00:54:16 Monster database of master branch on crawl.develz.org updated to: 0.28-a0-1613-gdaab1c2f9b 00:55:22 Unstable branch on cbro.berotato.org updated to: 0.28-a0-1613-gdaab1c2f9b (34) 01:39:28 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4535-gd7aa5628e3 02:17:47 -!- allbery_b is now known as geekosaur 04:23:52 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4535-gd7aa5628e3 07:33:54 -!- allbery_b is now known as geekosaur 08:05:34 <06a​dvil> wondering what people's current take on these issues is 08:05:34 <06a​dvil> er, for irc, that was responding to a post from PF about wretched star xp in the abyss 08:05:34 <06a​dvil> from several days agao 08:05:34 <06a​dvil> *ago 08:06:17 <06a​dvil> I sort of think that at least xp gated recovery effects should progress if that's at all possible 08:07:07 <06a​dvil> raising it now because it does seem like it might be good if this is definitive before t 08:16:05 Would that include statrot too? 08:16:15 <06a​dvil> probably 08:16:29 Because if I recall correctly that was one of the reasons ebering wanted no xp gain in the abyss 08:18:02 <12e​bering> well, kind of. the main reason I did no xp and items was to end abyss scumming generally 08:18:13 <12e​bering> going to A:1 to "work off" temp effects from elsewhere is still bad 08:18:18 <06a​dvil> I would think it should apply to the main effects that can happen to you in the abyss, can't remember a major source of statrot there 08:18:31 So, just trans muts that's gotten while in Abyss? 08:19:04 <12e​bering> it would be all xp gated muts, no need for extra special cases 08:19:46 the only time I've done abyss scumming was to deal with newhell's stat rot, though I think the frequency it happens has been toned down 08:22:30 <06a​dvil> yes, I don't think using the abyss to remove xp gated muts from elsewhere is a very common thing 08:22:52 ebering: I'm curious, what do you do to work off hell statrot? Zig, Pan, or something else? 08:24:23 <12e​bering> I fall on my sword 😉 08:24:23 <12e​bering> in my swipes at new hell I've had 3 chars that were fast and powerful enough to not really mind (just be slightly held back) and 2 that lacked the power to get ahead of the long-term effects and bailed 08:24:23 also on the subject of pre-release adjustments, it might be worth looking at foxfire and scorch as they feel to me to be quite a bit stronger than other elemental starting spells 08:24:24 scorch especially seems to have perhaps too much damage 08:24:47 (This is just going off of gut feel, not actually anything legitimate) 08:25:49 <12e​bering> I think both of my chars that bailed could have forced it by repeatedly doing abyss or pan but the only thing I dislike more than the feeling of "I could have won if I had done the grind" is actually doing it 08:26:18 <06a​dvil> foxfire has a good vs slightly tricky to use thing going on 08:26:28 Yeah, it's probably more fine 08:26:39 lacking the power to get ahead, that might be something people perceive as a bug in the new system. "i have temporary debuffs that prevent me from continuing, i require a way to fix this and continue" 08:26:40 re abyss: That's pretty much what I did with that char once I found out how sucky actually doing the abyss scumming was 08:26:56 <12e​bering> but this is getting far afield from the specific issue of temp muts 08:28:44 one possible scorch nerf (though this feels unintuitive and hacky) could be to just not deal the extra rF- damage it gives 08:29:11 but just reducing its damage is probably better, since that also lets it focus more on its strength as a "combo" spell that gives such a fun feel to use 08:32:58 <06a​dvil> anyways, I would support working off tempmuts 08:33:04 <06a​dvil> oh, one other thought I had, was an (XP?) reward for escaping the abyss that inversely scales with level so that it goes to 0 at some point 08:33:45 oh that's pretty cool 08:37:00 I doubt this would work, but option could be to also clear abyss-gained tempmuts on leaving the abyss which would also emphasize it's weird ephemeral nature 08:37:00 another option* 08:37:05 Another variant of that could be you then gain those tempmuts back when you re-enter the abyss, making it harder and harder to spend more time there 08:40:10 <12e​bering> something that is, imo, a non-starter is separating "abyss" and "non-abyss" sources of temp mut stat