00:47:27 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-802-g62b7471ca3 01:06:12 <06m​umra> i was also thinking, if we add gadget shops, that of course slightly reduces the number of other shop types that get to spawn, so maybe overall shop spawns should be increased to compensate 01:16:55 Could also increase items per shop on average slightly would be another way 01:24:30 <06m​umra> i feel like "10% more shops" is more interesting than "1 extra item in some shops* 01:25:16 <06m​umra> (and, some vault defined shops have a hard limit of number of items) 04:33:19 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 06:16:02 03nlavsky02 07* 0.33-a0-803-gcb9a0bf236: fix: actually take note when the player is vexed 10(6 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/cb9a0bf236d5 07:24:25 <06w​ensley> I think adding some locations with a guaranteed shop generation is more interesting than just uniformly increasing shop generation chance, because it gives players something to look forward to/dive for while also averting the long tail of unluckiness by raising the floor of the worst-case. For example, it feels like the current meta is to stop doing D at around 12 and head off to do other branches, but what if the last few levels of D 07:24:25 each had a guaranteed shop? That would go a little bit of the way towards creating an interesting decision by incentivizing some people to push their luck when they might otherwise not 09:06:20 <06m​umra> Maybe some shops in D:15 end vaults? 09:08:45 <06m​umra> I don't know if guaranteed shops on D:13-14 are enough to specifically get a player to dive there and risk death when there are options of safer branches available where they can also find loot 09:11:34 <06m​umra> But some guaranteed shops somewhere definitely helps smooth out the extreme variance ... the num_shops() Lua function in shops.des could also be tweaked to reduce the spread somewhat as well 09:13:58 <06m​umra> (Now thinking it'd be nice to see the standard deviation in the objstats results as well ... how frequently are we even getting the extremes?) 09:14:33 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1334919761712119889/image.png?ex=679e4868&is=679cf6e8&hm=e48b9b45307374e3466f2e67584d124266234e7f665191f2f0492838c78a97eb& 09:14:55 <06m​umra> OH, that's what that stands for 😭😂 09:36:48 <09h​ellmonk> supposing we did want more guaranteed shops, I would not want to place them anywhere nearly as close to orc:2 as this 09:43:30 <06m​umra> Yeah, that is already there for that purpose 09:52:14 I find that in winning games I've spent between 2887 and 12686 (not Gozag) / 14443 (Gozag) zorkmids which suggests one is never completely frustrated for something to buy - maybe with your much bigger corpus of morgues you can look at that by XL etc to see what proportion of games really felt there was nothing worth buying? 09:53:33 never> er well unless I died of not being able to buy any consumables, I guess 10:57:38 <06m​umra> 2887 sounds like the shops weren't exactly overflowing with good stuff in that game? (and it's definitely a case of survivor bias only looking at winning games...) 10:59:11 <06m​umra> and just because you had good enough shop items doesn't mean you wouldn't benefit from a few extra rolls to get even better gear 11:01:05 <06m​umra> (maybe a more interesting improvement than just "more shops" would rather be to reduce the likelihood of junk items when shops generate at deeper levels...) 11:05:52 TomBombadil (L24 BaMo) ASSERT(you.duration[DUR_BEOGH_SEEKING_VENGEANCE]) in 'god-companions.cc' at line 961 failed. (Depths:2) 11:13:20 Looks like a stack of consumables on O:2 and then some jewellery and phantom mirrors on U:4-5 so yeah, not exactly overflowing but I don't think frustratingly so given O:2 had good consumables 11:15:42 <06m​umra> it's hard to read into the numbers given it's totally possible e.g. the shops had amazing weapons & other gear but you just got even luckier with floor loot and didn't actually need anything else 11:55:28 03mumra02 07* 0.33-a0-804-g59c2f4dbea: Remove a very outdated Gozag shops comment 10(4 minutes ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/59c2f4dbeaf4 12:30:58 I'd not say the character looks very favoured by the floorgod (but I appreciate the details of one 0.22ish game aren't important here, more just wondering if you can sample your corpus of morgues in a similar way...) 12:55:17 New branch created: pull/4280 (1 commit) 13https://github.com/crawl/crawl/pull/4280 12:55:18 03LiciTheCrawler02 07https://github.com/crawl/crawl/pull/4280 * 0.33-a0-805-g8b50507526: Fix: Reorder Forgewright startng items 10(9 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/8b5050752635 13:50:57 03LiciTheCrawler02 {gammafunk} 07* 0.33-a0-805-g6b1dbc9ee3: Fix: Reorder Forgewright startng items 10(65 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/6b1dbc9ee31c 14:02:41 <09h​ellmonk> I believe item_level already tries to do this and just doesn't do a very great job 14:44:55 Jannitor (L16 SpHs) Crash caused by signal #8: Floating point exception (Orc:2) 15:14:48 <08n​icolae> from the other place: > so I'm noticing that if a Coglin is dual wielding polearms and one of them is Wyrmbane, if Wyrmbane doesn't get the kill, it doesn't upgrade. So it might be worthwhile to temporarily take the other weapon off while trying to upgrade Wyrmbane. is this intentional? is there some easy fix, like making it so wyrmbane gets the assist 15:24:55 <06m​umra> partly because it ends up getting capped at 50 unless its for acquirement item generation, and even then it's a fairly light touch on a lot of things 15:29:23 <06m​umra> hmm c // Wyrmbane needs to be notified of deaths, including ones due to aux // attacks, but other users of melee_effects() don't want to possibly // be called twice. Adding another entry for a single artefact would // be overkill, so here we call it by hand. check_unrand_effects() // avoided triggering Wyrmbane's death effect earlier in the attack. sounds like it should get the kill, but the code that follows here 15:29:24 works for aux kills but only checks one weapon 16:39:10 Unstable branch on underhound.eu updated to: 0.33-a0-805-g6b1dbc9ee3 (34) 19:43:44 <12e​bering> .orbrunboris 19:43:52 <04C​erebot> 1. kaboissonneault the Philosopher (L26 DrAl of Vehumet), blown up by Boris on Depths:2 (regret_index_uskayaw_diablada_macabre) on 2025-01-18 21:07:52, with 625168 points after 90000 turns and 11:05:03. 20:39:17 -!- 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 20:39:17 -!- 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 20:43:21 New branch created: pull/4282 (1 commit) 13https://github.com/crawl/crawl/pull/4282 20:43:22 03Isaac Clancy02 07https://github.com/crawl/crawl/pull/4282 * 0.33-a0-806-gffb4ab95d9: Fix the mouse doing incorrect commands when keys are rebound 10(23 minutes ago, 7 files, 40+ 16-) 13https://github.com/crawl/crawl/commit/ffb4ab95d9a6 21:26:33 Fair point RE: more shops being more exciting that more items per shop 23:35:11 Unstable branch on crawl.develz.org updated to: 0.33-a0-805-g6b1dbc9ee3 (34) 23:57:30 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-805-g6b1dbc9ee3