00:04:00 til you can reinforce flame clouds 00:05:43 how are the chat vibes here? 00:14:41 very powerful, yet slow 00:14:43 much like cheibriados 00:16:18 fr: Cheibriados responding to private queries 00:17:34 03advil02 07* 0.20-a0-940-g1ecfa5a: Fix conjure flame on self messaging (Avigdore) 10(11 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/1ecfa5a77296 00:17:42 chei works in pm? 00:17:57 I use it all the time 00:19:11 yeh 00:19:19 I wonder if they meant gretell 00:20:09 ah 00:21:23 I mean the uh 00:21:31 %git :/bamboozle 00:21:31 Could not find commit :/bamboozle (git returned 128) 00:21:39 works for me 00:21:40 yeah, %git should work in pm 00:21:42 I swear that didn't work last I tried 00:21:56 oh, I tried !source foo last time 00:22:06 that's seqell 00:22:09 you just have to remember which bot does which :-) 00:22:10 *sequell 00:22:24 yeah, it was code, so I tried pming the code bot 00:22:30 but it uses a bang, so that means sequell 00:22:32 whoops 00:22:53 also what won't work is when sequell responds to a request by asking another bot (like &watch) because it asks you and the other bot isn't in your /query :) 00:24:15 I'm still a little fuzzy on whether ! or & is the prefix to use for the more broad query in some cases 00:24:39 & generally means sequell is looking it up, when a & form of a ! query eists 00:25:23 but ! has a lot of stuff on it, and it's not all Sequell (CAO's Henzell uses ! commands, so does varmin (arena bot) 00:25:53 so it's very confusing and you pretty much have to remember on a command-by-command basis 00:26:01 so &watch is more general than !watch? 00:26:17 I mostly learned this stuff in another channel with a single relay bot that takes care of everything 00:26:24 yes 00:26:28 kramell ftw 00:26:30 but sometimes you have to add extra punctuation there to get it to forward 00:26:40 this one isn't kramell 00:26:47 ! 00:27:25 it's called OCTOTROG 00:27:44 but similar idea 00:27:49 intimidating 00:28:29 ooh, does octotrog ignore your prefix and just spam all eight other bots with the query, using proper prefixes, and return what happens? 00:28:38 heh, I don't think it's that bad 00:29:06 it's written in javascript via some weird js paradigm though so whenever I've looked at the code I have no clue what's going on 00:30:47 https://github.com/neckro/OCTOTROG 00:31:48 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.20-a0-939-g04f5055 (34) 00:33:10 I believe there might be promises involved 00:34:25 let the javascript dev worry about it 01:10:33 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-940-g1ecfa5a (34) 01:16:22 -!- tensorpu- is now known as tensorpudding 01:31:04 man, wonder just how many crawl relay bots have been written 01:31:19 I've written three and I don't even know of them all 01:47:15 -!- amalloy_ is now known as amalloy 01:52:01 -!- Marvin is now known as Guest46738 02:06:06 New branch created: pull/505 (1 commit) 13https://github.com/crawl/crawl/pull/505 02:06:06 03yrmvgh02 {GitHub} 07https://github.com/crawl/crawl/pull/505 * 0.20-a0-941-g2588695: allow monsters to ignore AC if player is incap 10(3 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/2588695054ea 03:23:36 03SteelNeuron02 07https://github.com/crawl/crawl/pull/502 * 0.20-a0-930-g26461f6: Fix dizzy status decay 10(in the future, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/26461f6b0433 03:24:04 !tell Brannock fyi: Fixed the decay problem with dizzy 03:24:05 SteelNeuron: OK, I'll let brannock know. 03:28:48 Unstable branch on crawl.beRotato.org updated to: 0.20-a0-940-g1ecfa5a (34) 03:52:09 -!- amalloy is now known as amalloy_ 06:21:42 -!