drain etc. 08:41:07 makes sense 08:49:43 <05k​ate> Abyss tempmuts (ie ones caused by wretched stars) already got toned down fairly substantially as part of the overall rework, I'm not convinced anything more drastic is needed 08:51:15 <05k​ate> and making some xp-gated things be clearable in the abyss and some not clearable also seems a lot worse than the status quo, if anything really is needed then just adjusting wretched star cast rates some more seems easiest 08:56:10 <12e​bering> yeah, I'm trying to get morgues from the people who had the worst time of it; haven't got many but for those I do get low stealth and self-reported unchanged tactics from the main dungeon 08:56:10 <12e​bering> also considering turning down or off the hell timed effects 08:56:10 <12e​bering> or doing something with them 08:56:10 <12e​bering> I'm coming around to the position that the branchwide effects are interesting enough to tilt the tactics and with the level size all they do is encourage retreating to the vestibule to rest and reset 08:56:33 * Pinkbeast says "bring back SustAt" and runs away 08:57:22 <05k​ate> turning them off sounds like a pretty big change to make so late 08:59:15 <10P​leasingFungus> i’ve vaguely suspected for a bit that scorch needs a teensy damage nerf 08:59:24 <10P​leasingFungus> think foxfire is fine 08:59:34 <10P​leasingFungus> it has significant downsides and limitations 09:02:38 <06a​dvil> I'm pretty sympathetic to the argument that (regardless of cast rates) the net effect of the wretched star thing is to go make people do some grinding elsewhere, by translating penalties they get that correlate with time in the abyss to just time spent elsewhere 09:05:28 <10P​leasingFungus> re hell effects, i think i claimed at some point that hell effect spawns are great but hell effect stat penalties are less compelling 09:06:08 <10P​leasingFungus> i like tighter clocks, and if anything in hell is threatening, hell spawns should help create some pressure and danger 09:06:43 <10P​leasingFungus> but stat penalties feel more death-by-a-thousand-cuts than dcss usually is 09:07:33 <10P​leasingFungus> meaningful yes, dealable-with yes, but not an exciting kind of danger 09:09:04 <10P​leasingFungus> anyway i haven’t played hell since uh 09:09:04 <10P​leasingFungus> !lm . rune hells 09:09:04 <04C​erebot> 39. [2014-11-14 00:58:25] PleasingFungus the Demonologist (L27 HESu of Sif Muna) found a bone rune of Zot on turn 81949. (Tar:7) 09:09:04 whoa 09:09:04 <10P​leasingFungus> so don’t listen to me too much 09:11:18 <05k​ate> a non-0.28 idea might be for hell:1-6 to be nonpersistent levels, so you have to do the dive all in one go (with the effects toned down and made less frequent appropriately). maybe that's sort of pan's thing already too though, I guess depends what the plans for finite pan end up being 09:12:31 <12e​bering> possible. I do think there's room to do something for 0.28 to the timed effects 09:12:42 <12e​bering> (including removal) 09:13:29 <12e​bering> we could push back release by a week (we might want to depending on @gammafunk 's availability which is in flux) 09:13:46 I think many of the timed effects are interesting and they definitely give a really cool theme and vibe to it, as well as encourage diving in a fun way 09:13:57 It's just that some of the effects suck to get while others are more like... "whoa, cool" 09:15:29 <12e​bering> which of the timed effects are "cool theme and vibe", there's noise, statdrain, hp drain, and tempmut 09:15:29 <12e​bering> Do agree that encouraging a dive is the goal but I am concerned that instead of diving one can slog a path and rest in the vestibule 09:15:54 <12e​bering> kate's non-0.28 suggestion does that 09:17:22 This is up to date-ish, right? http://crawl.chaosforge.org/Hell#Hell.27s_Mystical_Force 09:17:31 <12e​bering> no 09:17:35 o nevermind 09:18:15 noise, hp drain (since it isn't usually debilitating), tempmut (temp muts are cool!!) are all reasonable IMO 09:19:02 <09h​ellmonk> a natural distinction might be no persistent hell levels so you can bail and retry if things go bad, but have to get to the bottom in one shot, and a pan setup that simply does not let you leave until the end. 09:21:57 <05k​ate> I feel like elliptic's old finite pan proposal was something along those lines too yeah, some fixed number of floors with the runes scattered along them, and no exit until the end 09:22:05 <12e​bering> yes, that's on the old finite pan devwiki page 09:23:54 <09h​ellmonk> It's also how hellcrawl pan works iirc 09:24:04 <09h​ellmonk> Tho I imagine this won't end up as minimalistic 09:25:32 <12e​bering> Probably not. Still concerned something should be done for 0.28, regarding the “slog plus vestibule rest” approach to dodging the hell effects. 