03:12:13 Unstable branch on crawl.beRotato.org updated to: 0.26-a0-255-gd5f3108 (34) 03:46:00 Experimental (delpal) branch on crawl.kelbi.org updated to: 0.26-a0-273-ge9c366633b 08:48:43 03advil02 07[stone_soup-0.25] * 0.25.0-38-g19947cb: Fix some outdated wording in hints mode 10(77 seconds ago, 1 file, 1+ 3-) 13https://github.com/crawl/crawl/commit/19947cb4e9f2 09:00:25 I remember when we broke the tutorial by putting an impassable statue in one of the maps and didn't find out for well over a version 09:01:41 haha 09:02:03 fr catch2 tutorial tests 09:03:49 have qw run through the tutorial, fail the test if it can't finish 09:06:42 are you still thinking about updating morgues at all? 09:07:43 er 09:07:46 bones 09:42:55 advil: yes, thinking about it, but haven't done anything; my free time is somewhat limit atm. We don't have to delay the point release over that, as I can always do a 0.25.2 09:43:14 I sort of need to both learn the tools a little bit better and actually contact admins to see what bones we can even get 09:43:23 for cwz and lld, I'm not sure how this will go 09:43:36 on that note, do you have a suggestion for what I should ask the admins for? 09:45:03 I would sort of like to figure out a procedure to follow whenever we want to update this, which I guess ideally would be every release if there's time, but just having a specific set of steps that I can document will be helpful, I think 09:45:35 if it's as simple as getting a tarball of the 0.25 bones dir, that should be easy for me to ask about 09:46:55 some of them are web accessible 09:47:05 the tools aren't very good tbh 09:47:14 just the minimum that I needed when I first did this 09:47:20 some of the bones files are web-accessible? 09:47:33 yeah iirc at least 10:32:00 03Eugene Abramchuk02 {advil} 07* 0.26-a0-256-g6423518: Adjust Sprint III cloud generators 10(3 days ago, 1 file, 8+ 8-) 13https://github.com/crawl/crawl/commit/6423518015f9 10:35:45 03Eugene Abramchuk02 {advil} 07[stone_soup-0.25] * 0.25.0-39-g3943662: Adjust Sprint III cloud generators 10(3 days ago, 1 file, 8+ 8-) 13https://github.com/crawl/crawl/commit/39436629b67d 10:47:07 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-256-g6423518015 (34) 10:57:14 03advil02 07[stone_soup-0.25] * 0.25.0-40-g79a8b10: Draft changelog for a 0.25.1 release 10(27 seconds ago, 1 file, 21+ 0-) 13https://github.com/crawl/crawl/commit/79a8b102a9fe 11:06:52 i'm late to the ttyrec storage discussion, but i remember we were discussing a separate ttyrec server that basically proxies a bunch of backblaze or s3 buckets 11:09:05 if cko and cpo already do something similar, it might be worth making that approach 'official' 11:10:13 presumably cko/cpo serve a redirect to the s3 url for the ttyrec when a request comes in, so this would add a hop through the ttyrec server 11:49:40 ebering: ok i have about 15 minutes before i need to go 11:49:47 so this chat... 11:49:48 is on the clock 12:06:53 ok i'm out of time 12:06:59 https://docs.google.com/document/d/1FvO9iwFBX4jQxcK9TJYSUybZpydmSeDOVLrK-GlshfU/edit?usp=sharing 12:16:27 ooops 12:16:32 I was actually playing the came 12:16:41 (a sin I know) 12:16:42 *game 12:17:12 I'll try to write up my thoughts on the matter once I get a good chunk of charms work or delflavor work done 12:21:06 !kw doublechunkless vlong>=0.26-a0-250-g75e6479 12:21:07 Defined keyword: doublechunkless => vlong>=0.26-a0-250-g75e6479 12:22:05 seems to have halted starvation deaths so far 12:55:28 -!- bchar_ is now known as bchar 13:02:17 Stable (0.25) branch on crawl.akrasiac.org updated to: 0.25.0-40-g79a8b10 13:08:21 Unstable branch on crawl.akrasiac.org updated to: 0.26-a0-256-g6423518 (34) 13:28:09 03advil02 07* 0.26-a0-257-g47e9e61: Update credits 10(36 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/47e9e6152504 13:28:54 03advil02 07[stone_soup-0.25] * 0.25.0-41-g26779e2: Update credits 10(81 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/26779e291dbb 13:29:25 advil: I'm currently working on deflavour to change ghouls to not use CMD_BUTCHER and CMD_EAT and remove the associated apparatus 13:29:43 idk if you're currently working on the branch 13:29:49 not currently working 13:30:15 what do they do instead? 