00:00:01 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-489-g205b0b6 (34) 01:18:10 !vault cheibrodos_fertilizer 01:18:11 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/float.des#L3806 01:18:40 opinions on making the part with all the fungus be no tele into? it seems pretty brutal to just get shafted there, with tons of monsters and no escape route 01:20:57 hrm, well there are other instances like that in other vaults; you can always just get shafted into a bad spot in a room full of monsters 01:21:22 you could condition it on depth 01:21:41 I've added no_tele_into for early depth transporters for similar reasons 01:22:29 but eventually the player should just have some means of escape, be it god powers, consumables 01:23:04 sure. alternatively, perhaps move it deeper than D:2 01:23:31 i guess there's already depth conditioning in there for monster difficulty 01:25:58 yes, it's a cute early vault, but maybe you could no_tele_into the area before d:4 or d:7 with a KMASK (or is that KPROP) 01:26:41 there are no d:1 shafts, right? so I guess the earliest you could be shafted into it is on d:3 01:27:08 https://www.reddit.com/r/dcss/comments/a2910m/for_the_first_time_ever_i_was_in_an_unwinnable/ was shafted in from D:1 01:28:03 not sure how 01:28:29 Unstable branch on crawl.develz.org updated to: 0.23-a0-489-g205b0b6 (34) 01:28:43 hrm, maybe d:1 shafts are a thing 01:28:55 they are 01:30:05 d1 shafts have always been a thing 01:30:32 I guess I would add the no_tele_into for the case they have there of d:2-d:4 since by d:5 you've started to pick up a good deal of stuff; it's subjective, of course 01:30:48 you can get horrible shafts just based on random layout, landing in corridors and the like 01:31:38 always try to avoid using it save for teleport closets except in the most extreme cases, which this vault would be in the very earliest of levels 01:31:53 but it's a bit awkard to condition it, since you can go d:2 -> d:5 01:32:17 !vault gammafunk_steamed_eel 01:32:18 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/float.des#L4314 01:32:36 ah, looks like I just added no_tele_into period 01:32:44 that's probably the most sensible thing overall 01:42:34 yeah, seems reasonable 01:44:07 03amalloy02 {GitHub} 07* 0.23-a0-490-ge7ea69a: Make cheibrodos_fertilizer no_tele_into 10(12 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/e7ea69ae4f5d 01:47:10 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-490-ge7ea69ae4f (34) 01:51:16 amalloy: if you're still around, the csdc pin is probably stale at this point and can go 01:51:36 Thanks for your help with the pins and all that during the run! 01:52:44 ebering: done. thanks for running it 01:53:53 speaking of updating pins, cjr is dead now, right? maybe i should remove the pin about cjr and pin that guy's post about cko 01:54:19 there's a cdo announcement of cko you could submit a link to 01:54:57 ah 01:56:40 ha, ha. thanks reddit. i can't submit that link because someone already has 01:57:08 no, i guess it was just warning me 01:59:21 wonder when Zibudo will finally take cjr totally offline 01:59:32 it's still building crawl versions 01:59:39 oh and playble probably via console 01:59:41 which isn't great 01:59:52 Windows builds of master branch on crawl.develz.org updated to: 0.23-a0-489-g205b0b6 02:06:54 b 02:10:50 New branch created: pull/916 (8 commits) 13https://github.com/crawl/crawl/pull/916 02:10:50 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-490-g24d6a68: Remove deck rarity types 10(31 hours ago, 13 files, 108+ 329-) 13https://github.com/crawl/crawl/commit/24d6a68606b4 02:10:50 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-491-gd27dfb2: Remove decks as items 10(25 hours ago, 30 files, 80+ 1724-) 13https://github.com/crawl/crawl/commit/d27dfb21380c 02:10:50 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-492-gc88c8b0: Abstract decks to a player property 10(14 hours ago, 3 files, 61+ 19-) 