00:18:06 -!- Rjs- is now known as Rjs 00:31:01 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4635-gd11b0deb9c 01:43:35 <03w​heals> we still have a few "char buffer[256]" in crawlcode ourselves 01:43:55 <03w​heals> though i think i got rid of the global char buffer we had a few years ago 01:45:14 libw32c.cc: char buffer[4096]; // one could hope it's enough 03:23:57 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4635-gd11b0deb9c 05:06:33 Unstable branch on crawl.akrasiac.org updated to: 0.29-a0-322-g68df515 (34) 10:53:47 <06a​dvil> hm, does it matter if .gitmodules has different urls than .git/config? (I mean, it doesn't obviously matter from a practical point of view afaict, though I haven't tested a clean clone) 10:56:14 I don't think it's all or nothing as far as writable goes 10:56:14 although obviously if you can't use an unauth git: protocol for one, you won't be able to for the other either 11:57:36 <06a​dvil> it looks like on a clean git clone, the submodule locations in .git/config are getting https:// URLs, so maybe those being wrong in my main repo is an artifact 12:47:57 idea: remove evocations and make evocable power based on XL, and weaken all characters to compensate, to encourage usage of evocables for all characters throughout the whole game 12:48:32 (rather than just in D:1-8) 12:49:59 <06a​dvil> if the presupposition is that evo isn't used (or isn't good) over the whole game, I'm not sure that's right 12:51:42 no it's inspired by all my non-evo training characters carrying around a bunch of useless extremely-weak evocables in Zot 12:53:50 <05k​ate> i don't think the use of evocables for all characters throughout the whole game needs to be encouraged any more than it already is 12:53:50 <05k​ate> more the opposite, in fact 13:00:39 <10P​leasingFungus> i think the argument is that there are some characters which find many evocables, but on which it is still incorrect to train evo (?) 13:01:00 <10P​leasingFungus> and so these characters end filling the last slots of their inventory with evocables they don't use 13:01:09 <10P​leasingFungus> don't think the first part of that is right, though 13:07:30 <06a​dvil> maybe we should instead make players train evo 😄 13:07:59 <10P​leasingFungus> if i were going to cut a skill, the first one i would cut is crossbows, the second is slings, and the third is fighting 13:08:07 <10P​leasingFungus> not sure how far down evo is 13:47:20 * Pinkbeast hugs his stone of tremors and disc of storms 13:48:31 <10P​leasingFungus> (to be clear, i broadly like the current evo system, though there are some things [mostly xp evoker related] that i'd change) 14:51:29 am big fan of how training evo gives you more tools in the toolbox at the cost of XP to be honest 14:51:29 plus evo items are usually explosion-adjacent which is by definition fun 14:55:17 <05k​ate> i think they're in an okay spot too mostly yeah, the main thing is probably just slowing down xp evoker recharge rate at higher skill levels (and reducing the number of xp evokers that exist, or at least making sure not to add any more) 15:24:11 Unstable branch on underhound.eu updated to: 0.29-a0-322-g68df515428 (34) 15:24:51 I do like the idea of giving out different "costs" for what you need to active evokers. Maybe a Dj themed one that slurps your health or something. 15:44:05 <10P​leasingFungus> there are (a few?) evokers that drain hp! 15:44:11 <10P​leasingFungus> they're even guaranteed to show up every game 🙂 15:44:25 ... you wut? 15:44:42 oh, Dispater 23:14:49 can anyone else reach https://cbro.berotato.org:8443    ? 23:17:27 nevermind, i'm reaching it again, must've been a hiccup 23:46:10 Monster database of master branch on crawl.develz.org updated to: 0.29-a0-286-g41199d4a87