00:00:01 basically just a variant of trj, kind of weird 00:00:11 yeah the speed and the gimmicks are notable differences 00:00:17 but it's funny how close their stats are otherwise 00:00:47 when he eats a wall it should turn the wall into an acid blob (durably summoned) 00:01:08 he shouldn't eat walls, he should have monster passwall 00:01:13 boom, emergent 00:01:15 lol 00:01:33 in fact retheme him into a slime stabber 00:01:35 I'm imagining dissolution passwallstabbing someone's deep elf while they try to rest 00:01:42 one-hit-KOs you 00:01:51 yeah how sick would that bee 00:01:54 *be 00:02:06 play some tome oozemancer and get some ideas from that? 00:02:13 no I haven't played tome 00:02:23 I dont play tome, I just know theres some class called an oozemancer 00:02:27 just have minmays mode saved in my little org file of roguelike notes 00:02:37 I am playing infra arcana now 00:02:57 ok, what if dissolution summoned caustic shrikes 00:02:57 recommended if you like difficult roguelikes btw 00:02:57 and rode on a caustic shrike 00:03:12 I think you could only put someone like sojobo on a shrike 00:03:27 would a bird really ride another bird into battle 00:03:35 definitely 00:03:38 seems inbirdmane 00:03:55 what if tiamat rode a shrike 00:04:13 what if all of the classed draconians were replaced with draconian riders that rode shrikes 00:04:29 if the pan lords all had mounts 00:04:29 like if cerebov rode this fire dragon 00:04:31 and you go gloorx on this bone dragon right 00:04:34 fire dragon is way too lame for cerebov 00:04:47 needs to ride a THE GIAGGOSTUONO 00:04:49 ok whatever a brimstone dragon, but like there's this shot 00:04:58 of them all riding their mounts 00:05:03 what would lom ride 00:05:05 need a fire simulacrum class of monsters and he could ride the fire-simulacrum version of it 00:05:07 then it pans to each one 00:05:08 no the THE GIAGGOSTUONO should ride cerebov 00:05:20 the last one would be mnoleg 00:05:29 sorry wheals_, cerebov is canon stronger than a THE GIAGGOSTUONO 00:05:33 and for the comedy shot the mount would be riding him 00:05:50 mnoleg just has a couple of shoulder-mounted wretched stars 00:06:02 I think it being upside down is better 00:06:06 not even cool enough for a proper mount 00:06:15 he's so wacky and weird the mount rides mnolege 00:06:23 yeah I guess 00:06:26 since in his tile he stands upside down 00:06:34 what if instead of a bone dragon gloorx rode two curse toes 00:06:37 ok maybe that's just what happens in the DCSS cartoon 00:06:45 but why not 10 curse toes 00:06:46 kids would like it 00:07:04 you got to give your cartoon adaptations amusing personalities like that 00:07:04 but back to my question, what would lom ride 00:07:21 they were all going to ride dragons 00:07:25 storm dragon 00:07:29 lom would ride a storm dragon 00:07:31 b o r i n g 00:07:32 see? it makes sense 00:07:46 does mnoleg upside-down ride a mutation dragon? 00:07:57 upside-down ride a quicksilver dragon maybe 00:08:04 again, only the cartoon 00:08:11 you can handle other media 00:08:13 ok 00:08:31 just asking for when I print up the first edition of the official dungeon crawl stone soup trading card game 00:08:36 wheals can handle thee twitter account 00:08:59 hellmonk, has anyone ever worked on something like a DCSS card game? 00:09:06 no idea 00:09:41 there was bcadren's "Dungeon of Nemelex Xobeh" 00:09:41 *Dungeons 00:10:01 his tavern meme project where he gave a release date of a specific day in the post 00:10:05 I should whip up a nandeck script that creates cards in Tabletop Simulator format 00:10:08 which was like 8 months in the future 00:10:09 did that actually exist or did it exist in the same sense that bcadren's other stuff existed 00:10:18 yeah more the latter 00:10:22 lol 00:10:24 classic 00:10:43 it was just funny because in this big long effort post he gives an exact "day of release" 00:10:52 I guess that made it feel more like a real project 00:11:13 I will contribute to the DCSS TCG if anyone has actual ideas for cool ass cardgame mechanics 00:11:31 that are implementable w/o serious effort on my part 00:11:42 hellmonk, I'll screw around with nandecking some cards, just to have something to play with in TTS 00:11:46 I never really got into any of the card games, but it'd be neat if people drew cool DCSS art for them 00:12:04 not right away, mind you. but I'll toss it on the heap 00:12:25 make a dissolution card if you want hellmonk on the project 00:12:28 yeah I imagine we'd start with just the sprite work and then hire an artist once we have dethroned hearthstone as the number 1 tcg 00:12:33 step 1, make cards. step 2, figure out a game 00:12:56 ok so each player has a food clock 00:13:10 and the goal is to starve them by making them fight monsters 00:13:15 how are you going to have the idea of "LOS" 00:13:22 riddle me that, so-called game designers 00:13:24 gotta bring back item destruction in the form of discarding cards 00:13:27 los is just not a core mechanic 00:13:32 unlike food 00:13:49 dcss's window-LOS is like the most central feature of the thing 00:13:57 it's why linley made crawl! (sort of) 00:14:05 ...gods? 00:14:12 those came a lot later 00:14:15 cards could have a food value. so you could discard cards to pay food costs, which should just be for special moves 00:14:21 lol 00:14:22 well they came in v. 2 00:14:27 1.x did not have gods 00:14:37 but yeah he was super inspired by all those classic RPGs and games on like C64 00:14:41 that had a viewport area 00:14:54 compare this to nethack which displays the entire level map all at once 00:14:59 but it's a lot less personal that way 00:15:37 not that those games don't also have a LOS, but the concept and the visuals of it were central to him for what DCSS was going to be about 00:15:52 and it is one of the coolest features of DCSS, how los obstruction works 00:15:59 all the tactical goodness etc 00:16:14 ty for serious responding to my irony 00:16:20 so yeah card game must have LOS or you don't get my endorsment 00:16:27 pretty sure he did not have the :SS part in mind 00:16:28 ok, LOS is in 00:16:31 :p 00:16:46 dungeon crawl: sight soup 00:18:03 sorry, I have to say LDC not DCSS otherwise geekosaur will be made at me 00:18:13 *mad 00:18:42 neh, we already determined you're the top crab :p 00:18:51 line of sight's dungeon crawl 00:19:08 who is we geeokosaur, the other irc dinosaurs? 00:19:11 do you all have a channel 00:19:35 in 5 years the tcg will be ahead of dcss development and you'll have to pull your new monsters from our cardgame 00:20:06 will the cards be scannable so we can do that easilly? 00:20:40 scannable? 00:20:49 you gotta get the cards into the scanner's LOS first 00:21:13 how are we going to get the data from the cards, johnstein? 