13https://github.com/crawl/crawl/commit/c88c8b0bf7e3 02:10:50 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-493-g58a1c1d: A deck choosing menu 10(13 hours ago, 5 files, 161+ 82-) 13https://github.com/crawl/crawl/commit/58a1c1d9930f 02:10:50 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-494-g1804fa0: New Nemelex Draw One ability 10(12 hours ago, 6 files, 58+ 2-) 13https://github.com/crawl/crawl/commit/1804fa084201 02:10:50 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-495-ge8b5b97: New Nemelex Deal Four ability 10(7 hours ago, 2 files, 36+ 2-) 13https://github.com/crawl/crawl/commit/e8b5b97de773 02:10:50 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-496-g6631f69: New Nemelex Triple Draw ability 10(4 hours ago, 3 files, 87+ 4-) 13https://github.com/crawl/crawl/commit/6631f694a185 02:10:50 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-497-g4908e18: New Nemelex Stack five 10(3 hours ago, 5 files, 141+ 25-) 13https://github.com/crawl/crawl/commit/4908e18233eb 02:10:53 Unstable branch on crawl.jorgrun.rocks updated to: 0.23-a0-490-ge7ea69ae4f (34) 02:15:48 net diffstat for that PR ++567 --2,022 02:17:09 RIP the god of inventory management 02:22:17 ebering: looking at that card power formula, seems to favor lots of power level 2 cards 02:22:21 ??* 02:22:21 *[1/5]: * (glyph) is an orb: {Orb of Destruction} {Orb of Fire} {Lost Soul} {Battlesphere}. 02:22:24 ??piety 02:22:24 piety[1/6]: With your current god, you have a piety number nominally from 1-200. If your piety reaches 0, you are excommunicated. piety[2] describes piety and penance. piety[3] describes piety growth in general. piety[4] describes piety growth for each god. piety[5] describes uses of piety. 02:22:31 ??** 02:22:31 **[1/1]: 50-74 piety 02:22:36 ??**** 02:22:36 ****[1/1]: 100-119 piety 02:23:12 say 269 power for 5 invo and 4* 02:23:51 giving 56% chance for (formerly known as) legendary effect 02:24:30 oh 02:24:32 that's lowballing it 02:25:02 it's actually 64% 02:25:47 more like 77% if we go to 10 invo 02:26:08 this is definitely a higher proportion of legendary power effects that a typical nem player would see 02:26:13 in the current system 02:28:07 nem is one of the strongest gods presently so we don't want to increase that power level by giving too many power 2 card effects; especially the summon effects are pretty nuts 02:30:50 I'd have to look more carefully at the number and how you've matched the power formula; of course plain decks can upgrade to power 1 sometimes and likewise ornate decks upgrade to power 2 sometimes, but I definitely didn't get like 75% power 2 effects in my nem games as the game went on 02:31:24 eventually it might have gotten that way back with the old evo system where I was training more and more evo; don't think I did extended nem games with the invo system 02:32:08 by eventually I mean as you went into extended and kept training evo (or invo in later versions), since by then you can do whatever with xp 02:32:08 !lg . nem urune=15 02:32:08 1. gammafunk the Farming Talismancer (L27 OpTm of Nemelex Xobeh), escaped with the Orb and 15 runes on 2012-12-28 02:43:15, with 8501657 points after 219610 turns and 2d+10:40:42. 02:32:09 dang, only did that once 02:32:11 my second win 02:32:15 !lg . nem won s=char 02:32:16 5 games for gammafunk (nem won): BaWn, GhAs, KoAr, KoHu, OpTm 02:33:10 the stack 5 change is interesting, but I also fear for decks of escape 02:34:09 those feel strongly like they're best used that way; triple draw might be enough though, and I guess if there's no deck of punishments...ah, no you kept that 03:00:21 Monster database of master branch on crawl.develz.org updated to: 0.23-a0-490-ge7ea69a 04:24:49 -!- amalloy is now known as amalloy_ 09:28:59 !tell gammafunk The card power formula definitely needs work. That branch so far has been about the technical apparatus. 09:28:59 ebering: OK, I'll let gammafunk know. 09:33:27 !tell gammafunk The patch also is effectively limiting the player to 3 decks plus a stacked deck. I'll think more about the formulas. 