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For the whole game. Drop your starting shield. 01:39:52 ??mdfi[2 01:39:52 tartakower[2/3]: STATS: Raise Int to 8, then raise Str. SPELLS: Don't cast these. 01:40:04 Int to 8... 01:40:06 ??mdfi[3 01:40:06 tartakower[3/3]: GODS: Okawaru is best (in that order). WEAPONS: Stick with a hand axe until around 10 skill, depending on how comfortable you are with slow attacks. Upgrade to a broad or war axe, then a battleaxe, then an exec axe, as soon as your delay is about 12 or better. 01:40:59 was that back in the days of instant statdeath 01:41:16 that guide seems really bad though 01:41:34 I guess yesterday I thought that blinking was a sensible mutation for a bear spirit 01:41:41 lol 01:41:42 -!- Lasty has joined ##crawl-dev 01:42:18 the nonsense things that slip through when you don't have a design team vetoing everything O.o 01:42:38 you might even remove stairs 01:43:01 hellmonk: I think it's meant partially tongue-in-cheek and partially to help people who want to think as little as possible 01:43:35 yeah, ok 01:43:35 what was their axe apt I wonder 01:44:03 !apt 0.8-md 01:44:04 Could not understand "0.8-md" 01:44:10 worth a shot 01:44:22 sequell only has one checkout of the source, yeah 01:44:32 chei has different versions of monster though 01:44:36 however that won't help for apts 01:44:44 Could not execute monster-0.8: No such file or directory 01:44:44 %0.8?gobling 01:44:46 Could not execute monster-0.8: No such file or directory 01:44:46 %0.8?goblin 01:44:51 goblin (15g) | Speed: 10 | HD: 1 | Health: 2-6 | AC/EV: 0/12 | Damage: 4 | Res: 06magic(1) | Chunks: 07contaminated | XP: 1. 01:44:51 %0.9?goblin 01:44:56 0.9 apparently oldest one 01:45:01 hey, that's cool! 01:45:02 midge (095) | Speed: 10 | HD: 2 | Health: 6-16 | AC/EV: 4/10 | Damage: 806(blink) | Flags: 05demonic, fly | Res: 06magic(8), 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 13. 01:45:02 %0.9?midge 01:45:09 rip midges 01:45:25 that kind of surprise bonus stuff is exactly why it's a good idea to try any query you can think of 01:45:44 I can't say I agree 01:45:45 very neat, all hail the snark! 01:45:50 however your enthusiasm is heartwarming 01:46:00 that one is all hail the |amethyst 01:46:23 s/snark/amethyst, then 01:46:32 snark runs sequell, |amethyst is the closest we have to monster maintainer (and he actually runs Cheibriados the bot) 01:47:13 not that the greenest snark shouldn't be praised 01:47:54 -!- amalloy_ is now known as amalloy 01:48:59 praise snark three times a day just in case. can't hurt 02:00:04 -!- omarax has quit [Remote host closed the connection] 02:00:09 -!- Lasty1 has joined ##crawl-dev 02:01:06 -!- Lasty has quit [Ping timeout: 240 seconds] 02:03:24 -!- hellmonk has quit [Quit: Page closed] 02:10:43 -!- Lasty1 has quit [Ping timeout: 258 seconds] 02:14:37 -!- dexap is now known as paxed 02:15:17 -!- Lasty has joined ##crawl-dev 02:17:42 -!- Lasty1 has joined ##crawl-dev 02:19:50 -!- Lasty has quit [Ping timeout: 268 seconds] 02:24:19 -!- amalloy is now known as amalloy_ 02:38:45 -!- Menche has quit [Remote host closed the connection] 02:48:09 -!- Taraiph has quit [Ping timeout: 256 seconds] 02:48:16 -!- cmcbot has quit [Remote host closed the connection] 02:52:31 -!- ontoclasm has quit [Quit: Leaving.] 02:58:59 -!- Doesnty has quit [Read error: Connection reset by peer] 02:59:16 -!- Doesnty has joined ##crawl-dev 03:00:03 -!- omarax has quit [Remote host closed the connection] 03:16:43 -!- Idolo has quit [] 03:50:48 ??plan 03:50:48 plan[1/1]: https://crawl.develz.org/wiki/doku.php?id=dcss:planning:release_plans 03:52:39 -!- Kalir has quit [Quit: I'M OUT SON. PEACE, LOVE, EXPLOSIONS.] 04:00:04 -!- omarax has quit [Remote host closed the connection] 04:14:23 -!- LexAckson has joined ##crawl-dev 04:16:29 -!- scummos| has quit [Ping timeout: 240 seconds] 04:16:34 would it reduce no-brainers, if DD had a very small built in makleb heal? or if mummies had duration reduction or stochastic resistance to confusion? 04:17:02 to widen up the god options 04:18:05 well people don't choose gozag on mummies because of confusion specifically, just because of the potions in general 04:18:56 for DD you have to consider that their current iteration is still brokenly strong 04:19:37 so you'd have to make some other adjustments 04:21:05 is DD scheduled for a nerf? 04:21:53 I used to assume that minotaurs were supposed to be the ceiling for species power, but I must have pulled that out of my butt because I don't see it written anywhere 04:21:53 you're talking about buffing them 04:22:06 well yeah, they'd need a nerf with the buff 04:22:19 I'm curious if they're scheduled for a nerf in general 04:22:21 -!- oleum has quit [Quit: Bye!] 04:22:35 them being that way just sort of "emerged" from dpeg's design 04:22:44 and they've been around for a while 04:23:34 honestly, I just deleted this early save of frogs 04:23:41 called THEUSLURPER 04:23:49 but I still have absolutely no clue how I got this save 04:23:57 since I don't ever remember naming a character that 04:24:11 good slime knight name 04:24:18 I think my system was hacked 04:24:59 I was mildly worried someone had innocuously messed with my machine yesterday, but I think what actually happened is I fell asleep on the keyboard while editing .basrc 04:25:44 -!- Rewans has quit [Quit: Page closed] 04:25:58 every new term session started with "bash: hhhhhhhhhhhhhhhhhhhhhhhhhk not found" 04:26:15 -!- Pinkbeas1 has quit [Quit: leaving] 04:28:10 left the editor open and a cat walked acrossed the keyboard 04:28:50 and accidentally designed a new crawl god 04:29:20 #lowhangingfruit 04:30:57 -!- laj1 has quit [Ping timeout: 260 seconds] 04:31:36 New branch created: no_item_transit (1 commit) 13https://github.com/crawl/crawl/tree/no_item_transit 04:31:36 03gammafunk02 07[no_item_transit] * 0.20-a0-904-ga917282: Remove item level transit code 10(32 minutes ago, 6 files, 14+ 120-) 13https://github.com/crawl/crawl/commit/a91728250d6c 04:32:58 life keeps getting harder for savefile canaries 04:35:11 -!- KamiKatze has quit [Ping timeout: 260 seconds] 04:42:51 -!- tarabluh has quit [Quit: Page closed] 04:48:30 -!- travis-ci has joined ##crawl-dev 04:48:31 The build failed. (no_item_transit - a917282 #8113 : gammafunk): https://travis-ci.org/crawl/crawl/builds/213318898 04:48:31 -!- travis-ci has left ##crawl-dev 04:50:11 -!- Dixie has quit [Ping timeout: 264 seconds] 04:51:47 mildly interesting: every single commit on this page is from one person https://github.com/crawl/crawl/commits/e07c2f1a4a 04:52:03 can you guess who without clicking? 05:00:03 -!- omarax has quit [Remote host closed the connection] 05:11:46 -!- Patashu_ has joined ##crawl-dev 05:14:58 -!- Patashu has quit [Ping timeout: 268 seconds] 05:15:35 -!- bonghitz has quit [Remote host closed the connection] 05:20:51 -!- LexAckson has quit [Ping timeout: 258 seconds] 05:21:38 -!- Lasty has joined ##crawl-dev 05:21:54 -!- Pacra has quit [Read error: Connection reset by peer] 05:22:17 -!- Lasty1 has quit [Ping timeout: 256 seconds] 05:22:19 -!- Pacra has joined ##crawl-dev 05:26:05 -!- Pacra has quit [Read error: Connection reset by peer] 05:26:24 -!- Pacra has joined ##crawl-dev 05:34:11 -!- 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https://github.com/crawl/crawl/blob/master/crawl-ref/source/attack.cc#L764 06:42:32 !source flavour 2 06:42:33 2/5. https://github.com/crawl/crawl/blob/master/crawl-ref/source/attack.cc#L584 06:42:36 !source flavour 3 06:42:37 3/5. https://github.com/crawl/crawl/blob/master/crawl-ref/source/beam.cc#L406 06:50:01 -!- Lasty has joined ##crawl-dev 06:51:08 -!- Lasty1 has quit [Ping timeout: 268 seconds] 06:52:06 -!- jeefus has joined ##crawl-dev 06:52:12 -!- Lasty has quit [Client Quit] 06:52:51 -!- Lasty has joined ##crawl-dev 06:55:36 -!- jefus- has quit [Ping timeout: 260 seconds] 06:55:45 -!- Lasty has quit [Client Quit] 06:57:06 -!- Lasty has joined ##crawl-dev 07:00:02 -!- omarax has quit [Remote host closed the connection] 07:01:57 -!- Pacra has quit [Read error: Connection reset by peer] 07:02:19 -!- Pacra has joined ##crawl-dev 07:02:46 -!- MarvinPA has joined ##crawl-dev 07:03:57 -!- MarvinPA_ has quit [Ping timeout: 240 seconds] 07:04:20 -!- Lasty1 has joined ##crawl-dev 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Shard1697_ has joined ##crawl-dev 09:46:05 -!- DarkwingDuck has quit [Ping timeout: 260 seconds] 09:46:11 shucks 09:46:20 -!- Shard1697 has quit [Ping timeout: 256 seconds] 09:47:10 -!- Lasty has joined ##crawl-dev 09:49:41 -!- quik has quit [Quit: Preferiste a dormir conmigo pasar las noches sola soñando] 09:52:48 -!- dpeg has joined ##crawl-dev 09:59:53 -!- Furril has quit [Quit: Leaving] 10:00:03 -!- omarax has quit [Remote host closed the connection] 10:00:11 -!- Menche has quit [Remote host closed the connection] 10:01:35 -!- laj1 has quit [Ping timeout: 240 seconds] 10:08:10 dpeg: what's up? 10:09:00 -!- laj1 has joined ##crawl-dev 10:14:25 Lasty_: there's been talk about merging U and WJC (which I understand to mean: add WJC moves to U). Wanted to ask on your opinion, because you're the godfather of U. 10:15:59 -!- BigBluFrog has quit [Quit: Page closed] 10:22:26 <|amethyst> if you do, the resulting god should start with the letter triple-u 10:23:00 does anyone know why mutclass_innate isn't making permanent mutations? http://dpaste.com/1M9Q835 10:23:13 <|amethyst> because it doesn't 10:23:29 <|amethyst> you need perma_mutate for that, but as you noticed you can't use that with a random mutation 10:23:56 <|amethyst> MUTCLASS_INNATE forces the mutation through, even if you're undead 10:24:47 ahhh, that's what that's for! 10:24:50 <|amethyst> you'll want to call _get_random_mutation(RANDOM_BEAR_MUTATION) (with the appropriate change to that function) then perma_mutate that 10:25:10 -!- Amnesiac has quit [Ping timeout: 260 seconds] 10:25:26 <|amethyst> the change being case RANDOM_BEAR_MUTATION: mt = mutflag::bear; break; or whatever your flag is called 10:25:37 -!- rossi_ has quit [Ping timeout: 260 seconds] 10:25:57 okay, thanks, I was getting nowhere with perma evolve 10:26:00 <|amethyst> or you could make a separate _get_random_bear_mutation function like the qazlal one just above 10:28:41 oh you know, I did copy that get_random_qaz thing in mutation.cc, but I didn't think to try using it in player.cc, whoops 10:28:49 |amethyst: <3 (on UUU) 10:29:30 Lasty_: and while I think that could be done, I also believe that a god like WJC can stand on its own. 10:29:40 -!- Insomniak` has quit [Ping timeout: 246 seconds] 10:32:07 <|amethyst> rumflump: well, arguably you should put all this logic into a function gain_bear_mutation in mutation.cc, then call *that* from player.cc 10:32:27 <|amethyst> ooh, ooh 10:32:33 <|amethyst> you could call the function 10:32:38 <|amethyst> bear_witness_to_evolution 10:32:56 lal 10:33:03 <|amethyst> and with that, I'm off. later! 10:33:15 thanks for the boost 10:33:33 -!- ontoclasm has joined ##crawl-dev 10:37:05 -!- ProzacElf has quit [Ping timeout: 240 seconds] 10:43:33 -!- debo has quit [Quit: o/] 10:45:20 dpeg: The thought of adding those moves to Uskayaw did cross my mind; they would work well and have necessary context on that god. That said, I don't want to steal them and thereby doom WJC. But at this point I'm not certain that WJC is not already doomed. 10:45:45 I just posted on the tavern a message in the merge thread to SteelNeuron. 10:46:39 I do think the moves would work better on Uskayaw, since the context provides significantly better support for them, and we could drop the damage bonuses and statuses 10:47:05 And Usk's built-in piety cost for non-combat moves would help balance wall jump 10:49:29 yes to all of this 10:50:15 what crossed my mind was this: we could have different to approaches here, this is about encouraging attack over defense, and fighting many enemies rather than one 10:50:23 U does this, in a nice and unique way. 10:51:02 but it's safer to gain U piety with a crossbow 10:51:44 WJC could do this in another way. Here's one suggestion: keep the passive damage (whirlwind, lunge), remove the status effects. Add passive *defensive* powers when next to more than enemy. 10:51:54 The last bit is vague, and I have ideas for that, too :) 10:53:24 rumflump: yeah, ranged combat is always a problem. c.f. long-rumored ranged reform. 