00:06 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non), 10 points, T:5, killed by a water moccasin 00:08 StatueSurfer, I've had games where taht WoD is the only one that ever showed up 00:08 StatueSurfer, if you're going to remove it, make a guaranteed one somewhere else. 00:08 [04hdf-us] [13dnh] DrakeMarshall (Bin Bat Fem Non), 100 points, T:193, killed by a jackal 00:08 StatueSurfer, maybe on the high priest? Though usually that's where I first apply Orcus' WoD 00:14 hm 00:14 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non), 16 points, T:40, killed by a water demon 00:15 i've been reading jonadab and aosdict's proposals and YANIs for different parts of the dungeon 00:15 and jonadab's pointed out that the demon lords/princes are largely way too easy 00:16 [04hdf-us] [13dnh] DrakeMarshall (Bin Bat Fem Non), 4 points, T:124, killed by a water elemental 00:17 so i guess i'll have to put another wand of death somewhere 00:19 because i really believe this rebalances orcus to be tougher 00:22 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non), 0 points, T:11, killed by a water moccasin, while helpless 00:24 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non), 1514 points, T:6, escaped 00:37 -!- hpardis has joined #hardfought 00:49 -!- StatueSurfer has quit [Ping timeout: 260 seconds] 00:49 -!- raisse has quit [Ping timeout: 256 seconds] 00:58 [12hdf-eu] [07nd] Kontroller (Val Hum Fem Law) rejected atheism with a prayer, on T:8216 01:03 -!- deadnoob has joined #hardfought 01:10 huh, I'm surprised that worked 01:10 * NCommander actually managed to get all 9 points on the protection racket 01:23 [04hdf-us] [07nd] Grasshopper (Bar Hum Mal Neu) entered Gehennom, on T:48750 01:29 K2: cool 01:38 'There is a grave here. You read: " At last... a nice long sleep." You see here a sling." 01:39 seems inviting 01:48 FIQ, I think my dog got teleportitis in FIQhack, that's an interesting problem :P 02:04 [04hdf-us] [10fh] NCommander (Hea Gno Mal Neu) wished for "+2 blessed fixed gray dragon scale mail", on T:9471 02:05 That was unexpected 02:22 [12hdf-eu] [07nd] Kontroller (Val Hum Fem Law) acquired the luckstone from Mines' End, on T:12665 02:23 an uncursed +0 thirsty unicorn horn of frost and lightning {20} 02:23 .... that's a freaking badass unihorn 02:36 This ... is a problem 02:57 [04hdf-us] [10fh] NCommander (Hea Gno Mal Neu), 36514 points, T:11539, killed by a blue jelly 02:57 * NCommander sighs 02:57 It was promising until I accidently got stuck between two jellies I couldn't kill 02:57 :( 03:20 -!- hpardis has quit [Quit: Leaving] 03:20 [04hdf-us] [07nd] Tangles (Cav Dwa Mal Law) polymorphed his first item, on T:14890 03:21 EPI: once you kill your quest nemesis, demogorgon may appear 03:27 -!- Grasshopper_ has joined #hardfought 03:27 -!- mode/#hardfought [+v Grasshopper_] by ChanServ 03:29 -!- Grasshopper has quit [Ping timeout: 264 seconds] 03:29 -!- Grasshopper_ is now known as Grasshopper 03:30 -!- Grasshopper_ has joined #hardfought 03:30 -!- Grassy has quit [Ping timeout: 264 seconds] 03:32 -!- bug_sniper has quit [Ping timeout: 256 seconds] 03:42 [04hdf-us] [07nd] Tangles (Cav Dwa Mal Law), 38948 points, T:15732, killed by a rock troll 03:43 !lastgame 03:43 Tangles: https://www.hardfought.org/userdata/T/Tangles/nhdev/dumplog/1513257408.nhdev.txt 03:43 ahh my jumping boots were N 03:44 that explains why my blindfold (n) didn't come off earlier. 03:44 and subsequently why I couldn't jump to escape. 03:49 something so simple :C 03:51 Well clearly I was not paying enough atttention. The final nail in the coffin was trying to zap the troll with a tele wand that turned out to be empty. 03:54 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu) completed Sokoban, on T:7961 03:59 !who 03:59 Tarmunoraway: [04hdf-us] arnibald [04gh] Grasshopper [07nd] Zxkuqyb [13dnh] krm26 [08un] Tangles [114k] 03:59 Tarmunoraway: [12hdf-eu] Kontroller [07nd] 04:01 -!- Tarmunoraway is now known as Tarmunora 04:05 -!- zxkuqyb has quit [Ping timeout: 260 seconds] 04:07 [04hdf-us] [04gh] arnibald (Pri Hum Mal Neu) had mace bestowed upon him by Thoth, on T:5733 04:16 -!- raisse has joined #hardfought 04:16 -!- mode/#hardfought [+v raisse] by ChanServ 04:30 [12hdf-eu] [07nd] Kontroller (Val Hum Fem Law), 90530 points, T:21452, killed by a rock troll 04:41 NCommander: ouch 04:42 how did that happen 04:42 FIQ, sokoban, one tile wide hallway, forgot blue jellies could split, and it spawned behind me. 04:42 Pinning me inbetween two 04:42 ah 04:42 oops 04:42 Yeah 04:43 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu) killed Cerberus, on T:10335 04:43 I rarely if ever have even tinkered with Healer so I didn't realize quite how damage impaired they were 04:43 but couldn't you use your unihorn 04:43 leveldrain should kill 04:43 eventually 04:48 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu), 69699 points, T:10816, killed by Ilona Szilagy, while taking off clothes 04:51 [04hdf-us] [08un] krm26 (Tou Hum Fem Neu) wished for "blessed +2 fixed silver saber", on T:8634 05:08 !tell StatueSurfer Agreed, taking away from his spellcasting isn't great. Also, the AI is kind of broken in that it will always select wands. 05:08 Will do, aosdict! 05:24 [04hdf-us] [114k] Tangles (Wiz Syl Fem Cha) reached the bottom of the Mines, on T:5920 05:47 FIQ: explain what you mean in that drain for gain edit? 05:48 if you start with, say, 12 con 05:48 if you increase your con/wis, it doesn't help you get HP/Pw increases for recovered levels 05:48 you will over time gain far less HP 05:48 than if you started with 18 05:48 so you can "reset" and then re-level up with the new con 05:48 it helps you get HP/Pw increases for *new* levels, but that's not drain for gain 05:49 FIQ: it doesn't work in 3.6. 05:50 the only part of drain for gain that was actually removed was the fact that you could use gain constitution/similar to lose less HP than you would gain 05:51 aosdict: the game doesn't make your level up gains permanent, it will only record them for leveldrain 05:51 as an example 05:51 let's say I get 3, 4, 2, 3, 5 from level 1->6 05:51 if I leveldrain back to 1 05:51 I will have these applied in reverse 05:51 but now I get a new opportunity at higher gains, especially if I boosted my con/wis since 05:52 I will not (neccessarily) get 3, 4, 2, 3, 5 again 05:53 you may want to explain this at more length then, it just sounds like it's contradicting the rest of the paragraph 05:54 why is it 05:54 but you *will* get -5, -3, -2, -4, -3 when you drain, is that what you're saying? 05:55 that every time I play fourk 05:55 I die to a boulder 05:55 [04hdf-us] [114k] FIQ (Wiz Elf Mal Cha), 774 points, T:485, killed by a boulder 05:55 raisse: yes 05:55 because the boulders hate you? 05:55 but why 4k 05:55 !tell ais523 drain-for-gain isn't totally immune to increasing maxHP/maxPw like I thought, though it isn't actually farmable. It's still cheesable with blessed !oRA though. 05:55 Will do, aosdict! 05:55 it's only 4k where I have this issue 05:56 FIQ: easy solution: make base maxHP a function of current XL and current Con :) 05:57 aosdict: better? 05:57 my edit that is 05:57 yeah 05:59 <[Demo]> im gonna drink me 14 blessed full healings! 05:59 -!- ais523 has quit [Ping timeout: 272 seconds] 05:59 oh ais was actually here 05:59 lol 06:00 hmm, in this spell proposal, I'm not sure I should change up actual spell schools like dtsund proposed. 06:00 Let me check his reasons for doing so. 06:01 [12hdf-eu] [07nd] Kontroller (Val Hum Fem Law) had Excalibur thrown at her by some watery tart, on T:4615 06:01 he thought the existing schools was doing flavour over mechanics 06:01 *at the expense of gameplay 06:02 I'm not particularly opposed to changing up the school a spell is assigned to, but the biggest shakeup is removing the clerical and healing schools and replacing them with matter. 06:02 s/matter/defense 06:02 where did matter even come from 06:04 okay, so the problem is, I guess, that doing those changes to spell schools is that it makes everything an "arcane" spell, in D&D terms 06:05 and if you want to merge monster and player spells, and I have been writing this proposal with that in mind, there's no real established clerical spell list for priests to cast from 06:05 -!- raisse has quit [Ping timeout: 248 seconds] 06:07 [12hdf-eu] [07nd] Kontroller (Val Hum Fem Law) became literate by engraving "Elbereth", on T:5213 06:07 I mean, you could put the clerical spells into this set of spells, but things like pillar of flame, lightning bolt, and geyser would all go into attack spells, meaning that wizards would actually be better at casting them than actual clerics 06:16 I'm not sure how reconcilable these goals are without adding a complex mechanic like adding a bit to spellbooks that means they're clerical and giving Priests a bonus in them, or something like that. 06:16 FIQ: when you merged monster spellcasting, how did you handle the clerical spell list? 06:16 monsters didn't get to keep their spells 06:17 instead, I gave priests fixed spell lists: https://nethackwiki.com/wiki/FIQHack#Aligned_priests 06:17 okay so you got rid of their high-level attack spells 06:17 yes 06:17 it's not like they actually posed a threat anyway 06:19 and they can't cast curses on you anymore? 06:19 no more curse items 06:19 if not, YANI: spell of remove curse can be cast offensively to curse items 06:19 the Wizard's harassment was made nastier to compensate 06:21 It makes flavor sense, but when would a fiqhack priest ever cast remove curse? 06:22 if they generate with cursed items 06:22 or pickup something cursed 06:22 -!- zxkuqyb has joined #hardfought 06:24 okay I guess if one isn't trying to port over the attack spells, most of the others can be either reproduced or discarded as unimportant 06:28 jonadab: I'm trying to press ctrl+f in 4k, but it isn't working :( 06:32 -!- tacco\unfoog has joined #hardfought 06:41 [12hdf-eu] [07nd] Kontroller (Val Hum Fem Law) completed Sokoban, on T:9167 06:43 FIQ: actually, I'm wondering if dtsund didn't go quite far enough in merging schools, and I'm wondering if Escape spells should be broken up and distributed among the rest (mostly to Matter and Defense). 