01:21:07 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-3260-gdd6b58b38f 01:44:35 03Alex Jurkiewicz02 {Aidan Holm} 07* 0.26-a0-85-g4d60c92: Document python-is-python3 for Ubuntu 10(13 days ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/4d60c92aebd0 01:45:09 03Elliot Dronebarger02 {Aidan Holm} 07* 0.26-a0-86-gd5eb699: Added SDL_image to dependency requirements in INSTALL.md 10(13 days ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/d5eb6995ac9f 01:56:31 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-86-gd5eb6995ac (34) 01:58:28 03Alex Jurkiewicz02 {Aidan Holm} 07* 0.26-a0-87-g31e9aea: Trolls and Kobold want unlimited chunks too 10(4 weeks ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/31e9aea6bc67 02:01:31 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-87-g31e9aea6bc (34) 02:08:26 03Elliot Dronebarger02 {Aidan Holm} 07* 0.26-a0-88-g5ee4766: Add habitat information to monster description popup (#11224) 10(4 weeks ago, 7 files, 169+ 10-) 13https://github.com/crawl/crawl/commit/5ee47661b98d 02:27:33 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-88-g5ee47661b9 (34) 02:33:31 03Aidan Holm02 07[view-dungeon] * 0.26-a0-89-g09c6a6c: Extract view_dungeon() function 10(5 days ago, 1 file, 57+ 43-) 13https://github.com/crawl/crawl/commit/09c6a6c846d7 02:33:31 03Aidan Holm02 07[view-dungeon] * 0.26-a0-90-g7a3809f: Remove unused slideout animation 10(3 days ago, 2 files, 0+ 30-) 13https://github.com/crawl/crawl/commit/7a3809fd8f55 02:33:31 03Aidan Holm02 07[view-dungeon] * 0.26-a0-91-g5a24836: Remove unused checkerboard animation 10(3 days ago, 2 files, 0+ 23-) 13https://github.com/crawl/crawl/commit/5a2483679f2b 02:33:31 03Aidan Holm02 07[view-dungeon] * 0.26-a0-92-g49e1a6f: Extract map tile updating from show_update_at() 10(3 days ago, 5 files, 41+ 16-) 13https://github.com/crawl/crawl/commit/49e1a6fa648f 02:33:31 03Aidan Holm02 07[view-dungeon] * 0.26-a0-93-g8a085ae: Extract _viewwindow_should_render() helper function 10(3 days ago, 1 file, 14+ 8-) 13https://github.com/crawl/crawl/commit/8a085aef401a 02:33:31 03Aidan Holm02 07[view-dungeon] * 0.26-a0-94-g9804897: Remove global crawl_view buffer 10(2 days ago, 4 files, 5+ 15-) 13https://github.com/crawl/crawl/commit/980489766d16 02:35:04 I saw some of those weird animations when I was looking into using animations for absolute zero 02:35:39 in the end I just went with a flash since the animation code appears to be player-based and didn't really have a way to focus animation on an arbitrary point in los 02:40:07 they look pretty cool, but i'd rather not have the cruft 03:22:28 the player banner checklist is awesome, whoever did that 03:30:36 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-3260-gdd6b58b38f 03:32:24 The build passed. (master - 5ee4766 #13639 : Elliot Dronebarger): https://travis-ci.org/crawl/crawl/builds/700510149 03:44:35 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.22.1-2808-gb728f3cfe5 05:02:36 03Aidan Holm02 07* 0.26-a0-89-g09c6a6c: Extract view_dungeon() function 10(5 days ago, 1 file, 57+ 43-) 13https://github.com/crawl/crawl/commit/09c6a6c846d7 05:02:36 03Aidan Holm02 07* 0.26-a0-90-g7a3809f: Remove unused slideout animation 10(3 days ago, 2 files, 0+ 30-) 13https://github.com/crawl/crawl/commit/7a3809fd8f55 05:02:36 03Aidan Holm02 07* 0.26-a0-91-g5a24836: Remove unused checkerboard animation 10(3 days ago, 2 files, 0+ 23-) 13https://github.com/crawl/crawl/commit/5a2483679f2b 05:02:36 03Aidan Holm02 07* 0.26-a0-92-g49e1a6f: Extract map tile updating from show_update_at() 10(3 days ago, 5 files, 41+ 16-) 13https://github.com/crawl/crawl/commit/49e1a6fa648f 05:02:36 03Aidan Holm02 07* 0.26-a0-93-g8a085ae: Extract _viewwindow_should_render() helper function 10(3 days ago, 1 file, 14+ 8-) 13https://github.com/crawl/crawl/commit/8a085aef401a 05:02:36 03Aidan Holm02 07* 0.26-a0-94-g9804897: Remove global crawl_view buffer 10(2 days ago, 4 files, 5+ 15-) 13https://github.com/crawl/crawl/commit/980489766d16 05:02:36 03Aidan Holm02 07* 0.26-a0-95-g294706d: Fix cells out of LOS darkened for mesmerise on local tiles 10(11 minutes ago, 1 file, 3+ 4-) 13https://github.com/crawl/crawl/commit/294706da8a5d 05:46:12 New branch created: pr-1404-partial (5 commits) 13https://github.com/crawl/crawl/tree/pr-1404-partial 05:46:12 03Alex Jurkiewicz02 {Aidan Holm} 07[pr-1404-partial] * 0.26-a0-96-g3dc428b: Remove references to Forest and other removed things 10(5 weeks ago, 11 files, 40+ 42-) 13https://github.com/crawl/crawl/commit/3dc428ba9b08 05:46:12 03Alex Jurkiewicz02 {Aidan Holm} 07[pr-1404-partial] * 0.26-a0-97-g65d1636: Fix Pan entry placement in TAG_MAJOR_VERSION 35 10(5 weeks ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/65d16368d843 05:46:12 03Alex Jurkiewicz02 {Aidan Holm} 07[pr-1404-partial] * 0.26-a0-98-g56b65ce: Remove two obsolete mutations from TAG 35 10(5 weeks ago, 1 file, 3+ 1-) 13https://github.com/crawl/crawl/commit/56b65ceb29a8 05:46:12 03Alex Jurkiewicz02 {Aidan Holm} 07[pr-1404-partial] * 0.26-a0-99-g8d2668a: Delete mottled draconian on TAG_MAJOR_VERSION upgrade 10(5 weeks ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/8d2668ac7942 05:46:12 03Alex Jurkiewicz02 {Aidan Holm} 07[pr-1404-partial] * 0.26-a0-100-gfd58452: Remove some vestigial blade branch logic 10(5 weeks ago, 1 file, 0+ 18-) 13https://github.com/crawl/crawl/commit/fd584523ee7b 06:09:26 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-95-g294706da8a (34) 06:46:56 The build passed. (pr-1404-partial - fd58452 #13642 : Alex Jurkiewicz): https://travis-ci.org/crawl/crawl/builds/700535569 06:49:53 03Alex Jurkiewicz02 {Aidan Holm} 07* 0.26-a0-96-g3dc428b: Remove references to Forest and other removed things 10(5 weeks ago, 11 files, 40+ 42-) 13https://github.com/crawl/crawl/commit/3dc428ba9b08 06:49:53 03Alex Jurkiewicz02 {Aidan Holm} 07* 0.26-a0-97-g65d1636: Fix Pan entry placement in TAG_MAJOR_VERSION 35 10(5 weeks ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/65d16368d843 06:49:53 03Alex Jurkiewicz02 {Aidan Holm} 07* 0.26-a0-98-g56b65ce: Remove two obsolete mutations from TAG 35 10(5 weeks ago, 1 file, 3+ 1-) 13https://github.com/crawl/crawl/commit/56b65ceb29a8 06:49:53 03Alex Jurkiewicz02 {Aidan Holm} 07* 0.26-a0-99-g8d2668a: Delete mottled draconian on TAG_MAJOR_VERSION upgrade 10(5 weeks ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/8d2668ac7942 06:49:53 03Alex Jurkiewicz02 {Aidan Holm} 07* 0.26-a0-100-gfd58452: Remove some vestigial blade branch logic 10(5 weeks ago, 1 file, 0+ 18-) 13https://github.com/crawl/crawl/commit/fd584523ee7b 07:12:53 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-100-gfd584523ee (34) 07:55:45 New branch created: view-refactor (1 commit) 13https://github.com/crawl/crawl/tree/view-refactor 07:55:45 03Aidan Holm02 07[view-refactor] * 0.26-a0-101-ga6bfcf2: Make screen cell's flash_colour property tiles-only 10(67 minutes ago, 2 files, 9+ 9-) 13https://github.com/crawl/crawl/commit/a6bfcf29fca6 08:04:44 03Aidan Holm02 07* 0.26-a0-101-gebf84c8: Fix inadvertent copies in loops 10(4 minutes ago, 5 files, 8+ 8-) 13https://github.com/crawl/crawl/commit/ebf84c8062ee 08:04:44 03Aidan Holm02 07* 0.26-a0-102-ga1c194d: Remove tautological comparison 10(40 seconds ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/a1c194d6e7ac 08:16:52 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-102-ga1c194d6e7 (34) 09:36:58 CAO current game 0.24, displays an Orc where none is visible even after moving around. https://imgur.com/EoU9C05.png 09:54:04 Euph0ria: i remember that being a tricky bug we've not really been able to reproduce 11:56:34 03Aidan Holm02 07* 0.26-a0-103-g486a359: Remove unnecessary tiles.update_tabs() call 10(3 minutes ago, 1 file, 0+ 7-) 13https://github.com/crawl/crawl/commit/486a359f8a79 12:01:36 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-103-g486a359f8a (34) 12:18:00 !kw t 12:18:01 Built-in: t => start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= 12:18:01 Built-in: t => start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= 12:18:10 does anyone know why cv=0.25|0.25-a? 12:18:55 there's a bunch of cwz trunk milestones that that is causing to be included 12:22:57 !lg * t cv=0.25-a src=cpo x=file 12:22:57 No games for * (t cv=0.25-a src=cpo). 12:22:58 6. [file=cpo/dcss-logfile-0.25] MrDizzy the Slayer (L26 DDFi of Makhleb), escaped with the Orb and 3 runes on 2020-06-12 23:38:53, with 2041126 points after 47172 turns and 2:59:44. 12:23:13 alexjurk1 any guesses as to why those are in that logfile? 12:24:47 I think in the past the reason for including the alpha has to do w/ hong's deploy schedule on cwz? 12:25:20 yeah, from 0.23, elliptic found it 12:25:25 it's not specifically cwz 12:25:36 a bunch of servers have had issues with this in the past 12:25:48 !lg * t0.23 cv=0.23-a s=file 12:25:50 No games for * (t0.23 cv=0.23-a). 12:25:58 14139 games for * (t0.23 cv=0.23-a): 8767x cwz/soup/trunk/logfile, 3287x cwz/soup/0.23/logfile, 1682x cbro/crawl/meta/0.23/logfile, 403x lld/mirror/meta/0.23/logfile 12:43:44 !lg * t cv=0.25-a src=cpo x=file,cv,vlong 12:43:45 6. [file=cpo/dcss-logfile-0.25;cv=0.25-a;vlong=0.25-b1-49-g6eddd28] MrDizzy the Slayer (L26 DDFi of Makhleb), escaped with the Orb and 3 runes on 2020-06-12 23:38:53, with 2041126 points after 47172 turns and 2:59:44. 12:43:46 6. [file=cpo/dcss-logfile-0.25;cv=0.25-a;vlong=0.25-b1-49-g6eddd28] MrDizzy the Slayer (L26 DDFi of Makhleb), escaped with the Orb and 3 runes on 2020-06-12 23:38:53, with 2041126 points after 47172 turns and 2:59:44. 12:44:16 alexjurk1 more specifically, any guesses about the versioning there? 