10:39 -!- noty has joined #hardfought 10:41 [nd] elenmirie (Mon Hum Fem Neu) completed Sokoban, on T:6942 10:42 gg elenmirie 10:42 thanks! 10:43 all 10 still intact? 10:44 -!- Tarmunora-m has joined #hardfought 10:45 so far! 10:48 -!- Tomthetom has quit [Ping timeout: 260 seconds] 10:55 -!- raisse has joined #hardfought 10:55 -!- mode/#hardfought [+v raisse] by ChanServ 11:27 [nd] elenmirie (Mon Hum Fem Neu) acquired the luckstone from Mines' End, on T:9181 11:38 -!- Tarmunora-m has quit [Ping timeout: 248 seconds] 11:39 K2: that ttyplay thing is cool 11:41 -!- Tarmunora-m has joined #hardfought 11:53 -!- raisse has quit [Ping timeout: 260 seconds] 11:58 -!- Tarmunora-m has quit [Quit: Bye] 12:52 -!- Tomthetom has joined #hardfought 13:58 [fh] Freakitsar (jonadab) (Mon Hum Mal Neu), 54735 points, T:8486, killed by a flesh golem 14:07 -!- Tomthetom00 has joined #hardfought 14:08 -!- Tomthetom has quit [Read error: Connection reset by peer] 14:36 -!- Tarmunora_ has quit [Read error: Connection reset by peer] 14:38 -!- Tarmunora has joined #hardfought 14:40 !whereis tomthetom 14:40 FIQ: Tomthetom [fh]: No details available 14:40 ok 14:40 Just went through sokoban 14:40 !whereis Jackie Chan The Second 14:40 Tomthetom00: Jackie is not currently playing. 14:40 Oh lol 14:41 -!- elenmirie has quit [Remote host closed the connection] 14:42 is this a trap? 14:42 https://puu.sh/x4Z4L/40be22d7ff.png 14:42 https://puu.sh/x4Z4e/4ed44eac5d.png 14:43 I'll just assume a nasty trap 14:51 Q_Q my touhou companion starved to death 14:52 EPI: a trap that causes the game to output everything in EBCDIC for ten thousand turns. 14:52 ^ lol 14:53 what does EPI: stand for? 14:53 Evil Patch Idea. 14:53 ahhh 14:54 [slex] dolores (Dol Sed Fem Cha), 600 points, T:1964, killed by a monster (tasloi zombie) 14:54 EPI: monsters know how to use expensive cameras and will use them on you and put trice corpses laying around in corridors 14:54 trice corpses? 14:55 cockatrice corpses 14:55 are they dangerous? 14:55 YES 14:55 EPI: whenever a player is blinded by an expensive camera, a footrice corpse is created on the ground under the player 14:55 a bit 14:55 if you like to be stone statue then they are not 14:55 how could their corpses hurt you? 14:55 oh 14:55 anything that can place a footrice corpse in a corridor can also hit you with it 14:56 but that doesn't instapetrify 14:56 EPI: medusa cameras. instead of flashing light they flash Medusa gaze. 14:56 and monsters know how to use them, of course 14:57 concentrated medusa stare, right in the camera! 14:57 EPI: a monster that's like a cockatrice, but speed 72. 14:58 EPI: Monks have no arms 14:59 EPI: wearing gloves impedes martial arts accuracy, causing you to miss 30% of the time. 15:00 is there any use for uncursed amulets of strangulation? 15:00 You mean besides as polyfodder? 15:00 polyfodder? 15:01 polyfodder is stuff you throw in the pile when you're going to zap polymorph. In the hopes that it'll turn into better stuff. 15:01 ahhh 15:01 Junk amulets are often thrown on the pile, in hopes of getting more amulets of life saving. 15:01 let's give Beholder a learndb so when someone says ? he'll automatically tell them 15:03 food boots of speed already! 15:04 and dead 15:05 EPI: all cloth materials gradually get dirty over time, which impedes their effectiveness. You have to wash them periodically by dipping them in water to restore their usefulness. 15:05 [slex] dolores (Cha Ill Fem Cha), 319 points, T:290, killed by a monster (porter baluchitherium) 15:13 jonadab: bring in soapy potions from unnethack, in order to wash something you need to first dip it in a soapy potion and then water. 15:13 If soapy potions are polymorph... oh well 15:16 Heh. That'd be marvelously evil. 15:24 -!- raisse has joined #hardfought 15:24 -!- mode/#hardfought [+v raisse] by ChanServ 15:31 Now, the dungeon will be more feminine for a while! 15:31 Eh, if you really want a feminine touch, you need to scent your laundry with lavendar or something. 15:32 that's probably what the trap did 15:32 just sprayed me with lavender! 15:34 t - a potion of lavender essential oil 15:34 you can probably #untrap it to get several of those 15:34 I really hope that is an item now 15:34 oh 15:34 good idea 15:34 can't disarm the trap 15:37 huh a "fart trap" 15:38 !tell LarienTelrunya yani for slex: lavender traps can be untrapped to get potions of lavender essential oil. Ants, which hate the smell of lavender essential oil, will flee from a character that smells like it. 15:38 Will do, aosdict! 15:40 that's cool there is an icebnox I can't carry 15:44 that's interesting after I casted a spell with 90% failure rate it's now 1% failure 15:46 [slex] dolores (Dea Lol Fem Cha) averted death, on T:1588 15:48 [slex] dolores (Dea Lol Fem Cha), 2029 points, T:1664, killed by a monster (gold golem) 15:57 [fh] NeroOneTrueKing (Wiz Elf Fem Cha), 35531 points, T:1759, killed by a monk called "Jackie Chan" 15:59 [slex] dolores (Cha Lol Fem Cha), 499 points, T:908, killed by a monster (night cat) 16:00 -!- Tomthetom00 has quit [Ping timeout: 240 seconds] 16:04 EPI: NetHack should have a Sudoku branch, similar in spirit to Sokoban, except it's Sudoku: to "solve" each level you must drop small stacks of coins on each tile so that no two tiles in any row, column, or diagonal have the same number of coins. 16:04 EPI: of course, the most common monsters in the Sudoku branch are leprechauns, rock moles, and evil coins. 16:06 Naturally, solving the Sudoku branch is the only way to get the artifact key that opens Minetown doors. 16:06 and of course some coins are fixed to the floor, so you can't change the values of that square 16:06 Heh. 16:07 Or maybe they're embedded in rock/walls, so you can only change the value by kicking the coins loose, which makes the value of that square zero. 16:07 Naturally, the walls would be unphaseable. 16:07 And undiggable, of _course_. 16:08 EPI: but the floors in Sudoku would be normal, and leprechauns can generate with wands of digging... 16:11 -!- raisse has quit [Ping timeout: 240 seconds] 16:50 [fh] Freakitsar (jonadab) (Mon Hum Mal Neu) killed the ghost of Freakitsar, the former , on T:5736 16:56 ^ That should be "the former monk" 16:57 is that considered to be a known bug in Beholder? 17:08 I don't know if it's in Beholder or in the game. 17:17 [slex] dolores (Kor Hax Fem Cha), 437 points, T:305, killed by life drainage 17:26 K2: paste the relevant livelog line 17:36 version=4.3.0:player=jonadab:charname=Freakitsar:turns=5736:depth7:bones_killed=Freakitsar:bones_align=neutral:bones_race=human:bones_gender=male:bones_role=Monk:bones_rank:Initiate:bones_monst=ghost:eventdate=20170808:uid=5:role=Mon:race=Hum:gender=Mal:align=Neu:birthdate=20170808:starttime=1502216600:eventtime=1502225413:xplevel=8:mode=normal 17:38 Hmm, that seems ok to me. 17:38 Unless I am missing something. 17:39 hmm 17:39 i try to run it without dgl 17:39 says /var directory doesnt exist 17:39 heh 17:39 well it does that with other games too 17:40 Is that because you're outside the chroot? 17:40 probably 17:54 K2: OK so I clearly have the right info 17:54 Is the field wrong? 17:54 Maybe the field is different from other variants? 17:54 Contrary to what the bot is looking for 17:55 Dunno. 17:55 (I know the bot can be changed, but I'd rather have it consistent with other variants) 18:07 here's a similar livelog entry from fourk 18:08 version=3.0.4 variant=Fourk player=introsp3ctive charname=FourkFist turns=18011 depth=27 bones_killed=SCURSCUM bones_align=neutral bones_race=scurrid bones_ge 18:08 nder=male bones_role=Archeologist bones_monst=black unicorn eventdate=20170721 uid=5 role=Mon race=Hum gender=Mal align=Neu birthdate=20170717 18:08 starttime=1500267090 eventtime=1500603508 xplevel=13 mode=normal 18:16 K2: unnethack 18:16 has the equavilent line I think 18:16 ok 18:16 oh wait 18:16 I see the issue 18:17 Pushed a fix 18:17 thanks K2 for the line 18:17 np 18:17 what was it? 18:18 FIQhack updated 18:19 K2: "bones_rank:Initiate" 18:19 should be "bones_rank=Initiate" 18:19 ah 18:25 !commands 18:25 loli: available commands are !help !ping !time !pom !hello !booze !beer !potion !tea !coffee !whiskey !vodka !rum !tequila !scotch !goat !lotg !d(1-1000) !