00:13:54 <02M​onkooky> So I don't have a proposed replacement on hand, but there's serious issues with the current apostle revive timer 00:17:42 <02M​onkooky> the current way it works is: when an apostle dies, add 60 to the revive timer add 40 to the vengance bonus (slightly conditionally but that's not immediately relevant) if the revive timer is greater than 150, cap it at 150 When your apostles are avenged, the vengeance bonus is subtracted from the timer When the revive timer expires, all dead apostles revive 00:17:56 <02M​onkooky> (the timer is decremented when you gain piety) 00:18:46 <02M​onkooky> What this means is that all three apostles dying actually results in a shorter timer than two out of three dying 00:25:20 Unstable branch on cbro.berotato.org updated to: 0.32-a0-136-gc02482bde3 (34) 00:25:21 <02M​onkooky> Need to check the dismissal code, but I think you're also encouraged not to enact vengeance if you get a replaceable apostle- ideally you want to get the follower you're about to replace killed, then deliberately leave the vengeance targets alive. If your new band dies later, your vengeance bonus will be 40 higher but your revive timer will be the same 00:54:55 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-136-gc02482bde3 01:33:09 -!- hedy- is now known as hedy 01:35:38 <02M​onkooky> for less bug-like feedback, think the revive time for two apostles dying is quite long- 40 piety is quite a lot, and getting it without your friends around can be quite difficult 01:36:03 <02M​onkooky> think I'd prefer apostles reviving one at a time so you aren't quite as friendless for quite as long 01:50:16 Unstable branch on crawl.kelbi.org updated to: 0.32-a0-136-gc02482bde3 (34) 01:50:17 Unstable branch on crawl.kelbi.org updated to: 0.32-a0-136-gc02482bde3 (34) 01:51:30 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 01:51:31 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 02:22:38 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-2278-gd1eba1defe 02:22:38 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-2278-gd1eba1defe 04:31:41 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5140-g5775ae71e1 05:18:52 Unstable branch on crawl.akrasiac.org updated to: 0.32-a0-136-gc02482b (34) 06:29:26 <04d​racoomega> It's possible that this could still be lowered a bit, but note that this is actually less than it was before the major formula rework that happened yesterday. I feel reasonably strongly that I still want all apostles to revive together. Not only does it create a more dramatic moment when it happens, but I think it helps reduce spirals of people dying and reviving, since the power of your army is kind of multiplicative with itself. 06:29:26 One apostle is much more prone to dying (because enemies die less quickly) than having several of them together. For what it's worth, I've gotten feedback from several people liking the fact that they're all at once (and both the tension before and power spike after that it creates). 3 apostles dying being effectively shorter than 2 is a mistake. The intention was simply that 3 was less than 3 times as bad as 1. (The entire 'capping' system I added 06:29:27 yesterday was in specific response to a previous problem where dismissing a dead apostle and replacing them with a new one would carry the needed piety for the dead one forward, sometimes resulting (if you never got vengeance) in a spiral where you could clear entire branches and never revive anyway. Since I also don't want dismissing apostles to make it faster to get other ones back, I couldn't simply subtract that apostle's timer and opted for a cap 06:29:27 instead. Numbers may need to be adjusted. 06:30:28 <04d​racoomega> In terms of piety costs, note also that this isn't subject to the diminishing returns piety gets at high piety (so that they don't revive more slowly if you have a lot of piety) 06:33:02 <02M​onkooky> I've come around to them all reviving at once myself 06:35:13 <02M​onkooky> And I like the idea that 3 is less than 3 times as bad as 1; but right now 2 is 2 times as bad as 1, and 3 is (by mistake) less bad than 2 06:35:46 <04d​racoomega> Yes, like, absolutely these numbers can be adjusted to fix that (and/or slightly adjust the speed of things) 06:36:04 <02M​onkooky> on a similar note- cod_gompanions.cc line 1001 06:36:30 <02M​onkooky> you.props[BEOGH_RES_PIETY_NEEDED_KEY].get_int() -= 40; should probably be you.props[BEOGH_RES_PIETY_GAINED_KEY].get_int() += 40; 06:37:38 <04d​racoomega> Because of its interaction with the cap, I guess? 06:38:36 <02M​onkooky> yeah, and more generally consistency with how vengance resolution works 06:39:13 <02M​onkooky> (since if you change how the cap works or w/e this behaving differently could have new and different oddities) 06:39:55 <04d​racoomega> Yeah, like I definitely traded some old oddities for new ones, yesterday. (Previous vengeance wasn't a flat reduction, but 'divide needed piety by 4' and this meant that avenging 3 times via 3 isolated deaths was a lot better than avenging them all dying at once) 06:40:51 <04d​racoomega> But since vengeance being flat now interacts with the cap weirdly, I guess... does it also need to give a reduced amount if 2 people are already dead? Wait, I guess maybe I just cap it, too? Does that do anything else weird? 06:40:59 <02M​onkooky> oh yeah, one other odd thing about the current cap is that it's massively worse to get vengeance before the third guy dies 06:41:14 <02M​onkooky> I'm honestly not sure the cap is very useful? 06:42:22 <04d​racoomega> Then what do you propose to do about the situation the cap was originally meant to fix? Where dismissing dead apostles and replacing them with new ones who immediately die kept pushing everyone else's revivals further and further back? 06:42:42 <02M​onkooky> Is this situation real? 06:43:11 <04d​racoomega> It is 06:43:34 <04d​racoomega> Oneirical cleared like... half of extended without reviving anyone. (Okay, not half, but like "Multiple full branches" 06:43:53 <02M​onkooky> Hm! That's a problem yeah 06:43:54 <04d​racoomega> When I checked his save file, the needed piety had gone up to like 800 06:44:35 <04d​racoomega> (Like, this was compounded by him not being able to exact vengeance for deaths in Tomb, and I'm sure wouldn't have happened if we could have, but I need to account for the player not always being able to get vengeance) 06:44:36 <02M​onkooky> well, I think the current major problem is that the cap is less than the cost of three deaths 06:44:53 <02M​onkooky> oh true, I guess I was operating in an always vengeance mindset 06:45:00 <02M​onkooky> which isn't correct 06:45:39 <04d​racoomega> Yeah, like... I want it strongly incentivized to get vengeance, but sometimes it just won't be possible and that shouldn't doom you 06:46:10 <02M​onkooky> So what I would propose is that the second death onward just gives half? the extra respawn time 06:46:14 <02M​onkooky> certainly less somehow 06:46:47 <04d​racoomega> Doesn't that still have the issue that you're still 'paying off' deaths of people you dismiss, though? 06:47:08 <02M​onkooky> I gotta think a bit longer 06:47:23 <04d​racoomega> (I considered just deducting the cost of dismissed apostles, but as I said earlier, this could result in very strange behavior of instantly having enough piety to revive 2 people if you dismiss the 3rd and I never want that to be a reasonable option for people to do) 06:47:23 <02M​onkooky> I think that this is independantly good but not a complete proposal 06:47:47 <04d​racoomega> That dismissing an apostle should never independently improve your situation 06:48:40 <02M​onkooky> hmm. So if the piety cap is simply shifted to (3 deaths worth) 06:49:04 <02M​onkooky> you now have oddities that getting extra apostles killed in easily avenged ways is very positive 06:53:09 <04d​racoomega> Like, if you have 3 dead, and then you immediately dismiss one to recruit another, get that one killed and immediately revive them 06:54:29 <04d​racoomega> Really, it sounds like this probably is fixed by also removing the bonus you'd get for avenging the apostle you dismiss, if you have not already done it (though there's currently no way to track this; one could theoretically be created) 06:56:05 <02M​onkooky> hm, that actually sounds quite obnoxious to track properly 06:56:11 <02M​onkooky> but you could fudge it? 06:56:56 <02M​onkooky> like if apostle a dies, then b dies, I need to avenge a and b to avenge a, correct? 