00:00 [hdf-us] [fh] NCommander (Hea Hum Mal Neu), 23375 points, T:2432, killed by a boulder 00:00 Protection Racket fail 00:00 !players 00:00 K2: [hdf-us] NCommander [fh] Grasshopper [nd] Twomunora [dnh] krm26 [un] 00:00 K2: [hdf-eu] k2 [zapm] 00:01 -!- mode/Beholder [+Zi] by Beholder 00:01 -!- weber.freenode.net changed the topic on #hardfought to: Welcome to Hardfought - https://www.hardfought.org/ - public irc logs available on website ¤ Public NetHack server - ssh nethack@hardfought.org ¤ EU server now mirroring variants from hdf-main - ssh nethack@eu.hardfought.org 00:01 -!- mode/#hardfought [+v Beholder] by ChanServ 00:01 !players 00:01 K2: [hdf-us] NCommander [fh] Grasshopper [nd] Twomunora [dnh] krm26 [un] 00:01 K2: [hdf-eu] k2 [zapm] 00:02 oooh 00:02 i see 00:05 -!- mode/Beholder [+Zi] by Beholder 00:05 -!- weber.freenode.net changed the topic on #hardfought to: Welcome to Hardfought - https://www.hardfought.org/ - public irc logs available on website ¤ Public NetHack server - ssh nethack@hardfought.org ¤ EU server now mirroring variants from hdf-main - ssh nethack@eu.hardfought.org 00:05 -!- mode/#hardfought [+v Beholder] by ChanServ 00:05 !players 00:05 K2: [hdf-us] NCommander [fh] Grasshopper [nd] Twomunora [dnh] krm26 [un] 00:05 K2: [hdf-eu] k2 [zapm] 00:05 there 00:05 FIQ ^^ 00:05 zapm is dark green 00:10 * NCommander really hopes to ascend a ranger before new years 00:10 rangers are fun 00:14 -!- Grasshopper has joined #hardfought 00:25 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) killed Aldinach, on T:70001 00:28 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) killed the hateful whispers, on T:70162 00:31 -!- raisse has joined #hardfought 00:31 -!- mode/#hardfought [+v raisse] by ChanServ 00:31 -!- StatueSurfer has joined #hardfought 00:42 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) killed Malcanthet, on T:71411 00:55 Congrats on the ogre, K2! 00:55 thanks Tangles! 00:55 Also, I like the new colours :) 00:56 heh 00:57 [hdf-us] [gh] k2 (Arc Gno Fem Neu), 2542 points, T:3650, killed by a giant mimic 00:58 so whats new tangles? 00:59 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) killed the Wizard of Yendor, on T:72064 01:00 [hdf-us] [gh] k2 (Arc Gno Fem Neu), 146 points, T:253, killed by a kobold wererat 01:05 [hdf-us] [gh] k2 (Arc Gno Fem Neu), 411 points, T:722, killed by a rothe 01:05 too squishy 01:07 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) performed the invocation, on T:72733 01:11 K2: Not much... watching some cricket, procrastinating on the Christmas shopping :) 01:11 yeah i gotta figure out what to get my wife 01:22 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) killed the elder priestess of Moloch, on T:73385 01:25 K2: Good luck :) 01:30 [hdf-us] [nd] Grasshopper (Bar Hum Mal Neu) made his first artifact wish - "blessed greased rustproof eye of the aethiopica", on T:46779 01:31 -!- hpardis has quit [Ping timeout: 272 seconds] 01:31 [hdf-us] [nd] Grasshopper (Bar Hum Mal Neu) wished for "blessed greased rustproof eye of the aethiopica", on T:46782 01:32 [hdf-us] [nd] Grasshopper (Bar Hum Mal Neu) wished for "blessed greased rustproof eye of the aethiopica", on T:46782 01:32 [hdf-us] [nd] Grasshopper (Bar Hum Mal Neu) wished for "blessed greased rustproof eye of the aethiopica", on T:46783 01:32 Tangles: found it :) 01:39 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) killed Zuggtmoy, on T:75110 01:44 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) entered the Planes, on T:75759 01:48 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha) destroyed Pestilence, on T:75952 01:49 Well 01:50 Wishless Polyselfless Orcish Convict 01:50 [hdf-us] [dnh] Twomunora (Con Orc Mal Cha), 21497202 points, T:75985, ascended https://www.hardfought.org/userdata/T/Twomunora/dnethack/dumplog/1511724760.dnh.txt 01:52 -!- noty has quit [Quit: WeeChat 1.9.1] 01:55 Nice Tarmunora! Convicts are not easy to get going. 01:56 Thanks! 01:57 Orcs are really strong late-game, and I found some strong weapons along the way 01:58 Same-race sacrificed to summon Yeengohu for his Flail, then found Quicksilver on Zuggtmoy's lair in Gehennom 02:00 Oh yeah yeenoghu has an artifact flail in dnethack. Nice. 02:00 I did an orc con in Un a little while ago. Just used dual crysknives for that one. 02:01 dNethack has some OP flails 02:02 -!- bug_sniper has joined #hardfought 02:11 -!- Tarmunora is now known as Tarmunoraway 02:14 -!- Grassy has joined #hardfought 02:14 -!- mode/#hardfought [+v Grassy] by ChanServ 02:15 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 956 points, T:2045, killed by an unwound spring 02:16 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 0 points, T:9, killed by a water moccasin 02:17 -!- elenmirie has quit [Ping timeout: 265 seconds] 02:24 okay i've made the decision to take away Orcus' wand of death 02:25 because i think it detracts from his natural spellcasting, which would make him more of a challenge 02:27 thoughts? 02:45 [hdf-us] [nd] Grasshopper (Bar Hum Mal Neu) killed the invisible Thoth Amon, on T:47757 02:46 -!- elenmirie has joined #hardfought 02:46 -!- mode/#hardfought [+v elenmirie] by ChanServ 02:46 [hdf-us] [nd] Grasshopper (Bar Hum Mal Neu) acquired the Bell of Opening, on T:47758 02:50 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 2006 points, T:1320, killed by a flaming sphere 03:06 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 10 points, T:5, killed by a water moccasin 03:08 StatueSurfer, I've had games where taht WoD is the only one that ever showed up 03:08 StatueSurfer, if you're going to remove it, make a guaranteed one somewhere else. 03:08 [hdf-us] [dnh] DrakeMarshall (Bin Bat Fem Non), 100 points, T:193, killed by a jackal 03:08 StatueSurfer, maybe on the high priest? Though usually that's where I first apply Orcus' WoD 03:14 hm 03:14 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 16 points, T:40, killed by a water demon 03:15 i've been reading jonadab and aosdict's proposals and YANIs for different parts of the dungeon 03:15 and jonadab's pointed out that the demon lords/princes are largely way too easy 03:16 [hdf-us] [dnh] DrakeMarshall (Bin Bat Fem Non), 4 points, T:124, killed by a water elemental 03:17 so i guess i'll have to put another wand of death somewhere 03:19 because i really believe this rebalances orcus to be tougher 03:22 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 0 points, T:11, killed by a water moccasin, while helpless 03:24 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 1514 points, T:6, escaped 03:37 -!- hpardis has joined #hardfought 03:49 -!- StatueSurfer has quit [Ping timeout: 260 seconds] 03:49 -!- raisse has quit [Ping timeout: 256 seconds] 04:03 -!- deadnoob has joined #hardfought 04:10 huh, I'm surprised that worked 04:10 * NCommander actually managed to get all 9 points on the protection racket 04:23 [hdf-us] [nd] Grasshopper (Bar Hum Mal Neu) entered Gehennom, on T:48750 04:29 K2: cool 04:38 'There is a grave here. You read: " At last... a nice long sleep." You see here a sling." 04:39 seems inviting 04:48 FIQ, I think my dog got teleportitis in FIQhack, that's an interesting problem :P 05:04 [hdf-us] [fh] NCommander (Hea Gno Mal Neu) wished for "+2 blessed fixed gray dragon scale mail", on T:9471 05:05 That was unexpected 05:23 an uncursed +0 thirsty unicorn horn of frost and lightning {20} 05:23 .... that's a freaking badass unihorn 05:36 This ... is a problem 05:57 [hdf-us] [fh] NCommander (Hea Gno Mal Neu), 36514 points, T:11539, killed by a blue jelly 05:57 * NCommander sighs 05:57 It was promising until I accidently got stuck between two jellies I couldn't kill 05:57 :( 06:20 -!- hpardis has quit [Quit: Leaving] 06:20 [hdf-us] [nd] Tangles (Cav Dwa Mal Law) polymorphed his first item, on T:14890 06:21 EPI: once you kill your quest nemesis, demogorgon may appear 06:27 -!- Grasshopper_ has joined #hardfought 06:27 -!- mode/#hardfought [+v Grasshopper_] by ChanServ 06:29 -!- Grasshopper has quit [Ping timeout: 264 seconds] 06:29 -!- Grasshopper_ is now known as Grasshopper 06:30 -!- Grasshopper_ has joined #hardfought 06:30 -!- Grassy has quit [Ping timeout: 264 seconds] 06:32 -!- bug_sniper has quit [Ping timeout: 256 seconds] 06:42 [hdf-us] [nd] Tangles (Cav Dwa Mal Law), 38948 points, T:15732, killed by a rock troll 06:43 !lastgame 06:43 Tangles: https://www.hardfought.org/userdata/T/Tangles/nhdev/dumplog/1513257408.nhdev.txt 06:43 ahh my jumping boots were N 06:44 that explains why my blindfold (n) didn't come off earlier. 06:44 and subsequently why I couldn't jump to escape. 06:49 something so simple :C 06:51 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. 06:54 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu) completed Sokoban, on T:7961 06:59 !who 06:59 Tarmunoraway: [hdf-us] arnibald [gh] Grasshopper [nd] Zxkuqyb [dnh] krm26 [un] Tangles [4k] 06:59 Tarmunoraway: [hdf-eu] Kontroller [nd] 07:01 -!- Tarmunoraway is now known as Tarmunora 07:05 -!- zxkuqyb has quit [Ping timeout: 260 seconds] 07:07 [hdf-us] [gh] arnibald (Pri Hum Mal Neu) had mace bestowed upon him by Thoth, on T:5733 07:16 -!