(1-50)d(1-1000) !8ball !rng !role !race !variant !tell !source !lastgame !lastasc !streak !rcedit !scores !sb !setmintc !whereis !players !who !commands 18:26 I did not know there were 10 drink commands 18:26 [sp] k2 (Pri Hum Mal Law), 120 points, T:264, killed by a kobold 18:26 !potion 18:26 * Beholder hands aosdict a tumbler of extra aƱejo tequila, fermented by Arsinoe at 442 Kelvin. 18:27 !lastgame 18:27 K2: https://www.hardfought.org/userdata/k/k2/sporkhack/dumplog/1502231047.sp.txt 19:54 -!- zip_ has joined #hardfought 20:10 EPI: stealth ant, an ant you can't see until it's 3 squares away from you. 20:10 I say this with the full knowledge that it probably already exists in slex. 20:11 EPI: super stealth ant: not only can you not see it until it's adjacent to you, but even then only if you can see invisible, and even then its glyph is the same as floor. 20:11 Generates in groups. 20:12 EPI: super stealth lich. Like the super stealth ant, except it's covetous and a spellcaster and has touch of death and stuff. 20:13 Generates in groups and does not show up on telepathy. 20:14 EPI: covetous mind flayer. Like a higher-level mmf that can warp to you even on non-teleport levels, flay you, and warp away. 20:14 Non-genocideable, obviously. 20:18 jonadab: by the way, I wanted to ask what you thought of this idea for the to-hit system: 20:19 all bonuses and penalties add up such that a zero means an enemy should have 50% chance to hit. But instead of doing a die roll minus a constant as the to-hit roll, instead pick a normally distributed random number 20:20 By normally distributed, you mean like rn1()? 20:20 (That's a one, not an ell.) 20:20 (And, err, I think I mean rnd().) 20:21 No, a Gaussian distribution centered on zero. 20:21 Bell curve. 20:21 Ah. 20:21 Bell curve, ok. 20:21 of course I have no idea what the standard deviation should be at this point 20:22 A function would have to be written for that, but it can't be hard to find an example somewhere on the internet. (Just make sure it's not NGPL-incompatible.) 20:22 And a bell-curve-based random number function could also be useful for replacing rnz() 20:22 but it allows you to theoretically score a hit against insurmountable odds, or completely miss where it shouldn't be in question. 20:22 Since it can pick a number as high as infinity. 20:22 Actually, with integer arithmetic, that's not strictly true. 20:23 But it's closer to true than it would be with the existing logic. 20:23 So how would the condition look for whether the blow hits or not? 20:24 if (gaussian_rnd(attacker_tohit_bonus) >= gaussian_rnd(defender_evasion) ? 20:24 Or what were you thinking? 20:25 No, if gaussian_rnd() < (attacker_tohit_bonus) - (defender_evasion) 20:25 (Also: I definitely meant rnd rather than rn1 above, not that it's relevant now.) 20:25 Ah. 20:25 Hence why you said centered at 0. 20:27 This leaves room for things like invisibility and displacement and being caught in a trap to modify defender_evasion, either by adding a constant to it or multiplying/dividing it. 20:27 Which is probably good, as it makes things nice and flexible for fine-tuning. 20:27 Another idea is to have damage reduction partially based on if the result of gaussian_rnd() is close to the bonuses (a near-miss), so it's possible it's not centered at 0 20:27 But that's just changing the mean, and isn't difficult to do 20:27 Sure. 20:28 And near-miss is probably less relevant than barely-hit, for damage reduction. 20:28 Versus hit-dead-center. 20:29 Well, in the system I'm envisioning, the bulk of damage reduction comes from armor, but if you only beat the to-hit by 1 point there'll be a fair amount of reduction as well 20:30 Also, I meant barely-hit when I said near-miss. :I 20:30 Ah, right. 20:31 And yes, damage reduction should mostly come from armor. 20:31 Assuming you have a lot of armor. Which in NetHack you typically do. 20:31 Although if we make heavy armor hit your evasiveness, play styles might adjust a bit. 20:32 Armor and shield skills are being added in this proposal; currently shields are great for evasiveness and probably too powerful 20:33 If you're a Barbarian who trains armor skill to Expert, you can heft around plate mail with only a small evasiveness penalty 20:34 Well, maybe shields don't do damage reduction. 20:35 Currently they do not. 20:35 Also, you have to train that shield and invest skill points into it. 20:35 Which as a Valkyrie you probably will. 20:35 True, and the only ones that can make it to Expert right now are priests and barbs 20:35 (I might add valks too) 20:36 I like the modified version of Class Overhaul where Valkyrie are strictly less melee-oriented than Barbarians but have other abilities such as spellcasting (cone of cold, etc.) 20:36 That would make shield rather than two-weapon combat make sense for them, especially if shield skill makes shield not hinder casting much. 20:37 Right now only Expert reduces casting. Hmm, maybe I should drop valks' armor skill maximum to Skilled. 20:38 And elevate shields to Expert. 20:38 I should really just finish editing this and post the update. 20:50 posted 20:52 * jonadab adds that to his list of stuff he definitely needs to read through. Soon. 21:02 -!- zip_ has quit [Quit: Leaving] 21:33 aosdict: Nitpick: Nethack's current problem is that it has blow way *past* what is needed to adjust the D&D system it was based on to account for the switch from 4 on 1 to 1 on zillions :P 21:34 -!- NeroOneTrueKing_ has quit [Read error: Connection reset by peer] 21:35 Serious feedback: 21:37 I think the most important questions to ask are "what is the problem(s) with the current combat system" and "what is the best way to address the problem" 21:45 When you frame it like that though, it seems like a foregone conclusion that you're going to end up only altering the combat system, not overhauling it 21:47 so you may nerf Luck here, make AC display as a positive Def value there, but there are still going to be oddities and cruft lying around 21:47 Not necessarily. I'm trying to put words to it, though... 21:48 I would say that two big problems are 21:48 1) (in the lategame especially) monsters feel samey, most aren't threats, the term 'popcorn monsters' exists. 21:49 2) (in the lategame especially) roles feel samey, a major contributing factor is that they are all equally good in melee. 21:50 Chris_ANG: Why does artifact_exist set rings of increase damage to +0? 21:50 One crucially important way to address (1) is to change the combat system so that qualitatively different types of monsters exist. 21:51 FIQ: No clue. Unless somehow it's 'futureproofing' from a time when rings of increase damage were the only charged ring? Was there ever such a time? 21:52 no 21:53 Only other guess is that someone was laying the groundwork for an increase damage ring artifact, but ultimatly never implemented it. 21:54 aosdict: Two (or three) such qualitatively different types could be 'easy to hit' 'hard to hit' and 'nearly impossible to hit', 21:55 -!- Tomthetom00 has joined #hardfought 21:56 attempting to create such classes using the current system runs into the problem that AC is currently muchmuch lower than to-hit, 21:56 Chris_ANG: Yes, and one reason for me wanting to add an evasiveness stat is it adds another dimension on top of "how much is foo damaged by a hit": you could have monsters like killer bees that go down when you eventually hit them, and iron golems that don't care if you can hit them because they can tank most attacks. 21:57 s/go down/go down in one hit/ 21:57 and increasing AC to match a particular to-hit bonus runs into the problem that the bonuses are large compared to the variance of the d20 ultimately used to decide if an attack misses or hits. 21:57 Right 21:59 But I would say that the primary problem is the large size of the bonus, which your proposal addresses by cutting the bonus-from-level down to 1/3rd level instead of 1x level, 22:00 -!- Tomthetom00 has quit [Ping timeout: 255 seconds] 22:01 and the bonus from luck by cutting it to +1dluck/3 from a straight +luck 22:04 Ok, and also droping the entire bonus from armor. 22:05 Er wait, I'm getting confused.... 22:05 Bonus from armor is mostly unimportant to this: most enemies don't wear armor. 22:05 But it reduces the bonus from enchantment to +1denchantment 22:07 At any rate, the change from a uniform distribution to a gausian one doesn't address this at all, 22:07 Chris_ANG: 3) (in the lategame especially) the three major options for how to use your two hands (two-handed weapon, two weapons, or weapon and shield) don't feel like different options. Two of them just feel underpowered compared to the other, non-options unless your role can't #twoweapon. 