- Fin is now known as Guest29269 08:59:29 WJC: long walk tries to wall-jump when ends at a wall. 13https://crawl.develz.org/mantis/view.php?id=10986 by Yermak 09:14:59 WJC: no warning when wall-jumping into Zot trap. 13https://crawl.develz.org/mantis/view.php?id=10987 by Yermak 09:24:14 Trying to attack while whirlwinding or lunging with a launcher is a bit weaird. 09:42:37 caustic shrike (09b) | Spd: 20 | HD: 18 | HP: 86-126 | AC/EV: 8/18 | Dam: 3608(acid:7d3) | see invisible, fly | Res: 06magic(80), 05fire, 02cold, 08blind | XP: 4621 | Sz: tiny | Int: animal. 09:42:37 %??caustic shrike 09:42:44 stone giant (15C) | Spd: 10 | HD: 16 | HP: 73-102 | AC/EV: 12/2 | Dam: 45 | 10items, 10doors | Res: 06magic(80), 12drown | XP: 1422 | Sz: Giant | Int: human. 09:42:44 %??stone giant 10:01:55 !source mon-pick.cc:26 10:01:55 https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-pick.cc#L26 10:03:07 I'm a little confused about dungeon vs depths there 10:03:14 but maybe I don't fully understand how this works 10:03:41 am I reading it right that depths has a way lower ood cap than dungeon? 10:05:11 I guess those all go the opposite of what I would have expected, but they're used in lines like "place.depth = min(place.depth, branch_ood_cap(place.branch));", which seems like bigger numbers allow bigger oods 10:05:52 so tomb/crypt basically can't get oods?? 10:05:55 I must be confused 10:07:08 maybe those numbers are within-branch depth, rather than absdepth 10:22:10 WJC, wall-jump issues: unneeded screen redraw. 13https://crawl.develz.org/mantis/view.php?id=10989 by Yermak 10:22:10 WJC, wall-jump issues: checks order 13https://crawl.develz.org/mantis/view.php?id=10988 by Yermak 11:58:54 -!- amalloy_ is now known as amalloy 13:04:50 advil: OOD spawns in D can be selected from entries in the spawn table as deep as D:27. OOD spawns in tomb can be selected from entries in the spawn table as deep as tomb:5 13:06:53 see the lists in mon-pick-data.h 13:07:38 or like...ugh, i think it's more complicated than that 13:08:06 but the point is that there's a separate spawn table for each branch, and the numbers in branch_ood_cap are relative to the branch, not global 13:26:32 Unstable branch on crawl.akrasiac.org updated to: 0.20-a0-940-g1ecfa5a (34) 14:00:50 -!- mroth_ is now known as mroth 14:44:12 |amethyst: this screenshot is quite hard to see, but there's a weird display issue with the a character that has that diacritic mark: https://cdn.discordapp.com/attachments/205316046230388737/297078084870602752/image.jpg 14:44:33 the 'a' displays a space to the right, which displaces the wall glyph 14:44:43 &rc koumakan 14:44:45 http://crawl.berotato.org/crawl/rcfiles/crawl-git/Koumakan.rc 14:46:37 apparently an X11 6x10 bitmap font 15:14:14 * geekosaur wonders what terminal that is 15:15:10 you can get odd stuff like that if the terminal emulator checks font metrics and decides one character exceeds its bounding box, *and* it has a toggle to make such characters double-width 15:16:29 ...or just does that by default. (and it does look to me like it's using an extra column and might therefore be slightly too big. possibly fake-bold? the blooming from the picture doesn't help) 15:16:52 oh, good, geekosaur is here 15:16:59 [2:10 PM] Koumakan: I am running urxvt ssh on my pocket chip with the x11 6x10 font 15:17:48 apparently it's the corpse cross utf going though something like CP437 15:18:29 where the first byte is seen as â and then a subsequent byte is seen as NBSP 15:18:57 user doesn't seem to have a locale specified 15:19:39 might see what urxvt option "-letsp -1" does 