00:46:47 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-43-g058985b245 01:31:38 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 01:31:38 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 03:10:19 <03w​heals> yeah, webtiles runs fine on WSL 03:10:20 <03w​heals> though depending on the WSL version you might need to use an ip other than localhost 07:10:08 <09g​ammafunk> that's good to hear 08:22:04 <05i​coson> what ip do you need to use? 08:24:04 <05i​coson> (and what versions of WSL?) 08:26:27 Why does zin hate using talismans but not transmutations when they existed? 08:35:10 <06p​leasingfungus> zin did hate transmutations 08:37:43 <05i​coson> yeah, all the old form spells were marked as chaotic, which zin hates 08:49:58 https://crawl.montres.org.uk/wsl-webtiles.txt is written from the POV of testing a variant (because it was the only way I could get Bcadren to do it) but also works for just getting vanilla up and running 08:50:19 icoson: The IP of your network interface 08:50:51 <05i​coson> which is not 127.0.0.1 ? 08:57:29 <05i​coson> ok, I think I see what is probably the issue 09:01:34 <05i​coson> @wheals also, does that case require any modification of webtiles server config? 09:04:31 03advil02 07* 0.32-a0-44-g58955fab79: docs: tweak WSL webtiles docs 10(2 minutes ago, 1 file, 13+ 1-) 13https://github.com/crawl/crawl/commit/58955fab799e 09:10:24 <03w​heals> no, iirc 12:20:49 03PleasingFungus02 07* 0.32-a0-45-g79f8f80802: Remove support for antique wielded tiles 10(33 seconds ago, 36 files, 4+ 76-) 13https://github.com/crawl/crawl/commit/79f8f80802ab 12:29:10 03PleasingFungus02 07* 0.32-a0-46-ge84ba5949b: Remove unused function 10(2 minutes ago, 1 file, 0+ 8-) 13https://github.com/crawl/crawl/commit/e84ba5949b73 12:29:10 03PleasingFungus02 07* 0.32-a0-47-gc5f5bd7300: Fix missing blowgun tile for unrand 10(52 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/c5f5bd73003c 12:32:09 <06p​leasingfungus> i'm allowing commits that players won't care about. it is a slight violation of the spirit of commit storm but i have decided it is acceptable 12:34:39 !tell 12:34:39 I don't grok. Syntax is !tell PERSON MESSAGE. 12:37:32 03PleasingFungus02 07* 0.32-a0-48-g56a75c70eb: Pass weapon into ranged attacks 10(10 days ago, 17 files, 52+ 54-) 13https://github.com/crawl/crawl/commit/56a75c70eb1a 12:37:44 !tell gammafunk for cko game server i use a Basic digital ocean instance with regular intel, 4 vcpus, 8gb ram, 60gb disk. 250 GB outbound transfer last month, not sure whether this includes long-term object storage. 12:37:44 floraline: OK, I'll let gammafunk know. 12:39:27 for tournaments i run 4 vcpus with around 50-80 players, outside of tournaments i scale down to 2 vcpus which is more than enough for 20-40 players 12:40:00 the ram also changes between 8 and 4 in the same manner 12:41:12 <07z​ureal> meanwhile, I give CBR2 32gb of RAM and 16 vCPU's because I own the hardware and if it's not used, there's more available for my other VM's 🙂 12:41:43 also, since i'm on the Basic tier my cpus are shared with other tenants. i don't have exclusive access even to the vcpus 12:41:52 so, i think the cpu requirement is quite low 12:49:08 <03w​heals> i feel like just storing the ranged weapon would have fixed a lot of bugs over the years 12:53:32 <06p​leasingfungus> i'm helping 🙂 13:02:48 03regret-index02 07* 0.32-a0-49-gfab9c5ac03: Make Nemelex Xobeh count as chaotic (but not evil) 10(5 days ago, 2 files, 5+ 4-) 13https://github.com/crawl/crawl/commit/fab9c5ac03b8 13:02:48 03regret-index02 07* 0.32-a0-50-gcb1c6d8acb: Juggle around console statue and fountain glyphs 10(5 days ago, 4 files, 178+ 181-) 13https://github.com/crawl/crawl/commit/cb1c6d8acbcf 13:02:48 03regret-index02 07* 0.32-a0-51-g2c8f65ca5f: Make and use a hidden metal statue feature 10(5 days ago, 21 files, 113+ 55-) 13https://github.com/crawl/crawl/commit/2c8f65ca5f32 13:02:48 03regret-index02 07* 0.32-a0-52-gf7c557ff5a: New decoration duo: silver statues, scintillating statues 10(2 days ago, 24 files, 467+ 260-) 13https://github.com/crawl/crawl/commit/f7c557ff5a62 13:02:48 03regret-index02 07* 0.32-a0-53-gaef1140ae2: New decorations: magic conduits, bedeviled crystal 10(2 days ago, 75 files, 907+ 402-) 13https://github.com/crawl/crawl/commit/aef1140ae215 13:02:48 03elliptic02 07* 0.32-a0-54-g1854ded1b6: Deep Elf: Air Magic apt 0 -> +1 (SentientSupper) 10(3 hours ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/1854ded1b68a 13:03:52 03PleasingFungus02 07* 0.32-a0-55-g95b6ac8b5c: Revert "Temporarily evert "Simplify off-hand attacks"" 10(4 weeks ago, 3 files, 8+ 14-) 13https://github.com/crawl/crawl/commit/95b6ac8b5ca2 13:03:52 03PleasingFungus02 07* 0.32-a0-56-g7d43067348: Make skeletons eternal 10(2 weeks ago, 28 files, 104+ 173-) 13https://github.com/crawl/crawl/commit/7d43067348b6 13:03:52 03PleasingFungus02 07* 0.32-a0-57-g7569c349a0: Fix automagic while caught (noisytoot) 10(6 days ago, 1 file, 12+ 14-) 13https://github.com/crawl/crawl/commit/7569c349a0ca 13:04:55 03PleasingFungus02 07* 0.32-a0-58-g3ce9459eb3: Hide removed items in ?/i (elliptic) 10(10 days ago, 1 file, 3+ 1-) 13https://github.com/crawl/crawl/commit/3ce9459eb362 13:04:55 03PleasingFungus02 07* 0.32-a0-59-gaee7bb2a12: Checkwhite 10(65 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/aee7bb2a129b 13:11:05 <06p​leasingfungus> @dracoomega @regret-⸸nde※ /./;'i7m.tgrfcdsxazghn6t 0 13:11:08 <06p​leasingfungus> -6+h60m< 25|2\ 13:11:13 <06p​leasingfungus> 9=/6+=+=+=+==========/ 13:11:22 <06r​egret-⸸nde※> ...? 13:11:26 <06r​egret-⸸nde※> baby? 13:11:30 <06p​leasingfungus> hm.ki nm nhyuiop;' 13:11:31 gesundheit@ 13:11:33 <04d​racoomega> I am making a very curious expression right now 13:11:46 <06r​egret-⸸nde※> (or child or whatnot) 13:11:46 <06p​leasingfungus> baby 13:11:48 <06p​leasingfungus> anyway uh 13:11:54 <06p​leasingfungus> re monster yaml 13:12:17 <06p​leasingfungus> assuming it’s easier for you if i hold off on merging that until any branches etc of yours are merged? 13:12:27 <06p​leasingfungus> and then i can pull your changes in? 13:12:53 <04d​racoomega> My two god revamps together only add one monster. (Besides, I'm not pushing either to master immediately) 13:13:45 <04d​racoomega> A handful of monster spell implementations might get cherry-picke to master, but I don't think any of them will care about the mon yaml 13:13:52 <04d​racoomega> I don't otherwise have master commits ready to go 13:14:12 <06r​egret-⸸nde※> I... could probably spin around priorities to fit in the one new decorative monster (sacred lotus) today in the next hour or two 13:15:21 03regret-index02 07* 0.32-a0-60-g3be09a196a: Adjust V calls for Forceful Invite, Plane Rend 10(25 seconds ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/3be09a196a8b 13:16:38 does making nemelex chaotic affect existing games where the player converted from zin to nemelex? 13:17:10 <06r​egret-⸸nde※> ... 13:17:16 <06r​egret-⸸nde※> ...I have no clue >_> 13:17:24 <06p​leasingfungus> great question, though! 13:17:36 <06p​leasingfungus> anyway sounding like i should windmill slam 13:18:30 03dolorous02 07* 0.32-a0-61-g6a9e7a72c1: Add Nemelex to Recite's list of chaotic gods. 10(5 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/6a9e7a72c11f 13:22:13 <06r​egret-⸸nde※> no objections here, I've got lots of little things to get around to since I was doing the bigger stuff first 13:30:30 <06p​leasingfungus> assume this change will be unfortunate for fork developers hoping to easily cherry-pick in changes 13:30:35 <06p​leasingfungus> apologies in advance to the stoaties 13:31:35 <06d​olorous_84348> For the record, I'm back, and doing so-so. 13:34:11 03dolorous02 07* 0.32-a0-62-g855f1f9822: Save whether the dead player left a corpse. 