Evil from #nhfourk:

2015 Apr 07 Tue:
08:41 <jonadab> Right, if you don't have a polymorph source, polycontrol is basically protection from polytraps.
08:41 <hackedhead> since polytraps are the most annoying magical trap because of armor destruction (although regular "magic traps" are probably the most dangerous traps period)
08:43 <hackedhead> YASI: floating eye go back to NH4 style, but the split _whenever_ they take damage (even ranged)
08:43 <jonadab> Yes, I am thinking about adjusting magic traps.
2015 Apr 13 Mon:
11:19 <hackedhead> yeah
11:19 <hackedhead> i just noticed that i played it back on friday. apparently i didn't have strong feelings then, so that's a good sign
11:19 <jonadab> YASI: fiendishly difficult Sokoban levels that can only be generated on April 1st.
11:36 <hackedhead> haha
11:36 <hackedhead> except generate them all the time
11:36 <hackedhead> =D
12:20 <jonadab> That'd be Evil Variant.
12:20 <jonadab> Or, I suppose there could be an optional fifth level of Sokoban, after the prize, that you can do just because you want to.
2015 May 07 Thu:
15:53 <hackedhead> turning a pit into a hole and then following you down, rinse and repear?
15:53 <jonadab> Ice devils encase you in a block of ice that holds you in place for a small number of turns -- you can act but you can't move to a different tile.
15:53 <hackedhead> that's almost evil patch idea.
15:53 <jonadab> Which, the pit fiends, or the ice devils?
15:54 <hackedhead> ice devils sounds like i should hold onto oil and ?oFire
15:54 <jonadab> Yeah, but by the time you're in Gehennom, getting taken down a couple of dungeon levels shouldn't be fatal, generally.
15:54 <hackedhead> EPI: minotuar nests
15:54 <jonadab> And yes, fire will melt the ice from around you. If the level allows teleport, you can also get out that way.
2015 May 14 Thu:
10:59 <hackedhead> not all fights are surrounding.
10:59 <jonadab> Yeah.
11:00 <hackedhead> YASI: barbarian alacrity: +1 Def for each adjacent monster
11:01 <jonadab> How about +1 to-hit for each adjacent monster?
2015 Jun 03 Wed:
14:59 <hackedhead> (also the pun is stellar (aha!))
14:59 <hackedhead> but i wouldn't cry over it's loss either
15:00 <hackedhead> YASI: sacrifice artifacts at co-aligned altars for alignment gain, and to reduce the arti-count in the game to allow for wishing up other artifacts
15:01 <hackedhead> this would make getting an early mediocre artifact a boon instead of a penalty if it's the "wrong" one
2015 Jun 22 Mon:
08:29 <Mandevil\splat> There's something like 1/13 chance or so.
08:29 <Mandevil\splat> Doesn't happen often.
08:31 <jonadab> Evil Patch Idea: replace scroll of amnesia with scroll of demogorgon -- which monsters can read if they get their hands on it.
08:31 <Mandevil\splat> Way too evil.
08:31 <Mandevil\splat> Even by your standards.
08:34 <jonadab> Well, you know, in the Evil Patch, scroll of amnesia is redundant since there's a wand of amnesia that monsters can zap at you.
08:35 <jonadab> Fortunately, the Evil Patch is mostly unimplemented, and what portions of it have been implemented are only in Slash'em Extended.
08:41 <Mandevil\splat> jonadab: When NH4/NH4K reloads game, it completely replays it?
08:43 <jonadab> Mandevil\splat: Not normally.
2015 Jul 01 Wed:
09:44 *hackedhead is sokofan
09:45 <hackedhead> jonadab: this castle wand had so few wishes. *sniff* =P
09:45 <jonadab> YASI: replace the Gehennom mazes with more Sokoban levels.
09:45 <jonadab> hackedhead: How few?
12:07 <jonadab> Heh, not exactly.
12:07 <hackedhead> oh, poison, also a ninja thing
12:07 <jonadab> YASI: make Grimtooth cause fear and give them that.
12:08 <jonadab> NOt sure I want to buff Grimtooth that hard, though, on top of the poison and whatnot.
2015 Aug 26 Wed:
09:41 <jonadab> Maybe try it and see how frequently it comes up.
09:41 <jonadab> I assume they would have the same djinn-generating odds as players?
09:42 <FIQ> evil patch idea: make soldiers fight trices to death and pickup their corpses
09:42 <FIQ> Yes
09:42 <jonadab> But on a separate RNG, presumably.
2015 Aug 27 Thu:
09:49 <FIQ> due to a bug
09:49 <FIQ> but it's supposed to
09:49 <hackedhead> YASI: make monsters wish for amulet of yendor
09:49 <hackedhead> (and get cheap fakes, obviously)
11:06 <hackedhead> and that's all the info that's in AUTHORS of my copy.
11:06 <FIQ> when sinks is involved, forced armor-takeoff doesn't take time for players, does it?
11:06 <ais523> the online NHSS was also the first real place that bits of the Evil Variant became public (I'd sent patches of subsets out before then)
11:07 <ais523> I thought it'd be an amusing addition
11:08 <ais523> as opposed to… Fourk? Vanilla?
11:08 <hackedhead> there's no LICENSE
11:08 <FIQ> the evil variant is 2a, except harder?
11:09 <jonadab> FIQ: It's designed to be visually similar to it.
11:09 <FIQ> Ah
11:09 <hackedhead> evil sokoban would be unsolvable without teleportation
11:09 <ais523> FIQ: the evil variant has two Sokoban levels so far
11:09 <ais523> they both are very reminiscent of 2a
11:09 <FIQ> obviously the evil variant should try to mimic very easy puzzles
11:09 <ais523> they also both have different solutions from each other and from 2a
11:10 <hackedhead> lel
11:11 <hackedhead> WTB: item levport
11:11 <ais523> hackedhead: oh yes, in the Evil Variant, cheating at Sokoban causes god anger + smiting
11:11 <hackedhead> lmfao
11:17 <FIQ> seems like it's far messier than the armor code
11:18 <ais523> oh good, you survived
11:21 <jonadab> YASI: a - lightning bug, a flying insect that has the ability to periodically light up for a few turns but only does so if there is another lightning bug nearby.
11:21 <jonadab> Always generated peaceful.
11:27 <FIQ> monsters are afraid of basic emergencies
11:27 <FIQ> but anything more complex than that, they don't care the slighest about
11:27 <ais523> YASI: spellcasting monsters cast "uncurse items" in order to get rid of all your levport sources (and prevent you making more by uncursing your unholy wateR)
11:28 <FIQ> also I wonder how to best manage pets subject to curse items in NH4
11:28 <FIQ> because pets basically have no way to counter it
11:29 <FIQ> the only way pets have is magicbane
11:29 <FIQ> which is only 95% resistance
11:29 <FIQ> You can give them a scroll of remove curse if you noticed that it happened
11:29 <FIQ> But otherwise, glhf
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2015 Sep 02 Wed:
17:32 <jonadab> I don't even know how many times you have to hit with a weapon to enhance it.
17:32 <jonadab> Feels like a lot of times, especially past basic... but I can't put a number on it.
17:33 <jonadab> YASI: make wands of nothing more common, so players can use them to exercise wand skill.
17:33 <jonadab> Evil Sillier: do that, and then make monsters love to zap wands of nothing at any opportunity.
2015 Sep 03 Thu:
09:18 <FIQ> If you simply drop tripe next to it and move
09:18 <FIQ> it will just simply not eat it
09:19 <FIQ> YASI: hostile monsters can throw treats to peaceful or tame dogs/cats/horses, switching their alignment
09:19 <jonadab> FIQ: Heh.
2015 Sep 08 Tue:
20:33 <FIQ> hmmm
20:34 <FIQ> I wonder if it would be a good idea to use the buried item logic to fix the quirks surrounding projectile based traps
20:34 <FIQ> Half of my YASI earlier about "inert traps" and moving them aroud wasn't very serious, but I do consider making the handling of the traps less silly
20:35 <FIQ> For example, the fact how each of the traps spawn an unique bolt/etc each time
20:35 <FIQ> and how disarming gets you a single large-ish stack
20:35 <jonadab> Yeah, I would like to see each trap always spawn the same kind of item.
2015 Sep 18 Fri:
05:39 <jonadab> The only reason anyone _might_ complain about them is "options clutter".
05:40 <jonadab> But using the mass rebinds is _way_ less cluttered than the raw rebind-each-individual-key UI.
05:45 <FIQ> YASI: vlad's blood is acidic and if they miss their target, will create a hole at the location instead
05:45 <FIQ> literally dropping the user down a level
05:47 <jonadab> Heh.
2015 Sep 21 Mon:
08:00 <FIQ> indeed
08:00 <FIQ> it is XLd4
08:01 <jonadab> EPI: make ochre jellies' passive attack 0d6.
08:01 <FIQ> @d?ochre jelly
08:01 <Pinobot> ochre jelly (j) | Lvl: 6 | Diff: 8 | Spd: 3 | Res: acid petrification | Confers: nothing | MR: 20 | Generates: gehennom dungeons | AC: 8 | Attacks: 3d6 engulf acid, 0d6 passive acid | Alignment: 0 | Flags: genocidable, amorphous, breathless, mindless, vegan
2015 Sep 28 Mon:
09:02 <FIQ> but I don't know what :P
09:02 <hackedhead> Death says "Stop it, that tickles."
09:03 <hackedhead> or: EPI, zapping turn undead at Death raises 6-8 skeletons adjacent to him
09:03 <FIQ> hmm
09:04 <FIQ> I just realized the EPI potential in having monsters realize that zapping Death with death is *helpful*
09:04 <hackedhead> hahaha
09:04 <hackedhead> EPI: zapping Death with Death makes a clone of him a la Double Trouble
09:04 <FIQ> I do in fact declare some beams/etc as "helpful" (healing, speed monster etc, fire if slimed, stone to flesh if petrifying)
09:05 <FIQ> Making FoD or /oD count as "helpful" for Death would make sense, but... yeah, no
09:05 <FIQ> it would make hostile monsters zap him with it
09:05 <FIQ> which would be a huge pain
09:05 <hackedhead> right
09:05 <hackedhead> esp if it did something like fully heal him
2015 Oct 06 Tue:
07:01 <FIQ> Perhaps store a different set of coords for "displaced coordinates"
07:01 <jonadab> Yeah.
