00:26:37 autoexplore is based on dijkstra maps, right? as described at http://www.roguebasin.com/index.php?title=The_Incredible_Power_of_Dijkstra_Maps 00:26:37 amalloy: You have 2 messages. Use !messages to read them. 00:53:02 in 0.20 my char doesn't rest before exploring 00:53:06 is this not the default?? 00:54:39 that is not the default 01:02:17 it seems to be on CPO with a blank rc 01:04:30 alexjurkiewicz: Doesnty is answering you in the positive: yes, it is not the default to rest before exploring 01:12:15 how do I build crawl with debug symbols but without the extra message processing info? To trigger this coredump I need to play for some time... so "make debug install" version isnt playable 01:22:16 amalloy: oh. FR to change that, seems crazy not to be 01:22:48 alexjurkiewicz: it's only been even an option for a couple versions. probably defaults to off to avoid surprising people with a change they didn't want 01:22:55 orbisvicis: make debug-lite 01:50:11 !tell advil the console colour calibration menu i've been working on: https://www.getlucked.com/crawl/img/ccc_wip.png 01:50:12 johnny0: OK, I'll let advil know. 01:54:42 johnstein: feedback: should make it clear the maximum number of supported colours is 16 (looking at that screen I was like "why only 16 with xterm-256? ...oh"), and the test patterns + @ matrix seem redundant 01:54:47 johnny0: ^ 01:57:30 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-42-gb537e02 01:58:56 the test patterns are just to bring attention to specific squares on the grid (problematic ones like darkgrey on black) 02:08:07 alexjurkiewicz: it's rough trying to cram everything into 79x24 -- maybe i can get the colour info separated to the right to make it stand out more 02:11:12 anyway, thanks for the feedback 02:37:30 👍 02:52:00 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-42-gb537e02 02:56:18 -!- thurin_ is now known as thurin 03:13:07 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-42-gb537e02 (34) 03:21:04 -!- amalloy is now known as amalloy_ 03:24:07 -!- amalloy_ is now known as amalloy 04:17:02 -!- amalloy is now known as amalloy_ 07:37:10 Call me a robot, but I can not get past this captcha: https://crawl.develz.org/mantis/signup_page.php 07:38:01 What are the cut out letters in the color boxes? I think it's 'f'. 07:38:10 yeah 07:38:11 those are f 07:38:17 No matter what I enter I always get APPLICATION ERROR #1904 07:38:17 Confirmation hash does not match. Please retry. 07:38:17 07:38:17 07:39:27 hrm 07:42:09 Napkin: It seems that the captcha for mantis registration might be broken; it doesn't seem to accept the hashes based on the images it shows 09:55:31 Invisible monster disturbances stop autoexplore/travel even when on the other side of glass. 13https://crawl.develz.org/mantis/view.php?id=11088 by elliptic 10:47:21 Autoexplore ignores sleeping monsters 13https://crawl.develz.org/mantis/view.php?id=11089 by orbisvicis 11:54:46 Removing the Robe of the Night does not refresh LOS 13https://crawl.develz.org/mantis/view.php?id=11090 by orbisvicis 12:05:08 !tell johnny0 that looks really great! One idea for an alternative visual display would be to show a canned bit of a crawl map that has a reasonable number of items / monsters / stuff going on 12:05:08 advil: You have 4 messages. Use !messages to read them. 12:05:08 advil: OK, I'll let johnny0 know. 12:06:13 though I'm not sure how easy that would be 12:07:46 03advil02 07* 0.21-a0-43-g1479571: Add some more detail to the potion simulator 10(57 seconds ago, 1 file, 14+ 2-) 13https://github.com/crawl/crawl/commit/14795715213b 12:09:29 I'm trying to get a coredump, but can't trigger a crash with the debug* builds. Any ideas ? 12:15:33 you can trigger a crash directly in wizmode, if that's relevant 12:16:19 uh though I have no idea if we generate a coredump 12:16:37 or under what circumstances 12:18:47 well it gets generated automatically for sigabrt, but I'm trying to get a backtrace for a specific issue (sigabrt from double-free when alt-tabbing from dcss) 12:21:14 hmm, can you just run it in a debugger? (Also, what? Is that bug in mantis?) 