- raisse has joined #hardfought 07:16 -!- mode/#hardfought [+v raisse] by ChanServ 07:41 NCommander: ouch 07:42 how did that happen 07:42 FIQ, sokoban, one tile wide hallway, forgot blue jellies could split, and it spawned behind me. 07:42 Pinning me inbetween two 07:42 ah 07:42 oops 07:42 Yeah 07:43 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu) killed Cerberus, on T:10335 07:43 I rarely if ever have even tinkered with Healer so I didn't realize quite how damage impaired they were 07:43 but couldn't you use your unihorn 07:43 leveldrain should kill 07:43 eventually 07:48 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu), 69699 points, T:10816, killed by Ilona Szilagy, while taking off clothes 07:51 [hdf-us] [un] krm26 (Tou Hum Fem Neu) wished for "blessed +2 fixed silver saber", on T:8634 08:08 !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. 08:08 Will do, aosdict! 08:24 [hdf-us] [4k] Tangles (Wiz Syl Fem Cha) reached the bottom of the Mines, on T:5920 08:47 FIQ: explain what you mean in that drain for gain edit? 08:48 if you start with, say, 12 con 08:48 if you increase your con/wis, it doesn't help you get HP/Pw increases for recovered levels 08:48 you will over time gain far less HP 08:48 than if you started with 18 08:48 so you can "reset" and then re-level up with the new con 08:48 it helps you get HP/Pw increases for *new* levels, but that's not drain for gain 08:49 FIQ: it doesn't work in 3.6. 08:50 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 08:51 aosdict: the game doesn't make your level up gains permanent, it will only record them for leveldrain 08:51 as an example 08:51 let's say I get 3, 4, 2, 3, 5 from level 1->6 08:51 if I leveldrain back to 1 08:51 I will have these applied in reverse 08:51 but now I get a new opportunity at higher gains, especially if I boosted my con/wis since 08:52 I will not (neccessarily) get 3, 4, 2, 3, 5 again 08:53 you may want to explain this at more length then, it just sounds like it's contradicting the rest of the paragraph 08:54 why is it 08:54 but you *will* get -5, -3, -2, -4, -3 when you drain, is that what you're saying? 08:55 that every time I play fourk 08:55 I die to a boulder 08:55 [hdf-us] [4k] FIQ (Wiz Elf Mal Cha), 774 points, T:485, killed by a boulder 08:55 raisse: yes 08:55 because the boulders hate you? 08:55 but why 4k 08:55 !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. 08:55 Will do, aosdict! 08:55 it's only 4k where I have this issue 08:56 FIQ: easy solution: make base maxHP a function of current XL and current Con :) 08:57 aosdict: better? 08:57 my edit that is 08:57 yeah 08:59 <[Demo]> im gonna drink me 14 blessed full healings! 08:59 -!- ais523 has quit [Ping timeout: 272 seconds] 08:59 oh ais was actually here 08:59 lol 09:00 hmm, in this spell proposal, I'm not sure I should change up actual spell schools like dtsund proposed. 09:00 Let me check his reasons for doing so. 09:01 he thought the existing schools was doing flavour over mechanics 09:01 *at the expense of gameplay 09:02 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. 09:02 s/matter/defense 09:02 where did matter even come from 09:04 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 09:05 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 09:05 -!- raisse has quit [Ping timeout: 248 seconds] 09:07 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 09:16 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. 09:16 FIQ: when you merged monster spellcasting, how did you handle the clerical spell list? 09:16 monsters didn't get to keep their spells 09:17 instead, I gave priests fixed spell lists: https://nethackwiki.com/wiki/FIQHack#Aligned_priests 09:17 okay so you got rid of their high-level attack spells 09:17 yes 09:17 it's not like they actually posed a threat anyway 09:19 and they can't cast curses on you anymore? 09:19 no more curse items 09:19 if not, YANI: spell of remove curse can be cast offensively to curse items 09:19 the Wizard's harassment was made nastier to compensate 09:21 It makes flavor sense, but when would a fiqhack priest ever cast remove curse? 09:22 if they generate with cursed items 09:22 or pickup something cursed 09:22 -!- zxkuqyb has joined #hardfought 09:24 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 09:28 jonadab: I'm trying to press ctrl+f in 4k, but it isn't working :( 09:32 -!- tacco\unfoog has joined #hardfought 09:43 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). 09:43 [hdf-us] [4k] FIQ (Wiz Elf Mal Cha) entered the Minetown temple, on T:3732 09:44 [hdf-us] [gh] k2 (Arc Gno Fem Neu), 962 points, T:2116, killed by a gecko, while paralyzed 09:50 jonadab: why is this melon brown? 09:51 oh, for some reason I've set fruitname to melon 09:57 [hdf-us] [4k] FIQ (Wiz Elf Mal Cha), 12006 points, T:4687, killed by a poisonous corpse 10:13 -!- greqrg has joined #hardfought 10:31 -!- bug_sniper has joined #hardfought 10:43 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu) completed Sokoban, on T:6107 10:52 [09:02] ...the biggest shakeup is removing the clerical and healing schools 10:52 aosdict: why do you hate healers? 11:02 hothraxxa: blame dtsund? 11:02 wasn't *my* idea 11:02 is dtund responsible for nerfing the unihorn as a weapon? hmmmm? 11:03 anyway, i don't see the point of a healer that can't fight and has no casting school 11:03 also, the non-useless healing spells aren't removed in dtsund's proposal, they're just converted to Defense spells 11:03 which healers can get expert in IIRC 11:04 which is actually beneficical since there are other defense spells that aren't strictly healing 11:04 so extra healing is a defense spell? seems a bit contrived if you ask me 11:04 which you didn't of course 11:05 hothraxxa: well, when you remove useless healing spells 11:05 there are only like 3 or 4 left 11:05 -!- noty has joined #hardfought 11:06 an opportunity to make up new ones! 11:06 okay, give me all your ideas for new healing spells then :P 11:06 i'll get right back to you on that 11:10 <[Demo]> cure confusion 11:10 so you're removing cure blindness and restore ability, is that correct? 11:10 <[Demo]> but you cant ever cast it 11:10 hi amy 11:12 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. 11:13 (In any case, stone to flesh, if it remained a spell, should really be matter anyway.) 11:13 [hdf-us] [gh] arnibald (Pri Hum Mal Neu), 5570 points, T:7895, killed by Mr. Izchak, the shopkeeper 11:13 yes stf is a matter spell really 11:14 so the only remaining healing spells are healing, extra healing (which is merged with healing in this proposal), and cure sickness. 11:14 i'd argue stf should remain a spell in order to give healers something to differentiate the role 11:14 Two spells are not enough to make their own spell school. 11:14 yeah so healers are pretty much... not healers 11:15 hothraxxa: well I was planning on also giving healers a starting wand of stone to flesh 11:15 <[Demo]> slashem healers are healers 11:15 [Demo]: because they can do healy stuff without needing magic? 11:15 <[Demo]> yeah 11:16 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 11:16 <[Demo]> they start with way more healy stuff 11:16 as someone who likes to play healers 11:16 hothraxxa: note that this is a proposal, not anything I particularly intend to add before it gets feedback 11:16 <[Demo]> and have healy techniques 11:16 yes i know it's a proposal 11:17 healers should also have at least Basic enchantment spells imo 11:18 who else can get to expert in healing skills? 11:18 monks and priests 11:18 er, well, assuming you meant spells there 11:19 yes 11:19 i just looked up the table 11:19 maybe a master level for healers 11:20 <[Demo]> theres a solution i really like 11:20 <[Demo]> are you familiar with the bard patch? 11:20 i am not 11:20 moderately 11:20 <[Demo]> so basically bards can play certain spells sort of based on applying musical instruments and this is regulated through musicalize spell skill level 11:20 <[Demo]> whatever the top section of skills is called, the one with riding 11:21 <[Demo]> could have a healing skill 11:21 <[Demo]> apply scalpel 11:21 <[Demo]> and other healy items 11:21 <[Demo]> and be able to do stuff with them depending on your heal skill lvl 11:21 <[Demo]> and maybe let another role or two be able to get like basic in healing 11:22 dynahack removed the restore ability of the unihorn, making restore ability a useful spell 11:22 <[Demo]> dnh does the same thing 11:23 also, i got into it with demogorgon the other night and cure sickness came in handy (when i could get it in) 11:24 nothing happens is a bit of a pissoff when demogorgon is beating you up 11:24 hothraxxa: with my recent unihorn change, you might want to use one against demogorgon! :) 11:25 passive curing of your sickness would be quite nice 11:25 at 1d3/1d3? 11:25 also that's not really a healer thing, that applies to everyone, no? 11:25 nah, probably just wield it and damage him some other way 11:26 and yes, it's not healer specific 11:26 what other way? 11:26 wands or something, maybe. Cure sickness casters would actually probably be better off without a unicorn horn, come to think of it. 11:26 <[Demo]> disease resistance? 