00:26:30 Unstable branch on cbro.berotato.org updated to: 0.32-a0-450-g080537f31e (34) 00:55:34 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-450-g080537f31e 01:43:08 03elliptic02 07* 0.32-a0-451-g26e39782c6: Swap Coglin and Barachi in the species selection screen 10(4 minutes ago, 3 files, 22+ 22-) 13https://github.com/crawl/crawl/commit/26e39782c6bd 01:56:56 Unstable branch on crawl.kelbi.org updated to: 0.32-a0-450-g080537f31e (34) 01:56:56 Unstable branch on crawl.kelbi.org updated to: 0.32-a0-450-g080537f31e (34) 02:05:59 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 02:05:59 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 03:10:14 FR: Orb of fire. Off-hand item that gives your attacks cleave (useless for axes). Named after WC3 item. 04:31:45 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5140-g5775ae71e1 05:23:15 Unstable branch on crawl.akrasiac.org updated to: 0.32-a0-451-g26e3978 (34) 05:38:33 03dolorous02 07* 0.32-a0-452-g0c113e4b92: Tweak punctuation. 10(5 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0c113e4b92c2 07:21:21 <06d​olorous_84348> I'm attempting to fix the bug with Fathomless Shackles' not keeping monsters from trampling/dragging (which also affects Sigil of Binding, since F.S. uses the same enchantment to bind monsters in place). It seems to be working so far, but I have 2 concerns: 07:23:03 <06d​olorous_84348> 1. I've explicitly blocked players from trampling or dragging when bound, just in case, even though there currently appears to be no way for players to do that in the first place. Is that too much, or is it good future-proofing in case, say, dragon-form players get the ability to trample monsters? 07:27:49 <06d​olorous_84348> 2. The slick slippers are handled in the same block, since they also move monsters. Disabling them for F.S. sounds good, but for Sigil of Binding, I'm on the fence. The latter are described as keeping the player from being "constricted, engulfed, netted or webbed", but does that include being magically bound? And if it does, the only way around it with the current logic (that wouldn't involve some rewriting) would be to disallow 07:27:50 Sigil of Binding from working on the player when the player is wearing the slick slippers, as is already done for Swift monsters. (F.S. sets up the binding without directly casting Sigil of Binding, so it would block the slick slippers regardless.) 07:29:44 <06d​olorous_84348> And technically, the trampling attack is still described as trampling, regardless (tested with thrashing horror), but with my changes, the actual trampling movement doesn't occur if bound. 07:43:57 New branch created: pull/3583 (1 commit) 13https://github.com/crawl/crawl/pull/3583 07:43:57 03dolorous02 07https://github.com/crawl/crawl/pull/3583 * 0.32-a0-453-g290fcedf5e: No moving via trampling/dragging if bound. 10(44 minutes ago, 1 file, 16+ 8-) 13https://github.com/crawl/crawl/commit/290fcedf5e1a 07:53:23 03dolorous02 07* 0.32-a0-453-gdb0f5c71e3: Tweak more punctuation. 10(2 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/db0f5c71e3a6 09:17:47 <04d​racoomega> Dragon form used to trample, back in the very old days, and was removed because this often ended up just being a downside (the player can often already choose to stand where they want to, and being forced to leave corridors while attacking felt unpleasant). I doubt they'll get it back. Being an unrand, I'm not sure it's a problem if slick slippers just make you immune to sigils. There's not really too many general balance 09:17:47 concerns to worry about for specific rare interactions like that, I think. Seems like it would be more consistent if it made you immune to all such effects instead of 'most of them'. 09:22:45 <06d​olorous_84348> Thanks for the info. 09:30:04 <06d​olorous_84348> Given that logic, player dragging probably won't be a thing, either, which simplifies things. 10:50:03 03gammafunk02 07* 0.32-a0-454-g3b8dbc4376: fix: The artprops specifier for monster item specs 10(8 minutes ago, 1 file, 5+ 1-) 13https://github.com/crawl/crawl/commit/3b8dbc437685 10:58:26 03dolorous02 07https://github.com/crawl/crawl/pull/3583 * 0.32-a0-454-g5ed5d04c22: No moving via trampling/dragging if bound. 10(4 hours ago, 1 file, 18+ 8-) 13https://github.com/crawl/crawl/commit/5ed5d04c2219 11:10:02 03dolorous02 07* 0.32-a0-455-g0b0b42bae7: No moving via trampling/dragging if bound. 