00:48:58 what's the secret wizmode way to get mutagenic chunks? 00:48:58 &o%mutagenic chunk doesn't work 00:49:08 currently I'm &oXsky beastcg 02:45:21 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-273-g0785366 03:27:54 Is this sort of suitable for mantis? When swapping on a ring with a negative property, the game gives you a Y/n prompt twice, once before removing the originally worn ring and once before putting on the harmful ring. 03:28:22 "sort of [bug report for something that isn't a bug] suitable" 03:28:55 https://crawl.develz.org/mantis/view.php?id=11204 03:29:37 so, alredy reported (that bug report references another one even) 03:30:50 thanks 03:55:26 !source is_inedible 03:55:26 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/food.cc#L783 03:56:25 so, that function seems to only check if items of basetype FOOD or CORPSES are edible or not. but if you pass a non FOOD/CORPSE item, it will just return false (ie. it's not inedible, ie it's edible). 03:57:20 is this weird? checking all the calling functions, the call is always inside a case for OBJ_FOOD or OBJ_CORPSE, or at least it's checked before passing item that it's FOOD or CORPSE. 03:58:12 that is, looks like all current uses of this routine are always nicely passing CORPSES and FOOD, but I don't see how it's ensured that's always the case. seems like maybe an ASSERT could be useful? 04:58:50 -!- amalloy is now known as amalloy_ 08:06:02 johnstein: `&%sky beast chunk` works, I guess you have to type a monster name 09:01:44 in everything is connected to everything else news, what broke line pass was removing rods. 09:10:05 03advil02 07* 0.21-a0-274-gc1afaeb: Fix line pass to not be cblink (11228) 10(13 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/c1afaeb04c54 10:09:12 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-274-gc1afaeb (34) 11:08:05 -!- amalloy_ is now known as amalloy 11:18:19 -!- amalloy is now known as amalloy_ 11:46:19 -!- amalloy_ is now known as amalloy 13:04:50 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-274-gc1afaeb (34) 13:50:31 -!- amalloy is now known as amalloy_ 16:08:14 |amethyst: that mutagenic chunk implementable should be interesting. the eat code was a bit more involved than I anticipated 16:08:58 I'm going to ruin my millimarvin count with all the docstrings I'm adding 16:31:49 What is the polisy against bawdy or insulting nicknames on servers? 16:31:54 policy* 16:33:08 Yermak: up to the server admin; if you're playing on e.g. cxc, you could report to Medar 16:33:13 "bawdy: a-ok! insulting: boo!" 16:33:19 or what gfunk said 16:34:02 Well, that cocksucker at the start of the list is kinda irritating 16:34:34 yes, but it is Medar's server and we have no way to control account registration ourselves 16:34:40 hah 16:34:54 Patches welcome for a system that allows us to filter username registration from e.g. webtiles 16:35:10 ??cxc 16:35:11 cXc[1/2]: Server in France: CRAWL.XTAHUA.COM -- ssh port 22, username crawl, uses CAO key (available at http://CRAWL.XTAHUA.COM/crawl/keys/). Webtiles address: http://CRAWL.XTAHUA.COM 16:35:13 ??cxc[2 16:35:13 cXc[2/2]: Announced by Eksell, which uses | as a prefix. Morgues, ttyrecs etc. are at http://CRAWL.XTAHUA.COM/crawl/. Maintained by Medar and zkyp. 16:35:44 I think he has an email listed on the lobby if you want to contact him 17:22:15 I hate stupid nicknames 17:22:20 since I'm always worried that trying to regulate it will turn into some arms game 17:28:12 well it might help if we had some basic filtering 18:02:56 Unstable branch on underhound.eu updated to: 0.21-a0-274-gc1afaeb (34) 18:04:34 I know it's a pipe