09:25:43 <12e​bering> Maybe I’ve just lost my nerve 09:26:47 nothing wrong with being bold I suppose 09:34:48 <09g​ammafunk> actually I've already scheduled work stuff around the feb 4th date, so would strongly prefer to not change release 09:34:48 hey let's add a new branch for the 0.28 release 09:35:00 <09g​ammafunk> oh, I have a special one planned already! 09:35:07 <09g​ammafunk> it shall be called stone_soup-0.28 09:35:17 <10P​leasingFungus> nice 09:35:20 <09g​ammafunk> I promise you'll love it 09:35:52 nice 09:36:50 <10P​leasingFungus> as a smallish compromise change, could tune down hell stat drain for 0.28 09:37:11 <09g​ammafunk> yeah, technically freeze is today, but if it's done soonish I think it'll be ok 09:37:43 <10P​leasingFungus> just a number seems fine 09:37:45 <09g​ammafunk> we can always try changing it and checking in on it a week later after feedback, maybe make another simple tweak 09:38:19 is today freeze? I was acting as if it was wed 09:38:27 but I guess we didn't branch 09:39:04 freeze hack: just put "fix: " on your commit and it's good to go! 09:39:07 <09g​ammafunk> yeah, don't think it matters too much, but we did say in channel a week from last Fri, which was basically when we set the date. Maybe we set date few days prior to last fri 09:39:22 <10P​leasingFungus> ooh, bad idea (for 0.29): hell effect that pulls you up a floor 09:39:24 <09g​ammafunk> excellent hack, advil 09:39:33 <09g​ammafunk> that's how we corner the market 09:41:14 <09g​ammafunk> Nethack dev team removes Mysterious Force? We add it to dcss. Nethack nerfs elbereth? We buff Ely. 09:41:14 <10P​leasingFungus> 👏 09:41:14 what kind of mysterious force would pull you up a-- dangit ya beat me to it 09:41:14 <10P​leasingFungus> i like it because it's a mechanic that only really works in hell 09:41:14 <10P​leasingFungus> no chance of being meaningful elsewhere 09:41:14 <10P​leasingFungus> probably still bad tho 09:41:14 <09g​ammafunk> that feel when you reach end of asmo's level on ascension and mysterious force pulls you back down 09:41:14 <10P​leasingFungus> it's just reverse shaft, really 09:41:51 <09g​ammafunk> I think that hell levels do sort of get "cleared" so there's some inherent badness in that regard (annoying+mostly relatively minor inconvenience), but I guess it just has a pretty bad playfeel overall 09:42:03 @g_ammafunk all-in with "when in doubt, do it unlike nethack" 09:42:20 <09g​ammafunk> of course you don't always get to clear much of many hell levels 09:42:43 you fall into a shaft - but warm, damp, hellacious air currents rocket you through the ceiling instead! 09:42:46 <10P​leasingFungus> lol 09:42:53 <10P​leasingFungus> yes, one of the cases in which it's bad (in a design sense) is when it takes you to a level you've already cleared 09:42:59 <10P​leasingFungus> other case is when it's too mean 09:43:12 <09g​ammafunk> just a level that's one nicolae vault 09:43:40 hell effect: deity suppression 09:43:43 <09g​ammafunk> I probably should try my hand at some hell vaults in 0.29 09:43:53 <09g​ammafunk> hell levels sort of feel like they're the inside of a transporter vault now 09:43:53 s/vaults/shops 09:44:04 you can finally give in to your spellcasting urges, troggies 09:44:05 that's what the cool kids do 09:44:13 <09g​ammafunk> and everyone loved my Tomb rework in 0.20! 