15:22:04 I'm using a VTE-based terminal, and a bunch of my unicode overrides (and a few builtins, like the glyph for trees) go over a character cell. VTE overprints the next cell in that case, but some terminals will consume an extra cell like that 15:23:56 and yes, it looks like this is a known urxvt-ism and the urxvt devs consider it a bug in the font rather than something they should permit configuring 15:24:41 http://lists.schmorp.de/pipermail/rxvt-unicode/2014q4/002043.html 15:25:35 so the fix is "don't use urxvt or only use fonts whose characters are guaranteed to fit in a urxvt character cell" 15:26:06 there's nothing that can be done at the level of crawl, this is hardwired urxvt behavior 15:26:18 (aside from not specifying such characters) 15:27:15 or possibly futz with -letsp to see if you can make it fit 15:30:30 as for why it's using the metric for the correct character and then mapping to â, I couldn't say but probably something similar in urxvt 15:30:56 this kind of crap is why I used urxvt for about half a day and then removed it except for testing when other people run into weirdness :/ 15:56:41 yeah, user eventually just used their RC to remap the glyph 16:15:29 should felids have Gourmand checked off in the % screen? currently they do not 16:15:48 possibly because it's granted by carnivore 3 and not gourmand specifically? but it has that effect 16:21:17 iirc there is a subtle difference between carnivore 3 and gourmand, because of trolls? 16:21:52 or maybe that got changed and that's why it acts like gourmand without saying so 16:29:04 %git :/jump attack 16:29:04 07PleasingFungus02 * 0.19-a0-1589-ge51c82a: Remove jump attack (icon) 10(7 months ago, 9 files, 2+ 11-) 13https://github.com/crawl/crawl/commit/e51c82a67a26 16:29:12 carnivore 3 seems to include the gourmand effect, but if there's a subtle effect I don't know about it 16:29:18 %git 2 :/jump attack 16:29:18 Could not find commit 2 :/jump attack (git returned 128) 16:29:37 !gitgrep 2 jump attack 16:29:38 %git HEAD^{/jump attack}^^{/jump attack} 16:29:38 07Lasty02 * 0.15-a0-2337-g40f1b26: Ru: cut jump attack noise in half. 10(2 years, 8 months ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/40f1b263da9e 16:37:24 G-Flex, it used to be that trolls had carnivore 3 but couldn't eat rotting chunks without gourmand, whereas other races got to eat rotting chunks, or something like that. I don't know offhand if that got simplified but I recall discussion of it 16:38:55 first ghouls were the special case, then trolls became the special case, something like that 16:42:25 -!- tsujin_ is now known as tsujin 16:42:32 -!- kryft_ is now known as kryft 16:42:41 rotten chunks haven't existed for a while, so I'm not sure what gourmand implies that carnivore 3 doesn't at this point 16:43:20 able to eat bread rations? 16:43:30 thanks amalloy 16:44:08 !gitgrep 3 jump attack 16:44:09 %git HEAD^{/jump attack}^^{/jump attack}^^{/jump attack} 16:44:09 07PleasingFungus02 * 0.15-a0-1742-g0ba0a0b: Partially refactor jump attack 10(2 years, 9 months ago, 1 file, 29+ 22-) 13https://github.com/crawl/crawl/commit/0ba0a0bc981d 16:44:12 gourmand doesn't give you the ability to eat bread rations if you can't already, does it 16:45:56 no, I just mean gourmand doesn't take away bread eating like carni3 does 16:46:44 look at that 16:46:55 PF ruining my sacred code 16:51:45 rumflump: I said that carnivore 3 implies gourmand, not the other way around 16:52:36 gourmand lets you eat chunks (assuming they are edible to you) at any time 16:52:40 carnivore 3 includes that 18:15:40 Unstable branch on underhound.eu updated to: 0.20-a0-940-g1ecfa5a (34) 18:19:59 <|amethyst> gourmand also results in a 1/1000 chance of telling you a chunk "tastes like chicken!" instead of "tastes great." 