dream but I'm still hoping for central auth one day 18:06:35 yeah, would be really nice 18:06:50 I've contemplated whether to work on it a few times, but it's way above my skill level 18:19:21 the main hurdle is always figuring out how many player name conflicts there are and how to fix that 18:19:39 (there's probably a more fundamental problem that I'm forgetting) 18:20:44 the real problem is deciding between distributing a centrally maintained user db between servers, or having servers query a central auth server. each of which has its own advantages and disadvantages 18:21:25 I kinda like the idea of each server querying the central auth server 18:21:42 (a big disadvantage of the former is the need for locking and resulting denial of service if it goes wrong; of the latter, that all servers are effectively dead if the central auth server is down) 18:22:14 ...or you provide multiple auth servers, which gets you the disadvantages of both ways :p 18:27:00 mmm 18:27:25 extra disadvantages and no extra benefits? sounds like a plan! 18:27:36 I didn't say that :p 18:27:43 is there a good open source or commercial so 18:27:47 I had highlighted disadvantages, I didn;t mention advantages of any of them 18:27:55 commercial off the shelf solution that people use? 18:28:06 or would we basically have to roll our own? 18:28:39 you'd want to roll your own. there are plenty of COTS ones, but then you have to integrate them 18:29:01 if someone held a gun to my head and told me to do that, I'd likely start with a RADIUS server 18:29:49 (assuming this is about central auth; very few canned solutions for distributed-to-servers ones, aside from NIS which is not adaptable for this) 18:52:17 -!- amalloy_ is now known as amalloy 18:55:32 if crawl were just webtiles, i'd want to look into something like openid, to completely reuse google/facebook infrastructure. but i'm not sure about integrating that with console play 19:01:18 !lg * recent / tiles 19:01:21 1319706/1408341 games for * (recent): N=1319706/1408341 (93.71%) 19:39:59 haha just imagine login with facebook to play crawl 19:40:10 that's a nope for me 19:47:30 -!- amalloy is now known as amalloy_ 19:47:32 ??bound soul 19:47:33 bound soul[1/1]: This monster has been ensorcelled by a {necromancer} and will turn into a hostile spectre on death. 19:47:44 !learn edit bound_soul s/spectre/simulacrum/ 19:47:45 bound soul[1/1]: This monster has been ensorcelled by a {necromancer} and will turn into a hostile simulacrum on death. 19:47:59 ??pain card 19:47:59 pain card[1/1]: By card power, 0: {agony} 1: {bolt of draining} 2: {symbol of torment} 19:49:34 hey folks, what's new? 19:49:34 Lasty: You have 1 message. Use !messages to read it. 19:51:06 Lasty: not much, nospawn is in, and I'm slowly starting to look over swamp monsters to revamp that branch 19:51:25 wooo! 19:51:30 That's pretty excitin 19:51:31 g 19:51:57 yeah, I'd like to maybe define a kind of "common set" of swamp monsters more like how we do for the other S branches 19:51:57 Got a big plan for swamp, or still figuring out what makes sense? 19:51:57 and remove annoying ones 19:52:41 is that code for removing wisps from the game? 19:52:47 those are going to go for sure 19:53:00 well, I'm not sure about things like wisp form 19:53:06 but I'm not sure anyone cares about wisp form 19:53:40 there are probably adjustments that need to be made to nem and some other things, but mostly I want to figure out what monsters I'd actually want there 19:54:35 Yeah, those could probably be a second step 19:59:48 gammafunk: how else am I supposed to get sticky flame immunity now that mottled dragon armour is gone? 20:01:06 Iron dragons will have to start dropping a shield that gives it 20:03:51 we could add a form where you are a flame cloud 20:04:08 can't move, and if you dissipate you die 20:05:31 we could use more forms of insta-death 20:19:39 -!