Evil from #nethack4.thru.2015.Aug10.log:

2014 Jan 17 Fri:
14:56 <b_jonas> you SHOULD leave dagger storm in, really
14:56 <dtsund> It isn't, but it's still funny to contemplate.
14:56 <ais523_> or the Evil Variant
14:56 <b_jonas> even this way, melee attacks are so much more convenient, we have to do everything to encourage people to play with ranged weapons
14:57 <ais523_> actually, this is one of the most useful purposes of the Evil Variant, as a graveyard for bad ideas
14:57 <dtsund> Evil Variant: Just merge GruntHack and dNetHack, call it a day
14:57 <b_jonas> it's not dagger storm you have to discourage, but let other ranged weapons work better
14:57 <b_jonas> seriously
2014 Feb 04 Tue:
17:27 <ais523> I like that idea
17:27 <ais523> in general, quests should allow you to restock on class-specific items
17:27 <dtsund> Evil Variant idea: you can polymorph into other roles and enhance up to their skill caps
17:27 <jonadab> Perhaps a spare saddle as well.
17:30 <dtsund> jonadab, That's Evil!
17:31 <jonadab> Particularly, because I can readily imagine someone doing it.
17:31 <ais523> jonadab: dtsund's talking about the Evil Variant, it's a graveyard for bad ideas
17:31 <ais523> and it's meant to be a parody of bad development, too
17:31 <ais523> "implemented in a lazy and poor way" is actually a design goal
17:31 <ais523> still, I hardly have time to work on that when NH4 is more interesting
17:32 <dtsund> But some say, that on full moon Friday the 13ths, when your luck is at minimum, Evil Variant roams the world of the living...
17:32 <jonadab> Are all the Evil Variant ideas collected in one place?
17:32 <dtsund> No
17:32 <ais523> dtsund: incidentally, for a fun example of how confusing the role code is, see if you can work out how the game code determines whether you're allowed to two-weapon
17:32 <jonadab> Well, now that's just a shame.
17:32 <dtsund> We tried once, but the server committed suicide
17:32 <ais523> jonadab: I make sure to put "Evil Variant:" when discussing it so that I can grep for it in private logs
17:32 <jonadab> Ah, right.
2014 Feb 07 Fri:
19:38 <jonadab> I still think there should be a monster attack that deafens you, so you don't hear any sound-related messages for a while.
19:39 <jonadab> Wailing banshee, or something like that.
20:24 <dtsund> Oh man, I just realized how I'd implement u.uac abstraction if I were tinkering with Evil Variant
20:24 <dtsund> Where's ais523 when you need to dump something hilariously awful on him
2014 Feb 08 Sat:
14:50 <coppro> jonadab: my first refactor is moving canhear() out from other code. currently it just checks for unconsciousness, but deafness ought to be implementable
15:03 <dtsund> ais523: I figured out how I'd implement u.uac abstraction in Evil Variant
15:03 <ais523> dtsund: go on
15:05 <dtsund> And maybe in one or two other files that need to access u.uac directly for whatever reason
15:06 <ais523> dtsund: you can't define anything other than a single token
15:06 <ais523> clearly, the evil variant approach is to put the get_player_ac() function as a member of struct u
15:06 <ais523> and then #define uac to it
19:50 <ais523> and rewrite some other data storage in the engraving code
22:57 <coppro> hahahahaha
22:57 <coppro> engraving is evil
23:10 <dtsund> Who comes up with a name like "botl.c"
2014 Feb 13 Thu:
23:51 <ais523> oh, I probably am
23:51 <dtsund> However, replacing it with PM_MOUNTAIN_NYMPH produced what I want
23:57 *dtsund kind of doesn't want to do something Evil Variant-like with strcmp
00:06 <dtsund> Okay, that's why it's not working
2014 Feb 15 Sat:
16:57 <coppro> I'm calling this *totally buggy*
16:57 <coppro> but it was never observable because wallification overwrites it
16:58 <bcode> coppro: have you looked at ais523's evil variant minotaur trap? the walls are *all messed up* -- that sounds kind of related, perhaps
17:01 <coppro> oh no
18:22 <dtsund> Gimme a moment
18:22 <coppro> the idea here is to do it in the preprocessor though
18:23 <coppro> because the fact that there is a separate binary file format for no good reason is evil
18:24 <coppro> brb
2014 Feb 18 Tue:
17:54 <coppro> nah, it's fine
17:54 <coppro> I just need to know where to look; it's probably isolated to one area of code
17:54 <coppro> (of course, how this affects the rest of things I have *no clue* because the level code is evil
17:55 <coppro> I'm sorely tempted to actually throw it all out and rewrite it from scratch, although I know that will probably end worse because I'll make a bunch of subtle behaviour changes like that
19:37 <coppro> oh dear
19:37 <coppro> it's in the vision code
19:39 <jonadab> Someone earlier said the level code is evil, but it's got nothing on the vision code.
19:50 <coppro> no, the vision code is fine
2014 Feb 20 Thu:
15:51 <b_jonas> ais523: exactly, I said it was a more flavorful ward
15:53 <b_jonas> scroll ticket: http://trac.nethack4.org/ticket/364
16:00 <ais523> Evil Variant: death trap (thanks jonadab)
16:03 <b_jonas> ais523: would those shoot death rays at you?
16:08 <b_jonas> chosen from death ray, fire ray, cold ray, lightning ray, force bolt, polymorph beam, teleport beam, slow beam, etc.
16:08 <b_jonas> magic missile
16:08 <jonadab> ais523: In the Evil Patch? Probably not. Perhaps an amulet of life-saving would save you. Perhaps.
16:09 <ais523> dtsund: I missed whatever coppro said because of the netsplit
16:10 <b_jonas> dtsund: we already have Medusa's stoning gaze
16:10 <ais523> it probably doesn't have that, but it might, I guess
16:10 <jonadab> I actually suggested a beam-type wand of stoning for the Evil Patch. But yeah, no.
16:10 <dtsund> Death trap?
16:10 <b_jonas> and that's not even a beam because it isn't contrained to the eight directions
16:10 <dtsund> I may have missed that because of the netsplit.
16:11 <b_jonas> dtsund: yes, < ais523> Evil Variant: death trap (thanks jonadab)
16:11 <dtsund> Anyway, ADOM doesn't technically have death traps
16:11 <dtsund> It *does* have acid traps that are likely to oneshot you if you're playing a flimsy class like wizard and are below level 10 or something
16:12 <b_jonas> dtsund: ouch
16:12 <ais523> I still like the megabat I added to the evil variant
16:12 <ais523> it is a normal bat, except with 1 million times the HP
16:12 <dtsund> They do that too!
16:12 <b_jonas> ah, ok
16:12 <b_jonas> that combination is evil
16:13 <jonadab> Acid turrets FTW.
2014 Feb 24 Mon:
04:33 <dtsund> Fair enough
07:25 -!- n-1engel is now known as nengel
07:42 <jonadab> Evil Variant: specific types of monsters can have custom AI, specified in a string (there's a pointer in the struct), in a Turing-complete custom language. The interpreter for this language is adapted for one that a developer write fifteen years ago as an exercise for an introductory programming class.
07:52 <ais523> tbf that wouldn't be any harder to understand than the current AI
2014 Feb 27 Thu:
20:51 <dtsund> (I'm not thoroughly happy with what I did to menu.c, but that's a highly localized thing that someone with more knowledge of the client can probably fix relatively easily)
20:51 *coppro takes a look
20:51 <coppro> that code is evil
20:51 <dtsund> You mean that function in general, or what I did?
2014 Mar 12 Wed:
04:11 <dtsund> Oh, I see
04:11 <ais523> and pline() or whatever function eventually needs the string would evaluate it
04:11 <ais523> basically, I normally work from a perspective of "malloc is evil, realloc doubly so"
04:11 <ais523> sadly they're unavoidable sometimes
2014 Mar 23 Sun:
02:30 <ais523> although I like the convention of initcaps for accessor-like macros
02:30 <ais523> it stands out, and means you don't confuse them with constants
02:33 <dtsund> Evil Variant: Correctly handle pluralization of gloves and boots by making their quan always increase and decrease by multiples of 2
02:33 <ais523> but they don't stack, so quan is probably ignored
2014 Apr 28 Mon:
07:40 <ais523> ah right
07:41 <jonadab> I half expected it to be something like if the next monster in the list is the same mlet AND is of higher difficulty... then MASSIVE_SWITCH_STATEMENT
07:42 <jonadab> Perhaps that implementation will have to wait for the Evil Variant.
07:44 <b_jonas> hi, ais523
2014 Apr 30 Wed:
16:41 <b_jonas> ais523_: anti-matter vortex? I haven't heared of that
16:41 <b_jonas> let me check the hallu-monster ticket
16:41 <jonadab> Evil Variant: anti-matter bullets
16:42 <b_jonas> and the hallu-ray and hally-projectile ticket too for antimatter stuff, yeah
16:43 <dtsund> ais523_: You could fire them
16:43 <jonadab> Using magnetic containment?
16:43 <dtsund> This is Evil Variant, remember, you're supposed to be lasy
16:43 <ais523_> just put any matter into contact with the back, and they fire themselves?
16:44 <dtsund> Is the ranged weapon code really so horrible that adding guns would be hard?
16:44 <b_jonas> http://trac.nethack4.org/ticket/279 already has antimatter trap
16:44 <jonadab> Oh, the Evil Patch could just grab the firearms code from Slash'em, and of course botch the merge.
16:44 <dtsund> Yeah
16:45 <jonadab> Or, wait, I meant Evil Variant for that.
16:45 <ais523_> dtsund: it's probably not that hard
16:45 <b_jonas> added antimatter vortex to http://trac.nethack4.org/ticket/213#comment:1
16:45 <ais523_> also, the Evil Variant is at least "officially" a patch against the binary
16:46 <b_jonas> I won't add antimatter bullet to http://trac.nethack4.org/ticket/258 though
16:48 <dtsund> Doesn't need to be
16:49 <dtsund> We don't need to flood the game with Discworld references; there's already a Discworld hallumons
16:49 <ais523_> dtsund: think about where the Evil Variant comes from
16:49 <ais523_> like, the original ida
16:49 <ais523_> *idea
16:51 <b_jonas> dtsund: and Tourist etc
16:51 *jo thinks the idea of patching the binary is at least as evil all by itself as all the other Evil Variant ideas combined.
