00:59:02 Hi all, where does randart generation code reside? 01:09:20 !function make_item_unrandart 01:09:22 Can't find make_item_unrandart. 01:09:38 !source make_item_unrandart 01:09:39 Can't find make_item_unrandart. 01:09:45 !source artefact.cc 01:09:45 https://github.com/crawl/crawl/blob/master/crawl-ref/source/artefact.cc 01:09:47 maybe that? 01:14:53 !source make_item_randart 01:14:54 Can't find make_item_randart. 01:14:59 really 01:15:09 !source artefact.cc:1614 01:15:09 https://github.com/crawl/crawl/blob/master/crawl-ref/source/artefact.cc#L1614 01:15:14 start at that function imo 01:28:38 oops, yea 'randart' not 'UN'randart. doh 01:34:14 hey it's only two letters difference 01:34:27 idk if this has been picked up on but evocable ivis cloaks now give you a warning when you enchant them 01:34:40 and if you drop them 01:35:00 maybe if youre trying to interact with them while not invis 01:56:15 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-140-g479285b 02:13:27 I suppose that end up in makeitem.cc? 02:16:06 sounds about right 02:20:06 What is this item_level variable that get passed around? 02:21:02 it's the quality of the item 02:21:24 an integer (iirc) that's used to help determine how good a randomly generated item will be 02:21:46 it's actually probably just an enum 02:22:39 see the item_spec enum 02:24:10 Oh, I thought there's a general function that determine if an item is a randart or not. 02:24:30 Turn out there's multiple helper function for that. 02:30:17 makeitem.cc:206, if item_level is enum with mostly negative int. Why is it compared with 2? 02:40:37 bentinata: that represents an item of barely above D:1 quality 02:41:26 negative vaults correspond to some specific item classes and positive values represent a quality value used for all sort of item-type-specific quality derivations 02:41:49 starting abyss uses an item_level of 0, for instance 02:42:35 I think > 2 might be trying to prevent artefact generation above d:3 02:43:20 or that might mean above d:4, I guess, if 0 is d:1 02:43:49 yeah 02:43:52 int items_levels = env.absdepth0; 02:43:58 in _builder_items() 02:44:14 in vaults this value is increased 50% 02:44:21 but otherwise the item_level will be absdepth 02:44:35 so that 2 means you have to have absdepth of 3 to have a chance to make a randart 02:44:51 it should done as a #define or something 02:45:20 -!- amalloy is now known as amalloy_ 02:46:44 How do abyss depth work on branch? 02:47:00 It always increase if you take downstair, right? 02:48:37 absdepth starts at 0, increases as you go down 02:49:08 and various branches have a starting absdepth that begins at a higher value than their placement in the dungeon would suggest, since the branch is harder 02:49:11 ??absdepth 02:49:11 absdepth[1/1]: Dungeon: 0, Temple: 5, Orc: 10, Elf: 15, Lair: 10, Swamp/Shoals/Snake/Spider: 15, Slime: 17, Vaults: 19, Crypt: 19, Tomb: 21, Depths: 22, Hell: 27, Dis/Geh/Coc/Tar: 28, Zot: 27, Abyss: 24, Pan: 24, Zig: 27, Lab: 15, Bazaar/Trove: 18, Sewer: 4, Ossuary: 6, Bailey: 11, IceCv: 15, Volcano: 14, Wizlab: 24 02:49:38 those also may not be fully up to date 02:50:11 What's "zig"? 02:50:36 Oh, ziggurat. 02:52:10 So, at deepest realm of Zot, there's only 4%? That's a low chance. 02:52:52 .04925 actually, more like 5%. Still slim chance. 02:54:16 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-140-g479285b 02:55:03 well consider that lots of items are generated 02:55:06 on a given level 02:55:20 so you want it to be a slim chance 02:55:33 otherwise artefacts would not be rare special things, but pretty common things 02:56:05 Haha, I think I'll lower that to 101 + item_level * 3 / 2500, or 2000. 