00:21:42 I'm going to pull the graphics from craw source for prototyping 00:21:51 could share resources 00:22:07 oh, sorry, you're trying to have a non-joke conversation 00:22:35 heh 00:22:56 I take card game dev super serious 00:23:35 well as long as I can become a dcss card game greaterplayer, I'll be happy 00:23:36 i remember seeing a demo or a trailer or something for a game on the playstation, where it used a camera accessory to scan bar codes on physical cards you had to collect so that you could use them in game 00:24:13 I feel like that may also have been done before then on gameboy, or something 00:24:20 probably 00:29:49 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-210-gbfa5647 (34) 00:37:38 advil: basically amiibo 00:37:41 *ama 00:37:42 lloy 00:41:06 llamalloy 00:56:31 interesting, my client doesn't treat llamalloy as a highlight 01:56:18 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-210-gbfa5647 02:03:56 -!- mumra1 is now known as mumra 02:40:34 !apt mp 02:40:35 MP: Dg: 2!, DE: 2!, Fe: 1, VS: 1, Te: 1, Sp: 1, Fo: 0, Ba: 0, Ko: 0, Ds: 0, Mf: 0, Vp: 0, Hu: 0, HO: 0, Ce: 0, HE: N/A, Dr: 0, Gr: 0, Ha: 0, Na: 0, Op: 0, Og: 0, Gn: 0, Mu: 0, DD: 0, Gh: -1*, Tr: -1*, Mi: -1* 02:50:39 !lg * de won x=avg(int) current urune=3 02:50:40 49 games for * (de won current urune=3): avg(int)=36.69 02:54:08 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-210-gbfa5647 02:56:14 |amethyst: are you around to help with some random logic? 02:57:40 |amethyst: I'm writing a PR to hellcrawl to change how max MP is calculated, so it doesn't use spellcasting any more. I was thinking about using xl + int*(xl/27). But how can I do this in a stable rounded manner? 03:01:34 ah, I guess I can multiply by 1000 and then round at the end 03:01:55 the easiest thing to do is to just write (int*xl)/27 03:02:27 i don't think multiplying everything by 1000 and dividing at the end does you any good, because the number you divide by will be 1000 times as large 03:03:53 also make sure to consider what will happen with stat drain. the player's int can be negative 03:04:07 but MP probably shouldn't be 03:06:48 true, i should cap int at zero 03:07:07 well it sounds like this method will introduce a lot of breakpoints then 03:07:52 i wonder if rounding rather than relying on integer flooring would help 03:08:47 you'd have the same number of breakpoints, shifted by 0.5 03:22:44 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-210-gbfa5647 (34) 03:57:18 I wonder if I should try some C++ bootcamp refresher course, or just keep futzing along. I'm able to make forward progress, but I'm having to relearn a lot of things (and learning a lot of patterns and shorthands I've never seen before). 03:57:51 thank trog for an IDE that I can use to explore the code to suss things out 05:21:28 -!- amalloy is now known as amalloy_ 06:09:05 New branch created: pull/601 (5 commits) 13https://github.com/crawl/crawl/pull/601 06:09:05 03johnstein02 07https://github.com/crawl/crawl/pull/601 * 0.21-a0-204-g68557be: Split out some logic into a new function 10(3 hours ago, 2 files, 15+ 9-) 13https://github.com/crawl/crawl/commit/68557be58f43 06:09:05 03johnstein02 07https://github.com/crawl/crawl/pull/601 * 0.21-a0-205-g07e99b5: Track follower transiting start time 10(2 hours ago, 2 files, 2+ 0-) 13https://github.com/crawl/crawl/commit/07e99b55d895 06:09:05 03johnstein02 07https://github.com/crawl/crawl/pull/601 * 0.21-a0-206-g1a4f2e2: Use a different approach for generalising monster_update 10(71 minutes ago, 2 files, 41+ 36-) 13https://github.com/crawl/crawl/commit/1a4f2e295521 06:09:05 03johnstein02 07https://github.com/crawl/crawl/pull/601 * 0.21-a0-207-g34e52d3: Update lost monsters after placing them 10(69 minutes ago, 1 file, 10+ 1-) 13https://github.com/crawl/crawl/commit/34e52d343643 06:09:05 03johnstein02 07https://github.com/crawl/crawl/pull/601 * 0.21-a0-208-g2590b96: add some debug messages 10(14 minutes ago, 2 files, 5+ 0-) 13https://github.com/crawl/crawl/commit/2590b962dfe1 08:40:03 E'x'amine targets cycle should embrace monsters behind glass. 13https://crawl.develz.org/mantis/view.php?id=11191 by Yermak 08:46:52 !kw xpinfo vlong>=0.21-a0-210-gbfa5647 08:46:53 Defined keyword: xpinfo => vlong>=0.21-a0-210-gbfa5647 08:47:01 !lg * xpinfo won 08:47:02 2. alcopop the Sorcerer (L26 SpEn of Ashenzari), escaped with the Orb and 3 runes on 2017-08-21 12:03:50, with 1459806 points after 91229 turns and 3:48:14. 08:47:07 !lg * xpinfo won -log 08:47:08 2. alcopop, XL26 SpEn, T:91229: https://crawl.project357.org/morgue/alcopop/morgue-alcopop-20170821-120350.txt 08:47:58 !lg * xpinfo won -log -2 08:47:59 1/2. MackTheKnife, XL27 BaEE, T:97108: http://crawl.xtahua.com/crawl/morgue/MackTheKnife/morgue-MackTheKnife-20170821-053747.txt 08:49:47 !lm * begin xpinfo 08:49:48 179. [2017-08-21 12:47:27] Kidiri the Firebug (L1 DEFE) began the quest for the Orb on turn 0. (D:1) 08:50:03 !lm * begin xpinfo !won max=xl 08:50:05 150. [2017-08-20 19:10:33] raiza the Chopper (L1 MiBe of Trog) began the quest for the Orb on turn 0. (D:1) 08:50:16 !lm * begin xpinfo !won max=lg:xl 08:50:29 150. [2017-08-21 08:46:32] MackTheKnife the Digger (L1 GrWn) began the quest for the Orb on turn 0. (D:1) 08:50:43 &dump mackthknife 08:50:44 No milestones for mackthknife. 08:50:53 &dump macktheknife 08:50:54 http://CRAWL.XTAHUA.COM/crawl/morgue/MackTheKnife/MackTheKnife.txt 08:51:07 !lm * begin xpinfo !won max=lg:xl -2 08:51:09 149/150. [2017-08-21 09:45:23] p0werm0de the Poker (L1 DgWn) began the quest for the Orb on turn 0. (D:1) 08:51:19 &dump o0werm0de 08:51:20 No milestones for o0werm0de. 08:51:24 &dump p0werm0de 08:51:25 http://CRAWL.XTAHUA.COM/crawl/morgue/p0werm0de/p0werm0de.txt 09:41:32 it the github website down for anyone else? 09:42:07 was working in the last 10 minutes but it is definitely taking some time reloading right this moment 09:42:22 https://status.github.com/ reports "elevated error rates" 09:42:49 yeah I can't seem to pull either 09:48:22 "We are investigating reports of connectivity issues to GitHub.com and related services." 10:53:24 Not all unrands listed in notes 13https://crawl.develz.org/mantis/view.php?id=11192 by argonaut 12:30:58 This is the wording for nightstalker 1: 12:31:00 You are slightly more attuned to the shadows. 12:31:03 More than what? 12:34:25 normal, which will vary based on various things (for example Dith worshippers) 12:34:52 maybe Yred too 12:41:15 I wouldn't say being Dith or Yred worshiper is a norm. 12:42:36 <|amethyst> Wouldn't "attuned to the shadows" mean you can see *further* in the darkness? 12:42:36 |amethyst: You have 1 message. Use !messages to read it. 12:43:37 <|amethyst> johnstein: you probably noticed the crashes already 12:43:47 <|amethyst> johnstein: in the abyss tests 12:43:56 <|amethyst> johnstein: https://travis-ci.org/crawl/crawl/jobs/266742375 for example 12:44:10 I don't think so, but in any case wording is bad imo. 12:44:19 Yermak, "normal" is relative to what your character is without nightstalker, is the point 12:44:50 Normally character isn't attuned to the shadows. 12:44:51 actually don't even need "relative to" there 12:44:55 soigh 12:45:03 'more' is excess here 12:45:07 ok, yes. we pretend Yred/Dith don;t exist and talk only about the most common case 12:45:15 then the message is wriong for cases you have determined don't matter 12:45:54 and then a Dith worshipper asks if nightstalker 1 will *reduce* their attunement, because of your "correct" wording 12:46:08 Dude, umbra is absolutely another stuff. 