10:53:52 there's not currently a need to expose yourself to danger on U, just make sure to do damage regularly in the safest way possible. it's thematically a god of jumping in to do aoe, but afaik that's the wrong way to play it? 10:54:11 dpeg: I believe SteelNeuron is firmly opposed to that as well, tho I don't feel that we necessarily have to agree with him. 10:54:11 I do rather enjoy the god though! 10:54:49 The god wasn't intended to force you to jump in, but rather that it would reward you for jumping in more than most. 10:55:01 It's supposed to be a general enough god that you can use it a variety of ways 10:56:13 Using magic with the god is interesting, in that it generally gives you some AOE and range (good), but the god's powers tend to be less effective/too expensive. Ranged weapons are less interesting, for many of the reasons that make them generally uninteresting. 10:56:29 But I'd rather solve that by (eventually) fixing ranged combat than deforming the god. 10:56:54 yeah, that's one of the things I like about it. not a hit with stick god, nor a spell knowledge god, just supports your damage dealing 10:59:58 btw, that 11:00:02 -!- omarax has quit [Remote host closed the connection] 11:00:23 's why I'd like to try something else before adding WJC moves to Uskayaw: it makes a broad god less broad. 11:00:59 Lasty_: SteelNeuron seems to be very bitter by now. We should try what we can to make the god ready for stable. Sentiments will not help. 11:02:59 yep 11:03:19 By contrast, WJC is very much a melee god, so I aim to build on that. Here is one way how the god could add defensive power: when you're attacked by several monsters at once (this can be technically hard to do!), then the attack with maximal damage proceeds, the others have a chance (going up with piety, up to 90%, say) of not happening. 11:03:36 dpeg: I disagree re: god broadness. If the moves give no bonus damage, they're useful for any character rather than forcing an archetype. 11:03:38 -!- Pacra__ has quit [Read error: Connection reset by peer] 11:03:55 Lasty_: not quite, imo 11:04:12 -!- Pacra__ has joined ##crawl-dev 11:04:18 (I want to avoid that players keep company of low level monsters. The above model avoids that.) 11:04:28 oh god, my grammar :O 11:07:02 I am driven by the following observation: no matter how much bonus damage you get, it will be better to fight 1 on 1. (I call this the axe effect.) So a purely offensive boost is not going to break the defensive paradigm of Crawl (see what Uksy does to address this). If, on the other hand, you don't become more exposed, then that can change. Needless to say, the defensive power could be arbitrarily 11:07:08 strong. For example, instead of not attacking you, ... 11:07:10 ... those guys could attack each other. 11:07:44 that's very ru 11:08:53 rumflump: design space's getting tight! 11:09:00 better ideas welcome :) 11:09:11 Lasty_: excellent forum posting to Pablo 11:10:07 well, the damage you take could be split equally with them maybe. the post-AC damage 11:10:11 though that's very spiny :( 11:12:45 rumflump: part of the damage they inflict on you goes to each neighbour (same amount, up to 100% at full piety)? 11:12:46 if bonus damage scaled more than linearly with adjacent monster count, couldn't that make it worthwhile to fight multiple things? (not that I'm saying this is a good solution) 11:13:49 G-Flex|: don't know. Two points: (1) that models supports bringing chatter into big battles. (2) You are still encouraged to avoid damage. 11:17:08 -!- Pacra__ has quit [Read error: Connection reset by peer] 11:17:09 yeah 11:17:11 -!- G-Flex| is now known as G-Flex 11:17:33 -!- Pacra__ has joined ##crawl-dev 11:17:38 obviously a god needs a martial ability to redirect incoming attacks to adjacent monsters 11:22:14 -!- ontoclasm has quit [Quit: Leaving.] 11:23:16 just some ideas, I think the very basic concept of WJC (the moves, devoid of special stuff -- except for walljump) can work if coupled with a growing defensive boost 11:26:09 -!- rossi_ has quit [Ping timeout: 258 seconds] 11:28:17 -!- Insomniak` has quit [Quit: I like to rock] 11:28:27 -!- zxc has quit [Ping timeout: 240 seconds] 11:28:36 -!- zxc_ has joined ##crawl-dev 11:33:00 Here's another idea I wanted to bring up (from SA): what about moving the Monk background from "Warrior" to "Zealot"? 11:33:10 In some regard, that'd fit better. 11:39:51 -!- SteelNeuron has joined ##crawl-dev 11:40:01 it would emphasize its intended advantage 11:40:07 especially now that they get a weapon choice 11:42:56 dpeg: I apologise about being bitter, although I'm sure you can understand why to some degree. 11:43:47 SteelNeuron, you were asking about unrealengine earlier; which version? 11:43:58 Lasty: I just read you bring up that you don't have to agree with me about status effects and martial moves, and that's fine. But I would like to know if you got around to reading my point on feedback loops (especially the last one at SA). I really think that's where the problem is and we haven't talked about it at all 11:44:08 G-Flex: 4 11:44:17 oh, can't help you then, sorry 11:44:33 if you want me to complain about hitboxes in original unreal engine though, I can do that 11:45:28 Every time you have brought up removing the status effects from martial attacks I think you have framed it as a balance issue, but it's not at all 11:47:44 When I say that removing status effects break the god, it's because they remove the incentive to ever consider if you should stop doing what you are currently doing 11:48:25 if you are spamming wall jump, or spamming whirlwind, you have no reason to stop if there's no associated status effect, that's where the "adadadad" meme comes from, and that's what people find tedious 11:49:05 granted, the old whirlwind was guilty of this because it was too damaging, but that's a problem with its damage, not the effect 11:49:10 it is just as spammable now 11:49:28 -!- zxc__ has joined ##crawl-dev 11:50:09 merging with Uskayaw will not do anything to alleviate any of this, will just force you to take some other actions before falling in the mindless loop again 11:50:38 even adding an exhaustion cost to all martial attacks would be a better direction 11:52:37 -!- zxc_ has quit [Ping timeout: 246 seconds] 11:54:55 -!- Kalir has quit [Changing host] 11:56:48 SteelNeuron: afaui, you intended the moves to work in combos, and that's why they have status effects reinforcing each *other* (not themselves) 11:57:49 this sounds really cool, and I was impressed when I saw this; otoh, my games did not really show this (for example, the confusion was always too short to matter). Then again, it wasn't a problem because using the moves themselves was good enough on their own. 11:58:51 Honestly, combos weren't necessarily my goal, but rather making sure that neither of thre three were overcentralising or tempting to spam 11:59:19 I fell short of that, but because whirlwind and wall jump are too damaging on their own 11:59:24 if that was the goal, it didn't really work out, imp 11:59:26 imo 11:59:28 I agree 11:59:40 but it's not a big issue, as long as things are in a flux 11:59:44 But the status effects are helping 11:59:47 it's the damage that isn't 11:59:53 sure, status effects can help here 12:00:02 -!- omarax has quit [Remote host closed the connection] 12:00:05 you know that I always had problems with fully free walljumps 12:00:43 but did you see that I believe the god should get a proper (=strong, thematic, passive) defensive boost? 12:01:05 I do, but I'm still unsure what exactly is so unpalatable about free walljumps 12:01:14 do you think they are much worse than, say, being a centaur? 12:03:07 there is a major difference: by choosing a centaur, I commit myself to a game full of kiting and (imo) abuse. That's a one-off choice before game start. 12:03:19 The god can be added on to any character. 12:03:36 This is similar to how spells need to be a lot more carefully balanced than consumables. 12:04:02 how about the blink spell? 12:04:39 Alright, I'm not being constructive. Look, I don't want to point fingers at other things that could be "bad design" in order to justify this one 12:04:49 What I'm trying to get at is that we are conflating luring with kiting 12:04:54 luring is an endemic problem in crawl 12:04:56 we have been nerfing space management tools since ever... sometimes new ones pop up (Golubria), but we have an eye on all of these 12:05:15 if you have a tile of distance with an enemy, you can lure it wherever, that's irrespective of your choices in the game unless you are a naga or a chei worshipper 12:05:39 -!- Tux[Qyou] has joined ##crawl-dev 12:05:42 blaming the tools that allow you to get that initial tile of distance seems a bit excessive 12:05:48 that's why I was excited about your dynamic monsters branch 12:05:49 the bigger problem imo with free walljumps is you can use them to travel 12:05:53 you can lure adjacent enemies 12:06:06 and it is optimal to do so because of piety decay 12:06:06 because it attacked the root of the problem, even if not in an ideal way 12:06:06 yes, but there is no need to equip the new god with a free, extra luring power -- I think it possible to keep walljump and have it mostly be used in the intended sense (the current fix is simple and heavy-handed, others are possible) 12:06:09 rather than using ctrl+g which will not optimize your travel 12:06:22 If so, how about this: 12:06:26 wall jump can be used to land near an enemy 12:06:30 or to jump away from one 12:06:30 movespeed/kiting is such a powerful block of cheese, I would want a kiting god to be "the kiting abuse god" and do little else, if such a thing had to exist. wjc changes the game so that moving around in combat doesn't hurt you, which is awesome even without speed/kiting abuse 12:06:41 SteelNeuron: yes, that was one of things floating around 12:06:50 that is much better I think 12:06:58 because it keeps the interaction between wall jump and lunve 12:07:00 lunge* 12:07:06 which isn't there anymore 12:07:26 if travel over extended distances is really the problem, then that's fine 12:07:30 SteelNeuron: the current version (can only jump to a monster) in principle allows for other cool stuff, tho. Such as a really strong effect, increasing with the number of monsters you jump next to. 12:08:01 but that goes back to what I was saying before, that wall jump and whirlwind should be moving towards being utility, not damage 12:08:08 I just played a few WJCs, and there's still ample lunge opportunities, but you need more than one enemy 12:08:31 if you give wall jump offensive effects that don't give any diminishing returns, once you find yourself in a wall jump spam position, why would you stop 12:08:45 -!- bonghitz has quit [Remote host closed the connection] 12:08:47 If anything, wall jump should retain the distraction and lose all damage 12:09:06 so you can use it to shake up the surroundings and find better opportunities 12:09:59 gotta go soon: SteelNeuron, I will try to keep WJC as a separate god (because I believe the design space is there, and the moves work so well) -- I know you'll be upset by the god's morphing, but hopefully you can still see it as your child, at some point. 12:10:24 sometimes kids go off to college 12:10:29 and do a LOT of drugs 12:10:36 dpeg: It's alright. You see, if there is something that irks me the most is that people tiptoe around me as if this was about my designer vision or me protecting "my idea" 12:10:52 It really is not anymore 12:10:59 my idea has floating weapons and weapon stealing 12:11:16 yes ") 12:11:16 erm, :) 12:11:16 I do think that's more fun, I just chose to shut up about it a long time ago and instead implement everyone's good ideas 12:11:42 status effects aside, this iteration belongs to Lasty as much as it does to me 12:12:02 design is so open: a billion ideas, many of them good, but each decision forces follow-ups 12:12:05 so I found it a bit surprising that even though devs have been involved for a while, the climate has suddenly changed from "this is converging to something good" to "this is hopelessly broken, please rework" 12:12:43 I've not been on ##crawl-dev for a bit, didn't notice (only second-hand). 12:13:29 at least you've given SA an eternal mascot (even if they drove me away, once again, haha) 12:15:56 -!- THERetroGamerNY has quit [Quit: Be Blessed!] 