10(4 weeks ago, 1 file, 6+ 7-) 13https://github.com/crawl/crawl/commit/855f1f98226a 13:34:11 03dolorous02 07* 0.32-a0-63-g76c4a70de9: Move simpler god death messages to the database. 10(4 weeks ago, 2 files, 8+ 2-) 13https://github.com/crawl/crawl/commit/76c4a70de92c 13:34:11 03dolorous02 07* 0.32-a0-64-gef299f28a6: Save monster holiness for undead/nonliving. 10(4 weeks ago, 1 file, 7+ 13-) 13https://github.com/crawl/crawl/commit/ef299f28a6c9 13:34:11 03dolorous02 07* 0.32-a0-65-g8b38da208c: Put holiness god death msgs in the database. 10(4 weeks ago, 2 files, 38+ 9-) 13https://github.com/crawl/crawl/commit/8b38da208cc5 13:34:11 03dolorous02 07* 0.32-a0-66-g10d5f734ec: Add database key handling to god death msgs. 10(4 weeks ago, 2 files, 36+ 33-) 13https://github.com/crawl/crawl/commit/10d5f734ec99 13:34:11 03dolorous02 07* 0.32-a0-67-g59d7447d90: Make all gods use death messages if available. 10(4 weeks ago, 1 file, 38+ 44-) 13https://github.com/crawl/crawl/commit/59d7447d90d7 13:34:11 03dolorous02 07* 0.32-a0-68-g6d6becde81: Add Hepliaklqana and Ignis death messages. 10(4 weeks ago, 1 file, 8+ 0-) 13https://github.com/crawl/crawl/commit/6d6becde8152 13:34:11 03dolorous02 07* 0.32-a0-69-g0f96f66c9d: Add C, J, R, and U death messages (Oneirical, #3452) 10(4 weeks ago, 1 file, 32+ 0-) 13https://github.com/crawl/crawl/commit/0f96f66c9d61 13:35:06 ^ the real record 🙂 13:35:15 03PleasingFungus02 07* 0.32-a0-70-g5b44be1ddb: Move monsters into YAML 10(5 weeks ago, 622 files, 11981+ 8339-) 13https://github.com/crawl/crawl/commit/5b44be1ddb68 13:35:34 <04d​racoomega> I thought I could separate Yred commits into clean-ish ability-based ones, but actually attempting to do so is immediately running into problems, so I may just give up and squash the whole works together 13:35:53 <04d​racoomega> Since there was so much incremental ripping out of old code interwoven in the process 13:36:04 <06p​leasingfungus> dolorous: that sounds like an improvement? i hope things continue to trend toward improvement, if so 13:36:33 <06d​olorous_84348> Yes, it's a relative improvement. Thank you. 13:36:57 <08n​icolae> let babyfungus post more imo 13:37:23 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-71-gb01fb10846: New species: steel elves 10(10 weeks ago, 59 files, 1665+ 261-) 13https://github.com/crawl/crawl/commit/b01fb1084669 13:37:23 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-72-g5ff0eb2d64: Steal blademasters for steel elves 10(3 days ago, 29 files, 78+ 78-) 13https://github.com/crawl/crawl/commit/5ff0eb2d645f 13:37:30 <06p​leasingfungus> @gammafunk think this is about ready for an experimental, if you think players will be ok with playerdoll tiles not showing the second weapon properly. (if you think they'll care, i can poke at it for longer first) 13:38:05 <06r​egret-⸸nde※> de-alphabetizing the other language's monster description files... 13:40:32 03yrdzrfxndfvh02 {dolorous} 07* 0.32-a0-71-g4c9cb3f8dd: Add "Royal Mummy" title 10(4 weeks ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/4c9cb3f8ddb1 13:51:57 <03s​emi_tonal> i feel like the steel elf lore breaks the rule about not telling players what their characters' history is, imo let players have their elves already be married when they enter the dungeon if they want 13:52:45 <03s​emi_tonal> (like, it could probably just be about forging any kinds of bonds with when meeting new people/creatures without explicitly being about love-at-first-sight or marriage) 13:54:30 <03s​emi_tonal> i don't really have crawl time at the moment but elf marriage lore is the really important stuff, obviously 13:54:58 Somewhere I think minmay just exploded 14:00:01 <06d​olorous_84348> That's a very good point on the marriage lore. Besides, what if the elf in question wanted to get married, but circumstances they couldn't control prevented it? Implying that bonds mean less if they aren't married is, philosophically, something I very much disagree with. 14:03:31 03nlavsky02 07* 0.32-a0-72-g0d27ed53bc: task: remove the 0.31 trunk tournament reminder 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0d27ed53bc52 14:04:35 <06p​leasingfungus> kate: i agree with the principle. i was trying to work on blademasters not having attractitis, but i have backup lore for them that i can switch to 14:06:57 <06p​leasingfungus> dolorous: yes, fair 14:14:20 04Build failed for 08master @ 1854ded1 06https://github.com/crawl/crawl/actions/runs/7776428619 14:16:56 <04d​racoomega> Player characters have way more wanderlust. Blademasters are settled 14:17:10 <06r​egret-⸸nde※> ...I hope that doesn't have anything to do with those hyperbuggy statues I found in Abyss (and then decided to not put in Abyss) 14:19:11 03regret-index02 07* 0.32-a0-73-gd980ff3818: Add a Ghoul title 10(38 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/d980ff381834 14:19:11 03regret-index02 07* 0.32-a0-74-g29182dc2f9: Ghost / illusion Starburst -> Bolt of Fire 10(27 minutes ago, 1 file, 6+ 4-) 13https://github.com/crawl/crawl/commit/29182dc2f909 14:21:47 <04d​racoomega> Oh, that was quicker than expected 14:22:19 03elliptic02 07* 0.32-a0-75-g5b1be31b7c: Make groups of monsters handle diagonal chokepoints more consistently 10(23 minutes ago, 1 file, 64+ 48-) 13https://github.com/crawl/crawl/commit/5b1be31b7c00 14:36:05 04Build failed for 08master @ aef1140a 06https://github.com/crawl/crawl/actions/runs/7776422122 14:39:35 <04d​racoomega> Okay, Yred squashed, commit messages written. Time to solve all the merge conflicts of putting these two gods back together again 14:41:18 <04d​racoomega> Okay, git has decided to interweave the two god's ability code for some godforsaken reason 14:42:35 <04d​racoomega> (Well, the code for whether you are allowed to use them or not, plus messaging thereof) 14:48:06 <04d​racoomega> It also keeps wanting to bring back Beogh weapon gifting code 😛 14:48:35 <06p​leasingfungus> can you squash a god?! 14:50:26 ignis seems pretty squashed? 15:00:37 04Build failed for 08master @ 95b6ac8b 06https://github.com/crawl/crawl/actions/runs/7776429551 15:00:41 04Build failed for 08master @ 7d430673 06https://github.com/crawl/crawl/actions/runs/7776431520 15:01:06 04Build failed for 08master @ 7569c349 06https://github.com/crawl/crawl/actions/runs/7776432280 15:01:07 04Build failed for 08master @ aee7bb2a 06https://github.com/crawl/crawl/actions/runs/7776436526 15:06:49 04Build failed for 08master @ 3be09a19 06https://github.com/crawl/crawl/actions/runs/7776508362 15:07:07 04Build failed for 08master @ 6a9e7a72 06https://github.com/crawl/crawl/actions/runs/7776526609 15:10:30 <06p​leasingfungus> hm 15:10:37 <06p​leasingfungus> will look soon 15:17:36 04Build failed for 08master @ 0f96f66c 06https://github.com/crawl/crawl/actions/runs/7776605788 15:17:44 04Build failed for 08master @ 5b44be1d 06https://github.com/crawl/crawl/actions/runs/7776615010 15:17:53 the commit dcss-ci started spewing on looks quite innocuous but is preceded by two commits introducing new decorations, so I'd suspect one of those 15:18:07 04Build failed for 08master @ 4c9cb3f8 06https://github.com/crawl/crawl/actions/runs/7776639512 15:18:08 <06r​egret-⸸nde※> I'm... worried it has to do actually very far back with that decorations work, yes >_> 15:18:13 04Build failed for 08two-swords-adventure @ 5ff0eb2d 06https://github.com/crawl/crawl/actions/runs/7776624697 15:18:14 04Build failed for 08master @ 0d27ed53 06https://github.com/crawl/crawl/actions/runs/7776742087 15:18:22 04Build failed for 08master @ 29182dc2 06https://github.com/crawl/crawl/actions/runs/7776843688 15:20:39 <06d​olorous_84348> One quick thought. The mutations that were built in to Meteorans are still in the code, even though they're disabled, and while the otherworldly (short Zot clock) mutation is very much tied to Meteorans (and Mayflytaurs before them, which makes it difficult to actually remove without screwing up the tags code), the glowing mutation is not tied to any species. Maybe enable it as a rare bad mutation under some circumstances? 