00:32:35 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4635-gd11b0deb9c 00:35:42 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-754-ge674dbb5a7 03:22:02 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4635-gd11b0deb9c 05:06:41 Unstable branch on crawl.akrasiac.org updated to: 0.29-a0-323-g050149a (34) 06:25:27 -!- kate-- is now known as kate- 07:35:55 -!- allbery_b is now known as geekosaur 09:52:11 !crashlog 09:52:12 24343. Flugslaktarn, XL1 HuVM, T:193 (milestone): https://crawl.xtahua.com/crawl/morgue/Flugslaktarn/crash-Flugslaktarn-20220410-071542.txt 09:52:21 !crashlog ooooo 09:52:22 1. ooooo, XL12 OpCj, T:20029 (milestone): https://cbro.berotato.org/morgue/ooooo/crash-ooooo-20220410-062437.txt 11:36:38 /names 12:04:53 ardl (L25 MfFi) ASSERT(you.running.turns_passed < buggy_threshold) in 'delay.cc' at line 471 failed. (Excessive delay, 700 turns passed, delay type 9999299) (Depths:3) 12:08:37 -!- allbery_b is now known as geekosaur 14:33:22 <10P​leasingFungus> vaguely contemplating 🐙mike's suggestion of making opp attacks take something like 1 or 2 aut for normal speed monsters, instead of 0, such that you can eventually create a gap at the cost of some pain 14:33:36 <10P​leasingFungus> unclear if this is better 14:38:05 <10P​leasingFungus> specifically, the change would be something like: // Refund up to 9 energy (almost 1 turn) from the attack. // Thus, only slow attacking monsters use much energy for these. - mon->speed_increment = min(mon->speed_increment + 10, old_energy); + mon->speed_increment = min(mon->speed_increment + 9, old_energy); that would mean you still couldn't break away from very fast attacking monsters, but 14:38:05 there aren't a whole lot of those 14:50:36 It sounds interesting and could be worth trying if you threw it up on a branch 14:52:38 <10P​leasingFungus> master is a branch 14:52:38 lol, I meant a non-master branch 14:52:38 <10P​leasingFungus> (won't do this without some consensus, just thinking) 14:52:38 <10P​leasingFungus> i know you did 🙂 14:52:38 pfft 15:25:12 -!- Yermak_ is now known as Yermak 16:01:01 -!- Yermak_ is now known as Yermak 16:30:07 <05k​ate> it seems like it'd make them a fair bit more complicated and i'm not sure what the gain is, since the thing it re-enables would mostly just be kiting for a long time against things that aren't super dangerous 16:32:30 <05k​ate> i think if you wanted to go in that direction it should probably be along with a big increase in aoop chance? so you're at least likely to take multiple hits in quick succession as your "cost" to get away but i don't know that that's an improvement on the current state 16:33:22 <05k​ate> since it'd punish repositioning more heavily 16:41:02 <05k​ate> the other concern would be tracking issues, where it'd become worthwhile to count how many attacks of opportunity a given monster has made on you so you know how far offset it is from you 17:03:21 <10P​leasingFungus> you'd probably need some randomization in there to avoid tracking issues... some kind of... random energy... 17:03:40 <10P​leasingFungus> (eg losing random2(3) energy per hit) 17:04:51 <10P​leasingFungus> re the gain: i think the goal would be to make it a bit less costly to disengage from yaks, since right now you have to use a resource/spell/etc 17:06:24 probably not a great idea, but what if you got a gap whenever you killed something? E.g., you have @aaa -> kill first thing -> @.aa -> can safely run away 17:06:26 <10P​leasingFungus> but yeah i wouldn't want to make normal repositioning significantly worse 17:06:34 <10P​leasingFungus> perryprog: how? 17:06:41 I haven't the faintest clue 17:07:28 meh, sounds confusing to players anyway 17:07:29 the problem there is it's harder to create such a gap when they're surrounding you instead of in a corridor 17:12:53 <10P​leasingFungus> "how would you communicate [tiny energy loss from aoops] to players" is a big question, actually 17:13:11 <10P​leasingFungus> 0 and full energy loss are relatively clear. you can see that the monster is taking actions afterward or that it isn't. 17:13:40 <10P​leasingFungus> i guess we sort of put up with the old monster attack speed system, where it was totally unclear what speed they attacked at 19:09:51 <06a​dvil> does anyone else get security@dcss.io emails? Can't remember how that is set up 19:10:05 <06a​dvil> also, does anyone know why crypt_algorithm = “broken” still exists / is the default? 19:10:28 <06a​dvil> the comments say something about dgl, but that is not true afaik (at least not any more) 23:47:35 Monster database of master branch on crawl.develz.org updated to: 0.29-a0-323-g050149af67