think walls collapsing pushes players toward the latter 13:26:36 no that's not at all true 13:26:40 wow, not at all 13:26:47 i think it also pushes slime away from being a reasonable 3rd rune choice 13:26:51 I mean perhaps there are more chars that might do that 13:27:03 but I fought trj exactly the same as I did before and got the same result 13:27:37 -!- Ququman has joined ##crawl-dev 13:27:46 have a few tiles in varying stages of crumble 13:27:59 ascii players can pick up tiles 13:28:01 the old vault didn't have outright killholes and I don't think it's good to add those, but if you were fairly liberal with what you collapsed 13:28:29 speaking of reasonable third rune choice, i was ashamed to have my first TRJ death last game 13:28:56 i underestimated just how hard it is to sprint to the altar as a Fo 13:29:05 gammafunk: would you strongly object if i reduced wall collapse? 13:29:09 to e.g. r-i's proposal 13:29:11 is the deep elf earth elemental ability communicated well to the player? 13:29:14 but you can use trj tactics just as you did before; the spawns are still extremely limited by the walls that exist 13:29:15 (which is closer to what it was a few months ago) 13:29:18 walls crumbling is pretty similar 13:29:37 that's really the thing that you're using, trying to stairdance trj has not become a good tactic 13:29:41 i agree that the current situation isn't the end of the world or anything, i just don't think it's desirable 13:29:48 who said anything about stairdancing trj 13:30:01 you want to be near the stairs so you can leave after trj dies. 13:30:24 well no, that's what I'm saying, you want to fight it in the vault 13:30:32 I'm not sure how you're defining "near" here 13:30:38 but you're still fighting in the vault 13:30:46 the stairs are already fairly near the vault 13:31:14 and yeah teleport/blink/haste are things you can use to expidite your escape even given that they're close; this hasn't changed 13:32:02 if you do go with some collapsing, I think it'd be better if you didn't collapse very few tiles or just otherwise make it very trivial to dive into a single entrance in the vault 13:33:03 maybe ask MarvinPA ; I don't think we're all going to agree about good tactics for M:5, but I'm a conservative player who still finds the vault very easy to deal with 13:33:05 make sure you hide rats on the other side of collapsing walls 13:33:11 and paralysis gas! 13:33:32 it seems like having everything collapse means there's still some choice between "have less slimes surrounding you during the actual fight" (by fighting in the vault corridors) or "be able to immediately leave the slimes behind after the fight without using any extra consumables" (by fighting on a staircase) 13:33:44 and even with everything collapsing i'd probably tend towards the former most of the time 13:33:55 yes 13:33:57 -!- _Jordan_ has quit [Quit: This computer has gone to sleep] 13:34:33 but I know people will make decisions differently despite this and get the idea to try stairdancing or w/e 13:34:40 people already do ridiculous things when fighting trj 13:38:06 -!- Notquitered has quit [Quit: Page closed] 13:38:33 amalloy: how did you die to trj 13:38:54 sounds like I have two good dev footvs to watch 13:38:57 actually three 13:39:01 PleasingFungus dying to asterion 13:39:09 !lg PleasingFungus cikiller=asterion 13:39:10 1. PleasingFungus the Elven Blade (L15 HEBe of Trog), slain by an Executioner (summoned by Asterion) on Spider:1 on 2016-11-12 01:09:53, with 103838 points after 16606 turns and 1:44:25. 13:39:21 look at that textbook kill 13:39:31 game design schools will be teaching classes about it 13:39:43 wow, HE 13:39:55 that one was quite the kill 13:39:57 very fast 13:40:20 it's their job 13:40:33 1kb rejected asterion alpha 1 that had SGD, because he really didn't like summons 13:40:48 so I had to go with spectral weapon (which is, in fact, also a summon, but w/e) 13:44:08 gammafunk: i was trying to get to the altar rather than kill him 13:44:36 a number of things went wrong, but i think the first one was a vicious riposte creating a bunch of obstacles in my way 13:45:00 !lg 13:45:01 414. amalloy the Fencer (L23 FoCj of Fedhas), slain by a slime creature on Slime:5 (slime_pit) on 2016-12-04 00:42:30, with 345151 points after 67647 turns and 9:37:23. 13:50:56 one question about r-i's scheme is save compat. dealing with existing generated slime:$ levels that don't have any transparent walls to be destroyed 13:51:40 i guess you could make it only destroy solid walls? 13:52:30 making most of the vault transparent would make life a bit tricky for people trying to sneak in to worship. 13:53:53 could add a minor tag and transparentify all slime:$ stone walls from old saves 13:56:01 amalloy: oh right, I watched that 13:56:17 yeah you didn't seem to have a great plan formulated there; it is a lot harder with Fo 13:56:41 I know that even as a Tr who could blink, I didn't have a great plan myself and it was harder than it should have been 13:56:54 on the contrary, my plan was superb, if a bit high-level. "get to the altar, switch to jiyva" 13:57:04 that's some good meta 13:57:19 you should write a wiki guide for it 13:57:35 oh yeah, one of those "start by finding +9 vamp gsword and maxwell's for your Fo" 13:58:20 someone recently compared planning to find transmutation spells to "planning to get a triple sword of speed" 13:58:23 I think it was Lasty 13:58:35 sif reasons 13:58:40 or oka reasons, respectively 13:58:47 man don't even knock the trtm of sif 13:58:52 kave knows what's up 13:59:02 !gamesby kave trtm sif 13:59:03 kave (trtm sif) has played 802 games, between 2010-07-25 10:32:50 and 2016-12-11 07:08:45, won 0, high score 296302, total score 15691061, total turns 9202066, play-time/day 0:16:53, total time 27d+8:16:52. 13:59:06 !hs . trtm 13:59:07 3. Mountebank the Grappler (L11 TrTm of Sif Muna), mangled by a blink frog on Lair:1 on 2015-03-15 03:32:02, with 10473 points after 9097 turns and 1:23:32. 13:59:14 wow, blink frog 13:59:17 with those claws 13:59:21 I literally can't even right now 13:59:54 !lg . trtm sif x=status 13:59:55 3. [status=appendage (expiring)] Mountebank the Grappler (L8 TrTm of Sif Muna), slain by Congressman's ghost on D:7 on 2015-03-17 03:04:52, with 1858 points after 3961 turns and 0:13:49. 14:00:00 someone posted a good image of a bladehands miscast recently 14:00:02 -!- omarax has quit [Remote host closed the connection] 14:00:07 !lg . trtm sif x=status max=score 14:00:07 3. [status=appendage] Mountebank the Grappler (L11 TrTm of Sif Muna), mangled by a blink frog on Lair:1 on 2015-03-15 03:32:02, with 10473 points after 9097 turns and 1:23:32. 14:00:09 the tree? 14:00:17 gammafunk: won 0 14:00:22 re kave 14:00:27 PleasingFungus: the_joke.txt 14:00:33 but yes, the tree one 14:00:35 jokes.......? 14:00:41 i thought we removed FUN 14:00:48 PleasingFungus: literally the only reason I know about kave is 14:00:52 !lg * sif s=name 14:00:55 114879 games for * (sif): 1029x Kave, 892x gammafunk, 610x 4thArraOfDagon, 601x GavinH, 595x silentsnack, 545x aTarkinC, 521x Sbamiri, 501x Avigdore, 472x Darmok, 405x buffalo66, 357x Sorbius, 335x Blackmore, 329x Bruce, 328x Sky, 310x nubinia, 293x Moose, 292x murphyslaw, 286x Neil, 278x Johan, 275x minmay, 268x Celsitudo, 262x clouded, 259x Ragdoll, 258x cireshan, 257x crawlie, 255x chukamok, 25... 14:01:06 bastard is impossible to catch 14:01:18 and it's all that dam trtm of sif 14:01:30 this kind of feels like a self-inflicted curse tbh, since I could just buff sif 14:02:01 https://i.redd.it/80berp3jh93y.jpg 14:02:12 that char later died in spider as I recall reading 14:03:03 if gammafunk buffs sif any more i will open an inquest re the ineffectual state of our checks and balances 14:03:30 make an issue on the github repo 14:03:59 Issue #12: Stop devs from buffing gods to get themselves more wins 14:04:33 gammafunk: i thought they died as a spider 14:04:39 that would be a funny misreading 14:04:41 if i was wrong 14:04:43 or if you were 14:04:46 ...I think...as a spider in spider maybe? 14:04:55 that's what i heard 14:04:56 !!! 14:05:10 rekt by rPois- 14:05:21 does seem dubious 14:05:37 though, of course, you have poison bite and the enemies have rpois- too... 14:05:48 yeah 14:05:52 -!- Cryp71c_ has quit [Quit: Leaving] 14:05:54 http://crawl.berotato.org/crawl/morgue//Chikkuri/morgue-Chikkuri-20161213-001818.txt 14:06:04 indeed, died to a wolf spider in spider form 14:06:40 hm, seems like it's probably impossible to write this code. 14:09:29 -!- Harudoku has quit [Ping timeout: 268 seconds] 14:10:55 -!- simmarine has joined ##crawl-dev 14:12:31 -!- Kalir has quit [Quit: I'M OUT SON. PEACE, LOVE, EXPLOSIONS.] 14:12:57 -!- adelrune has quit [Remote host closed the connection] 14:13:06 -!- LordSloth has joined ##crawl-dev 14:13:43 -!- bonghitz has quit [Remote host closed the connection] 14:14:58 http://sprunge.us/PfeF looking for eyeballs on this, particularly the save compat bit 14:16:51 PleasingFungus: s/ruins/runes/ 14:17:00 "mystical ruins" 14:17:18 they're little model ruins 14:17:24 marble columns, etc 14:17:32 stickin out from the wall 14:18:06 they're mystical, so maybe, like, there's some busted wizards' towers...? well, the joy of text-based games it that you get to use your imagination. 14:18:09 *is 14:19:25 shouldn't it be "rune-carved"? 14:19:30 the save compat looks sensible at a glance at least 14:19:48 Brannock: possibly! the existing one is 'rune carved' 14:20:03 oh, or shouldn't that be getMinorVersion or whatever? 14:20:14 no. it's a weird function 14:20:22 right. i would have written rune-carved, but it doesn't seem compelling enough to change the existing name 14:20:24 ahh so it is 14:20:37 i mean, changing the existing name isn't hard, so possibly someone could go change both 14:20:50 nothing looks broken to me in this patch, at least 14:20:53 i hereby designate Brannock 14:23:16 So, after getting over my initial batch of complaining about the changes to Ogres, I think I finally worked my way over to constructive criticism. Skipping straight to the conclusion: +1 M&F, -2 magic school apts, and a racially unique mutation - either inherent wizardy, or some special type of placid/wild magic tied to spell level. Inspiration: old comments about Ogre magic users being a jack of all trades and a master of n 14:23:16 one. 14:23:35 03PleasingFungus02 07* 0.20-a0-297-g2473c33: Tweak Slime:$ wall collapse (regret-index) 10(3 minutes ago, 5 files, 27+ 11-) 13https://github.com/crawl/crawl/commit/2473c33a875b 14:24:02 Think there's enough to work on a competing patch/experimental ogre branch? 