12:45:42 !lg * t cv=0.25 src=cpo x=file,cv,vlong 12:45:43 1275. [file=cpo/dcss-logfile-0.25;cv=0.25;vlong=0.25.0-1-g7eea58d] thesequoiad the Shield-Bearer (L2 FoFi), succumbed to an adder's poison on D:2 on 2020-06-21 16:12:18, with 9 points after 146 turns and 0:00:35. 12:45:44 1275. [file=cpo/dcss-logfile-0.25;cv=0.25;vlong=0.25.0-1-g7eea58d] thesequoiad the Shield-Bearer (L2 FoFi), succumbed to an adder's poison on D:2 on 2020-06-21 16:12:18, with 9 points after 146 turns and 0:00:35. 12:46:24 that is what it would look like normally, for comparison 12:46:28 it might just be a matter of whether cpo was after the 0.25.0 tag in the branch or something like that? 12:48:12 i.e. maybe this is just what happens if a server sets up a release branch before it has been actually released and then doesn't update? 12:49:29 I think cv is a derived field constructed by sequell 12:50:39 yeah, iirc it just looks at vlong 12:51:53 0.25-b* or 0.25-a* get turned into cv=0.25-a, while 0.25.x gets turned into cv=0.25 12:53:43 this is what I meant in the other channel by improving sequell derived fields so that we could have the t kw distinguish between 0.25-b and 0.25-a 12:54:23 ah I see 12:54:33 heh in fact, var rAlphaQualifier = regexp.MustCompile(`-[a-z]`) 12:54:47 so any letter will do 12:58:37 oh, maybe I'm wrong 12:59:57 I think it's checking 'v' instead of 'vlong' but it adds -a as long as 'v' matches that regex 13:00:50 what I meant is actually: 13:01:37 https://github.com/crawl/go-sequell/blob/master/crawl/xlogtools/crawlxlog.go#L132 13:01:46 !lg * t file="cwz/soup/trunk/logfile" x=vlong 13:01:47 No games for * (t file=cwz/soup/trunk/logfile). 13:01:47 3681. [vlong=0.25-b1-12-g2958ca1] MaineCoooon the Skirmisher (L5 GrFi), slain by an ogre (a +0 giant club) on D:4 on 2020-06-21 16:44:28, with 128 points after 2025 turns and 0:01:32. 13:02:03 CWZ's config is just very messed up 13:02:13 and looking at vlong doesn't help 13:02:52 !lg * t file="cwz/soup/0.25/logfile" x=vlong 13:02:52 1937. [vlong=0.25.0-9-g26727b6] neetthing the Skirmisher (L2 DsFi), quit the game on D:1 on 2020-06-21 16:54:54, with 9 points after 302 turns and 0:00:16. 13:02:52 1937. [vlong=0.25.0-9-g26727b6] neetthing the Skirmisher (L2 DsFi), quit the game on D:1 on 2020-06-21 16:54:54, with 9 points after 302 turns and 0:00:16. 13:03:47 it looks like their "trunk" version is actually pre-release 0.25 branch 13:04:15 while their 0.25 version is 0.25.0 13:05:31 so this really isn't sequell's fault :P 13:06:22 I had assumed that CWZ's trunk was just on really old trunk, not really old 0.25 branch 13:10:13 hm yeah, can confirm that the raw logfile looks messed up 13:10:59 this is going to be a headache for someone 13:12:05 I think the logfile is probably fine? and the messup is that they just don't have trunk 13:12:33 !tstats 16 t 13:12:41 Stats after 16 days (t): 2206 players, 779 runers, 431 winners, 1115 wins, 37351 games, winrate 2.99%, total player time 2y+108d+2:44:43. 13:12:44 Stats after 16 days (t): 2404 players, 838 runers, 441 winners, 1127 wins, 40507 games, winrate 2.78%, total player time 2y+141d+22:04:48. 13:12:47 !tstats 16 tfixed 13:12:54 well, yeah it's fine at a formatting level but it means that their trunk is on the wrong branch 13:12:55 Stats after 16 days (tfixed): 2206 players, 779 runers, 431 winners, 1115 wins, 37351 games, winrate 2.99%, total player time 2y+108d+2:44:43. 13:12:59 Stats after 16 days (tfixed): 2204 players, 778 runers, 430 winners, 1114 wins, 37343 games, winrate 2.98%, total player time 2y+107d+14:51:44. 13:13:20 !lg * tfixed cdo 13:13:21 No games for * (tfixed cdo). 13:13:21 4. scummos the Cudgeler (L4 OgNe of Okawaru), slain by a scorpion on D:4 on 2020-06-15 20:22:08, with 113 points after 3205 turns and 0:05:40. 13:14:44 I think just using tfixed in sequell queries if you care about matching things with the scripts should be fine (aside from the cdo config mess) 13:25:12 hm 13:25:28 in test_hit, we check if (randomise_ev) ev = random2avg(2*ev, 2); 13:26:02 this means we're actually comparing double the defender's EV to the attacker's to-hit, right? 