09:44:40 <10P​leasingFungus> tomb rework is cool 09:44:43 <09g​ammafunk> tbf Tomb got helped a lot by various monster changes as well 09:44:55 <10P​leasingFungus> someday maybe i'll do that elf:3 transporter thing we were talking about 09:45:03 <10P​leasingFungus> oh i have a bad idea 09:45:07 I like bad ideas 09:45:19 <10P​leasingFungus> it's tomb stairs but for elf 3, and we remove the rest of the level 09:45:32 <09g​ammafunk> yeah you know, it's funny how you thought of that, because one of the first things I did after finishing initial batch of transporter vaults in 0.20 was an elf:3 transporter end, because I wanted something more "grand" 09:45:40 <09g​ammafunk> everything I tried was a player death trap 09:45:51 <10P​leasingFungus> think you do need to reduce density 09:45:53 <09g​ammafunk> I didn't try very extensively though 09:47:39 I do really elf:3 for it's incredible ability at luring me into a false sense of security and taking on way more than I can handle 09:47:39 Elf:3 is probably one of my highest squish rate branches 09:47:39 Er, levels 09:47:39 <09g​ammafunk> yeah I think the "land mostly blind" has some major problems, since elf:3 vault has to be pretty big, but lower density certainly can help to some degree 09:47:39 <09g​ammafunk> you sort of need a sane landing zone that's connected to other less dangerous parts of the vault 09:47:57 by the way, remove stair dancing when 09:47:58 <09g​ammafunk> maybe it's somewhat analogous to vaults:5 and moving to outer edges via one of the direct paths 09:48:14 <09g​ammafunk> you do have a kind of "the correct move is to loop the transporter a lot, maybe with teleport" issue 09:48:34 <09g​ammafunk> but maybe with a bunch of them the player can just some kind of chain of transporters to move around a little, not sure 09:50:23 <09g​ammafunk> > Elf:3 is probably one of my highest squish rate branches Yeah it's underestimated in terms of its severity even by experienced players imo. If you have the right character and tools, the tactics can be straightforward, but the density of things with very high damage ranged attacks is very dangerous 09:54:00 plus the combo-ness that the scary elves have with each other is super easy to miss 09:54:00 i assume you saw the player on reddit who was mad that they got royally elfed up in elf 3 ... with a -Will item on 09:54:21 rip 09:54:38 also elf without rElec I have learned is just an instant nope 10:03:42 <10P​leasingFungus> don't think stair dancing is a big problem, possibly not a problem at all 10:03:49 <10P​leasingFungus> there are significant downsides to messing around with stairs 10:03:59 <10P​leasingFungus> it's a useful tactic but not a 'busted' or 'brainless' one 10:06:31 What I don't like about it is it doesn't make sense from a real-world standpoint. Why wouldn't the baddies just follow you upstairs? 10:06:31 It's definitely not busted, but I don't like how unintuitive it is from a mechanical sense. That's not really a reason to "fix" it, I suppose 10:06:31 Pillar dancing on the other hand is >:( 10:09:04 <10P​leasingFungus> they don't follow you upstairs for the same reason that they normally hang out in their assigned dungeon layer; mystic forces hold them to this place, only briefly disrupted by your passage 10:09:16 <10P​leasingFungus> pillar dancing is on the list and may not survive 0.29 10:15:56 <08w​ormsofcan> if you're undead/lichform, any mutation source gets turned into stat rot including wretched stars 10:17:01 <08w​ormsofcan> (re: advil's question about stat rot sources in the abyss for irc) 10:18:57 perryprog: but tons of stuff in dcss wouldn't make sense from a real-world standpoint 10:18:57 like the shining one smiting their high priest, you know 10:18:57 I play DCSS for the realism only!! 10:18:57 That's a funny way to spell DF. 10:18:57 or CDDA 10:18:57 kiedtl: Mmm, it's well known IRL religions never have any kind of schismatic difficulty 10:18:57 heh 10:19:02 I get rival high priests attacking you. But your own God attacking the one they labeled as a "high priest"? Now that's funny 10:19:14 God picks a fight in a bar with Moses. 10:19:20 lol 10:19:34 No, really. (But this might be getting a bit out of -dev territory) 10:23:00 <09g​ammafunk> perryprog: Starting from a realism standpoint (or using intuition about realism) to justify major aspects of game design is going to be very fraught unless the game is pretty focused on realism as a goal. 10:23:12 Yeah I realize that that was a bad argument now :P 10:26:37 <09g​ammafunk> There's obviously a huge spectrum there. You can have something that works mechanistically but is so non intuitive relative to any usual understanding of the concept (a stone staircase that's really working like a teleporter), in which case maybe you do need either a different mechanism or to call your stone staircase something else 10:28:58 Unstable branch on crawl.akrasiac.org updated to: 0.28-a0-1613-gdaab1c2 (34) 