00:18:25 Unstable branch on cbro.berotato.org updated to: 0.28-a0-1234-g826d19b2e0 (34) 01:31:27 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4481-g8e2a1bd45a 04:23:13 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4481-g8e2a1bd45a 07:33:50 @kate @hellmonk Re: earlier `no_tele_into` discussion, I would love if we could somehow advertise that flag to the player, possibly even having automatic application of it for all runed door + transporter vaults, for sake of consistency, so there aren't these little exceptions that require knowledge of DES to know about 07:34:39 but there are a few issues to decide and probably more important technical considerations; it may be non-trivial to try to apply `no_tele_into` automatically to "enclosed" areas 07:35:59 if we could do so, we could presumably put this information in the runed door and transporter descriptions, possibly also we'd want to reveal it under `x` for any habitable terrain with the flag 07:36:49 wouldn't want to drastically expand use of `no_tele_into` anything past that, but it would be nice to just have a simple and consistent rule for players, and I don't think allowing random teleports into runed door or transporter areas adds that much 07:37:34 however one wrinkle there is if we ever try to use transporters more for connecting level areas, then our `no_tele_into` application becomes a bit awkward 07:38:01 I suppose if we get to the point where `x` always reveals it, the exceptions could be fine 10:06:28 Unstable branch on crawl.akrasiac.org updated to: 0.28-a0-1234-g826d19b (34) 11:05:29 -!- Yermak_ is now known as Yermak 12:14:06 <08n​icolae> you mean like the subway vaults? 12:15:20 <08n​icolae> i ask because i've got a few vaults like that in the hopper, that just use the transporters to connect parts of a level rather than having a set-aside region 12:31:24 it occurs to me that a vault could be designed that can be interacted in a way that's turning complete 12:31:29 this should be done. 12:33:37 <10P​leasingFungus> turing complete? not obvious to me that’s true 12:33:49 <08n​icolae> i imagine that with subvaults of various shapes you could maybe implement wang tiles but that seems like a pain in the ass 12:33:56 with lua triggers I'd imagine they'd have to be 12:34:36 e.g., with pressure plates 13:38:02 <10P​leasingFungus> building something turning complete by using a scripting language seems unimpressive :p 13:38:14 <10P​leasingFungus> turing* rip 13:38:24 * geekosaur assumed it was a pun 13:44:52 <09h​ellmonk> It's called turning complete because after you complete the program you turn and walk away 13:51:53 oh, I made the same typo lol 13:52:13 I mean, not impressive, but it still means you can have a turning complete vault 14:41:37 -!- runrin_ is now known as runrin 15:25:01 <12e​bering> @hellmonk gave u some spider feedback 15:25:43 <09h​ellmonk> Cool, I'll look at it tonight and maybe work on it over the holiday 15:26:45 <12e​bering> It’s mostly small stuff. Haven’t played it yet rip 15:28:59 <09h​ellmonk> rip 15:55:46 <10P​leasingFungus> @hellmonk re the starting kits idea we talked about a few months ago, i wonder if the simplest approach would be buffing up the existing consumables 15:56:05 <10P​leasingFungus> give gl a few more nets, fighter a few more might... give casters a !magic 15:56:07 <10P​leasingFungus> that sort of thing 15:56:37 <10P​leasingFungus> goal is just to be able to present challenging scenarios early game while still giving players tactical options 15:56:47 yesssss player buffs 👀 15:56:50 <10P​leasingFungus> (also to get rid of random energy) 15:56:52 <10P​leasingFungus> lol 15:57:00 feed my ineptitude 15:57:08 also buff early-game Tm thanks bye 15:57:25 I keep dying and I refuse to admit it's my fault! 15:57:28 <10P​leasingFungus> anyway, if we don't want to mess with the id game - and i do generally like the current id game - just giving out a little more of what we currently do might be the simplest way to tweaking things 15:57:34 <10P​leasingFungus> we'll probably buff tm at some point 15:57:37 <10P​leasingFungus> these things go in cycles 15:57:40 <09h​ellmonk> randumb energy 15:57:43 <10P​leasingFungus> indeed 15:58:11 <09h​ellmonk> anyway seems reasonable on its face, maybe late to do in this version? Idk how much time is left 15:58:17 <10P​leasingFungus> uh 15:58:25 <10P​leasingFungus> probably a month or so, but feature freeze in there somewhere 15:58:37 <09h​ellmonk> Ya, kinda what I figured 15:58:55 <09h​ellmonk> rly need someone to look at that bailey pr 16:00:40 <10P​leasingFungus> i would if i could 16:19:45 <12e​bering> Will try to do that tonite 16:19:46 <12e​bering> Might jet lag tho 16:24:13 Unstable branch on underhound.eu updated to: 0.28-a0-1234-g826d19b2e0 (34) 16:24:40 One option for the ID game would to have a state where an item is identified but the type isn't. A potion in an opaque, but clearly labelled, flask, a scroll labelled "teleport", that sort of thing. 17:39:12 <10P​leasingFungus> true, but would be difficult to implement and somewhat confusing 18:01:47 <05k​ate> i'd definitely prefer to avoid giving out things like identified curing/hw/teleport personally, just giving some more small background-specific things does sound better there to me 18:05:41 <10P​leasingFungus> yeah, i was specifically remembering & responding to your concerns about that from last time we talked about this 18:05:48 <10P​leasingFungus> (i agree with trying not to weaken the id game!) 18:06:02 <10P​leasingFungus> oh, unless you were responding to ali's suggestions, in which case that's slightly different 18:06:36 <05k​ate> ah no, just agreeing with what you were saying earlier 18:08:16 <05k​ate> i think the individually-identified items thing is interesting but probably a bit too complex 18:15:26 Though it does offer opportunity for funny flavoring. (Both literally and metaphorically.) 18:40:08 <08n​icolae> remove the id game. remove all portions 18:42:11 <09h​ellmonk> keep the superego game tho 18:48:57 FR: if you see an orb from walking while confused, you think it's /the/ orb until confusion wears out or you touch it. 18:58:04 03hellmonk302 {GitHub} 07[newersewer] * 0.28-a0-1254-gc2ca096: Merge branch 'master' into newersewer 10(5 minutes ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/c2ca09654c69 18:58:45 Branch pull/2187 updated to be equal with newersewer: 13https://github.com/crawl/crawl/pull/2187 19:30:02 03hellmonk302 {GitHub} 07* 0.28-a0-1235-g7c8fac3: feat: Install some new plumbing 10(2 minutes ago, 1 file, 323+ 224-) 13https://github.com/crawl/crawl/commit/7c8fac35f0b0 19:32:32 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-1235-g7c8fac35f0 (34) 19:58:02 <08n​icolae> hell yeah, sewer valts 20:11:14 <09h​ellmonk> @ebering do you have a strong opinion on how spider lootfeel is updated? I was thinking about doing the entire thing via placing explicit and significant loot of the appropriate types in the endvaults. Don't really object to monsters with scarves either tho. 20:28:38 why can I not find any cute pictures of spiders wearing scarfs 20:28:38 my search-fu is failing me 23:34:41 Unstable branch on crawl.develz.org updated to: 0.28-a0-1235-g7c8fac35f0 (34) 23:56:00 Windows builds of master branch on crawl.develz.org updated to: 0.28-a0-1235-g7c8fac35f0