13:31:54 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-257-g47e9e61525 (34) 13:34:11 in player reacts if there are corpses nearby they butcher them automatically (flavoured as unholy lust for flesh draws it out) and once per player_reacts chunk heal for a single chunk in los 13:34:59 some issues with aut scaling 13:35:09 that I need to think through 13:41:07 well, that would allow removing a lot more infrastructure than I did 13:42:40 I don't have any more big changes planned besides removing anything more that I have missed; the other kinds of changes I could anticipate are further work on the vaults 13:43:01 it would be helpful flavorwise to keep chunks as floor items at least :D 13:44:12 surprising amount of butchery-related vaults 13:50:21 yes my plan keeps chunks as items 13:50:24 that ghouls can carry 14:31:55 ah in los includes in inventory? 14:56:47 if ghoul chunkhealing is made fully passive, isn't that pretty close to the Ds mut powered by death? 14:57:35 I feel like keeping chunk items around just for that isn't adding a ton 14:58:09 (also, it's probably a pretty substantial ghoul buff to get free healing compared to what they currently have) 15:01:37 (there's a pretty huge difference between "you sometimes have the option to spend an entire turn to heal 10ish HP" and "you get free healing in the midst of every big battle without spending turns on it" 15:01:38 ) 15:12:40 yeah, I'm still thinking about the best solution there 15:13:05 but keeping eating and chopping just for ghouls also seems bad 15:16:55 hm. how about this: corpses that drop for ghouls drop butchered and ghouls have an ability that requires a chunk present to activate chunk heal 15:19:51 goldify chunks! 16:12:59 03ebering02 07[deflavour] * 0.26-a0-258-gac2051c: Remove butchering and eating 10(42 minutes ago, 138 files, 120+ 2820-) 13https://github.com/crawl/crawl/commit/ac2051c12732 16:24:56 04Build failed for 08deflavour @ ac2051c1 06https://github.com/crawl/crawl/actions/runs/163734083 16:36:04 The build was broken. (deflavour - ac2051c #13853 : Edgar A. Bering IV): https://travis-ci.org/crawl/crawl/builds/706658188 17:35:40 arrival_aquarium_a and arrival_aquarium_b still have no_submerge tag 13https://crawl.develz.org/mantis/view.php?id=12309 by bcadren 17:43:36 . 17:43:42 oops 17:48:50 -!- jfcaron_ is now known as jfcaron 18:00:59 ebering: about ghouls, I'd be in favor of doing something with them that lets eating/chopping/chunk items all be removed 18:01:07 even if that's "delete ghouls" 18:02:27 I don't think the chunkhealing is particularly unique or good gameplay, and it's unclear we need 3 undead species at all (though if someone has a good idea for a 3rd undead species then there would be room for that!) 18:07:56 if we do want an undead species with some sort of healing/regen coming from defeating enemies, I wouldn't try to tie it to the idea of chunks and would instead do some sort of weak healing-on-kills (as provided by makhleb, but much weaker) or some sort of regeneration on kills (as powered by death, but again weaker) 18:09:16 elliptic: I'm not in favor of removing chunk items because of OOD/exploding monster flavor 18:09:16 but, removing them as something useful to interact with I could get behind 18:09:21 I'm confused 18:09:36 it's fun to explode a monster and see chunks fly 18:09:45 you want chunks cluttering up the ground as actual items (even uninteractable) just for flavor? 18:09:52 I thought that's what blood sprays were for 18:10:45 like I was going to ask what the plan was about monster corpses cluttering up the ground now that most characters don't have any use for them 18:11:22 it would be nice to have some sort of toggle so that they just aren't visible anywhere, especially in lists of items 18:12:42 I am strongly against "cosmetic special effects" that interfere with actually interacting with the game 18:14:48 re: corpses, that's easy to do. they're already filtered out of ^F and placed on the bottom of stacks. ^x and the map are the remaining places where they show up? 18:14:48 (for this corpse visibility toggle, it could work like the autopickup toggle does currently, in that there's some key combination that toggles it but also circumstances can cause the game to toggle it for you - e.g. if you memorize a necromantic spell it could come back on) 18:14:48 I mean, appearing in bottom of stacks is what I'm complaining about 18:14:56 