22:08 instead it changes how some of the more extreme values behave.... And I *think* changes it only marginally. 22:08 Chris_ANG: wait, it doesn't address what at all? 22:08 Monsters feeling samey. And also roles feeling samey. 22:09 The gameplay effect of missing a monster 0% of the time and missing it .1% of the time are negligible. 22:10 Yes. The combat system itself only indirectly influences roles feeling samey (it's more about skill and weapon balance); monsters feeling samey can hopefully be ameliorated a bit by adding the evasiveness dimension 22:11 I feel like it's harder for people to wrap their heads around how a gaussian distribution works (and it's already pretty hard for people to understand a uniform distribution). 22:12 And both are influenced by the overall problem that a character deep in Gehennom is probably not lacking for any highly enchanted weapons or armor they want. 22:12 I feel like using a gaussian distribution complicates interpretation of the presented statistics, while not addressing any problem with the current combat system. 22:15 There's also a lot of dice rolls in the proposed system, 22:15 Chris_ANG: I think artiwishing was supposed to only allow 1 free wish 22:15 but has an off-by-1 accident when taking into account the artifact you just wished for 22:16 consider that increased randomness hurts the player character. 22:17 The reason for this is that increasing the randomness in a system increases the odds of an unexpected outcome, 22:17 I see two benefits of a gaussian distribution over a windowed uniform distribution: one, it prevents a to-hit check from ever being guaranteed to succeed or fail, and two, it better models what actually happens in combat. 22:17 but in a game such as nethack or D&D, the expected outcome for a player character is to win their battles, while monsters are expected to lose. 22:17 With a d20 roll, an orc thrusting a dagger is as likely to make a critical hit as he is to make his average hit. 22:18 Minotaurs are an example of this in vanilla nethack 22:19 for that matter, he's equally as likely to make the worst possible attack he can make 22:22 Nethack doesn't use critical hits, though? 22:23 No, but you see what I mean, though ("critical hit" = orc does really well and can score a hit even through strong defenses) 22:24 Also, the practical effects of a 0% failure rate and even a 5% failure rate are very small. 22:28 I see your point about reducing the number of die rolls. 22:28 I *want* enchantment to be a flat bonus, but having +5s and +7s all over the place are too powerful. 22:30 The other option is to add them back in and scale up the other bonuses and effective range of to-hit rolls accordingly. 22:40 !tell K2 pushed changes to artigifts and artiwishing -- only previous gifts affect artigift rate, only previous artiwishes affect artiwish rate 22:40 Will do, FIQ! 22:41 also nerfed artiwish rate: 100%, 50%, 33%, 25%, 20%, 17%, 14%, 12.5%, 11.1%, 10%, 9%, etc 22:41 to compensate 22:46 aosdict: Also, a to-hit formula that adds a scaling number to both sides of an equation risks creating a "red queen's race"-type situation. 22:47 Games can use such a system to force a situation where the player must face enemies of about equal power to themselves 22:48 (because enemies of lower level are too weak to pose a threat, and enemies of higher level are too strong) 22:48 nethack... 22:49 certainly seems to believe that enemies are still usable even if they are far lower level than the PC. 22:50 so you'd better make your first wish count in fiqhack 22:51 by the way, is anyone still maintaining dynahack and grunthack? 22:52 Chris_ANG: what, because AC doesn't affect to-hit below -10, so anything that can get to that point can hit reliably? 22:52 nevermind, the wiki has the answer 22:53 And such wide usability is probably a good goal, as otherwise you ether end up with a narrow set of usuable monsters, or end up needing a lot *more* monsters to fill in the gaps at different levels. 22:53 aosdict: Eh. 22:53 I mean, nethack is pretty clearly wrong about how long weak monsters stay relavent for. 22:53 bug_sniper: I felt that the old rules was a bit too lenient when making only wished-for artifacts count towards the artiwish chance 22:53 -!- Grasshopper has quit [Ping timeout: 248 seconds] 22:54 It rewards early wishes substantially which I didn't really like 22:54 Now it doesn't matter if your first artiwish is at Minetown or at Castle 22:54 So I feel like overall this is a good change 22:55 I know that Chris_ANG did a similar change but considering how dnethack plays, the old lenient rules make more sense in it 22:55 Nethack has a wierd overall power curve. 22:55 Chris_ANG: so it seems like you're arguing that the influence of relative attacker/defender level should be muted 22:55 Yeah, I would not hold dnethack up as a good example of how to balance nethack XD 22:55 aosdict: Reduced, not eliminated 22:56 Yeah, I was also going to add: 22:56 -!- Tarmunora_ has joined #hardfought 22:57 My exposure to 4e D&D and Saga edition Star Wars has left me with a deep dislike of systems where level is aplied to both attack and defense. 22:57 Monster wishing also messes with the artiwish counter, I feel like this is OK 22:58 considering how rare that should be 22:58 Hopefully they make good choices :P 22:58 Rodney wishes for slotless MR 22:58 A wish for demonbane/sunsword 22:58 Oh, right, 22:59 fiqhack monster wishing is very strongly focused towards flavour more than what is mechanically "best" for it 22:59 because otherwise monster wishing would be kinda OP/weird 22:59 -!- Tarmunora has quit [Ping timeout: 240 seconds] 23:00 wish for a bunch of archon figurines and apply them 23:00 = rip player 23:00 Chris_ANG: a third solution to balance weapon enchantments is just to scale down their impact specifically, so a +7 sword is actually only +3.5 to hit or something 23:00 or +d7 23:00 but I'm not sure how much I like it 23:00 same with luck 23:00 +d(luck) instead of +luck 23:00 and XL 23:01 FIQ: well, Chris_ANG's argument is that too many dice rolls makes it too unpredictable 23:01 returning to my earlier train of thought: point (2) (roles are too similar) suggests that rather than a flat 1/3rd level bonus, bonus applied should be role-dependent. 23:02 A little of that exists already (ranger gets a flat +1 for all ranged attacks) 23:02 FIQ: yeah, too many random roles create situations like the Minotaur, where most of the time a monster (or group of monsters) is not dangerous, 23:02 but it seems tricky to do for all roles without essentially rewarding the optimal playstyle with a bonus 23:03 but every once in the while hits you with a *lot* more damage than you've been led to expect. 23:03 implement more role-specific features/disadvantages 23:04 FIQ: but now we're getting out of combat overhaul territory and more class overhaul territory :P 23:04 They are tightly interlinked, because a big part of the problem whith classes is that they play to similarly in combat :P 23:05 I tend to think that's more a result of some incorrect skill placements and some incorrect multishot bonuses 23:06 aosdict: something I've considered doing 23:06 is to look individually at each class 23:06 and consider "is this class well balanced? how can it be improved?" etc 23:06 But yeah, aosdict: When D&D faced a similar problem to this, one of the things it did was reduce max weapon enchantment from +5 to +3. 23:06 err, s/well balanced/unique/ 23:06 too much balance discussion :P 23:07 Chris_ANG: Yeah, but imagine the riots if anyone tried to do that in nethack 23:07 (again, I keep brining up D&D not because I think nethack should automatically follow its lead, but because I'm familar with it and they've faced many of the same problems) 23:07 *bringing 23:07 aosdict: jonadab is considering removing MC completely 23:07 and see what happens 23:07 FIQ: well, a fairly comprehensive class overhaul proposal already exists; a combat overhaul proposal does not 23:08 Halving the enchantment when applying it to to-hit does the same thing, though. 23:08 (reduces the max from +7 to +3 or +4, depending on rounding) 23:08 Well, it could still be +7 for damage. 23:08 Correlary: 23:08 I would say that DAMAGE is actually functioning about right. 