- GiantOwl is now known as Kalir 20:21:22 ??flay 20:21:23 flayed ghost[1/3]: Flayed ghosts can deal smite-targeted, irresistible, torment-like damage that heals when the ghost is killed or you stay away from it for a while. Flaying won't reduce HP below 25. 20:21:26 ??flay[2 20:21:26 flayed ghost[2/3]: Flay damage is 6% of Max HP + 18% of Current HP; unless the amount of damage it would deal is more than (HP - (25 + random2(15))); in which case it deals that amount of damage instead; unless (HP - (25 + random2(15))) < 0; in which case it does nothing. Sorry I can't say it any simpler than that. 20:21:33 ??flay[3 20:21:34 flayed ghost[3/3]: !lg ldf killer=flayed_ghost 1 20:24:25 !learn edit pain_card[1] s/2:.*/2: Summons a {flayed ghost} and flays all natural monsters in LOS, which lowers their HP by 40% until the flay duration expires. 20:24:26 pain card[1/1]: By card power, 0: {agony} 1: {bolt of draining} 2: Summons a {flayed ghost} and flays all natural monsters in LOS, which lowers their HP by 40% until the flay duration expires. 20:35:11 !messages 20:35:12 No messages for ZiBuDo. 20:47:50 ZiBuDo: hey, question for you 20:47:56 yo 20:48:23 gammafunk: what's up? 20:48:36 some weeks back sequell stopped pulling the logfile for trunk since it seems the logfile had gotten modified? 20:48:42 let me check the email I sent to snark 20:48:58 ZiBuDo: sorry, it was 0.20 logfile 20:49:01 oh that's because i was deleting old versions from it 20:49:19 yea since i was copying .19, .18 versions to populate those 20:49:27 right, that problem we had noticed before? 20:49:29 yea 20:49:44 yeah, the thing about that is if you do it, sequell/cao will get very confused and stop pulling those logfiles 20:49:46 i didn't realize manually editing it would cause problems 20:50:03 ah, i'll avoid doing that in the future then 20:50:18 snark fixed it for sequell, but we probably need to rebuild cao scoring or something 20:50:34 ZiBuDo: next time you create that, you'll just not add that junk data in the new file, I take it? 20:50:40 like for 0.21 20:50:43 lol 20:50:45 yea 20:50:47 cool 20:50:49 now that i realize that 20:50:53 i had no idea i was doing that before 20:50:58 since i did it for like 3 versions 20:51:08 right, just one of those things you find out when it's too late 20:51:23 good though, glad that was you changing it and not some other mysterious reason 20:51:51 yea my bad, sorry for the trouble lol, i'll confer before doing something like that again 20:52:13 no worries 20:59:42 New branch created: pull/616 (1 commit) 13https://github.com/crawl/crawl/pull/616 20:59:42 03toastedzergling02 {GitHub} 07https://github.com/crawl/crawl/pull/616 * 0.21-a0-275-g83a6913: Brutal Hack to fix Visible Monsters/Features/Items Menu 10(2 minutes ago, 1 file, 6+ 0-) 13https://github.com/crawl/crawl/commit/83a6913c1061 21:05:47 gammafunk: levels feel emptier than they did before. That's not necessarily bad tho. 21:06:46 Lasty: Well, some of that may not actually be the case; We generate a few more monsters on average, and spawns can be pretty variable 21:07:51 We found that they were like 8-13% of XP or so, with numbers of monsters being similar 21:08:02 and the extra level spawns mostly recovered that 21:08:18 It's possible I'm moving slower than average 21:08:25 This is a MuFi 21:08:36 yeah, the longer you spend on a level, the more spawns you will have 21:09:01 so probably your Mu would experience it more than many chars would due to resting a lot 21:09:05 yeah 21:09:14 also we generate some monsters awake at level creation time, 1/8 chance 21:09:49 Lasty: qw's winrate seemed to drop from 13% to 10% on it's signature GrBe 21:09:56 nice 21:09:58 so probably for a lot of players it would be a player nerf 21:10:11 hrm 21:10:11 That's what I like to say 21:10:11 er see 21:10:20 !won current trunk !nospawn 21:10:21 No games for current (trunk !nospawn). 