07:15 <jonadab> YASI: diff Fourk against 3.4.3 and put the result on Bilious as a patch.
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2015 Oct 06 Tue:
21:47 <jonadab> Or not related to any specific type of weaponry. Isn't two-weapon combat in that section too?
21:48 <jonadab> And of course now it has wand skill.
21:50 <jonadab> YASI: eating is a skill, which you can exercise by eating. Higher skill helps you eat faster, decreases the risk of bad effects from rotten or slightly old food, and increases the chance of getting intrinsics.
21:53 <jonadab> Evil Patch Idea: reading is a skill, and you must exercise it by reading in order to reach basic skill in it. At unskilled, you always have a percentage chance to get confused and mispronounce the magic words.
21:57 <ilbelkyr> jonadab / hackedhead, vanilla only displays the '#' if you actually trained the skill enough you *could* enhance it if not for the cap
21:59 <hackedhead> aaaaah
2015 Oct 10 Sat:
17:02 <FIQ> but as-is? ehh...
17:02 <ilbelkyr> The iron piercer pierces your iron helm and armor!--More--
17:03 <FIQ> ... IMO, a piercer with a poisonous pierce could actually be interesting
17:03 <ilbelkyr> The mithril piercer pierces your mithril amulet! Your Amulet of Yendor is utterly destroyed.
17:04 <jonadab> Evil Patch Idea: ^ what ilbelkyr said.
17:04 <FIQ> lol
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2015 Oct 13 Tue:
02:51 <Mandevil> The prizes are not the usual selection.
02:51 <Mandevil> It was just a ring and a bag with three more rings.
02:52 <ais523> Evil Variant: the Sokoban prize is sometimes an amulet of strangulation
02:52 <FIQ> polycontrol, telecontrol and a random ring
02:52 <FIQ> ais523: only for reflectoban
02:52 <ais523> I think the Evil Variant has / will have changed Sokoban layouts
02:53 <Mandevil> FIQ: Is the bag BoH?
02:53 <FIQ> I am pretty sure it is just an ordinary sack
02:53 <Mandevil> FIQ: Yes, it is :-I
2015 Oct 14 Wed:
04:31 <FIQ> but not drain
04:31 <FIQ> also I think you might encounter things with GDSM in gehennom
04:32 <FIQ> YASI: fiqhack has a low chance in gehennom of a soldier being "generated" with a wand of wishing
04:32 <FIQ> (read: gets equipment as if it was, but the wand itself is used up except perhaps the 1:0 part)
04:34 <FIQ> Mandevil: you asked how buzz scales with level
04:34 <FIQ> it works like this
04:35 <FIQ> unskilled-basic: same as vanilla
04:35 <FIQ> skilled-expert: creates an explosion in the end OR if it hits a target with reflection (which "disrupts" the ray)
04:35 <FIQ> master: explodes on 1st target or at max range and is followed by 1d5 additional explosions
04:36 <Mandevil> BTW, I still don't have fire resistance.
06:26 <FIQ> careful with cursing :)
06:26 <FIQ> if your staff is cursed...
06:27 <jonadab> Evil Patch Idea: if your weapon is cursed, hitting monsters with it heals them instead of damaging them.
06:27 <Mandevil> It's intelligent.
08:34 <hackedhead> higher* damage
08:35 <FIQ> iirc dyna makes crossbows "multishoot" by giving double/triple-damage
08:35 <hackedhead> YASI: make #reload a mechanic
08:36 <hackedhead> (heck, i bet it already is in slash*....)
09:45 <Mandevil> I guess this must be a nightmare as a pacifist.
09:46 <FIQ> Mandevil, there is a reason I artiwish PYEC+oof as paci
09:47 <jonadab> YASI: whistle skill. Get it up to expert, and a blessed magic whistle can call your pets from any level!
09:47 <FIQ> jonadab, :D
09:48 <FIQ> jonadab, in my variants, pets with teleport control try to remain on their current level
09:48 <FIQ> -s
09:48 <jonadab> Interesting.
2015 Oct 15 Thu:
10:32 <jonadab> That would make things way simpler when merging from FIQhack after merging from NH4, or vice versa.
10:33 <FIQ> Heh
10:38 <jonadab> Evil Variant: change all the last-edited comments to mm/dd/yy.
10:39 <FIQ> lol
10:42 <FIQ> hm, good thing ais did that deadmonst merge, provoking me to re-check all my checks to replace with DEADMONSTER if relevant
10:42 <FIQ> I noticed that if a monster runs out of levitation over a sokoban pit, and gets HP decreased to precisely 0, it survives
10:42 <FIQ> probably breaking things horribly
10:45 <jonadab> Heh.
2015 Nov 11 Wed:
09:44 <jonadab> Heh.
09:45 <jonadab> It could always be a mode. Like challenge mode, only worse. Evil mode.
09:46 <FIQ> /home/nathan/irclogs/freenode/#nethack4.log:07:56 < hackedhead > EPI: make invis on a yellow light turns it into a black light. >_<
09:46 <FIQ> that is not an EPI
09:46 <FIQ> but a rather interesting idea, actually (not sure on the flavour though)
09:46 <jonadab> The ideas are not all equally evil.
09:47 <FIQ> /home/nathan/irclogs/freenode/#nethack4.log.thru.2015.Aug10.log:09:37 < hackedhead > EPI: gremlins don't wait for night to steal intrinsics.
09:47 <FIQ> this is actually something I want to implement
09:48 <FIQ> because it would make gremlins actually interesting
09:48 <FIQ> even if you play during the day
09:49 <jonadab> Arguably, putting the player in a situation where they can gain a significant advantage by waiting for eight hours is in itself evil.
09:49 <FIQ> /home/nathan/irclogs/freenode/#nethack4.log.thru.2015.Aug10.log:14:51 < hackedhead > EPI: hallu deals Int/Wis damage over time
09:49 <FIQ> hallu already does this
09:49 <jonadab> Oh, does it abuse your stats?
09:49 <FIQ> it abuses wisdom every 5 turns
09:49 <jonadab> Ah.
09:50 <jonadab> Hmm./home/nathan/irclogs/freenode/#dnethack.log:21:55 < coppro > my only evil patch idea is to make the game always add an amulet of life saving to your inventory upon disclose
09:50 <FIQ> /home/nathan/irclogs/freenode/#nethack4.log.thru.2015.Aug10.log:07:41 < jonadab+> (weregridbug and werenymph are EPIs.)
09:50 <FIQ> werenymphs would be helpful
09:50 <jonadab> You really want to end up with lycanthropy that turns you into a nymph?
09:50 <jonadab> Admittedly, it's way better than gridbug lycanthropy...
09:51 <FIQ> what would be bad about such a form?
09:51 <jonadab> Evil Patch Idea: werebee
09:51 <FIQ> all it does is render your attack into stealing attacks
09:51 <FIQ> which can be useful
09:51 <jonadab> Oh? It doesn't mess up the ability to wear armor?
2015 Nov 11 Wed:
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22:40 <FIQ> Corwinoid > jonadab: EPI -- Summon Nasties Trap.
22:40 <FIQ> jonadab, what if Gehennom magic traps could do that
22:41 <FIQ> jonadab > EPI: applying a cursed camera blinds you.
22:41 <FIQ> there is a variant that has that
22:41 <FIQ> it's called nethack 3.4.3
22:46 <FIQ> jonadab > EPI: Even better, artifact weapons can be generated with negative runics, including ones you are given as divine gifts.
22:46 <FIQ> fourk does that ;)
22:48 <FIQ> "hackedhead: It is certainly true that if you are accustomed to playing knights as "KILL ALL THE SLEEPING AND FLEEING THINGS", the Fourk alignment changes will set you back a bit.
22:48 <FIQ> "
22:48 <FIQ> >a bit
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2015 Nov 12 Thu:
16:52 <FIQ> there's a redraw bug regarding that
16:52 <FIQ> will have to look into that at some point
16:56 <FIQ> YASI: a scroll of amnesia reverts your alignment to your original one
16:56 <FIQ> because you "forgot" the fact that you ever performed a conversion
17:33 <jonadab> Oh? Hmm.
17:49 <jonadab> Amnesia is an effect that makes players _wish_ their character had just died.
17:59 <FIQ> Heh
18:00 <jonadab> Evil Patch Idea: Scroll of Antimagic. If you read it, all magic objects in the game lose their magical properties -- including objects not just generated. The base prize for this scroll? 15zm.
18:00 <jonadab> Err, 16zm.
2015 Nov 13 Fri:
07:56 <hackedhead> this _would_ be a tiny corner case thing, except valks always fly, so it can be quite common for them.
08:01 <jonadab> FIQ: I don't know that much about buzz(), sorry.
08:01 <hackedhead> YASI: unicorn horns are colored the same as the source unicorn, and have different effects correspondingly, depending on player/horn alignment interactions
08:03 <jonadab> hackedhead: That's been proposed before, and I thought about it... then I realized how shocking it would be for players to go to the trouble of killing a cross-aligned unicorn for the horn, apply it, and whammo, bad effects.
08:06 <FIQ> and are already unrealible as-is
08:06 <hackedhead> right
08:06 <hackedhead> and so. YASI
08:06 <hackedhead> anyway, jonadab, any thoughts on flying?
2015 Dec 05 Sat:
16:41 <FIQ> or an angel
16:42 <FIQ> it is a good thing that Archons aren't covetous :)
18:11 <jonadab> Evil Patch Idea: covetous nymphs
18:18 <FIQ> jonadab: would it be OP to allow all pets in LOS limited to 8 distance away to follow?