06:43 [04hdf-us] [114k] FIQ (Wiz Elf Mal Cha) entered the Minetown temple, on T:3732 06:44 [04hdf-us] [04gh] k2 (Arc Gno Fem Neu), 962 points, T:2116, killed by a gecko, while paralyzed 06:50 jonadab: why is this melon brown? 06:51 oh, for some reason I've set fruitname to melon 06:57 [04hdf-us] [114k] FIQ (Wiz Elf Mal Cha), 12006 points, T:4687, killed by a poisonous corpse 07:13 -!- greqrg has joined #hardfought 07:31 -!- bug_sniper has joined #hardfought 07:43 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu) completed Sokoban, on T:6107 07:52 [09:02] ...the biggest shakeup is removing the clerical and healing schools 07:52 aosdict: why do you hate healers? 08:02 hothraxxa: blame dtsund? 08:02 wasn't *my* idea 08:02 is dtund responsible for nerfing the unihorn as a weapon? hmmmm? 08:03 anyway, i don't see the point of a healer that can't fight and has no casting school 08:03 also, the non-useless healing spells aren't removed in dtsund's proposal, they're just converted to Defense spells 08:03 which healers can get expert in IIRC 08:04 which is actually beneficical since there are other defense spells that aren't strictly healing 08:04 so extra healing is a defense spell? seems a bit contrived if you ask me 08:04 which you didn't of course 08:05 hothraxxa: well, when you remove useless healing spells 08:05 there are only like 3 or 4 left 08:05 -!- noty has joined #hardfought 08:06 an opportunity to make up new ones! 08:06 okay, give me all your ideas for new healing spells then :P 08:06 i'll get right back to you on that 08:10 <[Demo]> cure confusion 08:10 so you're removing cure blindness and restore ability, is that correct? 08:10 <[Demo]> but you cant ever cast it 08:10 hi amy 08:12 hothraxxa: those and stone to flesh (which is now a wand). jonadab could not think of a counterargument for why stone to flesh should remain a spell, I'm happy to hear yours. 08:13 (In any case, stone to flesh, if it remained a spell, should really be matter anyway.) 08:13 [04hdf-us] [04gh] arnibald (Pri Hum Mal Neu), 5570 points, T:7895, killed by Mr. Izchak, the shopkeeper 08:13 yes stf is a matter spell really 08:14 so the only remaining healing spells are healing, extra healing (which is merged with healing in this proposal), and cure sickness. 08:14 i'd argue stf should remain a spell in order to give healers something to differentiate the role 08:14 Two spells are not enough to make their own spell school. 08:14 yeah so healers are pretty much... not healers 08:15 hothraxxa: well I was planning on also giving healers a starting wand of stone to flesh 08:15 <[Demo]> slashem healers are healers 08:15 [Demo]: because they can do healy stuff without needing magic? 08:15 <[Demo]> yeah 08:16 tbh i haven't actually thought out how to make a better healer. i'm just reacting to the changes i've seen you talk about lately 08:16 <[Demo]> they start with way more healy stuff 08:16 as someone who likes to play healers 08:16 hothraxxa: note that this is a proposal, not anything I particularly intend to add before it gets feedback 08:16 <[Demo]> and have healy techniques 08:16 yes i know it's a proposal 08:17 healers should also have at least Basic enchantment spells imo 08:18 who else can get to expert in healing skills? 08:18 monks and priests 08:18 er, well, assuming you meant spells there 08:19 yes 08:19 i just looked up the table 08:19 maybe a master level for healers 08:20 <[Demo]> theres a solution i really like 08:20 <[Demo]> are you familiar with the bard patch? 08:20 i am not 08:20 moderately 08:20 <[Demo]> so basically bards can play certain spells sort of based on applying musical instruments and this is regulated through musicalize spell skill level 08:20 <[Demo]> whatever the top section of skills is called, the one with riding 08:21 <[Demo]> could have a healing skill 08:21 <[Demo]> apply scalpel 08:21 <[Demo]> and other healy items 08:21 <[Demo]> and be able to do stuff with them depending on your heal skill lvl 08:21 <[Demo]> and maybe let another role or two be able to get like basic in healing 08:22 dynahack removed the restore ability of the unihorn, making restore ability a useful spell 08:22 <[Demo]> dnh does the same thing 08:23 also, i got into it with demogorgon the other night and cure sickness came in handy (when i could get it in) 08:24 nothing happens is a bit of a pissoff when demogorgon is beating you up 08:24 hothraxxa: with my recent unihorn change, you might want to use one against demogorgon! :) 08:25 passive curing of your sickness would be quite nice 08:25 at 1d3/1d3? 08:25 also that's not really a healer thing, that applies to everyone, no? 08:25 nah, probably just wield it and damage him some other way 08:26 and yes, it's not healer specific 08:26 what other way? 08:26 wands or something, maybe. Cure sickness casters would actually probably be better off without a unicorn horn, come to think of it. 08:26 <[Demo]> disease resistance? 08:26 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu) entered Minetown for the first time, on T:8788 08:26 <[Demo]> healers have that in slashem i think 08:27 wands against demogorgon? don't they miss a lot? 08:27 <[Demo]> anyway 08:27 <[Demo]> aosdict: healing explosion spells 08:27 <[Demo]> theres ur more healing spells 08:28 [Demo]: yeah it's weird how they have poison resistance but not sickness resistance (what with the "fortunately you have been immunized" message) 08:28 <[Demo]> ive dabbled with making healer more healy 08:29 <[Demo]> had healing explosions from applying scalpel but looking back that didnt make much sense 08:31 a healer fighting demogorgon is almost sure to have the staff and at least one other artifact weapon. i often get mjollnir 08:31 this time i had vorpal blade 08:31 and magicbane 09:07 -!- Chris__ANG has joined #hardfought 09:09 -!- Chris_ANG has quit [Ping timeout: 264 seconds] 09:12 -!- Chris__ANG is now known as Chris_ANG 09:23 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu) killed Cerberus, on T:13368 09:27 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu) destroyed Vlad the Impaler, on T:13616 09:47 [12hdf-eu] [07nd] Kontroller (Val Hum Fem Law) acquired the luckstone from Mines' End, on T:14751 10:09 -!- Haudegen has quit [Read error: Connection reset by peer] 10:39 [04hdf-us] [04gh] k2 (Arc Gno Fem Neu), 1336 points, T:1757, killed by an orcish werejackal 10:40 -!- Announcy has quit [Remote host closed the connection] 10:40 -!- Announcy has joined #hardfought 10:41 <[Demo]> grunt and be hacked 10:57 -!- deadnoob_ has joined #hardfought 10:58 hothraxxa: Defense is... arguably just a miscellaneous box of spells currently. 10:59 Jumping, haste self, turn undead, healing, cure sickness. 11:00 you could have three categories: offense, defense, utility 11:00 dtsund's defense list isn't really all that more coherent either: healing, protection, cure sickness, extra healing, turn undead, create familiar. 11:00 there aren't really that many defensive spells though 11:01 -!- deadnoob has quit [Ping timeout: 265 seconds] 11:02 Turn undead is annoying because it is a _very_ clerical spell, but in this rearrangement really should fall under Attack. 11:04 Maybe should put Escape back in but rebrand it as Movement. 11:11 you're still writing primarily a combat system overhaul proposal, right? do you intend to expand the scope? 11:11 hothraxxa: this is a completely separate spell overhaul proposal 11:12 ohhh 11:12 they overlap, don't they? 11:12 And I need to cut the scope of the combat system overhaul to about 25% of what it is now :P 11:12 well obviously they do overlap 11:12 they don't... really overlap, no. Only in stuff like to-hit of spells. 11:13 From the perspective of this spell proposal, the only knobs I need to turn for balancing a spell are its level and school. 11:13 (assuming skills don't change.) 11:18 -!- raisse has joined #hardfought 11:18 -!- mode/#hardfought [+v raisse] by ChanServ 11:22 hothraxxa: so Healing spells might be back on the table, because I've pared down Defense to the point where it only contains healing spells. Unfortunately it only contains two healing spells, healing and cure sickness. 11:22 I suppose restore ability could remain in as well. 11:22 where's extra healing? 11:23 Folded into the "greater" healing effect. 11:23 <[Demo]> oh good amy's shameful defeat to the elder priest in junethack is referenced in dnh now 11:23 that's the main thing of this proposal, it allows you to cast all spells at a higher level for more powerful effects 11:23 healing/extra healing was already basically that 11:24 [Demo]: in what way? 11:24 Chris_ANG sometimes reference "oopsies" performed by people 11:24 I have been one step from divinity 11:24 restore ability could be useful for acquiring poison resistance in the early game if it were l1 or maybe l2 11:24 Khor's has had the axe randomly fall off the world 11:24 *Khor 11:25 etc 11:25 hothraxxa: the main reason I took it out was I couldn't figure out both greater and lesser effects for it that both scaled with skill level and that people would actually use 11:26 restore ability? there's only the one option, right? one vs all 11:26 for example, here is a good lesser effect: restores 1d(your skill) lost skill points 11:26 rename it to restoration 11:26 make it progressively more potent 11:26 maybe it only restores attributes at first 11:26 then also status problems in general 11:27 maybe even lost levels from leveldrain 11:27 at expert 11:27 if you're working on spell system revision, you already know that having three skill levels is a farce 11:27 how so? 11:27 FIQ: also, if your maxhp is lower than it should be, can bring that back up to 0 11:27 almost no spell skills are worth advancing to expert in most circumstances 11:28 there's sedge cases, sure 11:28 -s 11:28 hothraxxa: there are almost no spell skills worth advancing to expert _now_. In the proposal it's a different story since I'm trying to make every spell scale. 11:28 aosdict: "up to 0"? 11:28 if your max HP is below 0, you're dead 11:29 well i'd hope so, that was my point 11:29 FIQ: sorry 11:29 -!