15:22:02 04Build failed for 08master @ 5b1be31b 06https://github.com/crawl/crawl/actions/runs/7776856150 15:34:45 <06p​leasingfungus> i’ve considered that, actually! (that’s why i left it around.) think it’s too major for a single level badmut, but maybe as a multi-level one, or one that’s triggered under some circumstances… 15:36:28 <06p​leasingfungus> on condition x, you start glowing for y turns 15:36:49 <06p​leasingfungus> or glow when enough enemies are around, like sting… ha 15:37:08 <04d​racoomega> I got webtiles working (thanks for the assorted help with that, people!) but now I am troubled at figuring out why one of the tile markers I want isn't drawing. Weirdly enough, the Yred one is and Beogh isn't, but it's not clear to me now what I did a few weeks ago that got the first one working and this not >.>) 15:45:51 <04d​racoomega> I have no idea what I am doing and nothing is working 15:46:53 <06d​olorous_84348> The multi-level version sounds good to me too. 15:48:22 <06p​leasingfungus> let me know if you come up with a more concrete design 🙂 15:48:32 <06p​leasingfungus> tile marker is a status icon? 15:49:17 <06p​leasingfungus> hard to diagnose without looking at code 15:51:15 <04d​racoomega> It's done more or less the same way as sanctuary - a feature tile added above something with the proper cell property. Works fine in local tiles, unclear why webtiles isn't seeing it. Are the things in cell_renderer.js just referencing these by tile name? eg: if (cell.silenced) 15:51:26 <04d​racoomega> Blast javascript and its complete lack of typing 15:52:52 <04d​racoomega> That's rather what it looks like, since I can see no other place in code that matches the exact list of names used here 15:53:18 <06p​leasingfungus> you need to look at tileweb.cc 15:53:25 <06p​leasingfungus> cpp if (next_pc.is_silenced != current_pc.is_silenced) json_write_bool("silenced", next_pc.is_silenced); 15:53:45 <04d​racoomega> Oh, that's what I missed 15:53:58 <04d​racoomega> I literally looked at the commit I did for the overlay that does work and somehow still missed it 15:54:00 <04d​racoomega> Thank you 15:54:15 <06p​leasingfungus> of course 15:54:19 <06p​leasingfungus> happy i could help 15:54:25 <06p​leasingfungus> all of this code is terrible and i hate it 15:54:26 <04d​racoomega> I don't know how search in the IDE didn't see this 15:59:21 <04d​racoomega> Okay, well that is straightened out (glad checked!) 15:59:38 <04d​racoomega> And now I am going to actually run full tests before pushing 15:59:55 <04d​racoomega> Just in case 16:02:30 <06p​leasingfungus> i'm looking into the abyss segfault 16:03:39 <06p​leasingfungus> (does anyone remember how to run the rcfile tests?) 16:03:59 <04d​racoomega> I think you actually have to go 'make DEBUG=Y test' 16:04:02 <04d​racoomega> And it does them for you 16:08:17 <06p​leasingfungus> test/stress/run: line 60: timeout: command not found ;_;` 16:08:31 <04d​racoomega> Concerning 16:08:39 <06p​leasingfungus> just a linux vs macos thing 16:09:09 <06p​leasingfungus> maybe 16:10:04 <09g​ammafunk> Ok, I'll probably have time to set that up tomorrow evening. Tonight I need to push to get the tournament summary done and some other tournament wrap-up stuff finished 16:10:05 <06p​leasingfungus> nvm, just doesn't work 16:10:13 <06p​leasingfungus> awesome! thank you so much for all your work this t 16:13:16 <06p​leasingfungus> ok, can repro the crash trivially in abyss_walk 16:13:26 <09g​ammafunk> Also, if floraline asks about cko and I'm not around, my plan is to convert CDI into something like the 4 vcpu digitalocean droplet seen here https://www.digitalocean.com/pricing/droplets or if that's not viable for some reason, there's always the 4 vcpu lightsail plan, although that's a good deal pricier. Will set up a patreon to hopefully cover all costs, but it's good to find the cheapest price point that gives what we need for a 16:13:26 proper server. I think 4 vcpu/8gb/160gb would be enough (with other things like periodic backup of morgue/ttyrecs to cheaper long term storage), but I wasn't able to find a record of what floraline uses for cko in history 16:13:57 <09g​ammafunk> And for cko data, I'm hoping we can transfer the sqlite userdb (used by dgamelaunch) to cdi, which would be wiped of its current accounts 16:14:20 <09g​ammafunk> so that we'd preserve the cko users and not have to deal with quite as much registration headaches 16:14:27 there's a !message in sequell I think? 16:14:36 <06p​leasingfungus> there's !tell yes 16:14:45 <09g​ammafunk> yeah I will send him a tell in a bit but floraline may not see etc 16:14:49 <06p​leasingfungus> int mapi = env.level_map_ids(where); if (mapi == INVALID_MAP_INDEX) mapi = 0; ASSERT(env.level_vaults[mapi]); added an assert here in raw_feature_description and got it to trigger 16:14:57 <09g​ammafunk> I pinged him earlier 16:15:01 no, I mean floraline left details for you 16:15:06 <09g​ammafunk> foh 16:15:07 <09g​ammafunk> nice 16:15:09 <06p​leasingfungus> sadly i know nothing about level_map_ids and level_vaults 16:15:49 https://paste.tomsmeding.com/qZN9QcJH 16:15:59 !messages 16:15:59 (1/1) floraline said (3h 38m 15s ago): for cko game server i use a Basic digital ocean instance with regular intel, 4 vcpus, 8gb ram, 60gb disk. 250 GB outbound transfer last month, not sure whether this includes long-term object storage. 16:16:22 <09g​ammafunk> ok, sounds like I'm looking at the right plan 16:17:06 <04d​racoomega> I more or less know what's going on, I think. Well, at least partially 16:17:08 <09g​ammafunk> aws lightsail 4vcpus gives more disk and I think more ram but is much more expensive, and you can't size it up easilly 16:17:24 <09g​ammafunk> in that sizing it down would be somewhat non-trivial 16:17:48 <09g​ammafunk> you can size up but now size down, which is probably like some crawl species (that was removed) 16:18:21 <04d​racoomega> That was a quick thing I did for index. If I recall correctly, it was to let feature description replacements work for layouts (I think this was a Dis thing?) 16:18:25 <06p​leasingfungus> uh oh 16:18:38 <04d​racoomega> That basically, if there was no vault at a given spot, to fall back at the override in the layout itself 16:18:48 <04d​racoomega> Under the assumption that one always exists 16:18:55 <04d​racoomega> But uh... maybe it doesn't exist in the Abyss?? 16:18:56 <06p​leasingfungus> %git 2c8f65ca5f3 16:18:56 <09g​ammafunk> Also, I think we need two experimentals? Is it possible to do a merged feature branch for experimental purposes or does that make merging to master too difficult 16:18:57 <04C​erebot> regret-index * 0.32-a0-51-g2c8f65ca5f: Make and use a hidden metal statue feature (5 days ago, 21 files, 113+ 55-) https://github.com/crawl/crawl/commit/2c8f65ca5f32 16:19:04 <09g​ammafunk> since the experimentals may not merge at the same time 16:19:10 <04d​racoomega> Oddly enough, she's done things in the Abyss since then and it works fine? 16:19:30 <06p​leasingfungus> yeah i'm not triggering this in actual play either, but... hm 16:19:50 <06p​leasingfungus> yeah, i guess i don't really understand this change to directn.cc 16:20:27 <06p​leasingfungus> guess i'll just fix it 16:21:13 <04d​racoomega> Should check that a 0 exists, I guess? 