10(4 hours ago, 1 file, 18+ 8-) 13https://github.com/crawl/crawl/commit/0b0b42bae774 12:08:33 New branch created: pull/3585 (2 commits) 13https://github.com/crawl/crawl/pull/3585 12:08:33 03dolorous02 07https://github.com/crawl/crawl/pull/3585 * 0.32-a0-456-g2726a289ba: Move sigil immunity into a function. 10(38 minutes ago, 7 files, 28+ 10-) 13https://github.com/crawl/crawl/commit/2726a289bac4 12:08:33 03dolorous02 07https://github.com/crawl/crawl/pull/3585 * 0.32-a0-457-g8cb17d3326: Make the slick slippers give sigil immunity. 10(7 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/8cb17d3326b8 12:37:52 03Monkooky02 {dolorous} 07* 0.32-a0-456-gf15d296471: Datify changed_physiology 10(6 months ago, 3 files, 27+ 28-) 13https://github.com/crawl/crawl/commit/f15d296471e6 12:54:26 <04d​racoomega> So, after playing around with the new drac breaths for a while (I did 3 different types through to the end of Lair), numbers definitely need more adjustment, but I am sort of wondering about the general playfeel of the new system. To recap, breaths have a limited number of uses, and you gain several additional uses of it each time you enter a new floor for the first time, up to a certain cap. Most breaths are more individually 12:54:27 impactful than they once were (certainly this is very true of the more mediocre breaths) with the idea that there's no 'attention tax' over the course of the game for "Technically this is a free bonus, so I should do it, but also it barely matters" and making the breaths flashier in some ways. Some of them definitely are this, but it kind of felt a bit like my breath weapon was 'a good wand' that I had a few charges of. And it's not that it was useless 12:54:27 or anything, but it felt a little... awkward how I would regularly see situations that felt like a good shot lined up for the breath, but I still felt discouraged from pressing the button because I might need that charge more later. And a system that sort of 'discourages' you from using your flashy racial special felt a little sad? Certainly at the power level the actual breath itself was currently at. Definitely want to adjust some of these 12:54:28 numbers/systems, but have been debating the exact direction to do so. 12:54:30 <04d​racoomega> Can keep the low number of charges but make breathing even more impactful. But given that (imo) it feels better to be encouraged to engage with a racial mechanic rather than 'try to avoid using it', I wonder instead about giving more charges but a lower cap. Currently it's 2 new charges per floor with a cap of 9. Maybe... 3 charges, cap of 5? Like, the closer one is to capped, the more it feels 'fine' to use them in relevant 12:54:30 situations since otherwise they're just wasted. But I wonder instead if using some kills-based recharge (with a cap of... 3, maybe?) might be better. Kills has the downside of being fuzzier about how many / when you get charges, but the upside that these recharges are spaced over a floor so that "Use it when you get a good shot" feels more likely to feel like the right play instead of "But what if something else on the floor is ALSO bad?" and then just 12:54:31 saving it whenever you can afford to do so (and then maybe not running into a worse situation on that floor ANYWAY) 13:01:07 <06r​egret-⸸nde※> ...hmm, will people complain about backtracking to get more charges if it's xp based still? I guess the average left-until-later thing is either unrewarding on the xp front or still entirely capable of killing the player.... 13:03:01 03dolorous02 07https://github.com/crawl/crawl/pull/3585 * 0.32-a0-457-ga677934f17: Move sigil immunity into a function. 10(2 hours ago, 7 files, 28+ 10-) 13https://github.com/crawl/crawl/commit/a677934f17eb 13:03:01 03dolorous02 07https://github.com/crawl/crawl/pull/3585 * 0.32-a0-458-g97446364c3: Make the slick slippers give sigil immunity. 10(62 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/97446364c3d5 13:03:24 <04d​racoomega> Formulas are also a little more of a headache with a kills-based approach, too. But it's also nice to feel like you can use it a bit more freely in places where it would matter (and then be rewarded for winning hard battles with it or whatnot) instead of 'try to save it when you can', so I dunno 13:03:49 <04d​racoomega> Certainly the idea of parking anything to return to for recharges sucks. Not sure it would actually be relevant. 