21:10:24 !won * current trunk !nospawn 21:10:34 !won * current trunk nospawn 21:10:44 * (current trunk !nospawn) has won 2055 times in 225346 games (0.91%): 91xNaWn 90xMiBe 78xVSFi 74xGrFi 74xMiFi 45xDDFi 45xHOFi 43xFoFi 43xVSBe 39xDsFi 38xDsWn 35xDsGl 24xCeHu 22xGrGl 20xDEFE 19xGrEE 19xNaFi 17xHOMo 15xDsMo 15xSpEn 14xMiGl 14xTrMo 13xDsBe 12xBaFi 12xDECj 12xDrTm 12xGhMo 12xGrBe 12xHaHu 12xMfGl 12xOpTm 11xDrCj 11xFoAK 11xMuFi 11xTrFi 10xDsAr 10xDsNe 10xGhFi 10xGrMo 10xOgTm 10xTeBe 9... 21:10:47 I should probably not use won for that 21:10:47 * (current trunk nospawn) has won 199 times in 18244 games (1.09%): 10xMiBe 9xMiFi 7xDsFi 5xGrBe 5xGrFi 4xMiGl 3xCeGl 3xDsMo 3xFoFi 3xGrEE 3xMfSk 3xMfSu 3xMiCK 3xVSFi 2xBaFi 2xCeAM 2xCeFi 2xCeHu 2xDEFE 2xDgFE 2xDsBe 2xDsNe 2xDsWn 2xFoCK 2xHOAr 2xHOBe 2xMuNe 2xNaCK 2xNaTm 2xOgBe 2xOgTm 2xOpCK 2xSpEn 2xTeFi 2xTrCK 2xTrFi 2xTrHu 2xTrMo 1xBaBe 1xBaCK 1xBaFE 1xBaIE 1xCeAE 1xCeAr 1xCeAs 1xCeBe 1xCeCK 1x... 21:11:00 well that's closer to a buff 21:11:14 interesting that winrate is lower than tournament though 21:11:19 !gamesby * t0.20 21:11:20 that sort of comparison isn't very useful 21:11:26 * (t0.20) has played 80365 games, between 2017-05-26 20:00:06 and 2017-06-11 19:59:57, won 1710 (2.1%), high score 55609995, total score 9871618445, total turns 630785210, play-time/day 98d+12:49:51, total time 4y+215d+2:07:33. 21:11:58 yeah probably not I guess, I didn't do any basic filtering 21:12:08 hmm, 616 is indeed a brutal hack 21:12:10 if it is anything less than tournament player density then it is very dependent on the set of people playing 21:12:24 and when they were playing 21:12:31 right, tournament is a different set of players and also different conditions 21:12:38 e.g. !nospawn has 91 NaWn for some reason 21:12:52 that dynast factor... 21:12:57 !streak dynast 21:13:12 dynast has 30 consecutive wins (NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn). 21:13:19 lol 21:13:20 and nospawn's winrate is actually significantly impacted by qw failing to win Ha right now (it should be even higher) 21:13:39 yeah there are not all that many wins in nospawn 21:13:45 !won * current trunk !nospawn !nawn 21:13:53 * (current trunk !nospawn !nawn) has won 1964 times in 225020 games (0.87%): 90xMiBe 78xVSFi 74xGrFi 74xMiFi 45xDDFi 45xHOFi 43xFoFi 43xVSBe 39xDsFi 38xDsWn 35xDsGl 24xCeHu 22xGrGl 20xDEFE 19xGrEE 19xNaFi 17xHOMo 15xDsMo 15xSpEn 14xMiGl 14xTrMo 13xDsBe 12xBaFi 12xDECj 12xDrTm 12xGhMo 12xGrBe 12xHaHu 12xMfGl 12xOpTm 11xDrCj 11xFoAK 11xMuFi 11xTrFi 10xDsAr 10xDsNe 10xGhFi 10xGrMo 10xOgTm 10xTeBe 9xB... 21:14:15 hm, didn't expect that to move it down 21:14:28 he plays nawn very well 21:14:31 !bot 21:14:43 he and berder were playing it 21:14:45 er yes I was just confused, that was the direction I expected 21:15:10 I suppose NaWn has the spit to offset the occassional terrible start 21:15:30 !lg * current trunk !nospawn !@bot !boring / won 21:15:38 !lg * current trunk nospawn !@bot !boring / won 21:15:47 2050/192491 games for * (current trunk !nospawn !@bot !boring): N=2050/192491 (1.06%) 21:15:50 199/14890 games for * (current trunk nospawn !