16:23:59 <06p​leasingfungus> yeah 16:25:33 03PleasingFungus02 07* 0.32-a0-76-gbc18a39e1d: Don't crash in the abyss_walk test (DracoOmega) 10(84 seconds ago, 1 file, 7+ 3-) 13https://github.com/crawl/crawl/commit/bc18a39e1d33 16:25:33 03PleasingFungus02 07* 0.32-a0-77-g95bf75a7d5: Unbrace 10(38 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/95bf75a7d52d 16:27:39 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-78-gf66b1b4967: New species: steel elves 10(10 weeks ago, 59 files, 1665+ 261-) 13https://github.com/crawl/crawl/commit/f66b1b496704 16:27:39 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-79-g8a4399f69d: Steal blademasters for steel elves 10(3 days ago, 29 files, 78+ 78-) 13https://github.com/crawl/crawl/commit/8a4399f69d81 16:27:39 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-80-g5beb11876c: Deduplicate mut description (Ge0ff) 10(55 seconds ago, 1 file, 5+ 12-) 13https://github.com/crawl/crawl/commit/5beb11876caf 16:36:01 03regret-index02 07* 0.32-a0-78-g668cce9384: Fancify Zot and Pan a little more 10(87 minutes ago, 11 files, 39+ 13-) 13https://github.com/crawl/crawl/commit/668cce9384e2 16:36:01 03regret-index02 07* 0.32-a0-79-g722a80f8b5: Don't let Throw Ally throw tentacles (Lici) 10(80 minutes ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/722a80f8b536 16:36:01 03regret-index02 07* 0.32-a0-80-g5f43475211: Hide the "report this" metal statue description on banishment 10(29 seconds ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/5f4347521151 16:50:42 04Build failed for 08master @ bc18a39e 06https://github.com/crawl/crawl/actions/runs/7777498166 16:53:56 😞 16:54:10 <04d​racoomega> Somehow I have broken arena and I don't know why 16:54:28 <04d​racoomega> Anything in it immediately crashes with ASSERT(in_bounds(mons->target) || (mons->target).origin()) in 'mon-act.cc' at line 1882 failed. (mons->target = (0,-1)) 16:54:52 <04d​racoomega> Even rat v rat 16:55:54 <04d​racoomega> I woner if this has something to do with the pet target change? 16:57:40 <04d​racoomega> Seemingly not... 17:00:05 04Build failed for 08master @ 95bf75a7 06https://github.com/crawl/crawl/actions/runs/7777498709 17:00:56 04Build failed for 08master @ 5f434752 06https://github.com/crawl/crawl/actions/runs/7777552833 17:03:41 04Build failed for 08two-swords-adventure @ 5beb1187 06https://github.com/crawl/crawl/actions/runs/7777507058 17:10:42 I vaguely recall there being a discord server/channel which bridges to this one- is that correct, and if so can I get a link? 17:13:06 <06p​leasingfungus> there is, but tragically it is a secret 17:15:25 hm, unfortunate. was hoping to centralize so I didn't forget irc was a thing quite so often 17:21:54 is submerging still a thing 17:22:14 oh ugh kraken tentacles 17:23:02 <06r​egret-⸸nde※> gotta hide those vulnerable tentacles in the water so they aren't so weak to aoe 17:23:12 <06r​egret-⸸nde※> except for the part where krakens are still comically vulnerable to aoe 17:29:57 <04d​racoomega> I do want to give some love to krakens, but still never been sure what 17:30:16 <06h​idden9776> so, I just checked, and I don't think kraken tentacles submerge 17:30:19 <06h​idden9776> nor anything else 17:30:21 <04d​racoomega> It's comical they have extra code specifically to make sure they cast ink cloud and then it never does anything because they just sit there regardless 17:30:24 <04d​racoomega> Among all the other things 17:30:32 <04d​racoomega> Tentacle segments do 17:30:43 <06h​idden9776> ah there it is 17:30:44 <04d​racoomega> This is fairly easy to see if you just fight one 17:31:12 <04d​racoomega> I am not sure if it is actually important to preserve, since it's kind of complicated code that isn't doing a lot these days 17:31:17 <06h​idden9776> gross there's so much code for specifically these 17:31:36 <04d​racoomega> I mean, it made sense when it was all over the place 17:31:40 <06h​idden9776> yeah I was looking at submerging and wanting to excise it is why this came up 17:31:57 <06r​egret-⸸nde※> when there was a lot more deep water in shoals it made some sense that one couldn't e.g. so easily bolt of fire a tentacle across its segments and do mega-damage to what was supposed to be a big scary distinct shoals monster 17:32:37 <04d​racoomega> I think some degree of damage protection so that you don't so massively inflated AoE damage might make sense (but that alone isn't enough for them, I think) 17:32:51 <04d​racoomega> But there's no need to tie this to tentacles being invisible under water, I think 17:32:54 <06r​egret-⸸nde※> yeah 17:33:07 <02M​onkooky> Sure, but A: you can do mega damage with a scroll of poison B: they still aren't scary :< 17:33:07 <04d​racoomega> It's not like they are something that sneaks up on the player 17:33:17 <06r​egret-⸸nde※> trapdoor kraken... 17:34:00 <02M​onkooky> tbh I think the reasonable approach to limiting aoe megadamage is just reducing the damage sharing with tentacles 17:34:58 <04d​racoomega> Well, sure 17:35:33 <06r​egret-⸸nde※> the capacity to keep moving in and out of their radius due to the deep water restriction also still needs to be addressed 17:35:47 <04d​racoomega> There's some argument that being able to straighforwardly melee a single tentacle should transfer good damage (while fireballing shouldn't multiple against segments hit, just tentacles hit) 17:36:01 <02M​onkooky> yeah (my first thought is give tentacles drag?) 17:36:02 <06r​egret-⸸nde※> (regen, or letting kraken tentacles reach further than seeing the head, or letting them go on shallow water and accept them slowly flopping off of receding tides, or all of the above) 17:36:04 <04d​racoomega> By the way, I played around with making their tentacles really long range 17:36:10 <04d​racoomega> And also that! 17:36:19 <06r​egret-⸸nde※> drag is of course the tentacled starspawn gimmick 17:36:36 <02M​onkooky> huh, somehow I've never noticed 17:36:36 <06r​egret-⸸nde※> but they got nerfed from some accidental HD shrinking some time ago 17:36:43 <02M​onkooky> starspawn are also kind of nonscary 17:36:44 <04d​racoomega> It kind of felt like the drag thing was either really punishing if you were in close range / got unlucky or still ignorable a surprising majority of the time 17:37:11 <04d​racoomega> A commit ages ago accidentally (wasn't intended from the commit message) made their constriction vastly easier to escape from 17:37:30 <04d​racoomega> (But I am planning to touch constriction in many ways in 0.32, including that) 17:37:48 <04d​racoomega> Also make starspawn tentacles work even if the body doesn't have LoS of you, because in the abyss that happens constantly 17:37:57 <04d​racoomega> The tentacles can also have eyes 17:38:09 <04d​racoomega> (Currently it will pull them away whenever the main body can't see you) 17:42:43 <02M​onkooky> hmm. In days of yore krakens were very exciting, bc they were kind of unfightably scary- more of a roaming hazard that made venturing out into the water terrifying. I strongly suspect this perception, and how interesting it was to deal with, was mostly on account of me being bad though 17:43:03 <04d​racoomega> Some of it really was because tides made deep water instead of just shallow 17:43:14 <04d​racoomega> So you could end up in places where it was hard to escape them 17:43:31 <02M​onkooky> well, nowadays I don't bother to escape them 17:43:38 <02M​onkooky> they're xp bags 17:43:45 <06r​egret-⸸nde※> also worse weapon balance back then and scroll of poison / immolation now 17:44:19 <04d​racoomega> (I mean, I remember them being a lot scarier and I was still pretty decent at the game back them. I don't know if something else changed that I didn't notice) 17:45:34 <06r​egret-⸸nde※> monsters actually fleeing made the ink have any point, since going out into the deep water while possibly injured to make sure it doesn't flee half way across the map only for it to turn around again had some inherent risk 17:46:30 <02M​onkooky> wow ok _prepare_del_ench exists solely for submerge 17:47:52 <08n​icolae> tentacle gimmick: let them cast spells inherited from the main kraken body, from the tip. that way i can make a death kraken that blasts you with its tentacles 17:48:22 <04d​racoomega> Oh no, now it can make many times as many pointless ink clouds! 