- aoei has joined #hardfought 11:29 FIQ: this would be in a system where your HP is func(XL, Con) plus or minus anything you got externally 11:29 FIQ, same way 11:29 AmyBSoD: "Phew, killed that elder priest. He shredded my CoMR but at least he's de-" 11:30 fun fact: ADOM has 4 healing spells. But due to how the spell skill system works in there, the "worse" the healing effect is, the better the spell 11:30 because it costs less 11:30 and the more you cast a spell, the more potent it becomes 11:30 and they all scaled the same 11:30 "oops" 11:30 Chris_ANG: oh, I think I've seen that already 11:31 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu) was given their Quest, on T:19288 11:31 aosdict: btw 11:31 I have been considering doing the same thing you are working on now 11:32 just I never went ahead and did it 11:32 I might steal some of the changes you're doing :) 11:32 what, revamping spells? 11:32 Making more spells scale 11:32 and potentially remove redundant ones (extra healing vs healing) 11:32 you guys hate healers :( 11:32 * hothraxxa pouts 11:32 hothraxxa: ? 11:33 hothraxxa: in this system 11:33 healers can reach expert in healing 11:33 they should get a stronger effect from healing at expert 11:33 you can cast a healing beam to heal (skill+3)d4 hit points, at level 1 11:33 than what EH gives atm 11:33 aosdict: healing should be level 2 11:33 1 makes it too cheap 11:33 or you can cast a greater healing beam to heal (skill+3)d10 hit points, at level 3 11:33 that is better than vanilla 11:33 fiq: yes but i want EXTRA healing on top of that 11:33 aosdict: why keep the redundancy? 11:34 i'm a healer, i spent hunfdreds of thousands of zorkmids at medical school, i should be able to raise the dead and stuff 11:34 ok cure the dead. 11:34 fix zombies, maybe 11:34 I have considered removing turn undead, or make it only work for actually turning undead 11:34 and make a level 7 resurrection spell 11:34 healing 11:35 there ya go 11:35 would you keep the wand? 11:35 FIQ: yes, in this proposal turn undead is now straight up D&D style turn undead 11:35 For dealing with undead, yes 11:35 offensive versus undead 11:35 resurrection and raising the dead is more of a priest thing though 11:35 the wand retains its resurrection powers (currently, I could change that) 11:36 hothraxxa: but D&D doesn't actually have a "healing" school, does it? 11:36 healing is folded into clerical there 11:36 i don't recall one, no 11:36 in nethack context, resurrection makes more sense as a healing spell 11:36 it's been like 40 years since i played d&d 11:36 my knowledge of D&D goes only as far as OOTS stuff 11:37 (which I take with a grain of salt because, well, yeah) 11:37 FIQ: I saw the nethack guest comic on oots and was wondering if I should link it on the fanworks page on the wiki 11:38 i was part of a small group that took up d&d as soon as we discovered it 11:38 huh, d&d is actually over 40 years old 11:38 yes, mid-70s 11:38 i don't recall whay year we started, but it was no later than 76 11:39 lol 11:39 I looked up cleric on wikipedia 11:39 A description of Priests and Priestesses from the Nethack guidebook: Priests and Priestesses are clerics militant, crusaders advancing the cause of righteousness with arms, armor, and arts thaumaturgic. Their ability to commune with deities via prayer occasionally extricates them from peril, but can also put them in it.[1] 11:39 [04hdf-us] [07nd] Qwesti (Tou Hum Mal Neu), 94 points, T:277, killed by a black pudding 11:39 fiq: that's a d&d cleric 11:39 they weren't supposed to use edged weapons 11:40 but a mace, boy howdy 11:40 there isn't really any good reason that maces make terrible weapons in nethack 11:41 FIQ: weapon rebalance is next up on my list after spells :) 11:41 more pole weapons! 11:41 *more*? 11:41 like 11:41 50% 11:41 of nethack weapons are polearms 11:41 yes! at least an artifact pole weapon, c'mon 11:42 i want to know who uses a pole weapon in nethack, except to bonk the castle eels 11:42 you want to play polearmhack? 11:42 most defintiely, if you write it 11:42 hothraxxa: main reason nobody uses polearms: 11:42 1: awful UI (FIQHack, and 3.6 to an extent, addresses this) 11:43 2: ridiculous weight for basically no damage 11:43 3: no artifact 11:43 i suggest eelbane 11:44 people like katanas 11:44 and there's only snickersnee for it 11:44 which basically nobody uses 11:45 and whose fault is that, mr. developer? 11:45 maybe people like katanas only because they're 1d10/1d12 and use long sword skill 11:45 ya think? 11:45 [04hdf-us] [13dnh] Elysium (Rog Hum Mal Cha), 2885 points, T:2587, killed by a tengu 11:47 -!- hothraxxa has quit [Quit: Page closed] 11:47 was only providing a counterexample to 11:47 3 11:47 I know why 11:48 -!- hothraxxa has joined #hardfought 11:48 bye hoth 11:48 hi hoth! 11:48 long time no see 11:48 -!- mode/#hardfought [+v hothraxxa] by ChanServ 11:48 grr! closed the wrong window 11:48 was only providing a counterexample to 11:48 3 11:48 I know why 11:49 FIQ: considering also adding a spell of panacea, which is a healing spell that cures status ailments (that aren't sickness/foodpois). 11:49 i know you know why 11:49 panacea? 11:49 [04hdf-us] [13dnh] Zxkuqyb (Ana Inc Mal Neu), 190645 points, T:19824, killed by a gas cloud 11:49 FIQ: basically cure blindness that works on more things and can work on other monsters 11:49 :c 11:49 aosdict: I was suggesting you do that for restore ability earlier 11:50 zxkuqyb: rip 11:50 quest? 11:50 yeah 11:50 figured 11:50 ana quest is mean from what I've heard 11:50 never played it 11:50 let's try it 11:50 hothraxxa: I just realized that FIQ suggested moving the base level of the healing spell up from 1 to 2 11:50 and you didn't ask him why he hates healers 11:50 a clusterfuck of dudes 11:51 aosdict: i thought i did. i said "you guys" didn't i? 11:51 neverending dudes and loots 11:52 FIQ: also adding in resurrection as healing spell 11:53 now the question is, what should "greater resurrection" do 11:54 dlvl1 CPM 11:54 dtype: what exactly is dgamelaunch doing that makes it impossible to resize the terminal? 11:55 this would be for pet revival, right? so low level resurrection brings back a puppy, skilled a dog, and expert a large dog 11:55 iow sacel the level of the revived monster 11:55 scale 11:55 * aosdict tries to bring back a pet dragon, gets a dog instead 11:57 hothraxxa: and you can't revive something higher level than you at all? 11:57 yeah, that could be 11:57 leave that to the wand 11:58 oh, and greater resurrection is guaranteed to keep your pet tame 11:58 now you're cooking 12:02 so currently there are: 7 attack spells, 6 divination, 7 enchantment, 5 healing, 7 matter, 5 movement 12:03 the balance is better than it was, at least 12:03 and I don't feel like any spells are out of place in their own school 12:13 [04hdf-us] [13dnh] FIQ (Ana Vam Mal Neu), 5254 points, T:2101, died of starvation 12:25 [12hdf-eu] [07nd] elenmirie (Arc Gno Fem Neu) made her first wish - "blessed fixed +3 gray dragon scale mail", on T:5374 12:28 -!- Grassy has joined #hardfought 12:28 -!- mode/#hardfought [+v Grassy] by ChanServ 12:31 FIQ: did you carry over any other mage spells from the monster vanilla spell list? 12:31 -!- Grasshopper_ has quit [Ping timeout: 240 seconds] 12:32 Obviously Rodney has Double Trouble, but I don't know if you took ones like drain strength and destroy armor. 12:32 -!- Grasshopper has quit [Ping timeout: 256 seconds] 12:32 aosdict: Summon nasties 12:33 was made a level 7 clerical spell 12:33 -!- Grasshopper has joined #hardfought 12:33 mmm, and how useful is that in player hands? 12:33 It's ok 12:33 I've already struck out create monster, the other summoning spell 12:34 the FIQHack page doesn't describe what happens when a player summons nasties 12:34 Mostly useful as a buffer 12:34 It is a targeting spell 12:34 It summons monsters hostile to what you are targeting 12:34 So if you target yourself 12:34 it summons hostile nasties 12:34 if you target a hostile vampire lord 12:34 it summons tame nasties around the vampire lord 12:35 sounds op pls nerf 12:35 :P 12:35 try it 12:35 it isn't that strong 12:36 it's not *bad* 12:36 but it's not OP 12:36 well if you get for the low low price of 35 Pw several tame minotaurs and mindflayers and whatnot, that sounds really powerful 12:37 most of the nasties aren't that strong 12:37 MTF tried it in his knight run on sanctum 12:37 they were promptly destroyed by the aligned priest 12:37 s 12:37 and their own spanws 12:37 *spawns 12:38 I'm more worried about how it reopens the possibility for renewable infinite sacrificing 12:39 if you couldn't target yourself, it seems like everything would be tame and therefore bad to sacrifice, but even then you could manipulate them into becoming untamed 12:39 targeting yourself with nasties seem rather dangerous 12:40 [04hdf-us] [04gh] arnibald (Pri Hum Mal Neu), 198 points, T:474, killed by a dwarf 12:40 it seems like a spell that works very well on the monster side but poorly on the player side 12:42 -!- deadnoob_ has quit [Ping timeout: 265 seconds] 12:42 -!- ais523 has joined #hardfought 12:42 FIQ: assume a post-castle player kitted out with enough to survive a fight with nasties and with scare monster/Elbereth prepared and whatnot 12:42 they would be able to use the nasties for sacfesting and whatnot 12:43 I mean, I guess I could make it refuse to target you, and not necessarily use the nasty list... yeah 12:43 but what school should it be? matter? clerical doesn't exist anymore :) 12:43 aosdict: I see no problem with a post-castle player being able to sacfest "indefinitely" 12:44 ‎<‎FIQ‎>‎ so you can "reset" and then re-level up with the new con ← the rest of the devteam consider this a bug and want me to remove it 12:44 ais523: Message from aosdict at 2017-12-17 08:55 EST: drain-for-gain isn't totally immune to increasing maxHP/maxPw like I thought, though it isn't actually farmable. It's still cheesable with blessed !oRA though. 