16:52 <ais523_> I'm not sure, the idea of replacing Vlad's Tower with a noninteractive cutscene was pretty evil too
16:53 <jonadab> Only if it's an unskippable interactive cutscene that crashes your whole OS if you change the volume or mute it.
16:53 <ais523_> music
16:53 <ais523_> the Evil Variant definitely needs music
16:54 <ais523_> crashing the whole OS is hard, though
16:59 <b_jonas> that's usually trivial, unless you're running a 32-bit executable and have more than 4 gigs of ram, in which case it's onlyi easy
17:00 <ais523_> this is getting too evil for me to easily handle, now
17:00 <ais523_> I think I'll go back to nonevil variants
17:00 <ais523_> even if it means I have to settle for chaotic
17:00 <b_jonas> ais523_: is there a Good variant?
17:00 <b_jonas> or is Good the norm and there's a Neutral variant?
17:00 <jonadab> Non-evil variants... You mean like trying to get 4.3 out the door before June?
17:01 <ais523_> the alignments are lawful, neutral, chaotic, unaligned
2014 May 10 Sat:
12:54 <b_jonas> Demogorgon too, and he makes a nasty bones
12:55 <jonadab> Indeed, yikes.
12:56 <jonadab> Evil Patch Idea: quest leaders and nemeses can be saved in bones; when loading, they're only removed if they're *your* quest leader or nemesis.
12:56 <jonadab> Master Kaen and Demogorgon bones FTW!
2014 May 13 Tue:
07:13 <b_jonas> and the monsters can attack and sacrifice each other to get gifts from their god, and convert your altars back to their god
07:13 <jonadab> Yes, and even the Slash'em developers did not "correct" this omission, for some reason. When something's too unbalanced for Slash'em...
07:14 <jonadab> b_jonas: Ok, that one about monsters doing sacrifice to convert altars away from your alignment? That's perfect for the Evil Patch.
07:14 <ais523> Slash'EM cares a lot about balance, in the same way that vanilla cares a lot about balance
11:52 <coppro> or more accurately, anything with sight to you
11:53 <jonadab> Yikes.
11:54 <jonadab> That, clearly, belongs in the Evil Patch. Actually, the complications of what "line of sight" can mean imply that it belongs in the Evil Variant as well.
20:48 -!- Parak__ is now known as Parak
2014 Jun 04 Wed:
15:37 <b_jonas> you have to be VERY careful so it's hard to abuse this
15:37 <jonadab+> Agreed.
15:37 <jonadab+> I don't see any reason why monsters couldn't be generated on the same tile as a pit or boulder. Some other kinds of traps could be a problem, though.
15:38 <b_jonas> oh, wish-giving djinni from a lamp or fountain should probably count as important monsters while they are created and give a wish, but not afterwards if they stick around instead
15:39 <b_jonas> it would be evil if you couldn't get a wish on a full level
15:40 <b_jonas> and I guess if you survive a wide-angle disint beam, the minions your god summons should count as important when they enter, though not later
2014 Jul 21 Mon:
13:55 <jonadab+> kerio: You know what's worse than web fonts? Half the sites on the internet using Times New Roman and the rest using Arial or Comic Sans.
13:56 <jonadab+> For the record, I have nothing particular against Arial or Comic Sans, /other/ than the fact that they're overused.
13:56 <jonadab+> TNR, on the other hand, is evil and must be stamped out.
13:57 <kerio> jonadab: http://www.libressl.org/
2014 Aug 08 Fri:
16:35 <jonadab+> Clearly, the amulet remains behind if you branchport.
16:36 <kerio> i still like the levport/branchport restrictions
16:36 <jonadab+> Or, Evil Patch Idea: if the amulet leaves your inventory for any reason, or if you teleport levport or branchport, the amulet returns to the sanctum.
16:36 <b_jonas> jonadab: but how so? if you teleport, you temporarily go to hyperspace or whatever it is, and the Amulet just resists going there. but branchporting opens a portal, so how can the stone resist going through that?
2014 Aug 23 Sat:
15:27 <ais523+> as far as I can tell, it starts at a random point, then does a random walk from it; then it moves backwards to the most recent square with free open directions, does a random walk from that; and so on
15:27 <ais523+> eventually the whole map must be filled
15:27 <jonadab+> Evil Patch Idea: switch to a maze-generation algorithm that doesn't guarantee all areas to be connected. Then make walls undiggable.
15:28 <ais523+> making walls in Gehennom undiggable is pretty high up the Evil Variant list as it is
15:28 <jonadab+> Indeed.
15:28 <kerio> evil patch idea: add a wand of wishing under a boulder in a dead end in every maze level
15:28 <kerio> remove magic mapping and detect treasure
15:28 <kerio> and then the wands are all cancelled
2014 Sep 15 Mon:
01:03 <ais523+> but people will focus on the bugs and conflate them with the bugs being different
01:03 <ais523+> dtsund: I was one of the more vocal opponents of the megabat thing
01:04 <ais523+> in the end, I put a "megabat" monster in the Evil Variant which was an ordinary bat but with a million times as many hitpoints, because the Evil Variant serves as a lightning rod for bad ideas that lets me implement them somewhere without subjecting anyone to them
01:04 <dtsund+> I thought Evil wasn't actually implemented, except in the realm of imagination
2014 Sep 18 Thu:
12:48 <stth> one incident was on the level above minetown, nymph was in minetown
12:48 <stth> this time, n stole my +3 shield and i haven't seen here again so far
12:48 <jonadab+> Hopefully they didn't pull that nymph-steal-and-levelport idea from the Evil Patch.
12:48 <b_jonas> stth: oh, then could it be a nymph that digs down with a wand?
15:49 <jonadab+> There's probably a wand in the castle.
15:49 <stth> yeah, should be easy mode here
15:49 <jonadab+> Evil Patch Idea: the Castle wand can be wishing, death, or enlightenment.
15:49 <b_jonas> jonadab: ouch
2014 Sep 22 Mon:
10:12 <jonadab+> Yeah, typo-proneness is a major aspect of the problem.
10:12 <hackedhead> kerio: also, i suspect lava is just as fateful a typo
10:13 <jonadab+> Lava is evil.
10:13 <kerio> nh4 doesn't let you go in lava without some sort of confirmation
2014 Sep 24 Wed:
08:31 <ais523+> also, there are more corpses than you need in almost every branch
08:31 <b_jonas> (in hard mode maybe you have to persist on liquid diet and swap rings or something)
08:31 <jonadab+> Hard mode for NetHack is the Evil Variant ;-)
08:31 <b_jonas> did someone check when he used up his lifesaving? if he even wished for it?
2014 Sep 26 Fri:
09:04 <hackedhead> i guess i've just never seen one before.
09:05 <stenno> yes, its made of iron
09:05 <hackedhead> anyway: EPI: rusty tinning kits should have a chance to make tins that make you Ill
09:05 <stenno> i just thought the same
09:05 <stenno> of FoodPois, for that matter
09:05 <hackedhead> that said, amulet are made of iron, but never appear rusty.
09:05 <stenno> its not even an EPI
09:05 <stenno> its a reasonable idea
2014 Sep 28 Sun:
13:26 <dtsund+> I've never personally seen leg hurt timeout to be long enough to care about
13:26 <b_jonas> I did
13:26 <jonadab+> Evil Patch Idea: injured legs timeout now depends on rnz().
13:26 <dtsund+> Ooh, good one.
13:27 <dtsund+> Evil, b_jonas
13:27 <dtsund+> We don't need to afford the player such niceties.
13:27 <jonadab+> In the Evil Patch, applying a unicorn horn has a 1/3 chance of causing it to crumble to dust, and if not it loses a BUC level.
13:27 <b_jonas> jonadab: whoa...
13:31 <b_jonas> I just want them to deal a little bit of damage
13:31 <b_jonas> http://trac.nethack4.org/ticket/291
13:33 <jonadab+> YASI: add proton packs and ghost traps
13:34 <jonadab+> I should suggest that to the Slash'em Extended developer.
2014 Oct 03 Fri:
13:03 <ChongLi> it's magic!
13:04 <b_jonas> maybe not, but an illusionary bear can still deal you damage
13:04 <jonadab+> Can an illusory cockatrice be killed and leave a corpse that an illusory soldier can pick up and swing at you?
13:04 <ChongLi> illusionary soldiers would start with cockatrice corpses in hand
13:04 <jonadab+> ^ That sounds like an Evil Patch Idea.
13:05 <jonadab+> (I collect Evil Patch Ideas...)
13:05 <ChongLi> oh nice
13:06 <b_jonas> jonadab: what counts as an evil patch idea? does it have to make your game more difficult, or is it still evil if it just makes some crazy conduct more difficult?
13:07 <b_jonas> http://trac.nethack4.org/ticket/574 and http://trac.nethack4.org/ticket/296 add difficult crazy conducts
13:07 <jonadab+> b_jonas: Probably needs to make the game overall either A) more difficult or B) less fun to play or maybe C) harder to maintain.
13:10 <ChongLi> it's a big difference from that to go to total inventoryless
13:11 <ChongLi> dropping your starting weapon and armor makes valk a lot harder
13:11 <jonadab+> b_jonas: How about, Evil Patch Idea: when you start a new game, the RNG picks a conduct at random and makes it mandatory. Violating it ends your game in failure.
13:11 <ChongLi> jonadab: that's a cool idea
13:14 <jonadab+> b_jonas: Only if mandatory. Voluntary things aren't evil.
13:14 <b_jonas> ok
13:15 <jonadab+> One of my most egregious Evil Patch Ideas to date is that zapping a wand or applying any tool causes you to wield it.
13:16 <b_jonas> jonadab: I don't really seem to have many evil ideas for you.
