00:00:07 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-315-ga85b81c (34) 00:05:24 -!- amalloy is now known as amalloy_ 02:47:28 Monster database of master branch on crawl.develz.org updated to: 0.23-a0-315-ga85b81c 03:11:52 Unstable branch on crawl.beRotato.org updated to: 0.23-a0-315-ga85b81c (34) 04:50:48 question: why isn't the "transparent" tag for vaults the default 04:51:43 it looks like practically all the old-style minivaults (where the MAP is surrounded by floor squares and therefore guaranteed passable) are missing the tag, resulting in a ton of vetoes 05:06:23 Manual vaults 13https://crawl.develz.org/mantis/view.php?id=11707 by minmay 07:16:44 -!- amalloy_ is now known as amalloy 07:32:28 -!- amalloy is now known as amalloy_ 08:17:34 guys, the banishment ascii effect is seriously badass, well done! 09:20:59 minmay yeah, there's a potential problem there, but that seems hard to change -- because of the veto check for transparent vaults, it looks like there would be many vaults that would have to have their middles marked explicitly as opaque 09:21:14 there's a long history of that causing vetoes too 09:21:40 I suspect also at one time there was a performance issue that would lead to transparent being the default 09:25:54 I wonder if that designation could be picked automatically (and things that will veto either way detected) 09:28:44 hm, !transparent just masks the entire vault as opaque, but maybe there is something smarter to do 09:29:47 like, not mask outer floor squares that way 09:41:52 also, given that, maybe I'm wrong about changing it 09:42:12 since I think that veto check is just checking opacity anyways 09:43:15 maybe I just don't understand dungeon generation 10:40:05 objstat crashed when a level apparently didn't generate the abyss portal like it should have: http://dpaste.com/1T681V7 10:43:52 gammafunk: that splash image looks good to me 10:44:53 cool, no one else has commented on it, but I think if you wanted to put the header on there and add it, that would be fine 10:45:01 or I can do but I'm not sure if I need to do anything special 10:45:27 bearing in mind that I have a limited understanding of how to use gimp 10:56:41 Are players with rC susceptible to monsters' EH? 10:57:27 I think that image looks great 10:57:33 and would make an excellent splash 11:12:48 it just needs to have the logo added, to get a proper filename, and to go in dat/tiles, then 11:13:10 if anyone wants to do that now, otherwise I can 11:13:13 later, that is 11:21:18 gammafunk: re the objstat crash, there have been sporadic online game crashes corresponding to that over the last few months too (could be older, and I just haven't been paying attention) 11:22:28 ah 11:22:48 I looked at the map and didn't see anything out of the ordinary 11:24:14 haha by sporadic I apparently mean there was one 11:24:23 I think I have seen it in running objstat or mapstat though 11:24:25 too 11:24:25 I'll go ahead and add it 11:24:51 yeah, I looked at it and it looked like it was going to be some kind of really indirect level gen issue, I couldn't figure out any obvious causes 11:25:25 shame, I had to essentially start over my 8 hour objstat run, since that's the longest job 11:25:31 hopefully it doesn't crash again 11:26:01 I wonder if we could insert some special dprf or other thing that could give us a clue 11:27:37 !crashlog mibe teen 11:27:48 1. mibe, XL23 TeEn, T:72346 (milestone): http://crawl.berotato.org/crawl/morgue/mibe/crash-mibe-20180919-201046.txt 