14:24:04 lordsloth is also the ogre lord. consider his words carefully... 14:24:12 -!- Dracunos has quit [Ping timeout: 258 seconds] 14:24:25 !gamesby LordSloth og 14:24:26 If I put the effort in for once, since it's relatively smaller in scope. 14:24:27 LordSloth (og) has played 1020 games, between 2008-07-04 03:55:00 and 2016-12-14 19:01:39, won 1 (0.1%), high score 1691787, total score 12100000, total turns 7416401, play-time/day 0:14:15, total time 30d+13:14:50. 14:24:33 one thousand ogres 14:24:45 total score a multiple of 100,000! 14:24:47 !lg * og s=name 14:24:53 173862 games for * (og): 1894x raskol, 1138x Elynae, 1006x heteroy, 1003x LordSloth, 737x TGW, 658x Tambo, 656x Pancakes, 584x Tenaya, 545x horvathsaigyou, 528x Matdongsan, 516x nht, 498x 4thArraOfDagon, 482x Neuromancer, 463x Sanka, 459x PowerPlayer, 453x nfogravity, 452x Cracklepappy, 447x Chris7, 436x qw, 435x ophanim, 433x ashizen, 432x petzl, 430x HoboGoblin, 430x gw, 411x dialectric, 399x ma... 14:24:59 top 4 ogre 14:25:04 practically tied for #3 14:25:07 On the other hand 14:25:18 -!- Dracunos has joined ##crawl-dev 14:25:20 probably including the reasoning step there would help, also worth noting that giving a different race the high spellcasting/low schools thing has been discussed a bunch 14:25:20 !won race=ogre s=name 14:25:21 LordSloth (race=ogre) has won once in 1020 games (0.10%): 1xOgWr 14:25:39 agreed on including reasoning 14:25:43 probably the main thing that bugs me about Og change is that polearms are superior now 14:25:46 no need to pull a chequers :) 14:26:25 Okay, so first of all, -1 across the board seems to make them less unique - kind of bringing them into a blander troll/demonspawn/human range 14:26:28 things like inherent wizardry, wild/placid magic etc were all brought up for basajaun i think, none seemed very exciting and i don't really see that being different here 14:26:56 My usual ogre warper seemed potentially more interesting but 14:26:58 !apt tr 14:26:58 Tr: Fighting: -2*, Short: -2, Long: -2, Axes: -2, Maces: -1, Polearms: -2, Staves: -2, Slings: -4*, Bows: -4*, Xbows: -4*, Throw: -1, Armour: -2, Dodge: -2, Stealth: -5*, Shields: -2, UC: 0, Splcast: -5*, Conj: -3*, Hexes: -4*, Charms: -4*, Summ: -3*, Nec: -2, Tloc: -3*, Tmut: -3, Fire: -3*, Ice: -3*, Air: -4*, Earth: -1, Poison: -3*, Inv: -1*, Evo: -3*, Exp: -1, HP: 3!, MP: -1* 14:27:18 I didn't find myself especially compelled to do a large race with them 14:27:23 after this change 14:28:09 03Brannock02 07* 0.20-a0-298-g82a587e: Hyphenate carved runes 10(37 seconds ago, 3 files, 5+ 5-) 13https://github.com/crawl/crawl/commit/82a587e5b987 14:29:04 does anyone know where/how mutations are sorted in 'A' screen? I want to fix some Demonspawn mutations listing out of order, which has bugged me for a long while now 14:29:32 Second, on a tangential note: the matter of getting experience with trunk ogre- god, I hate adders. 15 EV seems a little high, wouldn't mind seeing it drop to 10. Back onto the topic at hand. 14:29:35 mana shield muts and I think black mark muts aren't grouped 14:30:33 If the old intention of "jack of all magic trades, but master of none" is still a design concept of ogres, I feel that the trunk aptitude shift actually takes them further away from that point 14:31:02 Demonspawn and mummies tend to focus even more with their aptitudes 14:32:06 The races that tend to spread out the most (with merfolk as skalds) tend to have a good weapons apt to take some of the load off 14:32:39 -!- Zekka has quit [Ping timeout: 258 seconds] 14:32:50 @?adder 14:32:50 adder (09S) | Spd: 13 (swim: 60%) | HD: 2 | HP: 9-13 | AC/EV: 1/15 | Dam: 508(poison:4-8) | amphibious, cold-blooded | Res: 06magic(10), 12drown | XP: 13 | Sz: little | Int: animal. 14:32:56 shudder 14:33:25 With -1 aptitude I'm seeing blink becoming much easier, which I'm happy about on the warper, but I'd seriously be inclined to go after disperal for instance, even without ashenzari 14:34:45 If you're aiming for jack of all and master of none, while wizardry is my starting point for simplicities sake 14:35:45 My more half-baked idea that I'm trying to think through a bit more is as follows: setting spell level 5 as arbitrary break point, maybe spell level 4. 14:36:22 For spells above that break point, 5% penalty to cast & power. For spells below that, 5% bonus. 14:36:55 -!- stickyfingers has quit [Ping timeout: 260 seconds] 14:37:03 what would that accomplish? 14:37:17 low level spells are already easy to cast and high level spells are already hard to cast 14:37:25 "jack of all, master of none" 14:37:42 I feel that increasing apts to -1 actually encourages specialization 14:37:57 they have stat constraints working against them here, though 14:38:32 a player who's paying attention to the skill screen will notice that specialization, especially with middling Int, becomes rapidly more expensive than investing in another school 14:38:44 Anyways, doesn't sound like there's enough there of a concept that I should write up and compile that as a test. 14:38:49 incidentally, I should try Og of Chei with this change 14:38:56 Ogres do have a better starting int now 14:38:58 also as was already said above: "giving a different race the high spellcasting/low schools thing has been discussed a bunch", ie it's not necessarily still a goal for ogres 14:39:30 I missed the above, and didn't spot a good discussion page for it in tavern. Poking around the devwiki a bit atm 14:39:56 discussed in here, devwiki is mostly unused 14:39:56 LordSloth: devwiki generally doesn't have very current discussion 14:40:03 ??plan 14:40:03 plan[1/1]: https://crawl.develz.org/wiki/doku.php?id=dcss:planning:release_plans 14:40:07 Anyways, my main beef is that alongside the high elf change (other stuff does the same role argument) 14:40:10 mostly we have the 0.20 plan but that's more of a todo list 14:40:18 that 0.20 page is about the only content that's remotely recent 14:40:21 FR: bring back Fen Elf 14:40:26 Brannock: no 14:40:35 ask me if you'd like justifications 14:40:49 I feel that the current change to ogres makes them much more generic aside from their large size 14:41:02 So what would that wizardry-style boost for low level spells accomplish? 14:41:19 gammafunk, because they aren't blonde?! 14:41:23 yes 14:41:27 darn it.. 14:41:48 Mephitic Clouds, Ozo's armor with a bad apt 14:41:59 I guess that you can say "being more capable of using spells" means more generic 14:42:04 Throw Icicle on an ice mage a bit 14:42:08 but that seems like a decent kind of generic 14:42:20 I'm going to go play an Ogre and see what I think of nuOg before proffering any further opinion 14:42:27 Combined with -1 M&F though? 14:42:35 Brannock: it's going to feel rather similar to Ba 14:42:38 which you did play 14:42:39 !apt og 14:42:40 Og: Fighting: 3!, Short: -3*, Long: -3*, Axes: -3*, Maces: -1, Polearms: 0, Staves: 0, Slings: -3, Bows: -3, Xbows: -3, Throw: 0, Armour: -2, Dodge: -1, Stealth: -2, Shields: -1, UC: -1, Splcast: 1, Conj: -1, Hexes: -1, Charms: -1, Summ: -1, Nec: -1, Tloc: -1, Tmut: -1, Fire: -1, Ice: -1, Air: -1, Earth: -1, Poison: -1, Inv: 1, Evo: -2, Exp: 0, HP: 3!, MP: 0 14:42:46 It seems to trend towards a race that could just be removed outright along the lines of Mountain Dwarves 14:42:49 the thing is, even with -1 m&f 14:42:51 depending on what you choose to play, of course 14:42:55 giant clubs really are very good 14:42:59 Og with maces will feel different 14:43:05 LordSloth: what race or races do you think og is redundant with, at present? 14:43:56 oh man, it feels good to actually be able to squash stuff on D:1 after playing so many Demonspawn book starts 14:44:38 !lm Brannock 14:44:53 don't ignore me, Sequell 14:45:07 13356. [2016-12-14 19:42:59] brannock the Chucker (L1 OgHu) began the quest for the Orb on turn 0. (D:1) 14:45:13 -!- dpeg has joined ##crawl-dev 14:45:26 hmm objstat is giving a bunch of exciting vault errors 14:45:34 what kind? 14:45:43 placing monsters in walls? 14:45:53 monster in wall during objstat is classic 14:46:03 a couple of those (both in vaults_dpeg_ring) 14:46:09 also: Lua error running hook 'post_place' on map 'shoals_end_grunt_garden': ...me/chris/crawl/crawl-ref/source/dat/dlua/dungeon.lua:583: Failed to place map 'shoals_ilsuiw_ice' 14:46:12 oh yes 14:46:15 that's another longstanding one 14:46:25 that vault has placement issues 14:46:28 due the layout 14:46:29 are you guys aware of Demise's HE/Og comments? 14:46:31 huh fair enough, i don't think i've ever noticed them when objstatting before 14:46:37 What does Demise have to say? 14:46:40 but i don't very often i guess 14:46:41 it makes geometries that just don't allow the vault to place 14:47:02 MarvinPA: I added TotalGhoulNutr and you don't even run objstat? 14:47:07 it's like all my work isn't appreciated 14:47:38 I think the ilsuiw ice vault is just a bit large 14:47:43 i do remember bringing up TotalGhoulNutr in particular for some recent lair change i did! 14:47:51 yes, I appreciated that 14:48:13 Brannock: www.youtube.com/watch?v=ICT2XGAKLD4 14:48:14 even in the commit message, good job me 14:48:32 video is unavailable, dpeg 14:48:34 %git bf060b28 14:48:34 07MarvinPA02 * 0.19-a0-1820-gbf060b2: Don't generate river rats or iguanas in Lair 10(3 months ago, 1 file, 1+ 3-) 13https://github.com/crawl/crawl/commit/bf060b28d32d 14:48:39 That video is unavailable, and if it's a talk about the changes then unless it's captioned it's not going to do me much good 14:48:49 Brannock: in short, he's happy about HE- and thinks that Og is dead with the M&F +3 --> -1 change 14:48:56 Og is dead, long live Og 14:49:16 gammafunk: unavailable? I am watching it right now?! 14:49:23 probably private? 14:49:26 dpeg: is your link correct? 14:49:56 probably not, I have to type these manually 14:50:11 https://www.youtube.com/watch?v=lCT2XGAKLD4 14:50:15 he got I and l swapped 14:50:24 annoying, hard to spot :) 14:51:00 wow, manually typing in urls 14:51:08 <-- oldest school 14:51:33 no one responded to the comment I made on that video 14:51:40 if I don't get any attention I'll remove another species 14:51:42 -!- Kranix has quit [Ping timeout: 256 seconds] 14:52:17 Had to go AFK for abit, time to catch up 14:52:20 i nominate humans 14:53:07 gammafunk: <3 14:53:15 -!