12:44 so far I've resisted 12:44 on the basis that it's hardly broken 12:44 ais523: That's... not really an issue IMO 12:44 If players want to do that 12:44 let them do it 12:45 ais523: just change it to the dnethack system so I don't have to! where maxHP is a function of role, race, XL, and Con, plus or minus external things that have changed it! 12:46 also, how many people is the "rest of the devteam" these days 12:46 ais523: does this look ok? http://home.fiq.se/totallynotnitrohack.png 12:47 aosdict: that's something I've wanted to do for some time 12:52 FIQ: one of the new spells is a spell of repair, currently a matter spell. It fixes erosion. Do you think I should move it to healing instead? 12:52 no 12:52 not if matter is kept 12:52 matter is not going anywhere 12:52 but there are now 8 matter spells 12:53 what schools are there 12:53 currently all of the vanilla ones except clerical 12:53 where did clerical go 12:53 remove curse? 12:53 and I rebranded escape to movement 12:54 protection and create monsters are gone. remove curse and create familiar are matter. turn undead is attack. 12:54 why did you remove protection :( 12:54 remove curse should be enchantment over matter I think 12:55 because it's incredibly complicated and annoying to use, and jonadab said the only people who would really miss it are fiqhack spell maintainers. 12:55 [04hdf-us] [04gh] arnibald (Pri Hum Mal Neu), 1360 points, T:1944, killed by a giant beetle 12:55 not annoying to use if you have spell maintenance 12:55 :) 12:55 moving remove curse to enchantment would make 8 enchantment spells, not a huge problem, but it'd be the biggest school 12:56 enchantment is tiny in vanilla 12:57 I don't want to convert the current "balanced" protection formula into something that both scales with skill level and has realistic lesser and greater forms, sorry 12:58 "balanced" 12:58 the current protection spell is OP 12:58 if it was actually usable 12:58 also it's simple 12:58 just instead of balancing on XL that is done now for some reason 12:58 also, removing clerical spells, there isn't really a home for protection 12:58 instead balance on skill 12:58 ‎<‎aosdict‎>‎ also, how many people is the "rest of the devteam" these days ← there are three devteam members active in terms of writing code, plus one active in terms of admin 12:59 iirc nethack.org points to a dead link? someone said something like that before 12:59 I know the devteam is a bit conservative in changing the website 12:59 but at least that should be addressed 12:59 nethack.org should reroute port 80 to port 443 12:59 since it now offers https 12:59 FIQ: that's an interesting use of one of the boundary lines 13:00 also, http://nethack.org (no s) is valid 13:00 there were some concerns that not everyone had SSL support in their browser 13:00 ais523: What do you mean? 13:00 @ boundary lines 13:00 FIQ: the "WATCH MODE" 13:00 oh that 13:00 it's on one of the borders 13:00 ais523: see the image name 13:01 I'm not sure whether I like that or not, it's probably a good thing to prevent people getting confused 13:01 also, nitrohack doesn't even /have/ a watch mode 13:01 it was inspired by http://home.fiq.se/replay.png 13:01 what browsers are actually being used these days that don't support SSL 13:01 aosdict: presumably whatever browsers run on platforms that don't support "void", or "enum" 13:02 but what is wrong with having both 13:02 to at least offer SSL as an alternative 13:03 FIQ: err, nethack.org is running http on 80 and https on 443 13:03 like everyone else does 13:03 ah 13:03 all good then 13:03 I don't understand what you're seeing as a problem here 13:03 ais523: I am not 13:03 I was just misunderstanding what you was saying 13:03 thought you were arguing against SSL in first palce 13:03 *place 13:04 nope 13:04 there's a "switch to SSL" link on the homepage at http://nethack.org that links to https://nethack.org 13:05 hm 13:05 ahh I see 13:05 so you can't say we aren't advertising it :-) 13:05 all good then 13:05 I think your and aosdict's talk is what confused me 13:05 since aosdict argued against keeping http 13:09 ais523: but yeah, in nitrohack or nethack 4.2 or dynahack, in replaymode, it says "REPLAY action x/y; next command: move" in that place in a similar way 13:09 which is what it was inspired by 13:09 oh, I see, inspired by replay mode 13:09 this wasn't kept in 4.3 13:09 not really a huge loss 13:10 allthough I should perhaps display "REPLAY MODE" or something in replaymode too 13:10 to make it clear that the user isn't playing 13:11 FIQ: melon is the default fruitname in Fourk. 13:12 why would you have a default that clashes with an existing fruit? 13:12 that seems incredibly confusing 13:13 FIQ: The default doesn't clash with an existing fruit in Fourk. 13:13 ais523: also I noticed that you didn't allow me to name my fruitname "chickatrice corpse" :P 13:14 it appends candied 13:14 jonadab: why did you remove melons? 13:14 I guess it isn't a huge loss, but... why? 13:14 FIQ: There were too many fruits. Melons had very little unique about them. 13:14 jonadab: sometimes I 13:14 (The only special case for them was that they could splat.) 13:14 've considered merging all the fruits into one 13:14 (Which seemed... redundant with eggs.) 13:14 and use spe 13:14 to make them into different fruits 13:14 jonadab: but then we wouldn't have https://nhqdb.alt.org/?2244 13:14 apples, oranges, bananas, etc 13:14 FIQ: That might be a reasonable idea, actually. 13:14 ‎<‎FIQ‎>‎ it appends candied ← that's a vanilla feature, it's in 3.4.3 too 13:15 ais523: huh, didn't knw 13:15 *know 13:15 (also, prepends, not appends, surely?) 13:15 yeah 13:15 aosdict: That quote also works with pancake. 13:15 Or various other things. 13:16 there's a very high-voted quote similar to that with a pancake 13:16 I don't want to go to the Brogue extreme and only have two permafoods ("food ration" and fruit). 13:16 But NetHack has more than it needs. 13:16 https://nhqdb.alt.org/?1108 13:16 jonadab: Brogue has more than it needs too 13:16 heh 13:16 it has mangos 13:16 ais523: Technically, yes, but. 13:16 like, the difference between a food ration and a mango is not usefully relevant to gameplay due to the metering 13:17 https://nhqdb.alt.org/?2249 I'm not sure if I understand why this was accepted 13:17 is there a joke I am not seeing 13:17 ais523: Actually, I eat mangoes preferentially for inventory management reasons. 13:17 because it just seems like regular dialog 13:17 FIQ: I don't think so, which is why it's being downvoted 13:17 -!- raisse has quit [Ping timeout: 255 seconds] 13:17 -!- theRaisse has joined #hardfought 13:17 -!- mode/#hardfought [+v theRaisse] by ChanServ 13:17 jonadab: yes, but that still doesn't have any real gameplay effect 13:17 FIQ: You're not missing anything. 13:17 *doesn't really 13:18 mangoes become edible without wasting nutrition slightly earlier than rations do 13:18 that's about it 13:18 FIQ: I'd prefer that qdb admins just filter out hateful/offtopic stuff/spam and if it's genuinely bad nethack quotes, let the downvotes deal with it 13:19 aosdict: The problem is that L_T submits _hundreds_ of completely uninteresting quotes. 13:19 For every one submitted by anyone else. 13:19 LarienTelrunya? 13:19 Yes. 13:19 jonadab: probably to advertise slex 13:19 does she? I don't see the pending quotes column go up to dozens on the regular 13:20 aosdict: I might be exaggerating slightly, but ilbelkyr was complaining about how he gets tired of rejecting them, she submits so many. 13:20 "the rest are slex quotes, I'll let someone else deal with them" 13:21 https://nhqdb.alt.org/?2044 13:21 https://nhqdb.alt.org/?2188 naming is hard :( 13:21 FIQ: during what part re:terminal resizing. game watching or just in menus? 13:21 dtype: Message from K2 at 2017-12-03 00:25 EST: yup, done done with it. i've backed up all of the userdata 13:21 aosdict: heh yeah 13:21 dtype: well the thing is 13:21 I don't understand exactly what is going on 13:21 and the answer is I probably don't know. haven't looked at it in years 13:21 but if I, say, enter dgl with 80x24 13:22 but game watching has its own challenges 13:22 and then make the terminal bigger 13:22 then when choosing to play a game 13:22 it will insist on keeping that 80x24 13:22 whether I want it or not 13:22 and the weird thing is 13:22 it *will* correctly realize my resize 13:22 when checking if my terminal is big enough for watching someone 13:23 but only for the purpose of checking if it's big enough to redmark the text or not 13:23 if I then choose to actually play something 13:23 it will keep the previous size anyway 13:23 makes no sense 13:23 why is dgl even impacting my terminal size behaviour? 13:23 try different term variable type just to see if it is related to that? 13:23 -!- theRaisse is now known as raisse 13:23 why does it care? and what dark magic does it do to confuse the games 13:23 yeah and dunno 13:23 folks have played with dgl since me, so might be more familar 13:24 familiar 13:24 the reason I asked you is because you made dgl :) 13:24 well yeah there's that 13:24 and was wondering if you had any idea 13:24 I guess you failed me :( 13:24 FIQ: I'm trying to remember what determines the size of a pseudoterminal 13:24 that seems relevant here 13:24 but there's been much mucking about 13:24 FIQ: also has been a few years since looking at that 13:24 ais523: I think not realizing resizes ingame is some kind of reasonable, kind of 13:24 maybe they don't have one? 13:25 because I don't think ttyrecs would be happy with that 13:25 but I see no reason for it to stay even if you exit the game 13:25 or if you resize in the dgl menu 13:26 FIQ: there are "the terminal's size has changed" escape codes that can be added to a ttyrec 13:26 dtype: ok, I have one other question that might be easier to answer 13:26 although I think only jettyplay and ttyplay understand them 13:26 once the user starts a game 13:26 does the game have access to other users' configuration paths? 