18:20:00 |amethyst: You have 1 message. Use !messages to read it. 18:20:49 wow, secret tech 18:20:49 <|amethyst> !tell Bcadren yes, that shock serpent thing sounds like a bug, please report it on Mantis if you haven't yet 18:20:50 |amethyst: OK, I'll let bcadren know. 18:21:11 <|amethyst> (shock serpent explosions deal damage through doors apparently) 18:21:28 <|amethyst> !tell Bcadren (assuming the door was closed of course :) 18:21:29 |amethyst: OK, I'll let bcadren know. 19:07:54 |amethyst: even if the door is closed it's not necessarily a bug, right? consider, eg, a firestorm aimed at x, which will kill the serpent S: 19:07:54 ##### 19:07:54 #S#x# 19:07:54 #...# 19:08:10 and that's a solid wall 19:08:58 that is, my understanding is that crawl's explosions are built to need "within radius" and "unobstructed path", but not necessarily los 19:10:46 <|amethyst> hm 19:11:32 <|amethyst> wonder why that works, but this doesn't: 19:11:36 <|amethyst> ##### 19:11:40 <|amethyst> #S#x# 19:11:43 <|amethyst> #.#.# 19:11:45 <|amethyst> #...# 19:12:23 |amethyst: it probably just does a breadth-first traversal from x up to distance 2 19:12:29 <|amethyst> ah, yeah 19:13:31 do shock serpents still explode? 19:13:33 <|amethyst> in any event, I assumed bcadren was talking about something like 19:13:37 <|amethyst> ...S... 19:13:41 <|amethyst> ###+### 19:13:45 <|amethyst> ...@... 19:13:58 |amethyst: sure, he probably was. just that if we didn't hear about the layout directly, we can't necessarily be sure 19:14:45 <|amethyst> good point 19:15:02 <|amethyst> !tell Bcadren and if you don't mind, include a screenshot or diagram 19:15:03 |amethyst: OK, I'll let bcadren know. 19:16:17 |amethyst: actually i just repro'd it with your layout 19:16:46 might have been a more productive way to start, rather than mentioning that it might have been this other weird thing 19:17:13 <|amethyst> !source shock_serpent_discharge_fineff::fire 19:17:14 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/fineff.cc#L446 19:17:22 <|amethyst> just cares about distance 19:17:36 <|amethyst> (and it's not an explosion, since it only affects the oppressor) 19:18:21 <|amethyst> hm 19:18:41 <|amethyst> amalloy: how did you damage the serpent through the wall? 19:18:47 |amethyst: prism 19:18:50 <|amethyst> aha 19:19:35 |amethyst: incidentally, i have been confused numerous times by which actors are damaged by shock serpent explosion, because it is rendered as an explosion 19:19:35 like, does it hit its allies? my allies? 19:19:40 <|amethyst> I don't think it is anymore 19:19:51 <|amethyst> at least, I don't see anything here that would do any drawing 19:19:57 <|amethyst> and I didn't see one when I tried 19:20:02 <|amethyst> in console 19:20:17 i guess you're right 19:20:37 <|amethyst> ah 19:20:49 <|amethyst> %git 2e40b1f4 19:20:49 07PleasingFungus02 * 0.18-a0-1427-g2e40b1f: Simplify shock serpent discharges 10(1 year, 1 month ago, 3 files, 36+ 58-) 13https://github.com/crawl/crawl/commit/2e40b1f43b34 19:20:50 i was going to say: instead of not rendering it at all, we could render a beam. but i guess that is misleading too, if the beam paths through other actors 19:24:23 <|amethyst> could animate a * on top of whatever is hit, like static discharge 19:24:30 I'm pretty sure it looks like a beam in console now 19:24:34 beam-ish 19:25:31 also, trivia: til there is exactly one monster species that worships ely 19:25:32 <|amethyst> advil: static discharge? 