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. |
15:37 -!- ais523 [~ais523@unaffiliated/ais523] has quit [Ping timeout: 258 seconds] |
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) |
08:48 -!- Sylpheed [~Sylpheed@mailhub.007spb.ru] has left #nethack4 [] |
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 |
05:00 -!- book` [~book`@192.241.142.243] has quit [Ping timeout: 244 seconds] |
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: |
13:07 -!- Bright [~brightclo@pdpc/supporter/student/rawrmage] has quit [Changing host] |
13:07 -!- Bright [~brightclo@brightcloudengineering.com] has joined #nethack4 |
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... |
14:10 -!- larsw1 [~Adium@cm-84.209.0.92.getinternet.no] has joined #nethack4 |
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 |
16:37 -!- ais523 [~ais523@unaffiliated/ais523] has quit [] |
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 |
18:28 -!- PsyMar [PsyMar@user-0c992m7.cable.mindspring.com] has joined #nethack4 |
2015 Mar 02
Mon: |
00:41 -!- Sylpheed [~Sylpheed@mailhub.007spb.ru] has joined #nethack4 |
00:47 -!- tungtn [~tungtn@27-32-7-61.static.tpgi.com.au] has joined #nethack4 |
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 |
16:12 -!- Chris_ANG [81312ac6@gateway/web/freenode/ip.129.49.42.198] has joined #nethack4 |
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 |
09:38 -!- stth [~stth@ip-176-198-117-134.hsi05.unitymediagroup.de] has joined #nethack4 |
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 |
01:58 -!- dtsund [~dtsund@c-68-37-220-168.hsd1.mi.comcast.net] has quit [Quit: dtsund] |
02:20 -!- timvisher [~tim.vishe@pool-72-92-23-217.phlapa.fios.verizon.net] has quit [Remote host closed the connection] |
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: |
20:56 -!- ShadowWraith [~a@dsl-hkibrasgw3-54fb76-100.dhcp.inet.fi] has joined #nethack4 |
21:01 -!- LtSquigs [~textual@c-98-234-86-27.hsd1.ca.comcast.net] has joined #nethack4 |
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? |