18:19 <jonadab> Wouldn't that make it virtually impossible to deliberately abandon a pet that is causing you problems (e.g, a pet that breaks doors and would kill priests, when you want to buy protection)?
2015 Dec 17 Thu:
12:22 <jonadab> But I'm not convinced I really want it to work that way.
12:23 <APic> jonadab: True
12:23 <jonadab> Evil Patch Idea: if you leave a ring of levitation on for more than a couple hundred turns at a time, there starts being a percentage chance per turn that you acquire intrinsic levitation.
12:24 <APic> Yah
13:19 <hackedhead> YANI: retracing steps isn't fun -> Sanctum leads directly to Planes
13:26 <FIQ> fnethack did that I think
14:06 <jonadab> hackedhead: That's almost an EPI, if players expect to revisit their stash. Although, Magic Chests make that less horrific if players _know_ about it.
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2016 Mar 01 Tue:
11:08 <hackedhead> there's also the issue that some are "free" on soko4 (the entrance) and some requiring at least a partial solve.
11:16 <jonadab> I couldn't decide which place to put it, mainly.
11:17 <jonadab> Evil Patch Idea: all but one of the Soko1 levels have a magic chest, and all but one of the Soko4 levels, and all but one of the Minetowns...
11:31 <hackedhead> frankly, just putting them in the zoo might be better
11:33 <hackedhead> it's basically so easy as to be the optimal solution almost all the time.
11:33 <hackedhead> which feels kind of bad.
11:35 <hackedhead> YASI: make a "magic chest figurine" of sorts, you get one from the single magic chest in MT, and then you pick where to "deploy" your single other magic chest (only in the main dungeon, won't work in gehennom, maybe) so then you're limited to two, but you have some flexibility.
11:35 <hackedhead> you could then pick to deploy it in soko branch for branchporting, or near a temple or store for other uses, but the player has options
2016 Mar 17 Thu:
11:01 <FIQ> hm
11:47 <jonadab> FIQ: Because the tileset specifies which ANSI color to use, but not the RGB values.
14:05 <hackedhead> YASI: make arrows kill wumpus in one hit (Hunt the Wumpus)
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2016 Mar 18 Fri:
08:24 <FIQ> exercising int is not a thing
08:24 <FIQ> outside dnh
08:24 <jonadab> I believe the list of Evil Patch Ideas already contains a suggestion to make the player feel "tired" if he doesn't sleep a certain amount every thousand turns, and if you get too tired, you hallucinate.
09:06 <hackedhead> is it just me, or is it strange that barbarians get expert in shield?
2016 Mar 23 Wed:
14:39 <jonadab> Not least, by enabling occasional loops (without cheating by forcing . in .des files).
14:39 <jonadab> And occasional four-way intersections.
14:40 <jonadab> Evil Patch Idea: and guarantee that stair-to-stair is the longest possible continuous path in the maze.
14:49 <hackedhead> ais523: have you any idea what the basic sort of maze algo is?
2016 Mar 24 Thu:
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09:55 <jonadab> Evil Patch Idea: dragons can only drop scales if they are down to less than 5hp before the blow that kills them.
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11:36 <hackedhead> =|
11:38 <jonadab> Evil Patch Idea: monsters can only drop corpses and death-drop items if they are down to less than 5hp before the blow that kills them.
11:38 <hackedhead> FR: wand of set HP to 4
2016 Mar 28 Mon:
10:35 <hackedhead> jonadab: why is there body armor in this monk's magic chest. T_T
10:49 <jonadab> Evil Patch Idea: monks always get dwarvish mithril.
10:50 <hackedhead> <_<
2016 Mar 29 Tue:
12:51 <jonadab> Solution: introduce wands of disintegration. Then reflection is important. :-)
12:52 <FIQ> I want to make dragonbreath works as dnh (and technically dyna, but dnh is closer to what I want)
12:52 <jonadab> (I think I already have wands of disintegration on the Evil Patch Idea list.)
12:52 <FIQ> make dragonbreath ignore reflection completely
12:52 <FIQ> but nerf disintegration
12:52 <FIQ> to how it works in dnh
12:52 <jonadab> If dragon breath ignores reflection -- which IMO all breath weapons probably should -- then yes, disint needs a rebalance.
2016 Apr 07 Thu:
15:59 <jonadab> That's a good question. I think probably?
16:00 <jonadab> I'm not certain. The off-hand weapon might use a different codepath. I should look into that.
16:05 <FIQ> my association with fourk changes will permanently be "alignment record is evil"
16:05 <hackedhead> ^
2016 Apr 18 Mon:
11:41 <hackedhead> my question is about the ramifications/penalty associated.
11:42 <hackedhead> i suppose slapping a sleeping hostile in the face with gloves is reasonably "fair warning" from a kinghtly-code POV
11:43 <hackedhead> YASI: #cry_uncle to re-pacify monsters you challenged with gloves.
11:43 <hackedhead> i'm really not sure about the glove-challenge thing, anyway.
12:43 <FIQ> I thought rocks as those slightly-bigger stones you see on things like gravel paths
12:43 <hackedhead> unless you're, say, firing it out of a gun.
12:44 <hackedhead> YASI: granite rocks and sandstone rocks. unbreakable vs not.
12:44 <hackedhead> sandstone rocks break on impact 98% of the time. but they're also much ligher.
2016 May 04 Wed:
13:24 <hackedhead> perhaps instead of passive sensing, you can tell if the charge you just used was the last one?
13:24 <hackedhead> i guess that's the same for most cases, though
13:25 <jonadab> We could always go the Evil Patch route: using an empty wand either wrests a last charge, or else the wand is destroyed without getting the last charge. Higher wand skill improves the odds of getting the wrest.
13:25 <hackedhead> heh.
2016 May 07 Sat:
20:06 <jonadab> No, I know how to unbalance NetHack quite thoroughly.
20:06 <FIQ> I mean, slex has ridiculous stuff in it, and yet it is fully playable, so..
20:06 <jonadab> Yeah, but even slex doesn't implement the more egregious Evil Patch Ideas.
20:06 <FIQ> amy is quite a fan of implementing EPIs
20:06 <jonadab> I think thirst is my favorite one: if you don't quaff anything for 200 turns, you become dehydrated, which leads to hallucination and ultimately fatal illness.
20:06 <jonadab> And death.
20:07 <FIQ> allthough one thing in particular stroke me as odd
20:07 <FIQ> she considered AD_POIS an evil patch idea
20:07 <jonadab> She often nerfs the worse EPIs though.
20:07 <FIQ> I was considering making that myself rather than "drain strength" being the default
20:07 <FIQ> (and have it reduce random attributes rather than just strength, but keep the special ones drdx/drco)
20:08 <jonadab> Oh, I also like the "you have to wield an object to apply or zap or read it" EPI.
20:08 <FIQ> dcss has that for some items
20:08 <FIQ> it's annoying IMO and IMO doesn't add anything to gameplay
20:08 <FIQ> besides tedium
20:08 <jonadab> Indeed.
20:09 <jonadab> But combined with the EPI where non-weapon items weld to your hands if cursed...
20:09 <Adeon> instead of balancing the one thing that is unbalanced
2016 May 09 Mon:
06:49 <FIQ> It's proposal K for an xp formula :P
06:49 <FIQ> or whatever letter you've reached
06:50 <FIQ> I and amy were discussing leveldraining and xp formulas and I came up with that as an alternative formula for a "pure" curve
06:50 <FIQ> http://abload.de/img/fiqcalculationdpza0.png
06:51 <FIQ> (Mostly by accident -- I proposed using (3x)^3 as formula as an evil patch idea, and stumbled upon te above as a result)
06:51 <FIQ> I kinda liked it so I suggested it here since I know that you collected a few :P
06:51 <FIQ> *the
06:53 <FIQ> The major reason is because it solved an issue you had with dnethack's formula, while staying relatively sane over time
06:54 <FIQ> (It reaches XL14 later on that dnethack does, which you saw as an issue, but doesn't shoot insanely high after XL16ish)
06:54 <FIQ> *than
07:09 <jonadab> FIQ: Oh, right, for how many XP you need to gain a level. Yeah.
2016 May 12 Thu:
06:22 <jonadab> The easiest way to get a mumak corpse onto an altar is to let the mumak stand on the altar while you are killing it.
06:24 <FIQ> right, I prefer killing things over altars
06:24 <FIQ> YASI: to spite you, monsters deliberately try to avoid altars
07:36 <jonadab> EPI: the heavier a monster is, the more it prefers to avoid altars.
07:37 <FIQ> haha
07:37 <FIQ> up to 100% of the time at >3k wt?
07:37 <FIQ> :)
07:37 <jonadab> Yes.
07:37 <jonadab> Whereas, grid bugs _love_ altars :-)
10:09 <jonadab> With wands, blessed increases your effective skill level.
10:09 <FIQ> (alongside wand skill)
10:09 <jonadab> Scrolls don't have skill level.
10:09 <FIQ> ^ that
10:09 <jonadab> YASI: literacy skill
10:10 <FIQ> blessed wand makes the unskilled wand user basic
10:10 <FIQ> thus more wand power
10:10 <FIQ> e.g. stronger wands
10:10 <FIQ> so more monsters
10:10 <hackedhead> jonadab: so.... Int?
10:11 <hackedhead> right
10:11 <FIQ> while wands are consistently working when compared to other wands :P
10:11 <jonadab> Oooh, Evil Patch Idea: when an attribute can be increased due to exercise, you have to #enhance and spend a skill point to actually increase it.
10:11 <hackedhead> 5 uncursed CM ?s ... no unholy water.
10:11 <FIQ> jonadab: rip skill points
10:12 <hackedhead> unless you plan on adding _lots_ of skill points
10:12 <jonadab> That's why it's an EPI.
10:12 <hackedhead> FIQ: hmm...