13:27:11 very odd 13:27:29 really wonder if someone misunderstood what random2avg did 13:30:30 Unstable branch on crawl.akrasiac.org updated to: 0.26-a0-103-g486a359 (34) 13:40:43 it looks like the 2* comes from a very different context 13:41:22 i.e. it's not about the random2avg 13:41:24 %git 9d08f109e0a5 13:41:24 07elliptic02 * 0.10-a0-2269-g9d08f10: Fix some to-hit code. 10(9 years ago, 1 file, 24+ 19-) 13https://github.com/crawl/crawl/commit/9d08f109e0a5 13:41:43 that moves an earlier *2 (not sure why that exists) into that call 13:42:04 huh 13:42:09 good archaeology 13:42:49 %git 5e534f531 13:42:49 07Cryp71c02 * 0.10-a0-2222-g5e534f5: Fix EV Scaling and Block / Dodge order 10(9 years ago, 1 file, 55+ 57-) 13https://github.com/crawl/crawl/commit/5e534f531555 13:43:26 "fixes an ev *= 2 that has wild balance impacts" 13:43:30 indeed 13:43:34 fixes it by adding it? 13:43:52 must be some earlier history 13:44:43 the past is a scary place 13:47:20 looks like Cryp71c did a whole bunch of work on attacks around then, so I wonder if earlier he removed that *= 2 and then readded it in that commit 13:49:04 I mean, "x = random2avg(2*x,2)" is a perfectly reasonable thing to do to randomize x 13:49:44 since it keeps the same mean (up to an additive constant) 13:50:37 but yes that was a terrifying time in crawl history 13:51:13 (I definitely don't remember any details) 14:07:40 hm, I just spent over 300 turns on a level with a gauntlet without getting any messages about it other than the one on entering the level 14:07:55 i hope i didn't break that somehow 14:07:59 I'm pretty sure it's not something weird about my rc since I've heard gauntlet messages before 14:08:02 with the fix for the cloud thing 14:08:07 yeah that's what I was wondering about 14:08:45 I didn't save or enter/exit the level or anything 14:08:45 if that's relevant 14:08:45 i don't think my change should affect it, but i can imagine ways i might have messed it up... 14:09:33 also wow this gauntlet has 3 unrands in it (but I can only get one) 14:09:41 totally unrelated; how sad would we be if umbra/halos applied a fixed delta to EV instead of a random roll? the random roll doesn't seem to change the dynamics very much, but it does make displaying accuracy completely truthfully much harder 14:09:48 i recommend taking morg 14:10:02 morg sounds good on my DsBe 14:11:21 I have vague recollections of halos being a bit weird for some reason and being much stronger than one might expect against high EV monsters 14:11:36 but I don't remember exactly why it worked out this way 14:12:50 like TSO feels like it increases accuracy by a huge amount a lot of the time in practice, but I glanced at the code the other day when you brought up accuracy and I couldn't figure out why this was the case 14:13:05 so I guess I'm saying I don't know :P 14:13:07 it seems like there shouldn't be much difference between 2d(26) and 2d(30 - 1d8) or w/e 14:13:35 especially since it's a contested roll 14:14:15 but yeah my confidence isn't super high either 14:14:15 i'm just going to cheat for now and hope for the best 14:14:51 right, what I mean is I don't understand why 2d30 vs 2d(30 - 1d8) feels like such a large difference so I'm worried that there's some effect of halo that I don't understand 14:15:41 and I would probably do some actual simulating with wizmode, since I'm pretty sure that halo does help accuracy significantly (or did at some point in the past?) 14:23:59 I guess I'm thinking about the formula a little more and maybe it makes sense to me now? since numbers aren't actually that high, right? 14:25:13 a lot of monsters are in the 8-15 EV range, not so much 30 14:25:30 and a lot of players have pretty low accuracy, like 5 or whatever 14:26:05 and at that stage 2d12 vs 2d(12-1d8) is actually pretty huge for low accuracy players 14:27:12 I expect thinking about it that just subtracting the mean instead of 1d8 is going to be a TSO nerf, though maybe not a huge one 14:27:31 and that you might want to subtract a bit more than the mean 14:28:54 basically a low accuracy player would rather face a range from 2d4 to 2d11 rather than always facing 2d(7.5) 14:30:08 PleasingFungus: I think aside from this maybe being a small nerf to halo it probably would be fine though 14:30:44 and could be tweaked (e.g. subtract 5 instead of 1d8) 14:30:52 actually, hm 14:31:54 if I understand things currently then removing the randomness there and making it be a flat 5 would mean that 5 EV monsters and 0 EV monsters would be identical inside a halo 14:32:01 that is probably why the randomness exists, in fact 14:32:43 (and removing the randomness would be a buff when facing 5 EV monsters obviously, so I take back what I said about it being a nerf - it would really depend on monster EV) 14:33:26 the main point I want to make though is that monster EV really matters for thinking about these things, and one should think about the 2 EV case more than the 30 EV case since there are more monsters with 2 EV :P 14:34:26 and possibly a good exercise before doing anything too serious with accuracy/evasion formulas would be to get some data about monster EV distribution at various parts of the game 14:34:50 floraline possibly Kelbell isn't reporting 0.25 crashes 14:55:28 03advil02 07* 0.26-a0-104-gef3e9dd: Remove an ASSERT for unlinked temporary items 10(3 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/ef3e9dd61fec 14:56:06 03advil02 07[stone_soup-0.25] * 0.25.0-10-g039870e: Remove an ASSERT for unlinked temporary items 