- BL has quit [Ping timeout: 260 seconds] 14:53:16 people who don't enjoy playing humans in dcss don't deserve the game 14:54:09 maybe we need to make them into slime humans 14:54:14 tick it up a notch 14:54:19 So, my short term goal before I push this idea is to get a lot more trunk games under my belt with the current ogres. 14:54:34 But what's special about ogres under the current system? 14:54:46 !apt og 14:54:46 Og: Fighting: 3!, Short: -3*, Long: -3*, Axes: -3*, Maces: -1, Polearms: 0, Staves: 0, Slings: -3, Bows: -3, Xbows: -3, Throw: 0, Armour: -2, Dodge: -1, Stealth: -2, Shields: -1, UC: -1, Splcast: 1, Conj: -1, Hexes: -1, Charms: -1, Summ: -1, Nec: -1, Tloc: -1, Tmut: -1, Fire: -1, Ice: -1, Air: -1, Earth: -1, Poison: -1, Inv: 1, Evo: -2, Exp: 0, HP: 3!, MP: 0 14:54:49 !apt tr 14:54:49 Tr: Fighting: -2*, Short: -2, Long: -2, Axes: -2, Maces: -1, Polearms: -2, Staves: -2, Slings: -4*, Bows: -4*, Xbows: -4*, Throw: -1, Armour: -2, Dodge: -2, Stealth: -5*, Shields: -2, UC: 0, Splcast: -5*, Conj: -3*, Hexes: -4*, Charms: -4*, Summ: -3*, Nec: -2, Tloc: -3*, Tmut: -3, Fire: -3*, Ice: -3*, Air: -4*, Earth: -1, Poison: -3*, Inv: -1*, Evo: -3*, Exp: -1, HP: 3!, MP: -1* 14:55:00 they're pretty different from Tr 14:55:06 they're large and tanky and can cast and/or hit things pretty good 14:55:09 well I just consciously switched from maces to staves after Yiufing in this game, and in previous Og games I probably wouldn't have (and just used the cross-training from high Maces apt) 14:55:25 Hmm... 14:55:29 Brannock: I told you to stay away from yuif, he's crazy! 14:55:49 oh, is it yiuf? 14:55:50 Better invo, equally good at m&F, better all around magic apts 14:55:52 ??yiuf 14:55:52 crazy yiuf[1/5]: This unique has a quarterstaff of chaos with decent plusses, and lives in a cottage in early dungeon. He's not tainted by a shred of sanity -- unless confused! Always has a cloak. Random colour. Like an ogre, he can deal up to 35 or so damage in one shot. Or paralyse or banish you. 14:55:55 indeed 14:55:57 i did like the idea of messing with Tr a bit too, reducing their hp to +2 maybe 14:56:39 lignification is such a great potion 14:56:43 we need more potions/scrolls like that 14:56:53 well 14:57:03 the thing is those tend to just be used a few times early on 14:57:07 then just act as clutter 14:57:11 I use lignification in Tomb 14:57:12 Brannock: yes, !lig is excellent 14:57:14 I rather like consumables that remain relevant all game 14:57:24 well tomb is not a common destination 14:57:41 also situationally helpful in Crypt vs curse skulls 14:57:47 I guess my gut instinct is the ogre is just a human, but larger. 14:57:57 aren't minotaurs just human, but better at fighting? 14:58:04 man. when i am surrounded by a million summoned undead and smiters, the one thing i don't want is to be pinned in place 14:58:14 Except large isn't that much better 14:58:19 torment protection is cool but not worth it imo 14:58:20 large species defenses are a pretty significant difference 14:58:21 yeah not a technique I'd be excited to employ 14:58:28 I'm not saying to use it in the conga line 14:58:40 but if you've dragged several mummy priests up with you 14:58:43 do you get rN as a tree? 14:58:45 ??tree form 14:58:45 tree form[1/3]: Immobile form with -Tele, +50% HP, 20 + XL/2 AC, minimal EV, rN+++, rPois, torment immunity, and gives +12 base UC damage. Unlike statue form, tree form does NOT give rot or poison immunity. 14:58:49 oh ok 14:58:53 that's helpful at least 14:59:17 I can see people using lig on curse skulls but that's really pretty niche 14:59:24 Okay, to pick apart one line from the ogre commit they're still uniquely able to make the 14:59:25 most of GSCs. 14:59:25 fwiw I also use ?noise a lot 14:59:25 esp since curse skulls are pretty easy anyhow 14:59:27 so I'm probably just weird 14:59:34 the point is not that !lig is incredibly powerful, it's that using it is non-trivial... we can always use more of that 14:59:40 Not true unless you make troll m&F worse 14:59:59 dpeg: those things will end up being yet another non-trivial usage thing you get to carry around 15:00:02 we have a bunch of those 15:00:02 -!- omarax has quit [Remote host closed the connection] 15:00:07 !apt tr 15:00:07 Tr: Fighting: -2*, Short: -2, Long: -2, Axes: -2, Maces: -1, Polearms: -2, Staves: -2, Slings: -4*, Bows: -4*, Xbows: -4*, Throw: -1, Armour: -2, Dodge: -2, Stealth: -5*, Shields: -2, UC: 0, Splcast: -5*, Conj: -3*, Hexes: -4*, Charms: -4*, Summ: -3*, Nec: -2, Tloc: -3*, Tmut: -3, Fire: -3*, Ice: -3*, Air: -4*, Earth: -1, Poison: -3*, Inv: -1*, Evo: -3*, Exp: -1, HP: 3!, MP: -1* 15:00:08 ?vuln, !cancel 15:00:18 I carry these around already since they're situationally so useful 15:00:20 gammafunk: again, my point is that !lig is double-edged, and we don't have very much of that 15:00:29 well, (a) tr have dramatically worse fighting apt :P 15:00:35 Say, is there a way to pull up the 0.19 apts with the apt command? 15:00:38 and (b) they're giving up uc if they want to use gscs 15:00:42 dpeg: well however we have more of that, it shouldn't generally entail more inventory clutter imo 15:00:42 It's a bit bothersome to have 15:00:44 !he 15:00:49 (b) is probably the more important one 15:00:49 !apt ne 15:00:50 Could not understand "ne" 15:00:52 !apt he 15:00:53 HE: Fighting: N/A, Short: N/A, Long: N/A, Axes: N/A, Maces: N/A, Polearms: N/A, Staves: N/A, Slings: N/A, Bows: N/A, Xbows: N/A, Throw: N/A, Armour: N/A, Dodge: N/A, Stealth: N/A, Shields: N/A, UC: N/A, Splcast: N/A, Conj: N/A, Hexes: N/A, Charms: N/A, Summ: N/A, Nec: N/A, Tloc: N/A, Tmut: N/A, Fire: N/A, Ice: N/A, Air: N/A, Earth: N/A, Poison: N/A, Inv: N/A, Evo: N/A, Exp: N/A, HP: N/A, MP: N/A 15:00:58 rip 15:00:59 Show up as the default 15:01:08 while 0.19 is still fairly fresh 15:01:09 ??high elf 15:01:09 high elf[1/3]: if you play HE and dont expect it to be bad it will be strangely bad 15:01:25 !help apt 15:01:25 !apt: Looks up aptitudes for specified race/skill combination. 15:01:27 I think apt is a builtin 15:01:28 !cmd !apt 15:01:28 Built-in: !apt => https://github.com/crawl/sequell/blob/master/commands/apt.pl 15:01:32 so that's a tough one to fix 15:01:41 we can't really have a stable-apt without a bit of work 15:01:52 not that much work, tbf 15:01:54 would be nice to have 15:02:01 someone needs to just make a patch for sequell although 15:02:16 I think....not sure if sequell is set up to maintain both a trunk and stable build of the source 15:02:39 Ah, so it doesn't have a v. number call that i'm overlooking 15:02:41 my guess is it has one checkout of crawl 15:03:04 someone could make a hacked stable !apt though 15:03:06 I guess it's simple enough to pull the wiki or the game up for comparison 15:03:24 but that's pretty bad to have to recreate all the code, so maybe it needs to just happen in sequell 15:03:49 -!- Zekka has quit [Ping timeout: 248 seconds] 15:03:57 Not seeing a huge need for it to change given how good the in-game apt screen is 15:04:06 just a moment's confusion 15:04:32 yeah, it's just an FR 15:05:29 any rumors today? 15:06:17 twelwe: someone said you don't want to do slime as your third rune based on ~walls collapsing~ 15:06:21 can you believe that?! 15:07:05 scandelous 15:08:53 -!- ProzacElf has joined ##crawl-dev 15:09:25 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-298-g82a587e (34) 15:10:05 Do the monsters at the end of slime eat the loot even if you don't see it? Seemed like an awful lot survived when I fled after seeing only half. 15:10:19 jellies no longer eat loot ever 15:10:23 unless you worship jiyva 15:10:40 Even if never seen? Missed that change 15:10:46 yes, that also was removed 15:11:01 did that thing about jellies still generating "slurping" messages get fixed? 15:12:57 i think there was nothing to fix? they still slurp doors 15:13:05 oh, the doors, that was it 15:13:12 Kind of surprised I missed that change, given how close to the top of the 'monsters' section it was 15:14:33 I wonder if we should give some more mechancial differentiation to largeness 15:15:26 -!- bh has quit [Remote host closed the connection] 15:15:44 FR large races can't fit through doors 15:16:14 there's the armour slots thing, and effects on shields, but nothing for weapons 15:16:56 well there's GSC/GC 15:17:05 oh you mean large including na/ce 15:17:11 ??size 15:17:11 size factor[1/2]: For evasion purposes: spider form and bat form are tiny (factor 6), spriggans and felids are little (factor 4), halflings and kobolds are small (factor 2), trolls ogres centaurs and nagas are large (factor -2), hydraform is big (-4), and dragonform is huge (factor -8). 15:17:28 I mean both Ce and Na are pretty well loaded with differentiation 15:17:30 getting rid of a bunch of the old size-based weapon restrictions was the right direction i think! 15:17:40 I agree 15:17:44 amalloy: Only if they can burst through them like kool-aid-main, destroying them in the process 15:18:00 Still, it seems like there's a design opportunity here to have size matter more 15:18:06 in possibly interesting ways? 15:18:34 "Oh yeah!!!" 15:18:37 add horses for fast travel, but large races are too heavy to ride them 15:18:51 probably reducing the amount of things size does would be good, not increasing it 15:18:53 (centaur have innate fast travel) 15:19:11 the main thing is limited slots and bad ev, and that's pretty significant 15:19:14 -!- bonghitz has quit [Ping timeout: 264 seconds] 15:19:42 it's also not terribly thrilling from a player perspective 15:21:05 i mean nor is having a -2 HP apt but that's still a fine way of distinguishing things, without saying "having a -2 HP apt always also means a whole bunch of other things to do with water and constricting and eating things in hydra form" 15:21:22 -!- 92AAAQSBU has quit [Quit: Excess flood] 15:21:31 (although i think the latter is gone there now?) 15:22:35 -!- Tux[Qyou] has joined ##crawl-dev 15:22:36 -!- 21WAAB122 has quit [Quit: Excess flood] 15:23:31 I don't think we do enough with size. For example, if we had measurements on all the short blades, and also knew the distance between a monster's skin and its vital organs, we could determine with a high degree of accuracy how much damage stabbing should do! 15:27:58 i was sure you were going the other direction with that: ogres should be able to stab with lblades 15:28:02 -!