10:29:27 <09g​ammafunk> But limiting monster usage through stairs from levels above/below is very common in these games, because allowing monsters unrestricted access leads to some terrible gameplay. And games that do use one-way staircases for level transitions with no returning to the previous level (Cogmind/DoomRL/Infra Arcana/Your favorite modern roguelite or roguelike) very often don't let monsters follow you through them at all, even if they're 10:29:28 adjacent to said stairs 10:30:17 <09g​ammafunk> Which you could well argue is pretty non intuitive; it's just that the gameplay works a lot better 10:31:45 Yeah, that's fair 10:39:04 <10P​leasingFungus> people have tried crawl with monsters following you through stairs 10:39:11 <10P​leasingFungus> i want to say that, uh, crawl light? did it 11:13:29 <06a​dvil> oh right, hm 11:23:04 <12e​bering> I thought crawl alternative? 11:23:04 <12e​bering> I think I'm gonna turn down the spawn rate and casting freq of stars a bit more 11:46:36 <10P​leasingFungus> i always confuse those two 11:46:42 <10P​leasingFungus> both before my time 11:46:44 <10P​leasingFungus> also, sounds good 12:04:54 hey, I have a quick question, hopefully not a dumb one. I'm trying to build dcss on windows with WSL ubuntu 20.04 and I've installed all the dependencies but when I make, I'm getting a syntax error from util/configure "end of file unexpected" 12:05:23 am I missing something obvious? I couldn't find anything about this in the install readme 12:14:53 <05k​ate> i have a build working fine on ubuntu 20.04 using WSL2, i don't recall having to do anything special outside of just following the install instructions. not sure i can be more helpful than that i'm afraid, i don't think i've seen an error like that before 12:15:58 hm, I see. The full error is: util/configure: 73: Syntax error: end of file unexpected (expecting "then") 12:16:03 if that helps at all 12:19:12 odd. I can't see how that can even happen 12:19:26 every "if" has a cuddled "then" 12:19:53 unless it's a control-M issue because something thoughht it was on windows and should use windows line endings 12:21:21 canight: http://crawl.montres.org.uk/wsl-webtiles.txt may help (while you aren't trying to test "local webtiles", it's getting something to build...) 12:21:21 ps also vanilla you should link that somewhere 12:21:21 canight: Also do "md5sum util/configure" 12:21:32 373c353c4b5a38f49f84fb145699b046 util/configure 12:21:55 I ran dos2unix on all the files incase it was line endings issue but still the same 12:21:59 skkukuk crawl:master Z$ md5sum util/configure 12:21:59 7e467aad52d8a14b97fe0f78a8ffe3cf util/configure 12:22:20 so something is wrong with yours somehhow 12:23:39 7e467aad52d8a14b97fe0f78a8ffe3cf configure 12:23:52 hm git says I'm on origin/master with no changes and up to date 12:23:53 and last changed Sep '20 12:24:25 "ls -l util/configure"; I get -rwxr-xr-x 1 damerell damerell 1203 Dec 31 04:13 configure 12:25:06 -rwxrwxrwx 1 canight canight 1275 Jan 21 13:25 util/configure 12:25:52 Can you pastebin the file? 12:27:52 https://pastebin.com/AU2djNb7 12:28:59 Same text; it's a 72-line file and you have 72 more bytes; geekosaur called it, line ending damage 12:29:00 1275 - 1203 fits there being a control-m at the end of every line, as does that paste which matches my local file 12:30:43 yeah I think you're right 12:31:08 How did you obtain the source archive? 12:31:26 just ran git clone in WSL shell 12:31:49 I have a few other windows projects that I mess with though so maybe my git config has the wrong autocrlf setting 12:34:20 yeah fixing the line ending on util/configure the compile is continuing just fine now. Seems like that was the only file running /bin/sh which has problems with windows line endings 12:34:20 I'll switch my autocrlf settings to unix line endings, thanks everyone! 12:34:49 <10P​leasingFungus> line endings were a mistake 12:35:14 you prefer punch cards/fixed-length records? 12:35:40 PF> eh, nothing compared to IPV6 12:40:51 <06a​dvil> til that util/configure even exists 12:45:07 <06a​dvil> Pinkbeast: can I just add the first bit that doc to the main repo webserver/README.md? (probably the wsl and apt-get line is the key thing) 12:45:21 heckin' line endings :( 12:45:41 Darn Windows thinking everyone still uses typewriters 12:47:16 advil: fine with me 12:47:16 <06a​dvil> what is the mkdir rcs thing? I don't think that should be necessary, is it just to keep a warning from happening? 