11:26 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu) entered Minetown for the first time, on T:8788 11:26 <[Demo]> healers have that in slashem i think 11:27 wands against demogorgon? don't they miss a lot? 11:27 <[Demo]> anyway 11:27 <[Demo]> aosdict: healing explosion spells 11:27 <[Demo]> theres ur more healing spells 11:28 [Demo]: yeah it's weird how they have poison resistance but not sickness resistance (what with the "fortunately you have been immunized" message) 11:28 <[Demo]> ive dabbled with making healer more healy 11:29 <[Demo]> had healing explosions from applying scalpel but looking back that didnt make much sense 11:31 a healer fighting demogorgon is almost sure to have the staff and at least one other artifact weapon. i often get mjollnir 11:31 this time i had vorpal blade 11:31 and magicbane 12:07 -!- Chris__ANG has joined #hardfought 12:09 -!- Chris_ANG has quit [Ping timeout: 264 seconds] 12:12 -!- Chris__ANG is now known as Chris_ANG 12:23 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu) killed Cerberus, on T:13368 12:27 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu) destroyed Vlad the Impaler, on T:13616 13:39 [hdf-us] [gh] k2 (Arc Gno Fem Neu), 1336 points, T:1757, killed by an orcish werejackal 13:40 -!- Announcy has quit [Remote host closed the connection] 13:40 -!- Announcy has joined #hardfought 13:41 <[Demo]> grunt and be hacked 13:57 -!- deadnoob_ has joined #hardfought 13:58 hothraxxa: Defense is... arguably just a miscellaneous box of spells currently. 13:59 Jumping, haste self, turn undead, healing, cure sickness. 14:00 you could have three categories: offense, defense, utility 14:00 dtsund's defense list isn't really all that more coherent either: healing, protection, cure sickness, extra healing, turn undead, create familiar. 14:00 there aren't really that many defensive spells though 14:01 -!- deadnoob has quit [Ping timeout: 265 seconds] 14:02 Turn undead is annoying because it is a _very_ clerical spell, but in this rearrangement really should fall under Attack. 14:04 Maybe should put Escape back in but rebrand it as Movement. 14:11 you're still writing primarily a combat system overhaul proposal, right? do you intend to expand the scope? 14:11 hothraxxa: this is a completely separate spell overhaul proposal 14:12 ohhh 14:12 they overlap, don't they? 14:12 And I need to cut the scope of the combat system overhaul to about 25% of what it is now :P 14:12 well obviously they do overlap 14:12 they don't... really overlap, no. Only in stuff like to-hit of spells. 14:13 From the perspective of this spell proposal, the only knobs I need to turn for balancing a spell are its level and school. 14:13 (assuming skills don't change.) 14:18 -!- raisse has joined #hardfought 14:18 -!- mode/#hardfought [+v raisse] by ChanServ 14:22 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. 14:22 I suppose restore ability could remain in as well. 14:22 where's extra healing? 14:23 Folded into the "greater" healing effect. 14:23 <[Demo]> oh good amy's shameful defeat to the elder priest in junethack is referenced in dnh now 14:23 that's the main thing of this proposal, it allows you to cast all spells at a higher level for more powerful effects 14:23 healing/extra healing was already basically that 14:24 [Demo]: in what way? 14:24 Chris_ANG sometimes reference "oopsies" performed by people 14:24 I have been one step from divinity 14:24 restore ability could be useful for acquiring poison resistance in the early game if it were l1 or maybe l2 14:24 Khor's has had the axe randomly fall off the world 14:24 *Khor 14:25 etc 14:25 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 14:26 restore ability? there's only the one option, right? one vs all 14:26 for example, here is a good lesser effect: restores 1d(your skill) lost skill points 14:26 rename it to restoration 14:26 make it progressively more potent 14:26 maybe it only restores attributes at first 14:26 then also status problems in general 14:27 maybe even lost levels from leveldrain 14:27 at expert 14:27 if you're working on spell system revision, you already know that having three skill levels is a farce 14:27 how so? 14:27 FIQ: also, if your maxhp is lower than it should be, can bring that back up to 0 14:27 almost no spell skills are worth advancing to expert in most circumstances 14:28 there's sedge cases, sure 14:28 -s 14:28 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. 14:28 aosdict: "up to 0"? 14:28 if your max HP is below 0, you're dead 14:29 well i'd hope so, that was my point 14:29 FIQ: sorry 14:29 -!- aoei has joined #hardfought 14:29 FIQ: this would be in a system where your HP is func(XL, Con) plus or minus anything you got externally 14:29 FIQ, same way 14:29 AmyBSoD: "Phew, killed that elder priest. He shredded my CoMR but at least he's de-" 14:30 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 14:30 because it costs less 14:30 and the more you cast a spell, the more potent it becomes 14:30 and they all scaled the same 14:30 "oops" 14:30 Chris_ANG: oh, I think I've seen that already 14:31 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu) was given their Quest, on T:19288 14:31 aosdict: btw 14:31 I have been considering doing the same thing you are working on now 14:32 just I never went ahead and did it 14:32 I might steal some of the changes you're doing :) 14:32 what, revamping spells? 14:32 Making more spells scale 14:32 and potentially remove redundant ones (extra healing vs healing) 14:32 you guys hate healers :( 14:32 * hothraxxa pouts 14:32 hothraxxa: ? 14:33 hothraxxa: in this system 14:33 healers can reach expert in healing 14:33 they should get a stronger effect from healing at expert 14:33 you can cast a healing beam to heal (skill+3)d4 hit points, at level 1 14:33 than what EH gives atm 14:33 aosdict: healing should be level 2 14:33 1 makes it too cheap 14:33 or you can cast a greater healing beam to heal (skill+3)d10 hit points, at level 3 14:33 that is better than vanilla 14:33 fiq: yes but i want EXTRA healing on top of that 14:33 aosdict: why keep the redundancy? 14:34 i'm a healer, i spent hunfdreds of thousands of zorkmids at medical school, i should be able to raise the dead and stuff 14:34 ok cure the dead. 14:34 fix zombies, maybe 14:34 I have considered removing turn undead, or make it only work for actually turning undead 14:34 and make a level 7 resurrection spell 14:34 healing 14:35 there ya go 14:35 would you keep the wand? 14:35 FIQ: yes, in this proposal turn undead is now straight up D&D style turn undead 14:35 For dealing with undead, yes 14:35 offensive versus undead 14:35 resurrection and raising the dead is more of a priest thing though 14:35 the wand retains its resurrection powers (currently, I could change that) 14:36 hothraxxa: but D&D doesn't actually have a "healing" school, does it? 14:36 healing is folded into clerical there 14:36 i don't recall one, no 14:36 in nethack context, resurrection makes more sense as a healing spell 14:36 it's been like 40 years since i played d&d 14:36 my knowledge of D&D goes only as far as OOTS stuff 14:37 (which I take with a grain of salt because, well, yeah) 14:37 FIQ: I saw the nethack guest comic on oots and was wondering if I should link it on the fanworks page on the wiki 14:38 i was part of a small group that took up d&d as soon as we discovered it 14:38 huh, d&d is actually over 40 years old 14:38 yes, mid-70s 14:38 i don't recall whay year we started, but it was no later than 76 14:39 lol 14:39 I looked up cleric on wikipedia 14:39 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] 14:39 [hdf-us] [nd] Qwesti (Tou Hum Mal Neu), 94 points, T:277, killed by a black pudding 14:39 fiq: that's a d&d cleric 14:39 they weren't supposed to use edged weapons 14:40 but a mace, boy howdy 14:40 there isn't really any good reason that maces make terrible weapons in nethack 14:41 FIQ: weapon rebalance is next up on my list after spells :) 14:41 more pole weapons! 14:41 *more*? 14:41 like 14:41 50% 14:41 of nethack weapons are polearms 14:41 yes! at least an artifact pole weapon, c'mon 14:42 i want to know who uses a pole weapon in nethack, except to bonk the castle eels 14:42 you want to play polearmhack? 14:42 most defintiely, if you write it 14:42 hothraxxa: main reason nobody uses polearms: 14:43 1: awful UI (FIQHack, and 3.6 to an extent, addresses this) 14:43 2: ridiculous weight for basically no damage 14:43 3: no artifact 14:43 i suggest eelbane 14:44 people like katanas 14:44 and there's only snickersnee for it 14:44 which basically nobody uses 14:45 and whose fault is that, mr. developer? 14:45 maybe people like katanas only because they're 1d10/1d12 and use long sword skill 14:45 ya think? 14:45 [hdf-us] [dnh] Elysium (Rog Hum Mal Cha), 2885 points, T:2587, killed by a tengu 14:47 -!- hothraxxa has quit [Quit: Page closed] 14:47 was only providing a counterexample to 14:47 3 14:47 I know why 14:48 -!- hothraxxa has joined #hardfought 14:48 bye hoth 14:48 hi hoth! 14:48 long time no see 14:48 -!