- Kramin has quit [Ping timeout: 246 seconds] 15:28:50 bring back size's realistic and meaningful impact on escaping nets 15:29:23 this whole thing was amazing/the worst: https://github.com/crawl/crawl/commit/d622f133501d#diff-59653c5b5139353b2627670c1de4b823L1131 15:29:46 haha 15:29:47 wow 15:29:49 wow 15:30:00 berskers get a bonus 15:30:02 *berserkers 15:30:42 this all makes me upset that Grunt never implemented demon nets 15:30:50 how would demon nets work 15:30:52 think of the possibilities 15:30:52 -!- kramin has joined ##crawl-dev 15:31:00 Brannock: why do you always start with the hard questions? 15:31:10 how *wouldn't* demon nets work 15:31:14 they're intriguing and exciting! 15:31:29 I think it was something about damage while in the net 15:31:37 Well, i feel it would start with demonic crawlers being demonic silkworms 15:31:52 And Cerebov being a demonic rancher 15:32:04 LordSloth: and like demon nets in that one gloorx vault? 15:32:14 the one where you have to squish his/her/its children 15:32:18 sounds like minmay's long-requested ranged constriction 15:32:30 both minmay- and grunt-approved, should clearly add it immediately 15:32:32 isn't that a bonus for berserk players? 15:32:35 oh that's a good idea, yeah 15:32:36 not berserker class 15:32:41 yes it is 15:32:51 but it's still very silly 15:33:05 what, a spell version of treant entangle? 15:33:11 sounds reasonable as a hex or something 15:33:22 gammafunk: berserk does more damage in melee, so obviously it should do more damage to nets 15:33:30 the bug is that it forgot to include might 15:33:43 i still want my acidic-goo-spitting snails 15:33:44 amalloy: ok but then trog has to extend your berserk when you destroy the net 15:33:56 and maybe you should be able to burn nets 15:33:57 (the goo would be equivalent to a web/net, but with damage over time.) 15:34:04 You are slimed!! 15:34:13 !learn add snail_rule o more snails. 15:34:13 snail rule[1/1]: o more snails. 15:34:16 dammit 15:34:17 i dunno, i feel like a berserker ripping apart a net instead of ripping apart a living being's flesh would be disappointed, not invigourated 15:34:19 o, more snails 15:34:22 o 15:34:22 !learn set snail_rule No more snails. 15:34:23 snail rule[1/1]: No more snails. 15:34:31 ??crab rule 15:34:31 crab rule[1/1]: no more crabs. 15:34:32 If you add goo, I feel like it shouldn't hinder attacks 15:34:50 amalloy: i think they'd be angry 15:34:57 but, i mean. that's a pretty safe bet 15:35:08 when it comes to berserkers 15:35:17 there's a unique idea in there somewhere 15:35:21 Snail player race, like a giant shelled felid 15:35:23 a berserker who's kind of bored and listless 15:35:25 wow, such a one-dimensional view of the berserker community 15:35:33 gammafunk: name him norris 15:36:22 when I was a kid, Eeyore was my favorite winnie the poo character (and stuffed animal) 15:36:34 *Pooh 15:37:30 When I was a kid, my pet rottweiler was Winnie the Pooch. 15:37:38 nice 15:40:30 really enjoying the guy in the SA thread who said that the dev who removed high elves "doesn't personally play that race" 15:40:51 yeah people love claims about what the devs do 15:41:06 when i pointed out that you'd spent literally over a thousand real-life hours playing high elves (!), he suggested that you must be sick of them instead. 15:41:21 which, to be fair, would be pretty reasonable. 15:41:27 why do you refer to them as "real-life hours"? 15:41:27 a powerful argument for me to remove minotaurs 15:41:37 those hours were my mystical shaman dream state 15:41:51 I recieve messages from god in my universal mind-eye 15:42:06 and yes, that god is Sif 15:42:17 !lg . he-- won s=char 15:42:18 4 games for gammafunk (he-- won): HECK, HEFi, HEIE, HEWr 15:42:19 mind-eyes sound more like an Ashenzari thing 15:42:20 Or even Ru 15:42:30 only 6 or so games I could say I've fully won 15:42:37 hrm, actually 15:42:49 !lg . he-- urune>=3 s=char 15:42:49 23 games for gammafunk (he-- urune>=3): 13x HEIE, 7x HESu, HEWr, HEFi, HECK 15:42:54 ok, that's reasonable 15:43:20 but yeah vast majority of those were speedruns, which don't really count 15:43:23 one guy's sad because now the only race with 'good bow apts' is ce 15:43:35 I guess they may have a point about bow apts 15:43:38 but then again...ranged reform 15:43:49 imo, remove all good bow apts 15:43:52 and all bow apts 15:43:55 and all bows (as a player weapon) 15:43:56 !apt bows 15:43:56 Bows: Ce: 3!, Sp: 2, Te: 1, Ha: 1, DE: 1, Mi: 1, Hu: 0, Fe: N/A, HE: N/A, Op: 0, Ko: 0, Gr: 0, Gh: -1, HO: -1, VS: -1, Ds: -1, Dr: -1, Na: -1, Dg: -1, Mu: -2, Fo: -2, Vp: -2, Mf: -2, Og: -3, DD: -3, Tr: -4* 15:44:04 crossbows and slings too, ofc. 15:44:06 if more devs liked ranged 15:44:21 I'm still kind of amazed that the summoning school exists 15:44:35 why? 15:44:36 it's very good 15:44:37 it's a good school, brent. 15:44:37 consolidate spell casting skills into 1 15:44:41 do the same wiith ranged, and melee! 15:44:50 then remove skill training and apts 15:45:01 powerful memes 15:45:05 now i know how gammafunk feels 15:45:07 Brannock: 1kb was a big proponent of removing all summoning, and more than a few experienced players loath the school 15:45:15 pfft, players 15:45:16 not to mention it's not the most popular with players 15:45:26 Brannock: did you see the "remove summoning" branch that 1kb nearly pushed before leaving? 15:45:32 I saw the tag, yeah 15:45:44 yeah, that was part of that great big dispute, but most of it was forest dispersal 15:45:52 I rarely use summoning but when I do I'm always impressed with it, design-wise 15:45:56 ...wow 15:45:59 it's strongly varied and differentiated 15:46:06 there's a summon for each situation, instead of one for everything 15:46:10 yeah, the summoning spells are good at having different roles 15:46:18 it's one of the best schools in the game imho 15:46:37 obvious stuff like mana vipers and guardian golems, and also subtler stuff, like which summoning spells can see invisible 15:46:39 yep, that's why I like them a lot, and if you play summoning optimally, it's very tactical, feels like melee in many ways 15:46:39 the high-end summon spells also score high on the cool-factor as well 15:46:53 !apt summoning 15:46:53 Summ: Te: 2!, DE: 1, Vp: 0, Fo: 0, Ko: 0, Fe: 0, HO: 0, Na: 0, HE: N/A, Hu: 0, Dr: 0, Op: 0, Ds: 0, Mf: 0, VS: 0, Gr: -1, Dg: -1, Gh: -1, Ce: -1, Og: -1, DD: -1, Ha: -2, Mu: -2, Sp: -2, Tr: -3*, Mi: -3* 15:47:14 Brannock: did you ever play summoner when summon scorpions was around 15:47:23 but I totally understand why many hate summons; when I joined summoning school was in a far worse state and the dislike was a bit more universal 15:47:40 I did not 15:47:54 summon scorpion was funny as hell 15:48:01 and also terribly tedious 15:48:22 fill like 2/3 of the screen with scorpions 15:48:28 but you can still see a similar effect in crawl 15:48:35 if anyone can guess what I'm referring to.... 15:48:46 spidersack is sort of similar. 15:48:51 not quite! 15:48:54 with pak it sort of was 15:48:58 haha 15:49:03 but this thing I'm referring to is a spell... 15:49:21 not a summoning spell! 15:49:24 oh, my next guess was gonna be nem summoning. can get pretty goofy 15:49:30 hrm 15:49:41 make a vast number of poisonous, weak things... 15:49:42 s2s? 15:49:44 ye 15:49:50 I like playing with allies, but don't like summoning things 15:49:51 s2s is such a bizarre spell 15:49:58 maybe if summons stuck around.. 15:50:23 what if you could, like, turn rock walls into friendly elementals 15:50:35 -!- Lion_ has quit [Client Quit] 15:50:36 ok, that's just dumb 15:50:47 what's next, you summon a friggin portal and like a giant worm comes out? 15:50:49 come on, man 15:50:53 what if thehre were an evocable that could turn walls into earth elementals 15:50:57 crawl needs more giant worms 15:51:14 zxc: we could just give it to elves 15:51:21 maybe make it a spell 15:51:22 earth elves? 15:51:23 i miss DEATH WORM 15:51:30 spiny worm? 15:51:34 I miss rock crawlers 15:51:35 gammafunk: i was thinking of the evocable, actually! 15:51:38 -!- Patashu_ has quit [Ping timeout: 264 seconds] 15:51:38 or whatever they were called 15:51:42 rock worms 15:51:45 short... stout elves... good with metallurgy... 15:51:46 how mundane 15:51:52 can swing an axe... 15:52:04 the magical creatures that made beam.cc even worse than it is now 15:52:43 what is the single best (serious) cc file in the codebase? 15:52:46 Unique Earth Worm named... James? 15:52:47 like actually good 15:53:13 LordSloth: good idea, don't want to have happen to dcss what happened to DoomRL 15:53:22 change the intellectually property up a bit 15:53:31 I guess we do have blork the orc 15:54:23 Honestly, Zenamax approached the whole issue rather gently. What happened to DoomRL wasn't that bad. What could have happened definitely something to be avoided though 15:54:59 well, we got the doomrl source 15:55:00 so that's cool 15:55:44 That was intended to come out eventually, so i wonder if indirectly the whole thing actually maybe helped push Jupiter Hell over their goal. 15:56:09 possibly! it was fairly close, and i expect publicity + sympathy helped 16:00:03 -!- omarax has quit [Remote host closed the connection] 16:02:37 weird idea: give centaurs slow movement speed + the 'running' effect where they speed up after they start moving 16:02:54 makes kiting less practical, maybe???? 16:03:50 -!- Lion__ has quit [Ping timeout: 260 seconds] 16:05:40 -!- Kellhus has quit [Quit: Page closed] 16:07:26 PleasingFungus: weird, but interesting! 16:07:42 it's realistic, because horses are slower than humans over short distances. 16:09:44 (very short distances. i'm told.) 16:10:22 the overhead of a faster gait is too high, yeh 16:10:46 therefore, for the sake of versimillitude, implement my idea. Done 16:11:22 -!- Nattefrost has quit [Quit: Leaving.] 16:12:29 -!- asdu has quit [Quit: Page closed] 16:16:51 I kind of miss rock worms too. But not the actual implementation. 16:17:20 we should give players the Council God, they'll forget HE in no time 16:17:36 I'd propose that officially, but I want to play a proper game before that 16:17:38 -!- zxc has quit [Read error: Connection reset by peer] 16:17:56 I've periodically thought that it would be neat to have a branch (say depths) where there were a bunch of rock piranhas that only move through rock/stone and are completely invincible in every way, and they would also always know where a player touching a wall is. 16:18:11 I'm not sure it would actually be fun or anything 16:18:13 in the Demise video, it's so funny when they can't remember the old removed species ("Did Elf exist??" :) 16:18:28 !apt te 16:18:29 Te: Fighting: 0, Short: 1, Long: 1, Axes: 1, Maces: 1, Polearms: 1, Staves: 1, Slings: 0, Bows: 1, Xbows: 1, Throw: 0, Armour: 1, Dodge: 1, Stealth: 1, Shields: 0, UC: 1!, Splcast: -1, Conj: 3!, Hexes: -3, Charms: -2, Summ: 2!, Nec: 1, Tloc: -2, Tmut: -2, Fire: 1, Ice: -1, Air: 3!, Earth: -3*, Poison: 0, Inv: -1*, Evo: 0, Exp: 0, HP: -2, MP: 1 16:18:35 Lasty_: play more Brogue to find out (answer is "probably yes") 16:18:43 dpeg: haha, excellent 16:19:48 -!