23:09 HP is cheap, hitting odds are fragile 23:09 On the player side, balance is thrown off by a way-too-high regeneration rate. 23:09 > 23:09 *? 23:10 I meant that the player kills most targets in one or two hits, but can take multiple rounds of punishment before going down. 23:10 My problem with damage is that it's if you have more than 10 points of AC, you get a reduction of rnd(AC-10). That's not a very sensical system. 23:10 I would prefer less randomization in damage reduction 23:11 It's not great, because the randomness allows for sudden spikes of damage (see Minotaur). I think we agree :) 23:12 Regen rate seems balanced to me until you're at post-Quest experience levels. 23:13 how did I level? 23:13 Yeah, it goes nuts. 23:13 What do you want to write with? [- a-ceoq-swDGJLMP or ?*] 23:13 You feel more experienced. Welcome to experience level 7. 23:13 Oh, and until you drink five blessed potions of gain ability and max out your Con. 23:13 Oh, right, 23:13 I've been meaning to bring this up, 23:13 and I don't think I have. 23:14 Do you have an entry for the wierd mid-game-power-spike? 23:14 hi 23:14 Hello K2, Welcome to #hardfought 23:14 K2: Message from FIQ at 2017-08-08 22:40 EDT: pushed changes to artigifts and artiwishing -- only previous gifts affect artigift rate, only previous artiwishes affect artiwish rate 23:14 Chris_ANG: it's kind of just distributed around everything else 23:15 there's no one cause 23:15 (ie, once the player gets holy water and IDs some useful items (enchant armor and weapon, and gain ability, perhaps being the big ones) there power jumps a lot) 23:15 Yeah, 23:15 FIQhack updated 23:15 ^^ FIQ 23:16 Also, at the ostensible end of the midgame, the player gets a dump of wishes. 23:16 it's probably worth having it as a separate note, with the caveat that because it's not just one problem, it probably doesn't have one solution 23:16 cool 23:18 It's also because the quest is in the midgame, which gives the player a powerful artifact 23:19 The solution of sorts that dnh has gravitated to is treating gehennom as part of the endgame. 23:20 See the sudden presence of demon lords that basically require a full ascension kit to fight. 23:21 Er, also, 23:22 not to jump between topics wildly or anything, 23:22 but returning to point (1) above 23:23 the combat system is only part of the problem, 23:23 and possibly not the most important part. 23:23 Consider: 23:24 lets say that you were facing two different enemies. 23:24 One is easy to hit, one is hard to hit. 23:24 How would you treat them differently? 23:24 while I think dnh gehennom is a bit silly demon lord-wise 23:25 Chris_ANG: depends on if they have special abilities and how well they soak damage 23:25 dnh gehennom is probably IMO the best gehennom revision overall I've seen in nethack 23:25 due to the pooled demon lairs increasing replay value 23:25 and making Gehennom actually interesting rather than a huge chore 23:26 Allthough I'd rather it not have the mazes for wiztower/fakewiz 23:26 Yes, one thing that is conspicuously absent from the balance issue list is mazes. 23:27 (This is because I've classified it primarily as a frustration issue, not a balance issue; the approach to dealing with a balance issue is to fix it, the approach to dealing with a frustration issue is to remove it in a sane way) 23:28 aosdict: mazes isn't imbalancing 23:28 but is bad for enjoyment 23:28 see above 23:28 Some amount of mazes are traditional! (but yes, I'm coming around to that point of view. I was looking at the caves-plus-lava maps in jonadab's proposal and thinking "yeah, that'd look pretty cool") 23:28 just brought it up since Chris_ANG mentioned dnh gehennom 23:28 Chris_ANG: a few mazes are OK 23:28 I like catacombs 23:29 best nethack maze level IMO 23:29 Chris_ANG: so where were you going with your hypothetical about an easy-to-hit and hard-to-hit enemy? 23:29 also slex mazes 23:29 if disregarding all the colors 23:29 it generates rooms sprinkled around for added variety 23:30 aosdict: That there is nothing the player can do differently. The higher AC one is just harder. 23:30 and loops/etc 23:30 and some of those rooms are shops and temples 23:30 one of few slex features I actually like 23:31 Yes. If you're going to have mazes, they *cannot* have the only interesting features be the stairs. 23:32 Chris_ANG: one of the problems is that the horned/barbed devil entry applies to more or less all the & in Gehennom 23:32 " lacks any real special abilities, though they are quite difficult to kill." 23:32 regarding demon lords 23:33 I want to at some point overhaul demons in general in nethack 23:33 make them unique 23:33 I meant everything besides demon lords 23:33 they're very same-y 23:33 me too 23:33 Ironically, horned devils are actually some of the most distinct, 23:34 because they have bullwhips 23:34 just like balrogs 23:34 You have your nalfeshnees which cast, that's good. You have your mariliths with six weapons, ehh that's okay. You have your balrogs with whips, meh. 23:34 also horned devils only generate with whips 25% of the time 23:35 This is partially where I was going earlier. 23:35 Part of the problem is that elemental damage is... 23:35 wonky 23:35 MC-protected 23:35 so 98% of them do nothing 23:35 90% in 3.6 23:36 and that's if you care to get MC3 23:36 which is still way too high for elemental damage 23:36 but yeah 23:36 Plus perfectly resisted by intrinsics, which are trivially obtained. 23:36 And yet, 23:36 IMO elemental damage shouldn't be affected by MC at all 23:36 item destruction perhaps 23:36 but not the damage 23:36 what happens when a chaotic commits murder of watchmen guards? 23:36 at the same time WAY to severe. 23:36 bug_sniper: nothing 23:36 not true 23:36 they lose alignment 23:37 a lot of it 23:37 Yes, the only real reason to have MC3 is if you lack drain resistance 23:37 Or to common, or something. 23:38 both fh and dnh makes draining not affected by MC 23:38 Consider that it's the elemental damage attacks that force all scrolls, wands, and potions to be stored in the BoH untill just prior to use. 23:39 dnh has a bit of a different implementation: there are versions of elemental and level-draining attacks that are affected by MC, and versions that aren't. 23:39 The Vampires have the drain attack that *isn't* resisted by MC, they tend to make an impression on players :D 23:40 ahh 23:41 Chris_ANG: hothraxxa kept getting leveldrained below XL14 by fiqhack vampires lol 23:41 XD 23:41 I decreased the quest requirement to XL10 eventually because I saw no reason to keep it at XL14 from either flavour or balance perspective 23:41 RNG smites you! Goodby level 14! 23:41 just let the player do the quest if one wants to 23:42 and other variants did that change too and survived 23:42 how do you name a pet? 23:42 #name, C 23:42 -!- raisse has joined #hardfought 23:42 -!- mode/#hardfought [+v raisse] by ChanServ 23:42 -!- Grasshopper_ has joined #hardfought 23:42 thanks, fiq 23:43 FIQ: one of amy's comments on my balance issues list was that slex lets you into the quest at XL1 23:43 I was going to say, I liked one of aosdict's proposed solutions to that. 23:43 actually, now that I'm editing the page, might as well add it 23:43 aosdict: 4k does that too 23:43 Where the leader lets you in if you kill a strong enemy. 23:43 in 4k you can enter it at XL1 23:43 but not XL2-13 23:44 Slaying a dragon to prove one's worth has a certain apeal to it. 23:44 unnethack allows entrance at XL10 23:44 K2: yeah 23:44 also fiqhack 23:44 possibly other variants 23:45 writing out this list, I am realizing that gain ability needs a serious nerf 23:45 and might deserve its own section 23:45 un already does 23:45 yeah but the list is for vanilla :) 23:45 ah 23:46 un's implementation can be listed as a possible solution, I forget exactly what it does though 23:47 In UnNetHack, uncursed will attempt to raise an ability one point a few times and might fail. Blessed will always raise one stat, if possible. 23:47 slex also nerfs it 23:47 Chris_ANG: yeah, a loooot of the midgame power spike can be traced back to the player obtaining their first holy water 23:48 it only gives 1 point uncursed, and 1-2 points if blessed 23:48 it gives 1 point uncursed in vanilla too 23:48 or tries to 23:49 ...and not to, again, jump topics, 23:50 but I feel like early-game combat works pretty well. 23:52 Which suggests that the problem with nethack's combat system is that it scales poorly as the player gains power. 