02:56:13 I'm pretty bad at this game. 02:56:33 Thanks though, gammafunk, minmay, and johnstein. 03:11:45 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-140-g479285b (34) 08:29:19 so, thoughts about giving partial xp just for seeing a monster? 08:29:27 sil style 08:29:43 plus: enables pacifist style again 08:30:11 minus: might be too generous 08:45:59 <|amethyst> we never really had pacifist style, we had "kill monsters in a differently-themed way" style :P 08:46:52 <|amethyst> I made a patch to give Dith followers XP for seeing monsters 08:46:57 <|amethyst> no one expressed much interest 08:47:12 <|amethyst> %git halftone 08:47:12 07|amethyst02 * 0.14-a0-2392-g6838c7c: Give XP to Dith worshippers on seeing a monster (dpeg) 10(3 years, 6 months ago, 2 files, 15+ 3-) 13https://github.com/crawl/crawl/commit/6838c7c8ceaf 08:47:36 <|amethyst> (no one except dpeg, whose idea it way) 08:47:41 <|amethyst> s/way/was/ 08:49:59 i don't get dpeg's commit, why give xp for seeing a monster for the first time ? 08:50:28 oh that's an old commit 08:54:06 i should read more than 3 message up before talking 08:58:21 |amethyst, I may be missing something, but in that patch did killing the monster still give full exp? 08:58:27 for 133% total? 09:01:04 <|amethyst> Rast: no, because it sets mons->xp_awarded 09:01:20 ahok 09:01:21 <|amethyst> Rast: (which no longer exists) 09:01:57 hmm, what if ely gave half xp just for seeing the monster 09:02:13 you could get the other half by pacifying or killing it 13:02:05 -!- amalloy_ is now known as amalloy 13:04:58 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-140-g479285b (34) 13:11:51 |amethyst: dcss-ca tried a number of variations on how XP is awarded; i wonder how popular they were. personally i love the idea of getting xp for seeing monsters, or for reaching the downstair 14:56:52 amalloy: I think the problem with many of those forms of piety is that they don't differ from each other in practice 14:57:24 exploratin piety and piety for seeing monsters would be very very similar to each other, and exploration piety already ends up being extremely similar to piety for killing monsters 14:57:56 it has a few quirks that I don't think actually add anything to gameplay vs. piety for killing monsters 14:58:19 like going down stairs to see a bunch of empty squares and getting a gift 14:58:20 gammafunk: i was talking about xp, as |amethyst was 14:58:43 oh, yeah, well the same problem would apply to XP for the most part, wouldn't it? 14:59:13 I guess you not if XP and piety were both awarded for spotting/exploration 14:59:42 but putting that aside, it would make fighting monsters more like fighting summons 15:00:04 if monsters dropped critical equipment regularly, it might be different 15:00:58 cogmind gives you "XP" as you find stairs, but that game has extensive item destruction and monsters frequently drop items you'd like 15:01:12 the ideal i have in mind, which is probably hard to get right, is that you just reward players for traversing the dungeon, which is the real goal: monsters are just obstacles, which you can get through by killing, avoiding, or whatever 15:01:13 dcss monsters have useful items far less frequently 15:02:05 yeah, it's possible, but probably dcss would proably need to have far fewer monsters 15:11:40 for the old implementation that was linked, it was specifically tying it to dith that people (or at least me) were mostly against at the time i think 15:12:17 seems like it could be good with a god designed entirely around it, perhaps 17:00:20 If I understand it right, mutations that are suppressed only partially shown in brown. 