10(4 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/039870ee82cf 15:06:20 can anyone else access cko rebuild? it seems to be unloadable for me 15:06:37 504 Gateway Time-out 15:07:24 oh there it goes 15:07:44 Stable (0.25) branch on crawl.kelbi.org updated to: 0.25.0-10-g039870ee82 15:07:59 floraline this is a super low priority request but I suspect that this script shouldn't be behind caching 15:12:52 elliptic: good point about getting more data about monster EV distribution 15:13:00 agree re it being a slight nerf just to use the mean of halo, i was thinking the same 15:14:38 very good point about it being a nerf to haloed monsters with <= 5 EV... i wonder how big an effect that actually is 15:16:37 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-104-gef3e9dd61f (34) 15:18:22 wait wait wait i forgot 15:18:22 halo/umbra doesn't touch ev at all! it only adjusts to_hit 15:32:51 so the question is actually about very low accuracy attacks while in umbra 15:33:22 let's say that the player is wielding a +2 exec axe with 5 dex, 10 fighting, 15 axes (very low all around), and they're trying to hit a servitor 15:34:51 oh, then i need to calculate aevp... 15:36:15 -6 base, +2 slay, +10 from fighting, +15 from axes, let's go wild and give -10 from aevp 15:36:35 *-6 weapon acc 15:36:43 then another 15 base (!) and 2 from dex 15:37:03 so it's like 36 total before umbra? 15:37:30 alternate question: does this make dith/yred umbra too strong? are there monsters that will have extremely low acc? 15:38:07 eh, they have 18 + HD * 1.5 to-hit (or more) 15:39:13 yeah, don't think making halo or umbra constant really hurts anything 15:42:48 i'd also like to move some weird later to-hit modifiers (rmsl, form to-hit UC modifiers, confusing touch to-hit bonus) out of separate rolls and into the big to-hit calc roll 15:43:24 haven't thought that much about the effects though. I think it'd make them slightly weaker if their max value wasn't changed? 16:00:28 oh, halo modifier on the other side? in that case things are a bit different 16:01:49 then there isn't the weirdness with low EV monsters being the same as 0 EV at least 16:04:26 so it is something like 1d(to_hit+4.5) vs 1d(to_hit+1d8)? my guess is that the 1d8 side is still stronger, so you might want to replace 1d8 by 5 or something like that 16:04:43 yeah 16:05:08 I'm going to go back to "I'm a bit surprised halo is so good against high EV monsters" though, so I don't really feel like I have good grasp of the details of what is going on 16:05:54 hm 16:07:50 what do you think about my other proposal of moving the separate rolls for special to-hit effects (confusing touch, form UC bonuses, rmsl) to be constant modifiers before the main roll? 16:10:45 is this again just a matter of 1d(x+1dy) vs 1d(x+(approx y/2)) on the to-hit side of things? 16:12:31 basically all these changes are doing is decreasing the variance on the to-hit roll, which probably amounts to a minor nerf to trying to use low-accuracy attacks against high-EV enemies and a minor buff to the other way around 16:13:32 I'm not sure how large the effects end up being because I don't have a good sense of how large all the different parts of the formula tend to be relative to each other 16:14:54 this story is actually sort of similar to how melee damage works against AC 16:15:03 the distribution for melee damage has a very long tail 16:15:21 where occasionally you do a ton of damage because a lot of random multipliers line up 16:16:10 anyway variance could be added in a more uniform manner if desired probably 16:18:49 I basically don't have any strong feelings about the precise form of the accuracy chance formula, I just think we should make sure we have enough parameters to tweak it 16:20:45 e.g. I think it would be stupid to say "let's restrict ourselves to having the accuracy calculation just be 1d(flat to_hit number depending on factors) vs 2d(flat evasion number) and have the only parameters that we are allowed to change be how various effects alter those two flat numbers" 16:20:53 the separate rolls i was talking about were actually quite different 16:21:08 rather than 1d(x+1dy), they're 1dx + 1dy 16:21:40 i agree we shouldn't limit ourselves to just having 1dX vs 2dY if we have a good goal in mind 16:22:27 but it seems very strange to me that very specifically confusing touch and transmuter combat would have a different probability distribution (and a lower-variance one, i think? well, one that hews closer to the center, anyway) 16:22:36 it's probably fine to say "let's have a to_hit number that depends on stuff about the player, and let's have an evasion number that depends on stuff about the monster, and there's an arbitrary function f(to_hit, evasion) that gives the chance of hitting" 16:22:53 but I wouldn't want to