23:52 -!- raisse has quit [Ping timeout: 240 seconds] 23:52 (which leads back to the massive bonues from level and luck and the sum contribution of a zillion pieces of enchanted armor) 23:53 *bonuses 23:56 Oh, right right, 23:57 and to jump back to the midgame power spike, 23:57 the existance of that spike and the one from the Castle wand means that there are two big discontinuities in the player's power level, 23:59 which means any smoothly scaling formula for relating monster power to level are going to be off in probably at least two phases of the game. 23:59 ... 23:59 Seems like the spikes should be fixed first. 00:00 Most of the solutions I've seen to the wishes one are to scatter them throughout Gehennom and leave on in the Castle 00:00 one* 00:00 But the midgame spike is harder to address 00:00 which *again* returns to late vs early-game combat: It seems that most monsters are scaled to be apropriate threats to early characters, and are left increasingly in the dust after the first power spike. 00:01 It seems that few-to-none are scaled against late game characters. 00:01 Hm. 00:01 Some spike is unavoidable, I guess, 00:02 Well, we already know that monster AC never goes below -10 while the player's keeps pushing down towards -50 00:02 since that's the reward for the item-identification-game, 00:02 -!- raisse has joined #hardfought 00:02 -!- mode/#hardfought [+v raisse] by ChanServ 00:02 and that part is one of the things that nethack is generally agreed to do well. 00:04 I'm not... sure that the AC thing is the cause. 00:05 A late-game PC's natural healing rate leaves the ring of regeneration in the *dust* 00:07 this is probably a problem. 00:08 Sub-lethal damage from a fight is meaningless, as it will quickly heal. 00:10 regen lategame is faster than it should be 00:10 Adjust both HP regen and nutrition loss by how well fed you are over satiated 00:10 it outperforms damage from most monsters in 1v1 late 00:10 and almost all of your fighting in lategame is 1v1 00:10 because mazes 00:10 With current HP regen at very high satiety, and 2-3x nutrition cost for that speed of regen 00:12 Hm. Also, related to the above "what if you were facing a high AC monster vs a low AC monster, what would you do differently" question, 00:12 @d?elder priest 00:12 elder priest (@) | Lvl: 25 | Diff: 33 | Spd: 15 | Res: fire sleep shock poison petrification | Confers: nothing | MR: 90 | Generates: unique | AC: -9 | Attacks: 2d10 weapon physical, 1d4 gaze paralyze, 2d10 tentacle amulet steal, 2d10 tentacle tentacle, 2d8 cast clerical, 2d8 cast clerical | Alignment: -128 | Flags: omnivore, swims, amphibious, seeinvis, nopoly, covetous, infravisible 00:12 bug_sniper: Also, rises from the dead. 00:13 I knew that 00:13 2d10 tentacle tentacle 00:13 Huh 00:13 more important is what those tentacles do 00:14 Tarmunora_: The attack type AT_TENTACLE just results in tentacle-flavored hit messages ("The Xs tentacles suck you" or whatever) 00:14 Er, 00:14 AT_TENT 00:15 [nd] Grasshopper (Bar Hum Fem Neu) destroyed Vlad the Impaler, on T:59003 00:15 The fact that is was tentacle tentacle was just somewhat amusing 00:15 [nd] Grasshopper (Bar Hum Fem Neu) acquired the Candelabrum of Invocation, on T:59004 00:15 Yeah :) 00:15 I am easily amused 00:15 Related to the above "what if you were facing a high AC monster vs a low AC monster, what would you do differently" question, 00:16 this goes hand-in-hand with some of the skill slot problems, I think. 00:17 What's the AD_TENT do again? 00:17 Consider that with the current math, there is no such thing as a high-damage low-accuracy weapon or vice-versa. 00:17 armor-shred 00:18 In vanilla, that is. Varients can get silly (gigantic mithril dwarvish mattock named The Slave to Armok) 00:18 Tarmunora_: steals/destroys your armor, then starts wreaking your attributes, possibly leading to death from brainlessness 00:19 Most such are pretty accurate still. Though there is a bit more separation when talking artifacts, and especially variant artifacts ;) 00:19 Still, 00:20 players almost always just get a high-damage artifact with fine to-hit and use that against everything. 00:20 Usually a long sword or saber 00:20 It's possible fixing the to-hit math would reveal these differences between artifacts, though. 00:20 Yup 00:21 dNethack certainly has a large number of super-accurate specialty artifacts that are never used for anything because to-hit is so wrong. 00:25 -!- raisse has quit [Ping timeout: 240 seconds] 00:26 Also related to the above: 00:27 nethack is fairly light on short-term buffs. 00:37 Mostly from spells (haste self, protection, confuse monster) 00:42 And haste self (probably) isn't used as a short-term buff, protection is hard to use, and confuse monster is... who uses that? monks? 00:42 -!- Grasshopper_ is now known as Grasshopper 00:45 confuse monster can be surprisingly useful 00:45 I find it pretty confusing 00:45 you build up a "store" of uses 00:46 either 20 or 40, can't recall which 00:46 so you can cast it lots when you are safe and have lots of Pw 00:46 makes large groups of monsters easier to handle 00:47 is great for certain situations eg revgeno dragons 00:49 bad for other situations (eg silently slaying a zoo/thronroom/leppy hall etc) 00:51 It would be interesting to go partway down the slex route, and make consumables (scrolls/potions) a bit lighter, but have more interesting/non-permanent effects on them 00:53 Eg: Potion of might - temporarily raises str and con to 25, lowers dex by 5. (blessed skips the dex malus, cursed hurts all three). Excercises/abuses stats by one similarly based on BUC 00:53 Might last 50 turns 00:53 Or so 00:57 [gh] k2 (Wiz Gia Mal Neu), 2918 points, T:3424, killed by a jaguar 01:03 -!- NeroOneTrueKing has joined #hardfought 01:20 what is the str area in slex 01:23 [fh] Jackie Chan The Second (Tomthetom) (Mon Hum Mal Cha), 51221 points, T:8204, killed by a xorn 01:32 [fh] Tomthetom (Mon Hum Mal Cha), 22593 points, T:715, killed by a bat 01:36 -!- LarienTelrunya has joined #hardfought 01:36 morning! what's up on the panic front? 01:36 LarienTelrunya: Message from aosdict at 2017-08-08 15:38 EDT: yani for slex: lavender traps can be untrapped to get potions of lavender essential oil. Ants, which hate the smell of lavender essential oil, will flee from a character that smells like it. 01:38 K2: I'll push a patch that hopefully fixes loli's panic error soon :) 01:39 ok 01:39 2.0.1 branch correct? 01:39 well yeah, thing is, I've already done the 2.0.2 savebreak; we'll have to specifically implement the commit that fixes the error, without pulling the entire source, since we don't want to break saves on the server 01:40 i'm holding off updating to 2.0.2 until you're done. i got the impression .2 is going to be a rather big update 01:41 well 2.0.2 is not really ready yet; I'll do many more savebreaking changes soon 01:41 the only thing we need right now is the hotfix for that weird crash bug ;) 01:41 which is why i'm waiting ;) 01:41 there is no estimate yet when the next save-stable version will be ready; maybe in a month, maybe in three months, I can't tell right now 01:42 its all good 01:42 not like you're on a schedule or anything 01:42 yeah, currently there's no junethack incoming :D 01:43 [fh] Tomthetom (Wiz Gno Mal Neu), 12932 points, T:889, killed by a gas spore's explosion 01:46 [slex] dolores (Und Ang Fem Cha) averted death, on T:11055 01:48 okay K2, so: the commit that fixes loli's bug is this: https://github.com/SLASHEM-Extended/SLASHEM-Extended/commit/07c9d843d9402b156bfecb276f40f33a2d66c930 - can you patch slex with it, without pulling the other commits, to ensure that saves are not broken? :) 01:49 yup 01:49 I'm still not sure why the crash is happening at all, but it seems that a certain room type is initialized incorrectly upon creating a level; hopefully this commit allows me to track it down if it happens again, since it should no longer crash 01:53 PM_HUMAN 01:54 K2: once it's updated, we should probably tell loli to save and restore the current game :) 01:54 morning loli! the fix should make it so that the bugged -1 monsters become humans instead, as a "dummy monster" so to speak 01:54 that's nice 01:55 good old dummies 01:55 btw machine guns and grenades are annoying 01:55 are you wearing boots of fainting? 