ah 18:15:03 and creating item stacks where otherwise there would be nothing 18:15:04 etc 18:15:28 yeah I see 18:18:11 ok, here's a quick sketch of a solution: under autohide corpses behavior corpses are only shown if you have something corpse using; this behavior can be toggled with a key. leave in an option always_show_corpses for players who don't want this behavior 18:18:43 yeah, something like that sounds good to me as far as corpses go 18:20:56 for chunks, if they are really purely cosmetic then I feel like they probably shouldn't be actual normal items for code cleanliness reasons, but perhaps there could be some sort of cosmetic layer (that people can mute if they want) if blood spatters aren't enough 18:21:19 yeah, blood spatters might be enough 18:21:59 i.e. each square in the map has some sort of cosmetic description text that might get modified by events in game 18:23:20 and if you walk over or examine a square, then you see that additional cosmetic description text if some option is on (or off, I don't have a strong feeling about which way should be the default) 18:25:07 Unstable branch on underhound.eu updated to: 0.26-a0-257-g47e9e61525 (34) 18:30:47 well my local ability chunk healing ghouls feel a bit clunky and silly compared to the rest of the experience, I'll try a makh style heal on kill ghoul tomorrow 18:36:53 my concern about a species with innate heal/regen on kills is really that it will end up being too similar to vine stalker if you balance it in the natural way (i.e. low HP) 18:37:06 you definitely can't just give current ghouls healing/regen on kills with no compensation unless you tweak the numbers so low that it won't be that noticeable 18:38:19 well, I guess at least their regen rate would be drastically different even if they were both effectively "hit stuff to stay alive" 18:39:31 and there's still the potion healing difference 18:40:17 so maybe "relatively weak species but does have decent strength healing on kills" would be an interesting experiment 18:40:37 not sure what I would want apts etc to be.. flavor could be basically any sort of undead 18:40:54 healing on kills just a very strong effect though 18:48:06 heal-on-attack? it's a little like vine stalker 19:30:11 03PleasingFungus02 07* 0.26-a0-258-gf3d04de: Fix comment typo 10(18 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/f3d04de8c179 19:43:03 03PleasingFungus02 07[tohitcalc] * 0.26-a0-154-gdab3053: Fix backlight/umbra effects (WiseOldWolf) 10(28 seconds ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/dab3053c82ef 19:43:10 Branch pull/1464 updated to be equal with tohitcalc: 13https://github.com/crawl/crawl/pull/1464 19:46:54 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-258-gf3d04de8c1 (34) 19:59:56 04Build failed for 08tohitcalc @ dab3053c 06https://github.com/crawl/crawl/actions/runs/163906897 20:22:41 Stable (0.25) branch on underhound.eu updated to: 0.25.0-41-g26779e291d 20:22:57 -!- werekitten is now known as misha 20:43:02 The build is still failing. (tohitcalc - dab3053 #13855 : Nicholas Feinberg): https://travis-ci.org/crawl/crawl/builds/706710804 21:18:39 write error while saving: No space left on device on CBO 21:24:45 -!- misha is now known as werekitten 21:35:07 03PleasingFungus02 07[tohitcalc] * 0.26-a0-155-geefa633: Rejigger halo/umbra hit calc (WiseOldWolf) 10(63 seconds ago, 2 files, 16+ 32-) 13https://github.com/crawl/crawl/commit/eefa63350fe4 21:35:13 Branch pull/1464 updated to be equal with tohitcalc: 13https://github.com/crawl/crawl/pull/1464 22:03:01 04Build failed for 08tohitcalc @ eefa6335 06https://github.com/crawl/crawl/actions/runs/164005845 22:22:12 The build is still failing. (tohitcalc - eefa633 #13857 : Nicholas Feinberg): https://travis-ci.org/crawl/crawl/builds/706731044 22:37:40 03PleasingFungus02 07[tohitcalc] * 0.26-a0-156-g50a83df: WIP 10(29 minutes ago, 8 files, 66+ 48-) 13https://github.com/crawl/crawl/commit/50a83df106d5 22:37:40 03PleasingFungus02 07[tohitcalc] * 0.26-a0-157-g6feed80: New approach 10(23 seconds ago, 3 files, 70+ 42-) 13https://github.com/crawl/crawl/commit/6feed80eb4a6 22:37:47 Branch pull/1464 updated to be equal with tohitcalc: 13https://github.com/crawl/crawl/pull/1464 22:55:18 PleasingFungus: how attached are you to the hp loss food clock replacement? I am interested in hacking together a replacement using the durable summon idea based on code from Hellcrawl's doom timer 22:55:29 (it fires if you spend more than x turns on a single floor) 22:55:43 I hate timers. 