10:14 <FIQ> even w/o exercise
10:14 <hackedhead> jonadab: if it's only exercise that requires spending, then meh.
10:14 <jonadab> Although, we could change it. Evil Patch Idea: eating giant corpses and spinach only exercises strength, doesn't increase it immediately.
10:14 <hackedhead> i'm drowning in Str-gain meals by T20K
2016 May 13 Fri:
09:10 <FIQ> hackedhead: github search is horrible
09:10 <hackedhead> the dagger should never break, presumably
09:10 <jonadab> YASI: glass daggers.
09:10 <hackedhead> FIQ: well, the search _works_, but they've decided that the API will only ever show two fragments from a single file.
2016 May 15 Sun:
21:19 <hackedhead> oh jesus.
21:19 <hackedhead> RIP maze.
21:19 <hackedhead> when did foukr become the Evil Variant?
21:19 <jonadab> Honestly, that was not my intention.
2016 May 25 Wed:
06:50 -!- khoR is now known as Khor\DemiC
07:42 <hackedhead> slightly evil patch idea: launchers (perhaps not slings) should have a chance to break if used for melee attacks
07:46 <jonadab> hackedhead: How about, any object that _isn't_ a melee weapon has a chance to break if you bash things with it.
07:48 <hackedhead> but like... a suit of chain mail isn't going to bust if you whack things with it.
07:49 <hackedhead> nor a set of gloves.
07:49 <hackedhead> i mean, sure, maybe "non melee weapons break in melee" might be EPI
07:49 <hackedhead> but i'm not really talking about that
2016 May 27 Fri:
11:56 <hackedhead> FIQ: ping. thoughts? ^^
11:57 <jonadab> It's orcs invoking Elbereth that seems really wrong, flavor wise.
12:01 <hackedhead> EPI: you only know the ward for your starting alignment's diety
12:01 <hackedhead> so if you change alignment, the ward a) doesn't work and b) agers your current god via blasphemy
13:05 <hackedhead> at least, assured of what it's _supposed_ to do.
13:05 <hackedhead> there still might be monsters that don't care.
13:13 <jonadab> Evil Patch Idea: there's a queue of which monsters will be generated "next", like Tetris pieces. Engraving a ward or diety name enqueues monsters that aren't afraid of it.
13:19 <FIQ> jonadab, compiling dnh is much easier than nh in general
13:19 <FIQ> just don't follow the vanilla instructions
13:19 <FIQ> use kerio's makefile instead
13:19 <FIQ> e.g. compile dNAO
13:19 <FIQ> I can't access newsgroups atm
13:20 <FIQ> and referring to this https://bilious.alt.org/rgrn/?133564,133566,133574-133576,133673-133675,133719
13:25 <hackedhead> lol
2016 May 31 Tue:
11:03 <FIQ> right
11:03 <FIQ> (one could say that my mitre change also would make sense as a crowning gift... but meh)
11:04 <FIQ> YASI: crowning gifts (not fountain-dipped excal) allows you to pray to your god in Gehennom when equipped
11:05 <jonadab> That actually might be a pretty reasonable idea.
19:59 <FIQ> NH4 works fine with 80x24 as-is
19:59 <FIQ> I was thinking the botl layout in particular
20:00 <FIQ> jonadab: YASI: castle soldiers will try to blow up the drawbridge if the player would be hit
20:05 <jonadab> Actually, I'd rather see the soldiers, in particular, be smart enough NOT to blow up their own drawbridge, at least if it's up.
2016 Jun 03 Fri:
15:18 <FIQ> hmm TC/PC
15:18 <FIQ> seems nice
15:18 <jonadab> Evil Patch Idea: monsters use 3.6.0-style cone of cold and fireball spells against you.
15:20 <FIQ> 3.6.0-style?
15:20 <FIQ> ohhhh
15:20 <FIQ> well
15:20 <FIQ> they do in fiqhack
15:20 <FIQ> nht remarked on a lich randomly fireballing him that he couldn't even see
15:20 <FIQ> presumably it got detect monsters and fireball
15:20 <FIQ> lol
15:21 <FIQ> jonadab: how hard is it to wrest now?
15:22 <jonadab> The odds are it will usually take several turns, but way fewer turns than vanilla.
16:38 <FIQ> and the moment you pass the door, he zaps locking behind you
16:39 <FIQ> or have things behind the door read scroll of earth to create a barricade
16:39 <FIQ> or fun stuff like that
16:42 <jonadab> Just have a door that turns into iron bars and makes a loud noise (waking everything nearby) the first time the player steps through it.
16:42 <jonadab> Evil Patch Idea: new door type: ^
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2016 Jun 08 Wed:
16:10 <FIQ> just because I could
16:10 <FIQ> it's satisfying, but yeah, ridiculous
16:10 <jonadab> Evil Patch Idea: genocide times out after a few hundred turns.
16:11 <FIQ> @v?high priest
16:11 <Pinobot> high priest (@) | Lvl: 25 | Diff: 30 | Spd: 15 | Res: fire sleep shock poison | Confers: nothing | MR: 70 | Generates: unique | AC: 7 | Attacks: 4d10 weapon physical, 2d8 kick physical, 2d8 cast clerical, 2d8 cast clerical | Alignment: 0 | Flags: omnivore, seeinvis, nopoly, infravisible
16:26 <FIQ> @v?croesus
16:26 <Pinobot> Croesus (@) | Lvl: 20 | Diff: 22 | Spd: 15 | Res: none | Confers: nothing | MR: 40 | Generates: unique | AC: 0 | Attacks: 4d10 weapon physical | Alignment: 15 | Flags: omnivore, seeinvis, nopoly, stalker, infravisible
16:28 <FIQ> Evil Patch Idea: when you pickup the Amulet, every time you try to go upstairs in Gehennom, you are sent back down randomly 1-3 levels sometimes
16:31 <jonadab> Ooh, and Evil Patch Idea: once you have ever picked up the Amulet, the Mysterious Force, levelport restrictions, and higher Pw usage and hunger on spellcasting continue to apply, even if the Amulet is stolen from you or dropped.
16:31 <jonadab> Evil Patch Idea: in addition to Summon Insects, the priests in the Sanctum and on Astral can also cast Summon Nymphs.
16:32 <jonadab> Evil Patch Idea: If a nymph attacks you, and you have the Amulet of Yendor, the nymph will always steal that, PLUS it gets its regular chance to steal whatever else.
16:39 <FIQ> @v?air elemental
16:39 <Pinobot> air elemental (E) | Lvl: 8 | Diff: 10 | Spd: 36 | Res: poison petrification | Confers: nothing | MR: 30 | Generates: gehennom dungeons | AC: 2 | Attacks: 1d10 engulf physical | Alignment: 0 | Flags: flies, breathless, mindless, unsolid, vegan
16:42 <FIQ> jonadab: does lev still work on water?
16:43 <jonadab> I don't think I changed that.
2016 Jun 13 Mon:
08:37 <jonadab> But that would be really annoying in Gehennom. "Ooops, I explored almost a whole level, now I forgot my spells, time to go back to my stash and read books."
08:37 <hackedhead> indeed.
08:43 <jonadab> Evil Patch Idea: Spellbooks can be read 100 times, instead of 4; but you forget all your spells every time you go to a different dungeon level.
08:44 <hackedhead> meh.
08:45 <hackedhead> the problem with most evil patch ideas is that it's trivially easy to be evil to the player in nethack.
08:45 <hackedhead> EPI: movement causes death. *shrug*
08:46 <hackedhead> _interesting_ Evil Patch Ideas have to strike that perfect balance of making _sense_ on some level, and as a result, being really bad for the player.
09:03 <FIQ> staggering blows
09:19 <hackedhead> FIQ: yes, we need more things like staggering blow
09:20 <hackedhead> staggering blow is not nearly worth it in the late game, compared to the damage output from artifact weapons
11:02 <FIQ> I could see replacing a *scroll* with a marker
11:02 <FIQ> but a wand? yeah no
11:03 <FIQ> YASI: replace scrolls of wishing with other wands of wishing -- in the hands of monsters
11:03 <jonadab> Eh, I've seen ais suggest replacing the wand with several magic lamps.
11:03 <jonadab> FIQ: Heh. That really only would be evil in your variant.
11:04 <FIQ> or grunt
11:04 <jonadab> Well, yes.
2016 Jun 15 Wed:
22:15 <FIQ> slex has that
22:15 <FIQ> (of course)
22:15 <jonadab> FIQ: Yes, it was an EPI.
22:15 <jonadab> My fault, indirectly, that SLEX had it.
22:16 <jonadab> Perhaps.
22:16 <FIQ> slex has werenymphs too
22:16 <jonadab> Yes, also an EPI.
22:16 <FIQ> that's not much of an EPI :P
22:17 <FIQ> I'd consider it beneficial myself
22:17 <FIQ> means I don't have to deal with other weres
22:17 <jonadab> Huh. Apparently wererats are from D&D; Wikipedia has an article on them.
22:17 <FIQ> nymphs aren't really a bad polyform
22:17 <FIQ> besides their ridiculous HP
22:17 <jonadab> True.
22:18 <FIQ> noe I wonder
22:18 <FIQ> how should lycantropy interact with poly?
22:18 <jonadab> EPI: nymph wererats can steal your MC3 cloak and _then_ bite you to confer lycanthropy.
22:18 <FIQ> should it "stack"? override it?
22:18 <jonadab> If a creature has lycanthrophy and gets polymorphed, it switches between its base and animal forms.
2016 Jun 18 Sat:
22:12 <jonadab> When carried? Yeah, I thought about that.
22:13 <FIQ> (keep in mind, FIQHack aggravate monster also gives "reverse" monster detection)
22:13 <jonadab> (I also thought about having it confer fumbling when carried, but that might have been more of an EPI than serious.)
22:13 <jonadab> (But the aggravate thing makes much better sense.)