12:21:50 (that seems v bad) 12:23:10 well I could run it in gdb, but the without a debug build the backtrace won't be useful 12:23:28 and can't trigger the bug on debug builds - so far (happens randomly) 12:23:38 no, some issue I've been ignoring for a few years 12:23:39 oh I see what you mean 12:23:57 is this on windows? 12:24:10 linux / fedora 25 12:24:25 might be specific to gnome-shell (maybe...) 12:26:06 hmm 12:26:10 tiles? 12:26:14 I'm guessing? 12:26:36 yeah 12:27:33 we will definitely tend to miss stuff in that configuration just because no devs really play local tiles, and those of us who work on it only ever see it in debug mode. But if you can't figure it out, def put something on mantis, afaik no one is aware of this issue. 12:28:17 !tstats 12:28:38 Stats after 16 days (t): 2465 players, 879 runers, 427 winners, 1110 wins, 48429 games, winrate 2.29%, total player time 2y+342d+19:08:56. 12:28:55 16 days? 12:29:20 !tstats 10 12:29:35 Stats after 10 days (t): 2465 players, 879 runers, 427 winners, 1110 wins, 48436 games, winrate 2.29%, total player time 2y+342d+20:05:14. 12:31:15 !tstats 10 t0.19 12:32:45 90s limit exceeded: killed !tstats 10 t0.19 12:33:01 sad 12:36:01 winrates seem high though 12:57:23 travis is being mean to me 12:57:32 & I'm on a train so everything is super slow to load 13:01:10 ??travis 13:01:11 travis[1/2]: travis runs automatic builds of Crawl and its branches, ensuring that they compile properly, and running Crawl's tests on the subsequent builds to look for errors or crashes. See: https://travis-ci.org/crawl/crawl/ 13:01:16 bah 13:01:19 ??travis[2 13:01:19 travis[2/2]: Travis can't be bargained with. Travis can't be reasoned with. Travis doesn't feel pity, or remorse, or fear. And Travis absolutely will not stop, ever, until your project is dead. 13:01:26 heh 13:02:04 The build was broken. (master - 1479571 #8424 : Kyle Rawlins): https://travis-ci.org/crawl/crawl/builds/239636813 13:02:25 speak of the devil... 13:03:04 not entirely sure it's real but I also apparently don't have ccache installed on this laptop so it's taking me forever to rebuild 13:04:32 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-43-g1479571 (34) 13:05:15 also that commit only changed a test, so if it's real it's not a disaster 13:09:51 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-43-g1479571 (34) 13:10:44 * geekosaur is confused, it still shows as building one job and all the others succeeded 13:11:19 bet they turn off irc notifications again until they sort it out 13:20:28 I restarted that one job 13:20:35 -!- amalloy_ is now known as amalloy 13:20:40 since I haven't yet been able to replicate the problem locally 13:23:56 and in fact that job ran just fine this time, sigh 13:25:42 well, the non-stress-tests finished fine, at least 13:26:42 stress tests are fine too 13:29:56 -!- sneaky is now known as sneakyness 13:42:21 gammafunk: yeah, i broke it on purpose 13:42:35 gammafunk: it's rather that fonts are not available in the fonts file ;-) 13:44:23 !apt ha 13:44:25 Ha: Fighting: -1, Short: 2, Long: 0, Axes: 0, Maces: -1, Polearms: -1, Staves: -2, Slings: 4!, Bows: 1, Xbows: 1, Throw: 0, Armour: 1, Dodge: 1, Stealth: 2, Shields: 1, UC: -2*, Splcast: -3, Conj: -2, Hexes: -2, Charms: 1, Summ: -2, Nec: -2, Tloc: 1, Tmut: -4*, Fire: 0, Ice: 0, Air: 0, Earth: 0, Poison: 0, Inv: 1, Evo: 0, Exp: 1!, HP: -1, MP: 0 13:44:33 ops, wrong chat 14:22:18 advil: in theory 0.20 should be harder than 0.19 since most changes were nerfs. Mut changes were buffs potentially.. 14:22:43 yeah, thatI was surprised by the winrates that gf queried yesterday 14:22:48 *that's why I 14:22:57 !tstats 10 t0.19 14:23:43 I wonder if some of the QoL improvements / selective trimming is keeping winrates higher by virtue of decreased boredom. I feel like that's been my experience this t 14:23:56 could be! 14:24:01 Stats after 10 days (t0.19): 2611 players, 825 runers, 408 winners, 941 wins, 51636 games, winrate 1.82%, total player time 2y+296d+2:43:36. 