Evil from redacted2:

2014 Sep 23 Tue:
20:27 <jonadab> Heh.
20:27 <lorimer> (ok, maybe that's a little bit mean.)
20:28 <jonadab> I'll file "nymphs steal from your pet" as an Evil Patch Idea.
20:28 <lorimer> but I think that would work. a second pet is easy enough to add, and generate it as an @/G/h as appropriate, so you can't ever eat your squire safely
2014 Oct 28 Tue:
22:02 <coppro> Karnov: I don't mean this in a snappy way, but the community's been working on 3.4.3 for a decade. There are ideas everywhere :)
22:02 <jonadab> Ideas are easy. Figuring out which ideas are *good* is harder. Actually implementing them is the really hard part.
22:03 <jonadab> (I should pastebin my list of Evil Patch Ideas some time. Not tonight.)
22:06 <lorimer> Implementing them in a way which doesn't make them stick out like a sore thumb, that is. :)
2014 Oct 29 Wed:
10:11 <bhaak> so anything interesting happened while I was out?
10:13 <paxed> i guess it could be summed up with this: "< Karnov> BTW - in about 40 mniutes of talk, I think I've seen as many ideas raised. That's a lot of potential for good enhancements here IMO."
10:14 <coppro> incidentally, d_level is evil
10:14 <bhaak> that happens if you are not stuck in your ivory tower :)
10:16 <paxed> coppro: why is it evil?
10:18 <paxed> i could say the box of tea bags i bought is evil. so far every damn bag has torn when i try to disentangle the string...
10:18 <coppro> paxed: because it creates this insane dichotomy of d_level versus struct level which is not needed for any real reason