12:16:28 SteelNeuron: gotta really go now, kids are waiting: whatever happens to the god (so even in the worst case): you have established these moves, and I am pretty sure they'll be used in Crawl in one way or another. We've been talking about stuff like this for years, and now it exists, thanks to you! 12:16:46 See you later! 12:17:33 bye! 12:17:49 -!- dpeg has quit [Quit: leaving] 12:20:35 -!- SteelNeuron has quit [Quit: Page closed] 12:23:35 -!- nattefrost has quit [Remote host closed the connection] 12:41:04 -!- gammafunk has joined ##crawl-dev 12:41:34 -!- CanOfWorms has joined ##crawl-dev 12:42:44 oh, oops 12:42:50 my local changes didn't get commit to the branch 12:43:12 -!- Pleasingfungus has joined ##crawl-dev 12:43:57 03gammafunk02 07[no_item_transit] * 0.20-a0-904-gd863c46: Remove item level transit code 10(9 hours ago, 7 files, 14+ 125-) 13https://github.com/crawl/crawl/commit/d863c46bfc54 12:48:29 %git 1688c67564 12:48:30 07jpeg02 * 0.4-a0-815-g1688c67: The accuracy of dragon breath is now halved if you're wielding a weapon of dragon slaying (with the somewhat weak reasoning that a dragon will try to avert its eyes from your awful weapon). 10(9 years ago, 6 files, 38+ 29-) 13https://github.com/crawl/crawl/commit/1688c6756463 13:00:02 -!- omarax has quit [Remote host closed the connection] 13:02:15 -!- panicbit has quit [Ping timeout: 240 seconds] 13:03:07 amazing 13:03:42 -!- zxc__ has quit [Ping timeout: 260 seconds] 13:09:14 dear god 13:12:25 !remove item level transit code 13:12:25 Dracunos: You have 2 messages. Use !messages to read them. 13:12:26 03Dracunos ⛐ 0.20-a0-2030-g5786276: Remove item level transit code 10(in the future, 46 files, 625+ 961-) 13http://s-z.org/neil/git/commit.png?p=crawl.git;a=commitdiff;h=5786276 13:13:51 heh, good one 13:14:13 another classic Dracunos joke 13:15:54 what's wrong gammafunk 13:16:24 what's wrong Dracunos 13:16:49 World Hunger 13:19:11 -!- Pleasingfungus has quit [Quit: ChatZilla 0.9.93 [Firefox 52.0.1/20170316213829]] 13:19:57 -!- Shard1697_ is now known as Shard1697 13:22:04 -!- simmarine has joined ##crawl-dev 13:23:59 -!- GauHelldragon has quit [Ping timeout: 246 seconds] 13:24:58 -!- rossi_ has quit [Ping timeout: 240 seconds] 13:26:05 -!- zxc has joined ##crawl-dev 13:29:10 -!- gammafunk has quit [Quit: leaving] 13:33:13 -!- rumflump has quit [Ping timeout: 268 seconds] 13:34:24 -!- Brannock has joined ##crawl-dev 13:34:43 wow, small logs recently 13:34:43 Brannock: You have 1 message. Use !messages to read it. 13:34:46 kind of quiet dys 13:36:13 !tell SteelNeuron Sorry I missed you in channel earlier. I think it would be good if we had a chance to chat. 13:36:14 Lasty_: OK, I'll let steelneuron know. 13:36:16 |amethyst, have you considered trimming join/quit messages from the logs? or maybe restricting it to people with +v only? they clutter up these logs, especially for slow periods 13:36:33 Lasty_, just messaged you but sorry for the messup on Stomp. Didn't look at the code 13:36:37 Surprised you didn't correct that yet though 13:40:47 Brannock: I wasn't sure if you'd prefer to do it or prefer that I just change it. That small uncertainty plus life meant I didn't do it yet 13:40:54 -!- gammafunk has joined ##crawl-dev 13:40:57 haha, well 13:41:00 you know more about Usk than I do! 13:41:10 plus, I've been away. 13:41:14 ditto 13:41:18 tritto 13:41:28 I didn't want to assume I knew what your goal was in the rephrasing 13:41:46 my goal was mostly to clean up the language, I got the actual mechanics wrong 13:42:59 the WJC changes are very unpopular I see. I'm a little disappointed that Slow was stripped without a replacement ready to keep the three martial moves system functioning. As SN has been explaining, removing that broke the unity between the three. I understand it's a work-in-progress, though 13:43:29 I just want to express a word of caution, because I've seen this happen before: removing things and planning to replace them in the future usually ends up with the replacement never coming 13:43:36 well I don't know about "very unpopular" 13:44:10 I haven't caught up with 4chan/tavern yet and there's not a peep on r/dcss as far as I can tell 13:44:20 I've certainly heard from players that the old system was annoying 13:44:24 ditto 13:44:45 IMO the goal of the pre-change design is bad: that you should want to continuously be cycling martial commands 13:44:56 -!- travis-ci has joined ##crawl-dev 13:44:57 The build was fixed. (no_item_transit - d863c46 #8114 : gammafunk): https://travis-ci.org/crawl/crawl/builds/213484290 13:44:57 -!- travis-ci has left ##crawl-dev 13:45:02 i certainly didn't have any particular plans to replace slow with anything, i think removing it is a perfectly good standalone change 13:45:02 but SA is rather upset about it, and SN has expressed some very thorough explanations for why it broke the god. I agree that the pre-change design wasn't ideal 13:45:03 yeah, if that's to mean you want to be doing that most of the time 13:45:25 I believe that it slows down the game without adding meaningful complexity. I find it tiring, and I believe that many players will tire of it quickly. 13:45:27 MarvinPA, maybe I misread some of the exchanges a few days ago but I thought there was talk about extending the Distraction mechanic? 13:45:41 he did extend the duration already 13:45:44 if I misread then my bad and I retract the couple of sentences above about the replacement 13:45:57 %git :/[Dd]istract 13:45:57 07MarvinPA02 * 0.20-a0-899-g09a9bfb: Adjust WJC distraction 10(4 days ago, 1 file, 5+ 8-) 13https://github.com/crawl/crawl/commit/09a9bfb583aa 13:45:57 sorry, extending it as in to the other actions, not just WJ 13:46:12 oh 13:46:15 reworking distraction would be a separate good thing, but not related to the whirlwind stuff 13:46:17 I would strongly prefer a design where you use the move that's good in your situation or tab if no move is better than tab. That's sharply at odds with SteelNeuron's goals. 13:46:27 it still needs changing after that commit, that was just a minor cleanup 13:46:33 I see, oaky 13:46:36 also okay 13:48:50 -!- amalloy_ is now known as amalloy 13:49:04 I'm not sure what this merge of WJC into Uskayaw would look like. Martial arts, Line Pass, Pain Bond, Grand Finale? 13:49:18 that was my vague thought on seeing the suggestion, yeah 13:49:18 No bonus damage/statuses on the martial arts, I think 13:49:25 martial arts minus walljump probably, since linepass does that 13:49:39 one thing with usk I found was 13:49:44 I didn't use linepass much at all 13:49:50 Yeah, IMO it would basically be Usk w/o Stomp, gaining martial arts at *, gaining walljump at 3-4* or not at all. 13:49:53 I think getting rid of Stomp is a good idea. I've told Lasty a few times in the past that Stomp is just really really strong and not in a terribly interesting way 13:50:02 It's incredibly reliable and requires a lot of 'aa' 13:50:04 would this new god give more reason to use that? 13:50:04 And yeah, no damage or statuses on martial arts 13:50:16 I agree that Stomp is the weakest element on Usk 13:50:30 gammafunk: I use line pass pretty often 13:50:36 IMO it's pretty solid 13:50:38 perhaps I was underusing it some 13:50:42 !log . uskayaw won 13:50:43 2. brannock, XL27 DsVM, T:89950: https://crawl.jorgrun.rocks/morgue/brannock/morgue-brannock-20161118-200655.txt 13:50:51 I used it a few times early on 13:50:53 312 stomp, 4 grand finale, 0 line pass 13:51:06 !log . uskayaw won -2 13:51:06 1/2. brannock, XL27 DsEn, T:112902: https://crawl.jorgrun.rocks/morgue/brannock/morgue-brannock-20161114-163448.txt 13:51:06 Pretty much any time you think "I wish I was in a different place relative to the monsters" and there's a monster next to you, it's a good option 13:51:06 later when I figured out how the passives worked 13:51:09 I stopped using stomp so much 13:51:11 157 stomp, 3 line pass, 22 grand finale 13:51:16 using stomp was less optimal than just getting your piety up 13:51:21 and letting the passives do work 13:51:23 yeah 13:51:24 !lg lasty won usk -log 13:51:25 4. Lasty, XL26 DsAr, T:54934: http://crawl.berotato.org/crawl/morgue/Lasty/morgue-Lasty-20161128-142451.txt 13:51:25 especially later on 13:51:28 right 13:51:35 i never really found line pass useful for positioning 13:51:38 stomp is great for killer bee packs though :P 13:51:41 just for the confusion 13:51:53 Stomp: 30, Line Pass: 31, Grand Finale: 33 13:51:57 very balanced 13:52:04 clearly fake news! 13:52:07 I tend to underuse god powers a bit 13:52:22 I think I underused grand finale 13:52:31 so much so that you had to design a god who passively uses god powers on your behalf 13:52:32 it can be easy to forget due the the "limit break" thing 13:52:41 amalloy: you know it! 13:52:52 Lasty.rc is just another passive win bot 13:52:52 two, even! 13:52:54 amalloy: there's a reason both the gods I made have strong passives and sometimes-use actives 13:53:01 gammafunk: that's slander! 13:53:08 Lasty.rc is a passive splatbot 13:53:09 !lg devteamnp recent won s=name 13:53:10 189 games for devteamnp (recent won): 57x Lasty, 24x elliptic, 20x Brannock, 19x gammafunk, 17x Medar, 13x MarvinPA, 12x amalloy, 11x dpeg, 7x itsmu, 5x PleasingFungus, 2x doy, wheals, wormsofcan 13:53:20 look at that outlier, clearly a bot 13:53:21 is advil on that yet? 13:53:25 oh 13:53:27 !lg lasty recent !won zot:5 13:53:28 3. Lasty the Ecstatic (L26 GrVM of Uskayaw), splashed by an ancient lich's acid (kmap: hall_of_Zot) on Zot:5 on 2017-02-01 01:03:52, with 563143 points after 65585 turns and 4:48:17. 13:53:30 !nick devteamnp advil 13:53:31 Mapping devteamnp => kilobyte pointless dpeg enne evktalo keskitalo bookofjude haranp rob sorear zaba felirx doy itsmu marvinpa evilmike sgrunt neil edlothiol jpeg erisdiscordia galehar elliptic ontoclasm bh frogbotherer samb dracoomega mumra medar hangedman sage wheals gammafunk pleasingfungus 78291 lasty reaver amalloy brannock wormsofcan advil 13:53:37 !nick devteam advil 13:53:38 Mapping devteam => kilobyte pointless dpeg enne evktalo keskitalo bookofjude haranp rax rob sorear zaba felirx doy itsmu greensnark marvinpa evilmike sgrunt neil edlothiol jpeg erisdiscordia galehar elliptic ontoclasm bh frogbotherer napkin samb dracoomega mumra medar hangedman sage wheals gammafunk pleasingfungus 78291 lasty reaver amalloy brannock wormsofcan advil 13:53:38 oh wait, that last splat was on the orb run] 13:53:39 sounds like dev_checklist.txt is missing the most important step 13:53:44 yes! 13:53:56 wow, wheals comes back to troll about my work 13:53:58 I see how it is 13:54:21 next I'll get a !tell from Grunt with a dunk 13:54:22 -!- Ququman has joined ##crawl-dev 13:54:25 i like to think it's an important contribution 13:54:33 i'm surprised i have a recent win 13:54:34 Lasty_: actually i don't really put ru in that category. the passives are okay but not great, and the god powers are there to be leaned on heavily 13:54:39 !lg devteamnp recent won s=name 13:54:40 194 games for devteamnp (recent won): 57x Lasty, 24x elliptic, 20x Brannock, 19x gammafunk, 17x Medar, 13x MarvinPA, 12x amalloy, 11x dpeg, 7x itsmu, 5x PleasingFungus, 5x advil, 2x doy, wheals, wormsofcan 13:54:49 so you do 13:54:54 !lg devteamnp current trunk won s=name 13:54:55 37 games for devteamnp (current trunk won): 28x Lasty, 3x gammafunk, 2x advil, 2x itsmu, dpeg, brannock 13:55:02 !lg . trunk 13:55:03 3001. wheals the Conjurer (L4 MuCj), blasted by an orc wizard (puff of flame) on D:3 on 2016-07-07 20:02:19, with 95 points after 2831 turns and 0:04:00. 13:55:03 Ru's passive aura contributes a *lot* of damage reduction over time 13:55:04 devs confirmed to hate trunk 13:55:10 it's been 10,000 years 13:55:19 tabstorm told me in stream that online crawl is in decline 13:55:21 this confirms 13:55:45 wow I had no idea Lasty had been so active winning games lately 13:55:45 Lasty_: btw did you see 13:55:50 !lg mikee won dith 13:55:51 No games for mikee (won dith). 13:55:54 hrm 13:55:55 !nick mikee 13:55:56 Mapping mikee => mikee hypermikee 13:56:05 dunno why he doesn't have his other account there 13:56:16 !lg tartakower won dith 13:56:16 1. tartakower the Grand Master (L27 DsVM of Dithmenos), escaped with the Orb and 3 runes on 2017-02-25 10:58:30, with 1607500 points after 78255 turns and 10:15:44. 