11:28:07 these crashes have been occasionally showing up since 2013 11:28:10 hmmm 11:28:23 03Aidan Holm02 07* 0.23-a0-316-g6773f7a: Add new title artwork (cws) 10(86 seconds ago, 1 file, 0+ 0-) 13https://github.com/crawl/crawl/commit/6773f7a52ed0 11:28:35 well that is a transporter vault 11:28:35 which this crash also has 11:28:37 but that map looks very weird 11:28:40 like it's shifted somehow 11:28:59 oh that's just his console glyphs I guess 11:29:12 yeah some are showing up as two chars for me 11:29:50 I mean, that definitely seems like the kind of map where there could be problems with obligatory placement, but you'd think there would be last-ditch code that would just stick the portal in somewhere 11:29:51 yeah cbro serves out those files without the right type 11:30:15 what I'm starting to wonder is 11:30:28 is the dummy abyss portal placing in transporter vaults, causing this crash? 11:33:08 maybe one code path is aware of how to take a transporter for connectivity but another isn't, or something 11:33:18 just odd that both crashes had transporter vaults on the map 11:33:33 but if as you say this crash has been happening since 2013 and it's the same cause 11:33:52 then it can't be transporters per se I guess 11:34:23 aidanh: thanks 11:34:45 no problemo 11:36:53 gammafunk from mibe's crash your theory is pretty plausible, so maybe transporters added a new special case of some more general problem like that? 11:37:17 !lm Tedronai mibe crash 11:37:20 5. [2013-12-30 20:16:55] Tedronai the Intangible (L26 MiBe of Trog) ERROR in 'dbg-scan.cc' at line 702: Portal enter pandemonium[57] didn't get generated on turn 58985. (Depths:3) 11:37:24 !lm Tedronai mibe crash -log 11:37:25 5. Tedronai, XL26 MiBe, T:58985 (milestone): https://underhound.eu/crawl/morgue/Tedronai/crash-Tedronai-20131230-201655.txt 11:37:26 that's an old one 11:37:35 oh tha'ts pan 11:37:52 !lm Tedronai mibe crash -2 11:37:53 4/5. [2013-12-30 20:12:14] Tedronai the Intangible (L26 MiBe of Trog) ERROR in 'dbg-scan.cc' at line 702: Portal enter pandemonium[57] didn't get generated on turn 58985. (Depths:3) 11:37:57 !lm Tedronai mibe crash -3 11:37:58 3/5. [2013-12-30 20:07:27] Tedronai the Intangible (L26 MiBe of Trog) ERROR in 'dbg-scan.cc' at line 702: Portal enter pandemonium[57] didn't get generated on turn 58985. (Depths:3) 11:38:14 there was an abyss crash in the same game somewhere I think 11:38:38 but maybe given this, something else was going on back in 2013 12:10:53 Unstable branch on crawl.jorgrun.rocks updated to: 0.23-a0-316-g6773f7a52e (34) 12:19:06 needing a fallback for abyss is exceedingly rare, even compared to other portals 12:19:25 I think because it's pretty common for the fallback vault (which is just a portal) to be chosen in the first place? 12:21:49 I suspect that if fallback placement fails the builder should veto, right now nothing happens 12:25:03 should `ziggurat_fallback` have a fallback tag? 13:05:20 Unstable branch on crawl.akrasiac.org updated to: 0.23-a0-316-g6773f7a (34) 13:26:12 does anyone remember what the current state of stderr/stdout output (e.g. for -builddb or something) is on windows? 13:54:19 seems like it all works, with some quirks 13:54:46 like, -help on tiles builds opens in a weird popup 13:58:09 that's close to the only option, sadly 13:58:35 windows has fairlys trong opinions abut the difference between gui and windows console programs 13:59:47 actually I'm seeing stderr stuff on windows tiles builds fine, apparently 15:58:07 Can I get some help with a !lg query? 