22:55:54 too bad! 22:55:59 yep =\ 22:56:11 The timed portals are bad enough, and spotting the Abyssal rune is super stressful. 22:57:22 But thats just me. I am happy in 0.25 that food isn't an issue at all. 22:57:56 as I've said here before, I think whatever the "food clock replacement" is should be something that is invisible in "normal" play 22:58:43 anything else is just going to be some combination of annoying and unpleasant to players 22:59:01 elliptic: PF's draft clock is still vague but a guiding principle of its outline is in alignment with what you've said 22:59:25 Players are already punished for taking too many turns in the final score. 23:00:04 alexjurkiewicz: so to that end imo a permanent maxhp penalty that starts kicking in aaround the 10k turns without "progress" (tiles or kills) is in the right direction 23:00:04 the "10k turns without progress" needs some specific defining (aut scaling &c.) 23:00:10 I glanced at it and it looked pretty much the same as the idea I've said multiple times before except with a lot of time spent thinking about display 23:00:17 yes 23:00:37 was it actually a permanent mhp penalty? 23:00:59 anything permanent sounds way too harsh to me 23:01:06 the exact penalty (rot vs perm mhp) was tbd 23:01:53 So I'll have to pre-emptively gather my enchant armour & weapon scrolls so I don't accidentally spend 10k turns gathering them after I find my endgame armour. 23:01:56 well, the question is whether you get it back automatically if the game lets you know "stop resting for 20k turns for no reason" and you go "sure, I'll go play normally for a bit" 23:02:19 and IMO you should 23:02:44 if you are just down 5 MHP for the rest of the game, that's just a gotcha 23:02:53 we don't need that sort of thing 23:03:23 ebering: my proposal was changing the penalty frmo max hp to "durable summons spawn around you like orb spawns" 23:03:28 jfcaron: I mean, I would include that (ctrl-fing around the map a few times) as part of "normal" play 23:04:00 10k is a lot of turns 23:04:01 so IMO you shouldn't have to do that and shouldn't notice a thing 23:04:09 I usually do a big hoovering up of enchant scrolls, mutation potions, and buying all consumables from shops before entering Zot 1. 23:04:13 elliptic: my proposal was that you'd be warned well before any penalty 23:04:22 yeah, grabbing enchant armour/weapon doesn't actually take 10k 23:04:37 PleasingFungus: well, I want even the warnings not to happen if people are just playing normally 23:04:42 yes, i agree! 23:04:45 i say exactly that in the doc 23:04:51 okay, sounds good 23:05:35 also i'm sort of leaning away from my "get more time for exploration" plan and toward "get more time per levels seen" 23:05:35 since it's a bit harder and more costly to 'stash' levels than to 'stash' parts of levels 23:05:35 What are we trying to prevent anyways? 23:05:35 people sitting on stairs for 5k turns until monsters wander away, etc 23:05:37 no 23:05:39 no? 23:05:41 we can't prevent that 23:05:54 see: discussion I had with here the other day with people 23:06:02 i read that but i guess i need to re-read it 23:06:09 i think i disagreed with some parts of it but i forget which 23:06:25 it's not going to be possible to tweak numbers to rule out that sort of thing, at least to some extent, without also being an issue for stashing, backtracking, etc 23:06:33 alexjurkiewicz: i'm not particularly attached to the hp punishment, that's the part of the plan i've thought about least. i do wonder how much spawns are like the old OOD clock 23:07:12 I don't particularly care about the punishment either 23:07:24 basically anything will do I think 23:07:42 elliptic: ah, yeah, agree. i'm mostly hoping to prevent scumming being a trivially repeatable tactic rather than prevent it entirely... don't think we can do better in a backtracking world 23:07:44 as you say 23:08:41 as I said then, I suspect "scumming" like that isn't actually optimal very often and I doubt people would do it much at all even if we removed food today 23:08:43 but sure 23:09:03 i mean, mummies and vampires exist 23:09:05 I agree that the clock can prevent the most egregious resting like that 23:09:13 so it seems like we should already know the answer to this question 23:09:14 yes, and people don't do it right now either 23:09:16 yeah 23:09:26 anyway to me that's not really the goal of the clock 23:09:33 what's the goal of the clock? 