- mode/#hardfought [+v hothraxxa] by ChanServ 14:48 grr! closed the wrong window 14:48 was only providing a counterexample to 14:48 3 14:48 I know why 14:49 FIQ: considering also adding a spell of panacea, which is a healing spell that cures status ailments (that aren't sickness/foodpois). 14:49 i know you know why 14:49 panacea? 14:49 [hdf-us] [dnh] Zxkuqyb (Ana Inc Mal Neu), 190645 points, T:19824, killed by a gas cloud 14:49 FIQ: basically cure blindness that works on more things and can work on other monsters 14:49 :c 14:49 aosdict: I was suggesting you do that for restore ability earlier 14:50 zxkuqyb: rip 14:50 quest? 14:50 yeah 14:50 figured 14:50 ana quest is mean from what I've heard 14:50 never played it 14:50 let's try it 14:50 hothraxxa: I just realized that FIQ suggested moving the base level of the healing spell up from 1 to 2 14:50 and you didn't ask him why he hates healers 14:50 a clusterfuck of dudes 14:51 aosdict: i thought i did. i said "you guys" didn't i? 14:51 neverending dudes and loots 14:52 FIQ: also adding in resurrection as healing spell 14:53 now the question is, what should "greater resurrection" do 14:54 dlvl1 CPM 14:54 dtype: what exactly is dgamelaunch doing that makes it impossible to resize the terminal? 14:55 this would be for pet revival, right? so low level resurrection brings back a puppy, skilled a dog, and expert a large dog 14:55 iow sacel the level of the revived monster 14:55 scale 14:55 * aosdict tries to bring back a pet dragon, gets a dog instead 14:57 hothraxxa: and you can't revive something higher level than you at all? 14:57 yeah, that could be 14:57 leave that to the wand 14:58 oh, and greater resurrection is guaranteed to keep your pet tame 14:58 now you're cooking 15:02 so currently there are: 7 attack spells, 6 divination, 7 enchantment, 5 healing, 7 matter, 5 movement 15:03 the balance is better than it was, at least 15:03 and I don't feel like any spells are out of place in their own school 15:13 [hdf-us] [dnh] FIQ (Ana Vam Mal Neu), 5254 points, T:2101, died of starvation 15:28 -!- Grassy has joined #hardfought 15:28 -!- mode/#hardfought [+v Grassy] by ChanServ 15:31 FIQ: did you carry over any other mage spells from the monster vanilla spell list? 15:31 -!- Grasshopper_ has quit [Ping timeout: 240 seconds] 15:32 Obviously Rodney has Double Trouble, but I don't know if you took ones like drain strength and destroy armor. 15:32 -!- Grasshopper has quit [Ping timeout: 256 seconds] 15:32 aosdict: Summon nasties 15:33 was made a level 7 clerical spell 15:33 -!- Grasshopper has joined #hardfought 15:33 mmm, and how useful is that in player hands? 15:33 It's ok 15:33 I've already struck out create monster, the other summoning spell 15:34 the FIQHack page doesn't describe what happens when a player summons nasties 15:34 Mostly useful as a buffer 15:34 It is a targeting spell 15:34 It summons monsters hostile to what you are targeting 15:34 So if you target yourself 15:34 it summons hostile nasties 15:34 if you target a hostile vampire lord 15:34 it summons tame nasties around the vampire lord 15:35 sounds op pls nerf 15:35 :P 15:35 try it 15:35 it isn't that strong 15:36 it's not *bad* 15:36 but it's not OP 15:36 well if you get for the low low price of 35 Pw several tame minotaurs and mindflayers and whatnot, that sounds really powerful 15:37 most of the nasties aren't that strong 15:37 MTF tried it in his knight run on sanctum 15:37 they were promptly destroyed by the aligned priest 15:37 s 15:37 and their own spanws 15:37 *spawns 15:38 I'm more worried about how it reopens the possibility for renewable infinite sacrificing 15:39 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 15:39 targeting yourself with nasties seem rather dangerous 15:40 [hdf-us] [gh] arnibald (Pri Hum Mal Neu), 198 points, T:474, killed by a dwarf 15:40 it seems like a spell that works very well on the monster side but poorly on the player side 15:42 -!- deadnoob_ has quit [Ping timeout: 265 seconds] 15:42 -!- ais523 has joined #hardfought 15:42 FIQ: assume a post-castle player kitted out with enough to survive a fight with nasties and with scare monster/Elbereth prepared and whatnot 15:42 they would be able to use the nasties for sacfesting and whatnot 15:43 I mean, I guess I could make it refuse to target you, and not necessarily use the nasty list... yeah 15:43 but what school should it be? matter? clerical doesn't exist anymore :) 15:43 aosdict: I see no problem with a post-castle player being able to sacfest "indefinitely" 15:44 ‎<‎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 15:44 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. 15:44 so far I've resisted 15:44 on the basis that it's hardly broken 15:44 ais523: That's... not really an issue IMO 15:44 If players want to do that 15:44 let them do it 15:45 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! 15:46 also, how many people is the "rest of the devteam" these days 15:46 ais523: does this look ok? http://home.fiq.se/totallynotnitrohack.png 15:47 aosdict: that's something I've wanted to do for some time 15:52 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? 15:52 no 15:52 not if matter is kept 15:52 matter is not going anywhere 15:52 but there are now 8 matter spells 15:53 what schools are there 15:53 currently all of the vanilla ones except clerical 15:53 where did clerical go 15:53 remove curse? 15:53 and I rebranded escape to movement 15:54 protection and create monsters are gone. remove curse and create familiar are matter. turn undead is attack. 15:54 why did you remove protection :( 15:54 remove curse should be enchantment over matter I think 15:55 because it's incredibly complicated and annoying to use, and jonadab said the only people who would really miss it are fiqhack spell maintainers. 15:55 [hdf-us] [gh] arnibald (Pri Hum Mal Neu), 1360 points, T:1944, killed by a giant beetle 15:55 not annoying to use if you have spell maintenance 15:55 :) 15:56 moving remove curse to enchantment would make 8 enchantment spells, not a huge problem, but it'd be the biggest school 15:56 enchantment is tiny in vanilla 15:57 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 15:58 "balanced" 15:58 the current protection spell is OP 15:58 if it was actually usable 15:58 also it's simple 15:58 just instead of balancing on XL that is done now for some reason 15:58 also, removing clerical spells, there isn't really a home for protection 15:58 instead balance on skill 15:58 ‎<‎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 15:59 iirc nethack.org points to a dead link? someone said something like that before 15:59 I know the devteam is a bit conservative in changing the website 15:59 but at least that should be addressed 15:59 nethack.org should reroute port 80 to port 443 15:59 since it now offers https 15:59 FIQ: that's an interesting use of one of the boundary lines 16:00 also, http://nethack.org (no s) is valid 16:00 there were some concerns that not everyone had SSL support in their browser 16:00 ais523: What do you mean? 16:00 @ boundary lines 16:00 FIQ: the "WATCH MODE" 16:00 oh that 16:00 it's on one of the borders 16:00 ais523: see the image name 16:01 I'm not sure whether I like that or not, it's probably a good thing to prevent people getting confused 16:01 also, nitrohack doesn't even /have/ a watch mode 16:01 it was inspired by http://home.fiq.se/replay.png 16:01 what browsers are actually being used these days that don't support SSL 16:01 aosdict: presumably whatever browsers run on platforms that don't support "void", or "enum" 16:02 but what is wrong with having both 16:02 to at least offer SSL as an alternative 16:03 FIQ: err, nethack.org is running http on 80 and https on 443 16:03 like everyone else does 16:03 ah 16:03 all good then 16:03 I don't understand what you're seeing as a problem here 16:03 ais523: I am not 16:03 I was just misunderstanding what you was saying 16:03 thought you were arguing against SSL in first palce 16:03 *place 16:04 nope 16:04 there's a "switch to SSL" link on the homepage at http://nethack.org that links to https://nethack.org 16:05 hm 16:05 ahh I see 16:05 so you can't say we aren't advertising it :-) 16:05 all good then 16:05 I think your and aosdict's talk is what confused me 16:05 since aosdict argued against keeping http 16:09 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 16:09 which is what it was inspired by 16:09 oh, I see, inspired by replay mode 16:09 this wasn't kept in 4.3 16:09 not really a huge loss 16:10 allthough I should perhaps display "REPLAY MODE" or something in replaymode too 16:10 to make it clear that the user isn't playing 16:11 FIQ: melon is the default fruitname in Fourk. 16:12 why would you have a default that clashes with an existing fruit? 16:12 that seems incredibly confusing 16:13 FIQ: The default doesn't clash with an existing fruit in Fourk. 16:13 ais523: also I noticed that you didn't allow me to name my fruitname "chickatrice corpse" :P 16:14 it appends candied 16:14 jonadab: why did you remove melons? 16:14 I guess it isn't a huge loss, but... why? 16:14 FIQ: There were too many fruits. Melons had very little unique about them. 16:14 jonadab: sometimes I 16:14 (The only special case for them was that they could splat.) 