00:59:48 -!- indigaz22 is now known as indigaz2 03:04:53 Hi Guys! It's Madeleine Czura! Just thought I'd leave my number here in case you're lonely ;) . 03:04:53 You can reach me on +44-7599248843 or maddyczura@gmail.com or madeleine.czura@arcadis.com anytime! 03:04:53 Linkedin: https://uk.linkedin.com/in/maddy-czura 03:04:53 Instagram: https://www.instagram.com/maddy_czura/ 03:04:53 Address: Top Floor, 164 Plashet Road, London, United Kingdom, E13 0QT 03:31:54 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 03:35:03 <02M​onkooky> @Crawl Dev I dunno if you can strike that from the logs but I'm pretty sure that's someone being doxxed to get them harassed 04:43:16 <04d​racoomega> @hellmonk I've run objstat on the new parchments branch numbers (and then ran it again with more iterations and spent several hours staring at them, tbh >.>) The number of spells in D is fairly close to current levels (if still slightly lower), though strangely the deeper you go, the more the numbers are lower. V has about 70% of the spells it currently has and Depth 65%, for instance. I spent quite a while trying to figure out why 04:43:17 this might be the case, and I think a significant part of this is shops. I hadn't realized this before, but seemingly shops account for a greater percentage of spells found the deeper you go (to the point that, by 0.33 numbers, Depths has about as many spells in shops as all of D, despite being 1/4 its size...) It might be possible to handle this by giving spell shops a higher weight (or Index suggested increasing the weight of spells in general 04:43:17 shops a bit). Though another thing occurred to me while looking at this, which is that even if total spell numbers are exactly identical to 0.33, that is probably still worse-off for spellcasters. While a bunch of the current spellbooks spread their contents between unrelated schools/archetypes, a lot of them still don't - and have multiple spells that offer a synergistic path together. So 'complete pile of random' is probably weaker than these 04:43:18 semantic clusters unless the total amount is higher, I think? Anyway, I'm content to spend a little time tomorrow tinkering around with numbers and seeing what the net result of a few of those changes might be (since I can run objstat on it directly afterward and you can't). Might also like to adjust the spell level weighting formula a bit so that the endpoint at high item level wasn't that high-level and low-level spells were equal in weight, but 04:43:18 that high-level spells are higher in weight (since the reverse is so strong in earlygame) 04:43:43 <04d​racoomega> (Also: I have no control over IRC logs, sorry >.> ) 05:07:26 Unstable branch on crawl.akrasiac.org updated to: 0.34-a0-165-gd01ceb9 (34) 08:10:20 they hit #ghc as well. (no logs there, and I have no control over logs or anything else here) 08:19:42 (and #haskell, I removed the messages Matrix-side and asked the logmeister to remove them IRC-side) 08:19:53 different IRC users in each 18:01:28 <04d​racoomega> I would just like to state, for the record, that our underlying tile rendering architecture is really dumb. I think the compositing required for 'put the proper label on an identified potion' is done in a different bespoke way in something like six different places (and the one for the main dungeon view no longer can even reference the item by the time it's doing this, only the tile, which makes tying to do some seemingly-simple 18:01:28 things very, very hard.) 18:02:12 <04d​racoomega> (I have been trying to figure out how to implement Index's parchment tile system and it is remarkably hard to do that kind of compositing in our current backend.) 18:02:27 <04d​racoomega> Despite how conceptually straightforward it is 18:03:21 <04d​racoomega> Bound as we are by certain questionable decisions made 15+ years ago now. >.>. 18:04:10 <04d​racoomega> Since ripping out this whole architecture and replacing it would be ambitious even by my standards >.> 18:14:42 TabStormFan (L16 ReEE) Crash caused by signal #6: Aborted (Swamp:1) 18:27:20 <06p​leasingfungus> interesting username 18:32:39 <09h​ellmonk> hes back 23:31:29 <04d​racoomega> Well, I swear I've spent like a solid 10 hours trying to accomplish the woefully ambitious task of 'draw two images on top of each other'. How grand my hubris to even attempt such a thing. (God, I hate some of this code T.T) 23:31:38 <04d​racoomega> But I think it works in every relevant context now? 23:31:50 <04d​racoomega> (Because, of course, we draw items in like 6 different ways) 23:32:02 <04d​racoomega> https://cdn.discordapp.com/attachments/747522859361894521/1389131345174990858/image.png?ex=686380e1&is=68622f61&hm=bc32cc39d18b1855fd3c3192fc7027bf14b5f19609f7b14acaa93c23750bdcb3& 23:33:15 <04d​racoomega> Though something very silly currently happens when you look up parchment in the item lookup menu: 23:33:15 <04d​racoomega> https://cdn.discordapp.com/attachments/747522859361894521/1389131652235530280/image.png?ex=6863812a&is=68622faa&hm=baeb7ffdfe5ba0e87c4de9c167e5b7a7ab13c1464c29d4176c4cbdc3139dcff4& 23:33:58 <04d​racoomega> (I have probably used myself up too much to do formula adjustments today after... all of this... but I will get on it as soon as I have energy again.) 23:35:46 <04d​racoomega> Relatedly: was wondering a little if we should make all actual spellbooks count as artefacts so that jellies won't eat them. Randart books were like... a notable fraction of spells a Jiyva worshipper could actually find and they'll be much rarer now (ie: the percentage of spells in the game that are edible will be higher). Not sure by exactly how meaningful a degree, but anecdotally it feels like it'll matter. 23:46:36 Monster database of master branch on crawl.develz.org updated to: 0.34-a0-165-gd01ceb9fa2