12:48:01 <|amethyst> Ignoring the "more" or lack thereof, "attuned to the shadows" doesn't say what's going on 12:49:48 <|amethyst> for example, geekosaur is bringing up Yred and Dith, which has little to do with the Nightstalker mutation 12:50:08 yeh, I'm not sure what the cases are here 12:50:18 but I am reasonbably sure nightstalker is not the *only* source 12:50:34 <|amethyst> it's the only non-item non-spell source 12:51:01 so it should pretend the other sources don't exist. 12:51:11 seems like what both of you are saying 12:51:25 Nithstalker mutation is the source of LoS reduction, whereas umbra (Yred & Dith) is the source of an aura, which doesn't affect LoS radius. 12:51:31 <|amethyst> I am saying the description should try more to convey the mechanics and less to be flavourful 12:52:18 <|amethyst> "The vision radius of you and monsters is reduced (-1 LOS)" or such 12:52:40 <|amethyst> or "slightly"/"somewhat"/"greatly" reduced 12:53:40 <|amethyst> though there is also a secondary effect on stealth, so I guess something like "(-1 LOS, Stlth+)" 12:54:10 I'd keep some flavour: Your attunement to shadows slightly reduces your line of sight. 12:54:20 <|amethyst> unfortunately Thin Skeletal Structure already uses Stealth/Stealth+/Stealth++ despite it providing only half a pip per level 12:54:49 <|amethyst> Yermak: it should make clear that the effect is symmetric, otherwise it sounds like all downside 12:54:58 agreed 12:55:42 <|amethyst> "Your attunement to shadows slightly reduces your vision and visibility (LOS-, Stealth+)" but that's too long 13:04:52 |amethyst: actually I didn't notice the abyss crashes yet. I suppose I should be more vigilant 13:05:06 The longest description now seems to be 13:05:07 "When seriously injured, your bleeding wounds create very thick armour. (AC +" 13:05:32 plus space, two digits and bracket 13:05:44 which is 80 13:06:10 <|amethyst> yeah, 80 is a pretty hard limit there 13:11:13 Darkness around you slightly reduces visibility. (LOS-, Stealth+) 13:12:22 Barachi have "Shadows flee at your approach. (+LOS)" 13:12:37 weird. github mobile site doesn't show Travis status on the PR page 13:25:49 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-210-gbfa5647 (34) 13:28:10 hm looks like I broke FULLDEBUG 13:33:27 -!- amalloy_ is now known as amalloy 13:34:16 well travis does a fulldebug build 13:34:22 do you mean for something that's been pushed? 13:34:48 <|amethyst> johnstein: that's because we only run full tests in debug mode 13:34:48 if you had broken it, travis should have build failures 13:35:04 oh I see, didn't read scrollback 13:37:31 gammafunk: yea. I haven't read the logs but |amethyst said it was an abyss test, which I haven't tested yet 13:38:19 but I'm nearly positive the crash is because I didn't update the banish monster code with my new variable 13:38:44 since I couldn't get the shafted scenario working yet 13:45:37 the PR is a definite WiP 14:14:33 -!- mumra1 is now known as mumra 15:22:57 Fumpy (L26 GrFi) (Vaults:4) 15:37:14 huh. wonder what that crash is about. apparently pressing ?# caused some sort of memory allocation failure when trying to format/print the dump 15:37:23 &dump fumpy 15:37:25 http://crawl.akrasiac.org/rawdata/Fumpy/Fumpy.txt 15:38:20 !crash 15:38:21 17632. Fumpy, XL26 GrFi, T:68584 (milestone): http://crawl.akrasiac.org/rawdata/Fumpy/crash-Fumpy-20170821-192256.txt 15:38:36 but the dump looks fairly innocuous. no 500KB comments from tiles chat 15:39:09 looks like the crash was maybe 15:39:21 in that ?# menu (or however you display the dump) 15:39:26 oh hm 15:39:41 easy to repro for me locally on latest git 15:39:49 but i couldn't repro from last week 15:40:00 (only after updating git and recompiling did it repro) 15:40:05 can you look at a backtrace? 15:40:25 well there's one in the crash. but i can load it in gdb and see if there's anything interesting 15:41:42 it's not crashing immediately; it's in some infinite loop appending stuff to the dump and eventually crashes when it runs out of memory 15:43:00 amalloy: can you try a bisect before... 15:43:03 !kw xpinfo 15:43:03 Keyword: xpinfo => vlong>=0.21-a0-210-gbfa5647 15:43:09 207 15:43:13 so 206 15:43:33 what do you mean, before that? 15:43:41 at 206 or before 15:43:47 before my XPinfo stuff 15:43:58 since that does affect chardumps (including default ones) 15:44:17 %git bfa5647 15:44:17 07gammafunk02 * 0.21-a0-210-gbfa5647: Fix turn tracking for turns_by_place and xp_by_level dump tables 10(2 days ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/bfa5647dee80 15:44:21 %git bfa5647~4 15:44:21 07|amethyst02 * 0.21-a0-206-g7d95abb: Checkwhite. 10(2 days ago, 1 file, 8+ 8-) 13https://github.com/crawl/crawl/commit/7d95abb50f06 15:44:32 so 7d95abb is good 15:44:52 oh, hmmmm 15:44:53 &versions 15:45:05 CAO: 0.21-a0-210-gbfa5647, CBRO: 0.21-a0-210-gbfa5647, CDO: 0.21-a0-2-ge494091, CJR: 0.21-a0-210-gbfa5647, CPO: 0.21-a0-210-gbfa5647, CUE: 0.21-a0-210-gbfa5647, CWZ: 0.21-a0-150-gc243083, CXC: 0.21-a0-210-gbfa5647, LLD: 0.21-a0-142-gdd972a7a06 15:45:14 alright, looks fine 15:45:24 I swear I saw one at 207 though, which would be worrying 15:46:02 %git bfa5647~3 15:46:02 07|amethyst02 * 0.21-a0-207-g4a9efaf: Remove unused descriptions. 10(2 days ago, 16 files, 0+ 64-) 13https://github.com/crawl/crawl/commit/4a9efaf00671 15:46:07 ah ok that's fine then 15:46:17 %git bfa5647~2 15:46:17 07gammafunk02 * 0.21-a0-208-g9cb1729: An xp_by_level XP tracking table for morgues 10(2 days ago, 12 files, 352+ 36-) 13https://github.com/crawl/crawl/commit/9cb1729a330e 15:46:30 turns out it started at 208, so 206 or 207 would be fine 15:47:24 https://gist.github.com/amalloy/7c4a6e930011dbd9fbaf702e272db3cd 15:47:36 gammafunk: it's failing to word-wrap your ascii table i think 15:47:53 aha 15:48:05 hrm, ok, maybe we need to simply trim whitespace 15:48:10 learding whitespace 15:48:24 it has like 14 characters for the place name but I don't think that many are needed 15:48:40 but I also don't know what the max is 15:49:20 gammafunk: you could compute it by looping over all of the place names before you start formatting strings? 15:49:35 well that's probably not necessary 15:49:41 just put a cap on it in the format string 15:49:48 right now it's %14s I think 15:50:49 %14.14s or something? 15:52:30 so right now it's 66 + 15 characters 15:52:37 what limit does it need to be, 80? 