14:24:02 Playing in the t has made me really excited to get back to active development 14:24:52 150 less players so far. Huh. 14:24:52 you'll get over it :) 14:25:11 geekosaur: ha, probably true. Just wait til I see the player reactions to the next big project I work on :p 14:25:19 That'll cure me quick 14:25:25 did you see the 0.20 is too hard thread 14:25:30 lol yeah 14:25:45 I was surprised to see some of the comments from certain players 14:26:01 !tstats 10 t0.18 14:26:24 one interesting observation somewhere down in there is that the wand of haste removal actually means greater odds of some haste pots earlier, which could even make the game net easier 14:26:59 Stats after 10 days (t0.18): 2250 players, 723 runers, 372 winners, 857 wins, 44196 games, winrate 1.94%, total player time 2y+219d+4:06:26. 14:27:01 Oh yeah, I was wondering about that. did we increase haste pot spawn rate? 14:27:03 I didn't run the numbers to check but it has seemed subjectively like I had more haste charges in lair this t 14:27:17 I think so? I have to admit I didn't even confirm that, just assumed it :) 14:27:23 I know !hw increased 14:27:41 That alone would make a big difference 14:28:00 players rarely had yellow wands early, but increased spawn rates could significantly impact the early game 14:28:05 yeah 14:28:15 maybe we should scale those back down a bit 14:29:40 !tstats 10 t !mi !be 14:29:47 maybe...I haven't played enough games to know but they have still felt tight in the games I have played 14:29:52 someday I'll learn how to use objstat 14:29:57 Stats after 10 days (t !mi !be): 2228 players, 673 runers, 323 winners, 832 wins, 40697 games, winrate 2.04%, total player time 2y+117d+4:10:42. 14:29:58 haha 14:30:16 !tstats 10 t0.19 !mi !be 14:31:22 Stats after 10 days (t0.19 !mi !be): 2323 players, 636 runers, 301 winners, 699 wins, 42766 games, winrate 1.63%, total player time 2y+67d+1:53:50. 14:31:36 huh 14:32:02 !tstats 10 t (op|mu|ds|de) 14:32:13 Stats after 10 days (t (op|mu|ds|de)): 1248 players, 223 runers, 94 winners, 117 wins, 12411 games, winrate 0.94%, total player time 189d+20:20:39. 14:32:26 !tstats 10 t0.19 (op|mu|ds|de) 14:33:25 Stats after 10 days (t0.19 (op|mu|ds|de)): 1220 players, 202 runers, 82 winners, 91 wins, 11901 games, winrate 0.76%, total player time 173d+1:50:44. 14:34:14 Hm. The stats seem fairly cross-cutting. I was wondering if players might just be trying easier games to respond to a "harder" version, but. 14:34:20 Doesn't seem like it 14:34:43 well that all does reassure me slightly that the change probably isn't due to that complicated casting fail rate cleanup I did 14:35:43 haha 14:36:03 Incidentally 1) I really appreciate you doing that, and 2) I've enjoyed it very much as a player who enjoys forcing high level spells 14:36:21 oh thanks! 14:36:27 It's something I'd had my eyes on for a while, and it's a tough one 14:36:34 so thank you for all your hard work on it 14:36:37 it plays so much better now 14:37:12 good to hear -- I did a lot of testing myself but it's something that's hard to get good feedback on 14:37:42 I think |amethyst is right that to deal with code like that better we may want to figure out some real fixed point math eventually 14:39:14 is it currently using floating point? 14:39:18 I didn't review the code. 14:39:30 no, it's ad-hoc fixed point (with a scale parameter, like a lot of things in crawl) 14:39:55 before it was slightly more ad-hoc fixed point, with just integers at some stages, hence the steppiness 14:40:56 got to run, later, thanks for the comments on that change...in principle it's easier to tweak now if you have ideas :) 14:41:39 ah, gotcha 14:41:42 ttyl 14:50:09 FR: either don't turn kirke's hogs into humans when she dies, or don't give xp/piety for killing them as hogs (as with pikel's slaves) 14:54:01 okay, we also need to talk about all these cyan doors in elf 14:54:28 doors have different colors in console? 