13:26 libuncursed used to send them unconditionally in case the terminal was being recorded, but it made it really hard to resize a window 13:27 FIQ: yep, nothing restricting that. is in same chroot 13:27 because the terminal window would "fight against it" and try to stay at the size it was told it was, so in practice you had to resize it one cell at a time, which was really tedious 13:27 dtype: and can I start a game as player Y when logged in as player X, dgl script-wise? 13:27 I wanted to muck about with watchmode 13:28 and see if I could hijack the regular way it works to instead run a special script for a certain game 13:28 FIQ: shouldn't be able to. should be coded to launch only as logged in user 13:28 unless there's a flaw 13:28 instead of using ttyrecs 13:28 dtype: to clarify, I am talking as a dgl admin, not as a dgl user 13:28 I guess it isn't possible then? 13:28 i don't think we ever built in that kind of tool 13:29 hmm 13:29 because on our end if we want to launch, I'd just do from cli locally 13:29 don't need dgl for that 13:29 OK, I guess I will have to tweak stuff from fiqhack's POV then 13:29 so unless paxed threw in some backdoor, I'm not aware of one 13:29 dtype: basically what I want to do here 13:29 there actually isn't such a thing as an *admin* user in dgl 13:30 is that if I, as user A 13:30 want to watch user B playing fiqhack 13:30 -!- hpardis has joined #hardfought 13:30 it launches a script from user B 13:30 to launch fiqhack in watchmode 13:30 instead of the ttyplay/etc it does normally 13:30 not sure if the config file language would let you do that out of the box 13:31 dtype: well what I was asking is if it is possible in first place 13:31 there is that little configuration part in dgl about how to launch game. but that's game launch, not watching 13:31 or if dgl chroot stuff stops me 13:31 the chroot won't stop you 13:31 -!- StatueSurfer has joined #hardfought 13:31 dtype: in this case the watchmode is implemented in the game itself, so you "watch" someone via loading their game 13:31 https://nethackwiki.com/wiki/User:Phol_ende_wodan/SpellsOverhaul published 13:32 ah ok 13:32 . 13:32 StatueSurfer: Message from aosdict at 2017-12-17 08:08 EST: Agreed, taking away from his spellcasting isn't great. Also, the AI is kind of broken in that it will always select wands. 13:32 I don't see any particular reason why loading someone else's game would be any harder than loading your own, though, so long as you get the paths right 13:32 yeah you'd probably have to modify dgl for that 13:32 FIQ: I look forward to you saying "that won't work aosdict" 13:32 because dgl only knows watching from ttyrec playback 13:32 dtype: yes, I did anticipate having to modify dgl 13:32 was just wondering how much I would need to, e.g. if the user management would try to be in my way 13:32 but chroot has nothing that would stop you 13:33 or if nothing is stopping me from pretending to be someone else 13:33 so there's no level 1 spells anymore? 13:33 for the purpose of launching the game 13:33 in your overhaul? 13:33 FIQ: pretty much just one user in that chroot 13:33 that can see everything 13:33 or am i not reading that level column on the far right corretly 13:33 ,ok 13:33 *ok 13:33 now I am merely wondering, what would be easiest 13:33 StatueSurfer: looks like each spell can be cast at two different levels 13:33 modifying dgamelaunch 13:34 or adding watchmode from within the game directly 13:34 no real way around that as dgl has to be able to launch game for any user. is just handled as cli pass through to game 13:34 i see 13:34 I guess the former 13:34 since the latter means the game has to know where users' configs are stored 13:34 nethack binary itself, if malicious, could clean out the chroot on NAO 13:34 well, much of it 13:35 anything that has to be writable 13:35 hm now I am wondering how that works in first place 13:35 how the game knows where the user's config is 13:35 that path might be compiled in 13:35 hm but that makes no sense 13:35 is either compiled in or passed in 13:36 since it would be different 13:36 for every user 13:36 we must pass it in. would have to look again 13:36 FIQ: it's just a wildcard substitution I think 13:36 i.e. a parameter gets changed out within the path 13:36 yeah or that 13:36 ais523: but it isn't just using username alone 13:37 https://www.hardfought.org/userdata/F/FIQ/fiqhack/ 13:37 somehow it knows about the path tree 13:37 the /F/FIQ/ 13:37 not just the username (FIQ) 13:37 that's a paxed change, I vaguely remember when it happened 13:38 and I think it's just substituting the first letter of the username, so still a letter substitution 13:38 yeah might be a minor nethack patch 13:38 dtype: a patch to every single nethack variant -- including NH4 ones? 13:38 that is the part I don't get 13:38 bleh now I'd have to look at where that goes in 13:38 I never added in dgl capabilities in fiqhack (besides adding simplemail) 13:38 FIQ: it's probably just in a wrapper shellscript 13:38 using NETHACKOPTIONS, cd, or both 13:41 yeah dgl has that in the config 13:41 have to look at where it is used 13:41 found what I was looking for 13:41 game_args = "/fiqhackdir/fiqhack", "-H", "/fiqhackdir/data", "-U", "%ruserdata/%N/%n/fiqhack" 13:41 rc_fmt = "%ruserdata/%N/%n/%n.nh343rc" 13:41 so the config path is passed to the game after all 13:41 didn't know NH4 had that capability 13:43 also I found another place where I forgot to change to fiqhack it seems 13:43 434 puts("Usage: nethack4 [--interface PLUGIN] [OPTIONS]"); 13:45 -!- StatueSurfer has quit [Ping timeout: 260 seconds] 13:55 FIQ: I take responsibility only for all of the parts of dgl you like 13:55 -!- elenmirie has quit [Quit: Going offline, see ya! (www.adiirc.com)] 13:55 dtype: :-) 13:55 -!- elenmirie has joined #hardfought 13:55 -!- mode/#hardfought [+v elenmirie] by ChanServ 14:03 FIQ: -H/-U were added for dgl 14:03 although kerio says they don't work as well as they should and suggested an alternative 14:04 interestingly enough, they were actually added at the request of crawl.akrasiac.org (one of the best known DCSS servers) 14:04 but cao doesn't even host NH4 14:04 although I ended up hosting nethack4.org myself instead so they didn't feel the need to add it to their dgl now there was an alternative 14:04 does it? 14:04 ah 14:04 apparently in some alternative history it might have done 14:04 heh :) 14:04 I added a directory to -W now 14:04 so I don't have to do some crazy user-swap shenanigans 14:05 so you can now tell -W to point to a specific save directory instead 14:05 better approach 14:06 so how is it split up? -H is playfield, -U is config, -W is save? 14:06 yes 14:07 aosdict: is panacea's targetting rules just for flavour? if you're confused/stunned you'd probably be targeting it at . 14:08 [04hdf-us] [13dnh] Demo2 (Sam Clk Fem Law) killed Cerberus, on T:6830 14:09 also, why is greater knock smite-targetted? that seems more like a UI annoyance than anything else, it'd work just fine as a ray that only affects terrain 14:09 [04hdf-us] [07nd] Qwesti (Tou Hum Mal Neu), 1886 points, T:3727, killed by a watch captain 14:12 I also have some balance concerns with utility spells, like repair; they probably need something other than Pw to gate how often you can cast them 14:18 ais523: panacea can target other monsters mainly for if you want to target pets 14:19 though if I ever figure out how to make the "healers can survive in the dungeon by curing and befriending the monsters" angle work, it would apply there too 14:19 aosdict: yes, but in that situation, there's no reason for it to be immune to target randomization 14:19 as you presumably wouldn't be confused/stunned yourself 14:20 yeah you're probably right 14:22 greater knock smite-targeting was intended as being an improvement over being limited to 8 directions 14:23 FIQ: if I were to re-add protection, if I could find a suitable spell school, I would want it not to have a timed dissipation 14:24 perhaps protection should not stack with itself and dissipate only when it blocks an attack (i.e. the attack would have hit without it) 14:24 [04hdf-us] [07nd] munterplant (Val Hum Fem Law) killed Lord Surtur, on T:39056 14:24 or more simply, perhaps it should just negate the next hit you would otherwise take 14:24 [04hdf-us] [07nd] munterplant (Val Hum Fem Law) acquired the Bell of Opening, on T:39057 14:24 dcss had a spell like that in necromancy I Think 14:25 *I think 14:25 it was removed, because dcss loves removing things 14:25 but yeah 14:25 that could be abusable, but only against monsters that hit once and hit high, which isn't any I can think of 14:26 well it's intended to be situationally useful 14:26 it'd be nice against spheres, for example 14:26 but I can't think of any which are powerful enough to be worth specifically nerfing 14:26 that is a nice effect, but how could it scale or have a greater form? 14:27 also, yeah, I'm not sure how to prevent repair from being farmed too easily. If you boosted its level I think nobody would ever want to use it. 14:28 hmm, what about material components? 14:28 that's a common anti-spamming method in D&D 14:29 maybe you can only repair an item by destroying another of the same type, for example 14:29 so you can repair your Excalibur by destroying a random longsword, but repairing a ring might be rather harder 14:31 that also seems like it wouldn't get used much 14:31 what's easier: scouring the dungeon for a second pair of speed boots to fix yours (and you could just wear the other speed boots...) or reading confused blessed enchant armor? 14:32 well it'd be used more on items with a common base type 14:34 [04hdf-us] [07nd] Qwesti (Mon Hum Fem Cha), 228 points, T:587, killed by a small mimic 14:35 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non), 317 points, T:526, killed by a small mimic 14:40 <[Demo]> yey throne geno 14:45 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non), 0 points, T:7, killed by a system shock 14:46 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non), 102 points, T:102, killed by a sewer rat 14:48 -!- aoei has quit [Quit: Leaving] 14:50 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non), 136 points, T:177, killed by an electric shock 14:51 [04hdf-us] [07nd] Qwesti (Tou Hum Mal Neu), 208 points, T:737, killed by a bear trap 14:58 Chris_ANG: what sort of hard cap on evasiveness are you imagining? 14:59 Just sharply limiting what applies to it. 15:00 Ie, not protection or armor enchantment. 15:03 <[Demo]> ugh soko 2b 15:03 <[Demo]> satan take the wheel 15:03 <[Demo]> 2a rather 15:04 Do you think there should be a penalty imposed by bulky armor, or should that be baked into the armor's base evasiveness value? 