16:14 've considered merging all the fruits into one 16:14 (Which seemed... redundant with eggs.) 16:14 and use spe 16:14 to make them into different fruits 16:14 jonadab: but then we wouldn't have https://nhqdb.alt.org/?2244 16:14 apples, oranges, bananas, etc 16:14 FIQ: That might be a reasonable idea, actually. 16:14 ‎<‎FIQ‎>‎ it appends candied ← that's a vanilla feature, it's in 3.4.3 too 16:15 ais523: huh, didn't knw 16:15 *know 16:15 (also, prepends, not appends, surely?) 16:15 yeah 16:15 aosdict: That quote also works with pancake. 16:15 Or various other things. 16:16 there's a very high-voted quote similar to that with a pancake 16:16 I don't want to go to the Brogue extreme and only have two permafoods ("food ration" and fruit). 16:16 But NetHack has more than it needs. 16:16 https://nhqdb.alt.org/?1108 16:16 jonadab: Brogue has more than it needs too 16:16 heh 16:16 it has mangos 16:16 ais523: Technically, yes, but. 16:16 like, the difference between a food ration and a mango is not usefully relevant to gameplay due to the metering 16:17 https://nhqdb.alt.org/?2249 I'm not sure if I understand why this was accepted 16:17 is there a joke I am not seeing 16:17 ais523: Actually, I eat mangoes preferentially for inventory management reasons. 16:17 because it just seems like regular dialog 16:17 FIQ: I don't think so, which is why it's being downvoted 16:17 -!- raisse has quit [Ping timeout: 255 seconds] 16:17 -!- theRaisse has joined #hardfought 16:17 -!- mode/#hardfought [+v theRaisse] by ChanServ 16:17 jonadab: yes, but that still doesn't have any real gameplay effect 16:17 FIQ: You're not missing anything. 16:17 *doesn't really 16:18 mangoes become edible without wasting nutrition slightly earlier than rations do 16:18 that's about it 16:18 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 16:19 aosdict: The problem is that L_T submits _hundreds_ of completely uninteresting quotes. 16:19 For every one submitted by anyone else. 16:19 LarienTelrunya? 16:19 Yes. 16:19 jonadab: probably to advertise slex 16:19 does she? I don't see the pending quotes column go up to dozens on the regular 16:20 aosdict: I might be exaggerating slightly, but ilbelkyr was complaining about how he gets tired of rejecting them, she submits so many. 16:20 "the rest are slex quotes, I'll let someone else deal with them" 16:21 https://nhqdb.alt.org/?2044 16:21 https://nhqdb.alt.org/?2188 naming is hard :( 16:21 FIQ: during what part re:terminal resizing. game watching or just in menus? 16:21 dtype: Message from K2 at 2017-12-03 00:25 EST: yup, done done with it. i've backed up all of the userdata 16:21 aosdict: heh yeah 16:21 dtype: well the thing is 16:21 I don't understand exactly what is going on 16:21 and the answer is I probably don't know. haven't looked at it in years 16:21 but if I, say, enter dgl with 80x24 16:22 but game watching has its own challenges 16:22 and then make the terminal bigger 16:22 then when choosing to play a game 16:22 it will insist on keeping that 80x24 16:22 whether I want it or not 16:22 and the weird thing is 16:22 it *will* correctly realize my resize 16:22 when checking if my terminal is big enough for watching someone 16:23 but only for the purpose of checking if it's big enough to redmark the text or not 16:23 if I then choose to actually play something 16:23 it will keep the previous size anyway 16:23 makes no sense 16:23 why is dgl even impacting my terminal size behaviour? 16:23 try different term variable type just to see if it is related to that? 16:23 -!- theRaisse is now known as raisse 16:23 why does it care? and what dark magic does it do to confuse the games 16:23 yeah and dunno 16:23 folks have played with dgl since me, so might be more familar 16:24 familiar 16:24 the reason I asked you is because you made dgl :) 16:24 well yeah there's that 16:24 and was wondering if you had any idea 16:24 I guess you failed me :( 16:24 FIQ: I'm trying to remember what determines the size of a pseudoterminal 16:24 that seems relevant here 16:24 but there's been much mucking about 16:24 FIQ: also has been a few years since looking at that 16:24 ais523: I think not realizing resizes ingame is some kind of reasonable, kind of 16:24 maybe they don't have one? 16:25 because I don't think ttyrecs would be happy with that 16:25 but I see no reason for it to stay even if you exit the game 16:25 or if you resize in the dgl menu 16:26 FIQ: there are "the terminal's size has changed" escape codes that can be added to a ttyrec 16:26 dtype: ok, I have one other question that might be easier to answer 16:26 although I think only jettyplay and ttyplay understand them 16:26 once the user starts a game 16:26 does the game have access to other users' configuration paths? 16:26 libuncursed used to send them unconditionally in case the terminal was being recorded, but it made it really hard to resize a window 16:27 FIQ: yep, nothing restricting that. is in same chroot 16:27 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 16:27 dtype: and can I start a game as player Y when logged in as player X, dgl script-wise? 16:27 I wanted to muck about with watchmode 16:28 and see if I could hijack the regular way it works to instead run a special script for a certain game 16:28 FIQ: shouldn't be able to. should be coded to launch only as logged in user 16:28 unless there's a flaw 16:28 instead of using ttyrecs 16:28 dtype: to clarify, I am talking as a dgl admin, not as a dgl user 16:28 I guess it isn't possible then? 16:28 i don't think we ever built in that kind of tool 16:29 hmm 16:29 because on our end if we want to launch, I'd just do from cli locally 16:29 don't need dgl for that 16:29 OK, I guess I will have to tweak stuff from fiqhack's POV then 16:29 so unless paxed threw in some backdoor, I'm not aware of one 16:29 dtype: basically what I want to do here 16:29 there actually isn't such a thing as an *admin* user in dgl 16:30 is that if I, as user A 16:30 want to watch user B playing fiqhack 16:30 -!- hpardis has joined #hardfought 16:30 it launches a script from user B 16:30 to launch fiqhack in watchmode 16:30 instead of the ttyplay/etc it does normally 16:30 not sure if the config file language would let you do that out of the box 16:31 dtype: well what I was asking is if it is possible in first place 16:31 there is that little configuration part in dgl about how to launch game. but that's game launch, not watching 16:31 or if dgl chroot stuff stops me 16:31 the chroot won't stop you 16:31 -!- StatueSurfer has joined #hardfought 16:31 dtype: in this case the watchmode is implemented in the game itself, so you "watch" someone via loading their game 16:31 https://nethackwiki.com/wiki/User:Phol_ende_wodan/SpellsOverhaul published 16:32 ah ok 16:32 . 16:32 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. 16:32 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 16:32 yeah you'd probably have to modify dgl for that 16:32 FIQ: I look forward to you saying "that won't work aosdict" 16:32 because dgl only knows watching from ttyrec playback 16:32 dtype: yes, I did anticipate having to modify dgl 16:32 was just wondering how much I would need to, e.g. if the user management would try to be in my way 16:32 but chroot has nothing that would stop you 16:33 or if nothing is stopping me from pretending to be someone else 16:33 so there's no level 1 spells anymore? 16:33 for the purpose of launching the game 16:33 in your overhaul? 16:33 FIQ: pretty much just one user in that chroot 16:33 that can see everything 16:33 or am i not reading that level column on the far right corretly 16:33 ,ok 16:33 *ok 16:33 now I am merely wondering, what would be easiest 16:33 StatueSurfer: looks like each spell can be cast at two different levels 16:33 modifying dgamelaunch 16:34 or adding watchmode from within the game directly 16:34 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 16:34 i see 16:34 I guess the former 16:34 since the latter means the game has to know where users' configs are stored 16:34 nethack binary itself, if malicious, could clean out the chroot on NAO 16:34 well, much of it 16:35 anything that has to be writable 16:35 hm now I am wondering how that works in first place 16:35 how the game knows where the user's config is 16:35 that path might be compiled in 16:35 hm but that makes no sense 16:35 is either compiled in or passed in 16:36 since it would be different 16:36 for every user 16:36 we must pass it in. would have to look again 16:36 FIQ: it's just a wildcard substitution I think 16:36 i.e. a parameter gets changed out within the path 16:36 yeah or that 16:36 ais523: but it isn't just using username alone 16:37 https://www.hardfought.org/userdata/F/FIQ/fiqhack/ 16:37 somehow it knows about the path tree 16:37 the /F/FIQ/ 16:37 not just the username (FIQ) 16:37 that's a paxed change, I vaguely remember when it happened 16:38 and I think it's just substituting the first letter of the username, so still a letter substitution 16:38 yeah might be a minor nethack patch 16:38 dtype: a patch to every single nethack variant -- including NH4 ones? 16:38 that is the part I don't get 16:38 bleh now I'd have to look at where that goes in 16:38 I never added in dgl capabilities in fiqhack (besides adding simplemail) 16:38 FIQ: it's probably just in a wrapper shellscript 16:38 using NETHACKOPTIONS, cd, or both 16:41 yeah dgl has that in the config 16:41 have to look at where it is used 16:41 found what I was looking for 16:41 game_args = "/fiqhackdir/fiqhack", "-H", "/fiqhackdir/data", "-U", "%ruserdata/%N/%n/fiqhack" 16:41 rc_fmt = "%ruserdata/%N/%n/%n.nh343rc" 16:41 so the config path is passed to the game after all 16:41 didn't know NH4 had that capability 16:43 also I found another place where I forgot to change to fiqhack it seems 16:43 434 puts("Usage: nethack4 [--interface PLUGIN] [OPTIONS]"); 16:45 -!