13:56:20 Lasty_: mikee finally won dith 13:56:59 Ru's damage reduction is, on average, about +15% hp 13:57:17 Brannock: 13:57:21 hrm, which passive does this refer to 13:57:21 !streak lasty mu 13:57:22 lasty (mu) has 3 consecutive wins (MuFE, MuWr, MuMo). 13:57:31 the passive slow? 13:57:40 Lasty_, how is that calculated? 13:57:41 gammafunk: passive attack stops/redirects 13:57:43 gammafunk: making monsters not attack 13:57:44 ru does a few different statuses 13:57:48 ah, it's not slow then 13:57:50 not taking statuses into account 13:57:52 right, that was old ru, wasn't it 13:58:01 initially it did a slow and was OP 13:58:03 he also does passively slow 13:58:05 sometimes 13:58:08 gammafunk: nice re: mikee 13:58:12 hrm, guess it was just nerfed then 13:58:14 i think? maybe that's not one of them anymore 13:58:28 corona, slow, para... 13:58:28 apocalypse can slow as one of the effects 13:58:30 -!- simmarine has quit [Ping timeout: 268 seconds] 13:58:32 gammafunk: I don't think so, but maybe I'm just remembering. I think Slow is an effect from Apoc, but not passive 13:58:44 yeah, sounds reasonable 13:58:45 Passive is corona, blind, para IIRC 13:58:51 but you probably remember the initial version of Ru 13:58:56 it had extensive passive slow 13:58:58 para, slow, blind, corona 13:59:00 are the four 13:59:04 it says so right in god-abil 13:59:10 amalloy: ah, interesting. I didn't realize I had slow in that list. 13:59:21 I think initially it was literally just slow 13:59:21 I feel like I never notice it happening. Did I implement it in a buggy way? 13:59:32 gammafunk: I don't think so. I have no memory of that. 13:59:42 Lasty_: you probably did, because most things are buggy on average 13:59:50 it definitely was something like that! I'm sure I'm not making that one up 13:59:50 heh, true 13:59:53 but it does happen in real games, because i remembered it before double-checking in god-abil 13:59:56 I'm sure _something_ was OP 14:00:02 -!- omarax has quit [Remote host closed the connection] 14:00:06 remember the old Ru blood horror 14:00:18 looks like you can still slow from the passives 14:00:30 !source god-abil.cc:6089 14:00:31 https://github.com/crawl/crawl/blob/master/crawl-ref/source/god-abil.cc#L6089 14:00:43 I don't think that one stayed in for too long though 14:01:00 gammafunk: it leaked out into the real world, though. millions of people are horrified of blood 14:01:25 watch it turn out all these things I'm saying about Ru never happened. I just dreamt them 14:01:48 I remember the blood thing 14:02:36 -!- Boatshow has quit [Read error: Connection reset by peer] 14:03:01 phew! 14:03:40 I dreamt about a chei buff once 14:03:40 -!- simmarine has joined ##crawl-dev 14:03:48 what was the buff 14:03:51 !lm canofbees 14:03:52 4729. [2017-03-21 18:00:48] CanOfBees the Gargoyle Cataclysm (L16 GrFi of Qazlal) left the Shoals on turn 33886. (Shoals:1) 14:03:59 I'm pretty sure I know who this actually is 14:04:04 !nick canofworms 14:04:05 Mapping canofworms => wormsofcan wormsofcant 14:04:19 that can't be me, that's not a sp 14:04:34 -!- Shimatora has quit [Ping timeout: 264 seconds] 14:04:36 !lg canofworms s=crace 14:04:37 156 games for canofworms: 19x Minotaur, 15x Ghoul, 15x Demigod, 14x Spriggan, 14x Kobold, 12x Vampire, 12x Hill Orc, 9x Formicid, 6x Human, 5x Halfling, 5x Troll, 4x Felid, 4x Merfolk, 3x Ogre, 3x Mummy, 3x Draconian, 3x Vine Stalker, 2x Deep Dwarf, 2x Gargoyle, 2x Tengu, Demonspawn, High Elf, Deep Elf, Centaur 14:04:45 -!- Shimatora_ is now known as Shimatora 14:04:56 !lg canofworms qaz s=crace 14:04:57 4 games for canofworms (qaz): 2x Hill Orc, Spriggan, Draconian 14:05:41 CanOfBees: nah, man. it's just the bees :) 14:05:48 exactly what worms would say 14:08:13 103 From time to time there will be tensions or even clashes among developers. 14:08:13 104 Minor ones (e.g. "Can we remove pizzas?") can be quickly sorted out. 14:08:18 process.txt seems slightly outdated :P 14:08:52 might take a crack at rewriting some of this later today. It still mentions the Mantis tracker, probably should mention our github page as well 14:09:24 -!- Tuxedo[Qyou] has joined ##crawl-dev 14:09:57 oh, some of that might be 14:10:03 redundant with the new dev guide as well 14:10:06 that's now in the repo 14:10:35 same dir 14:10:42 https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/team/new_dev_guidelines.md 14:10:57 er, different dir 14:11:09 the discussion that got me to look at process.txt was a few people talking about adding an 'Expectations' paragraph 14:11:14 yeah 14:11:35 process.txt has some very out of date stuff 14:11:54 process.txt might be oriented to outside contributers 14:11:58 yes 14:12:02 and keep the advice to other devs in the guidelines 14:12:10 if you make some changes, I can look them over 14:12:12 yes, good idea 14:12:32 and some things here in process.txt might go to the guidelines as well 14:12:46 I need to head out for a few hours, but once I'm back I'll take a crack at this 14:12:54 r-i showed up in discord 14:13:03 to mock me and to drop big vocabular words 14:13:07 -!- Tux[Qyou] has quit [Ping timeout: 260 seconds] 14:13:12 but one thing she did say is that "there's no Brannock here" 14:13:20 like that was the metric! 14:13:53 but she was thinking of doing some vault stuff module usual r-i style complaints about crawl 14:14:07 well actually I think it was more of level design doc she was thinking of 14:14:16 and s/module/modulo/ 14:14:21 haha. should I be in discord too 14:14:33 seems like discussion is happening there lately 14:14:44 it's unofficial, I'm the only dev there a lot, but PF does stop by, and worms 14:14:53 and yeah, I mentioned having a level design doc to her a month or so ago 14:14:54 don't think r-i will be a regular 14:15:15 especially since the alternative is appointing a Director of Vaults to some unlucky member of the team 14:16:43 -!- Blazinghand has joined ##crawl-dev 14:16:54 yeah appointing people never works 14:17:02 unless they want to be appointed, I guess 14:17:15 and then what happens when they move on? 14:17:20 -!- stickyfingers has quit [Ping timeout: 260 seconds] 14:17:26 good to have a clear guideline that can be referred to (and updated) 14:17:35 anyway, time to go 14:17:48 yeah would be good to point people towards 14:17:55 I guess this is ready to merge 14:18:05 I've tested by loading pre-change trunk saves and 0.19 saves 14:19:59 -!- rossi_ has quit [Quit: WeeChat 1.7] 14:20:18 %git 12ca087 14:20:18 07Lasty02 {gammafunk} * 0.15-a0-1516-g12ca087: Iashol sacrifice: Sanity 10(2 years, 9 months ago, 7 files, 84+ 0-) 13https://github.com/crawl/crawl/commit/12ca0875e129 14:20:23 blood horror!!! 14:20:30 I didn't dream it! 14:20:57 I should look further for the passive slow thing 14:21:05 I want to say I even played a game with this 14:21:10 !lg * ru s=god 14:21:11 35842 games for * (ru): 35842x Ru 14:21:13 hrm 14:21:23 I linked the code for it earlier 14:21:26 or do you mean something else 14:21:33 the old Ru 14:21:38 ah 14:21:38 had just a passive slow of some kind 14:21:41 !lg * experimental s=god 14:21:48 that's a bad query 14:22:07 !kw iashol 14:22:08 No keyword 'iashol' 14:22:14 !lg * god=iashol 14:22:15 28182 games for * (experimental): 17921x, 1779x Trog, 1171x Wu Jian, 818x Igni Ipthes, 760x Lugonu, 558x Wudzu, 528x Hepliaklqana, 488x Okawaru, 479x Xom, 464x Uskayaw, 336x Pakellas, 280x Vehumet, 269x Qazlal, 243x Ru, 203x Iashol, 199x Makhleb, 197x Cheibriados, 168x Wulndraste, 161x Gozag, 159x Yredelemnul, 145x Nemelex Xobeh, 133x The Shining One, 124x Sif Muna, 121x Dithmenos, 119x Ashenzari,... 14:22:22 203. FishServ the Tortoise (L17 GrGl of Iashol), incinerated by a hell hog (sticky flame) on Abyss:1 on 2014-07-10 12:59:18, with 134383 points after 26257 turns and 3:40:57. 14:22:26 !lg * god=iashol s=file 14:22:27 203 games for * (god=iashol): 203x cszo/meta/iashol/logfile 14:22:40 !lg . god=iashol 14:22:41 2. gammafunk the Covert (L10 NaAs of Iashol), slain by a warg (kmap: erik_lair_orcish_takeover) on D:9 on 2014-07-03 21:45:15, with 4101 points after 9758 turns and 1:02:52. 14:22:45 !lg . god=iashol -2 14:22:46 1/2. gammafunk the Impaler (L12 FoGl of Iashol), slain by a komodo dragon on Lair:2 on 2014-06-16 21:27:09, with 13939 points after 13451 turns and 1:01:52. 14:23:04 talk about oneandwongod failure 14:23:23 -!- Pacra has joined ##crawl-dev 14:23:38 -!- Pacra__ has quit [Read error: Connection reset by peer] 14:25:02 03gammafunk02 07* 0.20-a0-904-gd863c46: Remove item level transit code 10(10 hours ago, 7 files, 14+ 125-) 13https://github.com/crawl/crawl/commit/d863c46bfc54 14:25:24 ??millimarvin 14:25:24 millimarvin[1/1]: 22.613 net lines of code removed (as of 2017-03-01) 14:25:46 !calc 111.0 / 22.613 14:25:48 4.91 14:34:53 -!- NeremWorld has quit [Ping timeout: 268 seconds] 14:38:17 -!- Pacra has quit [Read error: Connection reset by peer] 14:38:40 -!- Pacra has joined ##crawl-dev 14:45:05 -!- BigBluFrog has quit [Quit: Page closed] 14:52:20 gammafunk: the chei buff was that he multiplied ring effects depending on the day of the week, for example on saturdays a +5 ring of protection would act like a +10 ring of protection 14:52:34 he was most powerful on tuesdays, on which ring effects were multiplied by 8 14:53:02 -!- wasd64 has quit [Quit: Page closed] 14:53:48 haste was still better even on tuesdays 14:54:15 -!- Terrapin_ has quit [Quit: Page closed] 14:55:21 sounds really sick 14:58:54 -!- CanOfWorms has quit [Ping timeout: 258 seconds] 14:59:28 -!- eb_mobile has quit [Ping timeout: 240 seconds] 15:00:02 -!- omarax has quit [Remote host closed the connection] 15:03:23 -!- amalloy is now known as amalloy_ 15:03:34 -!- amalloy_ is now known as amalloy 15:09:30 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-904-gd863c46 (34) 15:26:33 gammafunk: yeah, blood horror was both hilarious and bad. 15:26:53 -!- Pacra has quit [Read error: Connection reset by peer] 15:27:09 better than my "horror when you see red monsters" idea 15:27:16 -!- Pacra has joined ##crawl-dev 15:27:26 I was just trying to buff toenail golems tbh 15:29:44 I think this is clearly setting the stage for horror when you see horrifying monsters, where monster horrifyingness is a property derived from size, intelligence, holiness, an appearance monster constant, and a confusingness monster constant. 15:33:38 ...and new horror-based tension, which would be reworked to make it thematically similar to Hitchcokian suspsense 15:33:45 *suspense 15:34:09 imagine the possibilities with birds... 15:34:13 plus it causes visual distortions and hallucination 15:38:22 -!- dpeg has joined ##crawl-dev 15:40:08 dpeg, I'm unsure of the goal of reducing level sizes 15:40:33 I do kind of like the notion of a reverse pyramid for the Dungeon though 15:41:48 Brannock: I support reducing level sizes; I think crawl levels are a little too big overall. It increases the density of the game and decreases the amount of time taken in exploration. Increased density also means that OOD spawns matter more. 15:42:20 Brannock: my main point is that 80 x 72 is a completely arbitrary tradition. We should at least once think/talk about it. 15:42:59 -!- Pacra has quit [Read error: Connection reset by peer] 15:43:07 If we had denser levels, it might even get to the point where manual exploration seems interesting rather than boring. 15:43:12 Because I am generally a fan of a slightly harder game, I'll support smaller levels. I tried to indicate that we can do and test this incrementally, in small steps. 15:43:28 -!- Pacra has joined ##crawl-dev 15:44:00 -!- orbisvicis has quit [Quit: leaving] 15:44:00 * dpeg wonders if a level shrinking of 10% could be seen in winrates. 15:45:24 one thing you didn't bring up in that email is item density 15:45:48 and impact on vault generation 15:45:58 -!- eb has quit [Ping timeout: 240 seconds] 15:46:06 Brannock: both of these can be left as is! 15:46:11 Floodkiller: are you around? 15:46:25 -!- cmcbot has quit [Remote host closed the connection] 15:46:41 Brannock: this is why I mentioned the encompassing vaults. Smaller levels can likewise have big vaults. 15:48:40 dpeg, re winrates, I doubt making Zot 10% smaller (in your proposed model) would be noticeable in the numbers. You'd only see an effect if you shrunk down early levels, probably 15:48:44 I can't say for sure, though 15:51:01 dpeg: I think it'd have to be 20% to show up despite all the other noise 15:51:09 dpeg: but I could be wrong 15:51:57 it's just an idle speculation of me... the little scientist coming through (we ship version of DCSS 0.20, one group gets 20% smaller levels, the control group get old levels etc. :) 15:52:02 *ship two versions 15:52:10 dpeg: A/B testing in crawl! Finally! 