14:57:55 while we're complaining about elf why does twisted ressurection still exist 14:58:10 they aren't supposed to 14:58:12 but they do in elf 14:58:41 the elf builder makes translucent rock walls and puts doors in them and those doors get coloured lightcyan 14:58:41 lol 14:58:59 which would make you expect the door to be translucent 14:58:59 but it isn't, it's just an opaque door 14:59:15 those opaque doors look weird in tiles too 14:59:25 but more because it's an opaque door along a glass wall 15:54:16 Napkin: Could you fix the captcha so I can register for the tracker? |amethyst requested me to open a pull-request for a patch I made. 16:01:20 nee````: you shouldn't need anything from him to open a pull request. pull requests are on github 16:09:06 Ah, okay I understood that I needed a mantis login 16:09:43 amalloy: Thanks 16:18:08 you'd need a mantis login to create an issue on mantis, but you can send a PR without that 17:04:41 well if people who find bugs and haven't reported any before can't make an account, that does seem like something to fix :) 17:07:24 though I suppose if we wait long enough probably Yermak will find every bug (unless they get tired of us not being able to keep up in fixing them all) 17:09:09 (which is to say, Yermak: I really appreciate your bug reports.) 18:03:27 Unstable branch on underhound.eu updated to: 0.21-a0-43-g1479571 (34) 18:58:50 alexjurkiewicz: i made the colour info [hopefully] more noticeable -- also, maybe this shows off the test pattern importance: https://www.getlucked.com/crawl/img/ccc_animation_no_brighten.gif 18:59:32 (some flashing lights, fair warning) 19:47:08 johnny0: nice! one thing I'm confused by is why changing the background colour sometimes makes lightgrey-on-black not be a black background 19:47:27 that gif is surprisingly long 19:47:52 also please note I only use console while devving, never while playing for real, so don't take my feedback as super valuable 19:51:06 johnny0: pretty cool 19:51:26 when you're toggling those options, that's just doing an ingame call to (effectively) crawl.setopt()? 19:51:50 as in you're just toggling the setting and having crawl reload settings 19:52:06 it's sort of the beginning of in-game option settings! 19:53:22 !nick uv4 ytcomultraviolent4 ultraviolent4 19:53:23 Mapping uv4 => ytcomultraviolent4 ultraviolent4 19:54:45 !kw t0.20 19:54:45 Built-in: t0.20 => start>='2017-05-26 20:00:00' time<'2017-06-11 20:00:00' ((cv=0.20|0.20-a)) explbr= 19:54:53 !nick wltgo 19:54:53 Mapping wltgo => (t0.20) demise ytcomultraviolent4 alcopop manman pekkekk gammafunk 20:17:31 -!- amalloy is now known as amalloy_ 20:21:45 alexjurkiewicz: the foreground_colour and background_colour options does reverse mapping to the *default* default colours (lightgrey on black) 20:22:00 in contrast to the options.colour[] array which does one-way mapping 20:25:33 gammafunk: pretty much 20:25:44 -!- ProzacElf_ is now known as ProzacElf 21:07:10 -!- amalloy_ is now known as amalloy 21:43:19 Electric Eels able to move from water tile to fountain tile 13https://crawl.develz.org/mantis/view.php?id=11091 by Zigma 21:43:48 now that's a blast from the past 21:56:42 hello, i can't play on CAO because it keeps saying another account is already using this save, could someone reset me? 21:56:59 that will happen automatically if you wait 7-10 mins 21:57:14 7-10 minutes without DCSS??? 21:57:16 what is life 21:57:31 😫 21:57:32 Outside, the world ends... 22:14:28 does infusion work with riposte? 22:17:55 =nemelex HOSu 22:17:58 Defined keyword: nchoice => DEAM|DDAK|HOCj|BaEn|FoEn|MiVM|HaIE|VSEE|FeNe|GhWz|CeFE|SpTm|MuAM|TeWr|VpSk|KoAE|GrSu|OgEE|BaHu|MfCj|VpFE|DEAs|HOSu 22:24:08 Lasty: Lasty_: You around? that paralysis thread has some pretty bad stuff by the OP. I'm actually not sure what's the best way to handle that one 22:25:12 It's not really in the format of a GDD proposal, it's really a rant, so it could be yuifed, but at least a warning should be involved for some of those later comments 22:25:52 gammafunk: hey there 22:25:53 MarvinPA: also pinging you in case you have an opinion on that one 22:26:15 I read that on my phone earlier, and didn't remember to go back and address it 22:26:32 yeah, I think you're right on all counts. 