- StatueSurfer has quit [Ping timeout: 260 seconds] 16:55 FIQ: I take responsibility only for all of the parts of dgl you like 16:55 -!- elenmirie has quit [Quit: Going offline, see ya! (www.adiirc.com)] 16:55 dtype: :-) 16:55 -!- elenmirie has joined #hardfought 16:55 -!- mode/#hardfought [+v elenmirie] by ChanServ 17:03 FIQ: -H/-U were added for dgl 17:03 although kerio says they don't work as well as they should and suggested an alternative 17:04 interestingly enough, they were actually added at the request of crawl.akrasiac.org (one of the best known DCSS servers) 17:04 but cao doesn't even host NH4 17:04 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 17:04 does it? 17:04 ah 17:04 apparently in some alternative history it might have done 17:04 heh :) 17:04 I added a directory to -W now 17:04 so I don't have to do some crazy user-swap shenanigans 17:05 so you can now tell -W to point to a specific save directory instead 17:05 better approach 17:06 so how is it split up? -H is playfield, -U is config, -W is save? 17:06 yes 17:07 aosdict: is panacea's targetting rules just for flavour? if you're confused/stunned you'd probably be targeting it at . 17:08 [hdf-us] [dnh] Demo2 (Sam Clk Fem Law) killed Cerberus, on T:6830 17:09 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 17:09 [hdf-us] [nd] Qwesti (Tou Hum Mal Neu), 1886 points, T:3727, killed by a watch captain 17:12 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 17:18 ais523: panacea can target other monsters mainly for if you want to target pets 17:19 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 17:19 aosdict: yes, but in that situation, there's no reason for it to be immune to target randomization 17:19 as you presumably wouldn't be confused/stunned yourself 17:20 yeah you're probably right 17:22 greater knock smite-targeting was intended as being an improvement over being limited to 8 directions 17:23 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 17:24 perhaps protection should not stack with itself and dissipate only when it blocks an attack (i.e. the attack would have hit without it) 17:24 [hdf-us] [nd] munterplant (Val Hum Fem Law) killed Lord Surtur, on T:39056 17:24 or more simply, perhaps it should just negate the next hit you would otherwise take 17:24 [hdf-us] [nd] munterplant (Val Hum Fem Law) acquired the Bell of Opening, on T:39057 17:24 dcss had a spell like that in necromancy I Think 17:25 *I think 17:25 it was removed, because dcss loves removing things 17:25 but yeah 17:25 that could be abusable, but only against monsters that hit once and hit high, which isn't any I can think of 17:26 well it's intended to be situationally useful 17:26 it'd be nice against spheres, for example 17:26 but I can't think of any which are powerful enough to be worth specifically nerfing 17:26 that is a nice effect, but how could it scale or have a greater form? 17:27 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. 17:28 hmm, what about material components? 17:28 that's a common anti-spamming method in D&D 17:29 maybe you can only repair an item by destroying another of the same type, for example 17:29 so you can repair your Excalibur by destroying a random longsword, but repairing a ring might be rather harder 17:31 that also seems like it wouldn't get used much 17:31 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? 17:32 well it'd be used more on items with a common base type 17:34 [hdf-us] [nd] Qwesti (Mon Hum Fem Cha), 228 points, T:587, killed by a small mimic 17:35 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 317 points, T:526, killed by a small mimic 17:40 <[Demo]> yey throne geno 17:45 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 0 points, T:7, killed by a system shock 17:46 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 102 points, T:102, killed by a sewer rat 17:48 -!- aoei has quit [Quit: Leaving] 17:50 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non), 136 points, T:177, killed by an electric shock 17:51 [hdf-us] [nd] Qwesti (Tou Hum Mal Neu), 208 points, T:737, killed by a bear trap 17:58 Chris_ANG: what sort of hard cap on evasiveness are you imagining? 17:59 Just sharply limiting what applies to it. 18:00 Ie, not protection or armor enchantment. 18:03 <[Demo]> ugh soko 2b 18:03 <[Demo]> satan take the wheel 18:03 <[Demo]> 2a rather 18:04 Do you think there should be a penalty imposed by bulky armor, or should that be baked into the armor's base evasiveness value? 18:05 (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.) 18:11 aosdict: greater wizard lock is not balanced for monster use 18:12 because of the monster dying or becoming embedded? 18:12 consider this: a mob surrounds the player, then a caster casts wizard lock targeting you 18:12 since you cannot move off the square, you die 18:12 so how about you just become embedded in the door 18:12 Probably not... Except maybe for CPM, as a special thing? 18:12 what door 18:13 the door that just closed and locked on your space 18:13 it doesn't say that the targeted square has to be a square with a door 18:13 and you have nowhere to escape it 18:13 merely that if you cannot be moved off said square, you are killed 18:13 Plate mail would *increase* evasiveness, on the grounds that it uniquely is shaped to encourage blows to glance off. 18:14 But PM enchantment would not apply to evasiveness, probably. 18:14 Chris_ANG: only affects sharp weapon 18:14 s 18:14 not blunt ones 18:14 FIQ: I thought that was obvious, but clarified 18:16 also it will not instakill anymore 18:16 aosdict: greater polymorph basically let you become a slash'em doppelganger? 18:16 FIQ: Maybe, yeah. Most attacks vs PCs don't have a damage type, though there are ways to work around that. 18:16 My inclination is not to let it count for everything, though. 18:16 Er 18:17 *is not to -> is to >_< 18:17 FIQ: I suppose it currently does, with the caveat that you can only morph into stuff of lower difficulty 18:17 which is how slash'em doppelgangers work :) 18:18 <[Demo]> i love slashem doplegangers 18:18 except they don't have to spend massive amounts of Pw on it 18:18 could even make it a level 8 spell if it's too accessible now 18:18 youpoly costs 20 energy IIRC 18:18 so it's pretty expensive too 18:19 <[Demo]> it cost all ur energy 18:19 <[Demo]> min 20 18:19 oh 18:19 didn't know 18:19 ok 18:19 <[Demo]> hell of a bitch 18:19 aosdict: does paralysis stack? 18:19 I don't know anything about slash'em, ignore me 18:20 with it being level 3, it means that liches becomes far more dangerous 18:20 FIQ: in the mechanics section, it says that none of these effects stack unless it explicitly says otherwise 18:20 er, not liches 18:20 earlygame caster 18:20 s 18:20 aosdict: ah, sorry 18:20 missed that then 18:20 and I don't think I explicitly specified anything to stack 18:20 now, it could still be *spammed*, which is perhaps a hole 18:21 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 18:21 yeah that allows a monster to stunlock you 18:21 this killed LarienTelrunya in 2016 in fiqhack actually 18:22 a kobold shaman stunlocked her with sleep 18:22 and spammed magicm issile 18:22 *magic missile 18:22 <[Demo]> fiqhack epic balance 18:22 [Demo]: the reason is that sleep lasts for 6d25 turns in vanilla 18:22 and is updated on a recast 18:23 <[Demo]> ah 18:23 <[Demo]> well looks like i got sokoban a 18:23 I addressed both of these parts afterwards 18:23 <[Demo]> like every level is an a level 18:23 <[Demo]> yeah im sure 18:23 maybe AI just shouldn't cast spells like sleep or paralysis if the target already has that condition 18:23 it is only refreshed when the *player* is hit 18:23 you can't refresh on monsters 18:23 totally fair 18:23 <[Demo]> uve done a good job fixing a lot of the unbalances in the monster behavior 18:23 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 18:24 aosdict: unless the alternative would lead to ridiculous gameplay (wishing), I personally prefer balancing mechanics over nerfing the AI 18:24 but that is just me 18:24 I mean, this allows for sleep stunlocking as well, by the same system 18:25 mhm 18:26 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 18:31 in Pokémon Mystery Dungeon, monsters can only stunlock if they use two different forms of helplessness 18:31 e.g. Bronzor, which uses sleep and delay 18:31 I think that's a reasonable safeguard that still lets you make dangerous monsters if you want to 18:32 <[Demo]> pokemon mystery dungeon isnt the best balanced 18:32 ais523: this does theoretically allow even that, if a monster has sleep and paralysis both 18:33 -!