17:48:25 <04d​racoomega> T.T 17:48:43 <08n​icolae> obviously you give it cool shit like ice blasts and octopus beams 17:48:54 <04d​racoomega> Funny thing is that the new proposed blind debuff thematically fits very well, an also mechanically does nothing useful against a kraken, really 17:49:15 <02M​onkooky> clearly give the ink a point no damage but permanently recolours your gear black 17:50:46 <04d​racoomega> If you get hit by three tentacles in the same turn, it just freaking launches you through the air on top of its mouth 17:50:53 <04d​racoomega> >.> 17:50:58 <06r​egret-⸸nde※> funnily enough "what if spellcaster land kraken" is, like, half of the idea of mine for another zot monster 17:51:24 <06r​egret-⸸nde※> (except I was probably just going to cheat and have the tentacles use either AF_SHADOW_CREATURES or AF_CONFUSE) 17:53:19 <08n​icolae> yeah i have had thoughts of vault defined krakens with spells but then they just cast from the central body which makes it awkward for them to actually target you with their big dumb tentacles in the way 17:53:40 <02M​onkooky> kraken priests 17:57:34 <02M​onkooky> to break from shitposting tentacled starspawn nominally drag you to the scary main body, but this doesn't work super well since the drag isn't very effective and the main body isn't very scary kraken doubly doesn't want to do that because A: it demonstrably doesn't work that well (or at least is demonstrably hard to balance well) and B: it's already how starspawn play 17:58:32 <02M​onkooky> so I might propose that kraken tentacles either don't share damage, or don't share damage well and the kraken regenerates 17:59:30 <02M​onkooky> doesn't stop you from walking away from the kraken, but if you want to kill it reasonably you have to go for the head 17:59:36 <06r​egret-⸸nde※> sounds good to me 18:00:43 <06d​olorous_84348> Sounds good to me too. 18:01:21 <02M​onkooky> // FIXME, switch to 4.1's MF_SUBMERGED system which is much cleaner. // Can't find any reference to MF_SUBMERGED anywhere. Don't know what // this means. - abrahamwl 18:02:21 <04d​racoomega> I like the idea in general. (I do want to make starspawn better at what they do, and I think this is reasonably achieveable, but it's good for krakens to be something else). And this does emphasize the deep water problem of them somewhat 18:03:00 <04d​racoomega> Thing that just keeps throwing tentacles at you until you deal with it seems like a decent space to try. (Kraken head is scary, but also: who goes for that?) 18:03:15 <04d​racoomega> There is really no incentive currently to do so, and plenty of incentive not to 18:04:02 <02M​onkooky> Do think this might need to be tied to unscarying the head a bit, so that meleedudes aren't turbosad 18:04:11 <04d​racoomega> I mean, there can be a balance of this 18:04:21 <02M​onkooky> but that's the sort of thing that can be done in post 18:04:23 <04d​racoomega> Dynamics are changing enough that it has to be viewed holistically 18:04:48 <04d​racoomega> Suddenly wondering about letting it spit ink for the new blind debuff and letting it shoot through its own tentacles to do so... 18:04:58 <04d​racoomega> Does make it harder to shoot at the kraken head with bows, too 18:06:02 <02M​onkooky> I think the ink might actually be functional if the kraken regens and you can't just mow through tentacles 18:06:09 <04d​racoomega> It might be! 18:06:23 <04d​racoomega> Would be cute if it ended up being fine as-is 18:06:40 <06r​egret-⸸nde※> (but then we're not removing more clouds from the giant pile of one-off clouds v_v) 18:06:55 <04d​racoomega> But I am a bit concerned that if the regeneration vs. damage-sharing ratio is such that a high damage character can still just sit next to a tentacle or two and fight them forever that it won't do a lot 18:08:44 <04d​racoomega> (I don't know if you recall the earlier discussion about this, but the idea for Blind was that it was an accuracy penalty that scaled inversely with how distant you were from your target. Little penalty in melee, but significant penalties the further away you are from your target. Wasn't specifically aimed at kraken at all, and I'm not even saying this is necessarily a great home for it, just that it thematically fitted) 18:09:00 <04d​racoomega> And we're brainstorming and all 18:09:29 <04d​racoomega> While I fix infinite tiny issues and rebase for the dozenth time today T>T 18:10:22 <06r​egret-⸸nde※> it does thematically fit but it also was most likely going to be a way to try and reduce the... 27? invis monsters currently around :P 18:10:35 <06r​egret-⸸nde※> (wow a perfect hit with boris losing it) 18:10:46 <04d​racoomega> Ha 18:10:56 <04d​racoomega> (I mean, it also fits the general push for more 'anti-archer' monsters) 18:12:01 <06r​egret-⸸nde※> (I wonder which of the current invis users would it go on. erica. ogre mages? one of the liches?) 18:12:13 <02M​onkooky> anyone know what's up with the mon_enchant class? 18:12:48 <04d​racoomega> What do you mean; what's up? 18:13:12 <02M​onkooky> at first blush it seems redundant with simply applying an enchantment 18:13:30 <04d​racoomega> Applying an enchantment is done via that 18:13:31 <06r​egret-⸸nde※> (maybe some kind of small squid, as opposed to the absolutely giant squids of kraken, in shoals, would help with its moderately low themespace issue) 18:13:47 <04d​racoomega> That is the class that stores an instance of an ENCH_ on a monster (along with duration, degree, source) 18:14:13 <04d​racoomega> When a mon_enchant is manually constructed in add_ench, it's usually to specify some of those properties 18:14:19 <04d​racoomega> Instead of using default values (whatever they are) 18:15:07 <04d​racoomega> But even if you just call mon->add_ench(ENCH_HASTE) it still makes a mon_enchant internally 18:15:23 <02M​onkooky> oh I was looking at the poly code, where it's doing very strange things with it 18:15:27 <02M​onkooky> that makes sens 18:16:25 <02M​onkooky> I think polymorphing submerged things would have very odd behaviour if it was still possible 18:16:36 <04d​racoomega> I can buy it! 18:16:58 <04d​racoomega> Also: I may finally be ready to push a button 18:17:07 <04d​racoomega> And then maybe melt into a puddle or something 18:18:00 <04d​racoomega> (A few of these can be cherry-picked into master, but I didn't get to that yet. Maybe tomorrow >.>) 18:18:25 New branch created: neoyred_and_newbeogh (31 commits) 13https://github.com/crawl/crawl/tree/neoyred_and_newbeogh 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-44-g72845cb133: Fix minor wizmode bug with xp calculation 10(3 weeks ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/72845cb133de 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-45-gc93a764e60: Make ability_name return string instead of const char* 10(3 weeks ago, 7 files, 16+ 16-) 13https://github.com/crawl/crawl/commit/c93a764e60d7 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-46-g51ebc35840: Refactor testing of band follower/leader relationships 10(12 days ago, 13 files, 67+ 46-) 13https://github.com/crawl/crawl/commit/51ebc3584010 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-47-g69d68bf9b7: Let monsters cast Scorch 10(12 days ago, 9 files, 76+ 28-) 13https://github.com/crawl/crawl/commit/69d68bf9b75c 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-48-gc3c030e410: Implement monster foxfire (for illusions and ghosts) 10(11 days ago, 2 files, 13+ 1-) 13https://github.com/crawl/crawl/commit/c3c030e410b2 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-49-ge40939e482: Searing Ray monster implementation 10(11 days ago, 10 files, 154+ 56-) 13https://github.com/crawl/crawl/commit/e40939e48213 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-50-g451dd4f0d0: Heavily refactor Vhi's Electric Charge and let monsters use it 10(11 days ago, 10 files, 323+ 311-) 13https://github.com/crawl/crawl/commit/451dd4f0d0c8 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-51-ga68d38270e: Implement monster Kiss of Death 10(10 days ago, 3 files, 11+ 4-) 13https://github.com/crawl/crawl/commit/a68d38270ec3 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-52-gb99a2d9b40: Let monsters cast Manifold Assault (and refactor a few things) 10(10 days ago, 10 files, 85+ 103-) 13https://github.com/crawl/crawl/commit/b99a2d9b40ec 18:18:30 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-53-gee7f200a3c: Let monsters cast Lesser Beckoning 10(10 days ago, 1 file, 12+ 0-) 13https://github.com/crawl/crawl/commit/ee7f200a3c15 18:18:30 ... and 21 more commits 18:18:50 <02M​onkooky> oh wow 18:18:57 <06r​egret-⸸nde※> ...is it going to list all of these 18:19:02 <06r​egret-⸸nde※> sure why not 18:19:09 <04d​racoomega> Be glad I reduced it from like 120 or something 18:19:14 <04d​racoomega> Or not 18:19:19 <06p​leasingfungus> important question: have people here seen the fireball kraken video 18:19:21 yeh, it stops at 10 18:19:26 <02M​onkooky> I have! 18:19:33 <04d​racoomega> Don't think so 18:20:15 what is the fireball kraken video? 18:20:21 <02M​onkooky> does deleting an entry from mon-flags.h break save compat 18:20:54 <02M​onkooky> (I assume no? should just ignore whatever's at that bit if I understand this right) 18:21:00 <04d​racoomega> Not in and of itself 18:21:05 <06p​leasingfungus> https://www.youtube.com/watch?v=oz5JQ_vJ6Dk&t=17m48s 18:21:29 <06p​leasingfungus> fireball kraken at the 19:05 mark 18:21:57 <06p​leasingfungus> honestly love this whole video. feels like Old Internet at its finest 18:26:19 <02M​onkooky> // We have to check in_bounds() because removed kraken tentacles are // temporarily returned to existence (without a position) when they // react to damage. why do kraken tentacles make everything terrible 18:26:48 <06r​egret-⸸nde※> the pieces in that video are a work of art. 18:26:58 <04d​racoomega> That video is pretty great, yeah 18:28:47 <06p​leasingfungus> monkooky: could shorten that to just 'tentacles' 18:30:48 <06p​leasingfungus> TILEP_HAND1_BLOODBANE, TILEP_HAND1_FIRST_HAND1 = TILEP_HAND1_BLOODBANE, TILEP_HAND1_BLOODBANE = TILEP_HAND1_BLOODBANE, enum gen status: very cursed 18:34:31 <06p​leasingfungus> this is going to blow out poor player.png even further 18:35:29 <06p​leasingfungus> honestly always fun and exciting to learn new things 18:35:35 <06p​leasingfungus> i have never touched rltiles/tools before 18:36:16 <06p​leasingfungus> looks like it averages about two commits per year? impressive 18:36:36 <06p​leasingfungus> most of which are codebase wide stuff like "squash warnings", "stop using sprintf", etc 18:42:16 04Build failed for 08neoyred_and_newbeogh @ 1cdb5667 06https://github.com/crawl/crawl/actions/runs/7778252094 18:43:34 <04d​racoomega> Noooooo 18:43:47 <04d​racoomega> Oh, tag upgrade 18:44:02 <04d​racoomega> I was like "I even ran all the tests myself this time. Repeatedly!" 18:44:47 <04d​racoomega> But not that one 18:47:16 <06p​leasingfungus> lol 18:47:18 <06p​leasingfungus> every time 18:49:49 03PleasingFungus02 07* 0.32-a0-81-g8649878a93: Enter the mirror dimension 10(33 minutes ago, 23 files, 141+ 80-) 13https://github.com/crawl/crawl/commit/8649878a938f 18:51:55 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-75-g62a2f34d7f: Fix tag upgrade build 10(64 seconds ago, 1 file, 0+ 4-) 13https://github.com/crawl/crawl/commit/62a2f34d7fcd 18:53:33 <03w​heals> is flipping a tile at runtime beyond crawl's graphical engine? 18:54:54 <04d​racoomega> I imagine theoretically not, but I hate Crawl's tile code quite a lot, and it feels like it frequently makes simple things very hard 18:55:41 <04d​racoomega> I was going to say "I imagine this was easier to do", but actually that's a pretty big diff anyway 19:00:09 <06p​leasingfungus> wheals: i looked into it. it is possible, but we'd have to go very low level and - for a task that's arguably more difficult - store the need to flip the tile in a whole bunch of places, between both local tile and webtiles code 19:00:18 <06p​leasingfungus> also we'd have to implement it in both tile and webtiles 19:02:23 03DracoOmega02 {PleasingFungus} 07* 0.32-a0-82-g63ff0dcbff: Fix minor wizmode bug with xp calculation 10(3 weeks ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/63ff0dcbff59 19:02:23 03DracoOmega02 {PleasingFungus} 07* 0.32-a0-83-gfd3f6d62af: Make ability_name return string instead of const char* 10(3 weeks ago, 7 files, 16+ 16-) 13https://github.com/crawl/crawl/commit/fd3f6d62affe 19:02:23 03DracoOmega02 {PleasingFungus} 07* 0.32-a0-84-gc8c0bed1ba: Refactor testing of band follower/leader relationships 10(12 days ago, 13 files, 67+ 46-) 13https://github.com/crawl/crawl/commit/c8c0bed1baaa 19:02:23 03PleasingFungus02 07* 0.32-a0-85-g672eff3212: Refactor more band leader code 10(52 seconds ago, 4 files, 5+ 22-) 13https://github.com/crawl/crawl/commit/672eff321257 19:02:23 didn't seem like that big a diff to me, once you ignore the hardcoded flipped tiles it removed 19:03:47 <04d​racoomega> PF, I added that band leader flag specifically because of something I was planning to do with it in 0.32 ^^; 19:05:00 <04d​racoomega> (To try out making wandering band leaders eventually wander towards seeking band followers so that it wasn't so trivial to pull members away from each other) 19:06:34 <02M​onkooky> so, there's code (mon-info.cc 482 calling mon-info.cc 305) that translates a reference to a monsterid to a reference to that monster's position in the called function, it checks _tentacle_pos_unknown which, to quote, is it the case that tentacle 19:07:37 <06p​leasingfungus> ah, sorry! didn't spot that it was used later - thought it was old 19:07:37 <06p​leasingfungus> mea culpa 19:08:10 <04d​racoomega> I mean, it isn't used for that function yet because I hadn't gotten to it, but it was an early 0.32 plan (and that code needed refactoring anyway, so I put in something I knew I would use) 19:08:28 <02M​onkooky> directional tentacle tiles can very much leak info about segments that are out of LOS, or I guess somehow invisible for other reasons 19:08:47 <04d​racoomega> I don't think we should care about leaking information on where out of los a tentacle connects to 19:08:55 <04d​racoomega> That actually feels like what you expect a tentacle to do, tbh 19:08:56 <06r​egret-⸸nde※> (...is there very much that needs to be changed from just copy-pasting DO's 2227 word commit message? :P) 19:09:08 <02M​onkooky> excellent so I can delete this code wholesale instead of rewriting it wholesale 19:10:15 <06p​leasingfungus> > A new Steel Elf species is available for playtesting on CDI. > > Wielding weapons in each hand, steel elves commune with the spirits > of ash and steel to guide their strikes. They take extra time to attune > to their weapons, meaning it takes as long for them to wield weapons as > it does for them to wear armour, and the animal magnetism granted to them > by the spirits often attracts newly seen enemies to them. > > 19:10:16 Slice and dice, or wield a staff in each hand. Go wild! > > Does the new species feel fun? Does it feel distinct from other species? Is the UI intuitive and functional? Please pass your constructive feedback to any devs you see lurking in this channel (e.g. PleasingFungus, gammafunk, hellmonk, Implojin etc) > > To play, register and log in at https://crawl.dcss.io/#lobby and click Steel Elves under experimentals. You can also play on console via 19:10:16 SSH on port 22 with user crawl and using the CAO key. The RC file used is that of your trunk RC, so use the trunk edit rc link to change your settings. All games played