19:26:49 maybe...I haven't actually seen it in a few months :) 19:27:10 <|amethyst> yeah, I guess it probably is a beam 19:27:31 <|amethyst> which is effectively the same for static discharge, since it doesn't jump empty space 19:28:05 <|amethyst> advil: looks like also only one monster that worships Zin, outside of vault definitions 19:28:34 yeah, true 19:28:38 somehow the ely one surprised me more 19:28:51 advil: shock serpents have a beam attack, in addition to their retaliation thing 19:29:08 i think the retaliation doesn't render as anything 19:29:19 <|amethyst> amalloy: when advil was talking about beams, that was about static discharge, not shock serpent 19:29:29 oh, or I was confused 19:29:55 i'm probably confused too 19:29:55 yeah, retaliation doesn't seem to render at all 19:30:15 couldn't replicate anything happening through a door fwiw 19:30:17 <|amethyst> I definitely think drawing it as a full beam from snake to oppressor is bad, because of things in the way 19:30:25 agree 19:30:35 maybe that happening would depend on timing within a turn 19:30:57 <|amethyst> advil: were you using prism, too? 19:31:09 no 19:31:12 I should read more 19:31:32 <|amethyst> if it's a normal summon hurting the snake, the summon will take the retaliation 19:32:52 oh yeah, I did replicate it by using fulminant prism 19:33:12 You hear an explosion! 19:33:13 Monster: something; Damage: pre-AC: 19; post-AC: 18; post-resist: 18 19:33:13 Activity interrupt: message 19:33:15 The air sparks with electricity, shocking you! 19:34:16 it was exactly the sort of layout you thought, |amethyst 19:41:16 <|amethyst> yeah, I reproduced it as well 19:53:14 do shapeshifters start with a constant hd? 19:53:26 I had vaguely thought otherwise but I can find no evidence for that 19:54:12 *every* time I look at something new in crawlcode it turns out to be incredibly complicated 19:55:45 <|amethyst> they start with 7 HD but polymorph immediately on creation, which can shift their HD up or down 19:55:50 right 19:55:55 but it's only up or down 1, right? 19:56:19 the backstory is that I'm trying to figure out how a player got a shapeshifter caustic shrike on D12 19:57:10 glowing shapeshifter + 8 unlucky shifts is the best I can come up with right now 19:57:29 <|amethyst> @??caustic shrike 19:57:30 caustic shrike (09b) | Spd: 20 | HD: 18 | HP: 86-126 | AC/EV: 8/18 | Dam: 3608(acid:7d3) | see invisible, fly | Res: 06magic(80), 05fire, 02cold, 08blind | XP: 4621 | Sz: tiny | Int: animal. 19:58:44 <|amethyst> it's not necessarily by 1, but usually is 19:59:44 <|amethyst> going up by 8 seems extremely unlikely though, unless along the way it polymorphed into a different holiness with fewer target monsters 19:59:51 <|amethyst> @??hell hound 19:59:51 hell hound (10h) | Spd: 15 | HD: 5 | HP: 22-32 | AC/EV: 6/13 | Dam: 13 | 05demonic, evil, see invisible | Res: 06magic(20), 04fire+++, 03poison, 08blind, 04rot, 13neg+++, 13torm | Vul: 12cold, 08holy | Chunks: 14noxious | XP: 146 | Sp: fire breath (3d10) [11!AM, 06!sil, 08breath] | Sz: Medium | Int: animal. 20:00:55 <|amethyst> or if it polymorphed while on lava or water, which greatly reduces the number of viable targets 20:00:57 yeah, I was just thinking about that case 20:01:47 ??shapeshifter[hd 20:01:47 I don't have a page labeled shapeshifter[hd in my learndb. 20:02:09 <|amethyst> !readall shapeshifter 20:02:10 Nasty creature which tends to turn into whatever creature you are least equipped to handle. Kill quickly, or drain to death, as polymorphing heals. If you see a missile-loving monster that doesn't shoot you, it's probably a shapeshifter. / There are usually a few in Vault:5. Specifically, next to loot. And, given time they WILL turn into azure jellies and eat your precious loot. / They turned into... 20:02:12 ah the restriction to 1 more seems to be only for RANDOM_TOUGHER_MONSTER 20:02:37 <|amethyst> ? 