01:55 I am wearing +8 boots 01:55 also did that soldier just antimatter storm you? 01:55 maybee 01:56 yes 01:56 ouch 01:56 +8 boots are soo good 01:56 someone said I might have hit a trap 01:56 wait -12 ac 01:56 well, maybe, but they might also be boots of fainting, which give a lot of AC but cause you to faint periodically 01:56 did something die 01:56 they seem to be wroth it? 01:56 worth* 01:57 and yeah soldiers can be annoying, but if you kill them quickly enough you can then claim the bullets and grenades for yourself 01:57 that seems like a nice piece of armor there 01:59 what, are you sure your boots actually are +8? did I misread it as +0? 01:59 they give me +8 armor 02:00 the boots are quite femmy! 02:00 omg 02:00 there are more?!?!? 02:00 definitely boots of fainting then 02:00 should I get rid of them... 02:00 sigh they have served me well 02:00 depends; if you feel the +8 AC makes you more tanky then keep them 02:01 btw it's weird 02:01 K2: is the server updated? ;) 02:01 I had a friendly mummy forever 02:01 it failed to curse check for me though :( 02:01 undead pets (and demonic ones, for that matter) will avoid blessed items instead 02:01 time to kill myself 02:01 :( 02:02 4 pages! 02:02 -!- noty has quit [Quit: WeeChat 1.9] 02:03 bullets in open inventory can be erased if a grenade explosion hits you, which means that they should probably be carried in a container where they're safe 02:03 got it! 02:03 thanks 02:04 rotted sneakers 02:04 ahh grenades rusted my items? 02:04 antimatter storm rusted and rotted your entire inventory 02:05 :( 02:05 not another! 02:07 whoops wrong way 02:09 lol, does this go on forever? 02:10 you mean that there are soldiers? seems you got a big barracks somewhere on the level 02:10 btw I have a lot of gain level things 02:10 maaaaaaaybe you also triggered a respawn trap :P 02:10 when should I use them 02:10 aaaaaa 02:10 what 02:10 [fh] Tomthetom (Mon Hum Mal Cha), 39651 points, T:2647, killed by a soldier ant 02:10 I thought he was easy 02:10 wtf??? 02:10 rip, and once again while I wasn't looking :O 02:11 every time 02:11 you are right 02:11 boots of fainting 02:11 it was cursed 02:11 yes, they autocurse 02:11 cursed slow digestion 02:11 that's a blessing! 02:12 [slex] dolores (Und Ang Fem Cha), 77386 points, T:11495, killed by a bullet 02:12 I've done better? 02:12 really? 02:12 your second best score :) 02:12 wew 02:12 that was a fun game 02:13 !lastgame 02:13 loli: https://www.hardfought.org/userdata/d/dolores/slex/dumplog/1502230937.slex.txt 02:13 now I hope that K2 will get around to implementing my little patch, then your camperstriker emergency saves may be restored and you can play them again! :) 02:13 slex is updated 02:13 hahah 02:13 you just want to see me crash and burn 02:13 ah, great! thanks K2! 02:13 yw 02:13 a -23 bullet 02:13 is there a chance to make his latest .e panic save into an actual savegame (by renaming it)? 02:14 yeah one sec 02:14 of course it might be that the crash happened during level generation and left a bugged level, but it's still worth a shot 02:15 what is the STR section of the dungeon? 02:15 alrihght loli, load up slex whenever you're ready 02:15 okay 02:15 stronghold 02:15 here we go 02:15 is that place fun? 02:15 lol 02:15 corrupted spawn 02:15 phase door? 02:15 but we can spam 02:15 yup 02:16 hmm, this somehow looks like the crash happened halfway through initializing the lemure pit?! 02:16 maybe 02:16 so it might be the new demon spawn routine... hmmmmmmmmmmmmmmm 02:17 lol 02:17 that's odd 02:17 anyway re: stronghold level, it's not always generated, but if it is, it has lots of orcs with wands and stuff 02:17 look wehre I am 02:17 hmm? 02:17 I didn't even spawn at the stairs 02:17 the stairs is over here 02:17 kek 02:17 I like this one 02:18 well yeah, when it crashed, it had already placed you on level 2 but without placing you on the dlvl2 stair; when we recovered you, your position was where the dlvl1 downstair was 02:18 he can follow me! 02:18 Camperstriker is about to die. 02:18 ahhh 02:19 ac 2 is too much 02:19 maybe if I stab him in his prick with my prick! 02:19 you can #force for a guaranteed hit 02:19 @le?quasit 02:19 quasit (i) | Lvl: 3 | Diff: 7 | Spd: 15 | Res: poison | Confers: poison | MR: 20 | Generates: special | AC: 2 | Attacks: 1d2 claw drain dex, 1d2 claw drain dex, 1d4 bite physical | Alignment: -7 | Flags: genocidable, regenerates, stalker, infravisible 02:19 oh, they regenerate 02:19 which means that if you don't kill him quickly, he will be back at full health 02:20 chances are you're not equipped for dealing with him and should avoid him for now 02:20 shit 02:20 LIMIT 02:20 limit break means that using a technique has a chance of not giving a timeout 02:20 there we go 02:20 it can only happen while you're low on health 02:21 I'm also wondering, apparently you never use Elbereth? 02:21 damn, it didn't work :( 02:21 that's a good idea 02:22 ever since I've came back to slex 02:22 I haven't really used Elbereth much 02:22 especially in ironman it can really save your life 02:22 shall we load the next one 02:22 [slex] dolores (Cam Amn Mal Cha), 1022 points, T:1640, killed by a quasit 02:22 elbereth is a crutch 02:22 dont use it 02:22 Better off learning not using Elbereth 02:22 well this is the fleecy challenge! 02:22 Better off learning not to use Elbereth 02:22 is what I meant to say :D 02:23 K2: is there still another .e save file for dolores left that could be restored? I recall there being two instances of the panic ;) 02:23 no. the 2nd overwrote the 1st 02:23 I thought you moved them :( 02:23 well rip the other run 02:23 shall you watch me suffer in the challenge some more? 02:23 well I'd like to :) hopefully it no longer crashes now! 02:24 i was able to move the 2nd one, loli you had already logged in and played again before i could get the first 02:24 ahh 02:24 what a shame 02:24 well think of it this way, at least it was only about 1000 turns in on dlvl2 and not a game you had invested 200 hours in and which was halfway through Gehennom or something :D 02:25 200 hours!??! 02:25 do games really last that long? 02:25 well a winning game can last a while 02:25 not sure if 200 hours is realistic, it can probably be done more quickly, but depending on playstyle it might take that long 02:26 usually I don't really pay attention to real time in my runs anyway, the turn counter is what matters; my typical slexcension takes between 40k and 60k turns 02:26 heh 02:26 i dont think i've ever had a game go over 25-26 hrs total real time 02:26 loli, games really do last > 200 hours long 02:26 sometimes 02:26 gaooo 02:26 depends on the player mostly 02:26 you play rather fast though 02:26 now, that could be spaced out of say several days 02:26 do you slow down later in the game, LarienTelrunya 02:26 fasted ascension on record is just over 1 hour (real time) 02:27 Adeon did that 02:27 in vanilla of course 02:27 loli: well you've seen me play on the castle, that's my usual playing speed 02:27 after pounding 6 cups of espresso and eating 4 snickers bars 02:27 I get hyper when playing games 02:27 you can tell when my typing speeds up 02:27 heh 02:27 lol 02:28 I think the lag I normally get actually helps me 02:28 slows me down from pressing keys too quickly 02:28 i dont intake caffine normally, ever. so if i drink one of those 5 hour energy drinks, i get... chatty 02:28 then wired 02:28 think hammy from over the hedge 02:29 i shudder at the thought of playing nethack on caffine 02:29 great 02:29 I'm back here 02:29 heh, I've played nethack on 78 vol% alcohol once; amazingly that didn't cause me to splat my char :D 02:30 I was drinking yesterday 02:30 no drinking for me while on night shift :( 02:30 :( 02:30 normally I never drink, but when I do (usually at most once or twice per year) it's something with a very high vol% 02:30 I have a few weeks to drink any day of the week 02:31 though I don't drink that often 02:31 just when I go out 02:31 (which isn't that often, esp when I'm not at home) 02:31 i usually have a drink after work and playing/screwing up code err adding features 02:32 there is a certain level of tipsy where I like to code 02:32 it easily goes over that limit, though 02:32 i rarely get drunk. i just like to reach that buzz and maintain 02:33 last month was the exception to that rule 02:33 last month during annual training, we were walking back from the bar, and i apparently assaulted the front gate guard shack because the two