17:00:34 Bone plates mutation is shown in brown too 17:00:51 But now it only gives SH, without AC 17:10:42 Bone plates mutation is displayed incorrectly in forms as if supressed partially 13https://crawl.develz.org/mantis/view.php?id=11155 by Yermak 18:03:13 Unstable branch on underhound.eu updated to: 0.21-a0-140-g479285b (34) 19:57:03 does dcss really have many ways to play that don't rely on killing monsters? 19:57:24 even if you gave 0% xp for monsters and 100% for downstairs 20:17:48 New branch created: pull/579 (1 commit) 13https://github.com/crawl/crawl/pull/579 20:17:48 03Alex Jurkiewicz02 07https://github.com/crawl/crawl/pull/579 * 0.21-a0-138-g615ff68: Reduce number of muts removed by potion of mutation 10(6 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/615ff68eaca8 20:22:04 !seen hellmonk 20:22:05 I last saw hellmonk at Wed Jul 19 06:04:12 2017 UTC (18h 17m 52s ago) quitting, saying 'Quit: Page closed'. 20:22:19 !source player::skill 20:22:19 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/player.cc#L5688 20:48:14 prompts are also bugged for cursed things if you do something in between 20:48:28 so to swap into a cursed ring it will prompt if you want to put it on 20:48:42 then it will remove the ring youre swapping with and prompt you again 20:53:05 so far, most feedback on Gnolls seems to be a request for more stats (in multiple formats) 20:54:37 !tell hellmonk qazlal fr, make qazlal_element_adapt fire much more often 20:54:37 alexjurkiewicz: OK, I'll let hellmonk know. 20:57:02 you could probably increase those stats somewhat, but I'm not sure that it would help make the species "fun" for the people who aren't enjoying them 21:05:57 huh, those qaz buffs would be way too strong in regular crawl, I guess it's needed to compensate for no stairdancing? 21:06:04 (in hellcrawl) 21:10:03 Floodkiller: imo respond by giving Gn a fourth stat, in addition to str/int/dex 21:10:20 sanity 21:10:22 ? 21:10:50 give Gn +5 everything but also force them to train every skill at once 21:11:02 nethack has like 6 other stats 21:11:15 constitution wisdom ...uh 21:11:16 -!- amalloy is now known as amalloy_ 21:11:17 give Gn 20 Charisma 21:11:22 ^ 21:11:27 maybe it's only a 3 others 21:11:29 (the missing stat. D&D) 21:17:56 i think Gn probably needs more than +3 due to how diminishing the returns on skill points are 21:18:05 maybe more than +5 21:18:12 well, "needs" for its premise to work well 21:20:39 I was also thinking that maybe raising the apts could work, but maybe a middle ground so it doesn't go higher than +5? 21:26:03 -!- jfcaron_ is now known as jfcaron 21:27:48 Wu Jian Council: If you try to jump over a mosnter, but landing spot is occupied by invisible monster, you get this info without spending any turns. This seems wrong. 21:29:48 Floodkiller: what do you mean by doesn't go higher than +5? 21:30:59 as in, increase stats to a reasonable amount that aptitude isn't raised higher than 5 as minmay suggests 21:38:08 advil: yeah the inability to stairdance hurts qaz a lot more than other gods, especially because you have fewer escape consumables too 21:38:26 (because you are entering fewer floors) 21:38:49 I think qaz still needs work though. Maybe reducing the piety gain 21:38:57 *piety loss over time 21:39:25 hellmonk: you have a fan https://crawl.project357.org/watch/hellmonkstheworst 21:39:40 thats ultraviolent's gnoll challenge account 21:39:40 hellmonk: You have 1 message. Use !messages to read it. 21:40:08 he asked me to suggest a name for his gnoll challenge and I suggested whataburgerchickenbiscuit, he didn't like that idea i guess 21:41:02 his new strat is basically what my new strat is going to be it looks like, just go heavy armor + big shield since it is basically impossible to ever get defenses if you dont do that 21:41:28 unless you go