2016 Jun 20 Mon:
13:11 <hackedhead> Scroll of Random Dungeon Feature
13:11 <hackedhead> =P
13:16 <jonadab> Evil Patch Idea: Scroll of Entrapment. Creates a random kind of trap, on your tile, and triggers it.
13:17 <jonadab> Base price for that EPI scroll: 80zm.
13:19 <jonadab> FIQ: When you ran the testbench, and it gave you testcases, how did you figure out which level it was levelporting to, to reproduce the issues it encountered?
13:20 <jonadab> I'm getting not ok 5 - levelteleport,"?",genesis,"monsndx #4",wish,"Z - otyp #5",drop,wear,wield,fight,fight,cast,zap,read,drink,fight,fight,wait,wait,drop,wait,wait,wait [seed 0000000008292757]
20:56 <jonadab> *by
20:57 <hackedhead> also: good levels don't have long walls and corridors, they have just enough walls to prevent the "straight" path
20:58 <jonadab> There's a reason when for the Evil Variant ais took an existing level and made two more that look _almost_ exactly like it but have to be solved completely differently, the one he started from was 2a.
20:58 <hackedhead> because, since to turn a corner, you need space on two of the bouder's "faces"
21:02 <hackedhead> then trivial
21:02 <hackedhead> no backwards
21:02 <jonadab> Now that makes me want to revise the level.
21:03 <jonadab> To require pulling boulders back to earlier rooms.
21:03 <jonadab> But since people are familiar with the level already, that would be evil.
21:04 <hackedhead> actually, one slight falsehood
2016 Jun 21 Tue:
10:10 <FIQ> tricker to solve the door one
10:10 <jonadab> I can just _remove_ the door one.
10:12 <FIQ> YASI: a sokoban where you solve pits by placing boulders "sideways"
10:12 <FIQ> allthough such a design would allow trivial skipping of the puzzle if cheating
10:14 <jonadab> Hmm, if you can't beat 'em, join em. http://jonadab.jumpingcrab.com/pastebin/40.txt
2016 Jun 22 Wed:
10:24 <FIQ> I find it a bit weird how the game treats it
10:24 <hackedhead> indeed
10:28 <jonadab> Evil Patch Idea: levelporting has a 10% chance to land you one level off from the intended (if controlled) or randomly chosen destination. 5% chance of landing one level lower, 5% chance of landing one level lower.
10:29 <jonadab> EPI: naturally, if you hit a levelport trap in the early game and it randomly chooses level 1, and you hit the wrong 5% chance, you levelport to 0, i.e., Nowhere, and are annihilated.
10:35 <hackedhead> i assume you meant 5% one lower, 5% one higher, and not lower twice.
10:36 <jonadab> Err, yes.
10:36 <hackedhead> also, this is a boring EPI
10:36 <jonadab> True. It's basically in the "randomly kill the player sometimes" general category.
10:37 <jonadab> The really, really evil patch ideas are more of the form "make the player do all kinds of tedious things and play under terrible conditions that will make them hate the game".
10:37 <hackedhead> and even more generally: make an existing mechanic strictly worse for the player without reason (even a bad joke reason)
10:38 <hackedhead> EPI: levelport has a ten percent chance to, instead of moving the player to a new level, move the current level to a new place in the dungeon
10:38 <jonadab> Oh, wow.
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11:28 <FIQ> is that an evil patch idea?
11:29 <FIQ> seems more like something a confused cursed telescroll would do
11:29 <FIQ> but have fun writing the code for that :)
12:25 <jonadab> The current level structure probably wouldn't allow for it.
16:30 <FIQ> because it would imply that barbarians always break their wands
16:30 <jonadab> Ah.
16:30 <FIQ> unless blessed
16:30 <FIQ> which isn't true
16:31 <jonadab> That would be evil, in fact. ^_^
16:31 <FIQ> so instead, P_UNSKILLED is the base number even if you are restricted
16:31 <FIQ> and the cursed unskilled one is called P_FAILURE
16:31 <jonadab> I see.
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21:06 <jonadab> Or when I introduce new Sokoban levels :-)
21:06 <FIQ> Evil Patch Idea: mimics, rather than simply just mimicing dungeon features, also try to emulate their interaction to an extent, for their own purposes
21:06 <hackedhead> yes, sokoban is about the only place the mimicry affinity works well.
2016 Jun 23 Thu:
10:22 <FIQ> as an example
10:22 <jonadab> Ah, yeah.
10:23 <FIQ> YASI: the graves of past players can list their conducts
10:23 <FIQ> in bones I mean
10:35 <FIQ> hm
10:35 <FIQ> that's not good
10:36 <FIQ> genocide count uses the actual genocide list
10:36 <FIQ> that's not good when you're not the only one genociding things
10:37 <jonadab> I think it could just store the number of genocided species, without listing them.
10:46 <jonadab> Right, right.
10:46 <FIQ> yes :P
10:46 <jonadab> Also, EPI: monsters #sit on thrones hoping to wish for things to kill you with.
10:46 <FIQ> and atm it messes with genocide conduct
10:47 <FIQ> I have considered that, but that would make players never get to use them
10:47 <FIQ> because they have a tendency to disappear
10:47 <FIQ> (fwiw, that's the *only* reason I decided against it)
10:47 <jonadab> Right, yes, that's why I said it would be evil.
13:49 <jonadab> Hmm, not sure about this one.
13:49 <jonadab> http://jonadab.jumpingcrab.com/pastebin/44.txt
15:38 <hackedhead> well...
15:38 <hackedhead> blood puddings are very interesting.
15:38 <hackedhead> they are very nearly evil patch level
15:39 <hackedhead> that was harrowing, but i think i only lost one level, overall.
2016 Jun 24 Fri:
09:12 <hackedhead> i wouldn't mind giveing healer the nurse action though, so you can heal pets for small amounts if you hit them barehanded?
09:13 <hackedhead> that might be OP
09:13 <jonadab> Evil Patch Idea: if you roll the worst possible to-hit number, you accidentally hit your pet, if you have one nearby.
09:13 <hackedhead> it'd probably have to be a very weak effect if it's going to be that spammable
10:32 <jonadab> Duck behind door, close it.
10:33 <jonadab> If you walk around a corner and are suddenly adjacent to bees, retreating is trickier.
10:51 <FIQ> evil patch idea: bees can pierce doors
10:52 <hackedhead> lol
11:31 <FIQ> I don't think it is shown anymore, but if is (since NH4 is based off ace), it would be in the ctrl+x menu
11:32 <hackedhead> yeah, doesn't appear to be
11:37 <jonadab> YASI: every altar has a crystal ball buried beneath it. To recover the crystal ball (perhaps as polyfodder), all you have to do is destroy the altar and dig it up!
11:40 <hackedhead> lel
11:41 <hackedhead> YASI: if you somehow manage to remove the crystal ball with the altar intact, it no longer reveals BUS on drop.
11:41 <hackedhead> BUC*
2016 Jun 30 Thu:
23:08 <FIQ> which is why fh lacks them
23:10 <FIQ> (another reason is that magic chests would also be very awkward to handle symmetrically, and I don't just want to make monsters not mess with them -- it would mean that players had a foolproof stash which I don't like)
23:10 <ais523> YASI: you can climb into a magic chest to climb out of any other, although this doesn't work with the Amulet
23:10 <ais523> hmm, actually this might relate to the uneasiness
2016 Jul 02 Sat:
10:07 <jonadab> You mean in xlog announcements, yeah.
10:08 <jonadab> I could always just make quaffing from fountains kill you outright if you're less than XL12 or so. That woudln't be _too_ evil, would it?
10:08 <FIQ> Evil Patch Idea: water moccasins are particurly likely to cause poison instadeath
10:08 <jonadab> Actually, I nerfed poison instadeath in Fourk. Significantly.
2016 Jul 11 Mon:
20:01 <FIQ> sutain ability + hunger
20:02 <jonadab> I bet there are a lot of sustain ability bugs. Because nobody ever _uses_ it.
20:02 <jonadab> YASI: a race with intrinsic sustain ability
20:03 <jonadab> Hmm, maybe people would consider using sustain ability if it blocked status effects, like blindness, confusion, hallucination, illness, ...
2016 Jul 13 Wed:
09:51 <hackedhead> ... WTB: turncount prefix for eating
09:51 <hackedhead> "eat this corpse for 5 turns"
09:55 <FIQ> YASI: restore ability purifies MZ
09:55 <FIQ> whacking them with blessed restore ability turns them peaceful (or tame?) and unzombifies
09:56 <FIQ> and gives an alignment boost for priests
09:59 <hackedhead> doesn't HW damage undead at present?
11:48 <FIQ> this can be horrible on stash levels
11:48 <FIQ> for levels you don't stay on for more than 50 turns, they're w/e
11:48 <jonadab> YASI: known-space sunflowers.
11:49 <FIQ> dnh has sunflowers
11:49 <jonadab> Oh, does it now? Interesting.
12:29 <jonadab> (Plague is a synonym for Pestilence.)
12:30 <jonadab> Also, Hades was following close behind him (him being Death).
12:31 <jonadab> Evil Patch Idea: farlooking any of the riders only tells you it's a rider, not which one, and they use the same tile.
12:33 <FIQ> Un does this
12:47 <hackedhead> looks like the horse colors are "white, red, black, pale"
13:19 <FIQ> pyrolisks.. eh, whatever, make them orange or something
13:19 <FIQ> on B
13:19 <jonadab> YASI: move F onto L, which stands for Lichen.
13:20 <jonadab> And watch people freak out when they get a violet fungus on DL2.
14:24 <jonadab> A lizard or snake, with a gaze that turns you to stone, yes.
14:24 <jonadab> Slash'em actually has basilisks.
14:27 <jonadab> Evil Patch Idea: in a lot of lore, cockatrices can turn you to stone just by looking at you.
14:35 <FIQ> http://sprunge.us/BOdh does this seem sane?
14:35 <FIQ> jonadab: grunthack beholders
14:37 <jonadab> bugbear could also reasonably be put on o, but leaving it on h is ok too.