1) it's just a complaint. 2) It's needlessly insulting. 22:27:16 What would you recommend? Unless you'd like to do the mod yourself 22:30:03 I think the ideal course of action would be 1) Yiuf it; 2) warn the poster about the problematic language; 3) optionally delete the problematic language. 22:30:14 IIRC the poster has a history of good posting, so I wouldn't come down hard here 22:37:51 thx 22:41:55 * Giant eyeballs are now normal speed, but must stare thrice to paralyze. 22:42:16 i love the inconsistent english here 22:59:44 it's interesting there's currently a thread on tavern saying the new version is too *hard* 22:59:54 how long has it been since a version was considered a nerf not a buff 23:00:36 but i only get like 20 teleports per game now 23:02:49 alexjurkiewicz: it happens nearly every version, according to many players 23:02:52 alexjurkiewicz: that's not surprising at all 23:02:55 game getting to hard, too elitist 23:03:56 too removed from the realities of *fun* video games that are *good* and *balanced* 23:04:11 !tstats 23:04:14 in conclusion, bring back Mountain Dwarves 23:04:19 i ruined the tstats sadly 23:04:20 winrate is up this version 23:04:24 you did? 23:04:25 my one game has been MiMo challenge 23:04:27 Stats after 16 days (t): 2539 players, 897 runers, 434 winners, 1153 wins, 50730 games, winrate 2.27%, total player time 3y+25d+4:57:37. 23:04:42 !tstats 10 23:04:45 !tstats 10 t0.19 23:04:46 that sees like a high winrate! 23:04:47 !tstats 10 t0.18 23:04:58 Stats after 10 days (t): 2505 players, 887 runers, 431 winners, 1124 wins, 49243 games, winrate 2.28%, total player time 2y+358d+23:35:26. 23:05:09 yeah it's up compared to previous, which is always the case due to the experience of the player-base always growing, but it's up a bit higher this time 23:05:32 not meleebug levels, at least, like 0.5% I think 23:06:27 !tstats 10 t0.19 23:06:28 90s limit exceeded: killed !tstats 10 t0.18 23:07:20 also re: that tavern paralysis poster, i'd noticed them being pretty low-quality elsewhere, would definitely give them a proper warning for the reported stuff (i just split that out now) 23:07:33 Stats after 10 days (t0.19): 2611 players, 825 runers, 408 winners, 941 wins, 51636 games, winrate 1.82%, total player time 2y+296d+2:43:36. 23:07:34 thanks, if you want to do that MPA, please feel free 23:07:41 sure, can do 23:08:37 Stats after 10 days (t0.19): 2611 players, 825 runers, 408 winners, 941 wins, 51636 games, winrate 1.82%, total player time 2y+296d+2:43:36. 23:13:37 -!- amalloy is now known as amalloy_ 23:26:29 gammafunk: it isn't meleebug levels but it is still worrying, I was hoping that the winrate would come down more after a couple days 23:27:04 looking at the changelog I don't see anything that seems like it would plausibly make things a lot easier 23:27:23 and a few things that seem like they should make things harder by a non-negligible amount (good wand removal, rMsl spell removal) 23:27:48 it seems somewhat high across the board, I haven't seen any obvious factors yet 23:28:26 so that large a change in winrate either means I'm missing something in changelog, we have a meleebug-esque bug (though not as bad), or the playerbase/player habits have changed drastically 23:29:44 it's pretty obviously because of scarves 23:31:43 well, it's a smaller bug than meleebug 23:32:15 yes 23:32:17 it could just be random noise 23:32:46 1153 wins vs 941 wins, 434 winners vs 431 winners 23:33:30 maybe it's the noise meter :D 23:33:36 winners are the 98.5%! 23:33:41 i mean... 23:39:00 elliptic: yeah, it certainly seemed worrying, at least. I wonder if it's something as simple as more heal-wounds/haste earlier on 23:39:37 oh, possibly the mut pot changes making good muts more common, I guess, but that seems like a bit of a stretch 23:40:02 gammafunk: yeah I thought of those things, it's still a large shift though 23:40:18 !lg * tall !boring !