like ozos + dform I guess 21:42:56 also i want you to know that writing your changelog for you is a lot of work, AND you never asked me to update the cpo build so I had to remember myself 21:43:12 sry, mb 21:43:25 I was going to write a full one eventually 21:43:29 it's ok 21:43:51 also the qaz shield numbers are wrong, max only changes from 8 to 20 21:43:54 iirc 21:44:30 til (or I'm doing something stupid, but I've tested this like 3 ways now) that a Mf going from xl 15 to 16 gains enough xp to train polearms from 0 to 27 21:44:51 oh, the SH numbers are halved aren't they 21:45:32 I can't see how it would be max sh of 20 though 21:45:47 piety_breakpoint(5) = 120 21:48:30 isnt it actually 160? 21:48:52 piety_breakpoint(5) is when you hit 6* iirc 21:49:06 !source piety_breakpoint 21:49:06 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/religion.cc#L4272 21:49:38 you are correct 21:50:08 fr: buff qazlal shield in big boy crawl too 21:53:24 does it need a buff? 21:54:19 well I feel like 8 sh isnt really that great considering you have to worship qaz 21:54:26 sh 8 seems ok to me 21:54:39 it's additive so if you want more, use a shield 21:56:43 well qaz is a pretty weak/niche pick in general, obviously you could go other directions with it too but I think buffing qaz would be nice 21:58:55 I guess I have it chalked up as a challenge god 21:59:00 sh 20 seems like a gigantic buff to me fwiw, the only wins I have that exceeded that were wearing large shields. but qazlal would suck without upstairs 21:59:57 yeah if the consensus is that qaz is supposed to be a challenge god then its fine 22:00:19 I'm not sure anyone is actively thinking about qazlal these days 22:03:02 so maybe there's no consensus 22:03:30 !lg @devteamnp won recent qazlal s=name 22:03:31 2 games for @devteamnp (won recent qazlal): 2x Lasty 22:03:49 !lg @devteamnp won qazlal s=name 22:03:50 34 games for @devteamnp (won qazlal): 7x Lasty, 5x advil, 4x Medar, 3x gammafunk, 2x PleasingFungus, 2x MarvinPA, 2x elliptic, 2x SGrunt, reaver, amalloy, doy, Brannock, neil, bh, wormsofcan 22:03:50 "arrange all gods and uniques in order of how often people think about them" 22:04:13 minmay: the only way for you to get sif at the top of a god ranking 22:05:02 hellmonk: tasonir georg, who lives in a cave and thinks about cheibriados 10,000 times a day, is an outlier adn should not be counted 22:05:24 i guess it's "should not have been counted" not "should not be counted" w/e 22:05:35 I think about chei a lot rn bc the gnoll challenge 22:05:37 we can count him as 1 continuous thought 22:05:45 normally I think about normal people gods like makhleb though 22:06:25 !lg @devteamnp won recent s=god 22:06:26 97 games for @devteamnp (won recent): 10x Ru, 8x Okawaru, 8x Makhleb, 7x Gozag, 6x Hepliaklqana, 6x Lugonu, 5x Dithmenos, 5x Wu Jian, 5x Trog, 5x Uskayaw, 5x Vehumet, 4x Sif Muna, 3x Ashenzari, 3x, 2x Yredelemnul, 2x Xom, 2x Qazlal, 2x Kikubaaqudgha, 2x Cheibriados, 2x Nemelex Xobeh, The Shining One, Zin, Beogh, Jiyva, Fedhas 22:07:09 after several late D deaths with Qaz in hellcrawl it still feels like a challenge god 22:07:38 yeah I unironically think it's not buffed enough 22:08:07 but I didn't want to reduce the noise right away, probably need to drop it somewhat though 22:08:50 "you're loud" is fine but "you are a walking fireball explosion every turn" is kind of oppressive with no stairs 22:09:15 yeah, most of my deaths are after using every escape consumable thus far generated in a single floor 22:09:21 I guess you could tweak it to go just out of los 22:09:27 advil: what I'm getting from this is that the Dg stat change should be reverted because not even devs want to play them now 22:09:33 yes, I was thinking shout noise 22:09:42 which is like 12 or something right? 