15:58:32 I'm trying to get char,god combinations that haven't been won before, sorted by the current number of tries 16:03:58 I was trying something like "!lg * recent s=char,god / won ?: N=0" but I don't see how to limit to a certain number of tries. Something like den.N>10 16:04:35 also, it probably won't show combos that have never been attempted before right? 16:07:59 also, o=% or -% doesn't seem to do anything 16:13:19 try !unwon (I'm not going to run it in here with real args because it's a bit spammy) 16:13:23 well 16:13:26 !unwon 16:13:33 that one's not spammy 16:13:35 just slow 16:13:58 All playable chars have been won 16:13:58 !cmd !unwon 16:13:58 Command: !unwon => !lg * !experimental playable $(ignore $1)$* s=char title:"Unwon playable chars$(argst $*)" stub:"All playable chars have been won$(argst $*)" / won $(if $1 @$1) ?: N=0 16:13:59 but unwon does include the god 16:14:21 my query is the same as unwon, but uses char,god/won instead of char/won 16:15:55 I basically want o=den.N I think 16:20:02 ah 16:20:10 I don't think that's implemented as-is 16:20:26 not sure if there's a more clever way to get that effect 16:21:02 I mean I also have the problem that char,god combos that have never been attempted won't show up 16:21:07 !lg * gods=char,god / won ?: N=0 den.N>10 16:21:08 Unknown field: gods 16:21:16 !lg * god!= s=char,god / won ?: N=0 den.N>10 16:21:17 s= 16:21:21 just a typo 16:21:21 97176 games for * (god!=): 0/28x HaNe (0/17x Ru [0.00%], 0/11x Cheibriados [0.00%]), 0/41x DrEn (0/14x Fedhas [0.00%], 0/27x Sif Muna [0.00%]), 0/156x TeSk (0/32x Wu Jian [0.00%], 0/20x Sif Muna [0.00%], 0/29x Nemelex Xobeh [0.00%], 0/20x Qazlal [0.00%], 0/13x Yredelemnul [0.00%], 0/17x Ru [0.00%], 0/11x Gozag [0.00%], 0/14x Zin [0.00%]), 0/199x DDAr (0/41x Cheibriados [0.00%], 0/14x Dithmenos [0.... 16:21:29 you just need to format it 16:21:54 I thought I tried the den.N >10, and it didn't work.. 16:21:57 lemme try again 16:22:42 den.N >10 might not like the space if you used that exactly 16:22:51 !lg . playable s=char,god / won o=N ?: N=0 den.N>10 16:22:53 144 games for advil (playable): 0/14x DgTm (0/14x [0.00%]), 0/12x HOFE (0/12x [0.00%]), 0/33x KoAs (0/33x [0.00%]), 0/21x MfTm (0/21x [0.00%]), 0/25x MiFi (0/11x [0.00%], 0/14x Okawaru [0.00%]), 0/25x OgWz (0/25x [0.00%]), 0/14x OpBe (0/14x Trog [0.00%]) 16:23:58 !lg * playable s=char,god / won ?: N=0 den.N>100 16:24:06 2572380 games for * (playable): 0/572x DEWz (0/246x Nemelex Xobeh [0.00%], 0/136x Okawaru [0.00%], 0/190x Qazlal [0.00%]), 0/3354x HaEn (0/3354x [0.00%]), 0/8450x OgGl (0/8450x [0.00%]), 0/32253x OpWz (0/31980x [0.00%], 0/147x Xom [0.00%], 0/126x Qazlal [0.00%]), 0/2515x KoIE (0/2515x [0.00%]), 0/6213x OpAr (0/6047x [0.00%], 0/166x Xom [0.00%]), 0/4182x HaWr (0/4182x [0.00%]), 0/11252x VSTm (0/102... 16:24:32 !lg * playable s=char,god / won ?: N=0 den.N>1000 16:24:32 2507698 games for * (playable): 0/3354x HaEn (0/3354x [0.00%]), 0/8450x OgGl (0/8450x [0.00%]), 0/31980x OpWz (0/31980x [0.00%]), 0/2515x KoIE (0/2515x [0.00%]), 0/6047x OpAr (0/6047x [0.00%]), 0/4182x HaWr (0/4182x [0.00%]), 0/1412x FeEE (0/1412x [0.00%]), 0/2282x GnWr (0/2282x [0.00%]), 0/3542x KoWz (0/3542x [0.00%]), 0/7054x OgSk (0/7054x [0.00%]), 0/1058x MfAr (0/1058x [0.00%]), 0/13358x DsCj ... 16:24:37 oh, when I tried that I had forgotten god!