13:06:33 <04d​racoomega> (Note: it doesn't need to be XP based exactly, but like... some metric for 'the player's progress through the game' that isn't specifically metered at floor boundaries and in some way can be proportional to the threat they actually wade through on a floor instead of only at the end) 13:07:07 <04d​racoomega> (It's very possible that the clarity of diving still wins out over some alternative, but worth pausing to consider a little) 13:07:38 <04d​racoomega> Suddenly wondering at getting recharge points for merely seeing new monsters for the first time, rather than killing them 13:07:42 <06r​egret-⸸nde※> exploration piety doesn't seem to make people e.g. hold off chunks of branch end floors to recharge inbetween attacking a branch end vault, though the effects there are relatively marginal on average compared to having the xp and teleport safety of elsewhere 13:08:16 03dolorous02 07https://github.com/crawl/crawl/pull/3585 * 0.32-a0-458-gdc4247b314: Make the slick slippers give sigil immunity. 10(67 minutes ago, 2 files, 3+ 3-) 13https://github.com/crawl/crawl/commit/dc4247b3140c 13:08:16 <04d​racoomega> So backtracking provides no benefit, and in fact you might get a bunch of juice immediately upon running into a hard fight, which could encourage a player to actually use it there 13:10:00 <04d​racoomega> Wonder at a small meter or indicator light somewhere so that it's obvious to the player at all times how much breath they have in them. (Like, not on the normal status line, but just a small indicator somewhere else in the UI for draconians specifically?) 13:10:13 <04d​racoomega> If it's coming back semi-unpredictably 13:23:35 <02M​onkooky> XP seems like it's the safest decision to me? 13:24:42 <02M​onkooky> bring back rods! 13:32:21 03dolorous02 07https://github.com/crawl/crawl/pull/3585 * 0.32-a0-457-g90a3cc8338: Move binding sigil immunity into a function. 10(2 hours ago, 7 files, 28+ 10-) 13https://github.com/crawl/crawl/commit/90a3cc833875 13:32:21 03dolorous02 07https://github.com/crawl/crawl/pull/3585 * 0.32-a0-458-g6dee0fdde0: Make slick slippers give binding sigil immunity. 10(2 hours ago, 2 files, 3+ 3-) 13https://github.com/crawl/crawl/commit/6dee0fdde029 13:40:57 <04d​racoomega> Is there a reason you specifically like this more than 'upon encountering new enemies'? It was an off-the-cuff suggestion at the time, but the more I think about it, the more I kind of like 'your blood boils for the fight' kind of thing that it being a bit different than evokers while still being related to combat progress seems nice? Is it the fuzziness of the player not knowing what monsters have already been seen or not? (Like, 13:40:58 to be clear, the cap would be low enough and progress fuzzy enough that I don't think micromanaging this should provide any benefit) 13:42:26 <02M​onkooky> That was a fairly unconsidered take, based purely on that being a system that works 13:42:59 <02M​onkooky> but I'll brain a bit more and give you an ununconsidered take in a bit 13:50:08 03dolorous02 07* 0.32-a0-457-g5664dac8fc: Move binding sigil immunity into a function. 10(2 hours ago, 7 files, 28+ 10-) 13https://github.com/crawl/crawl/commit/5664dac8fc16 13:50:08 03dolorous02 07* 0.32-a0-458-ga4b76d3f39: Make slick slippers give binding sigil immunity. 10(2 hours ago, 2 files, 3+ 3-) 13https://github.com/crawl/crawl/commit/a4b76d3f3993 14:04:47 03dolorous02 07* 0.32-a0-459-g5f989adc20: Tweak punctuation. 10(13 minutes ago, 1 file, 7+ 7-) 13https://github.com/crawl/crawl/commit/5f989adc204d 14:06:08 <02M​onkooky> I think that the practical differences between xp recharge and recharge on sight are slim enough that the differences aren't worth introducing a new mechanic 14:10:27 <02M​onkooky> insofar as I can tell, they differ in three circumstances: -full on charges when you see a monster -not full on charges and you're granted a new charge that you use that fight -see a monster with no intent to fight it 14:10:30 <04d​racoomega> I admit, at least some of the motivation here is that I think the xp formulas scale inconsistently enough across ranges of the game that I fear it feeling awkward/bad on something that you're expect you use more regularly than you would use an average evocable. Where it's fine to got a nice long while without breaking it out and then not notice too closely exactly how long it takes to come back. 14:10:40 <06r​egret-⸸nde※> (technically on-sight is already... used by tso?...) 14:10:47 <04d​racoomega> Yeah 14:10:53 <02M​onkooky> wait what 14:11:11 <04d​racoomega> I think it may be for a new type of monster you've never seen before that game, though 14:11:29 <02M​onkooky> wait what is this used for, is that TSO's piety scheme? 