15:05 (In my proposal, I overcomplicated things by assigning each piece of armor an armor penalty and mitigating it based on one's skill with armor.) 15:11 aosdict: greater wizard lock is not balanced for monster use 15:12 because of the monster dying or becoming embedded? 15:12 consider this: a mob surrounds the player, then a caster casts wizard lock targeting you 15:12 since you cannot move off the square, you die 15:12 so how about you just become embedded in the door 15:12 Probably not... Except maybe for CPM, as a special thing? 15:12 what door 15:13 the door that just closed and locked on your space 15:13 it doesn't say that the targeted square has to be a square with a door 15:13 and you have nowhere to escape it 15:13 merely that if you cannot be moved off said square, you are killed 15:13 Plate mail would *increase* evasiveness, on the grounds that it uniquely is shaped to encourage blows to glance off. 15:14 But PM enchantment would not apply to evasiveness, probably. 15:14 Chris_ANG: only affects sharp weapon 15:14 s 15:14 not blunt ones 15:14 FIQ: I thought that was obvious, but clarified 15:16 also it will not instakill anymore 15:16 aosdict: greater polymorph basically let you become a slash'em doppelganger? 15:16 FIQ: Maybe, yeah. Most attacks vs PCs don't have a damage type, though there are ways to work around that. 15:16 My inclination is not to let it count for everything, though. 15:16 Er 15:17 *is not to -> is to >_< 15:17 FIQ: I suppose it currently does, with the caveat that you can only morph into stuff of lower difficulty 15:17 which is how slash'em doppelgangers work :) 15:18 <[Demo]> i love slashem doplegangers 15:18 except they don't have to spend massive amounts of Pw on it 15:18 could even make it a level 8 spell if it's too accessible now 15:18 youpoly costs 20 energy IIRC 15:18 so it's pretty expensive too 15:19 <[Demo]> it cost all ur energy 15:19 <[Demo]> min 20 15:19 oh 15:19 didn't know 15:19 ok 15:19 <[Demo]> hell of a bitch 15:19 aosdict: does paralysis stack? 15:19 I don't know anything about slash'em, ignore me 15:20 with it being level 3, it means that liches becomes far more dangerous 15:20 FIQ: in the mechanics section, it says that none of these effects stack unless it explicitly says otherwise 15:20 er, not liches 15:20 earlygame caster 15:20 s 15:20 aosdict: ah, sorry 15:20 missed that then 15:20 and I don't think I explicitly specified anything to stack 15:20 now, it could still be *spammed*, which is perhaps a hole 15:21 if you allow monster AI to cast paralysis while the target is already paralyzed but about to run out of paralysis, it would refresh it 15:21 yeah that allows a monster to stunlock you 15:21 this killed LarienTelrunya in 2016 in fiqhack actually 15:22 a kobold shaman stunlocked her with sleep 15:22 and spammed magicm issile 15:22 *magic missile 15:22 <[Demo]> fiqhack epic balance 15:22 [Demo]: the reason is that sleep lasts for 6d25 turns in vanilla 15:22 and is updated on a recast 15:23 <[Demo]> ah 15:23 <[Demo]> well looks like i got sokoban a 15:23 I addressed both of these parts afterwards 15:23 <[Demo]> like every level is an a level 15:23 <[Demo]> yeah im sure 15:23 maybe AI just shouldn't cast spells like sleep or paralysis if the target already has that condition 15:23 it is only refreshed when the *player* is hit 15:23 you can't refresh on monsters 15:23 totally fair 15:23 <[Demo]> uve done a good job fixing a lot of the unbalances in the monster behavior 15:23 the player, of course, is fine with spamming it :) it seems like an organic way to preserve symmetry and make the player "smarter" than the monsters 15:24 aosdict: unless the alternative would lead to ridiculous gameplay (wishing), I personally prefer balancing mechanics over nerfing the AI 15:24 but that is just me 15:24 I mean, this allows for sleep stunlocking as well, by the same system 15:25 mhm 15:26 but even if you prevented it from stunlocking (by not resetting it when the target is already incapacitated), the player would just have one turn or so before becoming incapacitated again 15:31 in Pokémon Mystery Dungeon, monsters can only stunlock if they use two different forms of helplessness 15:31 e.g. Bronzor, which uses sleep and delay 15:31 I think that's a reasonable safeguard that still lets you make dangerous monsters if you want to 15:32 <[Demo]> pokemon mystery dungeon isnt the best balanced 15:32 ais523: this does theoretically allow even that, if a monster has sleep and paralysis both 15:33 -!- raisse has quit [Ping timeout: 256 seconds] 15:33 [Demo]: I think ZIS is actually pretty well balanced 15:33 it's very much a depth-resistance type thing, e.g. against Bronzor you want a way to kill it before it can hit you (it only has melee attacks), immunity to one of its statuses, or some way to avoid it 15:33 -!- NeroOneTrueKing has quit [Ping timeout: 272 seconds] 15:33 and if you don't you have to use escape items 15:34 <[Demo]> not played that one only uh rescue red or whatever it was called 15:34 <[Demo]> and the balance wasnt the greatest but it was still a fun game 15:35 rescue team had a few weird balance quirks (not to the point of unplayability, but yeah) 15:36 I don't remember any on the opponent side, but I do recall sonicboom being a ranged attack that dealt fixed 45 damage 15:36 which is ridiculous by PMD standards in 1-level dungeons 15:37 ZIS is a dungeon in EoT/EoD/EoS though 15:37 the 2nd games 15:37 right, ZIS is the roguelike 15:37 the rest of the game is just roguelikeish (although not a roguelikelike either) 15:37 yeah 15:37 technically speaking ZIE is also a roguelike but nobody cares about that :-P 15:37 it's like playing Healer but much worse 15:37 ais523: dungeon crawler? 15:38 I guess dungeon crawler would do 15:38 [04hdf-us] [13dnh] Demo2 (Sam Clk Fem Law) completed Sokoban, on T:12827 15:41 I wonder why the PMD AI was made as garbage as it is 15:41 seems like just poor design 15:41 especially since with the right "IQ skills", the AI can actually be sane 15:42 so it isn't a matter of lack of programming 15:45 well, in ZIS the AI scales as you get deeper 15:45 because IQ scales 15:45 and I guess they wanted to give you something to work towards 15:45 but yes, there really really aren't enough gummis in ZIE to make it work 15:45 YANI: don't reset IQ to zero in ZIE, or at least unlock all the AI-based IQ skills from the start 15:50 [04hdf-us] [07nd] Rx (Hea Gno Fem Neu) eschewed atheism, by dropping 2 food rations on an altar, on T:3683 15:56 wow, that's a precise livelog entry 16:03 ais523: uh, was that a _nethack_ idea 16:03 or is ZIE something els 16:03 e 16:03 aosdict: it's not for NetHack 16:03 it's for Pokémon Mystery Dungeon 16:03 -!- Grassy has quit [Remote host closed the connection] 16:04 I thought it was fairly obviously not for NetHack on the basis that most of the nouns make no sense in a NetHack context 16:11 -!- ais523 has quit [Ping timeout: 256 seconds] 16:11 -!- ais523 has joined #hardfought 16:24 ais523: the livelog entry for breaking atheism by praying is vague by comparison because of where the conduct-breaking happens in the code. It doesn't know who you're praying to, because it hasn't reached the part where it checks if you're standing on an altar. 16:25 actually it hasn't reached the point where you might NOT pray because the the idea is repugnant to you. This is IMO a bug. 16:25 shouldn't the entry be placed in the exact same place where the conduct is broken? 16:25 under what circumstance is the idea repugnant? 16:25 aosdict: e.g. demon praying to a lawful god 16:26 ah 16:26 arguably that breaks atheist flavourwise anyway, though 16:26 deciding that a lawful god shouldn't be prayed to implies that you assume the gods exist in the first place 16:26 hmm I suppose. 16:27 Evil Patch Idea: existing as a demon, ever, even by accident, breaks atheist because you have intrinsic knowledge that the gods exist. 16:27 heh 16:29 I initially approached it from the standpoint that the _intent_ to pray is enough to break the conduct, but this is inconsistent with poly-zapping yourself, and "feeling like a new orc", which does not break the conduct despite the player's intent to do so. 16:31 ais523: isn't nethack atheism really more like "you did not attempt to gain divine help" 16:31 it is rather obvious that gods do exist in nethack 16:31 FIQ: dropping items on an altar doesn't really fit that 16:31 isn't that getting divine help? 16:31 I guess NetHack atheism is a bit like Discworld atheism, where you keep denying the gods exist despite all the evidence around you 16:31 also, I always assumed it was because altars simply didn't like curses 16:32 ais523: you mean Rincewind atheism, specifically. :) 16:32 some sort of reaction between a curse and a blessing that produces a visible result 16:32 why would they react to blessings though? 16:32 aosdict: wasn't just Rincewind 16:32 FIQ: not sure, that doesn't really fit my mental flavour so I assumed it was just for gameplay reasons 16:32 ais523: also, priests donations 16:33 aosdict: re: FlankingProposal, it strikes me as much more interesting if walls always count as flanking you 16:33 now you're way easier to hit in a corridor than you would be in open space 16:34 making mazes an actual threat? 16:34 that mechanic certainly existed at some point and I decided against it 16:35 in D&D there's a mechanic known as "squeezing" which deals with this case 16:35 there's a standard area that you need to be able to move around in in order to dodge fully 16:35 I think based on the logic of if you're facing one monster, in a straight corridor, and you have your shield to hide behind, you'll actually be doing better than facing the same monster in the open 16:35 for a human, it's a 5 foot square 16:35 if you're in a corridor narrower than 5 feet wide, you're squeezing and have dodge penalties 16:36 flanking also exists but only if there are enemies on two opposite sides of you; I think flanking and squeezing have comparable penalties 16:36 [04hdf-us] [13dnh] Demo2 (Sam Clk Fem Law) wished for "Blessed +2 fixed tie-dye shirt of shambhala", on T:15853 16:36 aosdict: so what about the very simple formula "you're flanked if there's something behind you from the attacker's point of view"? 