="" 16:24:44 kinda like advil just now :P 16:24:50 so I thought it didn't work 16:25:24 well, those are still god choice combos that haven't been won! 16:25:32 but I mean I guess that does tell you no one's ever won an atheist OpWz 16:25:40 hmm, okay cool 16:25:45 you can just do god!= 16:25:47 don't need quotes 16:25:50 thanks 16:25:51 also, to improve formatting 16:25:56 !lg * current s=char,god god!= pfmt:"${.} (${child})" fmt:"${.}" / won ?: N=0 den.N>30 16:25:57 oh yeah I was going to ask 16:25:59 8431 games for * (current god!=): OpVM (Ashenzari, Sif Muna, Vehumet), MuIE (Vehumet), DrMo (Wu Jian), GnWn (Trog, Sif Muna), OpFE (Sif Muna), OpGl (Gozag), SpAs (Okawaru, Gozag), TrMo (Wu Jian, Nemelex Xobeh, Trog, Dithmenos, Qazlal), GnFi (Makhleb), MuAE (Dithmenos, Sif Muna), MiGl (Dithmenos, Uskayaw), DEFE (Ashenzari, Kikubaaqudgha), OpEn (Dithmenos), DsGl (Vehumet, Xom, Dithmenos, Trog), DsFE... 16:26:00 things like this 16:26:13 you can pass ${child} through a function to shorten the god name too 16:26:20 or just shorten it to a letter yourself 16:26:26 depends on if you want those counts 16:26:34 !lg * recent s=char !dg god= won 16:26:36 48 games for * (recent !dg god= won): 10x MiMo, 5x MiFi, 3x SpEn, 3x VSFi, 2x GrFi, 2x MiBe, VSSk, DrFE, DsAK, DsFi, DsGl, DsWn, FoFi, FoTm, GhAM, GnFE, GnSk, MiWn, TrFi, TrMo, TrWn, VSGl, BaWz, HOBe, HOFi, HOMo, HuEE, MfEE, MiGl 16:26:56 was atheist mimo a meme? 16:27:15 it looks like it 16:27:28 it could be one or a couple people 16:27:34 also no ones won a MiFi of sif for some reason 16:27:42 !lg * recent mimo god= won s=name 16:27:44 10 games for * (recent mimo god= won): 1biasface, Jannitor, JotmangGame, Leszczynek, NormalPerson7, ranchugoldfish, ScrubMan, ShadedKnight, stickyfingers, VajrapaniCONDUCT 16:27:53 yeah looks like one of those challeng threads 16:27:56 yep 16:29:27 woah, I never realized that there's ~1 god per letter of the alphabet 16:29:49 TSO messes it up though 16:30:02 crawl has a sort of 27 meme 16:30:07 so A-Z, 1 16:30:57 does that mean there's a plan for gods starting with I and P? 16:31:34 we had a P, rip 16:32:17 !clap REMOVE PAKELLAS 16:32:18 👏 R 👏 E 👏 M 👏 O 👏 V 👏 E 👏 👏 P 👏 A 👏 K 👏 E 👏 L 👏 L 👏 A 👏 S 👏 16:34:30 gamma, did you mean there's like a substring function I can use to truncate the god name? 16:35:17 gammafunk: do you know if you can run mapstat with both an iterations value and a level spec? 16:48:40 advil: by level spec do you mean the first arg to -mapstat? yes, and that's definitely intended 16:48:55 you can combine -mapstat and -iters 16:49:55 !lg * current s=char,god god!= pfmt:"${.} (${child})" fmt:"$(sub 0 1 ${.})" / won ?: N=0 den.N>30 16:49:57 8434 games for * (current god!=): OpVM ($, $, $), MuIE ($), DrMo ($), GnWn ($, $), OpFE ($), OpGl ($), SpAs ($, $), TrMo ($, $, $, $, $), GnFi ($), MuAE ($, $), MiGl ($, $), DEFE ($, $), OpEn ($), DsGl ($, $, $, $), DsFE ($), DsTm ($, $), DrTm ($, $, $, $), TeFE ($), HOFE ($), DESu ($), DDFi ($, $), GnSk ($, $), GnGl ($), HuFi ($), GhBe ($), OpTm ($, $, $, $, $, $, $, $), OpWn ($, $, $), KoAK ($),... 16:50:00 er 16:50:09 I got it 16:50:11 !lg * current s=char,god god!= pfmt:"${.} (${child})" fmt:'$(sub 0 1 ${.})' / won ?: N=0 den.N>30 16:50:14 8434 games for * (current god!=): OpVM (A, S, V), MuIE (V), DrMo (W), GnWn (T, S), OpFE (S), OpGl (G), SpAs (O, G), TrMo (W, N, T, D, Q), GnFi (M), MuAE (D, S), MiGl (D, U), DEFE (A, K), OpEn (D), DsGl (V, X, D, T), DsFE (S), DsTm (W, C), DrTm (D, S, A, H), TeFE (V), HOFE (V), DESu (S), DDFi (X, O), GnSk (N, S), GnGl (O), HuFi (M), GhBe (T), OpTm (F, Q, E, U, S, G, A, W), OpWn (G, A, V), KoAK (L),... 