14:11:30 <04d​racoomega> But this is where a bulk of your piety comes from before you're in areas with lots of evil things 14:11:42 <02M​onkooky> wow ok I always thought it was explore piety 14:11:55 <02M​onkooky> (plus evil thing kills of course) 14:11:55 <04d​racoomega> Nah, you're out there verifying that yaks are not secretly evil 14:11:57 <04d​racoomega> Not even death yaks 14:12:08 <04d​racoomega> That one's just some long-dead biologist's fault 14:12:15 <04d​racoomega> Don't demonize nature! Only demons! 14:12:32 <06r​egret-⸸nde※> (are death drakes natural?...) 14:12:39 <04d​racoomega> Maybe, but also icky 14:12:41 <04d​racoomega> >.> 14:12:59 <02M​onkooky> they breathe evil 14:15:58 <04d​racoomega> Looking at your list of differences up there, I think charge-on-sight benefits characters who are weaker or more in need of their breath more than xp does, probably? Like, characters who are pretty strong in other ways tend to use breath a lot less (true now, and will still be true after rework, likely) and so will be sitting on charges a bunch. But giving a power boost before a big fight might help the characters who are 14:15:59 struggling be able to actually use it right there to take the fight and feel like "Wow, being a draconian really did something for me here!" (In theory) 14:16:37 <02M​onkooky> I mean- the thing is, the difference is necessarily transient 14:16:38 <04d​racoomega> Or, y'know, you are running away from something, run into something else, and suddenly get a little boost that might help you out 14:16:56 <02M​onkooky> if I'm a weak char, and I get my xp before the fight instead of after... it matters for exactly that fight 14:17:12 <02M​onkooky> and future fights are now paying a relative 'debt' to make up for any gains 14:17:17 <04d​racoomega> It is, yes. So maybe I'm wrong. But sometimes even these minor differences in 'reality' can have a larger difference in 'feel' (in the same way that 'bonus' versus 'penalty' in situations where they work out the same can feel different) 14:17:21 <02M​onkooky> that's I think a terrible explanation 14:18:07 <04d​racoomega> Like, even if we assume that they are, on net, exactly the same, I think timing does matter to play experience. Whether it matters enough is an open question, of course 14:21:14 <04d​racoomega> I think that strong characters can always run a breath surplus, so it matters little either way. But if we assume that weak characters do not, then 'before fight' versus 'after fight' gives different encouragements about using it, probably. 14:56:16 <02M​onkooky> I don't think it does! 14:56:26 <02M​onkooky> Or at least, those encouragements are ephemeral 14:57:37 <02M​onkooky> If I'm not hitting the cap, then pre-move gives at most one fight's worth of extra charge 15:30:28 <13q​wqwqwqwqwqwqw> @dracoomega I'm in favor of keeping things simpler and not adding a new recharge-over-time system, lightning rod seems to work fairly well for me in practice? 15:32:10 <13q​wqwqwqwqwqwqw> I don't really get why drac breath using the same system would be at all problematic 15:34:28 <13q​wqwqwqwqwqwqw> I think "TSO gives some piety for encountering new enemies" just means we should change TSO to be simpler, honestly I totally forgot TSO works that way and I really doubt it matters for anything 15:34:54 <13q​wqwqwqwqwqwqw> my vague recollection is that that TSO system is purely flavor-driven, which is pretty dubious for something nobody actually notices 15:35:58 <13q​wqwqwqwqwqwqw> originally TSO didn't give piety for doing anything involving non-evil monsters (you just got piety over time and for killing evil monsters), then someone wanted to give TSO piety more generally and someone else didn't think it was good flavor for TSO to like it when you kill a monster 15:38:11 <13q​wqwqwqwqwqwqw> I don't have a strong feeling about basing things on exploration vs xp gain but adding a complicated new system of "when you first enter a level" seems just worse than exploration to me 15:39:47 <13q​wqwqwqwqwqwqw> we don't do that sort of mechanic anywhere else and other stuff works fine, etc 15:41:48 <02M​onkooky> should consider keeping the drac breath cooldown in addition to charges 15:43:47 <02M​onkooky> think that apoc is a pretty close