- bonghitz has quit [Ping timeout: 250 seconds] 16:23:05 -!- MarvinPA has quit [Ping timeout: 260 seconds] 16:23:16 -!- ProzacElf has quit [Ping timeout: 250 seconds] 16:23:22 I did have a fun run as a HEAE as a warper-air-archer hybrid, so there is some potential for a unique build, but I do agree there's a lot of overlap 16:25:48 I actually felt kinda fine w/ HE, but I don't particularly care that they're gone 16:25:59 Had they still existed, I might have tried to greatrace them next 16:26:53 bring them back as Low Elf 16:29:03 -!- BL has quit [Quit: Page closed] 16:30:08 High Elf: Gives off clouds of intoxicating smoke. 16:30:26 Garbage Elf 16:30:46 sludge elf 16:31:18 -!- MadCoyote has quit [Ping timeout: 245 seconds] 16:31:46 Skills ?? screen still references Nemelex using Evo 13https://crawl.develz.org/mantis/view.php?id=10847 by jwoodward48ss 16:31:46 Idea already rejected, but if you had to give a race evolution, sludge elf seems as fitting as any from the name 16:34:04 I've been wondering, are sludge elves a reference to anything? Pretty much every google hit seems to be DCSS related 16:35:24 -!- LexAckson__ has quit [Ping timeout: 250 seconds] 16:35:31 LordSloth: I guess after Elf, Grey Elf, High Elf and Deep Elf, Linley was forced to come up with an original elf. 16:36:11 And Dwarf Elf was already taken 16:37:53 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.0.2/20161129173726]] 16:39:08 in German, "elf" means "eleven", which makes High Elf even more funny: like Hi 5 16:39:36 grey eleven 16:39:52 that's the illuminati code for the Grey Men that rule our government 16:40:07 glamour of course being the codename for their doomsday device 16:40:41 <|amethyst> there's a proposal in GDD for a 12-themed race 16:41:04 <|amethyst> Zwölf, for values of Z approaching "were" 16:42:40 ...start an elven game as a generic elf, and upon reaching xl 7, you develop into subspecies. How to troll everyone complaining. 16:43:07 -!- kdrnic has joined ##crawl-dev 16:46:56 -!- MarvinPA has joined ##crawl-dev 16:47:43 FR: Fen Elf 16:48:41 don't make me add a rule 16:48:53 I might tweak these collapsing slime walls a bit 16:49:59 it's a bit too far away from the change MPA made, but I need to look at in in-game and not in diff 16:50:02 I've periodically thought that it would be neat to have a branch (say depths) where there were a bunch of rock piranhas that only move through rock/stone and are completely invincible in every way, and 16:50:03 +they would also always know where a player touching a wall is. 16:50:03 I'm not sure it would actually be fun or anything 16:50:21 I mean this is basically what rock worms were for xw until it got special handling for them 16:50:22 isn't that just acidic walls 16:50:32 but delayed I guess 16:50:52 yes, it is 16:51:33 -!- Hex__ has quit [Client Quit] 16:51:33 -!- MarvinPA has quit [Ping timeout: 260 seconds] 16:52:21 -!- MarvinPA has joined ##crawl-dev 16:52:22 -!- snux has quit [Quit: leaving] 16:54:05 -!- mroovka has quit [Ping timeout: 258 seconds] 16:55:45 -!- Krakhan has quit [Changing host] 16:55:54 03Brannock02 07* 0.20-a0-299-gec7c366: Remove Nemelex evocations reference (10847) 10(6 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/ec7c366be5b3 16:57:17 nice, a "you can't play TE as a substitute for HE because they lose slots!" complaint 16:57:22 are boots the new helmets 16:57:41 they lose boots AND helmets! 16:57:44 i suppose helmets also remain as the new helmets 16:57:47 yes 16:58:39 clearly what's really important is having all those slot options so you can look fashionable 17:00:02 -!- omarax has quit [Remote host closed the connection] 17:02:28 Glamour! 17:03:09 -!- gressup has quit [Client Quit] 17:08:13 someone claimed that HE was the only feasible AM 17:08:43 and it did look like HE was more popular for AM than some before newer species 17:08:58 !lg * am cv<=0.15 !trog s=crace% 17:09:01 38420 games for * (am cv<=0.15 !trog): 6665x High Elf (17.35%), 3631x Deep Elf (9.45%), 3166x Ogre (8.24%), 2818x Tengu (7.33%), 2609x Centaur (6.79%), 2353x Kobold (6.12%), 1839x Mummy (4.79%), 1808x Demonspawn (4.71%), 1383x Spriggan (3.60%), 1297x Naga (3.38%), 1186x Human (3.09%), 1180x Halfling (3.07%), 1054x Vampire (2.74%), 901x Demigod (2.35%), 802x Djinni (2.09%), 768x Formicid (2.00%), 6... 17:09:11 but then 17:09:17 !lg * am cv>0.15 !trog s=crace% 17:09:18 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-299-gec7c366 (34) 17:09:18 25194 games for * (am cv>0.15 !trog): 3575x Ogre (14.19%), 3268x Centaur (12.97%), 2483x High Elf (9.86%), 2217x Kobold (8.80%), 1886x Formicid (7.49%), 1659x Deep Elf (6.58%), 1106x Spriggan (4.39%), 1084x Tengu (4.30%), 911x Troll (3.62%), 803x Vine Stalker (3.19%), 644x Demonspawn (2.56%), 541x Human (2.15%), 531x Ghoul (2.11%), 525x Octopode (2.08%), 503x Mummy (2.00%), 478x Demigod (1.90%), 4... 17:09:26 !lg * am cv>0.17 !trog s=crace% 17:09:27 11544 games for * (am cv>0.17 !trog): 1647x Ogre (14.27%), 1528x Centaur (13.24%), 1091x High Elf (9.45%), 1077x Kobold (9.33%), 868x Formicid (7.52%), 866x Deep Elf (7.50%), 657x Vine Stalker (5.69%), 528x Spriggan (4.57%), 462x Troll (4.00%), 329x Demonspawn (2.85%), 328x Tengu (2.84%), 254x Draconian (2.20%), 245x Human (2.12%), 212x Naga (1.84%), 189x Mummy (1.64%), 176x Octopode (1.52%), 170x... 17:09:48 oh 17:09:53 !lg * am cv>=0.17 !trog s=crace% 17:09:54 15066 games for * (am cv>=0.17 !trog): 2133x Ogre (14.16%), 1998x Centaur (13.26%), 1392x High Elf (9.24%), 1281x Kobold (8.50%), 1094x Formicid (7.26%), 1011x Deep Elf (6.71%), 817x Tengu (5.42%), 717x Spriggan (4.76%), 675x Vine Stalker (4.48%), 536x Troll (3.56%), 378x Demonspawn (2.51%), 318x Demigod (2.11%), 316x Human (2.10%), 287x Naga (1.90%), 281x Ghoul (1.87%), 275x Draconian (1.83%), 25... 17:10:13 I see 17:10:17 I was looking at wins, lol 17:10:30 looks like it was a popular choice, just not a popular choice to win with 17:10:46 !lg * am cv>=0.17 !trog s=crace o=% / won 17:10:48 243/15066 games for * (am cv>=0.17 !trog): 8/96x Deep Dwarf [8.33%], 13/168x Gargoyle [7.74%], 10/166x Minotaur [6.02%], 12/281x Ghoul [4.27%], 9/217x Halfling [4.15%], 9/275x Draconian [3.27%], 12/378x Demonspawn [3.17%], 9/287x Naga [3.14%], 16/536x Troll [2.99%], 7/257x Vampire [2.72%], 3/113x Hill Orc [2.65%], 8/318x Demigod [2.52%], 2/104x Merfolk [1.92%], 12/675x Vine Stalker [1.78%], 4/231x... 17:11:00 !lg * am cv>=0.17 !trog s=crace o=-% / won 17:11:02 243/15066 games for * (am cv>=0.17 !trog): 0/9x Basajaun [0.00%], 7/1392x High Elf [0.50%], 5/717x Spriggan [0.70%], 10/1281x Kobold [0.78%], 9/1011x Deep Elf [0.89%], 21/2133x Ogre [0.98%], 11/1094x Formicid [1.01%], 2/196x Octopode [1.02%], 4/316x Human [1.27%], 27/1998x Centaur [1.35%], 13/817x Tengu [1.59%], 4/231x Mummy [1.73%], 12/675x Vine Stalker [1.78%], 2/104x Merfolk [1.92%], 8/318x Dem... 17:11:05 lol 17:11:27 there must be some heam guy 17:11:27 !lg * heam s=name 17:11:28 9153 games for * (heam): 328x Versayt, 203x pubby, 202x heteroy, 182x Rahsegel, 136x rimel, 130x wheals, 127x minced, 123x nago, 115x Karagy, 98x Footloop, 98x Rexou, 75x murakai, 68x aori, 68x HideItInNarnia, 63x HeAM, 59x koelner, 54x Sbodd, 51x cptwinky, 51x jejorda2, 51x daryashkoh, 50x Burgundy, 49x frostgod, 45x Edwin, 45x erisdiscordia, 44x ronf, 43x Faydane, 42x Zorafm, 39x davejl, 37x Ero... 17:11:32 pubby... 17:11:38 and wheals... 17:11:48 i'll never be the heamest 17:11:48 ...and nago...what is this! 17:11:58 !lg HeAM s=char 17:11:59 185 games for HeAM: 63x HEAM, 51x SEEn, 17x SpPr, 17x NaFE, 10x MuPr, 9x GhWz, 6x GhFE, 2x VpTh, 2x NaIE, 2x VpSt, KoEn, HaFi, NaCj, NaWr, MfAM, NaTm 17:12:31 were people winning with it more in earlier versions or what 17:12:47 !lg * heam !trog cv<=0.15 / won 17:12:48 19/6665 games for * (heam !trog cv<=0.15): N=19/6665 (0.29%) 17:12:53 seems not! 17:15:18 <|amethyst> high scores don't check versions you know 17:15:42 <|amethyst> you still have all the time in the world to get whatever records you want, at least until we cause massive score inflation 17:16:35 I kind of prefer to do runs in stable/trunk these days, to the extend that I do them 17:16:36 heam definitely used to be fashionable, i think it was one of my first few wins 17:16:45 yeah 17:16:55 I could see it being a thing 17:16:57 <|amethyst> gammafunk: then you have four months left :) 17:17:06 !lg . won 6 17:17:08 6/130. MarvinPA the Elven Blade (L27 HEAM of The Shining One), escaped with the Orb and 15 runes on 2010-03-20 14:50:46, with 8699361 points after 193617 turns and 17:47:27. 17:17:08 <|amethyst> four-ish 17:17:14 |amethyst: DESu has priority 17:17:18 my first 15-runer! 17:17:25 keep in mind I've killed a lot of High Elves 17:17:28 what happens in four-ish months? 17:17:28 and a full 50% of all my HE wins 17:17:32 <|amethyst> gammafunk: but DESu isn't being removed :) 17:17:32 new stable 17:17:36 <|amethyst> Brannock: 0.20 17:17:36 all the time assuming there's still a server with the version, that is 17:17:45 March seems early for next version 17:17:50 |amethyst: so! you realize how many HE runs I've done? 17:18:13 <|amethyst> DE is just HE that took a few philosophy classes 17:18:18 can we release 0.19.5 next march so we can release 0.20 on the 20th crawl anniversary 17:18:38 wow, point version up to 5 17:18:40 that would be epic 17:18:48 2 October 1997 17:18:48 !lg . he-- gfspeed urune>=3 s=char 17:18:48 20 games for gammafunk (he-- gfspeed urune>=3): 13x HEIE, 7x HESu 17:18:55 <|amethyst> Brannock: March is three months from now 17:18:57 20 elves I could have just won! 17:19:02 <|amethyst> Brannock: I was thinking April or maybe May 17:19:12 oh it's december already. geez 17:19:15 <|amethyst> Brannock: I guess 0.19 was a little late, so early May might make more sense 17:19:22 Brannock: it's halfway through december 17:19:53 back when we were wrapping up 0.19 we discussed timing of release and tournaments, early May is right around finals time, again 17:19:57 Brannock, are you living in an underwater base? 17:20:07 or in a volcano base, something like that 17:20:08 I live in Green Bay, Wisconsin, so it's more like under-ice 17:20:11 <|amethyst> Brannock: not sure if finals time is good or bad, really :) 17:20:14 -!