15:52:27 some level generators also make bigger levels than others 15:53:09 in particular the one that makes one big winding tunnel makes for very long levels 15:53:32 -!- sooheon has quit [Ping timeout: 256 seconds] 15:53:49 -!- Boatshow has quit [Ping timeout: 268 seconds] 15:53:50 yeah, absolutely 15:54:02 I wouldn't mind seeing that one trimmed down 15:54:31 That said, I've put absolutely no effort into understanding the level gen algorithms, so I have no idea what it would take to change it. 15:55:42 Brannock: are you a bit clearer on the goals now? 15:55:58 yes 15:56:29 if you want an overview of level generators most of the information in https://crawl.develz.org/tavern/viewtopic.php?f=8&t=12336&p=173572 is still up to date 15:56:29 cool 15:57:30 minmay: thanks 15:58:36 minmay: ah, I recall this. This is good analysis, IIRC, but it doesn't answer my question, which is about how easy it is to interact with these level styles in code. But that's fine, I'll take a look at some point. 15:58:55 oh 15:59:00 misunderstood the question 15:59:33 most of that is in dgn-layouts.cc, making small changes to size shouldn't be too hard 15:59:57 shout-out to the one called "layout_basic" being one of the most complicated layouts 15:59:58 !source dgn-layouts.cc 15:59:58 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dgn-layouts.cc 16:00:03 -!- omarax has quit [Remote host closed the connection] 16:00:11 haha 16:00:31 every post a Brannock like 16:00:45 is this some kind of like farming 16:00:56 eh? 16:01:04 oh 16:01:06 haha 16:01:24 that's from a few years ago. I can't recall the context in which I did htat 16:02:00 gammafunk: I had to split it into like 10 posts because of the character limit 16:02:07 -!- zxc has quit [Read error: Connection reset by peer] 16:02:14 I noticed you didn't have a problem with geoelf 16:02:21 tbh the single-tile passages of that layout bother me 16:02:47 because of ease of corridor retreats or what? 16:03:10 could sprinkle more elementalists throughout Elf 16:03:14 ease of fighting in general, the elfs don't have a good counter to it 16:03:48 minmay seems to favor more use of corridors in general than I might for level gen 16:04:01 I agree that super open layouts are bad 16:04:52 I'm of the opinion that the usefulness of corridors is extremely overrated 16:05:27 in what sense 16:05:40 or rather, specifically how are people overrating them 16:05:50 separating monsters entirely is much better than fighting them in a corridor, and usually just as doable, even before you account for stuff like smite 16:06:42 they are great against e.g. jackal packs of course 16:06:43 the bigger problem I see with geolf is the diagonal corridors means you can sit just outside a corridor entrance and keep the rest of the monsters in the hallway out of LOS 16:06:54 elves are occasionally smart enough to keep flowing into the room when I do that 16:06:54 not always 16:07:06 and also being in a corridor makes you suck at keeping things out of LOS, yeah 16:07:37 well, that's not *necessarily* a problem. could just be "good positioning" but six of one, half a dozen 16:07:46 yeah, but in elf there's not a lot of things on elf:1-2 that can do much with just los 16:07:54 on elf:3 you have some demon summoners 16:08:01 imo the only aspect of corridors that isn't easily replicable by other means is the ability to position a rat in front of an adder so the adder can't catch you 16:08:02 and the high priests 16:09:20 if crawl had faster monsters and no stairs then I would worship corridors but right now I'm not that impressed with them 16:10:01 well corridors are a more convenient way to do something that's close to the effectiveness of luring a monster away from the rest for most monsters; it's true that smite targeteting things can make corridors much worse 16:10:18 probably a lot of the problem is levels being too big 16:10:41 I guess the problem is also that stairs exist but we're not going to making stairless crawl any time soon 16:11:13 the level resizing thing dpeg mentioned could be ok done incrementally, but any drastic change would require more drastic changes to monster/item density and probably lots of other things 16:11:15 rip wulndraste 16:11:30 right, they're convenient when you don't want to be totally optimal, but I'm not interested in nerfing convenience 16:11:58 you know what's convenient 16:12:09 a demonic guardian, summoned automatically by your side 16:12:12 the legendary Luring Nerf(tm) would change things of course and perhaps then I would consider corridors a genuine problem 16:12:35 we should do a nerf-based april fools 16:12:38 luring nerf? 16:14:56 I use corners a lot more than I use corridors, and my strategy for spider, octagon levels, etc. is usually to do the entire level from the stairs which I consider a lot less interesting 16:15:19 gammafunk: agreed, not going to remove stairs, but I think we should make stairs expensive (in any way, there's a bunch) 16:15:49 I do use corners a ton myself, and see people underusing them 16:15:59 * dpeg is a bit jealous that hellcrawl just removed < entirely 16:16:03 so many problems solved at once 16:16:27 -!- Amnesiac has quit [Quit: Page closed] 16:16:52 dpeg: yeah I'm not sure about the "more expensive" route when you could just remove persistant levels, however we'd need so many extensive changes _and_ we'd want to new aspects that are interesting that actually depend on this 16:17:19 this meaning the idea that once you enter a level, you're stuck there 16:18:20 gammafunk: well, I think that non-persistent levels is way more radical than the stair nerfs I have in mind. :) 16:18:20 if you have branches in this system you have to have a motivation for people to enter them; we require runes to enter zot, but that's not something that can so easilly be retained if these branches have limited possibility for entering them 16:18:59 right, but "stairs nerfs" that are fun and actually impactful can be hard to achieve 16:19:09 anyway, I really wanted to keep these things separate, but dynamical monsters has proved that staircases cannot be ignored 16:19:19 gammafunk: I know, and I am trying. 16:19:31 gammafunk: did you see that tome4 tried to fix stairdancing in the worst way imaginable 16:19:41 * dpeg also wants to know 16:19:44 no, I'm pretty ignorant of that game 16:19:53 -!- ontoclasm has joined ##crawl-dev 16:20:05 were that all of us were so fortunate 16:21:47 -!- Pacra_ has joined ##crawl-dev 16:21:50 they made it so that after killing something, you cannot use the stairs for the next 0, 2, 3, 5, or 9 turns (depending on difficulty level) 16:22:02 -!- Pacra has quit [Read error: Connection reset by peer] 16:22:17 now that's a sequence of numbers I've never seen before 16:22:56 how on earth does that stop stairdancing 16:23:09 or "fix" it 16:23:22 Doesnty: I think darkgod was going for the proper stair waltz 16:23:48 that is a very.. unique approach 16:23:59 when i played tome ages ago the first dungeon was a forest 16:24:06 with paths on the edges instead of stairs 16:24:35 the last area of the forest had some ridiculous boss monster right by the entrance 16:24:43 and for some reason you weren't allowed to go back 16:25:23 this was a fixed encounter, too 16:25:28 Doesnty: the reason is right in the Silmarillon, stupid! 16:25:46 Doesnty: it still has that 16:28:15 Doesnty: that was a joke 16:28:23 i figured 16:29:58 -!- yesno has quit [Ping timeout: 240 seconds] 16:32:09 so it is taking us super-long to update the SSL cert for CDO. why is that? is there a too-small set of people with the necessary permissions? 16:32:25 or, not permissions, but whatever is needed 16:32:28 tools/permissions 16:32:49 someone mentioned that a bunch of stuff expired at the same time and needed to be updated 16:33:22 I don;t know offhand if that means it's stuck behind a long list of other certs and there's a bottleneck preventing parallel processing, or if it means there's a wildcard cert and takes longer to begin with 16:35:41 is there anyone who regularly hangs out in this room who does know that and can do something about it? what i'm getting at is, whatever the reason for it taking over a week to update a cert, that is too long and we should figure out how to prevent it from taking too long next time 16:36:56 my hypothesis was that the people who can do this are not regularly active (eg, n*pkin or whatever), in which case it would be useful to make sure someone who is regularly active can help, or is at least in the loop enough to know how things are progressing. but i don't know that that's the actual issue 16:38:52 yeah, so far as I know it's something only napkin can fix 16:39:17 Napkin: Any plans to work on the SSL cert for CDO soon? 16:39:26 anyone with time and money, please go ahead 16:39:26 Napkin: You have 49 messages. Use !messages to read them. 16:40:08 Napkin: is there anything we can do to help? 16:40:11 I can give you money :) 16:40:30 nah, i was thinking about the free let's encrypt 16:40:46 so-called acme tool can even renew automatically 16:41:13 take some other work away from me - that would help ;) 16:41:32 i can send an insulting email to your boss, spoofed to come from your address 16:41:46 solved! 16:42:10 i control the spam filter of her mailbox :-P 16:42:26 help us help you 16:42:28 hard-countered 16:42:44 -!- Menche has quit [Ping timeout: 240 seconds] 16:43:35 anyways, amalloy's insults are written in Shakespearean english, so they they alway seem ineffective and out of touch 16:45:05 were gammafunk a flower, 'twould smell bad 16:45:14 -!- Rust3dCor3 has quit [Ping timeout: 246 seconds] 16:46:02 pretty sure that is a proper line in iambic pentameter, and properly out of touch 16:48:54 dangit, how do i get chrome to show me details about a site's ssl cert? i thought i used to be able to, but now all i can get is a redirection to google's generic "Learn More" docs 16:49:08 do people actually like the smell of flowers 16:49:12 acmetool quickstart 16:49:16 like they're pretty and cool and stuff but to me they all smell pretty bad 16:56:11 amalloy: I was frustrated by that exact same thing 16:56:21 chrome seems to no longer have any kind of report on a site's SSL 16:56:43 minmay: how the hell did you arrive at "people hate the smell of flowers" 16:57:05 are you smelling a cactus or something 16:59:45 -!- Krakhan has quit [Changing host] 17:00:03 -!- omarax has quit [Remote host closed the connection] 17:00:13 cactii smell wonderful 17:00:24 -!- eb has quit [Ping timeout: 256 seconds] 17:00:54 I was going to say, even those probably smell good 17:01:09 My mom has a huge garden, and large numbers of flowers in that smell great 17:01:14 some don't smell good, of course 17:02:01 -!- mong has quit [Quit: Leaving] 17:04:29 https://en.wikipedia.org/wiki/Pyrus_calleryana 17:04:43 cacti 17:04:45 I used to work near a million of these trees 17:05:04 It was pretty gross 17:05:38 Why would you plant a ton of trees if the species was notorious for nasty smelling flowers 17:05:41 "rotting fish, chlorine, or semen" those are three rather different things 17:06:44 It's definitely a semen smell 17:06:51 Maybe chlorine-ish 17:06:55 I know people say that about linden trees 17:06:59 Never smelled a tree that smelled like rotting fish 17:07:11 chlorine smells good though 17:07:25 -!- DarkwingDuck has quit [Quit: Page closed] 17:07:27 chlorine smells good 17:07:33 and yet I'm the weirdo for not liking the smell of flowers 17:07:40 In small levels like in a pool 17:07:53 I've never like snorted chlorine powder or anything 17:08:05 -!- gressup has quit [Read error: Connection reset by peer] 17:08:10 Bleach smells way better though 17:09:17 -!- Tuxedo[Qyou] has quit [Ping timeout: 260 seconds] 17:09:35 do you people even have noses 17:10:34 No! se 17:10:36 !source can_smell 17:10:36 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/player.cc#L7166 17:10:46 gammafunk: on closer inspection it appears I don't 17:11:06 is there a mummy comic about this 17:12:18 dpeg: I'm here now, what's up? 17:12:41 nothing urgent... I liked how you discussed design on SA. 17:13:18 ah 17:13:23 Terrapin (L9 HOMo) ASSERT(col < NUM_TERM_COLOURS) in 'options.h' at line 630 failed. (D:7) 17:13:33 Floodkiller: but I disagree with "The devteam focuses on design first and fun second." 