09:33:28 ebering: OK, I'll let gammafunk know. 09:39:38 !tell gammafunk However the "Stack 5 is too good on escape rel other decks": it already is. 09:39:39 ebering: OK, I'll let gammafunk know. 10:50:02 -!- jilles_ is now known as jilles 11:23:07 New branch created: pull/917 (1 commit) 13https://github.com/crawl/crawl/pull/917 11:23:07 03NormalPerson702 07https://github.com/crawl/crawl/pull/917 * 0.23-a0-487-g29299af: Display the chance for needles to work in blowgun targeter (ebering) 10(9 minutes ago, 1 file, 59+ 0-) 13https://github.com/crawl/crawl/commit/29299afb521a 11:33:27 awww yisss 11:49:38 03NormalPerson702 07https://github.com/crawl/crawl/pull/917 * 0.23-a0-487-g7f9515b: Display the chance for needles to work in blowgun targeter (ebering) 10(35 minutes ago, 1 file, 59+ 0-) 13https://github.com/crawl/crawl/commit/7f9515b183d3 12:00:14 03NormalPerson702 07https://github.com/crawl/crawl/pull/917 * 0.23-a0-487-g24bce20: Display the chance for needles to work in blowgun targeter (ebering) 10(46 minutes ago, 1 file, 59+ 0-) 13https://github.com/crawl/crawl/commit/24bce2008943 12:05:14 Unstable branch on crawl.akrasiac.org updated to: 0.23-a0-490-ge7ea69a (34) 12:10:50 03ebering02 07https://github.com/crawl/crawl/pull/872 * 0.23-a0-447-gae6565a: Re-order some player cleanup in floor_transition 10(2 hours ago, 1 file, 6+ 13-) 13https://github.com/crawl/crawl/commit/ae6565a9f2ef 12:10:50 03ebering02 07https://github.com/crawl/crawl/pull/872 * 0.23-a0-448-g0237693: Reduce the trap rate further 10(80 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0237693c6fe3 12:10:50 03ebering02 07https://github.com/crawl/crawl/pull/872 * 0.23-a0-449-g43104ed: Add a tile for dispersal traps 10(4 minutes ago, 3 files, 4+ 1-) 13https://github.com/crawl/crawl/commit/43104ede8ba2 13:23:50 I think known-traps is close to ready to merge, will probably do that some time this week. 13:24:01 I'd like more vaults to use the new dispersal trap but that can come in time. 13:25:07 03ebering02 07https://github.com/crawl/crawl/pull/872 * 0.23-a0-450-g6cd8287: Add dispersal traps to some vaults 10(37 minutes ago, 9 files, 34+ 14-) 13https://github.com/crawl/crawl/commit/6cd8287a883f 13:37:29 03ebering02 07* 0.23-a0-491-g3d1613b: Don't grant explore piety for certain terrain 10(2 days ago, 3 files, 19+ 2-) 13https://github.com/crawl/crawl/commit/3d1613b9fa5f 13:37:29 03ebering02 07* 0.23-a0-492-g0f366d8: Describe the restrictions on exploration piety 10(2 days ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/0f366d8406db 13:37:39 03ebering02 07https://github.com/crawl/crawl/pull/915 * 0.23-a0-491-g13d0460: Don't grant explore piety for certain terrain 10(2 days ago, 3 files, 19+ 2-) 13https://github.com/crawl/crawl/commit/13d0460e1c88 13:37:39 03ebering02 07https://github.com/crawl/crawl/pull/915 * 0.23-a0-492-g4f65402: Describe the restrictions on exploration piety 10(2 days ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/4f65402e7385 13:37:40 03NormalPerson702 07https://github.com/crawl/crawl/pull/917 * 0.23-a0-487-g4496fe6: Display the chance for needles to work in blowgun targeter (ebering) 10(2 hours ago, 1 file, 57+ 0-) 13https://github.com/crawl/crawl/commit/4496fe69b6e8 13:59:40 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-492-g0f366d8406 (34) 15:07:11 -!- amalloy_ is now known as amalloy 16:03:27 o_O i've never seen this before, are duplicate entries on /scoring/ normal? http://crawl.akrasiac.org/scoring/players/gammafunk.html 16:03:36 (i may have been stalking gamma's page a little yesterday) 16:08:33 -!- amalloy is now known as amalloy_ 16:09:06 switch__: those are games from cjr, which owing to some data corruption issues at cjr got duplicated 16:11:29 03ebering02 07* 0.23-a0-493-g70bc44f: Improve the pacification chance display (11775) 10(10 minutes ago, 2 files, 18+ 10-) 13https://github.com/crawl/crawl/commit/70bc44f8a005 16:19:31 -!