simplify things any further for the sake of formulas 16:23:06 sure, sounds fine to me 16:23:36 PleasingFungus: you mean that when using those things, the comparison is 1d(to_hit) + 1d(something) vs 2d(evasion) or whatever the ev side is? 16:23:45 yes 16:24:19 yeah, that's the opposite direction of lower variance than 1d(to_hit+something) 16:24:51 specifically: if using confusing touch, you roll 1d(to_hit) + 1d(you.dex()) vs 2d(EV) 16:25:12 if using a form, you roll 1d(to_hit) + 1d(UC form bonus) vs 2d(EV) 16:25:22 I think if I wanted to simplify the formulas, I would separate the two sides into (to_hit role that depends only on player) and (evasion side that depends only on monster) 16:25:23 (and if you're using both a form and conf touch then you get both bonuses) 16:25:27 maybe this separation is already basically done 16:25:35 it's mostly done 16:25:44 halos/umbras/rmsl are the exceptions, i think? 16:26:17 well, I mean including status effects affecting each side on the respective side 16:26:27 oh, i lied, there's also invisible monsters and MUT_TRANSLUCENT_SKIN 16:26:49 aside from those things that i mentioned, i think stuff on the attacker only affects accuracy and stuff on the defender only affects EV 16:27:01 I guess you mean that the defender being haloed affects the attacker's to-hit 16:27:04 yes 16:27:05 I think that sort of thing is fine 16:27:24 as long as there are two clear sides and we are thinking about one of them as to-hit and the other as evasion 16:27:27 sure 16:27:44 rmsl re-rolls to-hit, so you roll 1d(1d(to_hit)) vs 2d(EV) 16:27:52 on average halving it 16:28:00 and then the next thing I would do is replace each side by the expected value of that entire roll 16:28:24 so then we just have two numbers with no randomness 16:29:16 hm? what would you do with those? 16:29:49 and then I would try to choose a formula for a chance of hitting that roughly approximates the current behavior in a bunch of standard situations (e.g. without random little modifiers) 16:29:49 the f(to_hit, evasion) function I mentioned above 16:31:05 that's the hard part of course, but you could start with something close to the 1d(2*avg_to_hit_roll) vs 2d(avg_ev_roll) comparison that we currently use when there are no other modifiers 16:31:20 and then tweak it as desired 16:31:44 comparing with current behavior in a variety of simulations 16:32:38 sorry, i'm a little confused. this is the path that you would take to simplify away the weird special-case to-hit modifiers? 16:33:05 i should probably push up a branch so that we can discuss more... 16:33:15 basically what I'm saying is that your approach of moving rolls for special effects to be "constant modifiers before the main roll" is fine, but that at the end there are ways to tweak how the "main roll" works 16:33:27 that should be considered 16:33:43 gotcha 16:33:56 i can think more about that... i haven't been thinking a lot about high-level overhaul of the entire system 16:34:08 just trying to get more visibility into the current system first 16:34:30 I mean, I'm not really talking about high-level overhaul either 16:36:12 I'm just observing that the changes you want to make for code simplicity (having the modifiers all apply at the same time in the calculation) will have balance effects, and that to some extent one can try to minimize those balance effects by replacing the final "1dx vs 2dy" comparison with some slightly different function 16:36:43 (having the modifiers all apply at the same time in the calculation and without extra randomization on some of them) 16:40:13 hm 16:40:47 i think you're right, i'm just not full of bright ideas right now... i'll push an initial version at some point (to a branch, not master) and we can talk more 16:41:22 to some extent I don't think it needs bright ideas, just some tedious work with something like fsim 16:42:10 fun... 16:42:41 replace all the modifiers by their expected value just like you wanted to do, leave the 1dX vs 2dY comparison for now, then compare something like fsim before/after in a bunch of assorted sample characters 16:44:08 yeah, it doesn't sound fun to me either, but I'm not sure I know any better approach - maybe instead of actually doing fsim, you can just have debug output for all the relevant modifiers in some situations and have an auxiliary program simulate it 16:45:04 but I'm not a fan of "just trying to get more visibility into the current system first" if it involves making balance changes of unknown significance first 16:47:41 probably to avoid fsim tediousness it would be best to write down the formulas carefully with all details (including e.g. the formula for how a given value of dex affects base to_hit) 16:47:46 as they are 16:48:42 and then should be fairly easy to write an auxiliary script to simulate things at various skills/weapons/status effects/whatever against different EV enemies 16:54:15 i'll poke at it more 17:21:20 !tell Sequell welcome back 17:21:21 Sorry rchandra, I don't know who sequell is. 17:21:21 Sorry rchandra, I don't know who sequell is. 17:22:27 rchandra: Bots tend not to be self-aware 17:22:50 hm, I just unwielded distortion and nothing happened 17:23:06 I guess there might be no monsters on this level for the teleport to monsters effect? 