20:03:09 that learndb entry doesn't seem to say anything about how they choose polymorph targets 20:03:16 !source mon-poly.cc:490 20:03:16 https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-poly.cc#L490 20:03:28 for RANDOM_MONSTER it's completely different 20:03:58 also RANDOM_TOUGHER_MONSTER may be completely unused 20:04:19 <|amethyst> yeah, I think that was polymoth? 20:05:40 <|amethyst> oh, right, relax might get incremented every time through the loop 20:05:42 !source _is_poly_power_unsuitable 20:05:42 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-poly.cc#L172 20:06:05 it has a chance 20:06:05 <|amethyst> yeah 20:06:10 <|amethyst> but if it rolls, say, "goblin" 20:06:16 <|amethyst> then "orc" 20:06:22 <|amethyst> and so on a few dozen times 20:06:39 <|amethyst> there's a decent chance relax will have been incremented before it hits upon one of the right HD 20:09:14 so it seems that the answer is, bad luck (or other causes of ood spawn) + bad luck + circumstances 20:09:44 (also, don't fight shapeshifters over lava) 20:11:31 <|amethyst> just made 100 shapeshifters 20:11:55 <|amethyst> of those, 2 were 5 HD creatures, 1 was 9 HD, and the rest were 6-8 20:12:08 <|amethyst> (away from water) 20:12:15 huh 20:12:30 it was a regular shapeshifter, btw, I was able to confirm that 20:12:42 !lg rrauwl teae -log 20:12:44 15. Rrauwl, XL17 TeAE, T:42545: https://underhound.eu:81/crawl/morgue/Rrauwl/morgue-Rrauwl-20170330-133133.txt 20:14:38 <|amethyst> !lm rrawuwl teae br.enter=lair -tv 20:14:57 <|amethyst> !lm rrauwl teae br.enter=lair -tv 20:15:58 No milestones for rrawuwl (teae br.enter=lair). 20:16:01 1. Rrauwl, XL12 TeAE, T:18459 (milestone) requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 20:17:09 <|amethyst> oh, it was just before second entrance to lair, not first 20:17:13 <|amethyst> !lm rrauwl teae br.enter=lair -tv:cancel 20:17:16 1. Rrauwl, XL12 TeAE, T:18459 (milestone) cancel requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 20:17:31 <|amethyst> !lm rrauwl teae uniq=kirke -tv:cancel 20:17:52 <|amethyst> err 20:17:54 <|amethyst> !lm rrauwl teae uniq=kirke -tv 20:18:12 1. Rrauwl, XL13 TeAE, T:20281 (milestone) cancel requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 20:18:13 1. Rrauwl, XL13 TeAE, T:20281 (milestone) requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 20:18:22 heh 20:18:24 <|amethyst> doh 20:18:26 <|amethyst> !lm rrauwl teae uniq=kirke -tv 20:18:28 1. Rrauwl, XL13 TeAE, T:20281 (milestone) requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 20:18:33 |amethyst: actor_at(oppressor.pos())->hurt(...) should just be oppressor.hurt(...), right? 20:19:15 oh kirke 20:19:42 <|amethyst> amalloy: I imagine that "// hack" is relevant 20:20:32 <|amethyst> amalloy: probably ask PF about that 20:21:24 <|amethyst> amalloy: ohh... because 'oppressor' is a const reference 20:21:40 <|amethyst> amalloy: not sure why he did that instead of just making it non-const... 20:21:57 indeed, const seems wrong since we do plan to hurt it 20:22:09 <|amethyst> it might have to do with where it's called frrom 20:22:13 yes 20:22:21 but i'd rather const-cast it there than do this nonsense 20:22:25 I wouldn't have thought actor_at would be able to do that 20:22:26 or fix its constness 20:22:34 maybe s/would/should 20:22:40 advil: do what? it looks up an actor at a position, and gives it to you 20:22:52 it can't know that the way you knew about a thing's position was through a const reference 20:22:53 oh 20:23:37 <|amethyst> amalloy: I think this is probably the only case in monster::react_to_damage that needs a non-const? 