- raisse has quit [Ping timeout: 256 seconds] 18:33 [Demo]: I think ZIS is actually pretty well balanced 18:33 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 18:33 -!- NeroOneTrueKing has quit [Ping timeout: 272 seconds] 18:33 and if you don't you have to use escape items 18:34 <[Demo]> not played that one only uh rescue red or whatever it was called 18:34 <[Demo]> and the balance wasnt the greatest but it was still a fun game 18:35 rescue team had a few weird balance quirks (not to the point of unplayability, but yeah) 18:36 I don't remember any on the opponent side, but I do recall sonicboom being a ranged attack that dealt fixed 45 damage 18:36 which is ridiculous by PMD standards in 1-level dungeons 18:37 ZIS is a dungeon in EoT/EoD/EoS though 18:37 the 2nd games 18:37 right, ZIS is the roguelike 18:37 the rest of the game is just roguelikeish (although not a roguelikelike either) 18:37 yeah 18:37 technically speaking ZIE is also a roguelike but nobody cares about that :-P 18:37 it's like playing Healer but much worse 18:37 ais523: dungeon crawler? 18:38 I guess dungeon crawler would do 18:38 [hdf-us] [dnh] Demo2 (Sam Clk Fem Law) completed Sokoban, on T:12827 18:41 I wonder why the PMD AI was made as garbage as it is 18:41 seems like just poor design 18:41 especially since with the right "IQ skills", the AI can actually be sane 18:42 so it isn't a matter of lack of programming 18:45 well, in ZIS the AI scales as you get deeper 18:45 because IQ scales 18:45 and I guess they wanted to give you something to work towards 18:45 but yes, there really really aren't enough gummis in ZIE to make it work 18:45 YANI: don't reset IQ to zero in ZIE, or at least unlock all the AI-based IQ skills from the start 18:50 [hdf-us] [nd] Rx (Hea Gno Fem Neu) eschewed atheism, by dropping 2 food rations on an altar, on T:3683 18:56 wow, that's a precise livelog entry 19:03 ais523: uh, was that a _nethack_ idea 19:03 or is ZIE something els 19:03 e 19:03 aosdict: it's not for NetHack 19:03 it's for Pokémon Mystery Dungeon 19:03 -!- Grassy has quit [Remote host closed the connection] 19:04 I thought it was fairly obviously not for NetHack on the basis that most of the nouns make no sense in a NetHack context 19:11 -!- ais523 has quit [Ping timeout: 256 seconds] 19:11 -!- ais523 has joined #hardfought 19:24 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. 19:25 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. 19:25 shouldn't the entry be placed in the exact same place where the conduct is broken? 19:25 under what circumstance is the idea repugnant? 19:25 aosdict: e.g. demon praying to a lawful god 19:26 ah 19:26 arguably that breaks atheist flavourwise anyway, though 19:26 deciding that a lawful god shouldn't be prayed to implies that you assume the gods exist in the first place 19:26 hmm I suppose. 19:27 Evil Patch Idea: existing as a demon, ever, even by accident, breaks atheist because you have intrinsic knowledge that the gods exist. 19:28 heh 19:29 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. 19:31 ais523: isn't nethack atheism really more like "you did not attempt to gain divine help" 19:31 it is rather obvious that gods do exist in nethack 19:31 FIQ: dropping items on an altar doesn't really fit that 19:31 isn't that getting divine help? 19:31 I guess NetHack atheism is a bit like Discworld atheism, where you keep denying the gods exist despite all the evidence around you 19:31 also, I always assumed it was because altars simply didn't like curses 19:32 ais523: you mean Rincewind atheism, specifically. :) 19:32 some sort of reaction between a curse and a blessing that produces a visible result 19:32 why would they react to blessings though? 19:32 aosdict: wasn't just Rincewind 19:32 FIQ: not sure, that doesn't really fit my mental flavour so I assumed it was just for gameplay reasons 19:32 ais523: also, priests donations 19:33 aosdict: re: FlankingProposal, it strikes me as much more interesting if walls always count as flanking you 19:33 now you're way easier to hit in a corridor than you would be in open space 19:34 making mazes an actual threat? 19:34 that mechanic certainly existed at some point and I decided against it 19:35 in D&D there's a mechanic known as "squeezing" which deals with this case 19:35 there's a standard area that you need to be able to move around in in order to dodge fully 19:35 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 19:35 for a human, it's a 5 foot square 19:35 if you're in a corridor narrower than 5 feet wide, you're squeezing and have dodge penalties 19:36 flanking also exists but only if there are enemies on two opposite sides of you; I think flanking and squeezing have comparable penalties 19:36 [hdf-us] [dnh] Demo2 (Sam Clk Fem Law) wished for "Blessed +2 fixed tie-dye shirt of shambhala", on T:15853 19:36 aosdict: so what about the very simple formula "you're flanked if there's something behind you from the attacker's point of view"? 19:36 ais523: also, the way the algorithm works is it computes the "maximum arc" you have free 19:36 although, come to think of it, the best way to do this flavourwise would be facing 19:37 but that's more complicated from a controls point of view 19:37 or maybe not 19:37 I'm a fan of facing in roguelikes beacuse although they make some things more complex, they make some things much simpler 19:37 the rule is normally that changing facing is free but only on your own turn 19:37 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 19:37 so I consider it too simple 19:38 perhaps a way it could be done is: 19:38 compute the maximum arc where there are no hostile monsters 19:38 and, separately, compute the maximum arc of spaces the hero could move to 19:38 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 19:40 in the corridor example, the arc of no hostile monsters is 7, but the arc of moveable spaces is 1 19:41 and, I dunno, subtract them? 19:41 arc of moveable spaces < arc of hostile monsters, obviously 19:42 ais523: you make the ascii tiles for facing :) 19:42 having your back to a wall is arguably helpful when fighting, flavour-wise, entirely because it stops you getting flanked 19:42 FIQ: I already have ideas about how facing could work in an ASCII interface 19:43 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 19:44 ais523: that is one thing I cannot make up my mind about 19:44 there are situations where having your back to a wall is a good thing 19:45 and there are situations where it is a bad thing 19:45 so how can a flanking system reflect these? 19:45 ais523: simple, just use ^ > v < 19:46 :P 19:56 [hdf-us] [fh] rikersan (Pri Hum Fem Neu), 4602 points, T:81, quit 20:01 [hdf-us] [nd] Qwesti (Mon Hum Fem Cha) chose a runed dagger to be named "Sting", on T:1393 20:02 -!- bobbydurrett has joined #hardfought 20:08 -!- tacco\unfoog has quit [] 20:11 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 20:11 because I feel like I still need to address fighting styles, and that is closely tied to weapon rebalance 20:13 aosdict: all this stuff is interconnected 20:14 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 20:14 you might need to go round a few iterations 20:14 just rewrite everything 20:15 ais523: today marks the start of iteration 2, in which I throw out a lot of stuff :) 20:15 then I might as well make an entirely different rouglike :-P 20:15 *roguelike 20:16 just... torn on whether or not to keep fighting styles in, with some cursory overview of weapon rebalance 20:16 I feel like I do have to address that 20:16 on the other hand 20:16 hm 20:16 just fixing the to-hit and damage system has nothing to do with fighting styles 20:16 I find myself git remote updating the nethack 3.6 repo much more than DT puts things in it 20:16 I am not a very patient person 20:18 I normally only update it just before writing a change 20:18 to reduce the chance of conflicts 20:19 -!- Jonathanhanes has quit [Read error: Connection reset by peer] 20:19 but then you wont see all the interesting changes in the interim 20:19 al1 the 0-2 of them 20:19 I get emailed whenever there's a commit to the repo 20:19 that's cheating 20:20 i guess I could set up email notifications on updates to the github mirror 20:20 hm I should make one directory 20:20 where I add in all the nethack remotes 20:21 so I can get info about updates for all variants + vanilla in a single place 20:25 [hdf-us] [gh] k2 (Arc Gno Fem Neu), 8427 points, T:6375, killed by a panther 20:26 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. 20:26 er, changing them without changing anything else 20:28 what about just guessing at what a new formula would look like, then playtesting to see if it works? 20:28 because I don't want to actually go into the code and change all these systems just to playtest 20:29 it would be a ton of work for something that might just get thrown out 20:29 unless you mean in more abstract terms? 