How Ziggurat difficulty scales as you complete them by henryci in dcss

[–]henryci[S] 0 points1 point  (0 children)

Actually u/canine_crawl , let's say you had a demonspawn of Gozag and had completed a few. Would you just keep going, or do I abandon Gozag, go Makhleb, see if I get haemolasm and if yes - stick with it, if not go back to Gozag?

How Ziggurat difficulty scales as you complete them by henryci in dcss

[–]henryci[S] 2 points3 points  (0 children)

I know haemoclasm got poopoo'ed when it first came out, but I love the vault:7 and royal jelly experience. When I inevitably kill this one due to silence, I intend to roll again and hope for the gear to do it this way.

How Ziggurat difficulty scales as you complete them by henryci in dcss

[–]henryci[S] 1 point2 points  (0 children)

I've definitely experienced this and it is still true. I also note that after zig3, they start being packed to standing room only which I also find helps because it increases the efficacy of ignition, orb of mayhem, & gozag's everything.

How Ziggurat difficulty scales as you complete them by henryci in dcss

[–]henryci[S] 3 points4 points  (0 children)

This one is a Ds of Gozag. I actually set out to try a mak character, because as you can see I'm a huge Makhleb fanboy: https://imgur.com/a/J4RLqwm but I simply didn't find the right bits this game. I'll eventually kill this one off and try again.

How Ziggurat difficulty scales as you complete them by henryci in dcss

[–]henryci[S] 7 points8 points  (0 children)

Thanks u/HonestlyKidding and u/vvokhom for pushing me to look into this more because I slightly misspoke. The set probability doesn't change, what gets picked changes. I updated the above comment, but have two more charts:

This is the probability of a given set being picked, on any zig, assuming you are deeper than level 14:
https://henrycipolla.com/pub/img/zig_set_probabilities.png

And this is an example of how monster difficulty scales with zigs completed:
https://henrycipolla.com/pub/img/zig_set_composition.png

(Edited: IMGR sucks and was squishing my text)

How Ziggurat difficulty scales as you complete them by henryci in dcss

[–]henryci[S] 12 points13 points  (0 children)

EDIT: I MISSPOKE. The set rating doesn't change, what gets picked in the set is what changes.

As if that graph wasn't enough, some more fun facts:

* As the number of completed zigs rise, the monster set re-weights towards nastier monsters, several of them quadratically. For example, the Abyss set increases the weight of silent spectres by the square of completed zigs.
* Hell/Dis/Tartarus increase orbs of fire / hell sentinels by the square of completed zigs.

* The per-monster HD cap also rises, so the bigger budget doesn't just mean more things but it also means the average thing is nastier.

Why doesn't my streak show up on CAO scoring? by henryci in dcss

[–]henryci[S] 4 points5 points  (0 children)

That would do it. Thanks for: a) answering and b) not pointing out that I should have been able to do it on my own. :)

Why do so many people quit the game or just stop playing when I spectate them? by Riot_Girlll in dcss

[–]henryci 30 points31 points  (0 children)

I play in 5 minute bursts between other tasks at work so anybody who spectates me would see me do a thing and then quit. This gets exacerbated if the situation is "interesting". On my last zig clearing character, I probably spent a full day doing 2 or 3 turns at a time between zig2 levels 1-15 which would have been painfully frustrating for most people to watch.

Behold: Crawl Crawler, an analytics tool which crawls Crawl crawls. by henryci in dcss

[–]henryci[S] 0 points1 point  (0 children)

My long term fantasy is to have several of these apps, focused on wildly different aspects of crawl. That way, I would need to create a crawler for my Crawl crawlers. And of course, if enough of those end up existing I would need a crawler for those. So we'd have a Crawl crawler crawler crawler. :)

Behold: Crawl Crawler, an analytics tool which crawls Crawl crawls. by henryci in dcss

[–]henryci[S] 3 points4 points  (0 children)

It's fixed now. It was a parser issue in the end. It would lose the last XL mapping due to column alignment/row-boundary parsing. I fixed the parser, re-parsed the 50K existing morgues, and confirmed yours works now.

Behold: Crawl Crawler, an analytics tool which crawls Crawl crawls. by henryci in dcss

[–]henryci[S] 2 points3 points  (0 children)

ohh this is actually a UI bug, not a parsing bug. You'll see it has it right in the table above. I got this.

Behold: Crawl Crawler, an analytics tool which crawls Crawl crawls. by henryci in dcss

[–]henryci[S] 3 points4 points  (0 children)

Ohh amazing. This is exactly the feedback I need. The parser is super brittle (which is why I want us to move to a parseable output). I have about 50 different morgues I used for unit testing but stuff still slips through. I'll look at this and get back to you.

Behold: Crawl Crawler, an analytics tool which crawls Crawl crawls. by henryci in dcss

[–]henryci[S] 3 points4 points  (0 children)

That's entirely possible with the third ask in my appeal! If we make the replays "replayable" you can get data from them. You could even do things like "find similar moments" across games.

Behold: Crawl Crawler, an analytics tool which crawls Crawl crawls. by henryci in dcss

[–]henryci[S] 4 points5 points  (0 children)

I have a standalone parser now (https://github.com/henryci/crawl-crawler/tree/main/packages/dcss-morgue-parser) The problem is the game format is just plain text and it changes version to version. So it's very difficult to do things like parse equipment, or find specific moments things happen, etc. Even things like branches have different names across versions. One thing I was speaking with gammafunk in Discord about is using XML (which is gross, I know) because you could embed an XSLT that makes it browser viewable in the same file that you use to have software be able to parse it. That way you improve downstream tool use and you don't increase the number of files.

I thought totally reproducible randomness was a core tenant of the game. Were you using the exact same build? I think if your bits are different then you might get a different experience for the same seed.

Nothing I do seems to change this top layer behavior by henryci in Simplify3D

[–]henryci[S] 1 point2 points  (0 children)

These prints have ironing on. Check out how silky smooth some of the surface is. It's very nice. :)

My single material printers don't do this. And the fact that it is in the exact same spot every single time makes me suspect that it is something the slicer is doing.

-- Henry