17:13:54 Terrapin (L9 HOMo) ASSERT(col < NUM_TERM_COLOURS) in 'options.h' at line 630 failed. (D:7) 17:14:20 that's a weird error 17:14:28 as I see it (and you explain it quite like this later on), the idea is that by focusing on design we make it fun (admittedly, fun for us; the hope/expectation is that it'll then be fun for others, too) 17:14:30 !crash 17:14:31 16779. Terrapin, XL9 HOMo, T:8928 (milestone): http://crawl.berotato.org/crawl/morgue/Terrapin/crash-Terrapin-20170321-211344.txt 17:14:47 -!- Shimatora has quit [Ping timeout: 264 seconds] 17:14:54 -!- Shimatora_ is now known as Shimatora 17:15:02 Terrapin (L9 HOMo) ASSERT(col < NUM_TERM_COLOURS) in 'options.h' at line 630 failed. (D:7) 17:15:30 Terrapin (L9 HOMo) ASSERT(col < NUM_TERM_COLOURS) in 'options.h' at line 630 failed. (D:7) 17:16:04 -!- adibis has joined ##crawl-dev 17:17:44 -!- Shard1697_ has joined ##crawl-dev 17:17:56 it was rather terse to describe it like I did (I agree that your description is closer to how I see it), but I do think that players without insight on the development process often see it that way in a literal sense 17:19:02 Floodkiller: absolutely no problem. It's great that you keep it up. My tolerance treshold is too low, I cannot do it. :( 17:19:36 amalloy: you have to go to developer tools to see ssl certificates in chrome now 17:20:00 developer tools -> security or something like that 17:20:46 -!- Shard1697 has quit [Ping timeout: 268 seconds] 17:21:42 -!- Pacra has joined ##crawl-dev 17:22:35 -!- Pacra_ has quit [Read error: Connection reset by peer] 17:23:48 -!- sneaky has joined ##crawl-dev 17:24:23 -!- Shimatora has quit [Ping timeout: 264 seconds] 17:24:30 -!- Shimatora_ is now known as Shimatora 17:25:46 ah, indeed, there it is. thanks MarvinPA 17:25:50 -!- sneakyness has quit [Ping timeout: 246 seconds] 17:26:43 -!- KurzedMetal has quit [Read error: Connection reset by peer] 17:26:53 CPO already uses letsencrypt; maybe alexjurkiewicz would have some useful suggestions on how to migrate CDO? 17:28:40 I think the 'kin may be working on it 17:29:09 better? 17:29:16 ooh 17:29:24 \o/ 17:29:25 Napkin: yes, marked as Secure now 17:29:30 Napkin: thanks a bunch 17:29:33 hope most browsers are new enough 17:29:51 <|amethyst> Expires On: 6/19/17 17:30:01 letsencrypt has short-lifetime certs, yes 17:30:17 <|amethyst> right, I wasn't complaining that it was only three months off 17:30:26 <|amethyst> I was celebrating that the date is in the future :) 17:30:30 ha 17:30:42 nevertheless is one part of why i was focused on: how do we make sure it doesn't take so long next time? is there some power or authority Napkin can delegate to enable us to do this without bothering him next time? 17:30:53 SSL Certificate on crawl.develz.org has expired 13https://crawl.develz.org/mantis/view.php?id=10980 by gclaugus 17:30:53 Ratskin cloak interaction with TSO 13https://crawl.develz.org/mantis/view.php?id=10979 by Etesian 17:30:53 Chic retro walls 13https://crawl.develz.org/mantis/view.php?id=10978 by shping 17:30:53 Broken kraken tentacle 13https://crawl.develz.org/mantis/view.php?id=10977 by Esc 17:30:53 Game crashes and tells me Range check error (80/ 80) 13https://crawl.develz.org/mantis/view.php?id=10975 by ajon 17:30:53 Missing database entries. 13https://crawl.develz.org/mantis/view.php?id=10973 by neil 17:30:53 acmetool should automatically renew them 17:30:53 Napkin: Brenstark! 17:31:03 hah! 17:31:09 chei confirms, cert suddenly valid 17:31:10 <|amethyst> oh dead 17:31:11 I doubt it, amalloy, since it would involve giving root on cdo to someone who agrees to do server admin 17:31:14 <|amethyst> s/dead/dear/ 17:31:33 <|amethyst> letsencrypt has the short lifetime specifically to encourage people to set up automatic renewals 17:31:50 <|amethyst> I haven't decided what to do about CSZO's cert when it expires next 17:31:54 gammafunk: is that so bad? is there a lot of non-crawl stuff on CDO that we wouldn't trust a crawl dev to treat with respect? 17:32:16 was using startssl but since they are not included in browsers anymore... 17:32:24 <|amethyst> Napkin: yeah, same with CSZO 17:32:26 I can't tell if you're volunteering to do this admin or no, amalloy 17:32:32 go acmetool 17:32:32 |amethyst has volunteered to give access to cszo for anyone who wants to do distupgrade and maintain the server 17:32:43 https://github.com/hlandau/acme 17:32:50 <|amethyst> cszo is used only for czso and dobrazupa.org 17:32:59 <|amethyst> CDO seems to have a lot more hosts 17:33:07 yeah 17:33:28 <|amethyst> 32 listed under /var/www 17:33:29 I guess I was assuming that |amethyst wouldn't mind more things being hosted there, but maybe he'd perfer if cszo did only a few crawl things 17:33:57 but anyhow the issue is finding people with the time to do the admin 17:34:03 <|amethyst> more stuff could move, but I doubt anyone wants to spend the time to clone mantis etc etc 17:34:12 yeah 17:34:25 6 mo. from now I might be able to commit to do some regular things, but we'll have to see 17:34:57 gammafunk: you're implying that it's all or nothing, or what? i was imagining that you could give someone enough access to do whatever subset of things they're willing to volunteer to do (eg, just whatever it takes to renew certs, although it sounds like with acme this may be zero work) 17:35:16 <|amethyst> amalloy: you'd have to at least be able to edit the apache configs 17:35:26 yes, i mean sure, give this person root 17:35:26 <|amethyst> amalloy: which would also let you mess with the other vhosts 17:35:50 which is why i was asking if there's stuff there that it would be inappropriate to trust a crawl dev to treat with respect 17:36:12 I think it works better in terms of 17:36:24 specific person X is actually volunteering to do specific thing Y 17:36:45 since regularly handing out root access to a server is anot a thing you do lightly 17:39:23 gammafunk: i agree. i was trying to figure out what actually needs to be delegated, what is impossible to delegate, etc. like maybe for certs what's needed is not cdo root at all, but access to an account with whatever hosting provider 17:39:30 well, volunteering to update mantis, would mean to update dokuwiki and phpbb, too ;) 17:39:43 yeah that too 17:39:48 sso 17:39:53 oo, who wants to do that so I can bug with with phpbb change requests? 17:39:53 Lasty: You have 1 message. Use !messages to read it. 17:39:57 :D 17:40:05 amalloy: sure, for some things like updating the website we can make do with access to the shared crawl login on CDO 17:40:11 but not for updating certs/apache stuff 17:40:29 and on that shared login, you have very limited access to the www stuff; can't create directories, for instance 17:42:37 well, that could be changed 17:43:02 Napkin: one thing I want to do is organize the releases folder 17:43:08 but certs/apache need root.. 17:43:08 so that I can make version folders 17:43:18 sure 17:43:23 go ahead? 17:43:29 http://crawl.develz.org/release/ 17:43:33 I can't make subdirs 17:43:36 from the crawl login 17:43:37 iirc 17:43:39 let me try 17:44:00 oh, huh 17:44:02 maybe I can 17:44:14 ah, it's only the top-level WWW dir 17:44:18 where I can't make a subdir 17:44:20 well, ping me if you think permissions should be changed 17:44:21 that makes more sense 17:44:35 I will, but now that I know this, I can organize the release dir, thanks 17:44:51 thank you ;-) 17:47:55 -!- KamiKatze has quit [Ping timeout: 260 seconds] 17:48:16 -!- sneaky is now known as sneakyness 17:51:42 dpeg: finally :) 17:52:11 -!- Pacra_ has joined ##crawl-dev 17:52:12 http://crawl.develz.org/release/ 17:52:14 looks better now 17:52:21 I'll maybe move the 0.19 ones also to a dir 17:52:30 so this folder can just have a clean and sortable dir listing 17:52:36 nice 17:52:40 nice work 17:52:48 we also need to move old versions from SF over here 17:52:53 but that's something I can do pretty easillly 17:52:58 s/lll/ll/ 17:53:06 that would be cool 17:53:23 -!- Pacra has quit [Read error: Connection reset by peer] 17:53:48 |amethyst: do you think we should keep the previous point releases on CDO? 17:53:59 as in, do we need to keep 0.19.0-0.19.4 17:54:07 likewise for the other versions 17:54:35 not so much a disk space issue, I'm sure, as it is distributing the least broken version possible 17:54:52 otoh that 88M source zip xD 17:54:54 why not, put them in a 0.19 folder? looks cleaner.. but maybe they are not necessary indeed 17:55:17 yeah, I was thinking even the current 0.19 would go in said folder 17:55:22 I'd just have to update the html links 17:55:51 geez... 0.5 from 2009 17:56:02 bet SF has older ones 17:56:08 -!- ProzacElf has joined ##crawl-dev 17:56:19 https://sourceforge.net/projects/crawl-ref/files/Stone%20Soup/ 17:56:22 yep, has 0.1 17:56:28 hehe 17:56:33 2006-12-31 17:56:43 new year's release! 17:56:46 I've been there! 17:56:59 and 7 point releases. Bet snark broke a lot of things! 17:57:02 :D 17:57:22 gammafunk: online play is so good at spotting bugs! 17:57:38 back then, you'd sit on your version, release it, and *then* see all those bugs 17:57:48 dpeg: I think darshan made some really big bugs during that initial release that made the game variously unplayable 17:57:55 he talks about that in that writeup he did 17:58:05 but I'm sure online players did help 17:58:07 which writeup? 17:58:21 Darshan is one of the best things that ever happened to Crawl, even his bugs are master pieces. 17:58:22 you're mentioned in it Napkin, surprised you haven't read! 17:58:32 http://crawl.develz.org/wordpress/the-dawn-of-stone-soup 17:58:43 and of course so is dpeg 17:58:49 ah, that one - was hoping there was a next one :) 17:59:00 snark even dares to call him "lead designer" at one point 17:59:01 Napkin: I guess I have to write the next one :P 17:59:09 such titles are definitely not canon! 17:59:24 gammafunk: if this was Japan, then you'd bow before me, just out of seniority (to hell with quality :) 17:59:37 :D 17:59:45 * dpeg hopes he can promote to iron designer soon 18:00:03 -!- omarax has quit [Remote host closed the connection] 18:00:06 Iron Dev, the new hit TV series inspired by Iron Chef 18:00:47 plating your roguelike in front of dpeg is one of the most tense moments you'll ever experience as a developer... 18:01:00 japanese has a lot of grammar specific to social status, right? we'd have to learn a whole new set of conjugations for talking to dpeg 18:01:24 I would just call him PLOG 18:01:25 -!- Xiberia has quit [Quit: http://www.kiwiirc.com/ - A hand crafted IRC client] 18:01:30 <3 18:02:16 amalloy: I think I could get used to this. Although my kids alternatingly call me twerp and wimp 18:03:25 -!- adibis has quit [Ping timeout: 260 seconds] 18:04:26 <|amethyst> gammafunk: hm, I'm looking at /r/dcss and the sidebar is very low-contrast 18:04:49 <|amethyst> gammafunk: I'm not sure if it was always this way, but it looks like everything other than the headers and the bullets is "greyed out" 18:05:02 |amethyst: Brannock did the most recent CSS, i think 18:05:08 <|amethyst> ah 18:05:10 i don't touch that, since i have subreddit styles off 18:05:16 yeah, and he's more familiar with that 18:05:27 but if you send him a tell, he'll probably update it 18:05:42 -!- nikheizen has joined ##crawl-dev 18:05:55 I updated it back in october and haven't really touched it since 18:06:18 the custom CSS is really opaque for compression purposes (since reddit has a 100 KB max) 18:06:22 so it's a pain messing with it 18:06:25 I'll try to up the contrast though 18:06:27 |amethyst: how it looks to me https://cdn.discordapp.com/attachments/205316046230388737/293867908923260938/unknown.png 18:06:36 <|amethyst> oh, hm 18:07:17 Brannock: 100KB seems like a lot of room for CSS, to me. am i way off on how large CSS usually is? 18:08:05 https://www.reddit.com/r/dcss/about/stylesheet/ see for yourself 18:08:21 maybe I should use another template instead of Naut 18:08:52 my god 18:08:58 haha, yeah 18:09:27 <|amethyst> here's what it looks like for me: http://s-z.org/neil/tmp/r-dcss-screenshot.png 18:09:29 it's like I'm trying to read minified js 18:09:43 oh wow, yeah that's unreadable 18:09:46 wow that is bad 18:09:48 what browser? 