- MarvinPA_ has joined ##crawl-dev 17:20:23 -!- bonghitz has quit [Ping timeout: 246 seconds] 17:20:31 Demise was v. unhappy about tournament during AUS finals time 17:20:44 <|amethyst> Brannock: it depends on how much help I have from student graders 17:21:25 I tentatively put the release to be mid-June but I guess that's too long 17:21:32 * Brannock shrugs 17:21:35 It'll come when it's ready 17:22:13 <|amethyst> two releases a year! 17:22:43 <|amethyst> June still lets us have 0.21 before the end of the year 17:23:19 <|amethyst> I guess we'll see how things are looking in March or so 17:23:47 <|amethyst> re amount of stuff 17:23:53 we're going with VR support in 0.20, right? 17:23:57 and the surround sound patch 17:24:05 don't tell me it was pushed back _again_ 17:24:08 <|amethyst> we should get sound 17:24:15 don't forget 17:24:15 what happened to that Korean sound patch? 17:24:17 -!- Ququman has quit [Remote host closed the connection] 17:24:20 webtiles-changes!! 17:24:27 it's still on cwz, the sound patch 17:24:28 it's a hack 17:24:31 wheals: rip 17:24:56 I feel that wheals was not unironically on-board wrt webtiles-changes HYPE 17:25:03 like he was never a tru believer 17:25:23 was it my skepticism that truly killed it 17:25:31 probably!!! 17:25:42 <|amethyst> I'm all for landing webtiles-changes now that I don't have a server to convert 17:25:57 I don't think we actually know what's in that branch anymore 17:25:57 <|amethyst> as long as other people get to do the work 17:26:10 it's like opening that container that's been at the back of your fridge 17:26:17 since you moved into the house 17:26:23 at this point you just try to not disturb it 17:28:58 <|amethyst> sell the house and let the buyers deal with it 17:29:03 <|amethyst> or set the kitchen on fire 17:29:25 there are some neat branches sitting around 17:29:28 https://github.com/crawl/crawl/commit/fae2a70519b6dc7d47e1f1d926ac2bb83fe2ca34 17:29:43 Breathe Plants 17:30:06 <|amethyst> %git lobster-trap 17:30:06 07|amethyst02 * 0.17-a0-1838-g166170d: Require a rune to leave Lair. 10(1 year, 3 months ago, 4 files, 51+ 2-) 13https://github.com/crawl/crawl/commit/166170d6775d 17:30:18 <|amethyst> %git nfm-bondage-compat 17:30:18 07|amethyst02 * 0.19-a0-247-gc6eb840: Fix compilation (doh) 10(7 months ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/c6eb840648f5 17:30:21 good commit message, just "Forest wyrms" 17:30:27 <|amethyst> did I ever merge that? 17:30:31 <|amethyst> %git nfm-bondage-compat^ 17:30:31 07|amethyst02 * 0.19-a0-246-g5bb4cf0: Update Ash bondage on load. 10(7 months ago, 1 file, 6+ 2-) 13https://github.com/crawl/crawl/commit/5bb4cf025403 17:30:46 <|amethyst> I guess I didn't 17:31:13 <|amethyst> %git cyc 17:31:13 07|amethyst02 * 0.17-a0-1773-ged48617: Increase weight of scroll of blinking. 10(1 year, 3 months ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/ed486176fdd0 17:32:55 !tell PleasingFungus you should finish kobold cultists 17:32:56 Brannock: OK, I'll let pleasingfungus know. 17:33:19 Tomb of Glass also looks cool 17:35:11 potion of prowess as well 17:35:17 what's with all these neat unfinished ideas??? 17:38:12 -!- PleasingFungus has joined ##crawl-dev 17:40:00 Brannock: kobold cultists were universally panned 17:40:01 PleasingFungus: You have 1 message. Use !messages to read it. 17:40:11 ditto, tomb of glass 17:40:18 ditto i think prowess 17:40:44 "what happened to these cool ideas???" people talked about then in irc and concluded they were bad ideas. to see the explanation, just hunt through several years of raw irc logs 17:42:09 MarvinPA removed them all 17:42:10 find new branch, rinse and repeat 17:42:44 too bad there are no millimarvins for preventing code from being added 17:43:30 i'm being a little unfair, tomb of glass was a cool idea. just not as a spell 17:43:33 and i wasn't sure where else it'd go 17:43:37 rare scroll? 17:43:45 though I guess "why not just read teleportation" 17:43:51 well, you could say the same about ?fear 17:43:55 or ?blink etc 17:44:00 lots of escapes in scrolls 17:44:00 I use fear since it works instantly 17:44:28 you'd use glasstomb because it wouldn't teleport you into more nastiness :) 17:44:32 goop 17:44:36 damnit cat. 17:44:50 *good on many $ levels, e.g. zot:$, vaults:$ 17:45:07 I wonder how many players learn and use Cause Fear 17:45:34 <|amethyst> Brannock: re what you said earlier, I wouldn't mind adding a list of spells or even action counts to the logfile 17:45:52 <|amethyst> not milestones, because that's a lot more bytes 17:46:06 don't we already have that? 17:46:08 as an option 17:46:18 <|amethyst> in the morgue 17:46:25 <|amethyst> I mean in the logfile that sequell etc read 17:46:27 oh 17:46:31 didn't realize they were distinct 17:46:38 yeah, seems sensible 17:47:03 <|amethyst> http://dobrazupa.org/meta/0.17/logfile for an example 17:47:42 <|amethyst> it would increase the logfile size by quite a bit to include full action counts; a list of spells known at death/win wouldn't be too huge though 17:48:12 -!- hyperbolic has quit [Read error: Connection reset by peer] 17:48:28 <|amethyst> logfile size itself isn't an issue, especially if the logfile/milestone aggregator gets used more, but larger tables in Sequell might be 17:49:04 <|amethyst> I guess most lines would have 0 or 1 spell 17:50:00 <|amethyst> we also talked a few versions back about adding an additional machine-readable file for extra data like that 17:50:48 <|amethyst> so you could have currently morgue-only data in a form that sequell could use, without having to worry about it in scoring 17:51:56 <|amethyst> list of vaults, action counts, etc 17:52:02 <|amethyst> anyway, must be going now 17:52:07 farewell 17:52:49 -!- hyperbolic has joined ##crawl-dev 17:53:18 -!- Tux[Qyou] has quit [Read error: Connection reset by peer] 17:54:18 -!- JimmahDean has quit [] 17:57:54 ??en 17:57:54 enchanter[1/1]: A spellcaster that starts with a {Book of Maledictions}, a +1 dagger and some skill in Hexes and Short Blades. They generally fight by incapacitating their enemies by casting {Ensorcelled Hibernation} or {Confuse} and then {stabbing} them. 17:58:01 ??maledictions 17:58:01 book of maledictions[1/1]: Corona, Enscorcelled Hibernation, Confuse, Tukima's Dance, Dazzling Spray. In 0.16- had Sure Blade as well as Enslavement in place of Tukima's Dance. 17:58:08 ??am 17:58:08 arcane marksman[1/2]: Warrior-mage class that starts with a ranged weapon (bow, crossbow, sling, throwing), robe, and a {Book of Debilitation}. 17:58:13 ??debilitation 17:58:13 book of debilitation[1/1]: Corona, Slow, Inner Flame, Cause Fear, Leda's Liquefaction, Gell’s Gravitas 17:58:28 Brannock: most AM that play as AM will use that spell 17:58:32 -!- cait has quit [Ping timeout: 265 seconds] 17:58:55 I mean it's a really strong spell, esp if you have a ranged attack and good spellpower with it 17:59:41 i was talking to a guy in discord who couldn't get anywhere in crawl... EXCEPT as AM 17:59:53 heh 17:59:58 there's always someone like that! 18:00:02 -!- omarax has quit [Remote host closed the connection] 18:00:07 ya 18:00:09 i'm very glad 18:00:10 "man it seems that Na are the only viable species" 18:00:12 -!- cmcbot has quit [Remote host closed the connection] 18:00:22 "I've only ever had success with MuWz" 18:00:45 hey, not nice to talk about minmay behind his back 18:00:53 pff, minmay can't win a mummy 18:01:13 especially without his heal stick 18:02:19 -!- ProzacElf has joined ##crawl-dev 18:03:33 -!- Dracunos_ has quit [Quit: Bye] 18:03:58 -!- gammafunk has quit [Quit: leaving] 18:06:20 -!- Cimanyd has quit [Ping timeout: 260 seconds] 18:11:40 -!- gammafunk has joined ##crawl-dev 18:11:44 .query .gfgk 18:11:55 priorities 18:12:34 you wouldn't understand my deep irc-foo 18:15:39 Unstable branch on underhound.eu updated to: 0.20-a0-299-gec7c366 (34) 18:26:28 reminder: i have some PRs open 18:26:57 -!- _Jordan_ has quit [Quit: This computer has gone to sleep] 18:29:55 -!- scummos__ has quit [Remote host closed the connection] 18:41:03 -!- Lightli has joined ##crawl-dev 18:42:19 hm, chequers PRs? bet they're real bad. 18:42:36 also nag gammafunk about #418, i'm forbidden from looking at vaults 18:42:38 by crawl law 18:43:48 long may the crawlian government stand 18:45:43 rude, imo. 18:46:11 i lean weakly against #416, but i don't really have a strong opinion on it. ask brannock 18:46:24 actually i'm gonna revise that to a neutral stance 18:46:43 I don't see a benefit at all in allowing players to wield useless things 18:46:46 420 neutral, 399 and 397 weak against, 396 i was for but it was broken? 18:46:57 Brannock: think of the ascent possibilities, brannock! 18:47:15 !log brannock won 1 18:47:16 1/89. Brannock, XL27 SpAs, T:102596: http://crawl.akrasiac.org/rawdata/Brannock/morgue-Brannock-20070913-202154.txt 18:47:22 yeah, #396 is still broken 18:47:23 it's all downhill from there 18:47:31 rip... 18:47:41 wow, that god line 18:47:46 Worship : Okawaru***** 18:48:20 I would say "it's weird for a god to give you skill boosts" but then I remember okawaru and ashenzari 18:48:22 re: 399 18:48:50 I can't give an opinion on 397 as I've barely ever touched Tm/forms 18:49:01 it feels like a weirdly complicated effect, and not one that players would necessarily expect or notice 18:49:15 but xom and weirdly complicated effects... 18:49:18 xom does need some more effects 18:49:37 someone who knows vaults should merge 418 18:49:42 brb 18:50:55 -!- elliptic has joined ##crawl-dev 18:51:13 imo nem needs more effects more <_< 18:51:24 okay well i'm not leaving yet 18:51:29 it's so cold my car battery had trouble starting 18:51:33 what's up guys. 18:51:59 I'm not sure what 396 actually accomplishes, design wise 18:52:28 well, the first level of the mut right now doesn't do much 18:52:40 it's not a very meaningful mutation 18:53:05 oh I see 18:53:21 I thought it was just splitting up into separate muts, but squashing into two levels seems better 18:53:27 heh, yes 18:53:28 crueler, though. 18:53:34 there's a big jump from level 1 to 2 which i'm faintly worried about 18:53:46 but when will you ever get two of the same badmut, anyway? probably never. 