@bot !boring): N=199/14890 (1.34%) 21:15:59 turns out dynasts efforts have all been to make the meta joke that querying winrate with !nawn will result in a decrease 21:16:01 oh, there's another confounding factor actually 21:16:50 games in progress when the nospawn change happened will all show up as nospawn even if they were mostly played before nospawn 21:17:05 and since they survived early game they are much more likely to be wins 21:17:15 I guess can do this to test for that: 21:17:42 query by date-time? 21:18:02 i guess different servers update at different times.... 21:18:19 !lm * current trunk nospawn !@bot !boring begin !alive / won 21:18:59 163/14658 milestones for * (current trunk nospawn !@bot !boring begin !alive): N=163/14658 (1.11%) 21:19:04 yeah wow 21:19:12 jeez 21:19:17 games in progress made a big difference 21:19:55 1.06% -> 1.11% is small enough that I'm not surprised, the 1.06% -> 1.34% was a bit weirder 21:23:19 difference between 1.06% and 1.11% can be caused by a single good player winning 7 games with very few deaths in nospawn while not having played that much before nospawn 21:24:16 and I wouldn't be surprised if there were a few players who played just to test nospawn (e.g. I won 2 games to test it) 21:26:19 I would have thought nospawn would lower winrate if anything. 21:26:32 well the number of wins is nospawn is still small 21:26:45 elliptic's last query only looked at 163 21:28:37 Yeah the sample size is way too small to tell either way. 21:29:05 -!- mikee__ is now known as mikee_ 21:29:18 my expectation would be that the effect on human players will be pretty small 21:29:43 qw is probably hurt more because it isn't great at handling large groups of monsters 21:30:16 also he has been using a war axe a lot more, recently.... 21:30:40 I think qw's obsession with axes goes back a long time 21:30:50 qw's obsession with war axes is very new though 21:31:19 (but its winrate went down even with broad axes) 21:31:54 you tried non-shield-crazy ha? 21:32:06 no, I mean on GrBe 21:32:17 also on HuFi 21:34:15 anyway this thing about ignoring games that were started before the kw and ended after it is a good thing to keep in mind for such queries in the future 21:34:43 since unless you have months of games it is pretty significant 21:51:08 hellmonk: if hellcrawl still has wands of paralysis and confusion please remove one 21:51:24 soon 21:55:56 oh, I should probably ask for an update now, before I start messing around with prs and whatever other stuff I pull together next 22:11:10 !tell johnstein please update hellcrawl whenever you have a chance. 22:11:10 hellmonk: OK, I'll let johnstein know. 22:11:54 alexjurkiewicz: you can update cpo whenever 22:14:43 -!- amalloy_ is now known as amalloy 23:13:41 has qw's total XP in a won game changed much? seems like with nospawn since more monsters start awake there's a bigger chance you won't see all monsters on a floor so even though the total XP in the games has been adjusted, the actual typical XP could be lower? or has this already been accounted for (or deemed too insignificant to matter?) 23:13:41 johnstein: You have 1 message. Use !messages to read it. 23:14:36 johnstein: I did some tests and the change was pretty unnoticeable until V/Depths, when it was a bit lower but not much 23:15:37 ok. ty 23:19:11 it ended up getting to zot like 0.4 XLs lower iirc 23:20:33 03toastedzergling02 {GitHub} 07https://github.com/crawl/crawl/pull/616 * 0.21-a0-276-g668fe78: Update menu.js 10(23 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/668fe784e025 23:59:29 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-274-gc1afaeb (34)