20:29 [hdf-us] [un] krm26 (Tou Hum Fem Neu) killed the ghost of Luxidream, the former Digger, on T:10365 20:30 -!- hpardis has quit [Ping timeout: 240 seconds] 20:32 ais523: out of interest, what damage reduction formula do you think does the best at mitigating spike damage? 20:33 I can see arguments for why both flat and proportional systems don't do the job well enough 20:36 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 20:37 some sort of damage capping could be interesting, e.g. armour prevents you losing more than a certain proportion of max HP per turn 20:37 although that has the problem that it's too easy to set up an infinite healing loop 20:37 armour's the sort of thing that's easier to design in a balanced way if it's discrete rather than continuous 20:41 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 20:41 but not sure if that was what you were getting at 20:43 E.g. you can have +7 elven boots, but that high enchantment won't do you any good for ninety percent of the attacks. 20:48 -!- ais523 has quit [Quit: sorry for my connection] 20:48 -!- ais523 has joined #hardfought 20:49 ais523: did you see the last thing I said? 20:49 aosdict: that "items protect against attacks to that body part" scenario? 20:49 yes, just spitballing really 20:49 I think that might work nicely with percentage damage reduction 20:50 if you ignore the flavor of how MZ_TINY monsters and such are expected to hit your head 20:50 maybe each point of defence reduces damage by 10% multiplicatively 20:50 no, you don't even have to ignore that, make different monsters specialised in attacking different body parts 20:50 we already have xans with lots of special cases, it'd be nice if they didn't have to be a special ase 20:50 *case 20:50 this was in the original proposal as an unsorted idea and was scrapped 20:51 it'd fit nicely in FIQHack I think 20:51 because when early players are facing team ant they don't often have boots yet 20:51 and if MZ_TINY monsters can only hit feet, for full damage... that's not great 20:52 just reduce ant damage 20:52 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 20:52 that is another option, but how dare you consider detracting from the glory of Team Ant? :P 20:52 because jackals are killing everyone before they can see any a? 20:53 -!- bobbydurrett has quit [Quit: Leaving] 20:53 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" 20:54 well 3.6.1 E works just fine against ants 20:55 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non) wished for "blessed rustproof +3 premium heart", on T:9535 20:55 ais523: if you had 10% damage reduction per point of AC on an armor slot 20:55 that would be fairly easy to make yourself invincible or nearly invincible 20:55 assuming fully kitted hero with +7 elven gear or +5 regular gear 20:56 oh wait, did you mean geometrically? 20:57 right, +2 is a 19% reduction not 20% 20:57 $ perl -E 'say .9**7' 20:57 so +7 elven shield would be .387 damage 20:57 0.4782969 20:58 max enchantment is twice as good as zero enchantment, that seems about right 20:58 +7 crystal plate mail would be 20% damage 20:58 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 20:59 [hdf-us] [un] krm26 (Tou Hum Fem Neu) killed Aphrodite, on T:10714 20:59 Hmm. Well, I like the system enough to replace the "total DR/8" that is currently there. 21:00 DR should probably only apply to physical damage, incidentally 21:00 it's probably like that already but I'm not 100% sure 21:02 hmm, how should monster DR work? 21:02 they probably get one DR stat like they do EV 21:03 and it just applies as default to all parts of their body? 21:03 what if you poly into one? 21:03 that seems like a reasonable approximation 21:03 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 21:04 so could I, for example, make myself immune to almost everything by turning into a gargoyle and wearing all the armor I could 21:04 or a stone golem 21:04 stone golems are too large 21:04 they can still wear helms and boots and gloves as far as I know 21:04 in D&D damage reduction doesn't stack with itself, that would be a good workaround if we think this is broken 21:05 [hdf-us] [un] krm26 (Tou Hum Fem Neu), 50013 points, T:10927, petrified by a cockatrice 21:06 -!- Grasshopper has quit [Ping timeout: 248 seconds] 21:06 -!- hpardis has joined #hardfought 21:08 -!- Grasshopper has joined #hardfought 21:08 this might not do too well for spike damage prevention though, if the player is lacking some armor piece entirely 21:09 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. 21:12 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non) entered Minetown for the first time, on T:10868 21:12 ais523: maybe we want every slot the monsters can hit to have its damage limited to some % of maxHP somehow? 21:12 though that seems farmable as well 21:13 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 21:13 if all monsters can consistently spike, that's less of a problem 21:13 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 21:14 so would you consider being gloveless to be sufficiently predictable? 21:14 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 21:14 so, say, you could make hand damage deal less damage but cause you to drop items 21:14 I don't think we want to go full Dwarf Fortress 21:14 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 21:14 full Dwarf Fortress / IVAN is obviously too far 21:15 however, simple special effects for non-core body parts being hit is reasonable 21:15 man, if you drop your currently wielded weapon or your shield even a tiny fraction of the time, players will get mad. 21:15 and I don't think there's enough of a basis for "hits hands -> random stuff drops out of pack" 21:18 perhaps only if the attack would kill you? 21:18 people would get less annoyed by it if the altenative is dying 21:19 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 21:19 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 21:19 err, why /wouldn't/ you escape if the alternative is dying? 21:19 -!- Kontroller has joined #hardfought 21:19 I mean, objectively, you would. 21:19 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 21:20 yeah I guess it would just fold into basic strategy 21:21 besides hands, what other effects are we looking at? wounded legs is an obvious one for feet. 21:21 torso shouldn't have one. 21:22 nor should shirt. 21:22 -!- Kontroll1r has quit [Ping timeout: 248 seconds] 21:23 you could make an argument for cloak's effect being they rip the cloak off your body, but ehh. 21:23 it's a bit weird flavourwise for torso/shirt/maybe cloak to not combine 21:24 should helm do anything? or is the head important enough so that if it's uncovered it deserves that 100% unreduced damage? 21:24 if a minotaur hits me in the head, he does probably deserve all that damage 21:25 I can see an attack to the head inflicting confusion/stun 21:25 -!- greqrg has quit [Quit: Disconnected] 21:25 (again, on the basis that this only happens if it deals a sufficiently large proportion of your current HP) 21:28 This could actually make greaves-slot armor feasible to add (though not now, not in this proposal) 21:30 ais523: weren't you actually suggesting that the special effect would eat up some of the damage that would normally have been dealt, though? 21:31 aosdict: yes 21:31 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 21:32 and only if you have no armor in that slot? 21:32 of course, reducing the damage of the attack might still kill you. 21:33 -!- Grasshopper has quit [Read error: Connection reset by peer] 21:38 -!- Grasshopper has joined #hardfought 21:39 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) 21:40 meaning that anything that hits your torso is basically damage-free 21:41 aosdict: yes; you'd need to reduce AC values and maybe reduce the enchantment cap of cloaks and shirts 21:42 I think separating cloaks from torso armor is warranted, in this case 22:42 -!- ais523 has quit [Quit: quit] 22:49 [hdf-us] [gh] k2 (Arc Gno Fem Neu) had rubber hose bestowed upon her by Camaxtli, on T:2723 22:49 yup 22:51 [hdf-us] [nd] knavery (Rog Orc Mal Cha), 14005 points, T:7727, killed by a Woodland-elf 22:56 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non) was given the Pen of the Void, on T:14737 23:00 The voilce of Camaxtli booms out: "Up thy nose with a rubber hose!" 23:00 [hdf-us] [gh] k2 (Arc Gno Fem Neu), 1615 points, T:4155, killed by a rothe, while paralyzed 23:01 <[Demo]> get hacked to bits while being too frozen to grunt 23:06 -!- StatueSurfer has joined #hardfought 23:11 [hdf-us] [gh] k2 (Arc Gno Fem Neu) had bullwhip bestowed upon her by Camaxtli, on T:1027 23:12 [hdf-us] [gh] k2 (Arc Gno Fem Neu), 502 points, T:1095, killed by a rothe 23:30 The voice of Camaxtli booms out: "Doth pain excite thee?" 23:31 <[Demo]> heh 23:37 [hdf-us] [dnh] DrakeMarshall (Bin Clk Fem Non) was given Trollsbane, on T:17146 23:48 -!- Grassy has joined #hardfought 23:48 -!- mode/#hardfought [+v Grassy] by ChanServ 23:52 can Camaxtli gift you a dart or an orcish dagger? 23:54 those grunthack gifts don't look very useful 23:59 I think they usually have some kind of magical property.