- amalloy_ is now known as amalloy 16:20:14 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-493-g70bc44f8a0 (34) 16:24:39 03NormalPerson702 {ebering} 07* 0.23-a0-494-g91793a9: Display the chance for needles to work in blowgun targeter (ebering) 10(5 hours ago, 1 file, 57+ 0-) 13https://github.com/crawl/crawl/commit/91793a9df27a 16:32:20 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-494-g91793a9df2 (34) 17:00:05 wazzup devs, just found an old-style stepdown 17:00:13 !source mon-util.cc:2498 17:00:13 https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-util.cc#L2498 17:07:00 floraline: yeah i like that layout too -- can you share the code? 17:07:22 you're referring to the game links? 17:07:30 yeah the Play Now links 17:07:57 i'll copy the whole section onto pastebin but the only relevant lines are the 'separator' items 17:09:11 gotcha 17:11:06 https://pastebin.com/4eZ6U1bJ cko config.py 17:11:10 just the ordereddict 17:11:23 the only parts that matter are the separator lines 17:11:25 i just stuffed html into them 17:13:17 the separators only go in front of links so you can't use any trailing html 17:14:47 actually you reminded me that i need to get my dgl config into git 17:15:09 -!- THE_GIAGGOSTUONO is now known as eb 17:15:31 oh i turned off the tutorials too but i haven't restarted webtiles so it's not showing up 17:15:51 i think only the latest stable version should have a tutorial on it, if anyone is going to play a tutorial it should be that version 17:18:54 ha interesting. don't think i can copy that to webtiles changes sadly 17:19:07 is there no separator element? 17:19:09 but it's a great idea so I'll try and do a second rate reimplementation sometime 17:19:12 not afaik 17:19:19 you should be able to add it without too much work 17:19:29 assume changes is not too different... 17:19:32 assuming* 17:21:38 might just hack it by editing the react frontend once I get some time 17:22:38 hmm it actually looks a lot more different than i expected 17:24:17 yep the config file format specifically was completely rewritten 17:24:29 and so was most of hte frontend. The two things relevant :D 17:55:50 how much does it bother players to be forced to transfer trunk saves? 17:59:45 floraline: nobody has once complained to me in the life of CPO 18:00:02 oh, well that's good 18:00:28 i'm considering setting a limit to the number of trunk binaries i keep around 18:00:35 anyone still using an old one would have to be automatically transferred forward 18:00:55 if that's for space reasons, you can also shrink old trunk binaries to about 5mb instead 18:01:08 strip crawl && upx crawl 18:01:59 why is that possible 18:02:23 i'll have to check out those tools thanks for the tip 18:02:42 although i would still want to set up this script just for a sanity check, i don't need hundreds of these things lying around 18:02:44 <|amethyst> strip removes debugging information, which is quite extensive 18:03:27 strip goes from 200 -> 10mb, upx will halve that 18:04:08 that's a surprising amount of space 18:04:16 i'll definitely do that then 18:04:29 upx is a loss in RAM when actually executing those binaries often, though 18:11:25 floraline, you might think about debugging infromation for expanded templates 18:12:27 geekosaur: i don't understand what you mean 18:13:26 C++ stdlib uses templates heavily internally. every time one is instantiated, you get a new copy of all its symbols as instantiated for the types 18:14:55 quadratic expansion in symbols, and debug symbols which are much larger to begin with, every time one is expanded for some set of types. it's huge 18:16:04 I think this is an explanation for why the debug builds are huge? 18:16:36 partly. but even witout debug symbols, just the ones sued for normal linking likewise are quadratic 18:16:37 lot of assumed knowledge there 18:18:41 youdon't normally see thsi unless you make the wrongmistake and the