15:53:16 if 80, we can just decrease each of those whitespace strings by one char, and change %14s to %13s 15:53:45 I'll try it, let me just reproduce the crash first 15:54:33 we should fix the string formatter so it doesn't consume all memory and then crash when there's a long string with no spaces 15:55:19 yes, was just going to say 15:55:23 but that's not my department 15:55:27 I'll clean up this table though 15:55:53 i'll see if it's easy to improve the root cause 15:56:53 <|amethyst> wordwrap_line looks like it's the problem 16:03:16 <|amethyst> hm... actually 16:03:25 <|amethyst> from that gist 16:03:27 <|amethyst> #1 0x00000000011e36a9 in wordwrap_line ( s=' ' , "+---------+---------+-------+---------+---------+-------+---------", width=0, tags=false, indent=true) at stringutil.cc:205 16:04:01 <|amethyst> but formatted_scroller::add_raw_text shouldn't even be calling wordwrap_line with a wrap_col of 0 16:04:47 <|amethyst> that call is inside if (wrap_col > 0) 16:06:03 <|amethyst> my testing shows wordwrap_line does seem to handle words longer than the line width 16:06:13 <|amethyst> but probably not if the width is zero 16:06:31 03gammafunk02 07* 0.21-a0-211-gdd1ebd0: Decrease the width of the xp_by_level morgue table 10(5 minutes ago, 1 file, 5+ 5-) 13https://github.com/crawl/crawl/commit/dd1ebd0fd3e6 16:07:01 <|amethyst> wordwrap_line should have an assert(width != 0) 16:07:10 > 0 16:07:20 <|amethyst> yeah, probably :) 16:07:40 well, i have a gdb session sitting at the top of wordwrap_line with that input string. interestingly, width is 80 16:07:45 i wonder when it becomes 0 16:08:16 <|amethyst> oh 16:08:21 ah, indeed 16:08:30 <|amethyst> I guess that's just the normal "subtract the used width" thing then 16:08:31 <|amethyst> hmm 16:08:54 still not a bad assert to add, even if it's not the problem this time 16:09:02 <|amethyst> I was testing "Thisisverylongcomparatively" 16:09:09 <|amethyst> with a width of 10 16:09:34 <|amethyst> which it split into ret = "Thisisvery" and instr = "longcomparatively", as expected 16:11:51 <|amethyst> when does the crash happen? on game over? 16:11:51 <|amethyst> I guess it doesn't show up in ?# 16:11:54 it does in ?# 16:12:00 in wizmode 16:12:32 <|amethyst> oh 16:12:43 <|amethyst> my build is a couple of versions old, that would do it 16:12:47 heh 16:12:56 yeah, crawl freezes when you do ?# in-game 16:13:13 <|amethyst> hm 16:13:17 don't pull trunk though 16:13:20 <|amethyst> I can't even start crawl, let me try make clean 16:13:21 since that has a fix 16:13:37 or maybe do I'm not sure what you're doing, but if you want to see the crash it's in 210 16:13:38 <|amethyst> yeah, I'm doing 0.21-a0-210-gbfa5647 16:14:51 <|amethyst> Value returned is $1 = ' ' 16:15:36 i think i see what's going on 16:16:10 or, hm, maybe no 16:17:11 I guess I should do rebuilds, but I have to step out for a while; if either of you push a fix or stop working on said fixes and can start rebuilds, that would be appreciated 16:17:48 and if not I'll get to it in a few hours 16:18:16 so wordwrap_line sees that it can't fit the whole thing on one line, which is true. therefore, it asks _get_indent to figure out how much of the input string was indentation vs meaningful characters 16:18:28 _get_indent says "these 15 spaces at the front are indentation" 16:19:43 then we erase all "trailing" spaces from the string, except afaict it is actually replacing leadnig spaces 16:20:20 <|amethyst> it's trailing spaces from the string that is going to be returned 16:20:25 i see 16:20:37 well the string that was going to be returned is 15 spaces 16:21:20 <|amethyst> that in itself is the problem 16:21:41 <|amethyst> we shouldn't break at leading space 16:22:22 that sounds reasonable to me 16:22:43 |amethyst: https://gist.github.com/amalloy/f2645aab15418c27759cf1d863929cf5 is some gdb information when things start to go wrong, if that is useful in fixing the code 16:25:01 i've been called away for work but i'll leave the gdb session open 16:28:38 <|amethyst> I. WITH indent=true: 1. 'Th...': instr = 'longcomparatively', res = 'Thisisvery' 2. ' Th...': instr = ' Thisisverylongcomparatively', res = '' 3. ' Th...': instr = ' Thisisverylongcomparatively', res = ' ' 16:28:42 <|amethyst> II. WITH indent=false: 1. 'Th...': instr = 'longcomparatively', res = 'Thisisvery' 2. ' Th...': instr = 'Thisisverylongcomparatively', res = '' 3. ' Th...': instr = 'Thisisverylongcomparatively', res = ' ' 16:28:46 <|amethyst> doh 16:29:24 <|amethyst> the dangerous case is when indent = true and the string starts with a space, because then the string is unmodified by wordwrap_text 16:30:23 <|amethyst> there is a minor bad case when indent = false and the string starts with a space, which results in an empty or blank line (but the space is removed so it will work on the next call) 16:31:23 <|amethyst> okay, I think this fix works reasonably 16:31:41 <|amethyst> I. WITH indent=true: 1. 'Th...': instr = 'longcomparatively', res = 'Thisisvery' 2. ' Th...': instr = ' ylongcomparatively', res = ' Thisisver' 3. ' Th...': instr = ' rylongcomparatively', res = ' Thisisve' 16:31:45 <|amethyst> II. WITH indent=false: 1. 'Th...': instr = 'longcomparatively', res = 'Thisisvery' 2. ' Th...': instr = 'ylongcomparatively', res = ' Thisisver' 3. ' Th...': instr = 'rylongcomparatively', res = ' Thisisve' 16:32:41 <|amethyst> yeah, now it just wraps stupidly, but doesn't crash 16:33:03 <|amethyst> well, I guess as non-stupidly as could be expected 16:38:51 -!- Amnesiac_ is now known as Amnesiac 16:44:01 <|amethyst> oh, I guess I need to test one more special case 16:46:50 <|amethyst> hm, okay, the special case triggers one of my new asserts (and would cause an infinite loop without it) 16:47:14 <|amethyst> namely, if the indentation itself is wider than the wrap column 16:51:32 <|amethyst> okay, fixed. This will not keep the indentation in that case, but that's kind of hard to do when the indentation itself wraps... 16:52:24 <|amethyst> %git 16:52:24 07gammafunk02 * 0.21-a0-211-gdd1ebd0: Decrease the width of the xp_by_level morgue table 10(51 minutes ago, 1 file, 5+ 5-) 13https://github.com/crawl/crawl/commit/dd1ebd0fd3e6 16:57:46 -!- Menche_ is now known as Menche 16:58:01 03|amethyst02 07* 0.21-a0-212-g1ea99b4: Don't break when wrapping indented too-long first words. 10(15 minutes ago, 1 file, 19+ 2-) 13https://github.com/crawl/crawl/commit/1ea99b43009a 16:58:45 <|amethyst> I guess I should have said "hang" rather than "break", since the latter already has a meaning in this context 17:03:30 <|amethyst> amalloy: thanks for the help debugging 17:09:14 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-212-g1ea99b4 (34) 17:14:17 <|amethyst> Napkin: re the captcha... what if we just asked the user to enter the characters in reverse order? 17:15:34 <|amethyst> Napkin: seems like that would be enough to defeat bots who aren't even smart enough to reload the page 17:27:48 03amalloy02 07* 0.21-a0-213-gae198ad: Simplify code for making mimics cackle 10(6 days ago, 1 file, 2+ 4-) 13https://github.com/crawl/crawl/commit/ae198adf042e 17:27:54 New branch created: pull/602 (1 commit) 13https://github.com/crawl/crawl/pull/602 17:27:54 03amalloy02 07https://github.com/crawl/crawl/pull/602 * 0.21-a0-213-g9d5f42f: Remove a bunch of #if 0 clauses 10(9 minutes ago, 9 files, 0+ 83-) 13https://github.com/crawl/crawl/commit/9d5f42fc0e71 17:30:38 <|amethyst> amalloy: Hm, I'd keep some of those TODO comments 17:30:47 <|amethyst> amalloy: e.g. // TODO enne - fix menus so that mouse wheeling doesn't easy exit 17:30:54 <|amethyst> oh 17:31:05 <|amethyst> I guess that one is only relevant if you set 0 == 1 17:31:35 everything i removed is at least 5 years old, and most of it was from 2010. i don't think they're adding any real value 17:43:19 The build has errored. (master - 1ea99b4 #8649 : Neil Moore): https://travis-ci.org/crawl/crawl/builds/266952313 18:02:52 Unstable branch on underhound.eu updated to: 0.21-a0-213-gae198ad (34) 18:09:09 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-213-gae198ad (34) 18:43:29 !tell gammafunk fyi the xp table looks a bit silly if you look at it before you've killed any monsters. a couple entries read "-nan" 18:43:29 amalloy: OK, I'll let gammafunk know. 18:44:30 <|amethyst> you can get nans in the kills by level table too 18:44:41 <|amethyst> if you have never had an ally, for example 18:52:59 <|amethyst> oh 18:53:34 <|amethyst> amalloy: apparently there's already a check for " nan " but it doesn't handle " -nan " 18:58:17 amalloy: yeah, it replaces invalid numbers with nan, but I think it's adding a sign to those as well 18:58:17 gammafunk: You have 1 message. Use !messages to read it. 18:58:31 I'm not sure what the long-term future of this table will be 18:58:54 if we remove monster spawns and implement a new spawning system, it either will no longer be useful or we should move parts of the kill table into it 18:59:07 or maybe just fully merge the two, taking the fields we actually care about 19:04:54 woo, new spawning system 19:05:02 <|amethyst> hm 19:05:10 <|amethyst> I don't suppose anyone has MSVC handy? 19:05:40 only msys2, sorry 19:06:02 <|amethyst> oh, godbolt 19:06:28 good new expletive 19:06:50 Lasty: I'm not sure if you have time to work on any crawl things, but we sort of determined that spawn XP is 10-15% of total XP gained on many levels, some with much higher amounts, and the data is still coming in 19:07:11 but the thought was to replace XP-granting spawns with additional monsters generated awake, possibly controlling for placing those near stairs 19:07:28 and then the question is what to do as a "forward progress/movement off stairs" clock 19:07:38 MPA had suggested maybe just summons 19:07:50 gammafunk: spawn XP is only 10-15%? Dang. 19:07:59 yeah 19:08:04 !lg * won xpinfo 19:08:05 8. kupotwopie the Slayer (L27 DsVM of Gozag), escaped with the Orb and 3 runes on 2017-08-21 22:56:00, with 1795479 points after 65150 turns and 7:43:36. 19:08:08 !lg * won xpinfo -log 19:08:09 8. kupotwopie, XL27 DsVM, T:65150: http://crawl.akrasiac.org/rawdata/kupotwopie/morgue-kupotwopie-20170821-225600.txt 19:08:11 see table at end of that 19:08:22 doh 19:08:31 not that one 19:08:31 seems to be a transfer 19:08:33 so what is "spawn" here? 19:08:44 non-orbrun spawned monster 19:08:50 <|amethyst> after levelgen 19:08:52 vs. generated monster 19:09:02 I'm a big fan of the "post-gen spawns are summons" plan, if that what you mean 19:09:34 bezotted summons!!!! 19:09:46 !lg * won xpinfo -2 -log 19:09:47 8/9. kupotwopie, XL27 DsVM, T:65150: http://crawl.akrasiac.org/rawdata/kupotwopie/morgue-kupotwopie-20170821-225600.txt 19:09:52 (not an actual good idea, ymmv) 19:10:03 <|amethyst> gammafunk: same game, someone went and won since your last !lg 19:10:09 dammit 19:10:13 <|amethyst> !lg * won xpinfo -1 -log 19:10:13 stop mocking me, players 19:10:14 9. Yermak, XL27 DsSu, T:72064: http://crawl.xtahua.com/crawl/morgue/Yermak/morgue-Yermak-20170821-230924.txt 19:10:14 !lg * won xpinfo -log 19:10:15 9. Yermak, XL27 DsSu, T:72064: http://crawl.xtahua.com/crawl/morgue/Yermak/morgue-Yermak-20170821-230924.txt 19:10:18 yermak... 19:10:23 I got yermakked again, guys 19:10:40 ok that looks legit 19:10:57 that's a crazy fast zot though 19:11:06 but yeah, you see there 10% 19:11:31 it increases with turncount on the level, as you'd expet 19:11:33 *expect 19:11:37 we're pretty confident that the logging is right, I assume 19:12:02 yeah 19:12:08 you can see a number of levels with 30% 19:12:18 but those correspond with levels that took a bit longer 19:12:34 well, not always 19:12:49 spider:1 for some reason had a lot of XP from spawns but not all that many turns 19:13:06 maybe it's just variance since these numbers of monsters are also pretty small 19:13:43 but in any case there's still probably too much XP in the game, so I don't think we're going to have any problems at all if we throw in a reasonable number of extra monsters 19:13:55 yeah, agreed 19:13:56 it will probably be a difficulty increase I guess, since more monsters active at once 19:14:18 spawns will tend to generate after many monsters are killed, so they will be more likely to be found solo 19:15:20 I'm not sure I caught that part: what prevents the spawns from being found solo in the new system? Clustering around stairs? 19:16:16 oh, maybe language was a bit unclear there; by "spawns" I mean "monsters that would have been spawns in the old system, but will now be generate_awake monsters at level gen, since we've removed XP-granting spawns" 19:16:42 elliptic had proposed replacing that XP lost from removing XP-granting spawns with more generate_awake monsters at level generation time 19:16:45 if that's clear 19:17:01 possibly with a provision to not place said monsters in LOS of stairs 19:17:33 and then we could have "spawns" basically only generate through the OOD timer system as summons; they wouldn't grant XP 19:18:28 this ostensibly wouldn't be a huge difficulty increase, although it probably would make the game a bit more difficult, simply since the level would generate with more monsters initially, and some of those monsters would always be awake 19:18:45 we could try it out in a branch if we were concerned about the numbers being right 19:19:03 but it's a project I'd like to do, at least 19:19:50 Lasty: if any of that made sense, let me know if you have any thoughts about it; I'll try to get a branch up at some point soon 19:20:20 things this might allow us to do: move to foodless crawl (not a thing we have to do so soon, especially since neil is trying out some food consolidation) 19:21:08 I guess that's more a thing as opposed to things; I was going to include "aut-based scoring" but I don't think that really depends on spawn changes? 19:21:21 I know elliptic did need to see the stats in that XP table all the same 19:23:21 gammafunk: ah, I get it 19:23:25 I think that's a good idea 19:23:31 and I'm also excited about foodless crawl 19:23:56 well, this spawn change can co-exist with neil's branch 19:24:14 I'm really excited to see big planz 19:24:27 to actually go foodless we'd probably need more aggressive things for the spawns, I guess 19:24:34 maybe it can just be iterative that way 19:25:25 03|amethyst02 07* 0.21-a0-214-g0862e88: Fix NaN-stripping in chardump tables. 10(7 minutes ago, 1 file, 12+ 9-) 13https://github.com/crawl/crawl/commit/0862e88f1633 19:25:39 oh, thanks 19:26:37 Neil is like NaN NaN Nan NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN BATMAN! 19:27:14 <|amethyst> And MSVC is like -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND -1#IND BATMAN! 19:28:01 gammafunk: the premise you're putting forward is that food is a clock and would need replacement? 