17:23:25 no, there's at least one 17:24:45 like I got no message at all 17:41:21 i saw someone report that in discord the other day 17:43:09 (no effect on discord unwield) 18:25:26 Unstable branch on underhound.eu updated to: 0.26-a0-104-gef3e9dd61f (34) 18:33:56 advil: sorry I can't see what's wrong with the log file 18:34:05 or i'm confused by the order of sequell commands and responses 19:13:59 -!- amalloy_ is now known as amalloy 20:04:48 ??test 20:04:49 test[1/44]: $(echo ??test) 20:04:49 test[1/44]: $(echo ??test) 20:04:52 dang 20:05:12 !lg 20:05:14 2. gammafunk the Conjurer (L5 VpCj of Ru), slain by a centaur on D:5 on 2020-06-16 00:45:42, with 204 points after 7249 turns and 0:15:45. 20:05:14 784. gammafunk the Conjurer (L5 VpCj of Ru), slain by a centaur on D:5 on 2020-06-16 00:45:42, with 204 points after 7249 turns and 0:15:45. 20:05:42 .gfgk * day 20:05:43 7. PaxCecilia the Basher (L11 MiFi of Nemelex Xobeh), slain by an orc warrior (a +0 dire flail) on Orc:1 (gammafunk_ghost_wrathful_warriors) on 2020-06-21 18:53:40, with 12471 points after 12239 turns and 1:10:02. 20:05:44 7. PaxCecilia the Basher (L11 MiFi of Nemelex Xobeh), slain by an orc warrior (a +0 dire flail) on Orc:1 (gammafunk_ghost_wrathful_warriors) on 2020-06-21 18:53:40, with 12471 points after 12239 turns and 1:10:02. 20:23:18 Stable (0.25) branch on underhound.eu updated to: 0.25.0-10-g039870ee82 20:29:54 seems like maybe I should shut of NotSequell now? 20:30:16 snark said give it a few hours but afaik everything is working 20:30:25 advil: greensnark says he's working on Sequell today (and I see it's back in channel!). 20:30:32 oh, I guess I messed where he said that 20:30:59 I've already switched Cerebot back to Sequell (and beem would be using it automatically, since I never switched it) 20:31:28 we can watch it for a couple more hours I guess 20:31:28 yeah, I can give it one more time 20:31:35 advil: snark also told me that he's not sure he can host Sequell long term but he's working on dockerizing it so that it's easier for someone else to host 20:31:39 ah 20:31:55 ok, well I guess I sort of know what is involved now 20:32:02 depending on its requirements, I could certainly host it 20:32:22 yeah, I don't have a sense for what it would cost with full load + all the data 20:32:55 do you know about shallott more generally? 20:33:23 I don't, know 20:33:47 johnstein had a login (as did CDO), but not sure they still work 20:34:22 johnstein has still been offloading ttyrecs there fairly recently I believe 20:35:12 yes, but his login doesn't currently work and he's had to move ttyrecs to a personal HD 20:35:42 so I guess it would be wise for us to have a solution for the ttyrec issue that doesn't depend on storing them on shalott.org 20:38:49 yes 20:39:10 though personally I'm still in favor of "delete" as a solution 20:40:04 right, but yeah my question was did snark's comment about hosting sequell extend to shalott in general? 20:50:51 advil: I guess we could ask, but I sort of assumed that to be the case 20:51:32 agree that we might have to consider deletion of sufficiently old ttyrecs 21:52:58 advil: ping about some log file issue you saw? 21:54:19 alexjurk1 I think it's benign 21:54:39 expected behavior if 0.25 is not updated to stable before t start 22:01:14 what I didn't understand is that -b1 versions get translated to -a versions in the sequell 'cv' field 22:05:31 !kw t 22:05:32 Built-in: t => start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= 22:05:32 Built-in: t => start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= 22:05:45 guess we might need to update that for cwz? 22:05:51 !lg * t cwz s=file 22:05:52 5740 games for * (t cwz): 3771x cwz/soup/trunk/logfile, 1969x cwz/soup/0.25/logfile 22:05:52 1969 games for * (t cwz): 1969x cwz/soup/0.25/logfile 22:06:16 I suppose it's because cwz hasn't updated their trunk in a while 22:07:17 I think cwz usually does a trunk update so they'll get the next version alpha, but hong added 0.25 fairly early this time 22:07:46 and probably isn't aware that it causes sequell issues if he doesn't update trunk 22:08:20 I imagine if we condition t on file that will slow down queries a good deal 22:08:43 maybe vlong? 22:08:55 !lg * cwz t file~~trunk s=vlong 22:08:56 No games for * (cwz t file~~trunk). 22:08:56 3772 games for * (cwz t file~~trunk): 3772x 0.25-b1-12-g2958ca1 22:09:05 !lg * cwz t file!