23:10:11 the goal is primarily "discourage people from holding down 5 with a shiny cloud generator in sight" 23:11:07 Have cloud generators run out. 23:11:07 with a minor amount of discouraging xomscumming probably being good 23:11:07 ? 23:11:07 are we talking about mut clouds? 23:11:09 no 23:11:17 I'm talking about harmless clouds hammering the cpu 23:11:19 oh 23:11:50 idk. i feel defeated 23:11:57 probably i will return to my pangolins 23:12:01 e.g. if there's no clock then people might decide it's fun to just hold down 5 in desolation and see what happens 23:12:08 even just people trying to do apocalypse runs is quite bad actually 23:12:13 no clouds needed 23:12:13 yeah 23:12:27 apocalypse runs? 23:12:28 the clouds just make it more fun! 23:12:34 apocalypserobin?? 23:12:35 !lg apocalypserobin 11 -tv:<0.1 23:12:35 ??apocalypserobin 23:12:35 apocalypserobin[1/2]: !lg apocalypserobin 11 -tv:<0.1 23:12:40 o/ 23:12:49 wait until the turn count variable reaches its max value 23:12:57 (do not do this) 23:13:05 oh 23:13:10 (it's been done) 23:13:16 PleasingFungus: anyway a good summary of my current thoughts about clocks is that I don't think they are very important 23:13:19 Is it 64-bit unsigned int? 23:13:23 yes, i got that :) 23:13:27 it's 200 million turns 23:13:51 So this is for CPU concerns on the web servers? 23:14:02 that's not to say I dislike the idea of having an unobtrusive clock, and what I know of your proposal sounds reasonable to me 23:14:27 yes, and disk (since those produce giant ttyrecs also) 23:14:30 I just don't think it's a showstopper and I'd err on the side of it not doing anything 23:14:58 rather than potentially annoying people 23:15:08 I feel like that should be handled outside of the game by the webtiles somehow...like kick the player out and ban 'em for 5 minutes if they '5' for more than 10k turns in a row or something. 23:15:23 If thgey wanna hammer their home CPU then let 'em. 23:15:32 I've looked into various ways of throttling / etc when this last came up 23:15:50 jfcaron: I think you're missing something very important here, there is not presently a dev consensus and different people with commit access have different goals 23:15:56 some sort of throttling might be good regardless yeah 23:16:02 it's technically extremely hard to come up with something very good as part of the crawl infrastructure 23:16:38 yar 23:16:38 people hitting 5 in vision of clouds is nbd, I think. Because it's no worse than hitting 5 in temple as a mummy 23:16:38 that's unfortunate 23:16:38 something like cgroups would work but it's a bit hard to set up (pretty much impossible on cao) 23:16:57 Kinda weird to see in-game mechanisms for dealing with CPU load and log files, lol. 23:17:03 alexjurkiewicz: really mummies/vampires of gods without piety decay already existing is some sort of evidence that none of this is a huge deal 23:17:04 i mean, that wasn't my goal 23:17:20 (cloud generators also used to have a bug where they ran a factor of 100 more than they needed to or so, possible that is why elliptic is mentioning them?) 23:17:32 It's like Diablo doing extra damage cuz your email inbox is full. =p 23:17:45 and if we think the only effect is to discourage people mashing 5, then i'm not really interested in pursuing it further 23:17:45 the real huge deal is that if you remove food without a replaement clock, ultraviolent4 will make a video where he uses some ultra-tedious strategy to win the game and show up the dev team 23:17:51 terrible 23:17:57 that could be, I know resting in desolation in particular used to be noticeably laggy but I think it's fine now 23:18:15 i'm still pleased by finding the 'cloud generators run on load' bug 23:18:32 !lg stabwound max=turn 23:18:33 760. Stabwound the Farming Skullcrusher (L27 MuSu of Nemelex Xobeh), escaped with the Orb and 111 runes on 2008-03-10 02:42:21, with 9425283 points after 92568259 turns and 5d+8:15:16. 