16:36 ais523: also, the way the algorithm works is it computes the "maximum arc" you have free 16:36 although, come to think of it, the best way to do this flavourwise would be facing 16:37 but that's more complicated from a controls point of view 16:37 or maybe not 16:37 I'm a fan of facing in roguelikes beacuse although they make some things more complex, they make some things much simpler 16:37 the rule is normally that changing facing is free but only on your own turn 16:37 ais523: that allows you to have 1 monster to your north, 1 monster to your west, 1 northwest and 1 northeast... and none of them get a flanking bonus 16:37 so I consider it too simple 16:38 perhaps a way it could be done is: 16:38 compute the maximum arc where there are no hostile monsters 16:38 and, separately, compute the maximum arc of spaces the hero could move to 16:38 aosdict: that makes sense that none of them get a bonus in that case, or maybe only a small bonus for the northeast and west monsters 16:40 in the corridor example, the arc of no hostile monsters is 7, but the arc of moveable spaces is 1 16:41 and, I dunno, subtract them? 16:41 arc of moveable spaces < arc of hostile monsters, obviously 16:42 ais523: you make the ascii tiles for facing :) 16:42 having your back to a wall is arguably helpful when fighting, flavour-wise, entirely because it stops you getting flanked 16:42 FIQ: I already have ideas about how facing could work in an ASCII interface 16:43 but probably not in NetHack, the interface is getting close to the point of too busy as it is, and flanking necessarily makes it busier 16:44 ais523: that is one thing I cannot make up my mind about 16:44 there are situations where having your back to a wall is a good thing 16:45 and there are situations where it is a bad thing 16:45 so how can a flanking system reflect these? 16:45 ais523: simple, just use ^ > v < 16:46 :P 16:56 [04hdf-us] [10fh] rikersan (Pri Hum Fem Neu), 4602 points, T:81, quit 17:01 [04hdf-us] [07nd] Qwesti (Mon Hum Fem Cha) chose a runed dagger to be named "Sting", on T:1393 17:02 -!- bobbydurrett has joined #hardfought 17:08 -!- tacco\unfoog has quit [] 17:11 ugh, should I make a clean break and say "no, I'm not going to worry about weapon rebalance in the combat system at all" or not 17:11 because I feel like I still need to address fighting styles, and that is closely tied to weapon rebalance 17:13 aosdict: all this stuff is interconnected 17:14 so I recommend just making it better a bit at a time, even if the change you make to make things better isn't the final form that change will take 17:14 you might need to go round a few iterations 17:14 just rewrite everything 17:15 ais523: today marks the start of iteration 2, in which I throw out a lot of stuff :) 17:15 then I might as well make an entirely different rouglike :-P 17:15 *roguelike 17:16 just... torn on whether or not to keep fighting styles in, with some cursory overview of weapon rebalance 17:16 I feel like I do have to address that 17:16 on the other hand 17:16 hm 17:16 just fixing the to-hit and damage system has nothing to do with fighting styles 17:16 I find myself git remote updating the nethack 3.6 repo much more than DT puts things in it 17:16 I am not a very patient person 17:18 I normally only update it just before writing a change 17:18 to reduce the chance of conflicts 17:19 -!- Jonathanhanes has quit [Read error: Connection reset by peer] 17:19 but then you wont see all the interesting changes in the interim 17:19 al1 the 0-2 of them 17:19 I get emailed whenever there's a commit to the repo 17:19 that's cheating 17:20 i guess I could set up email notifications on updates to the github mirror 17:20 hm I should make one directory 17:20 where I add in all the nethack remotes 17:21 so I can get info about updates for all variants + vanilla in a single place 17:25 [04hdf-us] [04gh] k2 (Arc Gno Fem Neu), 8427 points, T:6375, killed by a panther 17:26 ais523: what I'm aiming for, instead of a comprehensive overhaul, is to drill down to the core to-hit formula and the core damage formula. Changing them will probably break a lot of stuff, but I have to just be okay with that for now. 17:26 er, changing them without changing anything else 17:28 what about just guessing at what a new formula would look like, then playtesting to see if it works? 17:28 because I don't want to actually go into the code and change all these systems just to playtest 17:29 it would be a ton of work for something that might just get thrown out 17:29 unless you mean in more abstract terms? 17:29 [04hdf-us] [08un] krm26 (Tou Hum Fem Neu) killed the ghost of Luxidream, the former Digger, on T:10365 17:30 -!- hpardis has quit [Ping timeout: 240 seconds] 17:32 ais523: out of interest, what damage reduction formula do you think does the best at mitigating spike damage? 17:33 I can see arguments for why both flat and proportional systems don't do the job well enough 17:36 aosdict: well, the very best in that respect is to not reduce damage at all, and just increase HP to compensate; some games actually use that, but it's a bit uncreative and has the problem that the player has fewer usefully distinct stats to upgrade 17:37 some sort of damage capping could be interesting, e.g. armour prevents you losing more than a certain proportion of max HP per turn 17:37 although that has the problem that it's too easy to set up an infinite healing loop 17:37 armour's the sort of thing that's easier to design in a balanced way if it's discrete rather than continuous 17:41 a system similar to what Chris_ANG suggested could be something along the lines of: torso armor blocks 50% of blows, gloves 15%, helm 20%, boots 10%, and cloak 5%, and everything that hits you chooses one of those slots to perform its damage reduction 17:41 but not sure if that was what you were getting at 17:43 E.g. you can have +7 elven boots, but that high enchantment won't do you any good for ninety percent of the attacks. 17:48 -!- ais523 has quit [Quit: sorry for my connection] 17:48 -!- ais523 has joined #hardfought 17:49 ais523: did you see the last thing I said? 17:49 aosdict: that "items protect against attacks to that body part" scenario? 17:49 yes, just spitballing really 17:49 I think that might work nicely with percentage damage reduction 17:50 if you ignore the flavor of how MZ_TINY monsters and such are expected to hit your head 17:50 maybe each point of defence reduces damage by 10% multiplicatively 17:50 no, you don't even have to ignore that, make different monsters specialised in attacking different body parts 17:50 we already have xans with lots of special cases, it'd be nice if they didn't have to be a special ase 17:50 *case 17:50 this was in the original proposal as an unsorted idea and was scrapped 17:51 it'd fit nicely in FIQHack I think 17:51 because when early players are facing team ant they don't often have boots yet 17:51 and if MZ_TINY monsters can only hit feet, for full damage... that's not great 17:52 just reduce ant damage 17:52 incidentally, did you see that ants are a lot less lethal in 3.6.0 than in 3.4.3? there's a logical explanation for that but I can't remember what it is 17:52 that is another option, but how dare you consider detracting from the glory of Team Ant? :P 17:52 because jackals are killing everyone before they can see any a? 17:53 -!- bobbydurrett has quit [Quit: Leaving] 17:53 Honestly most things I've seen about ants in 3.6.0 are "crummy Elbereth doesn't even work, it erodes on the first one and the second one kills me" or "crummy Elbereth doesn't even work, it flees and then turns around and kills me" 17:54 well 3.6.1 E works just fine against ants 17:55 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) wished for "blessed rustproof +3 premium heart", on T:9535 17:55 ais523: if you had 10% damage reduction per point of AC on an armor slot 17:55 that would be fairly easy to make yourself invincible or nearly invincible 17:55 assuming fully kitted hero with +7 elven gear or +5 regular gear 17:56 oh wait, did you mean geometrically? 17:57 right, +2 is a 19% reduction not 20% 17:57 $ perl -E 'say .9**7' 17:57 so +7 elven shield would be .387 damage 17:57 0.4782969 17:58 max enchantment is twice as good as zero enchantment, that seems about right 17:58 +7 crystal plate mail would be 20% damage 17:58 this doesn't mix well with 3.6 MC mechanics because =oP would become broken; you'd want to split it into two rings, I think 17:59 [04hdf-us] [08un] krm26 (Tou Hum Fem Neu) killed Aphrodite, on T:10714 17:59 Hmm. Well, I like the system enough to replace the "total DR/8" that is currently there. 18:00 DR should probably only apply to physical damage, incidentally 18:00 it's probably like that already but I'm not 100% sure 18:02 hmm, how should monster DR work? 18:02 they probably get one DR stat like they do EV 18:03 and it just applies as default to all parts of their body? 18:03 what if you poly into one? 18:03 that seems like a reasonable approximation 18:03 you could go to monsters having multiple, differently armoured body parts later if it turned out to be helpful, but it probably wouldn't be 18:04 so could I, for example, make myself immune to almost everything by turning into a gargoyle and wearing all the armor I could 18:04 or a stone golem 18:04 stone golems are too large 18:04 they can still wear helms and boots and gloves as far as I know 18:04 in D&D damage reduction doesn't stack with itself, that would be a good workaround if we think this is broken 18:05 [04hdf-us] [08un] krm26 (Tou Hum Fem Neu), 50013 points, T:10927, petrified by a cockatrice 18:06 -!- Grasshopper has quit [Ping timeout: 248 seconds] 18:06 -!- hpardis has joined #hardfought 18:08 -!- Grasshopper has joined #hardfought 18:08 this might not do too well for spike damage prevention though, if the player is lacking some armor piece entirely 18:09 the minotaur happens to hit my hands, and I was not wearing gloves! Too bad for the fact that I've got +5 everything else - he hit for full damage. 