00:31:48 <04d​racoomega> I realize it's not used in very many places now, but the dancing weapon power formula for speed is nonsense. 99 power is 1/2 the speed of 100 power. And so it 80, 50, 10, and any value that is not 100. 00:32:27 <04d​racoomega> It seems to have gotten broken by the commit that removed item mass from affecting dancing weapons (despite the commit not even seeming to involve speed) 00:32:27 <04d​racoomega> !git fb02dadd07b4 00:32:29 <04C​erebot> wheals {gammafunk} * 0.15-a0-1055-gfb02dadd07: Don't make dancing weapon stats dependent on mass. (10 years ago, 1 file, 13+ 18-) https://github.com/crawl/crawl/commit/fb02dadd07b4 00:32:37 <04d​racoomega> (A long, long time ago >.>) 00:34:25 <04d​racoomega> The only things that use dynamic dancing weapon power currently are a Nemelex card (which hits 100 power at fairly moderate piety/invo) or Beogh wrath (which mostly doesn't exist) 00:45:25 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-42-ga30500b4d3 00:47:39 hi. 00:48:25 i was wondering how hard it is to port dcss to another platform? is there any non portable code? 01:31:35 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 01:31:35 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 02:52:56 mkf: Which platform do you have in mind that it doesn't run on already? 05:03:23 Plan 9 05:16:07 My _wild guess_ would be that console is going to be relatively straightforward but for tiles SDL and freetype might be a pain (and I have no idea what the state of those is on Plan 9) 05:16:31 But while I know more about Plan 9 than the average person that's quite a low bar (ie, I knew what it _was_ before you said that :-) 05:52:07 ouch, seems most of code is in C++ 05:52:24 we don't have C++ compiler here sadly. 06:08:25 <05i​coson> that's going to be a problem 16:08:42 <06p​leasingfungus> dev status 16:08:42 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1203114803300794368/image.png?ex=65cfeaf9&is=65bd75f9&hm=85c9492e5b8fed55fe364dc11a723b1b8239fa325cff030cea3adf9304494fc8& 16:33:17 <04d​racoomega> I am suddenly worried about how I just moved random monster names out of the randart database into the monspeak one, so that I could have Nergalle babble to random dead orcs by name. 16:33:41 <04d​racoomega> And whether this causes any problems with you using it for items. I guess it maybe should not? 16:33:45 <06r​egret-⸸nde※> ...I find it funny how I was just worrying over Draco's Nergalle rewrite being a bit too long only to now finally realize steel elves are going to constantly chat with their weapons when they're attuning to them 16:34:01 <06r​egret-⸸nde※> (or at least, talk the other way around) 16:40:39 <06r​egret-⸸nde※> (also it turns out this nergalle rewrite is the same amount of lines as jeremiah, so) 16:44:23 <06p​leasingfungus> draco: should be fine 16:44:39 <06p​leasingfungus> minor merge conflict but not a big deal 16:44:43 <06p​leasingfungus> did you move ancestors too? 16:45:34 <06p​leasingfungus> hm, maybe i'll make it work both ways 16:45:45 <06p​leasingfungus> i hadn't considered having you talk to your weapon. kind of into it 16:49:25 <04d​racoomega> Yeah, I moved ancestors. I mean, they're in the same file. 16:49:55 <04d​racoomega> (Though all the comments speak as if it's only Beogh stuff when it's like... 75% Hep stuff at the moment :P) 16:49:56 <06p​leasingfungus> i'll need to rebase at some point but it should be very simple to sort out 16:50:04 <06p​leasingfungus> yes, i noticed that when i was adding the weapon spirit names in 😛 16:50:14 <06p​leasingfungus> shame on... uh, who was it that added hep, again..? 16:50:43 <06r​egret-⸸nde※> just need to make all the other ally gods randomly name granted allies 16:51:10 <06r​egret-⸸nde※> random angel names for yred's profane servitors! random oklob names for fedhas! 16:51:18 <04d​racoomega> What, Yred is forcibly giving Xhatua a new name? "Nobody knows how to pronounce that." "OH, LIKE YOU CAN SPEAK." 