resulting compiler error is sevral pages long from all te template expansions going on in the background 18:19:35 btu as far as symbol table is concerned, for C++ it's often bigger than the object code 18:21:50 Unstable branch on underhound.eu updated to: 0.23-a0-494-g91793a9df2 (34) 18:26:39 that's all a bit beyond my pay grade 18:27:03 i'm happy to just throw strip at the problem 18:35:29 i think i'm going to have to upgrade my vm to the next tier 18:36:27 ebering: yeah, stack 5 already feels like the best way to use escape, but with the new branch you can only have one stacked deck, so it makes the problem "worse" in that it can create the situation where there's really one way to use stack 5 18:37:05 I'm not sure what to do about stack 5 with the new system in general 18:38:26 it's the ability that most depended on decks being individual items, so maybe it just won't work with the new(newnew) nemelex 18:49:08 yeah, it could just go. I do like the variance control that having a known card at the ready provides 18:52:51 'pull card' - pull the top card from a deck of your choice. The card will be revealed and you can play it at a later date 18:53:06 costs (significant) piety to pull a card but free to invoke it 18:54:06 if you pull another card before playing the currently pulled one, the previous card is discarded 18:54:22 some flavour about ace up your sleeve 19:13:03 gammafunk: (et. al) I've updated https://github.com/crawl/crawl/wiki/Goldify-Nemelex-Decks with some charts and graphs analysing a slightly saner card level distribution (the numbers I have in the PR are too high) 19:14:05 ebering: cool, but for some reason I can't click on those images to see legible versions in chrome 19:14:12 did you just embed them as scaled images? 19:14:54 thats github markdown renderning automagic, one sec I'll make em clicky 19:17:21 why did you choose to have a single ability rather than three? My first impression is it will make the UI more complex because you can't have help for each deck individually 19:18:55 right now you can reach help for individual decks in the deck chooser 19:19:01 it's a bit inelegant 19:24:43 I think two keys is not going to feel as great; one thing I used to do for convenience of using a bunch of cards is just wield a deck 19:24:46 and hit v 19:25:04 that's perhaps less common since the benefit of freeing up inventory isn't there 19:25:28 but three keypresses to use an ability seems a bit much; the first thing I'd probably do is make a macro 19:26:33 obviously for rarely used abilities that's less of a concern, but drawing a single card is akin to casting a spell and will be fairly common thing to do 19:26:58 can always leave in the current system and see what people say, but I'm personally in favor of fewer keypresses 19:27:23 can't deck help just be in the help description of the ability? 19:27:34 yeah, this was a bit easier to prototype, in that the deck chooser was needed for the other abilities 19:28:36 The graphs of the new percentages (without the 150) look pretty good, but one thing you say is "Based on generation and old card power rates, this results in the following differences in rates of availability of cards of powers zero one and two as functions of piety and invocations." 19:29:02 that's considering how frequently plain/ornage/legendary decks were gifted? 19:29:05 yes 19:29:26 it's a weighted average of the rates for a given power for each rarity 19:29:41 erm. that's hard to parse 19:30:10 it's a weighted average over deck rarities of the card level rate for that rarity 19:31:05 i wonder if card power as a concept is a good one. Maybe it should be phased out over time 19:31:30 with this rework removing rarities, and card power thresholds being sort of invisible anyway 19:31:48 I think those are best referred to as "card levels" 19:31:54 since card power is actually its own thing 19:32:02 (also based on invocations and piety) 19:33:41 the cards are sort of