00:46:23 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-603-gebbabaea00 00:53:32 03dolorous02 07* 0.33-a0-604-g491c9d3d12: Add another verb to artefacts. 10(6 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/491c9d3d12b5 01:03:37 04Build failed for 08master @ 491c9d3d 06https://github.com/crawl/crawl/actions/runs/12501322671 04:25:37 somehow I knew that was going to bite someone else 04:26:10 at 00:00 25 December, GiitHub pushed a change that aggressively purges caches; your cache was not loaded and ccache seems to be unhappy about it 04:33:20 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5249-g4a8afe7061 05:06:49 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-604-g491c9d3 (34) 11:44:21 <08n​icolae> aw, shoot, that's better than my suggestion 11:56:25 chutes and ladders. you kmnow you want it. 12:04:19 <06w​ensley> heh, I suppose you could consider a radical redesign of snake pit where the rune is actually in snake:1, but in order to get there you have to traverse a vertical maze of trapdoors and escape hatches, and all ordinary stairs get removed from the branch entirely... and we've solved stairdancing at the same time! 😛 12:59:02 <09g​ammafunk> I must speak, yet again, of artefact property generation 12:59:26 <09g​ammafunk> As I was looking over my branch and based on some previous discussions mostly with DracoOmega about negative properties 13:00:10 <09g​ammafunk> I looked in more detail at the following loop in _get_randart_properties() which is where randart properties are assigned to randarts 13:00:14 <09g​ammafunk> !specifically the loop at 13:00:24 <09g​ammafunk> !source artefact.cc:1084 13:00:25 <04C​erebot> https://github.com/crawl/crawl/blob/master/crawl-ref/source/artefact.cc#L1084 13:01:05 <09g​ammafunk> and most especially at the following: cpp if (gen_good) { // Potentially increment the value of the property more than once, // using up a good property each time. Always do so if there's any // 'enhance' left, if possible. for (int chance_denom = 1; item_props[prop] <= artp_data[prop].max_dup && (enhance > 0 || 13:01:05 good > 0 && one_chance_in(chance_denom)); chance_denom += artp_data[prop].odds_inc) { _add_good_randart_prop(prop, item_props); if (enhance > 0 && chance_denom > 1) --enhance; else --good; } } else if (can_gen_bad) { item_props[prop] = artp_data[prop].gen_bad_value(); --bad; 13:01:06 } else continue; 13:01:46 <09g​ammafunk> the case for can_gen_bad, where the loop has decided to add a bad property (if the property allows this and based on a coinflip) 13:02:49 <09g​ammafunk> what happens here is the bad property simply overwrites itself any time it's rolled on multiple occassions 13:03:59 <09g​ammafunk> in the case were a property is rolled in two separate instances to get a bad value, this prevents a bad property from ever being added more than once, but in a not very desirable way where it still "counts" as being a bad property even though nothing has changed 13:04:18 <09g​ammafunk> so this raised the question of how we want bad properties to actually be rolled 13:05:07 <09g​ammafunk> I assume limiting bad properties to one application is desirable, since this is how it's implemented 13:05:16 <09g​ammafunk> but the accounting is clearly wrong and should be fixed 13:05:54 <09g​ammafunk> one thing I haven't done is looked through commit history to see if this logic was iterated on in terms of balance 13:07:41 <09g​ammafunk> but my proposal is to just retain the logic which prevents bad props from getting assigned multiple times (unlike good properties, which can be). Then I'd just fix the logic so that a bad property will be out of consideration if it's already been added, so the accounting will be correct 13:08:43 <09g​ammafunk> @dracoomega if you have an opinion on ^, let me know. 13:23:48 <04d​racoomega> Taking a brief look over the code, we never generate more than 2 bad properties on a single item, and have ~18 properties that can be considered bad. So this would only ever matter in the rare case of rolling 2 bad props, and then rolling the same 1 in 18 twice in a row, which is a pretty small change overall. Probably makes sense for the accounting to be correct, even if this does lower randart quality very marginally 15:59:33 <04d​racoomega> Periodic item slot rework update: there sure is a lot of this code 16:00:34 <04d​racoomega> (Regular daily progress continues (even over Christmas! >.>) and big strides have been made, but still unclear exactly how much is left. I had some hope that I might be done in a week from now, but what I've been doing the past couple days was trickier than expected, so I'm not confident on that) 16:40:09 Unstable branch on underhound.eu updated to: 0.33-a0-604-g491c9d3d12 (34) 17:01:21 <06p​leasingfungus> 09++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 17:01:32 <06p​leasingfungus> ^sorry, 3yo 17:10:35 PF: 3yo producing a curious vault design 17:12:46 linesprint door vault? 19:30:39 <06w​ensley> regarding item slot rework, I've been playing qud and I don't see why crawl shouldn't also have a system where I can have four arms, seven hands, two heads, and three faces 20:39:08 -!- 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 20:39:08 -!- 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 21:24:15 <04d​racoomega> Well, you're in luck! (I mean, I'm not planning to go as extreme as that, but one of the multiple benefits of this does involve forms or mutations that do weird things to slots besides just restricting them. Index was kind of in favor of making monstrous demonspawn get a mutation as part of their package that adds an extra slot of a different sort to them. Monstrous has always been a rather unpopular result, and this possibly is a 21:24:15 way to be even more monstrous that people will find more fun.) 21:33:57 -!- MakMorn_ is now known as MakMorn 23:14:05 03regret-index02 07* 0.33-a0-605-gc3d0ca870a: New animations and a quote for alchemy / potion flavour 10(8 minutes ago, 28 files, 64+ 6-) 13https://github.com/crawl/crawl/commit/c3d0ca870a31 23:35:23 Unstable branch on crawl.develz.org updated to: 0.33-a0-605-gc3d0ca870a (34) 23:58:20 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-605-gc3d0ca870a