06:57:15 <02M​onkooky> this is probably good enough? 06:57:25 <04d​racoomega> Well, I am planning to refactor a bunch of apostle state tracking stuff to use a custom data structure instead of a pile of the prop tags it currently does, and I could put the number in there 06:58:32 <04d​racoomega> Essentially flag on each whether their death is avenged/unavenged. (Vengeance status is always tracked together, but essentially anyone still 'pending' gets unflagged when vengeance procs?) 07:06:59 <04d​racoomega> Is there any way to make 3 deaths be less than 3 times as bad as 1 death without running into math weirdnesses on one end or another, I wonder... 07:27:16 <02M​onkooky> Well, can just directly downscale the piety costs 07:28:00 <02M​onkooky> first apostle is 60 needed, 40 vengeance, second+ is 40 needed, 30 vengeance 07:28:05 <02M​onkooky> or somethin 07:28:48 <02M​onkooky> I did some thinking about this, and it does little to solve the wierdness though 07:29:53 <02M​onkooky> let's say the needed cap is equal to the cost for three dead. I get three dead, avenge them I get a new apostle 07:30:54 <02M​onkooky> I can now get this new apostle killed somewhere they're easy to avenge. Needed is already at cap- I get an extra 40 (or whatever) piety towards respawn 07:31:28 <04d​racoomega> Well, I was thinking in this rewritten system, the vengeance bonus would be directly a fraction of the 'actual additional piety cost' of the new death 07:32:26 <04d​racoomega> So if it somehow wasn't adding anything to the timer because you replaced someone immediately after their death, the... well, that would mean that avenging this 4th death didn't actually matter, I guess?? I mean, it doesn't create any weird incentives, at least 07:32:31 <04d​racoomega> I don't think it does, anyway? 07:34:28 <02M​onkooky> yeah ok I think that works 07:37:16 <04d​racoomega> I wonder if this actually means that it is possible to make 3rd deaths cost a little less without weird effects, too? 07:37:29 <04d​racoomega> By just applying proportional vengeance to them 07:39:39 <02M​onkooky> I mean I don't see what the weird effects of just straight up reducing 2nd or 3rd death costs are 07:41:47 <02M​onkooky> I think this is still an oddity btw I'm not 100% certain this is a plausible circumstance, but I think you can do this to essentially bank 40 vengeance reward 07:42:49 <04d​racoomega> Well, dismissing an apostle can also remove the piety you would get for avenging them. This will be trackable in the new system 07:43:06 <02M​onkooky> Oh yeah 07:43:27 <04d​racoomega> This does mean that, in theory, you're left with vengeance marks that don't benefit you if you clear them, but probably that is still less wierd under those circumstances? 07:43:55 <04d​racoomega> (It would be rather strange to print "You feel as though your follower's deaths have been avenged" when you just dismiss someone, though ^^; ) 07:44:50 <02M​onkooky> "you deem your follower unworthy of vengeance as you dismiss them" 07:45:35 <04d​racoomega> Wow, rude 07:45:50 <04d​racoomega> I specifically gave positive messages to dismissing apostles so it didn't feel like you were just abandoning them, y'know 😛 07:46:06 <02M​onkooky> well maybe they should have tried harder not to die 07:46:15 <04d​racoomega> Haha 07:47:12 <02M​onkooky> So how does this work if two followers die and you dismiss only one? 07:47:35 <02M​onkooky> are you left with twice as much vengeance needed for one follower's worth of benefit? 07:47:45 <04d​racoomega> I assume not? 07:47:55 <04d​racoomega> I assume you only get the benefit for avenging ones you still have 07:48:02 <04d​racoomega> Er 07:48:06 <04d​racoomega> I guess I misread you 07:48:21 <04d​racoomega> Enemies don't track who they are marked from and that would be a lot more implausible to try 07:48:57 <02M​onkooky> yeah no I figured 07:48:59 <04d​racoomega> So yes, you'd need to kill all of the things for both deaths to get one person of benefit, I guess...? (But remember, this situation is coming about because you replaced one of them with an already-alive apostle, too) 07:49:14 <04d​racoomega> So the player is definitely getting value out of the exchange 07:49:48 <02M​onkooky> ok, seems reasonable enough 07:51:08 <02M​onkooky> Also one other thing! If a follower dies, you dismiss and replace them- does this clear the respawn timer? 07:51:28 <02M​onkooky> that is, only one follower dies, and you dismiss them 07:51:43 <04d​racoomega> I... huh 07:51:53 <04d​racoomega> Now that is a situation that doesn't really happen in normal play 07:52:03 <04d​racoomega> But I guess if you have literally no dead apostles, you should have no timer 07:52:25 <04d​racoomega> But I don't see how it's beneficial for the player to ever do this? 07:52:50 <04d​racoomega> Oh, wait, whoops. I thought you said "You have only one apostle in total, and then dismiss it" 07:53:10 <04d​racoomega> But I mean... if you have no dead apostles, what is the point of a timer, I guess?? 07:53:24 <02M​onkooky> Well If there is a timer it causes problems 07:53:34 <04d​racoomega> It means that a subsequent death takes longer 07:53:40 <02M​onkooky> no, actually! 07:53:48 <04d​racoomega> No? 07:54:10 <02M​onkooky> So the way the timer works, as written, is you have piety needed which increases with each death (up to a cap) 07:54:28 <02M​onkooky> and piety gained which if it increases up to piety needed, respawns 07:55:26 <02M​onkooky> So if the first guy bein banished does not reset the timer- even if vengeance isn't a concern- then you can 'bank' the piety gained 07:56:18 <04d​racoomega> Hmm, right 07:56:57 <02M​onkooky> if you then lose more apostles up to the piety needed cap, then you're starting off significantly closer 07:58:10 <04d​racoomega> Yeah, I can see that 07:58:30 <04d​racoomega> I... although, I think the code may currently not actually generate progress while none of your apostles are dead 07:58:36 <04d​racoomega> It might still have saved earlier progress, though 07:59:15 <04d​racoomega> Nope, it looks at the 'piety needed' key directly 07:59:23 <04d​racoomega> So I guess this was always slightly bugged, too 08:00:18 <04d​racoomega> (Maybe want to nudge down revival costs a bit when I do this, if effectively people were getting lower costs due to a few bugs in various ways, too) 08:01:08 <04d​racoomega> This big backend rewrite I want to do would need a bunch of fiddly save compat code to upgrade saves from the old system to the new one. Part of why I want to get it done before this is merged into trunk. Wondering how rude it is to just break experimental saves once to save the trouble of writing all that >.>; 08:01:14 <04d​racoomega> I mean, it's experimental! And untracked! 08:01:43 <02M​onkooky> it's perfectly acceptable to break experimental saves 08:01:49 <04d​racoomega> (By 'break', I mean more like "A Beogh game in progress that upgrades will probably lose the permanent tracking on whatever apostles they have at that moment, but things will otherwise work afterward") 08:02:21 <02M​onkooky> worse things than that have happened to trunk saves 08:03:07 <04d​racoomega> Not deliberately! 