13:16 <jonadab+> It's a long-term project. No rush.
13:16 <jonadab+> Another of my favorites: thirst causes hallucination, unless you quaff something every thousand turns or so.
13:21 <jonadab+> In fact, I think I'd actually be in favor of that one.
13:21 <b_jonas> jonadab: in general, most of the current handling of traps don't actually make sense
13:21 <jonadab+> Whereas, most of my Evil Patch Ideas are things I specifically would NOT want in the game for real.
13:21 <jonadab+> b_jonas: Some of it does. But yeah, a lot doesn't.
13:21 <b_jonas> well, most of the stuff I file as a ticket I do want in the game for real
13:22 <jonadab+> Right, that's a different kind of Evil ;-)
13:22 <b_jonas> oh, wait, I do have an evil idea that I don't want in the game
13:22 <b_jonas> look
14:08 <stenno> it can be randomly spawned, but its not in the initial set of monsters generated there
14:08 <b_jonas> stenno: this wasn't originally my idea I think, but it could count as evil: http://trac.nethack4.org/ticket/360
14:08 <jonadab+> Evil Patch Idea: Arch-mind flayers. Similar to MMF, but speed 24 and not genocideable.
14:09 <jonadab+> b_jonas: If you want to be evil about Elbereth, just import the dnethack ward system. Sorted.
14:11 <b_jonas> ok, not very evil
14:11 -!- allihaveismymind [~chatzilla@p4FC3B3AA.dip0.t-ipconnect.de] has joined #nethack4
14:11 <b_jonas> ah, this one is evil all right: http://trac.nethack4.org/ticket/384 both hard to implement and nerfs behavior that people actually use
14:12 <jonadab+> b_jonas: Oh, for evil things monsters could use against you, see my wand ideas: wand of stoning, wand of draining (from Slash'em), wand of amnesia, ...
2014 Oct 07 Tue:
16:23 <jonadab+> Yeah, it probably should. But it doesn't.
16:23 <jonadab+> Actually, I don't think a polytrap ever acts on items in NetHack.
16:23 <hackedhead> YASI: moving/throwing items onto poly trap, polys them.
16:23 <jonadab+> hackedhead: That could be abused. But the boulder thing would be ok.
2014 Oct 08 Wed:
13:35 <Cu+> or more accurately, I don't want to spend time learning what it does
13:35 <Momo_> For an unspoiled player, surviving the late game would be completely impossible.
13:36 <stenno> goto is evil
13:36 <stenno> rename it to break_level
2014 Oct 09 Thu:
13:06 <kerio> it also becomes open if you kill him from a distance
13:06 <Morwen> Works for me.
13:06 <Morwen> But I do still like the idea of being able to convert (with difficulty) as much as you want.
13:06 <jonadab+> No, wait, no new branch: the Bell is just generated at random on a random level in Gehennom. Buried.
13:06 <jonadab+> ^ Evil Patch Idea.
13:07 <Morwen> You can't bury the bell.
2014 Oct 11 Sat:
20:38 -!- Chris_ANG [4be25f7e@gateway/web/freenode/ip.75.226.95.126] has quit [Ping timeout: 246 seconds]
20:42 -!- Morwen [62a5ceee@gateway/web/freenode/ip.98.165.206.238] has joined #nethack4
21:03 <hackedhead> YASI, RE: "sleeping off a magical draught" -> potion of sleeping dilutes to booze (!oSleeping is actually just very strong alcochol...)
21:03 <coppro+> hackedhead: nah, it's not
2014 Oct 13 Mon:
14:05 <b_jonas> jonadab: I think it sort of makes sense that when you're polyselfed it looks at the monster instead of the role
14:05 <jonadab+> hackedhead: You don't need sabers if you're a jelly. Just let things hit you and die.
14:08 <hackedhead> YASI: silver jelly
14:08 <jonadab+> Nah, we totally need pink jellies, like in Brogue.
2014 Oct 18 Sat:
14:37 <ais523+> if this compiles warning-free, I'll push, then put it on the server
14:39 <coppro+> it will probably break one or two things
14:39 <coppro+> but man, the global variable evilness is evil
14:39 <ais523+> you didn't actually deglobal things, though, right? just declared them properly
2014 Oct 19 Sun:
23:43 <dtsund+> Probably they don't and are just scared to touch them
23:43 <ais523+> except possibly in Slash'EM Extended, it'd be par for the course there and really you should be expecting the game to be horrendously unbalanced, it wouldn't make much difference
23:43 <jonadab+> Heh. Evil Patch Idea: Hostile monsters always have one chance in a million of doing 10x their usual amount of damage.
23:43 <ais523+> dtsund: I thought it'd play into the goal of "more randomness" or whatever
2014 Oct 20 Mon:
15:23 <Graylight> No levitation... but I do have magical breathing and I think for the first time I am actually going to appreciate this oilskin sack I found.
15:23 <jonadab+> Oh, nice combination.
15:24 <hackedhead> YASI: "oStrangulation prevents you from drowing for the duration of the time it takes to kill you.
15:24 *Graylight gives himself a pat on the back for not forgetting his looking glass like the last 12 games he went to fight medusa.
2014 Oct 27 Mon:
01:51 <Morwen> I do still have that broken game, that's probably a big one too.
01:52 <ais523+> how is it broken?
01:52 <dtsund+> ais523: I don't remember if I suggested this to you already, but Evil Variant: Rolling boulder traps in Sokoban
01:53 <ais523+> dtsund: oh, awesome, although it'd rather screw up my existing plans for Sokoban
15:08 <jonadab> Oh, yes, rabid rats threaten con.
15:09 <jonadab> But the real danger from them is instadeath from poison.
15:10 <jonadab> Evil Patch Idea: give all i non-reflectable gaze attacks that do their thing, e.g., quasits' gaze drains dex, homonculus gaze puts you to sleep, etc.
15:11 <coppro+> jonadab: shouldn't 663 be a YANI?
2014 Oct 28 Tue:
09:58 <b_jonas> damn
10:10 <hackedhead> :What hast thou done with my gift?:
10:16 <jonadab> Evil Patch Idea: if you are gifted an artifact weapon by your diety, failure to use it on a regular basis angers your diety.
10:39 <b_jonas> jonadab: but overusing it also angers him, right?
2014 Nov 02 Sun:
12:47 <coppro+> b_jonas: what if famine just took out all the nutritional value?
12:50 <b_jonas> coppro: that's, you know, not reasistic, and might also be confusing for the user and difficult to implement
12:54 <jonadab> Evil Patch Idea: Famine should be able to destroy food anywhere: on the ground, in inventory, in containers, in nested containers...
12:55 <b_jonas> I had an evil patch idea but then I decided it wasn't evil enough
12:55 <jonadab> The only food left on the Astral Plane when he gets done is Rider corpses.
12:55 <b_jonas> hmm, what was it
2014 Nov 04 Tue:
14:46 <hackedhead> yeah.
14:46 <hackedhead> i suspect wands of stone to flesh were found to be abusable.
14:46 <jonadab> Evil Patch Idea: wands of stone to flesh, which monsters are smart enough to zap at you if you're using a marble ring of levitation over water.
14:47 <hackedhead> or granite
2014 Nov 13 Thu:
11:02 <timvisher> what's the diffence between nh4 floating eyes and vanilla?
11:02 <b_jonas> you can't hit nh4 floating eyes in melee unless you're blind or have free action or some other thingy
11:04 <jonadab+> Evil Patch Idea: What Stormbringer really should do is automatically attack a random adjacent creature every turn (if there are any), paying no attention to whether the chosen target is peaceful or tame or hostile.
11:05 <coppro+> floating eyes are 100% a gameplay change
11:25 <hackedhead> jonadab: taking off elven boots appeared to wake nearby monsters in NH4
11:25 <hackedhead> but who knows.
11:28 <jonadab+> Evil Patch Idea: floating eyes paralyze you whenever they are in line-of-sight, but they continue to wander randomly; if they leave LOS you can move again.
11:28 <jonadab+> Make them very fast to cut down on average durations.
11:29 <jonadab+> Then make them generate in groups.
11:29 <hackedhead> waaaaaaay too powerful
11:29 <jonadab+> That's why it's an EPI.
11:29 <b_jonas> uh... no
11:29 <hackedhead> haha
11:29 <hackedhead> oh, right.
11:29 <hackedhead> EPI
11:29 <hackedhead> noted.
11:48 <hackedhead> but iunno
11:48 <jonadab+> It's rare to get free action before reflection anyway, much less before a blindfold.
11:48 <b_jonas> line of sight effect is evil
11:49 <jonadab+> Well, line-of-sight paralysis would clearly be quite evil.
12:25 <jonadab+> "True silver", as the dudes who live deep under the earth in The Silver Chair would say.
12:25 <jonadab+> "Not like that dried-out stuff you have."
12:33 <hackedhead> YASI: floating eyes give you aggravate monsters when in LOS (they act as sentries), but blindness of reflection hides you from the gaze
12:34 <hackedhead> b_jonas: i'm sorry i like LOS mechanics, given that they're fricking _eyes_. =P
2014 Nov 14 Fri:
09:44 <b_jonas> or that if you're in line of sight you're slowed down
09:44 <ais523+> that "can't melee anything" is hilarious but probably a bad idea
09:44 <ais523+> or an Evil Variant idea
09:45 <b_jonas> I suggested that floating eyes could get a passive attack that teleports you (that's a bit abusable, because it may let you teleport by whistling a pet floating eye to your side and hitting it, but it's not so easy to keep a pet floating eye tame if you keep hitting it),
2014 Nov 17 Mon:
14:08 <hackedhead> oh, i understand that, what i mean is, i suspect your players are not the kind that are going to hold a grudge.
14:09 <hackedhead> the amount of work you do to improve things is _staggering_ and if that means a few sticky situations, i think we're happy to oblige.
14:10 <jonadab+> Evil Variant: You can't hit anything in melee if your gaze is held by a floating eye; due to a bug in LOS calculations, this happens whenever there's a floating eye anywhere on the level.