equivalent to what it sounds like you're going for; and I think the functional limit of 'this is usable once per fight' does a lot to encourage using it regularly rather than making sure you're 100% topped up and able to spam all your 'charges' at once in case of a particularly dangerous situation 15:44:30 <13q​wqwqwqwqwqwqw> yeah, cooldown makes sense still I think 15:44:51 <13q​wqwqwqwqwqwqw> (could be larger than current drac cooldown if desired) 15:47:13 <13q​wqwqwqwqwqwqw> (also I'm thinking more about "when you first enter a level" and it just sounds really bad to me anyway? like it really isn't that rare that I dip down a floor for some reason - maybe I'm chased by a group of monsters and decide to flee downstairs, maybe I get marked, etc - and if I'm at full or near-full breath charges when I do that then it is just going to feel incredibly sad) 15:47:20 03dolorous02 07* 0.32-a0-460-gc8eefc90e7: Fix non-damaging barbs of Wu Jian wrath (#3507). 10(38 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/c8eefc90e72b 15:47:37 <13q​wqwqwqwqwqwqw> (think you want rechanging to be as smooth as possible) 16:05:45 Ancient vows have finally been broken. The seals that chained crativity have been lifted. The forbidden dual wielding spilled out first out of pandora's box - and endless possibilites with it. 16:05:46 The time for a cooking god has finally come. The signs are everywhere... stacks of suculent meat and exotic fruit, just waitng on the dungeon floor, just waiting to be picked up and mixed with the tasty meats of dangerous monsters by the most skilled chef-adventurers... The rarest ingerdients to satisfy the true epicurean are also the most 16:05:46 dangerous ones. The search for the orb is a secondary goal at best. Will you brave mortal dangers to go on this culinary quest? Let. Them. cook. 16:26:59 <06d​olorous_84348> One must appease Makhleb the god (and chef!) of hell. Where do you think all his healing really comes from? 😉 16:33:57 Iron chef Dispater Flame 16:37:23 Unstable branch on underhound.eu updated to: 0.32-a0-460-gc8eefc90e7 (34) 17:54:10 <04d​racoomega> For what it's worth, when this was last discussed at length, there seemed to be a fair bit of agreement (from other devs, even) that the 'gain charges upon entering a new floor' was a model worth trying. In fact, that was the reason I was even doing anything with draconian breaths in the first place! After having tried it myself, I do agree that there are some awkwardnesses with it, as I stated earlier (though they felt more in the 17:54:10 scope of making it feel worse to use charges instead of save them; I don't think 'dipping into new floors when near the cap' was really one of them given the size of the cap versus number of charges at the time) All of my playtesting did actually still have the breath timer intact (I made it slightly shorter, but it was still there). I actually kind of didn't like it in combination with the charges system, and had been thinking it would be better 17:54:11 to remove it, but that might have been an effect of the particular level of 'new charge rate', 'max charge cap', and the numbers on the actual breath itself. As I said before, it felt a little like they were 'a fairly good wand' and definitely not 'turn a fight around' level, and being able to deliberately burn multiple charges you'd saved up seemed like a reasonable thing to allow. I think it... might still feel that way, even if the cap was lowered a 17:54:11 bunch and recharge mechanism changed? This is very breath-dependent, though, since some are a lot more useful to repeat than others. 17:54:52 <04d​racoomega> (For some kind of xp-or-whatever-based active recharge system, I was kind of leaning more towards like... 3 charges, maybe?) 18:24:37 <06p​leasingfungus> i would give opinions about this but i am currently in Doll Tile Marshalling Hell 18:24:41 <06p​leasingfungus> sorry 18:24:57 <06p​leasingfungus> cpp //special if (number == TILEP_SHOW_EQUIP) buf[0] = buf[1] = buf[2] = '*'; else { //normal 2 digits buf[0] = '0' + (number/100) % 10; buf[1] = '0' + (number/ 10) % 10; buf[2] = '0' + number % 10; } buf[3] = '\0'; why. 18:25:25 <06p​leasingfungus> i'm very upset about everything happening here 18:25:43 <04d​racoomega> I mean, the time I spent refactoring and fixing ordering bugs in that right after 0.32 starter was more than enough for me to ardently dislike everything about it 18:26:07 <06p​leasingfungus> i am astonished any of this works at all 18:26:07 <04d​racoomega> And this looks somehow even worse 18:26:08 <06p​leasingfungus> in any way 18:26:57 <04d​racoomega> "Someone got it working precisely right at some long time past and heaven help anyone that wants to change any of its unstated assumptions at all" 18:27:31 <06p​leasingfungus> *may or may not have actually worked right 18:28:26 <04d​racoomega> I mean, appeared to work right, at least 18:28:49 <04d​racoomega> (This is a player doll rendering bug for the main menu, right?) 