😛 08:13:27 <05i​coson> breaking experimental saves >>> adding save compat code only for an experimental, imo 08:13:38 <05i​coson> crawl already has too much save compat code 08:13:51 <05i​coson> just coordinate with gamma when you do the push, as he may need to reset saves or sth 08:14:43 <04d​racoomega> Fair enouh 08:15:25 <05i​coson> also, it might even be fair to start a distinct branch and not push to the experimental at all, esp if it's only backend stuff 08:15:55 <04d​racoomega> Mostly, I am worried that I will break something and wanted to observe a small bit before pushing to trunk 08:16:09 <04d​racoomega> So that we don't need to add code to patch up save issues there 08:16:35 <05i​coson> well, keep in mind that regardless of how players sometimes behave, trunk is genuinely supposed to be an alpha version 🙂 08:16:49 <05i​coson> especially at this point in the version cycle 08:19:49 <04d​racoomega> I suppose that's true (but at the same time, I keep seeing cleanup code for follower cloning issues still trailing onward nearly a decade later here ^^; ) 08:21:36 <05i​coson> yeah, that's fair to worry about 08:50:07 <05i​coson> no obligations whatsoever, but if any other active devteam members have the time and energy to look at https://tavern.dcss.io/ posts, and/or figure out how to productively redirect GDD stuff to useful directions where possible, just a reminder that it exists 09:25:59 <05i​coson> report without repro info: current trunk (including but not limited to experimentals), sometimes the webtiles monster list is missing https://discord.com/channels/205277826788622337/205316046230388737/1205909728044257330 09:28:05 <05i​coson> possibly not fixed by save and reload 09:29:38 New branch created: pull/3529 (12 commits) 13https://github.com/crawl/crawl/pull/3529 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-132-gf9df53c007: Start Vp in bloodless, tweak traits 10(2 days ago, 3 files, 9+ 21-) 13https://github.com/crawl/crawl/commit/f9df53c007f2 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-133-g73f53de5a0: Allow Vp to have regen and inhibited regen mutations 10(2 days ago, 1 file, 0+ 7-) 13https://github.com/crawl/crawl/commit/73f53de5a021 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-134-g26245ccb73: Disable Vp batform 10(2 days ago, 3 files, 4+ 10-) 13https://github.com/crawl/crawl/commit/26245ccb73c7 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-135-g21d57ec905: Further remove bat form 10(2 days ago, 1 file, 1+ 15-) 13https://github.com/crawl/crawl/commit/21d57ec90592 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-136-g8fe3c272af: Allow Vp to always draw blood with fangs 10(2 days ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/8fe3c272af19 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-137-gf0520d235c: Make all batformed vampires use UC skill 10(2 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/f0520d235c7f 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-138-g472db4c4a6: Allow Ru Vampires to sac regen 10(2 days ago, 1 file, 0+ 5-) 13https://github.com/crawl/crawl/commit/472db4c4a6c3 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-139-ge8e257df0f: Remove some redundant vampire bat code 10(2 days ago, 2 files, 3+ 6-) 13https://github.com/crawl/crawl/commit/e8e257df0faa 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-140-g46f60dd071: Allow vampires to vamp from demons 10(2 days ago, 8 files, 38+ 16-) 13https://github.com/crawl/crawl/commit/46f60dd07197 09:29:40 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-141-ge17867fb54: Add blood meter to vampires 10(35 hours ago, 5 files, 52+ 5-) 13https://github.com/crawl/crawl/commit/e17867fb54ba 09:29:40 ... and 2 more commits 09:50:52 <06d​olorous_84348> One thought on new Yred, flavor-wise. 09:51:44 <06d​olorous_84348> The current death message for nonliving worshippers doesn't seem to fit the new flavor, seeing as the torch is powered by souls and not bodies. 09:51:55 <06d​olorous_84348> So possibly change it to something like: 09:52:15 <06d​olorous_84348> "Your body vanishes in a gout of umbral fire." 09:52:44 <06d​olorous_84348> Which still references the torch obliquely. 09:54:07 <04d​racoomega> Seems fine to me 09:54:37 <06d​olorous_84348> Okay. I'll put it in, then. 09:57:55 03dolorous02 07[neoyred_and_newbeogh] * 0.32-a0-148-gdf3214c0aa: Adjust Yred nonliving death msg. 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/df3214c0aa6c 10:32:45 good gods should not excommunicate you if you reach 0 piety because you can just rejoin for 15 piety again and it doesn't trigger wrath 10:38:18 <05i​coson> heh, interesting scenario 10:38:42 <05i​coson> it does force you to go find an altar, which you may not be immediately able to do in all circumstances 10:38:54 <05i​coson> not entirely sure what else should happen at 0 piety 10:42:29 floraline: I have a new 4vcpu droplet fully set up with webtiles+dgamelaunch on a reserved IP that we'll be pointing crawl.dcss.io to (that host is currently a aws lightsail instance we use for development/testing) 10:43:17 floraline: Our thinking was that we'd get a copy of dgamelaunch.db and user_settings.db3 from cko and install those as the userdb on this new CDI server, so CKO users would have their accounts preserved 10:44:05 floraline: we don't really want to mess with copying over saves because that involves managing a bunch of trunk builds, but perhaps copying over RC files and morgues could be done? 10:44:25 floraline: in any case, we're not sure for your timeframe for wanting to shut down cko 10:45:56 floraline: last bit: it might be nice if we notify players of specific date of shutdown, giving players a time to finish up cko games and us time to copy over any data you're willing to share. Thanks! 10:49:21 <05i​coson> floraline: one further thought is to maybe put something about the shutdown in cko's templates/banner.html or equivalent, it's been very thoroughly announced elsewhere but I noticed when talking to a player recently that it's a bit hard to see directly from cko itself 10:58:45 <06p​leasingfungus> excommunication at 0 piety is an extremely silly mechanic in general and one that seems probably fine to cut 10:59:08 <06p​leasingfungus> think it basically never comes up, and also shouldn't come up 11:00:38 New branch created: jiyva-jelly (2 commits) 13https://github.com/crawl/crawl/tree/jiyva-jelly 11:00:39 03PleasingFungus02 07[jiyva-jelly] * 0.30-a0-267-g683fc02309: Make Gozag block hostile soul binding 10(1 year, 4 months ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/683fc023090c 11:00:39 03PleasingFungus02 07[jiyva-jelly] * 0.30-a0-268-g75f1ca80bc: WIP make jiyva protect 10(1 year, 4 months ago, 2 files, 26+ 8-) 13https://github.com/crawl/crawl/commit/75f1ca80bcda 11:00:39 <06p​leasingfungus> huh, weird gozag commit on that branch 11:01:19 <06p​leasingfungus> @dracoomega ^ 75f1ca80bc is the wip jiyva change i mentioned in the other server. not as far along as i'd remembered 😛 but maybe a useful starting point if you wanted to poke at it some day 11:02:00 <04d​racoomega> Certainly seems worth trying, given how regularly this seems to cause issues 11:02:03 <04d​racoomega> (Eventually >.>) 11:03:18 <06p​leasingfungus> yep! 11:03:23 <06p​leasingfungus> much to do, much to do 11:17:20 04Build failed for 08jiyva-jelly @ 75f1ca80 06https://github.com/crawl/crawl/actions/runs/7856519632 12:17:55 <04d​racoomega> Well, got the Beogh backend rewrite 'done' to the point of it compiling and all. Time to see how many parts don't actually work right, though >.