strongly designed around the concept of card level since the effects across different levels can be rather different 19:34:08 it maybe be possible to try to scale them more naturally and just use card power, but the idea with card level is to make it feel like higher variance 19:34:48 ebering: So those graphs show, for a fixed invo/piety, e.g. the percent of card level 0 effects you got from plain and ornate decks out of all card effects under the old system with the percent of level 0 effects you get under the new system 19:37:40 could go the other way around and have just the three card levels and no card power 19:37:50 true 19:38:24 not sure how invocations skill would fit into that 19:39:17 oh I guess just the chance to get the higher power level 19:39:25 and that's it (aside from the ability fail rates) 19:39:34 I suppose it'd essentially be doing the same thing 19:43:47 gammafunk: those graphs show for a fixed invo/piety the percent of of level zero effects under the new system *minus* the percent you got averaged over all types of old deck 19:44:28 yeah I forgot to say "minus" 19:44:40 but I wanted to be clear on what the percentages themselves actually were 19:44:45 yes 19:45:32 sounds like the new formula is fairly reasonable then, only slight bias towards more level 1 effects away from level 0 19:54:43 what are your thoughts on merging known-traps some time this week? I think I've got the trap rate in a pretty good place now 19:56:18 ebering: I haven't looked at it too closely, since been involved with other crawl things myself; let me try to do some play-testing today and get back to you tomorrow sometime 19:56:49 cool 19:57:20 but I assume we're agreed that operation steal-pizza-tornado-branch should proceed? 19:57:39 yep we should merge it as soon as possible to get it out in time for christmas 19:58:05 this seems lime a trap, im out of here 19:58:24 how did he know that we had limes at our command? 20:02:13 was there anything serious going on here before or just targetted speech? 20:02:39 we were talking about the known-traps branch and merging it into mainline soon 20:02:49 since it seems to be in a pretty good place after some playtesting 20:02:59 you can try it out as an experimental on cko 20:04:16 merge my idea to make `p` do `ctrl-x` 20:04:34 i have p rebound to \{24} its so cool 20:13:13 03ebering02 07https://github.com/crawl/crawl/pull/872 * 0.23-a0-451-g642b27e: Flip the dispersal trap tile (CanOfWorms) 10(4 minutes ago, 1 file, 0+ 0-) 13https://github.com/crawl/crawl/commit/642b27e9efd6 20:42:32 i have it rebound to attack-without-moving 20:42:47 since you can't do it normally in chrome 20:43:34 whatever \{-233} is. shift+tab i think 20:55:47 ebering: for the nemelex rework, did you consider some way of retaining the current power-related decision scheme? e.g. a more direct conversion of normal/ornate/legendary decks, just without the inventory management 20:55:58 or is the rework's current state preferred 21:07:56 i never knew there were so many people playing the tutorial 21:08:26 there usually aren't! maybe because your server is new? 21:08:47 server is looking busy. how is it going? 21:10:03 well there are a lot more people using it than i expected 21:11:41 i think performance is OK but if too many more people start using it i'll have to upgrade again 21:13:44 it's probably a new server spike 21:14:58 i think it suffers from having to share CPU with other hosts 21:15:11 if i had to do it again i would have chosen a dedicated CPU from the start 21:28:50 no reason to chop up a kobold, you say? i`ll still do it 21:33:27 depending on the provider you're hosting with, you should be able to measure how much CPU is lost by checking the steal% CPU meter 21:34:12 hm, digitalocean, that should work 21:35:15 reference for steal% https://www.digitalocean.com/community/tutorials/how-to-monitor-cpu-use-on-digitalocean-droplets#top 22:05:25 alexjurkiewicz: thanks for that, i