18:09:54 <|amethyst> old version of chromium 18:10:09 <|amethyst> I should really update, but that's a bit of a pain at the moment 18:10:16 it looks like the gray tag for the flair text is affecting all subsequent text 18:10:18 if I had to guess 18:10:33 based on absolutely nothing except looking at that 18:10:35 -!- Shimatora has quit [Ping timeout: 264 seconds] 18:10:49 -!- Shimatora_ is now known as Shimatora 18:11:38 <|amethyst> hmm 18:11:40 <|amethyst> this is odd 18:11:41 d_css 18:11:45 cmon guys 18:12:00 <|amethyst> ohg 18:12:13 <|amethyst> I guess it's the font 18:12:13 <|amethyst> If I remove Lato, from the font list it looks fine 18:12:21 ontoclasm: yeah, I got a "D" in my CSS class 18:12:23 <|amethyst> I guess it's a very lightweight font 18:12:29 whoaaa 18:14:40 anyway feel free to tinker with the CSS if you wish. I mostly just wanted the subreddit to look clean, because default reddit is very 1990s 18:14:47 I haven't put much more effort into it past my initial setup 18:15:16 really a thing dcss should do 18:15:19 is pick a font 18:15:38 for the game or the sub? 18:15:41 both 18:15:46 the game uses like 18:15:55 a generic console font 18:15:58 should be papyrus, imo 18:16:02 sre 18:16:17 |amethyst: if you know of a way to fix it so it doesn't look awful for you and doesn't break for everyone else i'm happy to make you a mod 18:17:23 <|amethyst> oh, this is weird 18:17:23 (or i suppose even if you didn't know that but wanted to be a mod for some other reason) 18:17:23 <|amethyst> it looks fine now 18:17:27 cosmic rays? 18:17:48 oh, |amethyst did you see what I mentioned earlier about the logs and trimming join/part at least for non-devs? 18:18:36 <|amethyst> Brannock: I didn't see it, but it's reasonable... the big problem is that Chei can't tell which channel was joined/parted so it reports ##crawl as well there 18:18:37 -!- Taraiph has quit [Ping timeout: 256 seconds] 18:19:06 <|amethyst> Brannock: I think it makes sense to include all ##crawl-dev joins/parts because that is often germane to following a conversation 18:19:31 well look at yesterday's log: http://s-z.org/crawl-dev/%23%23crawl-dev-20170320.lg 18:19:52 for most of the day it's almost exclusively join/part and it makes small comments from thereabouts hard to pick up 18:19:58 especially if someone's replying to something that was said a few hours ago 18:21:16 <|amethyst> oh, join/part it can (and does) tell the different... it's user quits where it can't 18:21:32 oh is that it? I got confused then 18:21:56 <|amethyst> I mean, between ##crawl and ##crawl-dev 18:22:44 <|amethyst> which I think makes your argument stronger, because there are still a lot of join/part messages even still 18:23:41 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to a pastebin service, please. 18:23:41 -!- The topic of ##crawl is: Play Dungeon Crawl Stone Soup online now! Type ??servers for instructions. | http://crawl.develz.org | FooTV: http://termcast.develz.org - ??footv for instructions | See also ##crawl-offtopic 18:25:26 /window level -JOINS -PARTS 18:26:30 <|amethyst> Napkin: Chei doesn't use irssi :) 18:27:32 <|amethyst> re the font/colour thing, it's just one of my tabs 18:27:49 <|amethyst> so I'm guessing something caused that tab to load the font incorrectly or something? 18:28:18 the join/parts being there are less of a problem in the http://s-z.org/crawl-dev page itself since they get greyed out 18:39:54 -!- Tarara is now known as Taraiph 18:52:26 Napkin: i recommend you keep a close eye on the first renewal, since you can't really test LE renewal until the cert is close to expiry 18:53:38 thanks for tip, alexjurkiewicz 18:55:10 -!- amalloy is now known as amalloy_ 18:56:54 !lg nightstar 18:56:54 44. nightstar the Chiller (L4 DEIE), splashed by Ijyb's acid on D:3 on 2017-03-21 20:33:19, with 104 points after 2454 turns and 0:05:33. 18:57:21 Are there any plans to remove wands from goblins & Ijyb? 18:57:32 dying in 2 turns early is no fun 18:59:15 Nightstar: how often does it happen? 18:59:23 very rare 18:59:53 if it's once in a blue moon: no problem (and if you get the wand: yay you!), if it happens all the time: is a problem 18:59:53 early game deaths like this only seem to happen from goblins with wands 19:00:31 oh ok 19:00:41 Some of the uniques and early monsters are fun to die to 19:00:47 did someone see this bug report about enchanted weapon damage report https://www.reddit.com/r/dcss/comments/60pr26/hall_of_blades_fun_with_syntax/?st=j0k4zrn7&sh=71e51e9a 19:00:57 but Ijyb really takes the cake 19:04:32 is it announced if a sleeping monster has a wand? 19:04:46 hehe 19:05:03 dpeg: i don't think you can see wands on monsters at all 19:05:21 I don't think there is a way either 19:05:30 you only know about the wand when it has been evoked 19:11:59 alexjurkiewicz: yes. If we think it's too bad, we should change that, rather than remove the wands, in my opinion. 19:15:56 Unstable branch on underhound.eu updated to: 0.20-a0-904-gd863c46 (34) 19:16:49 I don't think wands on monsters would have much point anymore if they were announced ahead of time 19:17:30 currently the effect is that you avoid all monsters that could have a wand (mostly uniques) until it's safe to engage them even if they do have a wand 19:17:43 since any of them has a small chance of having a wand and killing you 19:18:06 if you announce it ahead of time, then the effect is that you just run away from the ones that actually get wands...which are a small minority 19:18:41 and freely attack ijyb/terence/etc. most of the time because now you don't have to worry about whether they have a wand or not 19:19:54 this is as much of an argument for removing monster wands altogether as it is for keeping them hidden, though (monster weapon brands being hidden certainly wasn't interesting) 19:20:36 it is strange that wands on monsters are one of the only hidden abilities to them 19:20:57 potions and spells sets are the only other things that can't be immediately discerned 19:20:58 they also have potions and scrolls 19:21:10 and secondary weapons 19:21:30 and randomized max HP 19:22:06 and unidentified equipment 19:23:59 not sure if more experienced players do this, but I rarely play around those aspects 19:24:21 potions and scrolls are extremely rare on monsters, and don't have the same impact that wands do 19:25:19 randomized HP is on every monster, but I don't think that matters much considering player damage is also randomized 19:26:12 if I'm seriously trying to win a character I'm definitely going to avoid all uniques until I can survive the wands they might spawn with 19:32:15 do you use the Australian method of avoiding traps? 19:33:32 never heard of it 19:33:39 nah 19:33:59 <|amethyst> Australian as in ultraviolent4? 19:34:57 Yeah 19:35:32 <|amethyst> Nightstar: basically, AIUI you place exclusions on every unstepped-on square that borders a square you have stepped on 19:35:44 yeah I saw that post 19:35:49 I like 20 hour 3-rune runs 19:36:08 <|amethyst> !lg . won 1 19:36:09 1/3. Neil the Sorcerer (L27 SpSt of Kikubaaqudgha), escaped with the Orb and 3 runes on 2011-08-31 02:58:26, with 1298440 points after 120543 turns and 10:19:50. 19:36:09 <|amethyst> !lg . won 2 19:36:10 2/3. Neil the Faith Healer (L27 HOHe of Elyvilon), escaped with the Orb and 3 runes on 2011-10-04 20:54:19, with 1318561 points after 99008 turns and 8:11:47. 19:36:21 <|amethyst> I guess I'm not quite that slow :) 19:36:30 <|amethyst> !lg . won 3 19:36:31 3. neil the End of an Era (L27 HOCK of Qazlal), escaped with the Orb and 3 runes on 2015-03-16 00:05:52, with 1719705 points after 66461 turns and 3:18:10. 19:36:52 <|amethyst> and I can play relatively fast if there is a bug causing double player melee damage 19:38:07 2451 | D:3 | Noticed mightyjack22's ghost (amateur DDFi) 2452 | D:3 | Noticed Ijyb 2454 | D:3 | Splashed by Ijyb's acid 19:38:58 <|amethyst> acid damage vs players is a bit high 19:39:04 easily my least favorite part of the game 19:39:31 <|amethyst> IMO Ijyb should always get a wand, maybe always a high-tier wand 19:39:45 that would be better 19:40:12 <|amethyst> possibly with a concomitant increase in depth 19:40:27 <|amethyst> since that is his whole schtick 19:40:45 <|amethyst> s/schtick/shtick/ # Yiddish, not German 19:41:02 I agree that Ijyb should have a wand or be equally scary 19:41:04 !lg . ckiller=ijyb max=dam x=dam,mhp 19:41:14 27. [dam=42;mhp=26] minmay the Grasshopper (L3 MuWr), blasted by Ijyb (wand of fire) on D:2 on 2011-08-06 20:28:58, with 146 points after 1453 turns and 0:01:48. 19:41:54 my attempt to negotiate with terrorists failed: https://www.reddit.com/r/dcss/comments/60pwuc/am_i_missing_something_or_is_the_transmutations/df8knw8/ 19:42:01 also, always give duvessa armour 19:42:32 minmay: from your idle suggestion grew more drama than changing the gender of uniques, which I had previously assumed would be peak drama 19:42:35 Right now Ijyb is like a random # generator that instantly kills you if you play the wrong species and roll low enough 19:43:02 wait which suggestion 19:43:14 minmay: see link 19:43:36 oh, I didn't think it was more drama 19:44:04 alexjurkiewicz: here is how you predict player reactions to changes 19:44:13 does it nerf LITERALLY ANYTHING players can do 19:44:21 if so it is the worst change 19:44:26 period 19:44:39 :) 19:45:15 if you fixed every bug crawl has, but in the process NaCKs did 1 less damage on average with their offhand punches 19:45:17 <|amethyst> 2) does it buff literally anything players can do? If so, it is the worst change to a different subset of players 19:45:20 this person admits it's not a nerf for their play style, but that it will feel like a nerf 19:45:29 tavern would revolt 19:45:38 oh yes 19:45:50 does it ~~~feel~~~ like a nerf to anything players can do 19:46:28 <|amethyst> +10 damage to every player, but fewer "!"s in the messages? Probably a nerf 19:46:35 <|amethyst> the dreaded flavour nerf 19:47:25 |amethyst: sounds good about Iyjb 19:47:39 +50% triple sword damage; triple swords renamed to claymores 19:47:50 <|amethyst> of course, knowing this formula, some people propose nerfss and try to guilt the devs into implementing them 19:47:56 <3 19:48:22 <|amethyst> dpeg: suggestions for a new depth? Acid is kinda OP vs players 19:48:32 <|amethyst> maybe nerfing acid is the better approach 19:48:46 <|amethyst> can fold some of the nerfed damage into acidic monster attack base damage 19:48:54 <|amethyst> I'm thinking of the splash damage mostly 19:48:55 https://xkcd.com/1172/ 19:49:04 |amethyst: just move him a bit deeper and make a note to recheck unique lethatitly for 0.21 (serious) 19:49:12 acid splash damage is weird altogether 19:49:24 <|amethyst> ontoclasm: that's how I feel every time someone removes an option 19:49:55 <|amethyst> "But what if I *wanted* the player glyph to blink when standing on top of an item?" 19:50:23 <|amethyst> acid splash damage is a remnant of the old armour-slot dependence 19:50:28 yes 19:50:37 <|amethyst> and should be folded into base damages 19:50:41 <|amethyst> patches welcome 19:50:50 it's especially funny on ranged attacks 19:50:57 acid blobs get a 3d7+7d3 attack i think? 19:51:02 <|amethyst> ??acid blob 19:51:02 acid blob[1/3]: Acidic monster with a highly accurate ranged attack that can degrade your armour. Attacking it in melee can degrade your weapons, just like a jelly. Has better than average speed. 19:51:05 <|amethyst> @??acid blob 19:51:05 acid blob (11J) | Spd: 12 | HD: 18 | HP: 75-117 | AC/EV: 1/3 | Dam: 4208(acid:7d3) | 04eats doors, see invisible, unbreathing | Res: 06magic(160), 03poison, 08acid+++, 08blind, 12drown | XP: 2411 | Sp: spit acid (3d7) [11!AM, 06!sil] | Sz: small | Int: brainless. 19:51:11 <|amethyst> not that you should trust monster 19:51:42 <|amethyst> it's probably 3d7 + 7d3 since I doubt monster knows about splash damage on acid spells 19:51:50 <|amethyst> btw 19:51:58 <|amethyst> we should really come up with a better name for monster 19:52:06 <|amethyst> if only to make conversation a bit easier 19:52:17 <|amethyst> dcss-monster would be fine IMO 19:52:28 the oracle 19:52:34 <|amethyst> or monster-stat or monstat or something 19:52:58 <|amethyst> ontoclasm: we'd have to reimplement it in this weird Pascal variant though 19:53:32 mmm 19:53:49 monstat? and invade my innovating name design space? over my dead tentacle! 