> 12:18:57 looking forward to BeoghSQL, Apache-Beogh, and BeoghJS 12:19:19 <04d​racoomega> Impressive. I segfaulted simply joining Beogh 12:49:38 <05i​coson> from the commit history it looks like it would be worth tagging 0.31.1, any thoughts on when to do that? 12:49:46 <05i​coson> I think there's at least one android fix to merge first 13:02:36 <06p​leasingfungus> seems reasonable. i don't have any more significant fixes planned for merge in the near future 13:02:51 <06p​leasingfungus> i guess maybe i could fix the ba hop targeter, but idk if i'll have energy 13:03:02 <06p​leasingfungus> (per acrobat, it currently leaks the location of invis enemies) 13:10:56 <05i​coson> hm, although I believe robertxgray that that android fix works, I have no idea why it would 13:18:00 <06p​leasingfungus> ha 13:18:03 <06p​leasingfungus> which fix is this? 13:19:29 <05i​coson> https://github.com/crawl/crawl/issues/3490 / https://github.com/crawl/crawl/pull/3493 13:19:53 <05i​coson> hm, wasn't there a very similar crash that was fixed post release? 13:20:34 <05i​coson> this bug does seem up your alley though, maybe you can make sense of what the fix does 13:57:45 <06p​leasingfungus> oh no 13:58:24 <06p​leasingfungus> hmmmm 13:59:04 <06p​leasingfungus> %git bec6b6ccbf85862afff567fc44c81b091deb538d 13:59:04 <04C​erebot> PleasingFungus * 0.31-a0-1603-gbec6b6ccbf: Fix: don't crash in \ (lowenheim) (5 weeks ago, 1 file, 4+ 1-) https://github.com/crawl/crawl/commit/bec6b6ccbf85 13:59:42 <06p​leasingfungus> i can take more of a look later 14:03:23 <05i​coson> ah, those do look related, although I'm reasonably sure the android versions in question should have that commit? 14:04:24 <05i​coson> setting it to 0 would certainly prevent the special case 14:05:19 <05i​coson> yeah, the reported crash is definitely on 0.31.0 14:20:20 <06p​leasingfungus> sounds like we don't need this other fix, then? 14:26:27 03PleasingFungus02 07* 0.32-a0-137-ge57e94b799: Remove the adjust_time_taken param 10(62 minutes ago, 4 files, 49+ 47-) 13https://github.com/crawl/crawl/commit/e57e94b799eb 14:26:27 03PleasingFungus02 07* 0.32-a0-138-g1929dd4202: Further wield/unwield weapon refactors 10(51 minutes ago, 1 file, 68+ 71-) 13https://github.com/crawl/crawl/commit/1929dd420264 14:26:27 03PleasingFungus02 07* 0.32-a0-139-ga5a6d979e4: Simplify some local tiles mouse UI 10(8 minutes ago, 3 files, 22+ 87-) 13https://github.com/crawl/crawl/commit/a5a6d979e4fa 14:31:38 <05i​coson> what I meant is that your fix precedes 0.31.0, right? 14:31:54 <06p​leasingfungus> i suppose so 14:31:56 <06p​leasingfungus> hrm 14:37:41 07PleasingFungus02 * 0.31-a0-1603-gbec6b6ccbf: Fix: don't crash in \ (lowenheim) 10(5 weeks ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/bec6b6ccbf85 14:37:41 %git 0.31.0^{/crash in} 15:03:03 03regret-index02 07* 0.32-a0-140-g39ddab2b6a: More non-player spells tiles + juggernaut skeleton placeholder 10(67 seconds ago, 16 files, 30+ 14-) 13https://github.com/crawl/crawl/commit/39ddab2b6a6c 15:06:11 03advil02 07* 0.32-a0-141-g04fe69798e: fix: add some gem asserts 10(5 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/04fe69798e6f 15:13:31 03advil02 07[stone_soup-0.31] * 0.31.0-12-g77e489cdc1: fix: add some gem asserts 10(13 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/77e489cdc13e 15:15:25 <06p​leasingfungus> thanks! 15:15:52 <05i​coson> there's definitely code in item naming stuff that could in principle trigger those ASSERTs (which previously could be bad memory accesses) and isn't intended to be called for the known item menu case, but as far as I can tell it really isn't ever called on the builds I can do 15:16:05 <05i​coson> but maybe there's some android ui special case 15:18:47 <05i​coson> gem_adj being the most likely suspect here 15:27:50 <06d​olorous_84348> I just had an idea of what to do with the (formerly Meteoran) glowing mutation. 15:28:49 <06d​olorous_84348> Maybe give the glowing effect a chance to affect an adjacent enemy and afflict them with blindness? 15:28:59 <06d​olorous_84348> But still keep the inability to become invisible. 15:29:24 <06d​olorous_84348> So then it would be a mixed bag. And splitting it into a multiple-level mutation would affect how often you're glowing. 15:41:43 <08n​icolae> annoyingly, whatever parses randbook.txt does not understand the [foo|bar] syntax for options 😠 15:47:18 <06p​leasingfungus> the idea is that higher levels of the mutation make you blind enemies more often? 15:47:39 <06p​leasingfungus> or less often, if it's meant to be a badmut? 15:48:00 <06p​leasingfungus> not obvious to me if this mut is good or bad... for better or worse 15:48:09 <06p​leasingfungus> what is the condition that triggers blinding enemies? 15:53:39 <06d​olorous_84348> Higher levels would make you glow more often (so backlit, with all the disadvantages of that) but also blind enemies more often (so the one advantage), which is why I figure it would be a mixed bag. As for the blinding condition, being adjacent to an enemy would be the obvious condition, but there should be something else as well, to avoid a player just hanging around next to an enemy until it triggers. I haven't thought of what 15:53:40 the other condition should be yet, though. 15:54:21 <06p​leasingfungus> dazzling cloak triggers on enemies attacking you, or something like that? 15:54:24 <06p​leasingfungus> ??cloak of starlight 15:54:24 <04C​erebot> cloak of starlight[1/2]: The +1 cloak of Starlight {*Dazzle EV+4 Stlth-}. An unrandart cloak that sometimes dazzles monsters with the {dazzling flash} spell using 100 spellpower when you successfully dodge a melee attack. 15:54:30 <06p​leasingfungus> ah, on dodge 15:54:41 <06p​leasingfungus> i guess i don't know what "glow more often" means 15:54:48 <06p​leasingfungus> what is the trigger for you glowing? 15:56:05 <06d​olorous_84348> I figure when the mutation is split into multiple levels, the highest one would have you glow all the time, as the current mutation does now. The lower levels would have you glow for a period of time, and then have it wear off. Although that would add some complexity to the backlit function. 15:56:48 <06d​olorous_84348> And triggering on dodging a la the cloak of starlight does sound like an option. 15:57:18 <06d​olorous_84348> Although not on every dodge, of course. 15:58:07 <06d​olorous_84348> Not sure of numbers yet. 16:03:02 <06d​olorous_84348> Testing-wise, I'd make sure the effect worked decently before trying to split the mutation into multiple levels. 16:19:22 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-140-g465832e58d: New species: steel elves 10(2 months ago, 67 files, 1848+ 366-) 13https://github.com/crawl/crawl/commit/465832e58d54 16:19:22 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-141-g6e04f920e7: Steal blademasters for steel elves 10(9 days ago, 29 files, 78+ 78-) 13https://github.com/crawl/crawl/commit/6e04f920e752 16:19:22 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-142-gb95e7d8d18: Fix slightly-faster unwields 10(2 hours ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/b95e7d8d18b0 16:19:22 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-143-gacc38a5501: Add an offhand unwield picker 10(65 minutes ago, 6 files, 81+ 24-) 13https://github.com/crawl/crawl/commit/acc38a550118 16:19:22 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-144-gd8c44d5e68: Add a wield picker 10(34 minutes ago, 1 file, 53+ 3-) 13https://github.com/crawl/crawl/commit/d8c44d5e6831 16:19:22 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-145-g1ece623780: Fix goofy issues 10(26 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/1ece62378011 16:19:22 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-146-gd816ff5402: Minor cleanup 10(19 minutes ago, 7 files, 20+ 62-) 13https://github.com/crawl/crawl/commit/d816ff54026d 16:19:22 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-147-g4dce676c67: More cleanup 10(78 seconds ago, 1 file, 6+ 37-) 13https://github.com/crawl/crawl/commit/4dce676c6722 16:20:29 <06p​leasingfungus> the idea is that you would both glow & blind enemies on the same trigger? 