18:54:35 nastier badmuts means players are much more inclined towards optimal behavior around malmutators 18:54:46 otoh it also means more !mut and purple to try to roulette out of it 18:54:48 which Iv'e done before 18:54:54 players already think if they get one badmut they lose the game 18:55:13 no regen is pretty bad for certain characters 18:55:25 DD can work around it because of guaranteed /HW and recharge 18:55:37 but that could be game-ending for many characters if they can't remove it 18:55:43 it's extremely bad! 18:55:45 yes 18:55:49 okay, car should be warmed up. brb 18:55:53 haha 18:55:56 it'd be nice to have some middle level 18:56:00 -!- scummos__ has quit [Ping timeout: 258 seconds] 18:56:19 like, (1) no regen when enemies are in sight, (2) 1 + (???), (3) no regen over time 18:56:32 looking at https://github.com/crawl/crawl/pull/396/files#diff-bf10f2dd211188438135e477a078d2dfR3687 makes me think we might want something like player_maximally_mutated(MUT_INHIBITED_REGENERATION) 18:56:34 "no regen when enemies are in sight + half regen otherwise" seems obvious, but maybe just annoying 18:56:46 so that you don't have to hunt for all the 3s when you reduce something from 3 to 2 18:57:02 and it makes it more clear in the context that 2 is now max level 18:57:22 mrm, that feels like it's making some assumptions about what's going on when you add/remove mut levels 18:57:59 -!- cait has quit [Ping timeout: 265 seconds] 19:00:01 -!- omarax has quit [Remote host closed the connection] 19:07:52 -!- bonghitz has quit [Ping timeout: 258 seconds] 19:08:37 -!- Menche has quit [Remote host closed the connection] 19:09:04 -!- mizu_no_oto has quit [Client Quit] 19:16:30 -!- mizu_no_oto has quit [Client Quit] 19:16:55 no_regen 3: you lose HP when in sight of monsters 19:19:25 what, torment? 19:19:50 what about #402? 19:20:23 there's a proposal somewhere in the 0.20 plan to turn knights into inquisitors 19:20:36 re: inhibited regeneration, you could set the mutation weight to 0 19:20:39 deep elf knights aren't particularly exciting before or after 402 19:20:44 if it would be considered "too bad to get randomly" 19:21:03 Brannock: my rationale was "they are not magey enough to justify the complexity of multiple spellbooks" 19:21:33 I almost want to take away haste and give them something else to go alongside invis 19:21:38 there's so much hasting in elf 19:21:41 it stops feeling meaningful 19:22:06 lemme dig up that inquisitor spellbook 19:22:36 malign offering, smite, haste, summon vermin. oh I guess they combine knights and summoners 19:22:42 -!- kcfos has quit [Quit: Page closed] 19:22:44 so there'd just be mage, archer, inquistor 19:23:36 tavern was asking for sputtercasting entropy weavers btw, which I sort of liked 19:24:15 -!- simmarine has quit [Read error: Connection reset by peer] 19:24:16 would you combine that with giving multiple stacks per application, as in Olden Times? 19:24:23 -!- simmarine has joined ##crawl-dev 19:24:23 or would it be a straight nerf? 19:28:16 i like multiple stacks personally 19:28:40 the problem scenario for me is when there's just an entropy weaver around and it ends up corroding you so fast you can't even solo it 19:28:51 seemsl ike it'd just lead to the return of LOS breaking 19:29:07 isnt that Good Unique Tactics? 19:29:44 I guess with the webbing in Spider it'd interfere with that 19:29:48 and then the weaver finishes 19:31:08 does anyone want to help me with roulette. http://pastebin.com/XH0bMZA3 I'm not sure what I overlooked here, but now I can't get hell *or* pan to generate in Depths ever. I might have misunderstood something with how tags are defined and generated in the C++ side 19:31:21 patch might be a bit messy 19:31:26 I've been poking at it for a while now 19:32:41 also relevant to patch: 19:32:45 !source dungeon.cc 3383 19:32:45 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dungeon.cc#L3383 19:33:10 see line 3404 a bit into that loop 19:33:48 Brannock: no, not torment, more like poison 19:35:34 -!- MakMorn has quit [Ping timeout: 244 seconds] 19:38:28 -!- MakMorn has joined ##crawl-dev 19:41:54 -!- CanOfWorms has joined ##crawl-dev 19:43:17 pf: gamma funk is about to dunk you live on stream 19:43:23 link 19:43:29 twitch.tv/gammafunk 19:43:38 let me get a clickable link 19:43:44 i'll believe it when i see it 19:43:48 https://www.twitch.tv/gammafunk 19:57:16 isnt that Good Unique Tactics? 19:57:18 oops 19:59:22 -!- cait has quit [Ping timeout: 265 seconds] 20:00:02 -!- omarax has quit [Remote host closed the connection] 20:08:39 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.0.2/20161129173726]] 20:14:01 -!- hellmonk has joined ##crawl-dev 20:15:18 -!- NotKintak has quit [Read error: Connection reset by peer] 20:24:44 -!- Blazinghbnd has joined ##crawl-dev 20:27:30 -!- simmarine has quit [Read error: Connection reset by peer] 20:27:56 -!- simmarine has joined ##crawl-dev 20:29:51 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 20:30:31 -!- Kintak has quit [Read error: Connection reset by peer] 20:39:29 -!- Weretaco has quit [Ping timeout: 258 seconds] 20:39:57 -!- aditya has quit [Ping timeout: 240 seconds] 20:40:07 -!- Blazinghbnd has quit [Quit: This computer has gone to sleep] 20:41:49 -!- WangHW has quit [Ping timeout: 250 seconds] 20:45:34 -!- Dracunos_ has joined ##crawl-dev 20:47:13 -!- Dracunos has quit [Ping timeout: 260 seconds] 20:47:14 -!- Dracunos_ is now known as Dracunos 20:49:35 -!- kdrnic has quit [Quit: Leaving] 20:57:58 -!- WalkerBoh has joined ##crawl-dev 21:00:03 -!- omarax has quit [Remote host closed the connection] 21:08:49 -!- cait has quit [Ping timeout: 268 seconds] 21:11:01 big fan of how whenever something big gets removed there's a flurry of "remove x" threads 21:12:31 -!- vev has quit [Read error: Connection reset by peer] 21:13:23 alexjurkiewicz: something made me laugh a month or so ago. there was a complaint on reddit about how we remove too damn much stuff, why do we ignore players, etc etc. i looked at tavern later that day, and near the front page were like 6-10 "please remove X" threads 21:14:02 -!- bonghitz has quit [Ping timeout: 250 seconds] 21:15:31 -!- simmarine has quit [Read error: Connection reset by peer] 21:15:56 -!- simmarine has joined ##crawl-dev 21:18:47 amalloy: yeah 21:19:05 -!- WalkerBoh has quit [Ping timeout: 250 seconds] 21:19:17 demise's video got me thinking about how HE is a good example of the tension in dcss between "fun" and "balanced" 21:19:34 and before I say anything more, I don't mean those two things are always in opposition 21:20:44 but the reasons people have voiced for liking HE are quite similar to MD: they like the role-playing flavour, and playing a race with functionally similar mechanical flavour (eg aptitudes) is not the same 21:21:13 alexjurkiewicz: there is no tension because we don't have to develop for some customer/audience 21:21:23 so complainers just dismiss out of hand the suggestion that Ko or Te are substitutes 21:21:46 because obviously -- for them! -- the races are completely different 21:22:25 -!- simmarine_ has joined ##crawl-dev 21:22:30 dpeg: I think the tension still exists, even if you're not "developing for the players" 21:22:34 -!- WalkerBoh has joined ##crawl-dev 21:22:36 -!- simmarine has quit [Read error: Connection reset by peer] 21:22:56 alexjurkiewicz: if we agree on X, and someone else disagrees, how is that our problem? 21:23:28 I'm not saying that every commit is Right, but I refuse to let the public inject tension into the dev process. 21:24:23 sorry, I'm not saying that this "tension" is due to complaints 21:24:47 I'm saying changes in crawl can have two goals, one of "fun" and one of "balance", and sometimes these goals are in opposition 21:24:53 dpeg: "tension" as in two design choices pulling in different directions 21:25:07 not as in "there was a lot of tension between the US and russia during the cold war" 21:25:22 a balancing act, not an argument 21:25:26 w^ 21:25:58 ah, I see, and that's a thing, but especially for the conflict you mention we have a principle: gameplay > interface > flavour 21:26:15 -!- amalloy is now known as amalloy_ 21:26:40 alexjurkiewicz: I am not happy with your use of "fun", because it's so subjective -- nobody could ever agree on anything if "fun" was the metric. 21:28:00 I agree "fun" is hard to measure, but that doesn't mean it doesn't exist ;) 21:28:39 perhaps a replacement phrase would be "level of emotional investment into the player character" 21:28:50 sure, but if someone says "HE was the most fun species to me", then that's no content at all for our discussion 21:29:27 when a player is playing DCSS and feels that their character is evolving in the way they want it to, I would argue that helps the player feel emotionally involved in the game 21:30:10 of course, a goal of dcss is to encourage players to adapt to the dungeon, but it's possible to feel "my character makes use of what they get in the way I want them to" 21:30:54 different races (or backgrounds/gods/etc) are a way for the player to make (and reinforce) their playstyle choice 21:31:27 old ogre was a much stronger choice than new ogre, because it was a more uniquely defined race 21:31:54 so I would argue in this limited sense, it was "more fun" than new ogre 21:32:21 but of course, new ogre has fewer no-brainer decisions about character growth 21:32:48 so there's a tradeoff where choices become less restricting, but the game becomes more balanced 21:33:23 hm, my point of view is quite different 21:33:36 but no time, sorry 21:33:39 -!- dpeg has quit [Quit: sleeeep] 21:38:01 I like big clubs and I cannot lie, you other races can't deny, when an ogre walks in with an itty bitty mace and two conjurations in your face you get etc. 21:45:25 -!- bh has joined ##crawl-dev 21:54:51 -!- adelrune has joined ##crawl-dev 21:58:24 -!- Pacra has joined ##crawl-dev 22:00:02 -!- omarax has quit [Remote host closed the connection] 22:20:26 -!- TuxQmob has quit [Ping timeout: 264 seconds] 22:20:51 -!- TuxQmob has quit [Changing host] 22:44:40 -!- valrus_ has quit [Ping timeout: 265 seconds] 22:47:28 -!- Chakani has quit [Quit: Page closed] 22:48:30 -!- G-Flex| has joined ##crawl-dev 22:48:30 -!- G-Flex| has quit [Client Quit] 22:56:42 -!- CanOfWorms has quit [Quit: ChatZilla 0.9.92 [Firefox 3.6.28/20120306064154]] 23:00:02 -!- omarax has quit [Remote host closed the connection] 23:02:52 -!- simmarine_ has quit [Read error: Connection reset by peer] 23:05:09 -!- zomega has quit [Ping timeout: 246 seconds] 23:05:37 incredibly hep didn't get me killed in new evil forest 23:06:03 which means that crawl has failed its design 23:06:24 remove 1) Lair 2) Hep 3) Gargoyles 4) Ice Magic 23:07:07 stop, i can only get so aroused 23:11:59 -!