wasn't aware of that metric 22:11:53 why yall gotta keep swords so rare early game 22:12:36 is enemy riposte that dangerous 22:20:03 I think a long sword at low skill is a noob trap? 22:22:21 that said, it used to be that you couldn't start with long sword skill, so some rebalancing might be in order at this point 22:24:25 (since then, cross-training has been reworked and falchion is a possible starting weapon) 22:46:48 enemies don't riposte twelwe 22:47:54 ownage 22:52:01 too hard to code probably 22:57:05 geekosaur: fi and gl start with long blade 22:57:12 now, yes 22:58:16 used to be there was no way to start with a long blade, and fi and gl started with short swords 22:58:25 i don`t remember them not, been playing since 0.3 22:59:06 there were some arguments in here when falchions were made an option. 22:59:32 coem to think fo it, I think that change *led* to riposte being added 22:59:48 cant tell the starting weapon but my frst win ever was .10 mdfi with long blades who hit LB5 very early on http://crawl.akrasiac.org/rawdata/twelwe/morgue-twelwe-20111016-055738.txt 22:59:54 to differentiate it from short swords more 22:59:56 and ended with long blades 23:00:07 er, short blades 23:02:22 didn`t know shucks about weapons back then, and i only now use long blades with formicids and wu jian for riposte synergy. i really dont remember ever not being able to start a fighter with LB 23:03:25 https://github.com/crawl/crawl/commit/5fcad2d60d984cdb17cd1c40a236d4c664f50f7d 23:03:58 think i created the twelwe account in 2012 23:04:36 nope, 2011 23:05:04 that win was 8 months after that commit 23:05:46 what were the arguments? 23:06:31 no argument, just determining time since LB was a starting choice 23:06:45 i remember it always being that way because it has been since ive played, but it hasnt 23:06:53 *always been that way 23:07:17 i was responding to geekosaur 23:07:24 ahh 23:08:00 yep, that's what I was recalling 23:08:52 tu tbh I can;'t recall if riposte was because of or caused this change 23:09:14 *but tbh 23:09:20 riposte was after cleave if i remember correctly 23:09:37 Riposte was much later 23:10:11 %git 4dea737 23:10:11 07PleasingFungus02 * 0.19-a0-818-g4dea737: Long blade ability: Riposte 10(2 years, 5 months ago, 4 files, 65+ 33-) 13https://github.com/crawl/crawl/commit/4dea7376dac6 23:10:16 2016! 23:10:23 thanks PF 23:10:41 because of him, i can dig, lunge, stab, whirlwind, and riposte in one turn 23:10:47 switch__, discussion about balance withlongblades and whether even falchons were too strong (I think they may have been nerfed) 23:11:05 as early weapons 23:11:18 FO^Jian^LB ownage 23:11:27 sounds interesting 23:11:37 sucks there are no logs 23:11:57 /topic? 23:13:29 also the weapon classes have been rebalanced a couple times since then 23:14:07 at various historical times, axes, m&f, and lbl were "best" classes 23:14:14 these days they're reasonably balanced 23:14:51 (which is part of why riposte was added, to bring lbl up to par) 23:16:40 (and sbl brought reasonably up to par by extending stabbing to the whole class instead of just daggers, iirc) 23:35:12 back then, merfolk got trident instead of spear! 23:35:18 flavor town 23:37:49 fwiw the oldest morgue I'vebeen able to find in my logs was for a 4.0 beta 23:37:51 er, in my backup logs 23:38:02 twelwe: excuse me this game is australian it's flavour towne 23:38:37 but back then morgues weren't timestamped so I have no idea how many games prior to that one 23:47:51 yeah well i remember crawl 0.15 so you should respect me because of this too 23:49:33 opening respect log... you are already included for.... unpronouncability. major fear of mine. 23:50:13 et tu twelwe 23:50:17 %git e3cf528e6 23:50:17 07ebering02 {PleasingFungus} * 0.16-a0-2148-ge3cf528: Allow ctrl-f for "runed door" 10(4 years, 1 month ago, 3 files, 5+ 35-) 13https://github.com/crawl/crawl/commit/e3cf528e6f3c 23:50:29 hm I thought I'd committed to 0.15 23:50:32 guess not