guards inside were fucking 02:33 i have zero recollection of this 02:34 i only know this from what everyone there told me 02:35 i wish i remembered that :( 02:35 anyways 02:40 Awww, that's cute. They had a little love shack 02:41 my buddy James was with me, he remembered the whole thing 02:44 and will never let you forget, I'm sure 02:44 he said the guards werent out to meet us, so apparently i said something like 'oh fuck no' walked up to the shack door and started pounding on it, yelling 'hey fuckers! hey!' 02:44 yeah well, they were derelict 02:45 in their duty 02:45 guy poked his head out, said you guys are good to go (they're supposed to come out and check ID's) 02:45 and my buddy said he saw the girl in the background throwing clothes on as fast as she could 02:45 and I dont remember :( 02:45 hehe 02:46 on the previous conversation, I don't think I've ever been entirely sober when I've ascended 02:46 heh 02:46 yeah kinda derailed that convo ehe 02:46 which might be why the boredom of PLane of Water sometimes puts me to sleep *DANGER* 02:47 LarienTelrunya and loli moved their convo over to #em.slashem.me hahahah 02:47 hi K2! sorry for having to annoy you, but the newest irc log on the hardfought page once again 403's 02:47 uuuu hush 02:47 gdammit 02:48 ok there 02:48 thanks! 02:49 i know there's a way to tell python to chmod a file its manipulating 02:49 i just dont know exactly how to implement it 02:49 Grasshopper: most of junethack, i'm buzzed to some degree 02:50 i went through a fair amount of rum this last tourney 02:50 [fh] ASCII (Tomthetom) (Wiz Gno Mal Neu), 12407 points, T:238, quit 02:52 is it wrong that i'm shopping for clothes on LL Bean right now? 02:52 and LarienTelrunya - you're not annoying me 02:52 no such thing in regards to server 02:53 okay :) 02:53 just trying to cover my butt, since I might have a habit of being annoying (my roommate would definitely agree) 02:53 if you were, i'd tell you :P 02:53 * K2 isnt shy 02:54 :) 02:54 btw I can't thank you enough for making the logs available! 02:55 Tangles is who you should really thank, he added the code to Beholder bot 02:55 Tangles: many thanks for making the irc logs available :) 02:56 [slex] dolores (Cam Amn Mal Cha), 2853 points, T:1342, killed by a bolt of cold 03:02 -!- raisse has joined #hardfought 03:02 -!- mode/#hardfought [+v raisse] by ChanServ 03:03 [slex] dolores (Cam Amn Mal Cha), 131 points, T:512, killed by a monster (umber pony) 03:05 -!- elenmirie has joined #hardfought 03:05 -!- mode/#hardfought [+v elenmirie] by ChanServ 03:10 -!- Tarmunora_ has quit [Read error: Connection reset by peer] 03:14 -!- raisse has quit [Ping timeout: 276 seconds] 03:20 [slex] dolores (Cam Amn Mal Cha), 199 points, T:736, killed by an orcish dagger 03:22 [gh] k2 (Wiz Gia Mal Neu), 26 points, T:263, killed by a gecko 03:30 [slex] dolores (Cam Amn Mal Cha), 281 points, T:259, killed by a bullet 03:36 [gh] k2 (Wiz Gia Mal Neu), 1147 points, T:2026, killed by a hobbit, while paralyzed 03:41 [slex] dolores (Cam Amn Mal Cha), 74 points, T:303, killed by a rock 03:43 [slex] dolores (Kur Trp Fem Law), 0 points, T:57, betrayed by a monster (invisible Jennifer called Jennifer), while sleeping 03:44 LOL that's the best death message ever 03:44 You mean the dumbest? 03:44 [gh] k2 (Wiz Gia Mal Neu) had athame named Magicbane bestowed upon him by Thoth, on T:1366 03:49 [slex] dolores (Kur Trp Fem Law), 519 points, T:507, killed by a monster (invisible Ravenous Bugblatter Beast Of Traal) 03:49 [slex] dolores (Kur Trp Fem Law) killed the invisible Jennifer, on T:3 03:56 [slex] dolores (Kur Trp Fem Law), 704 points, T:235, killed by a blast of missiles 04:03 [nd] elenmirie (Mon Hum Fem Neu), 31383 points, T:13694, killed by a rock troll 04:08 [slex] dolores (Kur Trp Fem Law), 1201 points, T:205, killed by a monster (pikablu), while being clawed 04:09 [slex] dolores (Kur Trp Fem Law), 33 points, T:10, killed by a cowardly attack on her breasts 04:11 :/ 04:12 Useful irssi hint: /ignore -channels #hardfought [slex] 04:20 hi Mandevil 04:21 Hullo, K2. 04:21 how goes it? 04:22 Unexcitingly, how about you? 04:22 about the same 04:22 night shift, woo 04:22 I'm in a bit of a rut. 04:23 what kind of rut? 04:23 I have still that lucky Grunt game parked, but I don't feel like playing it. 04:23 thats normal 04:23 i have em too 04:26 I have finally finished the clan/player management stuff for devnull rewrite. 04:26 Now I need to do the scoreboard part. 04:26 oh! nice 04:28 K2: Any plans for the solar eclipse? 04:29 no :/ 04:29 my state is not in the path 04:29 not going to drop everything, lose income and spend money for a an event that will last 2 min 04:30 That's surely not needed. 04:31 to see the total eclipse yeah we've have to travel south 04:31 I have seen solar eclipse twice and for me it was worth it. 04:32 here it'll only be about 2/3rd eclipse 04:32 i've seen a total one before as a kid 04:32 was pretty neat 04:33 so august 21st starts around 1324 hrs, max will be around 1440 hrs, ends 1550 hrs 04:33 The next one in my place is around 2160... 04:33 ...won't live that long. 04:33 :/ 04:35 Hey, found my pic from the 2006: http://fotopruvodce.cz/fotogalerie/fotka/17697/ 04:35 [slex] dolores (Kur Trp Fem Law) averted death, on T:1070 04:36 awesome! 04:36 next solar eclipse that will pass directly over my house - apr 8th 2024 04:36 I have also seen the one in 1999 in Hungary. 04:36 K2: Wow! 04:36 K2: Lucky1 04:36 yeah 04:37 K2: I'd so much want to watch total solar eclipse at home. 04:37 But it's impossible... last eclipse in Bohemi was in 17th century. 04:37 And next one is in 22nd. 04:37 my kid will be 12 when the enxt one passes over our state 04:38 looking at this map, the center line literally goes over our county 04:38 K2: Perfect! 04:38 K2: That's incredible luck. 04:38 hope its not cloudy that day 04:38 Yeah. 04:38 it can still be snowing in april 04:39 the next closest one will be spring of 2079 04:41 We had high magnitude partial eclipse in 2015: https://voyager.lupomesky.cz/fotky/eclipse2015/20150320-2304.jpg 04:41 It was enough for noticeable cooling down and darkening. 04:42 hmm 04:42 so in 2024 the eclipse will happen at around 1930 hrs 04:43 And this one in 2011: https://voyager.lupomesky.cz/fotky/eclipse2011/IMG_2746.jpg 04:43 K2: So sunset? 04:43 close yeah 04:43 K2: sunset eclipses are the best (or sunrise) 04:43 that could look amazing 04:44 at 1930 utc 04:45 so 1530 my time 04:45 damn 04:46 Sunrise partial eclipse in 2003: http://fotopruvodce.cz/media/photos/2003/06/02/BorekL-zvlastni-rano-31-kvetna-2003.jpeg 04:47 -!- NeroOneTrueKing has quit [*.net *.split] 04:47 mmm 04:59 LarienTelrunya: You're welcome :) 05:00 Ooh! Eclipse party at K2's house! 05:02 hell yeah 05:02 i'd definitely host if you all could make it over 05:03 if i win the lottery i'll foot the bill 05:03 * K2 waves at Tangles 05:03 well we have 7 years to plan.... 05:04 How you doing K2? 05:04 i'm good, how are you? 05:04 Not terrible. Been a little swamped this week... not much time for nethack :/ 05:05 BTW, where does NetHack store the xlogfile? 05:07 [slex] dolores (Kur Trp Fem Law), 13227 points, T:2338, killed by a monster (barrow wight) 05:07 Mandevil: generally in /var 05:08 but in the makefile you can state it to be wherever you want 05:08 some variants, it likes to live the the binaries root folder 05:09 Tangles: I hear ya. being on night shift i sleep most of the day, not much time to get things done during normal hours. getting some stuff done at night but its not the same 05:09 and i have a 3 day drill coming up this weekend (fri thru sun) 05:10 so i'll be offline starting fri morning 05:11 alright i need to prep for shift change, i'll be back on for a bit in about an hour 05:12 ok K2. Have fun! 05:12 :P 05:20 !lastgame 05:20 loli: https://www.hardfought.org/userdata/e/elenmirie/nhdev/dumplog/1502265804.nhdev.txt 05:20 [slex] dolores (Kur Trp Fem Law), 60 points, T:206, petrified by a petrifying egg (stone bug) 05:20 whoops 05:20 !lastgame 05:20 loli: https://www.hardfought.org/userdata/d/dolores/slex/dumplog/1502269811.slex.txt 05:21 cockatrice eggs are delicious! 