16:28:41 <06d​olorous_84348> No. You'd need to be glowing in order to have a chance of blinding, but you wouldn't necessarily do both at the same time. You'd be going a lot more glowing than blinding. (Flavored as "the enemy got too close to you when attacking and got blinded" or something.) And if the effect turns out to be too similar to the cloak of starlight effect, maybe go with minor fire damage instead of blinding (or sometimes replacing it?), since 16:28:42 the description of the glowing mutation doesn't actually specify what is making you glow, light or heat. 16:31:21 <02M​onkooky> this seems a bit complex for a non-ds mutation 16:33:37 <06d​olorous_84348> Maybe. I'm not certain if I'm wording it right. 16:36:08 <06d​olorous_84348> It's supposed to be "keep the glow, but add an extra bit that can occur sometimes while you glow". 16:36:17 <06d​olorous_84348> Maybe that's clearer? 16:36:42 Unstable branch on underhound.eu updated to: 0.32-a0-141-g04fe69798e (34) 16:40:36 <06p​leasingfungus> i guess i don't understand when the glow triggers, then. 16:40:39 <06p​leasingfungus> sorry! 16:43:35 <06d​olorous_84348> No problem. If the glow isn't happening all the time, it probably flares up randomly, like e.g. shoutitis? 16:57:01 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-148-g13b2ce2e3d: Silly fix 10(21 minutes ago, 1 file, 0+ 6-) 13https://github.com/crawl/crawl/commit/13b2ce2e3d95 16:57:01 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-149-gea72223c38: Add a menu for unwielding 10(20 minutes ago, 1 file, 26+ 1-) 13https://github.com/crawl/crawl/commit/ea72223c38fc 16:57:01 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-150-gc76127356b: Fix dropping wielded items 10(2 minutes ago, 1 file, 16+ 0-) 13https://github.com/crawl/crawl/commit/c76127356bff 16:57:01 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-151-gcdd65407d7: Fix lua unwielding items 10(2 minutes ago, 3 files, 13+ 13-) 13https://github.com/crawl/crawl/commit/cdd65407d700 16:57:31 <06p​leasingfungus> my concern about triggering randomly over time is that it interrupts autoexplore/rest, and encourages players to just wait whenever it triggers outside combat until it wears off again. 16:57:41 <06p​leasingfungus> note that shoutitis triggers on seeing enemies these days, not randomly. 16:58:48 <06d​olorous_84348> Point. I'm still trying to figure out how to add an effect to the glowing mutation as is, just to see how it plays. 17:23:09 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-152-gb826af2576: Don't try to wield misc items 10(22 minutes ago, 1 file, 0+ 4-) 13https://github.com/crawl/crawl/commit/b826af257682 17:23:09 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-153-g00a90ea104: Fix tile dropping offhand weapons 10(21 minutes ago, 1 file, 7+ 11-) 13https://github.com/crawl/crawl/commit/00a90ea1047a 17:23:09 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-154-gcadeeeac7d: Make mouse UI nice for off-hand wielding 10(43 seconds ago, 3 files, 47+ 7-) 13https://github.com/crawl/crawl/commit/cadeeeac7d27 17:34:39 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-149-g7cca0d3bb9: Rewrite backend handling of the player's apostles and their state 10(3 hours ago, 7 files, 211+ 318-) 13https://github.com/crawl/crawl/commit/7cca0d3bb932 17:34:39 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-150-g5ebe35c901: Fix low power warriors accidentally getting throwing weapons 10(3 hours ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/5ebe35c901fa 17:34:39 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-151-gd294e6c725: Add ability icons for dismiss/recruit apostle (and repurpose one for BfB) 10(83 minutes ago, 7 files, 33+ 1-) 13https://github.com/crawl/crawl/commit/d294e6c725bf 17:34:39 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-152-g578f63aea0: Fix binding The Royal Jelly's soul not opening the vault 10(8 minutes ago, 3 files, 33+ 21-) 13https://github.com/crawl/crawl/commit/578f63aea0c8 17:34:39 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-153-g8ae5d2bc34: Note in the log when the player recruits an apostle 10(7 minutes ago, 4 files, 8+ 5-) 13https://github.com/crawl/crawl/commit/8ae5d2bc34ae 17:50:04 Monster database of stone_soup-0.31 branch on crawl.develz.org updated to: 0.31.0-12-g77e489cdc1 17:56:15 <06d​olorous_84348> Progress on the glowing mutation stuff. To differentiate from the cloak of Starlight, I figured I'd go with making the glowing mutation deal fire damage to dodging monsters. However, the only way I've figured out how to do that is via adding one turn's worth of sticky flame to the monster in question, and even one turn seems to do far too much damage for what's supposed to be a passive attack. 18:02:52 03PleasingFungus02 07* 0.32-a0-142-g4224600aea: Let evil players wield good weapons 10(3 minutes ago, 10 files, 51+ 100-) 13https://github.com/crawl/crawl/commit/4224600aead4 18:03:18 <06p​leasingfungus> hm, you can definitely do fire damage directly 18:03:29 <06p​leasingfungus> would look at how scorch does it, probably? 18:05:06 <06d​olorous_84348> I tried swiping code from it (not including the burning away of fire resistance), and it seemed to work, but would crash if the monster actually died from the fire damage. 18:06:08 <06d​olorous_84348> I switched to sticky flame after that just to have something working, but even with power set to 5 (in a function modeled after dazzle_monster()), one turn of sticky flame still can take an ogre from unhurt to moderately wounded, which is ridiculous. 18:06:20 <06p​leasingfungus> knowing more about the details of the crash would be helpful. 18:06:55 <06d​olorous_84348> Give me a bit to put the code back in, and I'll have details. 18:10:13 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-143-g2b69eea83f: # This is a combination of 10 commits. # This is the 1st commit message: 10(2 months ago, 67 files, 1927+ 375-) 13https://github.com/crawl/crawl/commit/2b69eea83fb2 18:10:13 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-144-gda276caa7f: New species: steel elves 10(2 minutes ago, 6 files, 67+ 35-) 13https://github.com/crawl/crawl/commit/da276caa7f1b 18:10:13 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-145-g7b6a70dbf0: Steal blademasters for steel elves 10(9 days ago, 29 files, 78+ 78-) 13https://github.com/crawl/crawl/commit/7b6a70dbf047 18:15:27 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-146-ge895a4b412: Update new HW messages for steel elves 10(57 seconds ago, 1 file, 24+ 18-) 13https://github.com/crawl/crawl/commit/e895a4b4122f 18:19:38 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-147-ga36b93301a: Fix some dual-wielding transform issues 10(21 seconds ago, 1 file, 10+ 3-) 13https://github.com/crawl/crawl/commit/a36b93301a3a 18:42:39 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-154-g496e97c4c4: Properly warn Beogh players when attacking while confused near apostles 10(39 seconds ago, 2 files, 2+ 3-) 13https://github.com/crawl/crawl/commit/496e97c4c4f6 18:59:23 New branch created: pull/3530 (1 commit) 13https://github.com/crawl/crawl/pull/3530 18:59:23 03dolorous02 07https://github.com/crawl/crawl/pull/3530 * 0.32-a0-143-gf6873053f5: Reenable glowing players; let them burn monsters. 10(10 minutes ago, 5 files, 53+ 2-) 13https://github.com/crawl/crawl/commit/f6873053f5a6 19:00:26 03nicolae02 07* 0.32-a0-143-g54dcad9685: Add a bunch more options to randbook.txt 10(2 minutes ago, 1 file, 523+ 64-) 13https://github.com/crawl/crawl/commit/54dcad96850e 19:01:26 <06d​olorous_84348> Okay, I've put the scorch code back, and made sure it builds, and put it in an experimental pull request. (Incidentally, why does building with FULLDEBUG alone not enable line numbers in gdb, while building with FULLDEBUG and DEBUG does? I would have gotten it done faster if I didn't have to build things twice.) As for why it's crashing, I'm not certain I'm supposed to be using _player_hurt_monster() that way, but it's not 19:01:29 obvious what I'm supposed to do instead. 