16:50:14 right, you get the idea 16:50:24 an yeah there's a nice god shortening function too 16:50:37 I just did s=char,regexp_replace(god, (..).*, \\1) 16:50:38 lol 16:50:57 your way is better 16:51:23 there's no way to get the child results to be 'crossed' with the parent is there? 16:51:32 like OpVMAs 16:52:04 like, can fmt reference ${parent} 16:52:18 you want it repeated? 16:53:04 the $child dictates where all that stuff shows up, and no to my knowledge there's not way to get the parent 16:53:09 yeah like OpVMAs: 45, OpVmVe 2 16:53:19 hmm, okay 16:53:33 !lg * current s=char,god god!= pfmt:"${.} (${child})" fmt:'$char$(sub 0 1 ${.})' / won ?: N=0 den.N>30 16:53:36 8434 games for * (current god!=): OpVM (${char}A, ${char}S, ${char}V), MuIE (${char}V), DrMo (${char}W), GnWn (${char}T, ${char}S), OpFE (${char}S), OpGl (${char}G), SpAs (${char}O, ${char}G), TrMo (${char}W, ${char}N, ${char}T, ${char}D, ${char}Q), GnFi (${char}M), MuAE (${char}D, ${char}S), MiGl (${char}D, ${char}U), DEFE (${char}A, ${char}K), OpEn (${char}D), DsGl (${char}V, ${char}X, ${char}D,... 16:53:38 yeah 16:53:48 not accessible from the inner group 16:53:49 ohhh 16:53:53 oh well 16:54:06 if you need more control you have to start doing subqueries 16:54:17 what you can do is an initial query to create a dict 16:54:20 this like like learning sql all over again 16:54:35 then use a top-level sequellese command to format it 16:54:40 it can get complicated, yeah 16:54:47 example of what I mean 16:54:57 !lairendallkills 16:55:04 !cmd !lairendkills 16:55:04 Command: !lairendkills => !echo Lair end kills$(argst $*): $(vaultallkills lairendkmap gfmapat|junglebookdire|forestboggart "$*") 16:55:12 !fun vaultallkills 16:55:15 !fn vaultallkills 16:55:15 !fn vaultallkills (kf mf args) (hashcountsummary (combinehashcounts (lghashcounts "kmap!= $kf $args s=vault(kmap)") (lghashcounts "kmap= map!= $mf $args s=vault(map)"))) 16:55:37 that runs queries to assemble data with intermediate functions to tally that data 16:55:41 I see 16:55:44 !fn lghashcounts 16:55:44 !fn lghashcounts (args) (apply hash (flatten (map (fn (x) (let (s (split ':' $x)) (list (car $s) (int (car (cdr $s)))))) (split '|' (!lg * $args fmt:'${.}:$(if $n_x (replace x $n_x) 1)' stub:'' join:'|'))))) 16:55:49 stuff like that 16:56:14 there are a few approaches 16:56:14 that looks... hard 16:56:14 this is probably not the best example 16:56:15 but I'd probably have to do it to get never played combos 16:57:06 how can I define my own functions? 16:57:55 nvm !help wins 16:58:19 ??userdef 16:58:19 userdef[1/1]: https://loom.shalott.org/userdef.html 16:58:31 this is a very good reference, shows all user-defined commands, functions, key words 16:58:41 do understand what are command and functions, how sequellese works 16:58:43 ??sequell[3 16:58:44 sequellese[1/1]: https://github.com/crawl/sequell/blob/master/docs/commandline.md <|amethyst> It's like an unholy combination of Lisp and shell 16:58:50 that's the sequellese reference 16:59:03 and then you need !lg probably to get the data you want 16:59:08 you probably already have the lg manual 16:59:15 yep, that's what I've been looking at 16:59:16 thanks 17:13:02 oh, I didn't realize -iters was a separate option 17:13:22 I just can't replicate this abyss thing so I wanted to run mapstat on depths 4 for 1000 iters 17:13:43 yeah, that should