2016 Jul 14 Thu:
09:48 <hackedhead> right, yes.
09:49 <jonadab> And the same with dragons: the dragons (mostly) don't do it to seem scary, but because the people telling the stories wanted them to be scary.
09:51 <jonadab> YASI: mycovores - monsters that only eat F.
10:47 <FIQ> jonadab, with the new system in place, I wonder if it would be interesting to add new races
10:47 <FIQ> but probably not
10:47 <FIQ> centaur maybe if anything
10:47 <jonadab> It's only interesting to add new races if they play differently from any of the existing races in a significant way.
2016 Jul 16 Sat:
21:04 <FIQ> which ones?
21:06 <jonadab> Cav and Ran still.
21:07 <jonadab> YASI: Cavemen have a 1% chance of gaining an alignment point every time they dig.
21:10 <FIQ> with the spell
21:10 <jonadab> Haha.
21:32 <jonadab> Or just implement a new unique &, with a lair, who always gets a wand of stoning. I mean, while we're being completely evil... no sense doing things by halves.
21:32 <FIQ> dnethack kind of does have that
21:32 <FIQ> not nearly that evil, but still
21:32 <jonadab> Of course, at master, wand of stoning would instapetrify, so if the wand is blessed...
21:32 <jonadab> EPI: ^
21:33 <FIQ> dnethack unique spellcasters, and some "normal" monsters have spell preferences
21:33 <FIQ> meaning that while their spellcasting is still random, they cast certain spells more often
21:33 <FIQ> dispater's favorite spell is "flesh to stone"
21:33 <FIQ> meaning he casts it 50% of the time
21:33 <jonadab> Yikes.
21:33 <jonadab> The mere existence of a flesh to stone spell that monsters can cast is evil in itself.
21:33 <FIQ> the spell can be "resisted" by having a lizard corpse in open inventory, similar to how it works on a new moon
21:34 <jonadab> Ah.
21:35 <FIQ> there's a reason people like to carry 2 lizards in open inventory instead of 1 in dnethack
21:35 <jonadab> (Not that I don't habitually carry 2-3 lizard corpses... but I'm paranoid.)
21:36 <jonadab> Evil Patch Idea: lizard corpses weigh 250 each.
21:36 <FIQ> urgh, instapetrification
21:36 <FIQ> I have an additional paranoid feeling with petrification sources after the gh death D:
21:37 <FIQ> it is probably the one thing I dislike the most by far in that variant
21:37 <FIQ> (beholders, that is)
21:37 <FIQ> a beholder nearly killed me in dnethack once, but it's not nearly as bad there
21:38 <FIQ> (it paralyzed me and then started to turn me to stone, but I unfroze when I had 1 turn to go to save myself
21:38 <FIQ> )
21:38 <jonadab> Yee.
2016 Jul 26 Tue:
08:46 <FIQ> there is something you can do to fix it while keeping ranged combat working properly
08:47 <FIQ> by using monnear
10:25 <hackedhead> EPI: tins smells should be vague. (the character can really distinguish werejackal from jackal by _smell_ after the cooking and tinning process?)
10:26 <hackedhead> "You succeed in opening this tin. This smells canine. Eat it? [y/n]"
11:02 *hackedhead reads the wiki
11:02 <jonadab> The northern kingdom was Arnor.
11:02 <FIQ> evil patch idea: covetous monsters on Astral can steal the amulat and ascend
11:02 <hackedhead> he was orphaned at 2yo
11:02 <hackedhead> raised by elrond
11:02 <FIQ> this is evil?
11:02 <FIQ> how?
11:02 <hackedhead> linage kept secret to protect the bloodline until he was grown
2016 Jul 27 Wed:
13:44 <jonadab> Was that Spork?
13:45 <jonadab> What if wearing an amulet of reflection _and_ a shield of reflection _and_ SDSM gave you level-three reflection, elevating the skill level a wand user needs to bypass your reflection by two additional levels?
13:57 <hackedhead> #evilpatchallthethings
13:57 <hackedhead> jonadab: the problem with how receptive you are to suggestions is how receptive you are to suggestion
2016 Aug 25 Thu:
20:31 <jonadab> I guess I'd have to test that.
20:31 <jonadab> But yeah, if it doesn't come up, I guess it doesn't matter.
20:32 <jonadab> Evil Patch Idea: You cannot use the diagonal directions at all within the Sokoban branch. Not even for attacking or throwing or zapping.
20:32 <jonadab> But monsters can.
20:35 <ais523> Evil Variant: while you're in Sokoban, you're forcibly polymorphed into a grid bug
20:35 <jonadab> Ouch, that's even WORSE.
2016 Sep 16 Fri:
13:16 <hackedhead> expert crysknife is almost certainly better than skilled short sword.
13:17 <hackedhead> (if we're avoid the two handers (unihorn, staff))
13:17 <jonadab> YASI: an artifact wormtooth that does double damage and can be enchanted into an artifact crysknife that does double damage (but will revert to the worm tooth...)
13:34 <hackedhead> did sylphs change in .4 ?
2016 Sep 22 Thu:
10:12 <hackedhead> well, hmm..
10:12 <hackedhead> maybe they don't need to be onehittable.
10:12 <jonadab> EPI: make floating eyes spawn in large groups and be speed 18.
10:12 <hackedhead> how long would it take to generate pts for one action if you're at the limit?
10:16 <hackedhead> i'm not sure how it'd work, since i've never encountered being surrounded by monsters that don't attack
10:16 <jonadab> I don't think monsters normally step away from you, if they're hostile and not fleeing.
10:17 <hackedhead> YASI: eyes slow _all_ non-eye monsters in LOS
10:17 <hackedhead> that might be kind of fun too.
11:54 <hackedhead> i mean, it just puts one on the level below.
11:54 <hackedhead> but it's cute.
11:54 <jonadab> Evil Patch Idea: peaceful pink jellies in Sokoban, and splitting them doesn't make them hostile.
11:54 <hackedhead> oooh,
2016 Oct 06 Thu:
16:32 <hackedhead> that's not a mental effect.
16:33 <ais523> so there's a large flavour downside (it makes no sense), a large gameplay downside (it messes with strategy), and a small gameplay upside (it gives amnesia a strategic use)
16:33 <hackedhead> EPI: appearance and item type are only related on a per-item basis
16:33 <ais523> doesn't seem like a great idea to me
16:33 <hackedhead> ais523: agreed.
16:33 <ais523> hackedhead: that's equivalent to Evil Patch: each individual item has a randomized appearance that isn't necessarily anything to do with its potion
16:34 <hackedhead> potion. =P
16:44 <jonadab> Ah.
16:44 <hackedhead> YARI: touchstones can be invoked to absorb a curse from another object, if noncursed.
16:44 <hackedhead> (random, ridiculous?)
16:45 <hackedhead> ais523: thoughts on touchstones ^ ?
16:45 <jonadab> YASI: applying a unicorn horn decides at random whether you are confused (blessed: 90% no, 10% yes; cursed: 90% yes, 10% no; uncursed: 50%), stunned, ill, etc.
16:45 <hackedhead> lel
2016 Nov 14 Mon:
12:25 <hackedhead> that one ought to be straightforward.
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12:39 <jonadab> Evil Patch Idea: when you start a new game, the game takes note of how many existing save games you have and records this number in the save file. Then each time you go up stairs in Gehennom, it's if (rn2(1 + that_number)) { mysterious_force_sends_you_back(); }
12:39 <hackedhead> jonadab: kill me now.
12:41 <jonadab> It'd probably just mean you'd never finish the asc run ever again, yeah.
12:41 <hackedhead> but i already don't do that. =P
12:42 <jonadab> Evil Patch Idea: when you start a new game, the game takes note of how many existing save games you have and records this number in the save file. When monsters hit you, the damage is multiplied by this number (if it's greater than 1).
12:42 <jonadab> THAT would send you back to serial play, I think.
13:19 <hackedhead> shouldn't be very much better, becuase dyn-skok might well generate easier than vanilla levels
13:19 <hackedhead> but that's teh risk you take.
13:19 <jonadab> Evil Patch Idea: any time a wand is generated on the floor, a soldier is generated a few tiles away.
13:19 <hackedhead> i like most of your role changes.
2016 Nov 15 Tue:
06:28 <jonadab> Mostly, it runs a series of loops that go through all the monsters, objects, artifacts, etc.
06:28 <jonadab> And print out one row of table per each.
07:55 <jonadab> YASI: if you throw a potion of monster detection, the monster it hits plus any monster it splashes on (anything adjacent) are marked as permanently detected.
07:55 <jonadab> That is, they gain a "detected" intrinsic, which causes you to always detect them for as long as they live.
07:58 <jonadab> In fact, in player hands, that would have _most_ of the utility of permanent.
07:58 <jonadab> I think.
08:01 <hackedhead> YASI: it draws such detected monsters on the map regardless of if they're on this level or not. Kappa
08:02 <jonadab> Haha.
08:02 <hackedhead> my Ss always stand for stupid ;-)
08:02 <jonadab> Not that slex wouldn't totally do it.
08:03 <jonadab> In fact, maybe we could redefine YASI as Yet Another Slexy Idea.
08:04 <hackedhead> eh. slex doesn't need any bigger ego than it already has.
08:04 <jonadab> Heh.
08:21 <FIQ> my S always stands for silly
08:21 <FIQ> and my YASIs are usually only half jokes
08:22 <FIQ> that way I can get away with suggesting bad ideas and still claim credit for accidental good ones Kappa
08:22 <hackedhead> so idea. much credit. wow.
2016 Nov 16 Wed:
08:34 <jonadab> It can be a former wall that got dug out, for instance.
08:34 <FIQ> all room entrances are doorways
08:35 <hackedhead> YASI: when a wand of locking makes a door, it engraves "speak friend and enter" on it.
