--- a/README.markdown Fri Aug 05 23:42:58 2016 +0000
+++ b/README.markdown Sun Aug 07 01:16:05 2016 +0000
@@ -60,6 +60,7 @@
[Silt2]: http://bitbucket.org/sjl/silt2
[cl-ecs]: https://github.com/lispgames/cl-ecs
[cl-losh]: http://bitbucket.org/sjl/cl-losh
+[DCSS]: https://crawl.develz.org/
## June 2016
@@ -1040,3 +1041,18 @@
* Finally got around to consolidating all my `utils.lisp` files in various
projects into [my own personal utility library][cl-losh], because the world
definitely needs another one of those.
+
+### 2016-08-06
+
+* Played a bunch more [DCSS][]. I'm addicted. This does not bode well for my
+ productivity.
+* Worked on [Silt2][] more. Added rotting fruit, creatures, eating, inspection,
+ random names, and a bunch more. It's starting to come together. Four more
+ days left for the jam.
+* Fixed the UTF-8 issues with the Silt telnet server. I just had to force
+ `export LANG=en_US.UTF-8` before running the Lisp binary in the telnet script.
+* Fixed another funny bug on the Silt server. Building the Silt binary with
+ [Roswell][] means that when it runs `save-lisp-and-die` it saves
+ *everything*, including the initial seed for the random number generator. So
+ every time you telneted to the server you'd get the same initial world
+ generated. I fixed that by reseeding before each world gen.