on CDI are not scored on CAO or Sequell. @gammafunk wdyt? can also link to the full summary somewhere 19:10:35 <06p​leasingfungus> i think a 2227 word commit message is not what we want for a discord pin, no 😛 19:10:55 <04d​racoomega> I mean, I think I can do a very short summary and link to it 19:11:08 <06r​egret-⸸nde※> I meant for e.g. posting to Tavern and Reddit and wherever else 19:11:13 <04d​racoomega> The full information is relevant here and it's hard to compress all of it, but I can cover the hilights 19:11:27 <09h​ellmonk> tfw 10000 word commit essay due tomorrow 19:11:52 <06r​egret-⸸nde※> (definitely a bunch of people are going to ask a lot of details about just how in the world does the apostle stuff work that'll be covered in the bigger write-up, but that's people I guess) 19:14:57 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-86-g4b87cf7cb6: New species: steel elves 10(10 weeks ago, 61 files, 1669+ 270-) 13https://github.com/crawl/crawl/commit/4b87cf7cb609 19:14:57 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-87-g9ef32e2fa5: Steal blademasters for steel elves 10(3 days ago, 29 files, 78+ 78-) 13https://github.com/crawl/crawl/commit/9ef32e2fa5af 19:14:57 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-88-g9905dc4110: Remove ^P (elliptic) 10(70 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/9905dc4110d2 19:15:00 <02M​onkooky> egads, I found a goto 19:19:37 <09g​ammafunk> Looks good to me. I can add a link to the branch commit history on gh if you think that helps, but will leave that decision to you 19:20:06 <09g​ammafunk> Yeah, no problem to give a more concise summary with a link to whatever you'd like for people to read in depth 19:20:13 <04d​racoomega> I'm working on it 19:21:07 04Build failed for 08master @ 8649878a 06https://github.com/crawl/crawl/actions/runs/7778493736 19:32:44 <04d​racoomega> God, I am trying to be concise, but I still can't fit this all in one message's character limit >.> 19:32:59 <06p​leasingfungus> sure, or maybe a link to the main commit with the big writeup. 🙂 19:33:32 <04d​racoomega> Going to try again 19:34:22 <04d​racoomega> Like, I don't think there's even room for more than a sentence for each ability >.>; 19:34:43 <04d​racoomega> Going to have to accept that if players want to know more, they'll have to click through I think 19:34:49 <04d​racoomega> And just try to get the spirit of it 19:35:06 04Build failed for 08master @ 672eff32 06https://github.com/crawl/crawl/actions/runs/7778579907 19:35:08 <09g​ammafunk> at least you don't have to write it up as a tweet 19:36:51 <04d​racoomega> Let's not talk of pure impossibilities 😛 19:37:03 <04d​racoomega> (Well, I mean, at that point you use a sentence to sell it, link it, and call it a day) 19:41:41 04Build failed for 08two-swords-adventure @ 9905dc41 06https://github.com/crawl/crawl/actions/runs/7778667165 19:45:38 something in rltiles doesn't like `-c` 19:45:45 <04d​racoomega> I'm down to abbreviated newspaper headline style descriptions of abilities and still 500 characters too big 19:45:56 <02M​onkooky> do you need to describe all the abilities? 19:45:57 https://github.com/crawl/crawl/actions/runs/7778667165/job/21208667412#step:11:64 19:46:12 <06d​olorous_84348> Or -i. 19:46:23 <06r​egret-⸸nde※> I mean, they're all different >_> 19:46:56 <04d​racoomega> Like, surely this is about as short as one can get with them: Light the Black Torch: 0*. Usable once per floor. Gives temporary undead servants, scaling with XL. Hurl Torchlight: 2*. Gain several uses each time the Black Torch is lit. Fireball-style blast that does irrisistable damage to living/holy/demonic enemies and empowers friendly undead Bind Soul: 4*. Costs 1/3 of the caster's hp to use, has unlimited duration, wears off if 19:46:57 you break LoS with the target. Bound Souls' hp now scales with Invocations. Fathomless Shackles: 5*. 'Anti-sanctuary' that prevents all monster movement and continuously drains life from an area, so long as you remain inside it yourself. 19:47:27 <06p​leasingfungus> i would not try to describe the abilities in the summary 19:47:53 <06p​leasingfungus> at all. gesture vaguely in the direction of new abilities, maybe give an example 19:48:12 <02M​onkooky> think you'd want to copy-paste the god desc as a starting point, maybe brief explanation of any central mechanic 19:48:20 <06p​leasingfungus> players should be able to learn the details in game 19:48:30 <04d​racoomega> You realize that is longer than what I have here, right? 19:48:36 <02M​onkooky> oh dear 19:48:44 <04d​racoomega> I mean, it's not much longer than it already was 19:48:55 <06r​egret-⸸nde※> there's... some concerns about people missing major parts like e.g. "you need to actually raise the torch to get any piety gain at all" or "you need to use abilities to actually recruit the apostles" 19:49:06 <06d​olorous_84348> You could mention that carrying the black torch is something you do literally now, instead of metaphorically, as a hint? 19:49:33 <04d​racoomega> Part of the problem here is that the boilerplate and links are already 750 characters on their own, before I even say anything 19:49:57 <06p​leasingfungus> seems like that would be extremely good playtest feedback 19:50:11 <06r​egret-⸸nde※> maybe the boilerplate should also be shortened, since steel elves will have the same boilerplate right around the same time 19:50:29 <06p​leasingfungus> since new players would only have access to the in game descriptions, without an out of game precis 19:50:40 <04d​racoomega> I mean, I have tried to be explicit about it in-game 19:50:59 <06p​leasingfungus> great! then you can cut it from the experimental summary 🙂 19:51:01 <04d​racoomega> Since obviously, yes, we are not suppose to rely on players being talked to first 19:51:19 <06p​leasingfungus> think the point of the summary is to get folks excited, not to tell them what they need to know in game 19:51:20 <04d​racoomega> (Well, experienced players do have a tendancy to gloss over things on the assumption that they alreay know, but hey ^^; ) 19:51:31 <06p​leasingfungus> they’ll also do that on release! 19:51:36 <04d​racoomega> Haha 19:51:38 <04d​racoomega> Fair 19:54:01 <09g​ammafunk> Yeah, you can't really rely on players referring to the details in the pin very much in terms of how to play the content in the branch. To some extent a tavern thread is a good thing to have where you might have a bit longer of a writeup, but players are going to get in there and mess around a lot with the in-game help 19:54:29 <09g​ammafunk> and hopefully be wrong in ways that are both amusing and that reveal bugs 19:55:22 <02M​onkooky> 44 changed files in, I begin to regret my decision 19:55:28 <06r​egret-⸸nde※> only 44? 19:56:11 <02M​onkooky> well I was thinking submerge might be a little more local 19:56:40 <02M​onkooky> but mostly it's the creeping dread that I've missed yet another way a monster can be flagged as submerged 19:56:49 <09g​ammafunk> my qw "topic branch" has 66 commits 19:57:02 <09g​ammafunk> but I avoided branch hell and kept it sane as actual commits! 19:57:42 <09g​ammafunk> I learned my lesson last time when I had to make 0.2 as mostly one squashed commit because I had ~90 "wip ..." commits I had no hope of rebasing into anything sane 19:58:31 <04d​racoomega> Well, attempt #....4? 