14:11 <coppro+> hahaha
14:11 <ais523+> jonadab: I think you're missing the point of the Evil Variant somehow
14:11 <ais523+> we can only introduce a bug if it's easier code-wise to introduce it than not introduce it
14:14 <ais523+> given that it'll count the floating eye as in-LOS if there's an unbroken line between you and it, even if it's in darkness or the like
14:15 <jonadab+> if (!protected_from_gazes() || couldsee(...)) {
14:16 <ais523+> my favourite Evil Variant change is still the +10 in the level difficulty formula
14:16 <ais523+> so simple, and produces such interesting results
14:42 <bcode> .oO( 42 but Helpless )
14:42 <ais523+> if you're interested, though, #wipe ("dowipe" in libnethack/src/do.c) is the simplest multiturn action both in NH4 and vanilla
14:42 <jonadab+> YASI: if it's an occupation, you return the number of turns it takes; but if it's helplessness, you return the additive inverse thereof.
14:43 <jonadab+> Wiping takes more than one turn? I did not know that.
15:47 <coppro+> they should be waiting in line to have their social security cleared. or something.
15:47 <hackedhead> or just overflow. for sanity's sake.
15:47 <jonadab+> Evil Patch Idea: while waiting, they accumulate movement points as usual but can't use them.
15:48 <coppro+> hackedhead: every monster has a unique ID used to track it when saving
15:48 <coppro+> (it's identity theft, get it?)
15:49 <hackedhead> lol
15:50 <hackedhead> jonadab: YASI: they collect unemployment while they wait, so gold drops increase dramatically as the queue empties.
15:51 <hackedhead> (so you can break the dungeon economy while you break the dungeon economy)
2014 Nov 19 Wed:
10:16 <ais523_+> re: floating eyes, here's a suggestion from ##crawl-dev that isn't terrible: <+wheals> summon a monster whenever hit? not deadly but could really stack up
10:16 <ais523_+> b_jonas: you can wish for shk statues
10:17 <jonadab+> Evil Patch Idea: when hit, floating eyes paralyze you *and* cast Summon Nasties.
10:17 <jonadab+> Also, their gaze really should be non-reflectable.
10:19 <ais523_+> Evil Variant: being attacked by a reflectable attack without reflection crashes the game
10:19 <ais523_+> I know that one can be done by accident ;-)
10:20 <jonadab+> Ouch.
10:26 <ais523_+> (although it's just an impossible in -beta1)
10:28 <PsyMar> I remember when sporkhack had an Evil Variant bug like that
10:28 <PsyMar> except it was only evil for monks
12:57 <hackedhead> now eat it and see if you get confused!
12:57 *hackedhead hopes so.
12:58 <hackedhead> YASI: k - a can of RAID (0:15)
12:58 <hackedhead> instakills any a
17:18 <hackedhead> some very confusing.
17:18 <hackedhead> very much <3
17:18 <jonadab+> Evil Patch Idea: Merge GruntHack with Slash'EM Extended.
17:18 <hackedhead> some had _doors_
2014 Nov 20 Thu:
13:45 <coppro+> well yeah, because at htat point you've already won
13:45 <hackedhead> yeah
13:47 <hackedhead> EPI: make the rng functions adaptively more difficult if the player has more ongoing games.
13:47 <hackedhead> tenth game: base prayer timeout is now effectively rnz(5000)
13:48 <hackedhead> etc etc
13:51 <coppro+> that sounds like the evil variant
13:51 <hackedhead> yes, EPI
13:52 <Quadley> Murmur [murmur] (Sam Hum Mal Law), 60829 points, T:10882, killed by an invisible stalker
14:02 <ais523+> don't abbreviate it because then I can't find it easily in my logs
14:02 <ais523+> it's not like I can /remember/ all these ideas
14:05 <ais523+> however, it's quite unlikely I'll be working on the Evil Variant in the near or medium-term future, and reasonably unlikely in the long-term future either (odds are worse than 50-50)
14:11 <Morwen> Server problems?
2014 Nov 21 Fri:
09:34 <jonadab+> But yeah, not really useful in practice.
09:34 <jonadab+> There are easier ways to identify wands.
09:54 <hackedhead> YASI/EPI: wands generate possibly pre-recharged, and formal ID does not show recharge count
10:05 <jonadab+> I still think it should be possible for wands to generate with zero charges.
2014 Nov 22 Sat:
18:56 <hackedhead> i do it so rarely i consider it taboo, but it's a very recoverable penalty.
18:56 <jonadab+> You can be *forced* to take a luck penalty in order to complete Sokoban, even in 3.4.3.
18:56 <hackedhead> YASI: new conduct: "You cheated in Sokoban"
18:56 <hackedhead> jonadab: oh? how?
2014 Nov 25 Tue:
14:26 <FIQ> -<
14:26 <b_jonas> ok
14:27 <jonadab+> Evil Variant: all filler levels in the main dungeon below Delphi are rogue levels, except for ones that are mazes.
14:29 <Quadley> Pentele [peijooni] (Ran Elf Fem Cha), 44565 points, T:8698, killed by a pyrolisk, while frozen by potion vapours
2014 Nov 27 Thu:
16:13 <dtsund+> Absolutely yes
16:13 *b_jonas adds Nightmare
16:13 <ais523+> would make more sense than the Evil Variant version (which is a normal bat with a million times as many hitpoints)
16:13 <dtsund+> Hm, my list doesn't have anything from Crypt of the NecroDancer in it
2014 Dec 01 Mon:
15:36 <hackedhead> =P
15:36 <callforjudgement+> (not hypothetical, try applying a cursed bullwhip while fumbling in vanilla sometime)
15:37 <jonadab+> Evil Patch: if you attack the stairs with a cursed weapon, it gives you intrinsic fumbling.
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15:37 <hackedhead> jonadab: you could certainly arm/arms depending on weapon, that'd be easy enough, i'd think.
15:37 -!- callforjudgement is now known as ais523
15:38 <jonadab+> Actually, wait: Evil Patch: attacking _anything_ with a cursed weapon gives you intrinsic fumbling.
15:38 <hackedhead> WTB: #twohand a onehanded weapon for extra damage
2014 Dec 02 Tue:
11:35 *hackedhead is wondering if his paranoia about possibly cursed armor is optimal.
11:36 <b_jonas> no. you need to be even more paranoid
11:37 <jonadab+> Evil Patch Idea: Cloak of Fumbling. Random appearance, same price as cloak of MR.
11:44 <FIQ> has fumbling armor the usual 90.5% chance to appear cursed as most other "bad" items?
11:44 <FIQ> because I've only seen a cursed fumbling item once :P
11:46 <hackedhead> b_jonas: paranoid = burdened, if i get any more paranoid, i'll die from gridbugs getting too many attack rounds
2014 Dec 05 Fri:
09:17 <jonadab+> In general, almost nothing in NetHack is implemented with a single code path for both the player and other monsters.
09:17 <b_jonas> also, your pets might be tame, but they're not so tame that you can just take away the food they started to eat, and the interface doesn't allow you to be suicidal enough to try
09:18 <hackedhead> YASI: blessed ring of hunger makes monsters around you hungry, so they stop to eat mid-battle, if able
09:18 <hackedhead> b_jonas: sure it does: magic whistle.
2014 Dec 11 Thu:
13:46 <jonadab> Also, a level could be flooded with something slightly less one-shottable than ants.
13:46 <hackedhead> since GDSM would protect you from polytraps via MR< but potion may be different...
13:47 <hackedhead> YASI: priests get summon puddings instead of summon insects
13:47 <ais523+> jonadab: ideally you'd want to flood the level with something that can be oneshot by a character who's very good at that method of oneshotting, but not otherwise
2014 Dec 12 Fri:
16:50 <PsyMar> where there's a comment basically saying "do not put code here"
16:53 <jonadab+> Lovely.
16:54 <jonadab+> I should send my collection of Evil Patch Ideas to the devnull coordinator.
16:55 <Quadley> Egor305 [Egor305] (Rog Hum Mal Cha), 20010 points, T:987, killed by a dwarf
2014 Dec 13 Sat:
20:43 <jonadab+> Heh.
20:44 <jonadab+> Yeah, I've had that happen.
20:45 <jonadab+> Evil Patch Idea: if you get interrupted while opening a tin, the lid still blocks you from eating the contents, but the seal is broken and the contents can spoil, or spill if the tin is dropped.
20:45 <wheals> can metallivores eat tins whole?
2014 Dec 16 Tue:
09:56 <hackedhead> see also: golden naga and my lack of magic helm.
09:56 <hackedhead> =P
09:58 <jonadab> Evil Patch Idea: the act of *picking up* a cursed BoH causes some of the contents to be lost. And cancelling a cursed BoH explodes it, destroying all the contents.
10:00 <hackedhead> jonadab: so, it's impossible to reclaim all the loot?
10:55 *hackedhead is prime nethack problem solver. =P
10:55 <hackedhead> of course, the only downside is that you're then an overloaded gelcube.
10:55 <jonadab> Of course, in the Evil Patch, when a container gets cursed, its contents may get cursed as well.
10:55 <hackedhead> better cursed than poofed.
2014 Dec 17 Wed:
09:25 <hackedhead> hmm.. does throwing iron at a pudding split it?
09:25 <hackedhead> or only melee?
09:25 <jonadab> Evil Patch Idea: the probability that a gremlin will successfully steal an intrinsic from you is inversely proportional to its current HP.
09:26 <jonadab> hackedhead: Not sure, but I *think* only melee.
09:35 <jonadab> b_jonas: It's evil because you don't have any way to prevent gremlins from splitting in water before you get to them.
09:36 <jonadab> So all of a sudden you face 30 gremlins and they all have a 100% chance of being able to steal an intrinsic from you per turn.
09:36 <jonadab> Super Bonus Evil Patch Idea: any monster with 1HP ignores Elbereth.
09:37 <hackedhead> EPI: gremlins don't wait for night to steal intrinsics.
09:37 <jonadab> Oh, right, that too.
09:37 <hackedhead> the easiet way to not get intrinsics stolen is to log off at night and fight the gremlins in the daytime.