19:28:07 IMO food is currently not a clock 19:29:00 Lasty: well, food was *intended* to be a clock, but probably one of the biggest issues with foodless crawl is that you can sit on stairs and shout/rest indefinitely 19:29:04 and roleplay Qaz 19:29:28 however with eternal summon-spawns that may not be a major issue 19:29:44 <|amethyst> this is something people actually do in doomrl, btw 19:30:02 yeah, crate often complains about that 19:30:53 Lasty: but yeah, I agree that food does not function well at all as a clock in crawl; probably just decisions like "what do we want to do about spell hunger/berserk hunger/evocation hunger" 19:31:02 I think they are pretty small ones probably 19:31:13 <|amethyst> however, n.b. that DoomRL doesn't have spawns either 19:31:29 If we have a better spawn system that can deter doomrl-style play that may be sufficient for forward progress 19:31:47 I mean, do people play mummies that way, or gozag worshippers? 19:32:27 The fact that mummies basically work fine makes me think that foodless crawl in general basically works fine. 19:32:35 Not that crawl with a real clock wouldn't be good, obv 19:32:55 but our real clock is piety decay 19:33:05 and we have gods that turn that off, and demigods . . 19:33:33 Obviously we _eventually_ add the doom clock . . . 19:33:44 . . . but that's a battle (and mythical promise) for another day 19:33:44 Well crawl does have OOD spawns that help prevent that style of play, remember 19:33:47 yeah 19:33:52 that's also a more effective clock 19:33:59 and if we mess w/ spawn tables, it can get much more ffective 19:34:13 (and make OOD spawns worthless in XP 19:34:13 I don't think we're in disagreement, but it's a fair question: what do we do about spell hunger 19:34:14 ) 19:34:21 is that strategic aspect interesting in any way? 19:34:39 I think the consensus is pretty much "no" since you only run into it if you try to lowball spellcasting skill 19:34:58 and are any other costs we have for food interesting; berserk, for instance 19:35:02 that is a fair question, and my vote would be that if we need to limit spellcasting in the way that food does we should just manipulate spawn rates 19:35:03 er 19:35:05 success rates 19:36:08 that's one approach, but probably a pretty annoying one; not sure how I'd try to limit spellcasting in order to be strategic tbh 19:36:25 spells that miscast more often is more tactical, but it's also kind of just not very fun 19:36:28 <|amethyst> make spellcasting a required component 19:36:58 <|amethyst> e.g. schools can only get you down to 10%, need spellcasting for the rest 19:37:00 I think the default thing is to just not have spell hunger, since it's really not a particularly difficult aspect of spellcasting 19:37:03 <|amethyst> or something less clumsy 19:37:18 yeah, maybe something like that could be done 19:37:23 |amethyst: interesting idea 19:37:25 could require int/SC levels 19:37:33 since spell hunger was based on both of those 19:37:41 and we do need interesting things for int! 19:37:42 |amethyst: or make spellcasting a multiplier on miscast chances 19:37:45 <|amethyst> int already contributes though 19:37:59 yeah, it does for fail rates, that is true 19:38:51 whatever we do, let's not make spellcasting more annoying than it was with spell hunger, since use of spells already has a fair amount of attendant annoyance 19:39:26 in terms of lots of targetting, lots of resting (and currently lots of eating) 19:39:55 <|amethyst> what about the tactical effect of spell hunger? Would that be reasonably simulated by reducing MP pools? 19:39:55 agreed 19:40:06 <|amethyst> I guess we already had an MP pool stepdown that was removed 19:40:19 Yeah, tho that already reduced midgame MP pools 19:40:26 well, one-turn eating mostly eliminated any semblance of tactical effects for spell hunger 19:40:29 early game and late game pools are similar in most cases 19:40:48 agreed, gammafunk 19:40:52 since you can get lots of nutrition in one turn it's pretty hard for that to be very relevant 19:41:11 <|amethyst> gammafunk: hm 19:41:19 <|amethyst> gammafunk: most people probably do chunks now though 19:41:29 <|amethyst> gammafunk: and a chunk is only slightly more than a merged fruit 19:41:39 <|amethyst> 1000 vs 850 for normal folks 19:41:56 yeah, most situations don't require ration-levels of hunger in that you're not going to be casting 6+ # hunger spells over several turns 19:42:12 <|amethyst> (who are the only ones who can eat both, since no one has herb/carn 1 or 2) 19:42:14 so even a fruit can be just fine; but previously you could run out of that fruit (theoretically) 19:42:25 so if you got stuck with only chunks, remember that those too used to take 4 tunrs 19:42:28 *turns 19:42:35 <|amethyst> yeah 19:43:19 obviously there are lots of way you could potentially limit casting spells multiple times in a row 19:43:41 probably the smartest being limiting max MP, I guess 19:44:06 <|amethyst> yeah, since MP is already that limit, I'd rather tweak it than add a second 19:44:12 <|amethyst> or, re-add a second 19:45:04 in infra arcana there are mind-flayer like monsters that straight up steal your max HP or max MP 19:45:10 no way of ever getting that back 19:45:25 so obv we need those as well in our game 19:45:28 <|amethyst> Ghost of Borgnjor 19:45:43 nice, and ties in to the upcoming Borgnjor's wizlab 19:45:47 <|amethyst> Ghost of Being a DD 19:47:56 haha 19:47:59 rip DD 19:49:16 <|amethyst> I wonder if it will ever be possible for Crawl to have something that does strategic damage, without the correct answer always being "avoid it at all costs" 19:49:24 <|amethyst> rip itemdest 19:49:41 we can bring back item destruction as Discarding cards in the CCG 19:49:57 <|amethyst> johnstein: no, "rip up target card into little pieces" 19:50:01 <|amethyst> also helps move more product 19:50:19 <|amethyst> FR: hire me as your marketing director 19:50:51 malmutors like shining eyes are kind of like that 19:51:05 malmutators? 19:51:36 <|amethyst> Alaskan Malamutes 19:52:55 <|amethyst> I guess a non-bypassable rune boss could do it 19:53:06 I always thought crawl needed a demonic hound, Malamutator, but I'm sure that joke has already been done 19:53:12 oh man 19:53:25 I just missed it. dumb mobile slowing down my typing 19:53:34 the so-called "transdimensional hellspider" for the abyss was sketched out as kind of thing like that 19:53:53 but I guess it never got fully designed/implemented 19:54:06 <|amethyst> johnstein: moment, I have a link 19:54:14 |amethyst: i do strategic damage to myself by training long-term-bad skills that help me survive the early game, and picking somewhat questionable gods if i find them soon enough to help survive the early game 19:54:31 i think it's generally a good thing to do but also i overdo it 19:55:25 <|amethyst> johnstein: http://www.questionablecontent.net/view.php?comic=3424 19:55:58 yeah, Cheibriados really does help those early game struggles 19:56:10 <|amethyst> amalloy: but training feels different psychologically, because you can always do more training, but you have no control over when you'll get the next !cmut 19:56:35 !lastgames 19:56:49 Last 10 games for amalloy: L1 DENe^ (a ball python), L27 VSAs^Trog (winning), L13 OpTm^Oka (Sonja), L13 DESu^Ash (quitting), L23 FoCj^Fedhas (a slime creature), L1 TrEn^ (quitting), L3 DgFE^ (quitting), L11 DsFi^Chei (a player ghost), L26 GrWn^Lucy (winning), L24 MiBe^Trog (winning) 19:56:49 <|amethyst> or the next 4 enchant scrolls to make up for the stuff you got corroded 19:57:01 all these quits 19:57:16 quitting is a sign of moral decay 19:57:25 i don't remember what the deal was with some of the quits 19:57:30 I don't think I've ever quit a non explbr game 19:57:40 <|amethyst> !lg . / quit 19:57:41 1248/14507 games for |amethyst: N=1248/14507 (8.60%) 19:57:42 <|amethyst> !lg . / boring 19:57:43 1385/14507 games for |amethyst: N=1385/14507 (9.55%) 19:57:44 i know the DESu was because i hadn't played for months and didn't want to continue the character 19:57:49 <|amethyst> !lg . wn / boring 19:57:50 587/1437 games for |amethyst (wn): N=587/1437 (40.85%) 19:57:52 I'm really mad that I don't have oneandwon spen (and oneandwonrace Sp) because I miskeyed and selected it a few times 19:57:59 and quit on T0 19:58:03 !lg . explbr= / quit 19:58:03 6/240 games for johnstein (explbr=): N=6/240 (2.50%) 19:58:12 oh. I'm a dirty liar it seems 19:58:13 hahaha 19:58:16 the others i think were just like...sitting on servers i don't play very much, that i started because cao was down 19:58:23 you can just add !boring, right? 