08:35 <FIQ> internally
08:35 <hackedhead> ^
2016 Nov 28 Mon:
16:46 <hackedhead> well, it might be the only things _priests_ can do to threaten the player. =P
16:46 <jonadab> Is there some reason hostile aligned priests can't reduce your divine protection?
16:47 <jonadab> Though I suppose taking it below zero would be an Evil Patch Idea.
16:47 <hackedhead> the same reason that cross-aligned ones can grant it?
2017 Feb 05 Sun:
06:41 <FIQ> why should enchanting to +5 ID enchantment?
06:42 <FIQ> jonadab: statue traps actually activate far more easily than any other trap in dnh
06:42 <FIQ> mostly because Chris_ANG wasn't very happy when I told him that you could work-around his statue traps in guranteed level
06:42 <FIQ> s
06:43 <jonadab> Brogue statue traps can activate when you're several tiles away. I'd be tempted to copy that, but I'm kind of afraid it would be evil in NetHack.
06:43 <FIQ> polytraps should activate and potentially disappear if players use it too
06:43 <FIQ> not always
06:43 <FIQ> similar to how it works vs monsters
06:43 <jonadab> I want polytraps to work the same for monsters as for players.
2017 Apr 14 Fri:
19:08 <FIQ> @TheresaMayBot | [slex] FIQ (Scr Iro Fem Neu), 50 points, killed by a monster (hobbit merchant)
19:08 <jonadab> Interesting.
19:09 <jonadab> It's an odd dichotomy, on the one hand it kinda looks like she's trying to make people not hate her variant; and then on the other hand she implements every Evil Patch Idea she can get her hands on.
19:09 <jonadab> The worse they are, the more she likes them.
2017 Apr 20 Thu:
09:02 -!- ais523 [~ais523@unaffiliated/ais523] has quit [Ping timeout: 260 seconds]
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13:06 <jonadab> YASI: switch to the build system that Mozilla uses.
13:07 <jonadab> (This is apropos of the fact that, yes, I am currently building Seamonkey from source, for legitimate job-related reasons.)
17:35 <jonadab> ais523: Sort of. I documented that it's only impossible without sticking boulders in place and added notes about the details.
17:35 <jonadab> (That level isn't _in_ Fourk, of course, so it's not in the main section in the first place, it's off in an "unused levels" subsection.)
17:35 <ilbelkyr> evil patch idea: Gehennom is a huge 3d sokoban maze. The Amulet only appears once it's solved.
17:36 <ais523> ah right, the current documentation makes a lot of sense
17:38 <ais523> Downwards, you push it onto stairs and, umm, if you randomly throw objects onto the stairs will it fall eventually? ← that actually works, I think; you'd need to implement arrival regions for items if you hadn't already, though
17:38 <ais523> well, "works" in an Evil sense, it'd be incredibly tedious
17:38 <jonadab> Personally, I think diagonaloban is sufficiently nightmarish to count as an EPI.
17:39 <jonadab> Turns my brain into a pretzel every time I look at one of those levels.
17:41 <jonadab> But currently it has no impact on what levels you can get, only on game mechanics and such.
17:42 <jonadab> That's not a policy, though, just the way things currently are.
17:43 <ais523> my favourite Evil Variant change was the +10 in the level difficulty formula
17:43 <ais523> it's one line of code, and yet really changes the way the early game plays out
17:44 <rumflump> did you try increasing it by a scaling amount instead of +10?
17:46 <ais523> no
17:46 <ais523> the evil variant isn't big on playtesting
17:54 <jonadab> Heh.
17:54 <jonadab> Indeed not.
17:55 <jonadab> If all the Evil Patch Ideas were implemented in the same variant, it would almost certainly be effectively completely unplayable.
18:01 <rumflump> there are some players that are just crazy good at stuff
18:10 <jonadab> What I mean is, my statement about the EPIs stands.
18:14 <rumflump> ah, I see
18:20 <jonadab> Too many of the EPIs are things the player doesn't really have any ability to prevent.
18:23 <rumflump> Some doors kill you when you step in front of them and it's almost impossible to detect! *exuberant high pitched D&D voice*
18:24 <jonadab> ^ EPI
18:28 <jonadab> EPI: a new type of monster attack that does no damage but pushes you back a tile. The monster that has this attack gets 3 attacks per turn, is speed 20, and will go out of its way to push you onto traps, water, lava, and other hazards.
18:28 <ais523> that was added to Crypt of the Necrodancer really recently (in player hands), but had been in monster hands for a while
18:29 <ais523> the monster is much faster than almost any other monster (it moves as fast as the player, which is almost unheard of in that game)
18:32 <jonadab> That does sound impressive.
18:33 <ais523> oh, the game's also at double speed, I forgot to mention that bit
18:34 <jonadab> EPI: a trap that causes music to start playing, and a turn happens every measure whether you press a key or not. Which song plays is picked at random. At least one of the possible songs is speedcore.
18:36 <jonadab> EPI: and at the end of the song, the Summon Nasties effect happens on the last measure.
18:37 <jonadab> EPI: and if you step on the trap again, it _enqueues_ another song to play next.
18:40 <ais523> jonadab: found the link: https://www.youtube.com/watch?v=c1Rjw8Y5k9w
19:35 <ais523> btw, an Evil Variant idea that I was originally planning was a time limit for the asc run, based on realtime not gametime
20:15 <rumflump> that actually sounds kinda cool
20:15 <rumflump> I usually catch myself rushing on ascents, as if there's actual time pressure
20:15 <rumflump> sometimes the existence of spectators is partly to blame
20:25 <jonadab> ais523: Rather than putting a limit, just make monster generation happen in realtime whenever you have the amulet. <-- EPI
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2017 Apr 21 Fri:
16:05 <jonadab> Not to mention the semicolon.
16:06 <jonadab> That's wild.
16:26 <jonadab> EPI: naturally, if you engrave with a wand of amnesia, it makes the bugs on the floor move faster. Of course.
09:23 <GitHub52> [nhfourk] tsadok pushed 3 new commits to bleeding-edge: https://git.io/v9TUt
2017 Apr 22 Sat:
16:11 <FIQ> right now
16:12 <FIQ> (and once I intend to replace the obj, quietly change their items from an oilskin sack to a regular sack with the property)
16:12 <jonadab> YASI: garden rake. Can be applied to the ground, which A) makes it easier to dig a hole in and also B) increases the odds that a plant will grow there. Get plant monsters from dnethack. Additionally, stepping on a garden rake damages you, because it flips up and whacks you like in cartoons.
16:13 <FIQ> heh :P
16:13 <FIQ> hm
16:13 <FIQ> properties kinda work now
16:14 <FIQ> still need to add code for the non-extrinsic ones
16:14 <FIQ> and weapon stuff
16:14 <FIQ> then add generation and... *shudders* ...wishing code
16:15 <FIQ> also apparently potions of see invisible now give slotless see invis
16:15 <FIQ> because apparently they're defined as having SEE_INVIS in the objects.c list?
16:16 <FIQ> same with confusion, blindness, paralysis, speed, levitation, hallucination, invisibility, see invisible
16:16 <FIQ> jonadab: is there a good reason for this?
16:16 <FIQ> not the slotless silliness, but the objects.c
16:16 <FIQ> stuff
16:27 <FIQ> huh
16:27 <FIQ> emacs crashed
16:27 <FIQ> dFatal error 6: Aborted
16:31 <FIQ> jonadab: should clairvoyance auto-ID if you gain the property?
16:31 <FIQ> not a problem currently because the only cases either already auto-ID (cornuthaum) or is the amulet of yendor
17:11 <FIQ> jonadab: found a bug
17:11 <FIQ> wait nvm
17:12 <FIQ> it didn't apply until I added oilskin as a property
17:16 <jonadab> FIQ: is this the "quivered potion of blindness" phenomeon?
2017 Apr 25 Tue:
20:37 <jonadab> It's tempting to give them an additional, completely different use.
20:37 <jonadab> But I'm not sure what that would be.
20:38 <jonadab> Heh, YASI: crystal balls grant dark vision when wielded.
20:39 <FIQ> ais523: any ideas
20:39 <FIQ> ah right, I forgot
20:39 <ais523> haven't been reading
2017 Apr 26 Wed:
15:53 <FIQ> to a stash with books
15:53 <FIQ> personally I always sucked at dcss spellcasters though
15:53 <jonadab> YASI: implement a Crawl variant where all levels are non-persistent like in Angband.
15:53 <FIQ> or dcss overall
15:53 <FIQ> for that matter
15:54 <FIQ> the kind of playstyle it enforces
15:54 <rumflump> hellcrawl could do that without too much difficulty. it erases previous levels as you go
2017 May 06 Sat:
07:52 <jonadab> EPI: quaffing a potion of sickness grants you fatal illness (and cures hallucination).
07:53 <jonadab> FIQ: I can't think of any reason why monsters shouldn't use ranged attacks, including breath, at point-blank range _if_ it's their best attack option. They should not get to _also_ use their melee attacks on the same turn, however.
11:31 <jonadab> But you meant monsters that shoot each other, so yes, soldiers and elves.
11:32 <jonadab> And orcs, I guess.
11:33 <jonadab> Heh, line the edges of the room with Yendorian army, then next row in with mandrakes, then the cockatrices, black dragons, umber hulks, nalfeshnees, vorpal jabberwocks, and finally the disintegrators. :-) <-- EPI
11:34 <jonadab> Hmm, what if mandrakes didn't kill everything on the level when they died, but instead _drained a level_ from everything on the level when they die?
11:35 <jonadab> And split like puddings when hit non-fatally. <-- EPI again.
11:35 <FIQ> in recent dnethack versions, mandrakes only kill if you have <100HP
11:36 <FIQ> making them still a threat but much less dangerous
11:36 <FIQ> also pets no longer aggro them lol
11:36 <FIQ> that was fun
11:36 <jonadab> Ouch.
11:37 <FIQ> and if you have, say, <30HP, instakill
11:37 <jonadab> Oooh, or quarter _max_ hp.
