00:13:16 Unstable branch on cbro.berotato.org updated to: 0.33-a0-566-gaf1b155deb (34) 02:01:03 <02M​onkooky> I think the ideal would be sprite differences (maybe glyph brightness for console?) to indicated chargedness 02:02:14 <02M​onkooky> since I don't feel like it deserves the primacy of an indicator light but a quick way to gauge charge would be nice 04:35:31 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5249-g4a8afe7061 05:07:31 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-566-gaf1b155 (34) 18:30:36 <04d​racoomega> Might not be a bad idea, but this likely depends on Sastreii now. (I don't know when new forgecraft monster tiles are coming for other things, but I have been told that they are coming.) 19:48:08 <09g​ammafunk> ...huh 19:48:12 <09g​ammafunk> cpp jewellery_type get_random_ring_type() { const jewellery_type j = _get_raw_random_ring_type(); // Adjusted distribution here. - bwr if (j == RING_SLAYING && !one_chance_in(3)) 19:49:28 <04d​racoomega> Oh, are they all literally equal in rarity except for that one? 19:49:34 <09g​ammafunk> apparently so! 19:49:45 <09g​ammafunk> someone didn't wan't to introduce a weighting system for just one type, I guess 19:49:53 <09g​ammafunk> rings of slaying too good (???) 19:50:24 <09g​ammafunk> I guess old e.g. str rings were worse? 19:54:13 <04d​racoomega> It's not particularly clear to me that they're disproportionately good these days, no. (I guess back in the day, their plusses were more likely to be higher and stat rings lower, too?) 19:54:57 <04d​racoomega> I do remember slaying feeling like it was the super ring in oldcrawl, but not sure I've felt that way in modern Crawl (not sure exactly how much has changed around that, though >.>) 19:59:03 it's been a while but I do feel like slaying has been nerfed since then and stat rings slightly buffed (but only slightly: +6 str or int doesn't feel like it's as much of a game-breaker as one might naïvely think) 20:00:09 but, uh, we're talking close to 20 years for a bwr change, no? 20:05:08 <09h​ellmonk> Old crawl also had multiplicative slaying right 20:12:11 I don't recall how it worked, I just recall it was (a) rare (b) really strong 20:15:38 <04d​racoomega> Oh, I think it raised your weapon base damage, didn't it? 20:16:44 (and I think to-hit, which was separate back then) 20:37:55 <09g​ammafunk> huh, didn't realize it had changed so drastically 20:39:19 -!- The topic of #crawl-dev is: Crawl Development | https://github.com/crawl/crawl | Logs: http://s-z.org/crawl-dev/, temporarily http://crawl.akrasiac.org/logs/cheibriados/ | People with +v have commit access, devs on bridged discord as well | General Crawl-related chat to #crawl | Long stuff to a pastebin service, please 20:39:20 -!- The topic of #crawl is: Play Dungeon Crawl Stone Soup online now! Type ??online for instructions, ??lg / !lg for play stats | PM Sequell for long queries | http://crawl.develz.org | FooTV game replays: ??footv for instructions | #crawl-dev for dev discussion, #crawl-offtopic for offtopic 20:42:27 <04d​racoomega> %git eb71eb6f778cc1bedcda4273de0b9c5b4c8b350e 20:42:28 <04C​erebot> elliptic * 0.10-a0-1371-geb71eb6f77: Make slaying work like extra weapon enchantment. (13 years ago, 1 file, 7+ 8-) https://github.com/crawl/crawl/commit/eb71eb6f778c 20:44:58 <04d​racoomega> (Now, I do think numbers on them were buffed after this, but there's been so many small cumulative changes to many things) 20:50:04 <09g​ammafunk> I suppose it's fairly safe to simply remove this special weighting 20:51:13 <09g​ammafunk> certainly increases the number of slaying rings significantly but while also reducing the numbers of all other ring types slightly to compensate 21:52:53 <09g​ammafunk> now I'm confused about this: cpp // Return whether we made an artefact. static bool _try_make_weapon_artefact(item_def& item, int force_type, int item_level, bool force_randart, int agent) { if (item_level > 0 && x_chance_in_y(101 + item_level * 3, 4000) || force_randart) { // Make a randart or unrandart. // 1 in 20 randarts 21:52:53 are unrandarts. if (one_chance_in(item_level == ISPEC_GOOD_ITEM ? 7 : 20) && !force_randart) { if (_try_make_item_unrand(item, force_type, item_level, agent)) return true; ... 21:53:28 <09g​ammafunk> 1 in 20 randarts are unrandarts, but only if the item level isn't good_item, in which case 1 in 7 are? 21:53:57 <09g​ammafunk> this is after the roll above which determines whether an item becomes a randart in the first place 21:55:14 <09g​ammafunk> and for items that are madated as randart for whatever reason (ISPEC_RANDART), they would have a separate call to this function where force_randart is true, thereby falling under the 1/20 chance 21:55:19 <09g​ammafunk> this is obviously only for weapons 21:55:56 <09g​ammafunk> but it does seem weirdly the case that for good_item level weapons, if they roll to become randarts, they have a significantly higher chance to become unrands 21:56:44 <09g​ammafunk> compared to other items that are either mandates as randart or otherwise not good_item quality and just roll to become randart 22:19:01 <04d​racoomega> Is it really that weird that good_item are extra-good, though? 22:22:14 <04d​racoomega> (One thing I'm reminded of now that I've never been quite clear of is how unrandarts that don't have a matching normal base type to be 'upgraded' from work) 22:27:53 <09g​ammafunk> well it's weird to me that items designated ahead of time as randart are worse 22:30:58 <09g​ammafunk> regarding matching normal base type for unrands, I'm not sure what you mean. Don't they all have some corresponding base and subtype 22:31:03 <04d​racoomega> I could say 'maybe if it asks for a randart specifically it doesn't want an unrand at all, but it's still a non-zero chance... 22:32:24 <04d​racoomega> Oh, huh. So Devastator is actually 'a club, with bonus base damage' 22:32:52 <04d​racoomega> I think I thought these were their own unrand-only types, kinda 22:33:22 <09g​ammafunk> yeah, from what I can see there's always some underlying item and subtype in the art data 22:33:22 <04d​racoomega> Stuff like that and Wyrmbane and Autumn Katana 22:34:38 <09g​ammafunk> the ignominy of being turned from a katana to a long sword 22:34:53 <09g​ammafunk> at least I want to say that katana was an actual base type at one point, but maybe that's not true 22:35:14 <09g​ammafunk> indeed it was a weapon type 22:37:17 <04d​racoomega> Yeah, I do recall 23:07:32 <04d​racoomega> Things I did not expect to be doing today: making (deprecated) lava orc yaml >.> 23:08:24 <04d​racoomega> And carefully copying all the aptitudes over from the old text files 23:11:40 <04d​racoomega> (I am converting species_data from a map into a static array. We already know the exact order of everything in it at compile time, so there's no need to do map lookups whenever we wanted to check anything. But that means generating species-data.h sorted by enum order and currently all the really old removed species just copy-paste text in one block at the bottom) 23:13:58 <04d​racoomega> So I have to pull them apart into normal files that can be output in the proper places