19:58:40 <04d​racoomega> A major overhaul of Yredelemnul and Beogh are available for playtesting on CDI. Yred's piety system has been changed - zombies no longer determine piety or are consumed for abilities. Instead, you are given piety for each floor based on how much on it you can kill without leaving it - and Yred will give you powerful allies and charges of umbral torchlight once each floor to help you get your tide of death started. At 5* you can also 19:58:40 unleash a powerful 'anti-sanctuary', mocking the Good gods by binding your foes in place and draining their life. (See https://github.com/crawl/crawl/commit/56395f12825f8f5df7296947f346bab52660b0b8 for more details) Beogh's flavor has gotten a significant revamp. Beogh now accepts worship from all player species. You no longer gain regular orcs as allies, but will be regularly challenged by 'apostles' - randomized unique orcs with varied random 19:58:41 spellsets and gear. If the player can manage to survive, they can recruit them as permanent allies (up to 3 apostles at once). Apostles do not die permanently, but will revive as the player gains piety and avenges their deaths. At high piety, you can even call in the full might of a vengeful orcish army. (See https://github.com/crawl/crawl/commit/b688b288ff51be1acf4990eea9cc8d007f74e42f for more details) Let us know how fun you feel the new versions 19:58:41 of these gods are to play, whether you encounter any issues with using them, and how well you feel each part of their new kit works on its own or as a whole. To play, register and log in at https://crawl.dcss.io/#lobby and click Yred/Beogh Revamp under experimentals. You can also play on console via SSH on port 22 with user crawl and using the CAO key. The RC file used is that of your trunk RC, so use the trunk edit rc link to change your settings. All 19:58:42 games played on CDI are not scored on CAO or Sequell. 20:00:02 <09g​ammafunk> cool 20:01:33 <09g​ammafunk> two-swords-adventure...hah 20:07:23 <08n​icolae> catching up on commits "Ru respects your ultimate sacrifice." lol 20:11:23 <06p​leasingfungus> think that should be read completely sincerely 20:11:32 <06p​leasingfungus> you chose to die? bold move, but ru is all for it 20:12:06 <02M​onkooky> bets on this compiling first try 20:12:23 "if it does, you've made a mistake somewhere" 20:14:10 <04d​racoomega> Does anything, ever? 20:14:31 <02M​onkooky> no but hope springs eternal 20:14:46 <04d​racoomega> I can't even count on my IDE to correct . and -> half the time until the compiler yells at me >.>; 20:15:23 <04d​racoomega> (I dunno if it's just a WSL thing, but it's really slow to do syntax hilighting and sometimes will mark something as incorrect for literal minutes after it has been corrected) 20:15:37 <02M​onkooky> I also have that 20:15:40 <04d​racoomega> Such that I can never be quite sure if the IDE is wrong or if it's me 20:15:45 <04d​racoomega> I blame C++ 20:15:45 <02M​onkooky> using vscode in windows 20:16:08 <04d​racoomega> VSCode here, too 20:16:14 <02M​onkooky> the good thing here is that I'm 99% just deleting code, so there's... marginally fewer ways to make errors 20:38:52 <06p​leasingfungus> at some point i should really set up an ide. 20:48:52 <09g​ammafunk> ??ide 20:48:53 <04C​erebot> I don't have a page labeled ide in my learndb. Did you mean: de, id, ida, idle, ids, ie, tide, des, ideas. 20:49:11 <09g​ammafunk> ??ideas 20:49:12 <04C​erebot> bad ideas[1/2]: Given a new home at http://crawl.chaosforge.org/Bad_Ideas 20:58:44 New branch created: pull/3504 (1 commit) 13https://github.com/crawl/crawl/pull/3504 20:58:44 03Monkooky02 07https://github.com/crawl/crawl/pull/3504 * 0.32-a0-78-g2119907b01: remove tentacle submerge, and the rest of submerge 10(89 seconds ago, 47 files, 52+ 439-) 13https://github.com/crawl/crawl/commit/2119907b012d 21:14:25 03Monkooky02 07https://github.com/crawl/crawl/pull/3504 * 0.32-a0-79-g4a7bd3f6c5: fix checkwhite? 10(10 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/4a7bd3f6c5ad 21:15:59 <02M​onkooky> right forgot you can't run the util files from within the util folder 21:17:36 03Monkooky02 07https://github.com/crawl/crawl/pull/3504 * 0.32-a0-80-g32077b53bc: fix checkwhite 10(61 seconds ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/32077b53bcdc 21:39:41 <06p​leasingfungus> good linecount 22:46:48 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-89-g515ff831ec: Don't give SH from offhand weapons (elliptic) 10(69 seconds ago, 1 file, 7+ 4-) 13https://github.com/crawl/crawl/commit/515ff831ec92 22:47:51 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-90-gba89c0c79b: Deduplicate some logic 10(9 seconds ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/ba89c0c79b2b 22:48:48 <03w​heals> //sanity check for 2h that will just trip errors when i add Steel Ants 😈 22:54:07 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-91-g76be9f7807: Don't confuse double swords and bardings (elliptic) 10(38 seconds ago, 1 file, 5+ 4-) 13https://github.com/crawl/crawl/commit/76be9f7807cc 23:02:29 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-92-g7a843b58a2: Disable offhand weapon punching 10(59 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/7a843b58a262 23:07:14 04Build failed for 08two-swords-adventure @ 515ff831 06https://github.com/crawl/crawl/actions/runs/7780134693 23:09:48 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-93-gc58852f5c7: Adjust more shield references 10(24 seconds ago, 2 files, 3+ 5-) 13https://github.com/crawl/crawl/commit/c58852f5c7ca 23:14:55 04Build failed for 08two-swords-adventure @ ba89c0c7 06https://github.com/crawl/crawl/actions/runs/7780146777 23:15:02 04Build failed for 08two-swords-adventure @ 76be9f78 06https://github.com/crawl/crawl/actions/runs/7780183706 23:21:51 04Build failed for 08two-swords-adventure @ 7a843b58 06https://github.com/crawl/crawl/actions/runs/7780234833 23:25:52 04Build failed for 08two-swords-adventure @ c58852f5 06https://github.com/crawl/crawl/actions/runs/7780313349 23:35:20 Unstable branch on crawl.develz.org updated to: 0.32-a0-85-g672eff3212 (34) 23:39:04 03PleasingFungus02 07* 0.32-a0-86-g8db1b9f803: Rework attack delay 10(8 minutes ago, 6 files, 19+ 25-) 13https://github.com/crawl/crawl/commit/8db1b9f803e6 23:41:00 <04d​racoomega> Hrm... I already refactored that in some commit on that branch too. I guess this is what I get for not cherry-picking stuff immediately >.> 23:41:14 <04d​racoomega> Simpler, even 23:43:03 <04d​racoomega> // TODO: does this really have to depend on `you.time_taken`? In basic // cases at least, `you.time_taken` is just `player_speed()`. See // `_prep_input`. As far as I could tell (and I did investigate and test this a bunch), using player_speed() there really does work fine and almost all the wierdness around using you.time_taken is needless 23:43:38 <04d​racoomega> Probably this was in the manifold assault commit >.> 23:44:18 <04d​racoomega> Sorry 23:46:23 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-94-g5b277fbf12: Rework attack delay 10(15 minutes ago, 6 files, 20+ 29-) 13https://github.com/crawl/crawl/commit/5b277fbf125b 23:46:23 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-95-g5282d9a410: Fix offhand delay 10(33 seconds ago, 2 files, 8+ 1-) 13https://github.com/crawl/crawl/commit/5282d9a410ae 23:52:20 04Build failed for 08master @ 8db1b9f8 06https://github.com/crawl/crawl/actions/runs/7780566741 23:55:24 <06p​leasingfungus> pretty much, yeah 😛 23:55:55 <04d​racoomega> I'd been working for like 9 solid hours in a row T.T 23:56:10 <04d​racoomega> And was like "Surely none of this stuff is going for matter today" 23:57:42 04Build failed for 08two-swords-adventure @ 5282d9a4 06https://github.com/crawl/crawl/actions/runs/7780614094 23:58:08 <06p​leasingfungus> this is what happens when we have multiple devs 23:58:12 <06p​leasingfungus> need to go back to having one at a time 23:58:14 <06p​leasingfungus> i nominate you 23:58:19 <04d​racoomega> Hahaha 23:58:21 <06r​egret-⸸nde※> aww 23:58:21 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-86-g8db1b9f803 23:58:26 <06r​egret-⸸nde※> oh well, she can have it. 23:58:47 <06p​leasingfungus> almost to triple digit commits in trunk on day one... 23:58:49 <04d​racoomega> I've certainly been working or it