23:18:50 already done :P 23:18:57 seems like a lot of turns 23:19:14 !lg stabwound max=turn x=str,int,dex 23:19:15 760. [str=48;int=1;dex=1] Stabwound the Farming Skullcrusher (L27 MuSu of Nemelex Xobeh), escaped with the Orb and 111 runes on 2008-03-10 02:42:21, with 9425283 points after 92568259 turns and 5d+8:15:16. 23:19:26 !lg * max=turn -100 23:19:33 12007128/12007227. dirtyxomscummer the Farming Englaciator (L27 VpCK of Gozag), escaped with the Orb and 3 runes on 2020-04-15 01:40:42, with 1027605 points after 866735 turns and 6:08:27. 23:19:54 After 100 turns passed, make it pause 1s per turn. =p 23:19:54 !lg * max=turn thisyear 23:19:56 701485. Zorot the Farming Skirmisher (L5 MuAr of Gozag), quit the game in the Temple (minmay_crystal_snake_temple) on 2020-05-18 17:25:20, with 253 points after 10058216 turns and 1:08:23. 23:20:07 253 points nice 23:20:40 %git a9b13e7d511 23:20:40 07advil02 * 0.24-a0-481-ga9b13e7: Handle delay 0 values correctly in lm_trig.lua 10(1 year ago, 2 files, 4+ 3-) 13https://github.com/crawl/crawl/commit/a9b13e7d511b 23:20:51 "Consequently, each fog machine in desolation ran 200 times per turn." 23:21:23 yeah, well maybe just remove the food clock for a while and see what happens 23:22:09 deflavour branch is making progress! 23:22:09 :) 23:22:17 boy, it takes a while for monsters to get distracted 23:24:05 so here's a question: why does _monster_forget exist? 23:26:04 I wouldn't want to answer for what the ai would do without that 23:26:11 hm? 23:26:18 maybe just wait at the stairs forever though 23:26:19 in other words, if monsters didn't forget about the player after they've been off-level for hundreds/thousands of turns, would the game be worse? 23:26:45 i think they'd just wait at the stairs, yeah 23:26:50 i'll test 23:27:41 I think that's fairly important for making monster location less predictable yeah 23:28:27 it's not really that long, right? 23:28:33 depends on intelligence 23:28:39 !source _mon_forgetfulness_time 23:28:40 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/timed-effects.cc#L516 23:28:54 The build was fixed. (tohitcalc - 6feed80 #13859 : Nicholas Feinberg): https://travis-ci.org/crawl/crawl/builds/706741061 23:29:01 per the comments, they have a 95% chance of forgetting after 4 * forgetfullness_time 23:30:03 hm, are those numbers aut... 23:30:16 no, turns 23:30:24 specifically monster turns, not player turns 23:30:31 so fast monsters forget faster 23:30:39 hm, that is pretty large 23:30:56 maybe it isn't actually important and I'm just thinking of the separate weirdness with ranged monsters 23:31:04 ranged monsters have their own thing yeah 23:31:28 i think this forgetfulness thing only comes up if you (a) go do another branch for a while or (b) are scumming 23:31:34 i kind of really want to delete it 23:32:14 I mean it matters when you park Sigmund and go back for him after Lair...you gotta find him again on the level. 23:32:23 deleting it is probably fine 23:32:31 jfcaron: you're not making a case for it! 23:32:38 💥 23:33:12 💣 23:33:12 I think maybe there should be some randomness about non-ranged monster location when you leave the level and come back 23:33:12 but this probably isn't doing a good job of it 23:33:12 sure, i like the idea of adding something 23:33:24 Do monsters ever go back to sleep? 23:33:29 no 23:33:41 iirc they did in old versions of crawl 23:33:42 I guess if they did then people would definitely wait forever. 23:33:49 ??mummystabbing 23:33:49 muen guide[1/2]: go upstairs -> hit 5 until they fall asleep -> stab 23:33:58 good guess 23:34:06 !gamesby N78291 23:34:07 N78291 has played 6704 games, between 2007-09-23 02:46:23 and 2014-12-03 19:33:50, won 469 (7.0%), high score 33336361, total score 1473450743, total turns 140787276, play-time/day 2:53:12, total time 316d+5:23:04. 23:34:12 yeah, now they just forget about you and become wandering 23:34:17 It's a more realistic way to stab things though. =p 23:34:17 still stabbable! 23:34:45 If I had to stab someone I would probably wait until they fell asleep. 23:34:52 lol 23:35:03 Would you climb up some stairs that your enemies magically couldn't follow you through? 23:35:04 it's fairly important that they become unaware of the player after some time on the level out of sight of the player and that code works fairly well I think 23:35:14 sure 23:35:18 but this offlevel stuff is different 23:37:21 03PleasingFungus02 07* 0.26-a0-259-g1effd00: Make offlevel monsters less forgetful 10(3 minutes ago, 1 file, 1+ 55-) 13https://github.com/crawl/crawl/commit/1effd001a970 23:37:45 I should get into coding for DCSS. 23:37:45 you should! 