19:58:40 !lg . quit 19:58:41 8. johnstein the Charlatan (L2 DDAr), quit the game on D:1 on 2015-12-02 08:58:20, with 10 points after 391 turns and 0:04:42. 19:58:51 !oneandonerace . !boring 19:59:01 won 19:59:06 oops 19:59:10 !oneandwonrace . !boring 19:59:19 Races won first try for gammafunk: Barachi, Basajaun, Draconian 19:59:23 hrm 19:59:28 !lg . sp !boring 1 19:59:29 1/6. gammafunk the Ninja (L26 SpEn of Dithmenos), escaped with the Orb and 4 runes on 2014-05-20 06:10:39, with 2081891 points after 83608 turns and 9:55:40. 19:59:40 guess that doesn't pass the terms through 19:59:41 <|amethyst> !kw !oneandwonrace 19:59:42 No keyword '!oneandwonrace' 19:59:49 <|amethyst> !cmd !oneandwonrace 19:59:49 Command: !oneandwonrace => !lg ${1:-.} rstart=$(!lg ${1:-.} s=crace x=min(rstart) fmt:"${x[0]}" join:"|") won s=crace title:"Races won first try for $name" stub:"No races won on first try for $name" 20:00:00 oh, not it does not 20:00:11 s/, not/, no/ 20:00:24 aw 20:00:34 but yeah as you can see, a win on first try 20:00:41 thanks to the patented hyperbolic spen guide 20:01:39 !lastgames gammafunk sp 20:01:41 Last 10 games for gammafunk: L23 SpHu^Dith (winning), L25 SpWr^Gozag (winning), L1 SpWr^ (a dart slug), L24 SpEn^Ash (winning), L25 SpEn^Ash (an orb of fire), L8 SpWr^Ash (quitting), L26 SpEn^Dith (winning), L1 SpEn^ (quitting) 20:02:41 I have like 3 very dumb orb ninja attempts that went very badly 20:03:00 one with spen, then a HO, then a MuSu 20:03:22 a while ago though, before the recent Zot changes that made orb ninja less good 20:04:21 which of invis and haste still cause contam? i know something changed there 20:04:37 don't they both still? 20:04:52 <|amethyst> haste doesn't give contam any more 20:04:57 oh, wow, ok 20:05:05 <|amethyst> since there's just the potion 20:05:09 I guess since it's only the pot, that makes sense, yeah 20:05:19 <|amethyst> %git 2d876bdc 20:05:19 07Floodkiller02 {Brannock} * 0.20-a0-948-g2d876bd: Remove contamination from Haste. 10(5 months ago, 3 files, 4+ 9-) 13https://github.com/crawl/crawl/commit/2d876bdc7741 20:07:28 03amalloy02 07* 0.21-a0-215-g0631661: Update a hints-mode message 10(19 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/063166176178 20:08:20 <|amethyst> if you want a second example, you could mention Irradiate :) 20:09:09 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-214-g0862e88 (34) 20:10:17 <|amethyst> hm, we should have a god that lets you take a badmutation to get some powerful tactical effect (say, Borg-level) 20:10:31 <|amethyst> could forbid !mut or maybe just reduce its effectiveness 20:14:44 isn't that just a variant of Ru? 20:15:54 <|amethyst> I was thinking each use gives a single tactical benefit just once, at a strategic cost 20:16:56 <|amethyst> rather than getting permanent benefits 20:17:19 if !mut was forbidden with that, I probably wouldn't use it unless it was an erase everything on the screen button and required no investment other than the badmut 20:17:38 or minimal investment 20:18:06 <|amethyst> I was thinking borgnjor's, but I guess erasing everything on the screen could work too :) 20:18:28 <|amethyst> mass slimify 20:23:13 if badmuts are the currency for the ability, what stops the player from using it forever? 20:23:40 <|amethyst> only give the benefit if the mutation was successful 20:24:20 are there any conflicting badmuts that could it could end up swapping between? 20:24:32 badmuts it could* 20:25:12 <|amethyst> probably :) 20:29:44 -!- Guest1130 is now known as panicbit 20:30:13 -!- panicbit is now known as Guest41477 20:34:40 |amethyst: yes, i could mention irradiate but that just seems distracting to a new player who doesn't know what contam is 20:42:22 -!- panicbit2 is now known as panicbit 20:59:17 so apparently reddit thinks longbows need to be buffed 20:59:17 hellmonk: You have 3 messages. Use !messages to read them. 21:00:58 bows in general or just longbows 21:01:35 oh, bows in general I guess 21:02:44 i'm all for removing one of the two schools since they're basically identical 21:02:50 btw, this captcha thing is crazy https://crawl.develz.org/mantis/view.php?id=11182 21:03:04 solution that requires user to refresh the registration page 20 times? 21:03:15 yeah to be clear the whole "merge ranged skills" proposal is pretty good 21:03:46 just not for the reasons given 21:07:37 hi 21:07:53 Getting a LUA error log in my game, does anyone want to see it? 21:08:19 Lua error running hook 'post_place' on map 'shoals_end_hangedman': ...aster/crawl-git-bfa5647dee/data/dat/dlua/dungeon.lua:583: Failed to place map 'shoals_ilsuiw_ice' 21:08:27 Happened when I descended to Shoals:4 21:09:12 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-215-g0631661 (34) 21:12:53 yeah that's a recurring problem, but your level should be fine, cojito 21:13:10 Okay, thanks 21:13:14 and Ilsuiw did show up 21:13:27 yeah, I think what happened is the generated level got vetoed 21:13:31 and a new one generated 21:13:44 but the error was about how the old one failed ot properly generate 21:14:02 that layout can make it hard to place some of the larger ilsuiw vaults 21:15:55 hellmonk: if you're keen about the no spellcasting PR I'll add more numbers, just didn't want to bother if you wanted to suggest implementation tweaks first 21:18:20 hmm, so int goes into the max mp calc? 21:22:37 that part seems kind of weird to me, might be less of a big deal than I think it is though 21:22:52 -!- amalloy is now known as amalloy_ 21:25:39 not ready to work on this yet, but feel free to throw out some more numbers or do some testing if you like 21:36:36 hellmonk: originally the calculations were XL * 2, but you ended up with way more MP in the early-mid game, although you ended up with about the same 21:37:01 hellmonk: you could remove int from the calculation if you're happy with max mp being very different at the end of the game (or the start) 21:37:15 yeah, or making the formula bad I guess 21:37:27 does it use base int or does it include int from items 21:37:44 I didn't think about that, not sure 21:39:01 I think what would be ideal is a formula that keeps early-midgame mp similar and drops endgame mp slightly (compared to typical spellcasting investment) 21:39:24 ok, i'll have a play and see what I can come up 21:39:24 not sure what that formula should look like though 21:40:03 oh hey you pushed some commits! want an update yet 21:40:09 not yet 21:40:53 probably this weekend, depending on what I get done 21:41:03 👍 21:41:52 oh my god i just got the elevengu name joke 21:41:56 you are a bad man 21:42:07 yeah someone came up w/ that in tileschat a while back 21:42:25 thought it was p. good 21:47:42 did u peep the combo robin tile btw 21:48:17 wow. truly magical 21:50:01 |amethyst: this is a weird one 21:50:02 .gfgk 21:50:03 705. ProzacElf the Tainter (L9 OpVM of Fedhas), slain by a shadow imp on D:7 (uniq_joseph) on 2017-08-22 01:40:31, with 2903 points after 9584 turns and 0:21:33. 