- zxc has joined ##crawl-dev 23:13:25 I agree w/ atleast 50% of that 23:16:24 50% of his arousal? 23:16:33 -!- WalkerBoh has quit [Remote host closed the connection] 23:16:59 50% of those removals my man 23:17:56 also ty guys for removing high elf, the butthurt has been phenomenally good 23:18:06 -!- adelrune has quit [Remote host closed the connection] 23:18:37 plus now i have a template for how to remove species in hellcrawl 23:20:54 what's first on the chopping block? 23:20:59 please say octopode or deep elf 23:21:05 nah 23:21:07 !lg * recent s=species 23:21:10 1045221 games for * (recent): 153980x Demonspawn, 88271x Minotaur, 67068x Octopode, 58239x Deep Elf, 56550x Gargoyle, 47360x High Elf, 45409x Formicid, 45294x Hill Orc, 44693x Vine Stalker, 41071x Draconian, 34615x Mummy, 34282x Spriggan, 32506x Human, 31904x Troll, 31739x Merfolk, 27560x Ogre, 25147x Naga, 23836x Tengu, 22000x Vampire, 19446x Felid, 19399x Kobold, 18072x Deep Dwarf, 17277x Centau... 23:21:16 demonspawn 23:21:20 deep dorf, felid 23:21:22 look at that popularity 23:21:26 !lg * recent s=species -graph:area 23:21:29 1045221 games for * (recent): https://shalott.org/graphs/5b50addbe02829cd0931360560a459da47b05c0c.html 23:21:32 ds is ok design wise though 23:21:44 meanwhile deep dwarf is an abomination against balance 23:22:08 yeah but nobody plays them 23:22:50 how am I supposed to claim that hellcrawl is hard if I let bullshit op species continue to exist 23:24:19 -!- DevlanMud has quit [Ping timeout: 265 seconds] 23:24:19 if you had to reduce the playable species to a total of 10 (ten), what species would you keep 23:26:36 dg ds hu na og op 23:26:50 no fast species? 23:27:03 toss in DE so we have a low hp species i guess 23:27:25 seems reasonable, my feelings are similar but I'd keep more shit to have an even ten (10) 23:28:47 de/te dg ds fo ha/ko/sp hu mu na og op 23:28:50 Ce Dg Ds Hu Mu Na Og Op VS Sp 23:28:53 with sp's fast movement removed if you keep it 23:29:17 why would you want to keep centaur though 23:29:31 fast race 23:29:35 i dont think you can really do anything with Ce because its only defining features are having too much speed and too much hp 23:29:38 i like sp more though 23:29:46 and the idea of this was to get rid of bullshit op species :P 23:29:49 Te Dg Ds Hu Mu Na Og Op VS Sp 23:30:31 that's my list with vs instead of fo lol 23:30:31 ok, I can dig that 23:30:49 -!- WangHW has quit [Ping timeout: 250 seconds] 23:31:01 down with stasis, up with no device heal 23:31:23 also I think I picked a few races for different reasons than you 23:31:40 -!- frd has quit [Quit: leaving] 23:31:45 yeah i dont like fo either but i think it has more potential than overpowered aux attack and guardian spirit: the race 23:32:14 the no device heal doesnt even feel that defining because you can still quaff magic 23:32:59 -!- wheals has quit [Ping timeout: 250 seconds] 23:33:01 I wouldn't complain if you removed guardian spirit and !magic :P 23:33:01 no device heal is also covered by no potions once you remove /hw isnt it 23:33:22 ps: remove /hw 23:33:49 -!- Smello has quit [Ping timeout: 245 seconds] 23:34:14 yeah 23:36:42 how can you keep all those awful Ds muts 23:36:44 how! 23:36:59 that's prime removal meat right there 23:37:35 demonspawn might be the most popular individual feature crawl has ever developed 23:37:49 ds are good and cool, and not even that broken overpowered 23:38:01 that doesn't make any sense 23:38:17 pretty sure the most popular individual feature it's ever developed is just "webtiles" 23:38:25 ^^^ 23:38:26 along with a list of like 10 other more important things 23:38:36 what could be more important than demonspawn 23:38:39 -!- cmcbot has quit [Remote host closed the connection] 23:38:46 like "tactical LOS" combat or some shit 23:39:00 ok, I'll give you points for squarelos 23:39:08 the squarest of loses 23:39:09 hellmonk: no I don't think they're overpowered, they're just boring and complex 23:39:29 !apt he 23:39:29 HE: Fighting: N/A, Short: N/A, Long: N/A, Axes: N/A, Maces: N/A, Polearms: N/A, Staves: N/A, Slings: N/A, Bows: N/A, Xbows: N/A, Throw: N/A, Armour: N/A, Dodge: N/A, Stealth: N/A, Shields: N/A, UC: N/A, Splcast: N/A, Conj: N/A, Hexes: N/A, Charms: N/A, Summ: N/A, Nec: N/A, Tloc: N/A, Tmut: N/A, Fire: N/A, Ice: N/A, Air: N/A, Earth: N/A, Poison: N/A, Inv: N/A, Evo: N/A, Exp: N/A, HP: N/A, MP: N/A 23:39:30 maybe if someone with some sense could cut them down to a better set or something 23:39:32 ha ha 23:39:37 I'll give you complex 23:39:47 you think ds should have a smaller pool of mutations? 23:39:55 what's an exciting Ds mutation to get that really change the game around? 23:40:04 don't say monstrous 23:40:10 monstrous 23:40:10 pbd, augmentation 23:40:22 see, "make me like a troll" 23:40:27 Tr isn't even in the minmay list! 23:41:12 pdb is kind of just indistinguishable from "a lot of regen...really a lot" 23:41:35 nightstalker 23:41:39 I've never had aug influence anythign about my character strategically (nor really tactically that I can recall) 23:41:51 well nightstalker is impactful, but it's annoying 23:42:14 what's the list of Ds mutations that minmay likes 23:42:17 that's what I want to know 23:42:32 what he'll just say "flat, low apts and high invo" or something 23:42:44 nightstalker, pbp, spiny, rmsl are all very very impactful 23:42:44 speaking as someone who's nearly done with greatdemonspawn 23:42:57 tbh I think I like ds in theory more than I do in practice 23:43:23 yeah rmsl is impactful but that's not exactly exciting 23:43:24 the igniting blood one is hilarious 23:43:27 like in theory they're really cool, in practice I get fucking awful games like tier 1 demonic guardian until level 17 23:43:35 I don't really count any of the tier 3 muts as "impactful" since they almost never come early on when it'd matter 23:43:49 -!- cait has quit [Ping timeout: 245 seconds] 23:43:54 but if I did, augmentation would count 23:44:09 so in that sense I guess keep ds but rework almost their entire mut set 23:44:13 ehh 23:44:14 no 23:44:32 hellmonk: honestly you should, then we can backport that from hellcrawl 23:44:34 and give you no credit 23:44:51 yea ok, I'll get right on that after the approx 6 months worth of removals I have to do 23:45:28 wow, six months of removals 23:45:38 like a MPA vacation 23:46:33 Brannock: I actually forget what aug does now; I know I got it in one of my Ds wins, it might have changed 23:46:39 but I recall not doing much about it 23:46:54 kind of a shame we can do milestone queries about ds mutations 23:47:01 at least I assume we can't 23:47:23 I like that people complain that crawl doesn't tolerate bloat, meanwhile one of the most active forks is removing like half the content that's in the game 23:47:24 !lm . ds s=verb 23:47:25 323 milestones for gammafunk (ds): 102x uniq, 65x br.enter, 40x br.end, 38x br.exit, 23x rune, 10x zig, 10x ghost, 5x abyss.exit, 5x abyss.enter, 4x shaft, 4x god.maxpiety, 3x orb, 3x god.worship, 2x uniq.ens, 2x begin, 2x br.mid, zig.enter, uniq.ban, god.renounce, god.mollify, zig.exit 23:47:27 -!- GoatMann has quit [Ping timeout: 250 seconds] 23:47:53 amethyst was talking about adding spells to the logfile vs the milestones 23:48:00 could possibly do something similar for dsmut? 23:48:03 memorized spells? 23:48:05 Brannock: I am not giving tavern the game they need, but the one they deserve 23:48:41 he's just doing it to fund some kind of dcss player grievance kickstarter 23:48:47 he'll take all their money and disappear 23:49:23 but without me who will come up w/ the next great meme randart name 23:49:42 early 2HO are now terrifying 23:50:08 what exactly got buffed about them 23:50:10 more or less than early hill giant? 23:50:13 just damage? 23:50:17 damage yes 23:50:24 hellmonk, double hd, near-double hp, +2/+2 damage 23:50:32 oh, nice 23:50:34 hill giant (04C) | Spd: 10 | HD: 11 | HP: 50-71 | AC/EV: 3/4 | Dam: 30 | 10items, 10doors | Res: 06magic(40), 12drown | XP: 654 | Sz: Giant | Int: human. 23:50:34 %??hill giant 23:50:44 did hill giants have two weapons? 23:50:46 -!- asdu has quit [Quit: Page closed] 23:50:52 just one 23:50:59 @??two-headed 23:50:59 unknown monster: "two-headed" 23:51:02 @??two-headed ogre 23:51:02 two-headed ogre (04O) | Spd: 10 | HD: 10 | HP: 44-63 | AC/EV: 3/6 | Dam: 20, 15 | 10items, 10doors, two-weapon | Res: 06magic(40) | XP: 897 | Sz: Large | Int: human. 23:51:05 that's probably why they do way more damgage then 23:51:15 I'm gonna have to merge that change 23:51:26 two-headed ogre (04O) | Spd: 10 | HD: 6 | HP: 27-39 | AC/EV: 1/4 | Dam: 17, 13 | 10items, 10doors, two-weapon | Res: 06magic(40) | XP: 282 | Sz: Large | Int: human. 23:51:26 %??two-headed ogre 23:51:28 you can see the diff 23:51:29 two GSC in early D is terrifying 23:51:37 not really any more than two GC 23:53:45 !lg * ikiller~~two-headed_ogre 23:53:46 6017. BlueFish the Destroyer (L9 DrCj of Sif Muna), mangled by a two-headed ogre (a +2 dire flail of protection) on D:8 on 2016-12-15 04:52:03, with 3563 points after 10260 turns and 0:24:33. 23:53:50 !lg * ikiller~~two-headed_ogre current trunk 23:53:57 182. BlueFish the Destroyer (L9 DrCj of Sif Muna), mangled by a two-headed ogre (a +2 dire flail of protection) on D:8 on 2016-12-15 04:52:03, with 3563 points after 10260 turns and 0:24:33. 23:54:47 FR: ogres sprout a second head at XL21 23:55:05 finally, a distinguishing species characteristic 23:56:35 !lg * killer=two_headed_ogre 23:56:36 No games for * (killer=two_headed_ogre). 23:56:43 hyphen 23:56:43 !lg * ikiller~~two-headed_ogre x=killer 23:56:44 6017. [killer=a two-headed ogre] BlueFish the Destroyer (L9 DrCj of Sif Muna), mangled by a two-headed ogre (a +2 dire flail of protection) on D:8 on 2016-12-15 04:52:03, with 3563 points after 10260 turns and 0:24:33. 23:56:52 !lg * killer=a_two-headed_ogre 23:56:53 6416. BlueFish the Destroyer (L9 DrCj of Sif Muna), mangled by a two-headed ogre (a +2 dire flail of protection) on D:8 on 2016-12-15 04:52:03, with 3563 points after 10260 turns and 0:24:33. 23:57:03 !lg * killer=a_two-headed_ogre current week x=avg(dam) 23:57:03 74 games for * (killer=a_two-headed_ogre current week): avg(dam)=16.76 23:57:08 !lg * killer=a_two-headed_ogre current x=avg(dam) 23:57:09 424 games for * (killer=a_two-headed_ogre current): avg(dam)=16.63 23:57:15 probably too early to tell