20:23:41 I wish I'd been paying closer attention to turns when that tv ended 20:23:48 <|amethyst> amalloy: so yeah, a cast there seems reasonable 20:23:51 i'm looking through the cases 20:24:46 <|amethyst> wait, bushes burn? 20:24:56 <|amethyst> (I mean regular bushes, not burning bushes) 20:25:03 <|amethyst> I never knew that 20:28:32 !lm rrauwl teae uniq=kirke -tv:>> 20:28:34 1. Rrauwl, XL13 TeAE, T:20281 (milestone) requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 20:36:44 03amalloy02 07* 0.20-a0-941-gba1b1f9: Be more explicit about a const_cast 10(34 seconds ago, 3 files, 11+ 9-) 13https://github.com/crawl/crawl/commit/ba1b1f945e66 20:38:32 how do people feel about reducing Tr's hp modifier but increasing their melee aptitudes a bit? to make them more distinct from Og 20:39:57 !lm rrauwl teae uniq=kirke -tv:>>:cancel 20:39:59 1. Rrauwl, XL13 TeAE, T:20281 (milestone) cancel requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 20:40:08 I guess it was most likely just awake for a long time because of noise 20:40:12 weapon and unarmed apts that is, not increasing their armour/doging/shields/etc. apts 20:40:15 or fighting apt 20:55:55 !apt HP 20:55:55 Brannock: You have 1 message. Use !messages to read it. 20:55:55 HP: Og: 3!, Tr: 3!, Na: 2, DD: 2, Mi: 1, Dg: 1, Dr: 1, Gh: 1, Ce: 1, HO: 1, Hu: 0, Ds: 0, Vp: 0, Ba: 0, Mf: 0, HE: N/A, Mu: 0, Fo: 0, Ha: -1, Op: -1, Gr: -2, Te: -2, Ko: -2, DE: -2, VS: -3, Sp: -3, Fe: -4* 20:56:24 !apt Tr 20:56:25 Tr: Fighting: -2*, Short: -2, Long: -2, Axes: -2, Maces: -1, Polearms: -2, Staves: -2, Slings: -4*, Bows: -4*, Xbows: -4*, Throw: -1, Armour: -2, Dodge: -2, Stealth: -5*, Shields: -2, UC: 0, Splcast: -5*, Conj: -3*, Hexes: -4*, Charms: -4*, Summ: -3*, Nec: -2, Tloc: -3*, Tmut: -3, Fire: -3*, Ice: -3*, Air: -4*, Earth: -1, Poison: -3*, Inv: -1*, Evo: -3*, Exp: -1, HP: 3!, MP: -1* 20:56:34 !apt Og 20:56:35 Og: Fighting: 3!, Short: -3*, Long: -3*, Axes: -3*, Maces: -1, Polearms: 0, Staves: 0, Slings: -3, Bows: -3, Xbows: -3, Throw: 0, Armour: -2, Dodge: -1, Stealth: -2, Shields: -1, UC: -1, Splcast: 1, Conj: -1, Hexes: -1, Charms: -1, Summ: -1, Nec: -1, Tloc: -1, Tmut: -1, Fire: -1, Ice: -1, Air: -1, Earth: -1, Poison: -1, Inv: 1, Evo: -2, Exp: 0, HP: 3!, MP: 0 20:56:55 seems bumping up Tr weapon apts would bring them closer to Og in some cases, further away in others 20:57:45 the idea is to make Tr better offensively and Og better defensively 20:57:52 a la Ko/Ha? 20:58:14 ...okay, that's a pretty good argument against it, I admit 20:58:17 lol 20:58:27 well I think Ko/Ha are in a good spot nowadays 20:59:50 tr has always had somewhat better melee than og (but this isn't clear to many players) and og has slightly better hp than tr 21:00:19 i think they would be more distinct if the hp difference were bigger 21:00:25 how much bigger? 