19:53:53 or java 19:54:02 <|amethyst> ha 19:54:23 <|amethyst> I think Oracle should buy Embarcadero 19:54:37 <|amethyst> just so they can rename it to Oracle Delphi 19:54:48 haha 20:07:04 seriously though duvessa should always get ring mail 20:07:27 minmay: I brought up monster equipment harmonisation on c-r-d 20:22:50 <|amethyst> re monster equipment, my reason for liking the current system is philosophical... One of the things that attracts me to baroque roguelikes like Crawl are the emergent interactions of different subsystems, and making equipment player-only removes one of those axes of interaction 20:23:42 |amethyst: yes, I understand that. However, one can think of a system that keeps the interaction but does away with the pseudo-variety. 20:23:55 (wands on monsters are a good thing in this sense) 20:24:13 <|amethyst> IMO weapons on monsters are similar 20:24:41 better than armour, certainly 20:24:41 <|amethyst> I like that some orc warriors (the ones with axes) are especially good at destroying my imp swarms 20:24:56 |amethyst: yes, and brands are very noticeable 20:25:05 this is why I restricted the proposal in my latest reply 20:34:18 I don't like that there are 2 uniques who may or may not generate with armour 20:34:52 all the others either always get armour or never get armour 20:34:56 <|amethyst> minmay: giving Duvessa armour always sounds reasonable, not sure about Ijyb 20:35:04 it just seems like ijyb and duvessa are an oversight 20:35:13 <|amethyst> I feel like Ijyb shouldn't get ring mail always 20:35:33 <|amethyst> maybe a chance of animal skin through ring or through scale 20:36:06 |amethyst: my last monster equipment proposal specifically keeps weapons on orcs (and most other monsters) 20:36:26 as well as the ability of monsters to pick up and wear stuff off the ground 20:36:32 or are we talking about something else 20:37:50 <|amethyst> minmay: I probably haven't seen the last proposal 20:38:18 |amethyst: I have linked it in my c-r-d mail (and referred minmay) 20:41:52 <|amethyst> I think e.g. daggers of poison on (some) orc wizards are important 20:44:38 |amethyst: that's why I said to keep orc wizard weapons 20:44:48 <|amethyst> oh, I misread 20:45:12 that's one of the few exceptions minmay allows there :) 20:45:12 <|amethyst> ah, I see 20:45:26 <|amethyst> I read "orc sorcerer/kobold demonologist/necromancer/wizard daggers" wrong 20:45:37 <|amethyst> and put the "wizard" with "orc" for some reason 20:46:06 oh, yeah 20:46:06 <|amethyst> also, does "plain orcs" include warriors, knights, warlords? 20:46:09 that was bad syntax on my part 20:46:48 <|amethyst> no, it was fine syntax, obviously there are no orc kobold demonologists or orc necromancers :) 20:46:49 |amethyst: that's a reference to the current situation: warriors, knights, and warlords always get armour, the "orc" monster does not always get armour (it's ijyb/duvessa) 20:46:53 <|amethyst> FR: orc necromancers 20:47:42 and orc wizards and priests etc always get robes 20:47:42 alright, good night 20:48:07 <|amethyst> I think my solution here involves some crawlcode 20:48:25 i think it would be better if orcs had more innate AC instead of actual armour items because the game has a lot of orcs and that results in a lot of item spam 20:49:19 <|amethyst> We're not even willing to give innate rC to Fannar, and give him a bunch of items instead 20:49:36 <|amethyst> why would we give innate AC to orcs? tough skin? 20:49:37 <|amethyst> :) 20:50:14 <|amethyst> behold the evil of switch 20:50:22 well, you have innate AC on a certain elf... 20:50:28 03|amethyst02 07* 0.20-a0-905-g8c7ba5d: Another pop music quote. 10(19 minutes ago, 1 file, 7+ 0-) 13https://github.com/crawl/crawl/commit/8c7ba5da7e2c 20:50:28 03|amethyst02 07* 0.20-a0-906-gb43ff02: Don't use closing single quote for apostrophes. 10(14 minutes ago, 3 files, 72+ 72-) 13https://github.com/crawl/crawl/commit/b43ff027e013 20:50:28 03|amethyst02 07* 0.20-a0-907-g6c36bf5: Always give armour to Duvessa and Ijyb (minmay) 10(36 seconds ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/6c36bf5211ad 20:50:41 and on certain orcs for that matter 20:50:49 neat 20:51:22 a crawlcodey solution indeed 20:54:45 it seems to me like a lot of monsters have "implied" armour already with innate AC (MONS_MERFOLK), a lot of monsters don't but always get armour (orc warrior), and others have both implied armour *and* actual armour (vault guard, duvessa) 20:54:51 <|amethyst> thoughts on a good depth for Ijyb with guaranteed armour and wand? 20:54:58 <|amethyst> not guaranteed high-tier 20:55:45 <|amethyst> I was thinking 4-5 but I could see 3-5 as well 20:55:45 I may be the wrong person to ask since I think Ijyb is the most dangerous D:2 unique at the moment 20:56:05 <|amethyst> most dangerous if you take the max over all games maybe 20:56:18 <|amethyst> not if you take the average 20:56:26 well, and most dangerous, period, since there aren't D:1 uniques 20:56:48 <|amethyst> I think most of the time Sigmund is more dangerous because he can confuse you at range 20:56:49 This isn't some completely far out nonsensical opinion, I'm sure some of you remember hearing it from mikee_ 20:57:05 <|amethyst> but Ijyb is sometimes more dangerous because wandsa 20:57:08 <|amethyst> s/sa/s/ 20:57:47 <|amethyst> this change would make Ijyb almost as dangerous as you pretend he is 20:57:48 at d:3 with a guaranteed wand I would definitely consider her the most dangerous unique, at d:4 I probably still would 20:57:55 <|amethyst> hm 20:58:21 <|amethyst> (also, fix monster wand spamming) 20:58:32 at d:5 I might consider sigmund, ribbit, and maybe other d:2 uniques a little more dangerous 20:58:48 you mean how monsters empty their wands when confused? 21:00:23 ...wait, I completely forgot that the previously-most-dangerous wands no longer have LOS range 21:00:34 so nevermind you can keep her on D:2 if you want 21:01:15 since that makes disint the only really scary one on ijyb and it's no less scary on terence 21:01:29 <|amethyst> I feel like I shouldn't be asking you for depth advice since you play a very different game from most players :) 21:02:02 <|amethyst> "catering to the elite players" :) 21:03:01 yes, my approach to early uniques when I care about winning is to exclude them and come back when I can one-shot them, which I gather isn't what most players do 21:03:43 (this approach also exists specifically because uniques generate with wands) 21:03:45 <|amethyst> I like to think that I provide a valuable service to the devteam by sucking at the game 21:04:43 03|amethyst02 07* 0.20-a0-908-gfe4bc70: Checkwhite. 10(11 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/fe4bc70df8ee 21:04:43 03|amethyst02 07* 0.20-a0-909-g1a4ba80: Always give Ijyb a wand. 10(11 minutes ago, 2 files, 6+ 2-) 13https://github.com/crawl/crawl/commit/1a4ba8038832 21:06:44 as far as "danger if you decide to run up and fight them" I'd say wandijyb is a little more dangerous than joseph, if that helps 21:08:06 <|amethyst> !lg * current / killer=ijyb 21:08:09 2887/601704 games for * (current): N=2887/601704 (0.48%) 21:08:31 <|amethyst> !killratio * ijyb 21:08:41 <|amethyst> !killratio ijyb 21:09:26 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-907-g6c36bf5 (34) 21:09:31 <|amethyst> !kw wandijyb vlong>=0.20-a0-909-g1a4ba80 21:09:32 Defined keyword: wandijyb => vlong>=0.20-a0-909-g1a4ba80 21:09:44 ijyb wins 6.300% of battles. 21:09:45 No battles for * and No games for ijyb.. 21:18:58 dang, neil with the balance changes 21:19:20 better than me with the C++ advisory role probably 21:19:41 I'm just thrilled that my save compat code apparently worked 21:20:33 "This looks correct, the only thing that could completely mess this up an cause corrupted saves is if there's something about save compat I'm completely ignorant of." 21:21:31 you know I didn't even realize maurice had a special wand chance 21:21:50 ijyb had wand of acid my last game, nearly killed me 21:22:01 and then so did maurice, but he didn't come too close to killing me 21:34:20 |amethyst: putting cases into the middle of an if statement seems like really horrible hackery in 6c36bf5211ad340c17e5bac27bc2324c20777e5c 21:35:13 <|amethyst> alexjurkiewicz: as I said, "behold the evil of switch" 21:35:50 :) 21:36:00 <|amethyst> alexjurkiewicz: you're welcome to submit a PR to put this into data like make_mons_weapon 21:40:45 sounds like you need to equip some ice dragon scales 22:09:28 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-909-g1a4ba80 (34) 22:21:22 nothing? man if i posted that on tavern i'd get like, at least half a thank 22:39:39 !learn add swds see {swamp dragon scales} 22:39:40 swds[1/1]: see {swamp dragon scales} 22:44:29 a crash bug wouldn't be related to whether or not I compiled with LTO, would it? LTO just makes it slimmer/faster, not different/better? 22:47:12 <|amethyst> more optimization always (well, usually) means more opportunities for latent bugs to expose themselves 22:57:31 I'll try without lto then, thanks 23:42:33 Hi there. 23:42:38 !messages 23:42:39 No messages for minmay. 23:42:46 I was wondering where the vault files are kept... ? 23:43:03 ... in the source code. 23:45:21 c++/crawl/crawl-ref/source/dat/des 23:45:25 .. found it. 23:46:08 hi, gilian, sorry I didn't notice this earlier 23:46:12 what do you want to do with the vaults code? 23:46:22 There was a bug report: 23:46:42 https://crawl.develz.org/mantis/view.php?id=5786 23:46:54 Looked fun... thought of a brute force approach to the problem. 23:47:15 We welcome bug fixes. How bruteforce is this approach? 23:47:20 Oh wow, that's from five years ago 23:48:57 Um... take a set of all tiles that are impassible; take a set of all tiles which are passable; take a set of all exit tiles; and for each tile that is passable determine if *at least* one exit tile is accessible for each passable tile. 23:49:38 For large vaults it would need to be a fairly intelligent algorithm... 23:50:03 Something like a 2d spatial partioning tree that contains all passable tiles. 23:50:14 How processing-intensive would this be? 23:50:26 Level generation already does a fair amount of checking 23:50:32 ... good question... I need to write the thing first. 23:50:46 how much of this could be done when the des cache is built? 23:50:47 ... run some tests on it... then I'd need to get back to you. 23:50:49 Also, you may want to check in again tomorrow morning and talk with some of our more technologically-oriented devs 23:50:54 in which case I'd no worry too much about the time taken 23:52:06 I have a regular job... so; it might take a week or two to develop something. I could develop it in whatever language would be the most useful. 23:52:35 lua, c++... I'm *very* comfortable with python. 23:52:53 it would have to be in c++ probably, since that's where most of our vault hanlding code lives 23:53:03 Got it. 23:53:05 this sounds like something that would be run during map placement 23:53:19 ... depends on how expensive it turns out to be... 23:54:23 yeah 23:54:45 depending on whether this checking is done on nearly every vault or only on vaults with a tag 23:54:55 right now crawl's level generation is pretty inneficiant 23:55:25 it generates a level and places vaults, then does vetoing if the level fails various checks, like connectivity 23:55:34 so it can generate a lot of vetoed levels 23:56:10 ... oh; lol... that would make it expensive-ish to run on a server then? 23:56:32 yes, server time has to be considered 23:57:30 this might be a stupid question, but just in case it hasn't been asked already: what about generating an extra stair in the disconnected area, instead of vetoing? 23:57:51 escape/regular stair, permanent teleport trap, whatever 23:58:26 can't do permanent tele trap, what about formicids on the bottom of a branch in a metal-walled vault 23:58:27 gilian: well, if you like, play around with dcss in a debug build 23:58:41 you'll see the level gen steps through the debug messages 23:59:01 try it in Depths for fun! 23:59:06 but it can take generation of a dozen levels sometimes, I think the average is much lower 23:59:09 hellmonk: formicids are already get stuck in that one bailey, it's fine :) 23:59:16 lol 23:59:43 disconnected areas do already get hatches in some instances 23:59:43 you can throw an extra escape hatch almost anywhere without breaking anything 23:59:53 but 23:59:59 if you detect a disconnected area it's better to not generate it at all