21:50:13 yes yes 21:50:21 no, I'm not making un of you 21:50:25 haha 21:50:32 !lg prozacelf kmap~~gammafunk_the_bubble 21:50:33 1. ProzacElf the Tainter (L9 OpVM of Fedhas), slain by a shadow imp on D:7 (uniq_joseph) on 2017-08-22 01:40:31, with 2903 points after 9584 turns and 0:21:33. 21:50:40 to be fair, i announced that i was going to undertake that bad idea 21:50:44 even knowing it was a bad idea 21:50:52 because there was a randart amulet i could see! 21:51:05 and obviously, taking a transporter into a vault where i can't see any of the monsters is smart 21:51:22 it is odd how the "map" that places the unique is being placed there 21:52:03 oh? 21:52:15 did you find joseph in that vault? 21:52:19 yeah 21:52:30 yeah, you died literally on the spot where he initially spawned 21:52:41 so the map location got counted as his vault 21:52:46 that sounds right 21:52:47 oh 21:52:47 which it sort of shouldn't be 21:52:48 haha 21:52:59 i thought kmap counted the map the enemy monster spawned in 21:53:35 so that listing is very weird 21:54:02 !lg prozacelf kmap~~gammafunk_the_bubble x=map 21:54:03 1. [map=uniq_joseph] ProzacElf the Tainter (L9 OpVM of Fedhas), slain by a shadow imp on D:7 (uniq_joseph) on 2017-08-22 01:40:31, with 2903 points after 9584 turns and 0:21:33. 21:54:36 it's not technically a bug, just a byproduct of how those vaults can place inside of other vaults 21:54:45 so maybe they should have an exception wrt the map field 21:55:27 mostly since they are not interesting in any way as a map/vault location and only have this kind of overriding behaviour because of the unique way they can place 21:55:38 does it just have to do with me actually encountering him in there? 21:55:47 or is it something weird with me dying where he spawned? 21:56:14 well, the weird part is how sequell is seeing it in the logfile; sequell is saying you died on the map (vault) unique_joseph 21:56:23 because you died on the spot where that vault placed 21:56:29 but that vault placed inside another vault 21:56:37 oh 21:56:53 it would be more informative for it to report that other vault, not the unique one 21:56:53 only those unique vaults can specially place that way 21:57:04 and we don't care about them as "a vault where a player can die in" 21:57:11 if that makes sense 21:58:01 all that said 21:58:02 i think so? 21:58:09 now I'll go watch the TV of prozac dying in my vault and enjoy 21:58:15 .gfgk -tv:<2 21:58:16 705. ProzacElf, XL9 OpVM, T:9584 requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 21:58:17 are the unique vaults literally just where the unique spawns? 21:58:21 yes 21:58:23 that's how they place 21:58:28 it's remarkably prosaic 21:58:39 and they have special logic that lets these special vaults place in other vaults 21:58:41 although i got more mileage out of otr than i was actually expecting when i went in there 21:59:20 ooh, red ugly thing 21:59:21 bad 21:59:32 haha 21:59:41 my stabbing attempt was ill-advised at best too 21:59:41 from bad to worse 22:00:05 hrm, did you poly the ugly? 22:00:12 yeah 22:00:18 that just changes their color 22:00:21 in case you didn't know 22:00:23 some vain hope that maybe my wand of flame would work 22:00:25 yeah, i knew 22:00:27 oh ok 22:00:31 cute idea 22:00:34 yeah 22:00:37 if you had more shots to try it maybe 22:00:41 if i had more than 0 evo it might have been better 22:00:53 fr: chance that doing that turns them into a very ugly thing 22:00:58 lol 22:01:05 or a tmons! 22:01:08 yeah 22:01:18 well the loot looked decent but some not so nice monsters inside 22:01:23 haha 22:01:25 working as indented 22:01:29 *intended 22:01:31 i wasn't really expecting to leave that vault alive 22:02:05 it was sort of the existential conundrum of "do i really want to keep playing an opvm^fed!?" 22:02:10 and the transporter offered a nice solution 22:02:17 reasonably 22:02:20 *reasonable 22:02:27 if i lived, i could justify continuing! and if not, well, here i am 22:02:34 can't even use otr with shrooms 22:02:36 or can you 22:02:40 @?wandering mushroom 22:02:40 wandering mushroom (07f) | Spd: 10 | HD: 8 | HP: 33-52 | AC/EV: 5/0 | Dam: 2013(confuse) | 03plant, unbreathing | Res: 06magic(40), 03poison, 12drown, 13neg+++, 13torm | XP: 312 | Sz: tiny | Int: brainless. 22:02:54 they're plant, so maybe they're immune? 22:02:57 forget how that works 22:03:10 I could see VM being pretty decent with fed 22:03:20 the old fed->jiyva maybe if you got lucky with the altar 22:03:49 but being a pode you either want to use a form or go with some big conjurations, and the more you do the latter the less I like J (or F for that matter) 22:04:22 but some people like the Op+Shield conventional melee thing I guess 22:11:05 you can otr with shrooms i'm p sure 22:11:46 haha, i had a large shield already and bought a randart buckler 22:11:58 the buckler had rN tho 22:11:59 but after blowing most of my money on it and seeing it had -cast 22:12:05 nice 22:12:12 was kind of what made me decide that i should roll the dice on your vault 22:12:16 rather than playing it out 22:12:30 it was otherwise an excellent buckler though 22:12:30 +2 with rpois and rf++ 22:12:31 and a dex bonus i think 22:13:47 not enough to ditch spells for, sadly 22:14:03 no 22:14:10 particularly with 0 fighting or weapon skill 22:21:19 hi all. there was a thread on reddit discussing the mantis captcha issue and i was hoping to offer my services as somebody who's familiar with php 22:22:09 my understanding is that access to that is fairly limited though 22:26:26 <|amethyst> espais: yeah, you'll want to talk to Napkin 22:26:53 thanks, will do 22:26:59 <|amethyst> espais: also probably leave a message at the bug https://crawl.develz.org/mantis/view.php?id=11182 22:27:45 thanks 22:27:48 does he idle on here often? 22:28:07 he's not often available, but does sometimes respond 22:28:14 <|amethyst> idles, yes, but doesn't show up often 22:28:25 well i'll hit all my bases then 22:28:37 thanks espais, Zot's speed 22:28:49 !tell Napkin hey, i'd be happy to offer my PHP services to work on the captcha issue with mantis 22:28:49 espais: OK, I'll let napkin know. 22:29:00 <|amethyst> could try emailing him? perhaps he reads webmaster@crawl.develz.org ? 22:29:11 we could try that too 22:29:19 me and my legion of zotfriends 22:51:17 -!- amalloy_ is now known as amalloy 23:14:39 the legion of zotfriends? 23:34:09 ??plan 23:34:10 plan[1/1]: https://crawl.develz.org/wiki/doku.php?id=dcss:planning:release_plans