21:01:28 well, you know me, I want species to be balanced, so I would give tr a 0 or -10% hp modifier, but I suspect that's not a suggestion that will get traction 21:01:50 Lowest I'd be willing to approve is +1 21:01:51 maybe -20% 21:02:02 at -20% they're reaching into Vine Stalker territory 21:02:07 and probabyl worse than Vine Stalker in most ways 21:02:09 I was going to suggest +10% since it makes the gap pretty clear, although it leaves Tr better than Og at literally everything 21:02:13 yes, the overlap with vine stalker is a problem 21:02:43 s/thing/background 21:02:53 I think big races should be 'big', regarding HP, for the most part 21:03:02 not that crawl does a great job of having size matter 21:05:23 sure, and there are good reasons for that...but right now Tr and Og lack actual disadvantages 21:06:16 it's a similar problem to Mi: some "bad" apts aren't meaningful if something else about the race makes you save a bunch of xp elsewhere 21:07:08 er...I mean it is for Og 21:07:58 because they get an amazing weapon that saves them a ton of xp (giant club) which pretty much makes the slightly inferior dodging etc. apts moot 21:08:39 so the main tradeoff is that you get a lot of extra hp in exchange for having somewhat less ac and ev...which is replacing one defense with a better defense 21:09:10 that's why I originally suggested to nerf Og's offense by a lot 21:09:37 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-941-gba1b1f9 (34) 21:10:44 Tr just has massive advantages (huge hp bonus, free early game) in exchange for tiny disadvantages (a bit less EV and you have a little less AC than other races in lair-ish but not elsewhere), doesn't really have the same problem as Mi 21:11:03 huge hp bonus, free early game, and huge damage bonus* 21:12:10 and also you're somewhat worse at spells but Tr spellcasting ability in the actually relevant schools (like necro and earth) is not even that bad 21:13:01 so you could definitely balance Tr with +10% HP by going after those other things; I only like negative hp modifier for Tr because it takes them further away from the other large race 21:13:01 that was too many lines I'll shut up now 22:03:28 fwiw, I have Og at 4hp and Tr at 2hp apt 22:07:15 large folk having reasonably good ac once they find good scales was one of the things that went counter to my expectations when I was new, perhaps they could have deformed body? 22:16:03 oh, I like that idea 22:22:38 for which 22:28:59 both, I think it'd make their armour choice a little more interesting 22:37:11 I thought deformed body made heavy armours even more important than they already are, not more interesting 22:42:45 ^status 22:42:45 47 Crawlers. CBRO disk usage=78% (135GB) | RAM usage=32% (4GB)| uptime/CPU= 22:42:44 up 28 days, 3:21, 4 users, load average: 0.72, 0.80, 0.90 (4 Cores) http://status.berotato.org 22:44:23 rumflump: deformed body is a bigger penalty the higher the base AC of your armour 22:49:57 fwiw I am periodically surprised that Og and Tr don't have deformed body 22:51:46 it just feels a little weird to me that Na/Ce have deformed body but can wear any body armour fine, while Og/Tr don't have deformed body but can't wear most armour 22:51:55 well shoot, that's a dev, a wannabe, and an oddball, all clamoring for deformed bodies 22:52:06 it's practically canon 22:56:53 but yeah, you start out in a robe, unable to wear anything you see for the most part, and to me as a newb that defined how tr/og was going to go 22:58:19 then came ___ dragon scales and oh actually, it's an armored race, not a dododgy race. big huge flip 22:59:39 well don't forget tla 22:59:54 that's a pretty comman early armour that gives you appreciably more AC but still not a lot 23:00:23 if you decide that having AC is better than your robe, you very often don't have to wait all the way until dragon scales 23:00:53 yeah, I think I found tla after finding a dragon of some kind in lair, but the average char probably finds tla first 23:22:35 deformed body only makes heavy armor more important because you can enchant it higher 23:22:50 .....he said 20 mins after the conversation ended