12:47:39 yeah, otherwise the first time you run it the log is full of complaints 13:24:50 03advil02 07* 0.28-a0-1614-g8b1c907: docs: update webtiles docs (WSL, other tweaks) 10(10 minutes ago, 1 file, 80+ 18-) 13https://github.com/crawl/crawl/commit/8b1c90781fd2 13:32:44 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-1614-g8b1c90781f (34) 13:45:35 by the way, there's some minor UI weirdness when reading ?id, id-ing a potion, then doing repeat command 13:45:48 At least on tiles local 13:47:38 I'm pretty sure it's also inconsistent behavior with what happens when reading ?ench weapon, choosing a weapon, and doing repeat command 13:48:42 repeat command after ?id will give the "what scroll do you want to read?" menu as if you had done "r" but with that text missing (that's the UI weirdness), repeat command after ?ench will immediately read ?ench on your last selected weapon 13:50:35 03advil02 07* 0.28-a0-1615-g3197508: fix: autocreate dgl status file dir (Pinkbeast) 10(8 minutes ago, 1 file, 8+ 1-) 13https://github.com/crawl/crawl/commit/3197508d1c73 13:55:18 oh thanks 14:03:03 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-1615-g3197508d1c (34) 14:12:14 FR: let apportation open rune doors/doors ;P 14:17:32 <10P​leasingFungus> b u s t e d 14:17:57 yes but it'd give what I assume an underused spell a very, very good use 14:18:03 <10P​leasingFungus> why do you assume that 14:18:15 I have really solid reasoning 14:18:21 <10P​leasingFungus> you don't use it 14:18:21 prepare yourself for just how well thought out this is 14:18:24 yup that 14:18:38 also because I thought remotely opening a door sounds cool 14:18:39 <10P​leasingFungus> does seem like a you problem 14:18:43 apportation is incredibly good 14:18:56 <10P​leasingFungus> does having to open every door with apportation for the rest of the game, disabling autoexplore, etc sound cool 14:19:17 make it runed doors only then, that was the main use case I was thinking of :P 14:28:02 In wizmode, killing the human in dk_yredelemnul_ordeal vault doesn't remove the walls around the altar, or trigger the "Yred welcomes your deed" message. Is the vault broken or something I'm missing? 14:28:44 <12e​bering> I went with giving a saving throw based on the number of temp muts accumulated over reducing the spawn weight because the abyss spawn table is scary and wretched stars are also pretty iconic 14:29:07 03ebering02 07* 0.28-a0-1616-g050a506: fix: turn down wretched stars corrupting pulse a bit more 10(11 minutes ago, 2 files, 4+ 2-) 13https://github.com/crawl/crawl/commit/050a50673cb1 14:30:21 <12e​bering> there's no hard maximum on the temp muts, but to get a truly crippling accumulation will take quite an effort 14:32:16 <10P​leasingFungus> i like that 14:33:03 >also makes the chance to apply a temporary mutation scale down with the number of temporary mutations. 14:33:03 neat 14:33:20 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-1616-g050a50673c (34) 14:56:12 <09h​ellmonk> Merge apport into lesser beckoning tbh 15:23:56 <06a​dvil> oh, that's a good idea 15:24:25 <06a​dvil> almost surprised it didn't do that already 15:24:53 <06a​dvil> there may be some complexities of how mutations are applied that can lead to something very approximately like this, basically the more muts you have the more incompatibilities there are 15:25:27 <06a​dvil> but it would be very inconsistent 15:47:44 <06a​dvil> mildly interesting recent discovery of mine: the formatted_string tag format is explicitly designed so that tags don't need to be closed 16:04:05 <10P​leasingFungus> hellmonk: i don’t want to write that targeter (: 16:22:11 <08n​icolae> what if we made the abyss even worse 16:23:38 Unstable branch on underhound.eu updated to: 0.28-a0-1616-g050a50673c (34) 17:35:41 what if we gave abyss a mystical force that randomly increases stats without a limit 17:38:30 it's interesting because it provides contrasting gameplay to the hells!! 17:38:30 perryprog: I laughed 17:38:30 * perryprog bows 17:38:30 a broken joke is funny twice a month 23:34:44 Unstable branch on crawl.develz.org updated to: 0.28-a0-1616-g050a50673c (34) 23:57:27 Windows builds of master branch on crawl.develz.org updated to: 0.28-a0-1616-g050a50673c