2014 Dec 30 Tue:
14:28 <jonadab+> Water should be much easier to improve.
14:29 <jonadab+> YANI: On Earth, the cavern you are in can cave-in, embedding you and the monsters around you in solid rock. Xorns and Earth Elementals can of course surround you while you dig out.
14:31 <jonadab+> Evil Patch Idea: Earth elementals have an engulfing attack that starts the stoning process, similar to the cockatrice's hissing attack, but it happens every turn you're engulfed.
14:31 <jonadab+> So i.e. every turn until you get unengulfed.
2014 Dec 31 Wed:
16:13 <FIQ> yeah
16:13 <FIQ> Apparently, grunthack's biggest threats lategame are spellcasters
16:14 <jonadab+> YASI: Zombie Mage
16:14 <FIQ> because they get player spells, and since grunthack's monsters are actually smart, that becomes threatening
16:14 <jonadab+> Do they cast cancellation at you?
16:15 <jonadab+> Unless it lasts longer or something.
16:15 <FIQ> nah
16:15 <jonadab+> Evil Patch Idea: Wand of Paralysis.
16:15 <FIQ> But apparently grunthack got some new spells
16:15 <FIQ> which are threatening even to highlevel players
16:16 <FIQ> Not sure exactly how though, I never got that far
16:16 <FIQ> should try messing with it again
16:16 <jonadab+> Yeah, I've not got that far with Grunt either.
2015 Jan 26 Mon:
08:52 <ais523+> oh, does the bot know that there's a random factor in player movement?
08:52 <ais523+> if not, would explain why kiting wasn't working
08:52 <jonadab> Evil Patch Idea: give large and giant mimics an additional passive attack that spawns mumak.
08:52 <FIQ> ais523, I don't think it uses the concept of speed at al
08:52 <FIQ> *all
08:53 <FIQ> It just knows speed boots are good and has a hardcoded list of monsters it can kite
08:53 <jonadab> That seems like an important omission.
2015 Jan 28 Wed:
12:42 -!- larsw [~larsw@cm-84.209.0.92.getinternet.no] has joined #nethack4
12:43 <FIQ> anyway, #monster is basically aggravate, disappear, cure self, clone wiz (in theory), summon nasties, etc
12:43 <jonadab> Evil Patch Idea: a monster with a passive "attack" that increases the monster's own MaxHP and heals it to full.
12:43 <b_jonas> so anyway, you could probably use pets or other monsters to fight such a monster
2015 Feb 02 Mon:
12:46 <jonadab> timvisher: Yeah, he's not in the channel at the moment. Fell offline about 11 hours ago.
12:47 <jonadab> But January is over, so hopefully he'll be around a bit more now than he has been for the last couple of months.
12:48 <jonadab> b_jonas: Evil Patch Idea: You don't automatically regenerate HP over time if you are on a level that has ever contained an Elbereth engraving.
12:49 <jonadab> Other sources of regeneration, such as quaffing potions of healing, still work, of course.
2015 Feb 03 Tue:
09:29 <b_jonas> oh, if you've found all unintentional noises, then you probably know this
09:29 <b_jonas> where is it?
09:30 <b_jonas> also, in case you haven't heared, my latest Evil variant idea is that you don't regenerate normally while you're on a square with an active Elbereth.
09:31 <jonadab> ^ I said, if you're on a level that has ever had an Elbereth.
2015 Feb 04 Wed:
08:38 <hackedhead> iirc, attacking an an always peaceful violates _everyone's_ moral code.
08:38 <hackedhead> (which is kind of ironic in general if the player is War, neh?)
08:39 <hackedhead> YASI: at level 30 all roles generate conflict as an intrinsic (You are become War)
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2015 Feb 06 Fri:
04:50 <ais523+> going down over time
04:51 <ais523+> basically, because the faster you reach the Castle, the further from an asc kit you are
04:51 <ais523+> and so the less gamebreaking the wishes are
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05:50 <b_jonas> ais523: uh... now that would be evil
05:50 <ais523+> I consider a lot more things than I eventually end up implementing
2015 Feb 08 Sun:
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13:19 <timvisher> ais523: i put your evil variants up.
13:19 <timvisher> they are solvable right?
13:24 <timvisher> imo, 2a is by far the hardest in the 8 sokoban levels
13:24 <ais523+> hmm, can you move diagonally between a boulder and hole in NetHack sokoban
13:24 <ais523+> if you can, then probably you have to to solve at least one of the evil variant problems
13:25 <timvisher> i don't believe you can
13:25 <timvisher> is there even a context where you can in nethack sokoban?
13:26 <timvisher> most of the time you're just pushing boulders down a hall
13:26 <ais523+> fwiw I think one of the evil variant puzzles requires trapping boulders to complete
13:26 <ais523+> looking at them I'm guessing 2b
15:15 <b_jonas> or is it intelligent and cross-aligned?
15:15 <jonadab> b_jonas: Just give it some caveat (like Stormy has for instance).
15:15 <jonadab> Evil Patch Idea: Or make it two-handed and auto-curse when wielded.
15:16 <timvisher> half a second's still dissapointing though.
2015 Feb 09 Mon:
14:08 <jonadab> I don't think #burble is implemented. Hmm... I suppose that could just be implemented as #monster when polyselfed into a J...
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14:17 <hackedhead> YASI: if a J is moving out of LOS on a level with trees, the player hears whiffling.
14:18 <hackedhead> or burbling, i suppose.
2015 Feb 10 Tue:
12:50 <ais523+> "you have the Amulet, why are you trying to go /up/?"
12:51 <jonadab> Straight to the Sanctum makes sense to me, for Moloch-aligned monsters.
12:51 <jonadab> Actually, I've been known to joke that the Amulet should return to the Sanctum any time it's dropped, but that might've been only for the Evil Patch.
12:52 <ais523+> I think in Un it sometimes teleports when dropped
12:54 <ais523+> although waiting fifty turns /on the asc run/ is at least a bit of a cost
12:55 <ais523+> draining nutrition makes sense, but it does that already
12:58 <jonadab> Evil Variant: walking while carrying the Amulet drains your MaxHP and/or max str.
12:58 <jonadab> Not that anyone's likely to ever actually _get_ the amulet in the Evil Variant.
12:59 <ais523+> it's probably possible atm
12:59 <ais523+> I haven't had time to implement that much Evil
12:59 <ais523+> I mean, I even solved Evil 2a
12:59 <ais523+> on timvisher's Sokoban simulator thing
12:59 <jonadab> Right, I meant if the Evil Variant were fully implemented.
12:59 <ais523+> 2b is currently stumping me though
13:03 <Morwen> I really like playing sokoban except when it's the same friggin 5 levels each time.
13:03 <ais523+> Morwen: the simulator's at http://nhss.twonegatives.com/
13:04 <ais523+> see "Evil Variant 2a", "Evil Variant 2b"
13:04 <Morwen> Are those the only two levels added by Evil?
14:17 <ais523+> possibly; I'm not sure how accurately it's possible to measure
14:18 <Morwen> I'm pretty sure about the 80% straight part, dunno the others. Probably more like 5% bi and 5% asexual/other.
14:22 <hackedhead> yasi: just merge them, call them foocubi, and play with percentage success for seduction with a gender-match factor
14:22 <jonadab> Hmm... the Sokoban simulator doesn't let you jump in a pit to get back to the >.
14:51 <hackedhead> i was about to say i can't see to reproduce right now....
14:51 <hackedhead> seem*
14:51 <b_jonas> "< hackedhead> yasi: just merge them, call them foocubi, and play with percentage success for seduction with a gender-match factor" -- wait wait, we almost have a ticket for that, don't we? http://trac.nethack4.org/ticket/736
14:52 <b_jonas> "<+ais523> e.g. caveman and cavewoman being separate monsters entirely, when there's only one sort of rogue monster" -- now that's http://trac.nethack4.org/ticket/736
16:11 <ais523+> FIQ: if you disconnect and reconnect, your pets should now be safe from trices stoning them
16:11 <ais523+> (except during conflict)
16:17 <jonadab> Evil Patch Idea: new type of sphere, a stoning sphere, that explodes, starting petrification on everything within the explosion radius.
16:19 <ais523+> that's around grunthack level
16:19 <ais523+> evil variant would use the insta variety
16:19 <jonadab> Oh, true.
16:19 <jonadab> Or just go all the way and implement the wand of stoning (which is a beam, not a ray).
16:22 <ais523+> unreflectable ray? to raise the chance of accidental shenanigans?
16:25 <ais523+> although this is the evil variant
16:26 <ais523+> it'd probably multiplex it on the same attack type as acid breath
16:36 <ais523+> I should go home
16:36 <ais523+> bye everyone
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16:37 <jonadab> Hmm... there could also be stinking-cloud-like clouds with elemental effects, including fire, cold, stoning, etc.
16:37 <jonadab> ^ Evil Patch Idea.
16:38 -!- larsw [~Adium@cm-84.209.0.92.getinternet.no] has quit [Quit: Leaving.]
16:47 <b_jonas> It shouldn't be a wand of stoning, but rather, a scroll of stoning that generates an area effect, so that if the player tries to read it, he'll likely get stoned, but monsters still read it.
16:48 <b_jonas> (or a double-ended wand of stoning)
16:49 <jonadab> Oooh, scroll of stoning that monsters can use offensively against you, but if you use it it stones you too. I like that. <-- Evil Patch Idea
16:53 <b_jonas> jonadab: we even have an obvious slot for it: rename scroll of earth to scroll of stone, move the boulder effects to confused, and the area stoning effects to non-confused,
16:53 <b_jonas> the area depends on the buc so cursed stones only you, uncursed stones you and a radius 4 circle, blessed stones you and a radius 11 circle
16:56 <b_jonas> (see http://trac.nethack4.org/ticket/364 about non-evil variant scrolls)
16:57 <jonadab> Heh. Yeah, that'd work pretty reasonably.