work just fine as -mapstat Depths:4 -iters 1000 17:13:48 yep 17:14:06 not relevant here but there's also a -force-map option 17:14:31 forcing it to always pick the map you provide 17:14:51 if this doesn't work it might be worth using that to directly test your transporter hypothesis 17:15:00 hrm, yeah 17:15:06 I've already done at least 500 iters without a crash 17:15:21 (I have it set to crash immediately if a fallback vault doesn't place) 17:16:11 hm I wonder if there's a later stage where the portal could get removed somehow 17:16:21 levelgen is still pretty mysterious to me 17:31:13 ahhh 17:31:24 now I see how I've incorrectly counted traps 17:32:37 helpfully shows up as "floor" in the objstat output since that's how undiscovered traps are described 18:22:24 Unstable branch on underhound.eu updated to: 0.23-a0-316-g6773f7a52e (34) 20:11:53 Where am I allowed to define stuff on sequell? when I use !fn it tells me I can't define them in PMs 20:12:11 I'm just trying to save some data cause my 'script' is getting longer than the irc char limit 20:12:52 collin38: sequell only accepts definitions in public channels, however there's one primarily for sequell programming: ##crawl-sequell 20:13:00 perfect thanks 20:18:41 looks like "something loses its grip on you" lives on 20:18:45 if you use tornado in snake pit 21:01:40 gammafunk: I know you've thought some about auto-iding monster wands 21:01:58 there's also the issue of assorted information leaks with equipment resists and certain spells 21:02:10 and I know it's been floated before to just id monster equipment flat out 21:02:23 by auto-id you mean reveal that the monster has it before use? 21:02:31 yea 21:02:36 since wands do already id upon use 21:02:42 yeah 21:03:37 specifically in _monster_warning in delay.cc changing ash_id_monster_equipment to id_monster_equipment, moving that function to mon-equip.cc and not checking for any god powers 21:06:51 oh the file is mon-gear.cc 21:08:03 03gammafunk02 07* 0.23-a0-317-g5ecafbc: Rewrite the contributor's guide and convert to markdown (advil) 10(3 weeks ago, 1 file, 201+ 0-) 13https://github.com/crawl/crawl/commit/5ecafbc26db1 21:08:03 03advil02 {gammafunk} 07* 0.23-a0-318-gb6e31bc: Various wording tweaks, typo fixes 10(11 days ago, 1 file, 24+ 16-) 13https://github.com/crawl/crawl/commit/b6e31bc53cdc 21:08:03 03gammafunk02 07* 0.23-a0-319-gb40ba49: Merge content from the old contrib guide and remove the old file 10(14 minutes ago, 2 files, 17+ 123-) 13https://github.com/crawl/crawl/commit/b40ba49374e4 22:10:43 Unstable branch on crawl.jorgrun.rocks updated to: 0.23-a0-319-gb40ba49374 (34) 23:16:31 on the subject of id'ing monster equipment on seeing the monster 23:16:39 I've got a patch ready to go that does this 23:18:31 In the "for" column there's: resolves a bunch of info leaks, continues in the direction started by revealing brands, removes the tedium of tracking closely how hard monsters hit (looking for plusses if it's glowing), makes monster wands a known tactical threat instead of an x-factor requiring spoilers (wand generation rates) to rate the threat of 23:19:18 in my "against" column there's: steals an ash power-poor ash, continues to reduce the scope of the id game? (the second con is questionable) 23:19:58 but there might be a reason to keep monster equip unid'd that's good and hasn't occured to me 23:21:31 you could split the patch into 1) reveal carried wands and consumables 2) fully ID all equipment 23:22:30 ebering: so if the monsters has a branded armour, this reveals the brand? 