16:51:51 <06r​egret-⸸nde※> ...managing to entirely bind a soul and still not know what that orc high priest's name is also a weird thing, yes :P 16:52:12 <04d​racoomega> It wasn't important 16:52:21 <04d​racoomega> "If I call you Harm, will do you 30% more damage for me?" 16:52:35 <04d​racoomega> (Harm is in the random Beogh orc name list and it feels very weird now) 16:52:41 <06r​egret-⸸nde※> (why in the world was it ever in the list) 16:53:11 <06p​leasingfungus> can we talk about Judas 16:54:14 <04d​racoomega> I mean, I can cut that one, too 16:54:31 <04d​racoomega> (The list could probably use to be longer in general, though) 16:54:32 <06r​egret-⸸nde※> considering the apostle aggression is going to come before the recruiting rather than the other way araound it wouldn't fit even if one wanted to be that on the nose 16:57:12 <06p​leasingfungus> i don't know that we need to cut it but i do think it is very funny 17:23:53 <08n​icolae> Jorcdas 17:30:05 <09h​ellmonk> its actually because orcs are really big fans of judas priest 21:18:54 FWIW I told my co-stoat-soupie ceb about the Beogh stuff today and they thought it was awesome 21:26:18 <06r​egret-⸸nde※> Some discussion by elliptic and gammafunk regarding bot optimization unearthined some deep jank in monster movement code around line 687 of mon-act.cc. In any position of the player in this first configuration, the walls make the yak not move forward to make space: ##YY ##YY ##YY ##YY ##YY ##YY .Y## .Y## @Y## @.## or .@## or ..## but in the below configuration the yak in melee 21:26:18 of the player will actually move to make room for other monsters behind it ##YY ##YY ##YY ##YY ##YY ##YY .Y## #Y## @Y## @### or @.## or .### There's general agreement between several devs that this is unideal, by making a more open wall configuration unintuitively potentially safer than a more narrow arrangement, but monster movement code is intensely unorganized and brittle and full of nested random 21:26:19 choices, so fixing it is something deeply daunting. Still recording this down elsewhere for future reference. 22:38:39 <09g​ammafunk> yeah I'm slightly worried that fixing it is a significant player nerf 22:39:00 <09g​ammafunk> but it doesn't seem a great thing to keep enshrined in the monster AI lore 22:43:12 <06p​leasingfungus> unrelated: dev continues 22:43:13 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1203214085223612436/image.png?ex=65d04770&is=65bdd270&hm=fb0a304fa4facbe5ba5b527fa38c1d64460f57fb3a72f20515b68a87839c7939& 22:43:17 <06p​leasingfungus> (this is a bug) 22:44:58 <09h​ellmonk> She Fernanda on my Bintanath till I Tepiltzin 22:45:21 <09g​ammafunk> I'm not seeing {mikee} in any of those 22:46:17 <06r​egret-⸸nde※> players already got buffs in 0.31 (poison -> alchemy, ogre -> oni apt improvements, gh casting improvements), and the tourney winrate still went down, so clearly it'll be fine to go have a whole bunch of unpopular god improvements in 0.32 to compensate for that AI change :P 22:46:51 <06r​egret-⸸nde※> (I wonder how strong steel elves are going to be?...) 22:47:25 <06p​leasingfungus> i also wonder! 22:47:45 <06p​leasingfungus> depends a lot on apts and attributes, which are the least settled parts of the design 22:48:29 <06r​egret-⸸nde※> true enough 22:48:33 <09g​ammafunk> well players got buffs...but they also got nerfs! who can say what the culprit really was 22:48:52 <09g​ammafunk> maybe that xldeathrate graph will show something but the winrate differene is somewhat smallish 22:48:59 <09g​ammafunk> !tstats 14 t-games 22:49:07 <09g​ammafunk> !tstats 14 t0.30-games 22:49:19 <04C​erebot> Stats after 14 days (t-games): 2558 players, 807 runers, 418 winners, 1158 wins, 62877 games, winrate 1.84%, total player time 3y+2d+20:11:32. 22:49:46 <04C​erebot> Stats after 14 days (t0.30-games): 2583 players, 873 runers, 421 winners, 1258 wins, 62239 games, winrate 2.02%, total player time 3y+12d+1:58:34. 23:04:42 <04d​racoomega> This is what I also think, for what it's worth. I'm not actually convinced it even affects overall winrate a lot, since I suspect few people were exploiting it deliberately outside the higher percentile of players. (Obviously it can accidentally help people, too, sure). 23:05:50 <09g​ammafunk> the situation with reach monsters ignoring this process (apparently) is also not good 23:06:09 <09g​ammafunk> but that might require somewhat more work to fix 23:07:15 <09g​ammafunk> yeah, if you want to fix it, feel free, don't think anyone was strongly against 23:14:12 03DracoOmega02 07* 0.32-a0-43-g058985b245: Fix dactions not being processed after level peek (Darby) 10(2 minutes ago, 1 file, 1+ 3-) 13https://github.com/crawl/crawl/commit/058985b245d8 23:14:12 <04d​racoomega> God, movement code is so tangled and unpleasant >.>; 23:15:16 <04d​racoomega> (I conceptually would like to fix it, but also have so many big things I am currently juggling and several more immediately on the priority list afterward) 23:35:05 Unstable branch on crawl.develz.org updated to: 0.32-a0-43-g058985b245 (34) 23:57:55 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-43-g058985b245