19:06:57 <06p​leasingfungus> i can take a look in a bit. i'm a bit nervous about the assumption that the attacker is alive at this point. 19:07:19 <06d​olorous_84348> Thank you. I'm a bit burned out at the moment, no pun intended. 19:07:46 03elliptic02 07* 0.32-a0-144-g35ecbacc28: Don't cheat the player out of a shop in st_orc_town 10(71 seconds ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/35ecbacc2898 19:08:49 <06p​leasingfungus> sorry to hear that! 19:09:32 <06d​olorous_84348> No problem. It's been one of those days. 19:12:59 03DracoOmega02 07[neoyred_and_newbeogh] * 0.32-a0-155-geeb6d06075: TEMPORARY HACK: Let old Beogh experimental saves work again for now 10(16 seconds ago, 1 file, 7+ 1-) 13https://github.com/crawl/crawl/commit/eeb6d0607533 19:30:44 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-148-g34bd84bdf6: Fix offhand noisy weapons 10(23 minutes ago, 3 files, 7+ 11-) 13https://github.com/crawl/crawl/commit/34bd84bdf670 19:30:44 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-149-g097049f09c: New steel elf effect: Rev 10(10 minutes ago, 17 files, 134+ 7-) 13https://github.com/crawl/crawl/commit/097049f09c97 19:35:59 03PleasingFungus02 07* 0.32-a0-145-g5e8725010d: Fix spectral outgoing damage 10(84 seconds ago, 1 file, 1+ 5-) 13https://github.com/crawl/crawl/commit/5e8725010d1e 19:35:59 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-146-g18ee73de17: New species: steel elves 10(2 months ago, 79 files, 2156+ 436-) 13https://github.com/crawl/crawl/commit/18ee73de174e 19:35:59 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-147-g505573431d: Steal blademasters for steel elves 10(9 days ago, 29 files, 78+ 78-) 13https://github.com/crawl/crawl/commit/505573431d6d 19:41:26 <06d​olorous_84348> One thought, which the new warmup statuses for steel elves reminded me of: the Torch status under new Yred currently is grey when it hasn't been lit, and magenta when it has been lit, but since there's only one Torch status, there's only one description, which assumes the torch has been lit. This might be an issue under webtiles, with its display-status-descriptions-on-mouseover thing that local tiles doesn't seem to have, but is 19:41:27 it worth the effort to have one status for the unlit torch and another for the lit one just for that case? 19:41:30 <06p​leasingfungus> ok, checking out the glow branch now 19:42:04 <06p​leasingfungus> great point. i think we could probably do some witchcraft to look up different db entries while keeping the status text the same? 19:42:36 <06d​olorous_84348> Thank you. Sorry it's kind of a mess. 19:42:41 <04d​racoomega> I was actually wondering if the status description could be closer to "You carry the black torch, yada yada. While this indicator is bright, yada yada" >.> 19:44:03 <06d​olorous_84348> That could work. Although is there a length limit for statuses? 19:44:47 <04d​racoomega> I mean, I imagine there's a practical one, but I think it's much longer than this would require 19:52:42 New branch created: bring-back-glowing (2 commits) 13https://github.com/crawl/crawl/tree/bring-back-glowing 19:52:43 03dolorous02 07[bring-back-glowing] * 0.32-a0-143-gf6873053f5: Reenable glowing players; let them burn monsters. 10(63 minutes ago, 5 files, 53+ 2-) 13https://github.com/crawl/crawl/commit/f6873053f5a6 19:52:43 03PleasingFungus02 07[bring-back-glowing] * 0.32-a0-144-g4ead1d5eb8: Don't crash 10(38 seconds ago, 3 files, 17+ 22-) 13https://github.com/crawl/crawl/commit/4ead1d5eb833 19:52:56 <06p​leasingfungus> @dolorous_84348 ok, fixed 19:53:14 <06p​leasingfungus> the problem is that the monster was dead by the time you were trying to print messages using its information 19:54:52 <06d​olorous_84348> Thanks again. I wondered, but gdb was not being helpful. 19:59:48 <06d​olorous_84348> I'll see if I can tweak it into usability soon enough. 20:05:35 <06d​olorous_84348> So if I adjust the message to: "You carry the Black Torch. If this indicator is dark, the torch is unlit; if it is bright, you have called upon Yredelemnul to light the torch. So long as the torch burns, you will gain piety for kills. With sufficient piety, you will be able to use its umbral fire to empower your undead servants and damage your enemies.", that should cover things? 20:22:11 <04d​racoomega> Seems fine to me 20:22:56 <04d​racoomega> Also: I was like "I should finally live up to my promise to play some Steel Elves and now seems like a useful time when a new balance change has just dropped" and it took me until D:7 to notice that the server didn't have Rev yet >.> 20:23:15 <04d​racoomega> I was like "This really doesn't seem at all noticable. ...wait, wasn't there supposed to be a status light?" 20:30:19 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-144-g719085df5d: Description tweaks 10(51 seconds ago, 2 files, 7+ 3-) 13https://github.com/crawl/crawl/commit/719085df5d96 20:38:33 03dolorous02 07https://github.com/crawl/crawl/pull/3530 * 0.32-a0-146-gdcb5c2fafb: Reenable glowing players; let them burn monsters. 10(2 hours ago, 5 files, 53+ 2-) 13https://github.com/crawl/crawl/commit/dcb5c2fafb91 20:38:33 03PleasingFungus02 {dolorous} 07https://github.com/crawl/crawl/pull/3530 * 0.32-a0-147-gc6277a9ece: Don't crash 10(46 minutes ago, 3 files, 17+ 22-) 13https://github.com/crawl/crawl/commit/c6277a9ece69 20:38:33 03dolorous02 07https://github.com/crawl/crawl/pull/3530 * 0.32-a0-148-gf05ee0f6fa: Use 100 power again; cut scorch damage in half. 10(5 minutes ago, 1 file, 5+ 2-) 13https://github.com/crawl/crawl/commit/f05ee0f6faf1 20:39:24 -!- The topic of #crawl-dev is: Crawl Development | https://github.com/crawl/crawl | Logs: http://s-z.org/crawl-dev/, temporarily http://crawl.akrasiac.org/logs/cheibriados/ | People with +v have commit access, devs on bridged discord as well | General Crawl-related chat to #crawl | Long stuff to a pastebin service, please 20:39:25 -!- The topic of #crawl is: Play Dungeon Crawl Stone Soup online now! Type ??online for instructions, ??lg / !lg for play stats | PM Sequell for long queries | http://crawl.develz.org | FooTV game replays: ??footv for instructions | #crawl-dev for dev discussion, #crawl-offtopic for offtopic 20:40:43 <04d​racoomega> Actually, I seem to have Rev status in the lookup, but no Rev status visible when attacking >.> 20:41:08 <06d​olorous_84348> Okay. I'll put it in. 20:43:19 03dolorous02 07[neoyred_and_newbeogh] * 0.32-a0-156-g58c071081f: Update the Torch status for unlit and lit states. 10(40 minutes ago, 1 file, 5+ 3-) 13https://github.com/crawl/crawl/commit/58c071081fcd 20:47:24 <06p​leasingfungus> that’s worrying. 