16:57 <FIQ> jonadab, highlevel dnethack spellcasters have flesh-to-stone
16:57 <jonadab> Also, Evil Patch Idea: when monsters read destroy armor, it destroys your armor, of course.
16:57 <FIQ> @ Evil Patch Idea: new type of sphere, a stoning sphere, that explodes, starting petrification on everything within the explosion radius.
16:57 <b_jonas> fhfhfhf
16:59 <FIQ> so I just added "monsters with a stoning attack won't attack non-stone-resistant monsters"
17:00 <FIQ> I love how nonsensical that sounds put that way :D
17:00 <FIQ> but yeah, IMO that should be tweaked for 4.4, but keep it like how you just did for now
17:01 <jonadab> Right, for 4.4 we should solve it by enhancing the pet AI.
2015 Feb 12 Thu:
10:09 <FIQ> (in dnethack, disintegration works like all its' other armor shredding attacks, it decreases enchantment by 1, and if this makes the armor no longer provide any AC at all, it disintegrates normally)
10:10 <hackedhead> and then if you have all three, it progresses through them as they each roll the chance to block if it's still coming
10:10 <jonadab> Evil Patch Idea: Disintegration eliminates your inventory first, one item at a time, getting around to you last. So if you're wearing an amulet of life saving, it gets disintegrated and then you do, all in one hit.
10:10 <FIQ> except for artifact armor which is never destroyed beyond polymorph (and even that is because chris has yet to figure out a sane way to prevent that without it looking dumb)
10:10 <hackedhead> and maybe like, a looking glass in open inv has a 1% chance or something
10:13 <jonadab> The stone could say "In memory of" or something.
10:13 <hackedhead> heh
10:13 <jonadab> Also, did I mention that the Evil Patch has dinsintegration traps?
10:13 <hackedhead> "here would have been lain"
10:37 <jonadab> (I check report 9 about once a day.)
10:37 <FIQ> heh
10:38 <hackedhead> jonadab: EPI: gravestone traps.
10:39 <jonadab> Oooh, what would those do?
10:42 <FIQ> heh
10:43 <jonadab> And yes, gold detection.
10:43 <hackedhead> YASI: scroll of monster food - makes 2-13 tripe rations
10:43 <FIQ> that's not a spell though :P
10:43 <jonadab> I *do* remember what object detection is, because I always get stacks of those from nymphs.
10:44 <hackedhead> or at least, dumping it on the group should make some food object there that a pet may eat.
10:45 <hackedhead> s/group/ground/
10:45 <jonadab> Also, EPI: you have to quaff something every couple of hundred turns or you become dehydrated, which can lead to confusion, hallucination, and eventually deadly illness.
10:46 <FIQ> ok, seems like an invisible pet w/o see invisible wasn't as bad as I thought
10:46 <FIQ> they don't seem to mind you stumbling into them
10:46 <FIQ> occasionally
10:46 <jonadab> FIQ: It's usually not fatal, yeah. Just... annoying.
10:47 *hackedhead gives FIQ a bunch of other useless artifact weapons
10:47 <hackedhead> =P
10:47 <jonadab> Evil Patch Idea: wielding Stormbringer causes extrinsic confusion.
10:47 <hackedhead> ew.
11:48 <jonadab> It would kind of suck if they used it against your pets.
11:48 <jonadab> Especially flying steeds.
11:48 <hackedhead> YASI: a monster that normally is under confict, but gains aggro and loses conflict when you generate conflict in LOS
11:49 <jonadab> Although if you were riding the steed, you'd presumably see what was happening and be able to zap teleport or whatever.
2015 Feb 20 Fri:
10:24 <b_jonas> ugh
10:24 <jonadab+> hackedhead: Not sure.
10:24 <jonadab+> hackedhead: Did I tell you about my Evil Patch Idea where after the Sanctum there are 50-100 more levels of mazes to go through?
10:25 <jonadab+> Below it?
2015 Feb 27 Fri:
13:10 <hackedhead> but maybe blessed ID wouldn't be too extreme in any case.
13:43 <jonadab+> Scrolls of identify are so much more common than scrolls of amnesia anyway.
13:44 <jonadab+> Although... Evil Patch Idea... that could be /changed/ Bwahahaha.
13:45 <jonadab+> Actually, Evil Patch Idea: scrolls of identify no longer exist in the game. To get the identify effect, read a scroll of amnesia while confused.
13:45 <hackedhead> jonadab: right, but at present, scrolls of amnesia have zero legit use cases aside from blanking
13:45 <hackedhead> this would at least give them one.
13:48 <hackedhead> like... many scrolls had confused effects that were _far_ divorced form the base scroll, with no real reasoning
13:48 <hackedhead> see, for earth that'd make sense
13:48 <jonadab+> Evil Variant: Either that, or confused scroll of earth could create lava on your tile. 5% chance.
13:48 <hackedhead> even that makes sense
13:50 <jonadab+> That goes right along with having monsters with a non-reflectable ranged amnesia attack and making amnesia shuffle random item appearances.
13:50 <hackedhead> "i'll read confused EA to fooproof my armor!" *read* "Your weapon evaporates!"
13:51 <jonadab+> Evil Patch Idea: Confused scroll of earth has a 5% chance to instapetrify you.
13:51 <hackedhead> 85% *
13:51 <jonadab+> Heh.
13:52 <hackedhead> EPI: anything that's not movement, or inventory manipulation has terrible game-ending consequences =P
13:54 <jonadab+> And movement and inventory manipulation have a small random chance of terrible game-ending consequences?
14:10 <hackedhead> obviously.
14:26 <jonadab+> True.
14:26 <jonadab+> And the Evil Patch has worse traps.
14:26 <jonadab+> Death Traps, for example.
21:06 <jonadab+> Haha.
21:06 <ais523+> that affects both monster symbols, and keyboard input
21:06 <ais523+> Evil Variant: ROT13 trap
21:06 <ais523+> now I even have a place to put it!
21:06 <Morwen> Is there an actual evil variant?
21:06 <ais523+> Error: no reason for monster to cast disappear spell?
21:07 <ais523+> my Evil Variant exists but isn't very actively developed
21:07 <ais523+> so far it only has such things as megabats (which have a million times the hitpoints of a normal bat), some really hard Sokobans, floating eye mimics, and diagonally attacking drawbridges
21:07 <jonadab+> There's also the purely theoretical Evil Patch, which is just a collection of extremely bad (but often amusing) ideas.
21:08 <jonadab+> If it were ever fully implemented, the result would be *completely* unplayable.
21:08 <Morwen> I was reading that story of the TAS speedrun the other day.
21:08 <Morwen> Could be interesting if you mixed that kind of luck with the Evil patch.
21:10 <jonadab+> That... might actually work.
2015 Mar 01 Sun:
18:02 <ais523+> I think it outright curses though
18:02 <jonadab+> You know, I actually don't know. I sort of always assumed that "autocurses when worn" meant it went straight to cursed, but I haven't tested that.
18:03 <jonadab+> Of course, in the Evil Variant, a helm of opposite alignment autocurses and loses its bknown status every turn, whether worn or not.
18:04 <ais523+> not yet, actually that'd be awkward to impl
18:04 <ais523+> Evil Variant: just turning off bknown on every item whenever you opened your inventory would be easy though
18:04 <jonadab+> Oh, wow.
18:05 <ais523+> Evil Variant: also dknown and rknown
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2015 Mar 02 Mon:
00:41 -!- Sylpheed [~Sylpheed@mailhub.007spb.ru] has joined #nethack4
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02:33 <b_jonas> Morwen: oh, that could be made an Evil Patch idea:
02:34 <b_jonas> Evil Patch YANI: Pestilence has a passive sickness attack that makes you deathly sick whenever you attack him in melee
02:36 <b_jonas> Also, about the rogue level, how about a colossal cave level with a dragon you can kill bare-handed (with a yes-no prompt), and a snake barring the way which you have to kill by dropping a wand to let the bird out of the cage, and a troll guarding a drawbridge that lets you past only if you pay him gold?
02:36 <b_jonas> Maybe I'm mixing two different adventure games here though.
2015 Mar 04 Wed:
14:21 <jonadab+> Well, I think the encumbrance mechanic works, as a game mechanic.
14:22 <jonadab+> Leastways, I don't think it's as broken as some other things (to-hit, alignment record, etc.)
14:22 <hackedhead> YASI: encumberance can be considered a major/minro problem and praying will cause your god to make you force-drop inv items at random
14:22 <hackedhead> =P
14:23 <jonadab+> hackedhead: That's an Evil Patch Idea.
14:23 <hackedhead> eeeh, only half evil
2015 Mar 07 Sat:
14:11 <jonadab+> They're called stone giants because they throw stones, I think.
14:12 <jonadab+> Except, all giants throw boulders in NetHack, so it's probably a holdover from some earlier game.
14:12 <jonadab+> Evil Patch Idea: stone giants are stoning resistant and have a petrification attack.
14:12 <jonadab+> Oooh, they throw rocks at you, and if the rocks hit you, you turn to stone.
2015 Mar 12 Thu:
10:47 <FIQ> s/old/earlier/
10:50 <jonadab+> YANI: convince the Dev Team to update Interhack and bundle it with $nextversion.
10:51 <jonadab+> *YASI perhaps
10:51 <ais523+> jonadab: isn't that called AceHack? (/me runs)
2015 Mar 16 Mon:
14:49 <b_jonas> and it's mighty difficult to figure out the semantics and implement them
14:49 <b_jonas> so that probably shouldn't be in nethack
14:50 <hackedhead> EPI: hallucination is more powerful if you have ESP
14:51 <hackedhead> EPI: ahllu impact scales with Int =P
14:51 <hackedhead> EPI: hallu deals Int/Wis damage over time
14:52 <b_jonas> um.... what?
14:52 <jonadab+> hackedhead: if your Int is 6, monsters just look like different monsters; if your int is 10, monsters appear to be in different places and look like different monsters...
14:57 <hackedhead> also because visual sense tends to be the strongest.
14:57 <hackedhead> in general
14:58 <jonadab+> I still say, in the Evil Patch, thirst causes hallucination -- to avoid this, you must quaff something every couple hundred turns.