23:37:45 I know C++. 23:37:45 it's fun, imo 23:38:00 I'm not very good at git though. 23:38:20 you don't have to be 23:38:30 we don't do any fancy git magic 23:38:48 I guess I'd have to come up with a project for myself..like a goal, even if it's a dumb fork that doesn't go anywhere. 23:39:01 yep! i have a long list of ideas if you want any 23:39:32 fun starter projects: monsters, unrand artefacts, bugfixes 23:39:47 or vaults, though that's not coding per se usually 23:39:53 I tried requesting an account for the community wiki thing...no response, lol. 23:40:00 yeah i don't know what their deal is. 23:43:30 !tell ebering re charms: if new!charms was its own skill rather than being folded into evo, would you want it to be a 'playstyle skill' (like the weapon skills or most of the magic skills) or an 'auxiliary skill' (invo, evo, armour, dodging...)? It sounds like the latter, but I'd like to be clear 23:43:31 PleasingFungus: OK, I'll let ebering know. 23:43:56 oh, is there a way to comment on this post directly 23:47:04 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-259-g1effd001a9 (34) 23:48:48 !tell ebering agree re infusion, shroud, spectral weapon, ring of flames. Think it's ok to just remove song of slaying - we can revisit that design space in some other way another time. 23:48:48 PleasingFungus: OK, I'll let ebering know. 23:48:55 aw I like Song of Slaying. 23:49:47 i do too 23:50:06 i think it's a fun effect, and i think it'll reappear somewhere someday 23:50:32 evocable mp3 player of slaying 23:50:34 an evocable, a racial ability, a god ability, an unrand, an ego... 23:51:09 a summon... (summon inspiring bard???) 23:51:15 I really think there should be scrolls of animate dead. 23:51:26 That make permanent undead like Yred. 23:51:31 Why do you think that? 23:52:22 PleasingFungus: re a new!charms skill, based on what unfolded as I meditated on dispersing the effects, it seems like a new skill isn't needed 23:52:23 ebering: You have 3 messages. Use !messages to read them. 23:52:37 hm only two pf tells I wonder what the third message is 23:52:39 yeah, as i re-read the page, that became clear 23:52:43 ooh, mystery tell! 23:53:29 oh it's from 20 weeks ago re potion of potency! 23:53:37 wow 23:54:18 battlesphere as pure conj could work; you could also retheme it and make conj/something. what other school would really use b.sphere these days? 23:54:18 earth? 23:54:23 earth 23:54:38 could also make it another summon/conj spell, i suppose 23:54:43 re song of slaying I've got some good tmut flavour for it 23:54:44 but that feels awkward 23:54:56 ooh, as a form or as something else? 23:55:01 (secret plan remove s2s and replace it with that in the starting book) 23:55:11 rip slithery bois 23:55:24 You could put song of slaying in conjuration or summoning and you summon a floating musical instrument. 23:55:56 Re: scroll of Animate Dead (durable), it just seems like the right power level for a semi-rare scroll. 23:56:06 ($animal)heart, transmute your innards to the spirit of a growling/roaring $animal quickening your blood and giving you a lust to kill &c. &c. 23:56:14 sick 23:56:25 is it a buff that stacks with forms, as now? 23:56:30 yes 23:56:34 also, can mummies and gargoyles cast it? 23:56:36 no 23:56:39 lol 23:56:43 tmut'd again 23:57:36 jfcaron: do you think it would be a fun effect to have a consumable source of undead allies available to any character? we already have quite a lot of ways to get undead allies 23:58:00 Yes, I can imagine situations where you could be clever with it. 23:58:26 Like if you're a melee tank type, you run into a big baddie, so you go back to a previous slaughter and animate them for the upcoming fight. 23:58:43 Or midway through a fight you need a bit of a boost, so you animate the stuff you've already killed. 23:58:50 Or to run away. 23:59:50 All the other sources of undead allies are basically unlimited cuz they are spells or god abilities, this would be consumable (hence the durable undead). 23:59:55 we do have things like scroll of silence, so it's not prima facie absurd to duplicate a spell with a scroll