20:47:41 <04d​racoomega> I think it's because I started in a slightly earlier version and there's no innate mutation fixup 20:47:49 <06p​leasingfungus> ahh, yeah 20:47:52 <04d​racoomega> So I don't have MUT_WARMUP_STRIKES 20:48:00 <06p​leasingfungus> would be easy to fix 20:50:03 <04d​racoomega> Ahahaha 20:50:39 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-148-gb69736f107: Add save compat for Draco 10(74 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/b69736f10785 20:50:45 <04d​racoomega> I guess this way I'll be able to have an extremely direct comparison of how strong I felt before and after this moment 20:50:48 <04d​racoomega> Once the server catches up 21:16:44 <04d​racoomega> I don't think Wu Jian martial moves are building Rev? 21:49:15 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-149-g20255e8b78: Show both weapons in quiver 10(10 minutes ago, 1 file, 51+ 33-) 13https://github.com/crawl/crawl/commit/20255e8b78ad 21:49:15 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-150-g11f255a91a: Allow swapping shields for off-hands 10(7 minutes ago, 1 file, 10+ 0-) 13https://github.com/crawl/crawl/commit/11f255a91a38 21:49:15 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-151-g32d97b7c65: Allow swapping from offhands to shields 10(53 seconds ago, 1 file, 17+ 3-) 13https://github.com/crawl/crawl/commit/32d97b7c6593 21:49:41 <06p​leasingfungus> yeah, i suppose they probably should 21:50:49 <04d​racoomega> It does feel kind of weird/awkward when whirlwinding is a large chunk of what I want to be doing in some battles 21:54:19 <04d​racoomega> (Inversely, I do actually notice it more when I have to actually do something I otherwise wouldn't to 'charge up' first, but that's a relatively specific interaction responsible for it here) 21:57:36 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-152-ga57017878e: Rev up more often (DracoOmega) 10(43 seconds ago, 4 files, 17+ 7-) 13https://github.com/crawl/crawl/commit/a57017878e84 21:58:39 03dolorous02 07https://github.com/crawl/crawl/pull/3530 * 0.32-a0-149-g503f7a91f0: Remove extra fire activation randomness. 10(2 minutes ago, 1 file, 0+ 3-) 13https://github.com/crawl/crawl/commit/503f7a91f0cd 21:59:42 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-153-gf6533df58f: Remove melee_attack.roll_delay 10(21 seconds ago, 4 files, 3+ 16-) 13https://github.com/crawl/crawl/commit/f6533df58fb0 22:04:09 Stable (0.31) branch on underhound.eu updated to: 0.31.0-12-g77e489cdc1 22:11:12 03PleasingFungus02 07* 0.32-a0-146-gaccdc7a51e: Revert "Revert "Temporarily evert "Simplify off-hand attacks""" 10(11 minutes ago, 2 files, 8+ 6-) 13https://github.com/crawl/crawl/commit/accdc7a51e3c 22:11:12 03PleasingFungus02 07* 0.32-a0-147-gf76145dc59: Make offhand punches UC only (various) 10(2 minutes ago, 1 file, 4+ 7-) 13https://github.com/crawl/crawl/commit/f76145dc5945 22:11:13 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-148-gaff4b5cee3: New species: steel elves 10(2 months ago, 79 files, 2235+ 475-) 13https://github.com/crawl/crawl/commit/aff4b5cee303 22:11:13 03PleasingFungus02 07[two-swords-adventure] * 0.32-a0-149-gc43b14b27b: Steal blademasters for steel elves 10(9 days ago, 29 files, 78+ 78-) 13https://github.com/crawl/crawl/commit/c43b14b27b79 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-148-g601a84782f: Update gods.txt 10(3 days ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/601a84782f7f 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-149-g4c714f3379: Update features.txt 10(3 days ago, 1 file, 72+ 4-) 13https://github.com/crawl/crawl/commit/4c714f337949 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-150-g2c310156bd: Update skills.txt 10(3 days ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/2c310156bd58 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-151-g8acc429591: Update monsters.txt 10(3 days ago, 1 file, 12+ 5-) 13https://github.com/crawl/crawl/commit/8acc42959120 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-152-g5640b269d8: Fix ability.txt 10(3 days ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/5640b269d8c4 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-153-g6c123904f3: Update spells.txt 10(3 days ago, 1 file, 7+ 6-) 13https://github.com/crawl/crawl/commit/6c123904f3af 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-154-g88f2fc3365: Update status.txt 10(3 days ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/88f2fc33656c 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-155-g0617a3dc7d: Fix clouds.txt 10(3 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0617a3dc7df9 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-156-g1c9add51e8: Update montitle.txt 10(3 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/1c9add51e80d 22:14:24 03Zhang Kai02 {PleasingFungus} 07* 0.32-a0-157-gdd6c86a88c: Update godspeak.txt 10(3 days ago, 1 file, 81+ 1-) 13https://github.com/crawl/crawl/commit/dd6c86a88c57 22:19:38 03SentientSupper02 {PleasingFungus} 07* 0.32-a0-158-g7d2b172a6e: Change how rCorr interacts with corrosion stacks on the player 10(6 days ago, 5 files, 9+ 18-) 13https://github.com/crawl/crawl/commit/7d2b172a6eb8 22:25:54 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-145-g17ca047635: Allow blood drain to work on ranged attacks 10(54 minutes ago, 4 files, 16+ 7-) 13https://github.com/crawl/crawl/commit/17ca04763534 22:28:05 <06p​leasingfungus> cpp // Submerged water creatures avoid the shallows where // they would be forced to surface. -- bwr // [dshaligram] Monsters now prefer to head for deep water only if // they're low on hitpoints. No point in hiding if they want a // fight. if (habitat == HT_WATER && targ != you.pos() && target_grid != DNGN_DEEP_WATER && env.grid(mons->pos()) == DNGN_DEEP_WATER && 22:28:06 mons->hit_points < (mons->max_hit_points * 3) / 4) { return false; } @dracoomega help 22:28:58 <04d​racoomega> Is this part of the submerging removal PR? 22:29:08 <04d​racoomega> (I hadn't actually really looked at it) 22:29:35 <06p​leasingfungus> no, just found it while grepping for any remaining references to 'submerge' 22:29:43 <06p​leasingfungus> it's totally unrelated to submerging, unhelpfully 22:29:48 <06p​leasingfungus> but it's also just... why 22:30:13 <06p​leasingfungus> just bumped into this while reviewing your PR and let out an audible yelp 22:30:32 <04d​racoomega> Wait, a goto for reals? 22:30:33 <06p​leasingfungus> (er, for IRC folx, that last is in response to monkooky saying "egads, I found a goto") 22:30:38 <06p​leasingfungus> oh yeah, we have a bunch in a few files 22:30:51 <04d​racoomega> I somehow have never run into one in Crawl, I'm pretty sure 22:31:15 <06p​leasingfungus> seven files outside json.cc and levcomp.tab.cc, which don't count 22:31:23 <06p​leasingfungus> there were of course more in the past 22:32:03 <04d​racoomega> But yes, so water monsters in deep water who are not targeting the player and are slightly injured won't move out of deep water 22:32:05 <06p​leasingfungus> if you want to stare into the face of God, take a glance at _find_square in directn.cc 22:32:10 <04d​racoomega> For all those eels aiming at some random ally of yours 22:32:24 <06p​leasingfungus> i think the idea is that these are wandering eels? 22:33:37 <04d​racoomega> I assume so, yes 22:33:43 <04d​racoomega> But wandering and injured 22:33:56 <06r​egret-⸸nde※> from... steam?... 22:33:59 <04d​racoomega> Monsters are a lot less likely to not be aware of you while injured 22:34:26 <04d​racoomega> Also, _find_square's description at the top sounds so much simpler than whatever is going on below 22:34:51 <06p​leasingfungus> that's the power of encapsulation, 22:35:44 <04d​racoomega> I cannot imagine it needs to be this way 22:35:46 <06p​leasingfungus> tfw you forgot what your if was by the time you finished 22:35:46 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1206111313676476426/image.png?ex=65dad1b1&is=65c85cb1&hm=5d45c518cf395f4cb023b01a8c7d1b727bc5e0a4b547818208b3b2654fb3aedb& 22:35:48 <04d​racoomega> Even without trying to understand it 22:35:51 <06p​leasingfungus> oh for sure 22:35:55 <06p​leasingfungus> it's utterly deranged 22:35:58 <06p​leasingfungus> my favorite kind of crawl code 22:36:04 <06r​egret-⸸nde※> v_v 22:36:04 <06r​egret-⸸nde※> https://cdn.discordapp.com/attachments/747522859361894521/1206111389035532308/image.png?ex=65dad1c3&is=65c85cc3&hm=121cde765b81810c507b1b2928c3f859e74fc0e558483449f426a05390000238& 22:36:16 <06r​egret-⸸nde※> does one ever stop spiralling in crawlcode. 22:36:22 <06p​leasingfungus> i knew you'd say something like that 😛 22:36:32 <06p​leasingfungus> i forget, did (either of) you ever see the old name generator? 