@bot s=cv / won o=% 23:40:40 I suppose it could always be some bug where melee is artificially more effective due to a bug (or AC/EV more effective) 23:41:09 yeah, or just some large class of monsters doing less damage 23:41:13 12186/747632 games for * (tall !boring !@bot): 56/1128x 0.16-a [4.96%], 1741/57675x 0.16 [3.02%], 22/749x 0.19-a [2.94%], 1104/48550x 0.20 [2.27%], 52/2290x 0.20-a [2.27%], 1358/68718x 0.18 [1.98%], 1339/69901x 0.17 [1.92%], 1401/78642x 0.19 [1.78%], 987/55490x 0.15 [1.78%], 61/4122x 0.17-a [1.48%], 603/42224x 0.13 [1.43%], 637/45377x 0.12 [1.40%], 741/55197x 0.14 [1.34%], 169/13842x 0.4 [1.22%], ... 23:41:26 ??meleebug2 23:41:26 meleebug2 ~ meleebug[1/2]: The git commit e0bdd66 roughly doubled player melee damage. This was not fixed until around halfway through the 0.16 tournament. http://s-z.org/neil/images/logicbug.jpg 23:41:31 ??meleebug[2] 23:41:31 meleebug[2/2]: The git commit 2733cf4 made all monsters wielding weapons take 5 aut longer to attack for about 2 weeks (in 0.18-a). 23:41:55 I guess we should put together some fsim tests? I suppose you all probably discussed things like this after meleebug 23:42:21 you mean like systematically test player vs monsters in fsim? 23:42:37 yeah 23:42:50 there are a lot of challenges in doing that, probably, at least in terms of detecting a meaningful change 23:43:45 true, but it seems doable 23:43:51 !lg !bot !@goodplayers !boring t / won 23:44:05 ??tournament[2 23:44:05 tournament[2/7]: The 0.19 tournament ran from 20:00 UTC Friday 4 Nov 2016 to 20:00 UTC Sunday 20 Nov 2016. Tournament home page: http://dobrazupa.org/tournament/0.19/ 23:44:09 !lg * tall !boring !@bot s=${regexp_replace(cv, ".a", "")} / won o=% 23:44:11 decide on some baseline monsters, and check if the avg damage under various configurations is within certain thresholds 23:44:40 -!- rumflump is now known as rumflump\OotC 23:44:51 305/39805 games for bot (!@goodplayers !boring t): N=305/39805 (0.77%) 23:45:33 need to write a lua interface to fsim 23:45:34 !lg !bot !@goodplayers !boring t0.19 start<'2016-11-15 00:00:00' / won 23:45:50 12186/747642 games for * (tall !boring !@bot): 1797/58803x 0.16 [3.06%], 1156/50854x 0.20 [2.27%], 1358/68718x 0.18 [1.98%], 1400/74023x 0.17 [1.89%], 1423/79391x 0.19 [1.79%], 987/55490x 0.15 [1.78%], 603/42224x 0.13 [1.43%], 637/45377x 0.12 [1.40%], 741/55197x 0.14 [1.34%], 169/13842x 0.4 [1.22%], 473/40176x 0.11 [1.18%], 370/33683x 0.10 [1.10%], 286/28399x 0.5 [1.01%], 232/27043x 0.9 [0.86%], 2... 23:45:58 I'm wondering a bit if it could also be a function of who's playing in this t 23:46:10 there are certainly a lot of top players butting in serious hours this time 23:46:15 *putting in 23:46:28 gammafunk: ideally for comparing with !@goodplayers we would use the goodplayers nick as of the time of last tourney for that one 23:46:34 yes 23:46:46 which can probably be done since the list of t players isn't too big 23:46:49 213/39029 games for bot (!@goodplayers !boring t0.19 start<'2016-11-15 00:00:00'): N=213/39029 (0.55%) 23:47:00 at least it's not meleebug level 23:47:17 I need a better way to pull the data 23:47:19 yeah it's clear that the disparity is only going down, so we're not talking meleebug levels 23:47:54 I just PM sequell late at night with a TON of !tstat calls for every 0.1 days 23:48:14 -!- amalloy_ is now known as amalloy 23:49:20 the last time we had a winrate change this large between versions was 0.14 -> 0.15 23:49:34 I forget what caused that one but I think we had some explanation 23:50:18 oh right, we removed inventory weight and item destruction 23:50:20 weight/item dest removal 23:50:22 yeah 23:51:09 so it was due to having more consumables in inventory on-average 23:51:21 well, or just not hating the game quite as much 23:51:27 oh, also shields were buffed 23:52:05 (shield enchantment was effectively doubled) 23:59:31 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-43-g1479571 (34)