23:22:34 yes 23:22:59 alexjurkiewicz: step 1) makes the codebase more complicated and special casey, writing step 2) directly was easier and simpler 23:23:26 hrm 23:23:49 also the item plus 23:23:50 I guess the thing with not revealing armor egos is you have to remember things you tried on it 23:24:06 and sort of track those pluses in the same way you do weapons 23:24:48 fair enough. Would this also identify if a monster has cursed equipment? 23:25:18 the current patch I've got sitting around fully identifies monster equipment 23:25:38 it's the same as if a scroll of id was read on each item 23:25:53 it's probably the most elegant approach in the end 23:26:43 like, I could imagine some kind of system where you only knew partial info (it's positively enchanted or negatively enchanted) and the game revealed resistance egos only when the monster successfully resisted an attack with it 23:26:57 I was going to say it might feel weird for monster items to be fully identified wihle floor items are not. But I thought square los would feel ridiculous until about 5 minutes after experiencing it 23:27:41 but having that sort of in-between id stuff doesn't offer much positive benefit to the id system 23:28:24 why would it feel weird, players identify equipment when they wear it too 23:28:26 and it gives you a kind of incenstive to try out various attacks on weak monsters 23:28:40 to see if you can get a free ID or something 23:28:49 if they happen to have ego armour or the like 23:28:58 so I guess just fully identifying it is the only real way 23:29:08 there is still floor ID, after all 23:29:26 also, at present we've got a lot of bugs related to armour ego 23:29:57 e.g. vapours and EH will not target monsters which have the appropriate resist even if you don't know they have it 23:30:33 yeah, the bug fixes are nice, but more just thinking from gameplay perspective really; it's true that we keep eroding identification in this game and we have to consider that for as long as we want to have identification 23:30:55 but in this case it feels like it's just a lot of benefit and not too much loss 23:31:40 Sigmund the Dreaded comes into view. He is wielding a +4 scythe of slicing. 23:32:02 It sort of feels odd how just him carrying that tells you it's +4 23:32:12 yet you can't know that if it's lying on the ground, for some reason 23:32:25 it needs to be worn.... 23:33:00 worms I'm standing one foot away from it 23:33:14 yet I can see sigmund has +4 from all the way across the room! 23:33:24 it's all in the combat stance 23:33:32 like you know elves are power casters because of the squat 23:33:48 the scythe just looks like a doofy scythe until someone picks it up 23:33:55 it's like those superhero artifacts 23:34:09 looks like a piece of rock until the chosen one finds it 23:34:10 i guess you could identify everything but the plus...? 23:34:15 then it transforms into a green lantern or something 23:37:59 https://www.youtube.com/watch?v=jhK7723Ofxo&t=27 footage of a crawl player wear-iding equipment 23:39:40 is the disembodied hand hints mode? 23:40:06 yes 23:40:21 hell maybe it's the mouse cursor 23:57:05 Yellow stair asterisk and tile highlght are the same color, asterisk is very hard to see with highlight. 13https://crawl.develz.org/mantis/view.php?id=11708 by TruePurple 23:59:52 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-319-gb40ba49 (34)