22:36:47 <04d​racoomega> I mean, no wonder you need a goto in the role of a break statement if you're trying to break out of... an if-block inside an if-block inside a for-loop instead another for-loop inside an if-block inside a whie 22:37:11 <04d​racoomega> I feel I've seen language parsers less nested 22:37:38 <04d​racoomega> I think I heard her reacting to it the other week after you mentioned it 22:39:01 <06r​egret-⸸nde※> https://cdn.discordapp.com/attachments/747522859361894521/1206112131842572310/image.png?ex=65dad274&is=65c85d74&hm=b630c0ef058210c2656f601892538be8438d39c74659872482e61f97097837b6& 22:40:26 <09g​ammafunk> I think there's a goto in 1kbs optimization of the radius iterator 22:40:40 <09g​ammafunk> which is using deep trickery with switch statement coroutines 22:40:49 <04d​racoomega> I mean, iterator optimization is a context I could see it actually really doing something (maybe) 22:41:04 <09g​ammafunk> yeah, it's neat code; I have yet to fully understand it 22:41:37 <09g​ammafunk> but it is one of the most difficult pieces of code to read in crawlcode as a result of that optimization 22:41:43 <05a​lexjurkiewicz> my second favourite vowel after ✴️ 22:42:24 <04d​racoomega> Fortunately the iterators are tucked away such that we hopefully shouldn't need to understand their innards >.> 22:42:42 <06p​leasingfungus> you'd think that, but just ask elliptic about moths of wrath 😛 22:42:46 <09g​ammafunk> lol 22:43:01 <04d​racoomega> I mean, isn't that just because something wasn't set to fair? 22:43:09 <06p​leasingfungus> more or less. 22:44:36 <09g​ammafunk> well 22:44:46 <09g​ammafunk> I recall looking at it and thinking it was a kind of fundamental problem with our monster iterator impelementation 22:45:05 <09g​ammafunk> there is no 'fair' argument to that one because it's a linear iteration over an array, essentially 22:45:26 <09g​ammafunk> the radius iterator does have a fair setting, but that's not what's being done there iirc 22:45:52 <09g​ammafunk> but maybe there's a fairly straightforward solution that could be as simple as "just use a radius iterator in this case" 22:46:21 <09g​ammafunk> however I worry that our monster iterator implementation might be kind of bad due to this general issue with how the monster array is populated 22:47:59 <04d​racoomega> I mean, when we actually want a 'random monster in range', aren't the usual methods to either use a fair radius iterator, to populate a list with valid candidates and pick a random element from it, or use that 'one_chance_in(++seen)' for each valid thin trick? They're all fair, are they not? Am I wrong? 22:48:51 03Monkooky02 {PleasingFungus} 07* 0.32-a0-159-gdfa216537b: Remove (tentacle) submerge 10(6 days ago, 47 files, 51+ 440-) 13https://github.com/crawl/crawl/commit/dfa216537bcf 22:48:51 03PleasingFungus02 07* 0.32-a0-160-g465344b4ef: Clean up remaining submerge code 10(9 minutes ago, 5 files, 11+ 24-) 13https://github.com/crawl/crawl/commit/465344b4efd1 22:56:02 <06d​olorous_84348> One last question regarding lore, specifically the gnolls, ogres, and goblins; although this mostly affects new Beogh. 22:56:29 <06d​olorous_84348> Gnolls and ogres are currently described as being related to goblins and orcs. 22:57:21 <06d​olorous_84348> However, with orcs now being a culture rather than a species, who get sculpted into Beogh's image, it doesn't seem to make sense for orcs to have relatives. 22:58:24 <06d​olorous_84348> And the current lore for goblins says they only showed up a few years ago, which doesn't seem to fit that either (unless it means they showed up in the dungeon a few years ago, as opposed to showing up in the world in general). 22:59:20 <06p​leasingfungus> hm, seems fine for goblins to be related to gnolls/ogres but to still be 'new creatures', in some sense? 22:59:29 <06p​leasingfungus> but agree it's a bit odd for any of them to be relatives of orcs now 23:00:01 <06d​olorous_84348> Okay. I suppose if goblins have an unusual origin story, that could fit their recent origins. 23:00:53 <06d​olorous_84348> Given what wizards like Cigotuvi are/were doing... 23:02:16 <13q​wqwqwqwqwqwqw> the _incite_monsters thing is annoying because you want to select multiple monsters from the list, not just one, but indeed probably it should just be rewritten to use a radius iterator instead 23:03:13 <04d​racoomega> Can say they're... allies of the orcs 23:03:22 <06p​leasingfungus> pal-lies 23:03:24 <06d​olorous_84348> That definitely fits. 23:07:40 03PleasingFungus02 07* 0.32-a0-161-g028e34cad9: Give krakens rArcjolt (hellmonk) 10(2 minutes ago, 3 files, 33+ 20-) 13https://github.com/crawl/crawl/commit/028e34cad93d 23:11:04 <09h​ellmonk> ??????? 23:13:21 <06p​leasingfungus> i thought you suggested something like this 23:13:23 <06p​leasingfungus> maybe i'm misremembering 23:15:09 <06p​leasingfungus> discord search suggests i'm probably crazy 23:15:23 <06p​leasingfungus> did find this good exchange tho 23:15:24 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1206121287068549140/image.png?ex=65dadafb&is=65c865fb&hm=743fb110efa6e60e66995f93b42bde65dbc5a8647c1496322edfe56df9195a1f& 23:16:45 <04d​racoomega> There was talk with me, index, and Monkooky the other day about kraken stuff 23:17:22 <04d​racoomega> I think the design idea was more specifically that tentacles would transmit far less damage back to the head, while the head got fast regen, such that it was difficult to kill the head entirely via tentacles, without trying to put yourself a little more in harm's way 23:17:30 <06r​egret-⸸nde※> pretty much, yeah 23:18:11 <06p​leasingfungus> hrmmm, but i remember a different suggestion from another conversation 23:18:44 <04d​racoomega> I mean, less multiplied damage sharing from tentacles certainly sounds better than the present status quo 23:19:11 <04d​racoomega> But I am kind of inclined to try their idea and see how it feels (head might want a melee damage nerf at the same time) 23:19:26 <06p​leasingfungus> sure 23:19:49 <04d​racoomega> (It was somewhere on the list ^^; ) 23:21:18 03CipHuK02 {PleasingFungus} 07* 0.32-a0-162-g6f326f69ea: Stop asking for dragon armour toll from draconian 10(6 weeks ago, 1 file, 5+ 1-) 13https://github.com/crawl/crawl/commit/6f326f69eadb 23:34:54 03dolorous02 07[neoyred_and_newbeogh] * 0.32-a0-157-g3379b5f360: Adjust descriptions of gnolls and ogres. 10(4 minutes ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/3379b5f360e3 23:35:26 Unstable branch on crawl.develz.org updated to: 0.32-a0-162-g6f326f69ea (34) 23:41:07 04Build failed for 08master @ 465344b4 06https://github.com/crawl/crawl/actions/runs/7860019480 23:41:14 04Build failed for 08master @ 028e34ca 06https://github.com/crawl/crawl/actions/runs/7860094784 23:47:52 04Build failed for 08master @ 6f326f69 06https://github.com/crawl/crawl/actions/runs/7860177861 23:49:56 <06p​leasingfungus> hm 23:50:18 <06p​leasingfungus> am in bed, can look tomorrow, sorry… 23:53:19 <04d​racoomega> Looks like something simple 23:57:50 <06p​leasingfungus> ah, gosh darn it 23:57:53 03regret-index02 07* 0.32-a0-163-g159c032296: Fix tag upgrade for submerging removal 10(27 seconds ago, 1 file, 5+ 1-) 13https://github.com/crawl/crawl/commit/159c03229630 23:58:00 <06p​leasingfungus> i thought of that while reviewing the pr 23:58:09 <06p​leasingfungus> and forgot to follow up 23:58:16 <04d​racoomega> Infinite things to hold in our finite heads 23:58:35 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-162-g6f326f69ea 23:58:56 03SentientSupper02 07https://github.com/crawl/crawl/pull/3529 * 0.32-a0-146-g82c33f4be7: lint 10(72 seconds ago, 12 files, 31+ 33-) 13https://github.com/crawl/crawl/commit/82c33f4be7b5 23:58:57 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1206132239620902942/image0.jpg?ex=65dae52e&is=65c8702e&hm=b61b246e5ea7f5491964937d44aee580b35dd65b8a31eadd261fb576c4e131f6& 23:58:58 <06p​leasingfungus> ty @regret-⸸nde※ ! 23:59:08 <06r​egret-⸸nde※> no problem