11:37 <FIQ> that's EPI :P
11:37 <jonadab> Or maybe just halve it.
2017 May 10 Wed:
05:19 <FIQ> that'd fix the cursed 2h problem :D
05:27 <FIQ> jonadab: did you change snickersnee in any way?
05:45 <FIQ> jonadab: Evil Patch Idea: b1835cc65d23c033c800abfbc3b4f66b73cc8792
07:03 <jonadab> Evil Patch Idea: Frontier Town has been overrun by orcs, Town Square by zombies, Alley Town by vampires, college town by liches, grotto town by nymphs, bustling town by trolls; bazaar town is the only one left with shopkeepers and a priest.
07:08 <FIQ> jonadab: did you change snickersnee in any way?
07:08 <jonadab> Don't think so.
07:09 <jonadab> I still want to make katana and long sword use different skills so that Samurai can get expert Snickersnee but not expert Excalibur; but that's future plans.
2017 May 13 Sat:
19:29 <FIQ> I'm sure it's still useful
19:29 <FIQ> even though chromatic DSM isn't anymore
19:30 <jonadab> YASI: each turn, chromatic DSM rolls the RNG to see which resistance it grants that turn.
19:33 <FIQ> heh :)
19:34 <FIQ> hm
19:34 <FIQ> oh yeah I forgot
19:34 <FIQ> dnh makes "banes" possible to wield in off-hand
19:37 <FIQ> hmm
19:37 <FIQ> too bad chris nerfed tensa zangetsu
19:37 <FIQ> it was fun while it lasted
19:52 <rumflump> anhur gave me trollbane
2017 May 14 Sun:
21:05 <jonadab> There's really only one good choice in the gloves slot, although some players persist in thinking gauntlets of power are good (they're wrong).
21:06 <FIQ> gops are good though :)
21:06 <jonadab> YASI: gauntlets of power grant pw regen.
21:06 <FIQ> for some races
21:06 <FIQ> that can't reach max str
21:06 <jonadab> In the very early game, they are good.
2017 May 15 Mon:
17:26 <FIQ> I think wands of nothing dipped in grunthack gain ability can give wishing
17:26 <FIQ> not sure
17:27 <jonadab> YASI: They should be come wands of something, which when zapped do _something_, but you can't predict what.
17:28 <FIQ> Heh
17:28 <FIQ> ADOM has wand of wonder
17:28 <FIQ> DCSS wand of random effects
17:28 <FIQ> I think in ADOM it just picks a random effect using the same probability distribution as for wands in general
17:28 <jonadab> wand of wonder, as in, I wonder what it'll do?
2017 May 26 Fri:
08:36 <jonadab> What, did he think they would always implement every suggestion anyone sent them, exactly as suggested?
08:37 <jonadab> If we wanted that, we wouldn't need a dev team, just version control.
08:38 <jonadab> EPI: any monster with hands may steal your quest artifact, even if it wouldn't ordinarily pick up objects (e.g. because mindless). Because the precious shiny quest artifact draws everyone and everything. Also the Amulet.
08:43 <FIQ> jonadab: of course not
08:44 <FIQ> I just think he was unhappy with the DT not just not doing his request, but for once when they actually decided to react to it, they do the opposite
08:44 <FIQ> keep in mind, the DT even *listening* is rare
08:45 <jonadab> The DT giving feedback _indicating_ that they are listening is rare.
2017 Jun 05 Mon:
08:08 -!- Arsinoe [~jonadabot@cpe-75-185-35-110.columbus.res.rr.com] has joined #nhfourk
13:14 <FIQ> jonadab: don't tell amy
13:14 <FIQ> but EPI: falling rock traps can give amnesia
13:19 <jonadab> haha
2017 Jun 19 Mon:
10:18 <jonadab> Wait, both? Ok, that _is_ too much.
10:19 <rumflump> my life would have been so much better if I'd had the speed boot start. also don't forget to merge javs and spears skills
10:19 <jonadab> EPI: nobody gets any starting inventory at all any more, it's all scattered through the first three dungeon levels instead.
10:19 <FIQ> that was before your insane eregen buff though (but after your initial buff, so they could still cast earlygame)
10:20 <FIQ> jonadab: and yeah the towel is useful early
10:20 <FIQ> but it *fits
10:20 <FIQ> *
10:20 <FIQ> I'm surprised it isn't already guranteed
10:21 <FIQ> jonadab: no other roles get markers anymore
10:21 <jonadab> YEs, the towel fits.
2017 Jun 22 Thu:
10:51 <rumflump> ahhh, handy note
10:52 <rumflump> I guess I'll keep goin
10:52 <FIQ> EPI: VS isn't neccessarily at the bottom
10:53 <FIQ> EPI: in addition to this, there's several vibrating squares around the last few Gehennom levels, only one is the real one
10:53 <rumflump> either your gehennom or your dungeon is a few levels longer than the wiki says is possible
10:54 <FIQ> that would be the dungeon I think
10:54 <rumflump> if mmapping shows holes and pits, I'm not there yet, right?
11:25 <FIQ> the deeper down sanctum is
11:26 <FIQ> the more difficult monsters spawn on ammyrun
11:29 <jonadab> EPI: once you have the Amulet, any unique named monster that hasn't been generated yet can spawn at random. So on the way up you can run into Demogorgon, Master Kaen (if you're not a Monk), etc.
14:52 <rumflump> I don't think I'm a fan of dragon halls
2017 Jul 01 Sat:
14:12 <FIQ> due to these bugs
14:13 <FIQ> (paralysis killed me)
14:13 <jonadab> EPI: wand of paralysis. If an expert wand user gets a blessed wand of paralysis, it goes right through free action :-)
14:13 <FIQ> re sylph hunger thing: this bug made me lose all my AC but somehow did not die
14:13 <FIQ> because of a moment of extreme luck
14:14 <jonadab> I remember the Vlad chest.
14:16 <jonadab> The travails of beta testers :-)
14:16 <FIQ> Heh
14:17 <jonadab> EPI: a trap that doubles the rate at which you hunger. Cumulatively.
14:17 <FIQ> call it "sylph beta trap"
14:17 <jonadab> "metabolic trap"
2017 Jul 02 Sun:
16:52 <FIQ> ais523: that's not a very large puzzle
16:53 <FIQ> also that's with orthogonal rules I take it?
16:53 <FIQ> ais523: this sokoban puzzle is evil http://jonadab.jumpingcrab.com/nethack-stuff/spoilers-fourk/sokoban/stacked-dozen.html
16:55 <FIQ> jonadab: why does daedalus delicatessen have a magic chest? was 2 in soko not enough? :P
16:56 <ais523> FIQ: yes, with orthogonal rules
2017 Sep 14 Thu:
08:12 <FIQ> basically, evil actions turn you towards chaotic, good actions towards lawful, finishing some quests in it as neutral can take you closer to being truly neutral
08:13 <FIQ> enough good actions as non-lawful convers you (chaotic->neutral, then neutral->lawful), and vice versa
08:48 <jonadab> EPI: jitterbugs that can fly and can displace you over water.
09:05 <FIQ> yay
09:05 <FIQ> now flags.mon_moving is better and points to whatever monster is moving
09:06 <FIQ> rather than "player" or "not player"
09:06 <FIQ> this allows more easy crediting of corner case kills and stuff
09:06 <FIQ> for monsters
09:14 <FIQ> yay, it works
09:15 <FIQ> "killed by an ogre king's fireball"
09:15 <FIQ> er, burned
09:15 <FIQ> but yeah
09:17 <jonadab> Oh, nice.
2017 Sep 17 Sun:
13:08 <jonadab> I was assuming multiple trips would be involved regardless.
13:08 <jonadab> But with the price in _each shop_ going up _each time you by something_, now each trip might involve going to multiple shops.
13:09 <FIQ> YASI: if you kill a shopkeeper, he carries a tool that reveals the base price of items
13:11 <FIQ> jonadab: either way I've considered just adding services as-is
13:11 <FIQ> and make it a conduct
13:11 <FIQ> so if you deem it too powerful
13:11 <FIQ> don't use it
13:11 <FIQ> this is the approach dnethack took
14:38 <jonadab> Hmm. u_have_property returns 262272 (for flying if you are a Valkyrie). Where in the code does this number come from.
2017 Oct 09 Mon:
18:44 <Elronnd> !hangman
18:44 <Arsinoe> _ _ _ _ _ _ _ _ _ _ _ _
18:44 <aosdict> EPI: noose trap, which makes you float off the ground and starts a choking timer
18:44 <Elronnd> damn lag
2017 Oct 12 Thu:
18:50 <jonadab> Not sure why.
18:50 <jonadab> Yes.
18:53 <jonadab> From a variant developer perspective, I like the text-source tile formats, because they play nice with version control, unlike the big-fat-png format, which is evil and should die.
18:54 <jonadab> Though, of course, it doesn't work for 32-bit sets like rltiles.
2017 Oct 18 Wed:
19:47 <FIQ> just that releasing right into devnull feels like a bad idea
19:50 <FIQ> NH3 pet AI was never fixed :(
19:51 <jonadab> YASI: NetHack meets Smart Kobolds.
19:53 <FIQ> I am talking about this: https://github.com/NetHack/NetHack/pull/56
03:05 -!- Elronnd is now known as Pope
2017 Nov 08 Wed:
11:55 <FIQ> jonadab: I should give Dispater stoning grenaes as a homage to dnethack :P
11:55 <FIQ> where he loves spamming flesh to stone
12:26 <jonadab> Evil Patch Idea: all unique monsters get special grenades that do a type of damage keyed to the thrower. If Dispater throws them, they stone you; if Medusa throws them, they make you immune to blinding even from a blindfold for 10d10 turns; if the High Priest of Moloch throws them, they paralyze you for 10d10 turns, etc. If you manage to get your hands on some and throw them, of course, they destroy th
12:26 <jonadab> e target's inventory.