05:21 good to know! 05:21 oh 05:21 is that what I ate? 05:21 ahhhh 05:22 stone bug, but they work the same; if you get "You are slowing down.", it means you're turning to stone and need to cure it in a few turns or it's game over. 05:23 I tried to look for my scrolls 05:23 but someone distracted me 05:23 lol 05:25 ah, the log says you had background latency, so that's probably why the server seemed laggy for you while it was really arbitrary lag generated by slex 05:25 ahhh 05:26 slex really is a trickster 05:26 EPI: the game silently throws away your input one in every 27 times at random. 05:27 Extra Evil Patch Idea: and one in every 2017 times, at random, the game processes your same input twice, as if your key had stuck down. 05:28 slex actually has a different type of lag trap that randomly throws away the input; I'm not sure if I could make one that doubles (or maybe even triples, randomly) the input 05:29 you can already stimulate that via lag 05:29 I press the same button a few times 05:29 because I thought I might not have hit it 05:30 there's also a trap effect where every keypress will advance the turn counter, including e.g. opening your inventory *or pressing spacebar* 05:31 -!- NeroOneTrueKing has joined #hardfought 05:31 will that make blind go away faster? 05:31 yes, but all monsters also get turns 05:32 I love it 05:32 you should put that into a class 05:32 that would be a fun one 05:32 you can pick the nastinator race, and then the game chooses one or more nasty trap effects randomly which you'll have for the entire duration of the game 05:33 idk why but I'm reminded of a darksouls like race 06:04 [slex] dolores (Kur Trp Fem Law), 4191 points, T:521, killed by a monster (invisible troll), while being clawed 06:52 [fh] Tom (Tomthetom) (Mon Hum Mal Cha), 43189 points, T:7066, killed by a warg 07:13 [slex] dolores (Cam Lol Fem Cha), 801 points, T:1209, killed by a monster (fools garden) 07:30 [slex] dolores (Cam Lol Fem Cha), 1143 points, T:1019, killed by a cowardly attack on her breasts 07:34 -!- Grasshopper_ has joined #hardfought 07:35 what's this 07:35 that pet kurwas start with can now betray you? 07:35 all pets that are marked as "traitor" can betray you if they're stronger than you, and Jennifer starts out quite a bit stronger than a XL1 kurwa 07:36 @le?jennifer 07:36 Jennifer (:) | Lvl: 8 | Diff: 16 | Spd: 13 | Res: disintegrate petrification | Confers: nothing | MR: 25 | Generates: unique | AC: 4 | Attacks: 2d3 weapon physical, 2d3 kick remove-light, 2d3 non-contacting-beam remove-light | Alignment: 5 | Flags: omnivore, regenerates, seeinvis, nopoly, stalker 07:36 not shown here 07:36 XL8, and since she's a boss she gets another health boost 07:37 yeah apparently the bot does not know about the traitor flag since it rarely affects things anyway 07:37 -!- Grasshopper has quit [Ping timeout: 255 seconds] 07:37 "kurwa" is a role? 07:37 yes, in slashem extended 07:37 Mandevil: Haha. :D 07:40 In a variant where "ak Thief is dead!" is a playable race, everything is possible! 07:56 -!- Grasshopper__ has joined #hardfought 08:00 -!- Grasshopper_ has quit [Ping timeout: 240 seconds] 08:21 -!- Grasshopper__ has quit [Read error: Connection reset by peer] 08:21 -!- Grasshopper_ has joined #hardfought 08:21 [slex] dolores (Cam Lic Fem Cha), 6386 points, T:2058, killed by a monster (watch captain) 08:21 !lastgame dolores 08:21 LarienTelrunya: https://www.hardfought.org/userdata/d/dolores/slex/dumplog/1502278246.slex.txt 09:07 -!- LarienTelrunya has quit [Quit: Page closed] 09:11 Anyone know if there's a flavor reason for why lawfuls and neutrals get hit harder with the mysterious force than chaotics? 09:11 -!- raisse has joined #hardfought 09:11 -!- mode/#hardfought [+v raisse] by ChanServ 09:12 Does it go back to the idea of "lawful ~= good, chaotic ~= evil", and Gehennom is an evil place, so it resists good characters more? 09:12 aosdict: I suspect that has to do with the confusion between the alignment axes, and whether chaotic is actually evil or not. 09:12 Yes. 09:12 The game can't seem to decide whether chaotic means evil or not. 09:13 It's moot in variants which stop the mysterious force from doing that thing, which is I think most active variants at this point. 09:13 Well, it outright states that evil = unaligned in a few comments, but I get your point. 09:13 Right, but. 09:13 There's confusion about this issue. 09:13 Moloch is definitely evil, that much is clear. 09:15 If you forced characters into D&D alignment axes you would probably have lawful -> lawful good, neutral -> true neutral, chaotic -> chaotic neutral 09:15 Though neutral could lean towards neutral good as well. 09:16 I think chaotic rangers are probably supposed to be chaotic good, at least some of the time. 09:16 Rogues not so much. 09:16 It's confusing. 09:18 Also, _neither_ NetHack's alignment system _nor_ D&D's has much relationship with anything I'm aware of in real life or any major religion. 09:20 [nd] Grasshopper (Bar Hum Fem Neu) killed Orcus, on T:62467 09:25 Well, basing fantasy games on real life or major religions is probably a bad idea 09:25 -!- raisse has quit [Ping timeout: 248 seconds] 09:30 !commands 09:30 Grasshopper_: available commands are !help !ping !time !pom !hello !booze !beer !potion !tea !coffee !whiskey !vodka !rum !tequila !scotch !goat !lotg !d(1-1000) !(1-50)d(1-1000) !8ball !rng !role !race !variant !tell !source !lastgame !lastasc !streak !rcedit !scores !sb !setmintc !whereis !players !who !commands 09:32 @nd?trapper 09:33 isn't it @v? 09:33 oh is it? 09:33 @v?trapper 09:33 trapper (t) | Lvl: 12 | Diff: 14 | Spd: 3 | Res: none | Confers: nothing | MR: 0 | Generates: gehennom dungeons | AC: 3 | Attacks: 1d10 engulf digest | Alignment: 0 | Flags: genocidable, carnivore, stalker 09:34 Matty my pet trapper is lv19 so far, just ate his first wraith 09:37 aosdict: True. 09:38 Lv23 now 09:42 I don't know why nethack didn't have diagonoban from the beginning 09:44 because the puzzles are substantially more difficult? 09:45 would probably lead to 98% of people spoiling themselves on solutions instead of 90% 09:49 bug_sniper: I think because sokoban traditionally doesn't allow diagonal movement. 09:50 (Sokoban didn't originate in NetHack.) 09:51 aosdict: Having looked at it a bit, I am now of the opinion that _individual_ diagonaloban puzzles aren't harder, if anything they're easier, on average; but only once you bang your brain into the correct shape to be able to do diagonaloban puzzles _at all_, which is painful and difficult. 09:51 In otherwords, the first diagonaloban puzzle you ever solve is mondo hard. 09:51 The second and third and fourth ones are easy. 09:51 Relatively easy. 10:04 jonadab: a question I had on the class overhaul proposal: it wants to change valkyries from a fantastic melee role to a decent melee role that can do some casting, but isn't that niche kind of filled already by Knights? 10:05 The proposal doesn't mention anything about removing the MMoM's Knight-only double spell damage, so I assume magic missile spam is still an option for Knights under that. 10:05 Hmm, sort of true. 10:05 The proposal calls knights "cavalry" 10:05 But they are also pretty good at melee, and can cast. 10:06 Though their special alignment stuff would differentiate them a bit if we fix the "alignment record fundamentally matters not one whit" issue. 10:07 I'd be sort of tempted to make magic missile damage scale with skill, as well as XL, and not let knights get to expert maybe? 10:07 Not sure. 10:07 Definitely worth thinking about. 10:09 I mean, my problem with the MMoM is it is basically holding up a sign saying "Knights, you should try to be casters" 10:10 Giving a specific role double spell damage and preventing them from leveling that skill seems counterintuitive 10:11 I would probably just remove the Knight restriction, actually. 10:11 Want to get it as a wizard? You have to figure out some way to turn lawful first. 10:11 Let anyone get double damage with the mirror? 10:11 Hmm. 10:11 Not completely untenable. 10:12 It would certainly create a dilemma for artiwishing monks. 10:12 Though, anyone who does do that as a wizard becomes massively OP 10:12 Mirror, or Eye? Eye, or Mirror? 10:12 Late-game characters are already massively OP just in general, and Wizards are one of the stronger ones. 10:13 yes, so while removing the knight restriction would benefit monks and valkyries and so on, it would exacerbate wizards' imbalance 10:14 Then again, I also favor removing quest artiwishing entirely and distributing quest artifact properties out across other artifacts or even just magical items 10:18 But double spell damage is probably not one such property.