14:58 <jonadab+> And when thirst gets worse, it can also cause confusion and eventually stunning, even illness.
14:58 <b_jonas> oh
15:00 <jonadab+> Oh, also, Evil Patch Idea: thirst masks hunger, so if you're thirsty, you don't realize you're hungry... or weak... or even fainting.
15:16 <hackedhead> you're going to notice that you're fainting.
2015 Mar 17 Tue:
08:59 <jonadab+> Because it's not the result of carrying, wearing, or wielding anything.
08:59 <b_jonas> FIQ: yes, it's intrinsic
09:00 <jonadab+> Evil Patch Idea: a monster attack that reduces your maximum luck.
09:00 <jonadab+> Nothing need prevent this from reducing your max luck below 0
2015 Mar 19 Thu:
12:42 <b_jonas> but keep the walls undiggable, the levels noteleport, and allow levelporting only out
12:44 <jonadab+> And allow branchporting if you read a cursed scroll of telelportation while hallucinating and confused?
12:44 <jonadab+> (Evil patch idea: make that hallucinating, confused, and naked.)
12:52 <b_jonas> um
2015 Mar 20 Fri:
11:21 <FIQ> =?
11:22 <ais523+> !i = enter replay mode
11:22 <hackedhead> YASI: Yendor's Valor: a RTS about protecting your underground fortress's holy artifacts safe from an endless stream of would-be theieves and scoundrels.
11:22 <ais523+> I have that one memorised from a bunch of bug-testing
2015 Mar 23 Mon:
11:51 <FIQ> yes
12:28 <Khor> I just shivered at the idea of having he force in all the levels including planes.
12:36 <jonadab+> Khor: Did you see my EPI the other day about a monster with an attack that sends whatever monster it hits to Gehennom?
12:36 <jonadab+> It would be intended as a divine minion and so would be an A.
22:18 <ais523+> "You drop the Amulet of Yendor. The Amulet grows legs and runs away!"
22:18 <Morwen> ais523: I don't think I've ever dropped the amulet after picking it up. I didn't know that was something people did.
22:18 <jonadab+> ais523: Yeah, my Evil Patch Idea sends the amulet to the Sanctum if you drop it, but that's clearly wrong for a real variant.
22:19 <ais523+> Morwen: it's a known strategy for heavy spellcasters to get around the Pw cost doubling
2015 Mar 26 Thu:
10:00 <b_jonas> I thought bison was either written in pure C, or perhaps in C and flex
10:00 <ais523+> it's probably partially written in itself, actually
10:00 <b_jonas> but I never really checked
10:01 <b_jonas> no way... they wouldn't do that
10:01 <b_jonas> that would be evil
10:02 <b_jonas> I thought bison was a decent good tool, not something evil like that
10:07 <b_jonas> you're right
10:07 <b_jonas> it does seem to be using bison (or at least some yacc) to parse bison syntax itself
10:08 <b_jonas> the implementation is evil then
10:14 <ais523+> I don't think so, I'm not sure there's a good argument for not using appropriate tools just because they happen to be the tool you're building
2015 Apr 01 Wed:
12:29 <Adeon> I didn't look too closely
12:31 <ais523+> that's what it claims to be
12:32 <ais523+> but given the release date, it could be anywhere from "attempt to create a perfectly balanced game" to "Evil Variant"
12:44 <hackedhead> i'm fairly certain that it's on the level, as a balance/gameplay experiment and NH4 changes sandbox
2015 Apr 03 Fri:
16:11 <kerio> feature request: M:tG cards instead of figurines
16:11 <hackedhead> s/M:tG cards/pokeballs
16:12 <hackedhead> YASI: spell of drain life on a statue turns it into a figurine
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2015 Apr 07 Tue:
08:50 <jonadab+> It's actually a quite bad idea to melee a gelcube if you happen to be standing next to e.g. a purple L at the time. But nobody ever tries it because duh, you kill the purple L first.
08:50 <ais523+> I have a parser for the declarations section
08:50 <hackedhead> YASI: floating eye's gaze makes you Stressed for d100 (or something) turns, regardless of your actual encumberance.
08:51 <jonadab+> Won't the planned levels format changes make yacc irrelevant?
08:58 <ais523+> anyway, one of my YANIs was to replace the potion of restore ability with a potion of restore health
08:58 <ais523+> which is basically a unihorn in potion form
08:58 <hackedhead> YASI: levitating allows polearms to be used to attack adjacent squares.
08:58 <ais523+> but 100% reliable, and curse multiple issues at once when blessed
09:01 <jonadab+> Indeed.
09:01 <ais523+> I went through like six potions of full healing curing illness, I should have thought of reblessing the unihorn
09:01 <hackedhead> EPI: status effects have a chance to prevent you from using items correctly =P
09:02 <jonadab+> hackedhead: Some of them already do, for some items. But.
09:02 <hackedhead> well, Stun/Conf i guess
09:02 <ais523+> Evil Variant: stun/conf/hallu randomize selections on object menus
09:02 <jonadab+> Ouch.
09:02 <ais523+> wands can be, but there's a confirmation
09:02 <ais523+> so you'd hit your unihorn /eventually/
09:03 <jonadab+> ais523: Well, Brogue uses apply for quaff... the Evil Variant could adopt that as a separate, unrelated, "UI enhancement" patch.
09:03 <hackedhead> "You doodle on the floor with a potion of stinking cloud."
2015 Apr 15 Wed:
08:17 <hackedhead> at 31cm, we're saying "we can tell you the color and how wide and long the car is, measured in feet +/- a foot"
08:17 <jonadab+> I guess we'll have to wait for the Street View enhancement.
08:18 <hackedhead> YASI: super-hilariously low earth orbit
08:18 <hackedhead> SHLEO
08:19 <jonadab+> Heh.
08:19 <hackedhead> you get one really high-res image from one pass of the satellite, and then it burns up. =P
08:19 <jonadab+> Incidentally, Bluescreen has latched onto my list of Evil Patch Ideas and is planning to implement a whole bunch of them in Slash'em Extended.
08:20 <hackedhead> oh dear
08:48 <b_jonas> you can still speak as an illit
08:49 <hackedhead> oooh. there's an intersting idea
08:49 <jonadab+> Did I mention that Bluescreen is taking some of my evil patch ideas and making them *worse* for slex?
08:49 <hackedhead> a class that starts with illit intact, but knows a spell to start the game
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09:38 <jonadab+> Also, your helm can get cursed just as easily as a BoH.
09:38 <hackedhead> b_jonas: YASI: looting a cornuthaum while hallu produces a bunny
09:39 <hackedhead> "You perform rudimentary magic."
16:52 <b_jonas> and I doubt an angry shopkeeper should say "Arigatou, scum!" when you drop items to his floor
16:52 <jonadab+> Heh.
16:53 <jonadab+> YASI: when that happens, they should speak to you in Klingon.
16:58 <b_jonas> maybe we should check the god messages in pray.c
2015 Apr 17 Fri:
18:32 <ais523+> bhaak: http://nethackwiki.com/mediawiki/index.php?title=User_talk:Ais523&oldid=92319&diff=cur
18:34 <bhaak> ah, you want advice on how to handle crazy Germans
18:36 <ais523+> the thing is, there's a story behind the Evil Variant which makes the request an awkward one to fulfil
18:36 <bhaak> the easiest way would be to say frankly how it is
18:36 <ais523+> but the story itself isn't currently public, and I should probably ask the other people who know it before making it public
18:36 <bhaak> "making a variant more evil than slashem"?
18:37 <bhaak> but there is also no code of the evil variant, or is there? I always thought it's more of an idea collection
18:37 <bhaak> the idea itself sounded like it was thought up while someone was having a little bit too much to drink
19:13 <ais523+> this is one of those "I didn't intended to change it, but was messing around in the code in a way that may have changed it incidentally
19:13 <ais523+> dtsund: anyway: http://nethackwiki.com/mediawiki/index.php?title=User_talk:Ais523&oldid=92319&diff=cur
19:14 <ais523+> as one of the few people who know what the Evil Variant actually /is/, how should I respond? both "yes" and "no" are incredibly insulting if you know the context
19:14 <Khor> I only played 1 game of nethack4
19:15 <ais523+> we already had the "baby dragons at the castle" problem, that one was bug reported
19:15 <ais523+> I considered that
19:15 <ais523+> perhaps I should paste the Collected List of "Evil Variant:" too?
19:15 <ais523+> because that's just people on IRC who don't know what it is commenting with ideas
2015 Apr 25 Sat:
18:38 <kerio> it's almost as good as slex
18:38 <ais523+> I don't know what to think about this
18:40 <jonadab+> kerio: Yes, but NH4 doesn't have any commits with the log entry prefixed by "Evil Patch: "
18:40 <kerio> rip slex
18:40 <kerio> 1.1.0 never 4get
18:41 <jonadab+> The thing is, even before she started overtly doing that, almost half of the Evil Patch Ideas were _already_ in slex in some form.
18:41 <ais523+> slex does? link?
18:41 <ais523+> yeah, one of the things that stopped me working on the evil patch source
18:41 <ais523+> was that I was being outcompeted
18:45 <ais523+> how can you get bored of slex, though, it has everything
18:46 <kerio> https://en.wikipedia.org/wiki/For_the_Man_Who_Has_Everything
18:47 <ais523+> anyway, I just told BSOD about the Evil Variant's Sokoban levels (two of them actually exist)
18:47 <ais523+> (and are online already)
2015 Apr 27 Mon:
20:09 <jonadab+> Yeah, kerio removed Slash'EM Extended from nethack.xd.cm when she started committing stuff that outright admitted it was evil in the commit log messages.
20:09 <jonadab+> Although honestly it wasn't really more evil than a lot of the stuff that was already in there.
20:10 <dtsund+> Did this happen before or after she asked for the Evil Variant stuff?
20:11 <ais523+> my guess is a little before
2015 May 01 Fri:
10:36 <Amnekian> Yes, but it used to be selectable on the acehack server
10:36 <Amnekian> Now it isn't anymore
10:37 <jonadab+> Right, the NXC admin removed it after the developer started including the prefix "Evil Patch: " on the beginning of a lot of the commit messages.