~~trunk s=vlong 22:09:06 1969 games for * (cwz t file!~~trunk): 1300x 0.25-b1-21-g047f711, 669x 0.25.0-9-g26727b6 22:09:06 1969 games for * (cwz t file!~~trunk): 1300x 0.25-b1-21-g047f711, 669x 0.25.0-9-g26727b6 22:09:15 nice 22:09:26 advil: oh cool 22:09:41 yep, I was asleep when 0.25.0 was tagged so it updated a little late 22:10:26 !lg * cwz start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= vlong>=0.25-b1-21-g047f711 22:10:27 Unknown field: time 22:10:27 Unknown field: time 22:10:54 !lg * cwz start>='2020-06-12 20:00:00' ((cv=0.25|0.25-a)) explbr= vlong>=0.25-b1-21-g047f711 22:10:55 1969. Only3Rune the Cleaver (L14 DDFi of Makhleb), slain by a hell hound (led by Azrael) on D:13 on 2020-06-22 02:04:48, with 51345 points after 15259 turns and 0:16:34. 22:10:56 1969. Only3Rune the Cleaver (L14 DDFi of Makhleb), slain by a hell hound (led by Azrael) on D:13 on 2020-06-22 02:04:48, with 51345 points after 15259 turns and 0:16:34. 22:11:04 !lg * cwz start>='2020-06-12 20:00:00' ((cv=0.25|0.25-a)) explbr= vlong>=0.25-b1-21-g047f711 s=file 22:11:05 1969 games for * (cwz start>='2020-06-12 20:00:00' cv=0.25|0.25-a explbr= vlong>=0.25-b1-21-g047f711): 1969x cwz/soup/0.25/logfile 22:11:05 1969 games for * (cwz start>='2020-06-12 20:00:00' cv=0.25|0.25-a explbr= vlong>=0.25-b1-21-g047f711): 1969x cwz/soup/0.25/logfile 22:11:54 !kw t start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= vlong>=0.25-b1-21-g047f711 22:11:55 't' is built-in: t => when=t 22:11:55 't' is built-in: t => when=t 22:11:59 !kw t 22:12:00 Built-in: t => start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= 22:12:00 Built-in: t => start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= 22:12:10 ah, can't even override; I swear you used to be able to 22:12:22 !kw t0.25 22:12:23 Built-in: t0.25 => start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= 22:12:23 Built-in: t0.25 => start>='2020-06-12 20:00:00' time<'2020-06-28 20:00:00' ((cv=0.25|0.25-a)) explbr= 22:15:49 advil: thanks, i think kelbell was actually not ever reporting stable version crashes. should be fixed now maybe 22:17:58 advil: regarding rebuild script, was the issue that it appeared not to respond after you actually triggered the rebuild? iirc this is a fcgi issue that won't be resolve for me until i upgrade to buster 22:18:57 if i'm thinking of the right issue, the problem is that it is buffering the response meaning you don't get to watch it go 22:23:42 i have joins and parts ignored in this channel, does anyone know if i can configure irssi to always show kelbell's activity? 22:25:55 is there some way to trigger a crash on purpose to know if it worked? 22:28:55 in wizmode, &^C crashes 22:29:11 there aren't supposed to be ways to force it out of wizmode, because those are exploitable 22:34:12 !kw tfixed 22:34:13 Keyword: tfixed => t0.25fixed 22:34:13 Keyword: tfixed => t0.25fixed 22:34:18 !kw t0.25fixed 22:34:19 Keyword: t0.25fixed => t0.25 file!="cwz/soup/trunk/logfile" 22:34:19 Keyword: t0.25fixed => t0.25 file!="cwz/soup/trunk/logfile" 22:34:52 gammafunk: I made ^ earlier, I don't know whethere there are speed issues but it seemed fine for the queries I tried 22:41:57 elliptic: cool, thanks 22:46:34 floraline: you can do "/ignore except Kelbell JOINS" AFAIK 23:05:17 floraline (L8 MiFi) ERROR in 'wizard.cc' at line 78: Intentional crash (D:6) 23:06:42 amalloy: thank you 23:06:52 Pinkbeast: thanks 23:12:50 -!- jfcaron_ is now known as jfcaron 23:23:33 hm, the nameless horrors from hell effect miscasts seem to be consistently very weak (like, 10hp and 5 damage), is the scaling for miscast strength off there maybe? 23:24:42 i guess they got nerfed because they were too nasty for actual regular miscasts at one point, so maybe they need scaling up a bit on the hell end now 23:25:59 when gammafunk was talking about this in discord a few days ago, he suggested that nameless horrors really shouldn't be hell spawns at all 23:26:03 since that's not really what they're designed for... 23:29:55 they seem sort of fine compared to the other miscasts that are just plain damage, but maybe still not ideal yeah 23:46:54 i wonder if nameless horrors and abominations should be merged... 23:49:25 someone was talking about giving nameless horrors shadow creatures and/or abjuration 23:51:47 they already have abjuration don't they? 23:52:04 oh 23:52:09 @??nameless horror 23:52:09 nameless horror (10X) | Spd: 10 | HD: 15 | HP: 51-73 | AC/EV: 8/2 | Dam: 3012(antimagic) | 11non-living, see invisible, unbreathing | Res: 13magic(immune), 09poison+++, 12drown, 04rot++, 13neg+++, 13torm | XP: 980 | Sp: abjuration [11!AM, 06!sil] | Sz: Giant | Int: brainless. 23:52:12 they do 23:52:21 anyway, it feels like it might be odd for abominations to have abjuration