18:12 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) entered Minetown for the first time, on T:10868 18:12 ais523: maybe we want every slot the monsters can hit to have its damage limited to some % of maxHP somehow? 18:12 though that seems farmable as well 18:13 aosdict: spike damage is mostly harmful when a) you can't predict it or b) it causes a strategic discontinuity in which a strategy suddenly becomes useless late in the game 18:13 if all monsters can consistently spike, that's less of a problem 18:13 however, in this case, I think you can fix it by making the "less hittable slots" do less HP damage and more damage in other ways 18:14 so would you consider being gloveless to be sufficiently predictable? 18:14 say a Minotaur hits your hand full force, the worst that happens would be that your hand gets mangled; if it does it to your torso, you might die 18:14 so, say, you could make hand damage deal less damage but cause you to drop items 18:14 I don't think we want to go full Dwarf Fortress 18:14 but yes, I'd consider being gloveless to be sufficiently predictable in how it works, especially if combat messages let you know what's going on 18:14 full Dwarf Fortress / IVAN is obviously too far 18:15 however, simple special effects for non-core body parts being hit is reasonable 18:15 man, if you drop your currently wielded weapon or your shield even a tiny fraction of the time, players will get mad. 18:15 and I don't think there's enough of a basis for "hits hands -> random stuff drops out of pack" 18:18 perhaps only if the attack would kill you? 18:18 people would get less annoyed by it if the altenative is dying 18:19 in general, I think it makes sense for special effects on common attacks to be tied to the percentage of current HP you lost from the attack 18:19 in such a scenario you're likely to die the next turn anyway, due to not having a weapon and not wanting to escape and leave it behind 18:19 err, why /wouldn't/ you escape if the alternative is dying? 18:19 -!- Kontroller has joined #hardfought 18:19 I mean, objectively, you would. 18:19 you can always get the weapon back later, and it's not too odious to have to find a spare, even if you don't have one right now 18:20 yeah I guess it would just fold into basic strategy 18:21 besides hands, what other effects are we looking at? wounded legs is an obvious one for feet. 18:21 torso shouldn't have one. 18:22 nor should shirt. 18:22 -!- Kontroll1r has quit [Ping timeout: 248 seconds] 18:23 you could make an argument for cloak's effect being they rip the cloak off your body, but ehh. 18:23 it's a bit weird flavourwise for torso/shirt/maybe cloak to not combine 18:24 should helm do anything? or is the head important enough so that if it's uncovered it deserves that 100% unreduced damage? 18:24 if a minotaur hits me in the head, he does probably deserve all that damage 18:25 I can see an attack to the head inflicting confusion/stun 18:25 -!- greqrg has quit [Quit: Disconnected] 18:25 (again, on the basis that this only happens if it deals a sufficiently large proportion of your current HP) 18:28 This could actually make greaves-slot armor feasible to add (though not now, not in this proposal) 18:30 ais523: weren't you actually suggesting that the special effect would eat up some of the damage that would normally have been dealt, though? 18:31 aosdict: yes 18:31 I think my plan is a) if the attack would deal a suffiicently large proportion of current HP, including >100% b) reduce the damage of the attack and apply a special effect 18:32 and only if you have no armor in that slot? 18:32 of course, reducing the damage of the attack might still kill you. 18:33 -!- Grasshopper has quit [Read error: Connection reset by peer] 18:38 -!- Grasshopper has joined #hardfought 18:39 ais523: however, if we stack torso+cloak+shirt into one slot, you could theoretically get 28 points of DR with it (assuming current AC values translate to DR and that enchantment is +1 DR) 18:40 meaning that anything that hits your torso is basically damage-free 18:41 aosdict: yes; you'd need to reduce AC values and maybe reduce the enchantment cap of cloaks and shirts 18:42 I think separating cloaks from torso armor is warranted, in this case 19:42 -!- ais523 has quit [Quit: quit] 19:49 [04hdf-us] [04gh] k2 (Arc Gno Fem Neu) had rubber hose bestowed upon her by Camaxtli, on T:2723 19:49 yup 19:51 [04hdf-us] [07nd] knavery (Rog Orc Mal Cha), 14005 points, T:7727, killed by a Woodland-elf 19:56 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) was given the Pen of the Void, on T:14737 20:00 The voilce of Camaxtli booms out: "Up thy nose with a rubber hose!" 20:00 [04hdf-us] [04gh] k2 (Arc Gno Fem Neu), 1615 points, T:4155, killed by a rothe, while paralyzed 20:01 <[Demo]> get hacked to bits while being too frozen to grunt 20:06 -!- StatueSurfer has joined #hardfought 20:11 [04hdf-us] [04gh] k2 (Arc Gno Fem Neu) had bullwhip bestowed upon her by Camaxtli, on T:1027 20:12 [04hdf-us] [04gh] k2 (Arc Gno Fem Neu), 502 points, T:1095, killed by a rothe 20:30 The voice of Camaxtli booms out: "Doth pain excite thee?" 20:31 <[Demo]> heh 20:37 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) was given Trollsbane, on T:17146 20:48 -!- Grassy has joined #hardfought 20:48 -!- mode/#hardfought [+v Grassy] by ChanServ 20:52 can Camaxtli gift you a dart or an orcish dagger? 20:54 those grunthack gifts don't look very useful 20:59 I think they usually have some kind of magical property. 21:00 which may or may not be useful. 21:38 -!- noty has quit [Quit: WeeChat 1.9.1] 21:49 [12hdf-eu] [07nd] Kontroller (Val Hum Fem Law), 67106 points, T:22501, killed by an invisible rock troll 21:50 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) wished for "blessed erodeproof +2 Tie-Dye Shirt of Shambhala", on T:19431 22:02 -!- StatueSurfer has quit [Ping timeout: 260 seconds] 22:07 -!- StatueSurfer has joined #hardfought 22:18 -!- StatueSurfer_ has joined #hardfought 22:18 -!- StatueSurfer has quit [Ping timeout: 260 seconds] 22:22 -!- NCommander is now known as KD2JRT 22:25 dang it 22:26 i messed up my attempt to make demon princes/lords immune to scare monster 22:26 -!- StatueSurfer_ is now known as StatueSurfer 22:27 i tried to make them an exception in the following line 22:27 if (sobj_at(SCR_SCARE_MONSTER, x, y) && !(mtmp->data == &mons[PM_JUIBLEX, PM_YEENOGHU, PM_ORCUS, PM_GERYON, PM_DISPATER, PM_BAALZEBUB, PM_ASMODEUS, PM_DEMOGORGON]) 22:27 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) was given the Shield of the All-Seeing, on T:21874 22:34 &mons[PM_JUIBLEX, PM_YEENOGHU, etc. doesn't work. 22:35 You have to do mtmp->data != &mons[PM_id] && mtmp->data != &mons[PM_etc] for every PM_id you want to include. 22:36 You could instead make use of is_demon and is_prince and/or is_lord to set a general rule. 22:45 [04hdf-us] [07nd] Grasshopper (Bar Hum Mal Neu) killed Asmodeus, on T:53770 22:47 -!- raisse has joined #hardfought 22:47 -!- mode/#hardfought [+v raisse] by ChanServ 22:50 -!- StatueSurfer has quit [Ping timeout: 260 seconds] 23:31 -!- theRaisse has joined #hardfought 23:31 -!- mode/#hardfought [+v theRaisse] by ChanServ 23:31 -!- raisse has quit [Ping timeout: 265 seconds] 23:32 -!- theRaisse is now known as raisse 23:33 [12hdf-eu] [07nd] Raisse (Tou Hum Fem Neu) hit with a wielded weapon for the first time, on T:3918 23:36 [12hdf-eu] [07nd] Raisse (Tou Hum Fem Neu) became literate by reading a scroll, on T:5049 23:37 WTF game 23:37 a master mindflayer on Dl:11 ... 23:37 -!- KD2JRT is now known as NCommander 23:38 in the mines? 23:38 raisse, yeah 23:38 that's the random h on that mines level 23:38 they do turn out mf or mmf occasionally 23:39 Ugh 23:39 -!- StatueSurfer has joined #hardfought 23:39 It's between me and the downstair 23:39 I think I'm going to abandon my attempt to get the luckstone for now 23:39 . 23:39 That's just mean :( 23:39 why do you have to abandon it 23:39 StatueSurfer, master mind flayer spawned in the minds between me and the downstairs 23:39 And I'm still in early game 23:39 happens 23:40 Yeah but still 23:40 :( 23:40 for some reason it can be the randomly generated h 23:40 i think i'll take that out of my variant actually... 23:40 ... huh 23:40 it just vanished 23:40 trap door? 23:40 or levelport trap 23:41 Poly trap 23:41 cause my baby purple worm just became a hezrou 23:41 r i p 23:41 wait how do you have a baby purple worm already 23:42 Wait 23:42 no 23:42 It's a doppleganger I tamed 23:42 Frig 23:42 That was a heartattack 23:44 WTF game 23:44 okay so in my variant demon lords and princes now ignore scare monster scrolls 23:44 * NCommander charmed a cocktrice ... which ate my dead chaelom and became ... a green dragon 23:44 um 23:44 O_o; 23:44 and such scrolls are also ineffective in the endgame 23:44 Well 23:44 look don't fight it NCommander 23:45 just roll with it 23:45 StatueSurfer, yeah, I'm just appreciating the absurdly of it 23:45 Status of the green dragon (neutral): Level 14 HP 58(58) Pw 10(10) AC -1, 23:45 Decent level too 23:46 the normal base level of a green dragon is 15 23:46 StatueSurfer, I'm less than 10k turns in, I haven't even done Sokoban :P 23:46 He'll grow up 23:46 it's an adolescent green dragon? 23:47 Game says he's just a green dragon 23:47 I think you can polymorph into an adult form even if it's underlevel 23:47 lol raisse 23:47 in my variant i also buffed juiblex by flagging him as unsolid 23:47 Considering I'm a priest, and I was planning on having a strong pet cause my DPS sucks 23:47 damn 23:47 hopefully that doesn't make him OP 23:48 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) killed Cerberus, on T:28259 23:48 honestly, if I can find a saddle and bullwhip 23:48 I'm going to dragonride until YASD :) 23:48 yeah tthen you can ride a slow monster around 23:51 StatueSurfer, :P, well the dragon just breathed my warhorse out of existence 23:51 good job 23:54 any objections to juiblex's new unsolidness in my variant? 23:57 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) averted death, on T:29000 23:58 [04hdf-us] [13dnh] DrakeMarshall (Bin Clk Fem Non) destroyed Vlad the Impaler, on T:29003