22:09:51 or you could mess with the curve as well as piety gain 22:09:58 also ely i guess 22:10:19 it would be more fun to have qaz with insane piety gain than with a nerfed conduct imo 22:10:25 hellmonk, 16 22:10:31 oh you mean shout noise is 12 22:10:35 yeah 22:10:36 qazlal's current noise goes up to 16 22:10:57 with qaz more aggressive use of powers to cull piety means being quieter 22:11:01 yeah it's 12 by default 22:11:07 big piety gain could work, I'm not very familiar with modifying the actual piety gain code 22:11:28 maybe I will try some more after permabuffs is done 22:11:30 advil: having high piety should probably be better than having low piety instead of being worse 22:12:13 aren't more clouds better?? 22:12:55 well the passive noise is only half the problem, you also have thunderclouds generating 22:13:06 yes, those get much louder 22:13:10 hellmonk: you could try changing piety decay to slower 22:13:17 yeah, I could do that too 22:13:20 they do a lot of damage, but I might consider getting rid of thunderclouds 22:14:00 I'm not sure how weird they are with qaz was fully apparent before being able to see it in the noise bar 22:19:09 For what it's worth, I think it would be hard to buff Qaz. It's got strong bonuses and powers, and is only bad because of its noise and no-summons conducts. The net result is a bit like Chei: strong characters who worship Qaz are pretty strong, and weak characters who worship Qaz are dead. 22:19:35 However, unlike Chei, Qaz requires high Invo investment to be good, and Qaz is increasingly bad in the late game. 22:20:22 So I don't really want to buff Qaz's upsides. Lessening its downsides seem better -- or just tweaking them. 22:21:06 Two easy buffs on that front would be 1) shield allies from clouds, or 2) lower noise significantly. Either one would effectively remove a heavy conduct. 22:21:30 were talking hellcrawl here 22:21:32 As for demigods, I think they're fine right now, but I already greatraced them, so I'm working on other stuff. 22:21:34 Oh. 22:22:37 well I'm sort of talking mainline too 22:22:55 yeah it was about regular crawl too 22:24:34 shield allies from clouds seems like an interesting idea 22:27:25 I do think thundercloud noise is too spiky 22:27:49 it adds as much as an extra +10 sometimes 22:27:55 yeha 22:38:41 for storm clouds qaz needs to think less in terms of X-men and more in terms of Care Bears 23:22:43 hellmonk: 2 headed ogres can be holding 1 giant club and 1 qstaff in hellcrawl 23:22:50 which is sort of funny 23:23:06 seems ok to me 23:23:17 two headed formicids 23:23:46 I mean if you can dual wield giant clubs you can probably dual wield quarterstaves as well 23:23:57 why not mix it up 23:24:20 things that suck in hellcrawl: seeing moon tla in a shop 23:25:00 things that suck in hellcrawl: shops 23:26:56 ??plan 23:26:56 plan[1/1]: https://crawl.develz.org/wiki/doku.php?id=dcss:planning:release_plans 23:39:50 Lasty: What are your current plans? 23:40:11 R A N G E D R E F O R M 23:41:12 removing lightlis 23:42:20 if not this version, then next version 23:50:02 makh lesser destruction does really random damage. not sure if this is hellcrawl specific or also in vanilla 23:50:27 with 7 invo: The zap hits the ogre (1). The zap hits the ogre (5). The stone arrow hits the ogre (10). The stone arrow hits the ogre (12). 23:50:30 for a total cost of 4hp 23:51:00 that sounds exactly like the way damage always works in dcss? 23:51:02 also in vanilla, yes 23:51:24 *unzips single many-sided die* 23:52:44 lesser destruction is completely unchanged I'm pretty sure 23:52:56 unless I did something to it a long time ago and forgot