10:37 <jonadab+> That was kind of the last straw.
10:37 <jonadab+> However, there's SlashTHEM.
10:38 <Amnekian> "after the developer started including the prefix "Evil Patch: " on the beginning of a lot of the commit messages." I don't get it. Is something wrong?
10:39 <jonadab+> Amnekian: She was implementing a bunch of Evil Patch Ideas that people had jokingly come up with in the various IRC channels, as in "Haha, wouldn't it be awful if a variant did X, Y, and Z?" And she was systematically doing as many of them as possible.
10:41 <Amnekian> Like what?
10:42 <jonadab+> A Sokoban level with fountains and peaceful gremlins. Random monster classes being ungenocideable in some games. Levelporting nymphs. More instadeaths. Hostile shopkeepers.
10:43 <jonadab+> A minetown with guaranteed soldier ants and a polytrap.
10:43 <Amnekian> *the
10:44 <jonadab+> She even added the Evil Variant Sokoban levels -- they look /almost/ exactly like the much-hated Soko2a but have completely different, much more difficult, solutions.
10:45 <Amnekian> That is....odd
10:48 <jonadab+> Seems likely.
10:48 <jonadab+> I'm not sure she's concerned with what would happen if anyone ever tried to play seriously and actually win.
10:49 <jonadab+> But the Evil Patch stuff was just the final straw. The server admin was already cheesed with her for things such as blaming crashes on gcc.
10:49 <jonadab+> (Which made him /really/ mad when he found that there is a genuine bona fide gcc bug that prevents him from running the program in Valgrind to debug the crashes.)
10:55 <jonadab+> Speaking of debugging, one of these days I'm going to get a backtrace from a Fourk crash and successfully figure out what it means and find the bug because of it. One of these days.
10:55 <jonadab+> (I've gotten as far as getting a backtrace. The other part is room for improvement.)
11:01 <b_jonas> is there an evil patch that makes it so the alignment of the high altars on astral isn't predetermined, and the coaligned one is always the one you visit the last?
11:02 <jonadab+> Oh, hah. That'd be awful.
11:02 <b_jonas> jonadab: that sounds scary
11:02 <b_jonas> about the evil patches in slash'em that is
11:03 <jonadab+> Well, Slash'em Extended was already pretty evil.
2015 May 05 Tue:
01:52 <ais523+> why?
01:52 <b_jonas> technically it makes the game slightly easier, but it WILL catch people unprepared and they'll be on the plaens without their equipment or other preparation
01:52 <ais523+> also, if this is the Evil Variant
01:52 <ais523+> Evil Variant: that, but also if you have a fake amulet
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2015 May 29 Fri:
14:42 <ais523+> basically, the options syntax needs a rewrite, I'm unwilling to make incremental changes before the rewrite happens
14:42 <hackedhead> b_jonas: yes. i started drinking for the amusement (I am easily amused when buzzing), but more now for the complexity of flavors
14:43 <jonadab+> YASI: make the options syntax look like Data::Dumper output.
14:43 <jonadab+> ^ (Not actually a good idea.)
15:21 <b_jonas> isn't autopickup state a game state now, not an option?
15:21 <jonadab+> Not certain. I don't use autopickup.
15:21 <jonadab+> Evil Patch Idea: make autopickup a birth option.
15:22 <b_jonas> (OpenTTD) You can have 32 bit per pixel graphics now (it used to be only 8 bit per pixel), and even higher resolution graphics, though there's no full high resolution set yet, but they're working on it. You can have more than 256 depots.
2015 May 31 Sun:
15:49 <ais523+> fwiw, my local copy of Crawl (self-compiled) is melee-bugged and I'm a bit reluctant to upgrade…
15:49 <wheals> elliptic's is 43 with it and 33 without it
15:49 <ais523+> Evil Variant: a "melee bug" monster, if it hits you you take double melee damage for the rest of the game, this stacks
15:49 <wheals> er, was
2015 Jun 08 Mon:
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21:48 <ais523+> YASI: a canary monster which, if it dies for any reason at all, recovers the game to the previous turn
21:48 <ais523+> with no message, and no way to tell what happened except that the turn counter doesn't go up
2015 Jun 10 Wed:
07:55 <b_jonas> but I want to make sure that the E-resistant monsters like captains and angels are available when needed
07:55 <b_jonas> to thwart the player
07:59 <b_jonas> Plus somehow I got some evil ideas on how to screw with the player this night. I'll have to research the current behavior, figure out the ideas, and write them up.
07:59 <b_jonas> But also write up my ideas on how to help the player as well.
2015 Jun 24 Wed:
07:58 <b_jonas> jonadab: no, because the player can just break all the boulders with a pickaxe, read scrolls of earth to fill all holes, and then sacrifice for luck
07:58 <hackedhead> b_jonas: and get labelled a cheater forever (in fourk) =P
07:59 <hackedhead> YASI: sokoban cheater get extra markup at shops for being suspicious characters
07:59 <jonadab+> Heh.
2015 Jun 26 Fri:
19:06 <ais523+> jonadab: well there are no real downsides to playing in multiplayer in Ace except that I don't generate any more monsters or items, so there's less item availability (especially food)
19:07 <ais523+> the server just takes what you did and make it appear on the other player ← if monsters and players were implemented remotely the same way that might be doable
19:07 <FIQ> that sounds like it can make the game unwinnable easily if the RNG is evil
19:07 <FIQ> (candles anyone?)
19:07 <jonadab+> You probably should not start with a pet in multiplayer... although how to balance BUC-testing becomes a question then. Include a priest in your party, I guess.
20:14 <FIQ> I think mazes can actually generate above Medusa
20:14 <FIQ> if it originates from bones
20:14 <ais523+> even the Evil Variant didn't generate minotaurs that high, they were around dlvl 8 IIRC
20:14 <coppro+> and fix it in vanilla if so
20:14 <ais523+> FIQ: yes
20:14 <FIQ> in vanilla
20:14 <coppro+> ais523: was the evil variant an actually thing?
20:14 <ais523+> coppro: yes at one point; the full story isn't public but dtsund knows it
20:15 <FIQ> has a lot of Evil features
20:15 <jonadab+> Yes.
20:16 <ais523+> FIQ: BSOD actually asked me about the Evil Variant because she wanted to steal features from it
20:16 <FIQ> today, Soviet5lo discovered that Amy added in a feature that makes keys break 50% of the time when used
20:16 <ais523+> that was quite an awkward question to answer
20:16 <ais523+> jonadab: example?
20:16 <FIQ> if it fails a !rn2(2) check
20:16 <ais523+> coppro: anyway, my favourite thing in the Evil Variant that was implemented
20:16 <FIQ> break
20:17 <ais523+> was less than a line of code
2015 Jun 27 Sat:
00:13 <FIQ> huh?
00:13 <FIQ> oh
00:13 <ais523+> I removed that behaviour because it's far too Evil Variant
00:13 <FIQ> yes I'm aware
00:13 <ais523+> maybe I messed something up removing it
2015 Jun 28 Sun:
01:47 <APic\splat> Niiiiiiiice!
01:48 <ais523+> what does it do?
01:52 <coppro+> the Evil Variant should make Vlad utterly weak
01:52 <coppro+> except that he randomly one-shots you no matter what
2015 Jul 10 Fri:
12:21 <ais523+> I'm not so attached to that either, but it felt like a fun thing to do, and adventure game scoring mechanisms have typically included something like that
12:21 <ais523+> escaping is worth more than quitting
12:32 <jonadab+> YASI: score higher for getting a death you've never had before.
12:33 <jonadab+> (Higher than other deaths, not higher than non-death endings, I mean.)
2015 Jul 13 Mon:
14:37 -!- dtsund [~dtsund@2601:400:c002:4102:a9f9:4ccb:2dc8:665e] has joined #nethack4
14:37 -!- mode/#nethack4 [+v dtsund] by ChanServ
14:40 <jonadab+> Evil Patch Idea: vampires can revive... but since vampire corpses are just generic human corpses... any human corpse can revive as a vampire. Unless you dump it in water, sacrifice it, eat it, or otherwise dispose of it.
15:08 <hackedhead> lel
2015 Jul 22 Wed:
08:31 <hackedhead> in nethack, that is.
08:32 <b_jonas> hackedhead: I think monsters have an acid resistance flag, but very few monsters (eg. yellow dragons) have it
08:32 <hackedhead> EPI: eroded shields have a chance to break when deflecting attacks.
08:32 <hackedhead> hmm. oh right
2015 Jul 23 Thu:
17:32 <jonadab+> So disenchanters on steroids, then.
17:32 <FIQ> pretty much
17:32 <jonadab+> I had an EPI for a monster attack that levelports random bits of your inventory...
17:33 <FIQ> there is a demon lord in dnethack that does just that
17:33 <FIQ> but only ordinary teleportation
17:33 <FIQ> not levelport
17:33 <jonadab+> Oh, that's... yeah, not nearly as bad.
2015 Jul 29 Wed:
07:41 <jonadab+> (weregridbug and werenymph are EPIs.)
07:41 <FIQ> nagas?
07:42 <FIQ> why is werenymph EPI
07:42 <hackedhead> raven was a joke, werebears would be higher difficuly after wolves
07:50 <jonadab+> foocubi, I don't even know where to start with them.
07:50 <hackedhead> heh.
07:51 <hackedhead> EPI: sirens in swamps/water levels
07:51 <FIQ> why is that EPI
07:51 <jonadab+> Actually, if I were up to doing the coding, I would add sirens.
07:51 <FIQ> depends on implementation
07:52 <jonadab+> Among other things, they'd have an attack that lures you closer to them -- overriding your instinct to not step in water, possibly drowning you.
07:53 <FIQ> lol
07:53 <jonadab+> These would be high-level n.
07:53 <hackedhead> ais523: yes, only the folklore demon version is evil and does the opposite. =P
07:56 <b_jonas> what... is the trac down?