00:28:18 <alexjurkiewicz> speaking of clocks, I do like speulinky's clock, which I think has a few good features
00:28:43 <alexjurkiewicz> 1) it's completely predictable, there's no random numbers involved. After x minutes, the ghost appears. There's no random chance involved in the spawn time
00:29:17 <alexjurkiewicz> 2) After the ghost appears, the danger level is very stable and predictable
00:29:41 <alexjurkiewicz> 3) there is a "push your luck" mechanic (all gems turn into diamonds) so it's not completely bad
00:30:21 <gammafunk> well that one is highly gameable though
00:30:40 <gammafunk> with the right equip you can completely avoid it
00:30:47 <gammafunk> and of course it's even designed to be exploited
00:30:55 <gammafunk> wrt it turning all gems into diamonds
00:31:00 <gammafunk> so its design is not quite the same
00:31:07 <alexjurkiewicz> yep. And there's no real "waitscumming" tactic in spelunky either
00:31:30 <gammafunk> yeah just waiting around doesn't get you much in spelunky
00:31:45 <gammafunk> monsters won't come over to you in a way for you to kill them easilly
00:31:49 <alexjurkiewicz> However I do like how transparent the mechanic is
00:32:22 <alexjurkiewicz> The hellcrawl doom clock is reasonably transparent until it comes to monsters spawning pseudo-randomly around you, and the monster being somewhat random
00:32:55 <hellmonk> yeah I could probably drop the randomness altogether
00:32:59 <hellmonk> something to consider
00:33:13 <alexjurkiewicz> hellmonk: how about a PR to make poison DoT only take you to 1hp
00:33:20 <alexjurkiewicz> to randomly change subject
00:33:33 <hellmonk> oh, I need to do something about poison for sure yeah
00:33:40 <hellmonk> not sure what model I want though
00:34:53 <hellmonk> someone (watertreatmentrl I think?) mentioned moving all poison to the hornet model where you eventually get paralyzed, I think someone else had a suggestion for it to be very fast but nonlethal and possibly do %hp damage like torment
01:09:49 <Rotatell> Experimental (hellcrawl-cbro) branch on crawl.beRotato.org updated to: v1.0-480-gd9da4bb
01:19:18 <Gretell> Unstable branch on crawl.develz.org updated to: 0.21-a0-286-g6fcecc0 (34)
01:56:36 <Gretell> Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-286-g6fcecc0
02:13:03 -!- amalloy is now known as amalloy_
02:29:51 -!- amalloy_ is now known as amalloy
02:34:28 <gammafunk> !tell MarvinPA A think for you to look at, specifically two items on this: https://github.com/crawl/crawl/wiki/0.21-Development-and-Release-Plan
02:34:28 <Sequell> gammafunk: OK, I'll let marvinpa know.
02:34:58 <gammafunk> !tell MarvinPA First is the "reverse skill robin" rework idea for gnolls, does it address your concerns or would you really prefer removing doggos
02:34:59 <Sequell> gammafunk: OK, I'll let marvinpa know.
02:36:04 <gammafunk> !tell MarvinPA Second is what do you think of the XP Debt idea (another elliptic-influenced idea), or would you prefer something like Food Unification described above that
02:36:05 <Sequell> gammafunk: OK, I'll let marvinpa know.
02:51:44 <Gretell> Monster database of master branch on crawl.develz.org updated to: 0.21-a0-286-g6fcecc0
03:11:40 <Rotatell> Unstable branch on crawl.beRotato.org updated to: 0.21-a0-286-g6fcecc0 (34)
03:27:18 -!- amalloy is now known as amalloy_
07:09:57 -!- eb__ is now known as eb
10:27:29 <Eksell> Frank (L10 OpFi) ASSERT(defender) in 'actor.cc' at line 636 failed. (D:8)
12:57:49 -!- amalloy_ is now known as amalloy
13:04:54 <Henzell> Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-286-g6fcecc0 (34)
13:32:54 -!- eb_ is now known as eb
18:02:17 <Lantell> Unstable branch on underhound.eu updated to: 0.21-a0-286-g6fcecc0 (34)
20:10:44 <advil> !crashlog
20:10:59 <Sequell> 17796. runaticshow, XL7 FeMo, T:4299 (milestone): https://webzook.net/soup/morgue/trunk/runaticshow/crash-runaticshow-20170925-200001.txt
20:11:19 <advil> !crashlog Frank
20:11:20 <Sequell> 1. Frank, XL10 OpFi, T:5905 (milestone): http://crawl.xtahua.com/crawl/morgue/Frank/crash-Frank-20170925-142709.txt
20:14:41 <amalloy> !source actor::handle_constriction
20:14:42 <Sequell> 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/actor.cc#L617
20:15:39 <amalloy> well the problem is pretty clear, but i'm not sure what the fix is
20:17:36 <|amethyst> stop_being_constricted should have been called when the summon poofed, which should have prevented this from happening
20:18:49 <amalloy> !source stop_being_constricted
20:18:49 <Sequell> 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/actor.cc#L519
20:19:32 <|amethyst> ohh
20:19:32 <amalloy> |amethyst: isn't stop_being_constricted() exactly the problem?
20:19:44 <|amethyst> yeah, because we're looping over the constrictions map in handle_constriction
20:19:48 <amalloy> it modifies the list while we're iterating over it, so our old pointer into the list still points to the now-removed thing
20:20:14 <|amethyst> yeah, we handle the case where it invalidates the current entry, but not if it happens to invalidate the very next entry
20:22:21 <|amethyst> the easy fix, I guess, is to copy the constricting array and iterate over the copy, and also to replace the assert with an  if (!defender) continue;   after the ++i
20:22:43 <|amethyst> (if we are dealing with a copy, we can also turn that into a range-for
20:22:45 <|amethyst> )
20:23:05 <amalloy> i like that a lot better than what's here now. iterating over a list while it's being modified makes my skin crawl
20:23:44 <|amethyst> since map is a linked structure, it's allowed, as long as you don't remove the thing the iterator is pointing to right now
20:23:59 <|amethyst> but we didn't account for killing one monster causing the death of a different monster
20:24:57 <amalloy> it's allowed, but that doesn't make me like it. it introduces a lot of edge cases
20:25:00 <|amethyst> the problem is that copying the constriction array is a little expensive, but this only happens once per constrictor per turn so probably isn't that bad
20:25:10 <|amethyst> s/array/map/
20:33:31 -!- amalloy is now known as amalloy_
20:52:30 -!- amalloy_ is now known as amalloy
21:36:34 -!- amalloy is now known as amalloy_
21:43:04 -!- amalloy_ is now known as amalloy
21:45:31 <|amethyst> browsing /new on reddit and I see an article "Alternative to a grinding process"
21:45:43 <|amethyst> I think "oh neat, roguelikedev game design"
21:45:48 <|amethyst> nope, it's /r/engineering
21:45:53 <|amethyst> such a letdown
21:46:28 <|amethyst> s/article/post/
21:48:23 <gammafunk> There is no alternative to grinding! It is a must!
21:49:13 <|amethyst> swaging seems to be the answer
22:16:55 <amalloy> i expected skateboarding
22:28:44 <minmay> swagboarding
22:28:59 <minmay> it's like swagjacking but you do it while using the old norris tile as your player doll
23:08:00 -!- mikee__ is now known as mikee_
23:23:35 -!- andre is now known as Guest48540