18:28:51 <06p​leasingfungus> yeah 18:28:57 <06p​leasingfungus> it's not rendering the offhand weapon for coglins 18:28:59 <04d​racoomega> Which uses a different codepath than stuff in game, because of course it does 18:29:09 <04d​racoomega> I did unify a few parts of it! 18:29:15 <06p​leasingfungus> yeah, it must be different in some way, but i'm unsure how... 18:29:18 <04d​racoomega> But certainly only a little 18:29:32 <06p​leasingfungus> it looks like we're marshalling the offhand weapon tile as 000 18:29:36 <06p​leasingfungus> which we probably shouldn't? i guess? 18:30:18 <06p​leasingfungus> i... wonder if... 18:34:36 <06p​leasingfungus> ok, here is the issue: when we marshall player doll parts, we store them as offsets from the first tile type in that 'part'. So all TILEP_PART_HAND1 doll parts are stored as an offset from the first TILEP_PART_HAND1 tile enum. 18:35:39 <06p​leasingfungus> offhand weapons are in the TILEP_PART_HAND1 enums, but they are saved (and used) in TILEP_PART_HAND2. So, we fall back to a default value of 0, don't render. 18:37:03 <04d​racoomega> So, is it straightforward to just special-case the off-hand here? 18:37:05 <04d​racoomega> Or no? 18:37:52 <06p​leasingfungus> i can’t see a straightforward way to fix it. 18:38:11 <06p​leasingfungus> i’ll look a little longer, but i might end up punting, maybe indefinitely. 18:38:36 <06p​leasingfungus> trying out no-ring coglin might be comparable in difficulty, and substantially more appreciated by players 🙂 18:39:21 <04d​racoomega> Though this does maybe explain why menu sprites sometimes get buggy onto you load them again 18:40:05 <04d​racoomega> If anything has affected ordering of those enums since they were last saved. (I swear sometimes I've had them look wrong and correct themselves after loading and saving again) 18:40:17 <04d​racoomega> Might be another problem, who knows 18:40:17 <06p​leasingfungus> oh yeah, old ones will be wrong 18:40:27 <06p​leasingfungus> that seems expected with this setup 18:40:38 <06p​leasingfungus> since we put zero effort into adding new tile enums at the end 18:41:06 <04d​racoomega> It doesn't matter in-game, though 18:41:13 <06p​leasingfungus> yeah 18:41:33 <04d​racoomega> (What I just mentioned is generally low on the scale of mattering also, mind) 18:44:34 <06p​leasingfungus> catching up on other discord chat 18:44:48 <06p​leasingfungus> some discussion about message spam from allies using randarts 18:46:11 <06p​leasingfungus> we already have various ways to request a shorter name for weapons from item_def::name, eg the terse flag. let’s use those always. absolutely don’t add a new option. players who want to see randart weapon props can x or *x. 18:47:26 <04d​racoomega> I assume you mean just for allies in this case? 18:47:42 <06p​leasingfungus> nope 18:47:43 <06p​leasingfungus> all monsters 18:49:03 <04d​racoomega> Hmmmm 18:49:15 <04d​racoomega> (I actually have no idea what the 'terse' name looks like, tbh) 18:49:38 <06p​leasingfungus> i'm fixing this now 18:49:48 <06p​leasingfungus> i think specifically the inscrip is what we want to remove 18:50:01 <06p​leasingfungus> the rest is fine 18:50:15 <06p​leasingfungus> (iirc terse is what shows up in the HUD ui) 18:54:35 03PleasingFungus02 07* 0.32-a0-461-g5d8ddb3428: Fix: no mon weap inscrips in combat (riverfiend) 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/5d8ddb342896 18:57:25 <06p​leasingfungus> oh boy, i have a solution for this but i don't like it 18:57:50 <06r​egret-⸸nde※> best kinds of solutions 18:58:22 "and here we see the origins of crawlcode" 19:01:54 <06p​leasingfungus> as it began, so it continues 19:05:01 03PleasingFungus02 07* 0.32-a0-462-ga46d8fb2d5: Fix: marshall offhand doll parts (Namsan) 10(74 seconds ago, 1 file, 21+ 6-) 13https://github.com/crawl/crawl/commit/a46d8fb2d527 19:10:13 <06p​leasingfungus> trying to decide if i care that i'm going to give coglins resistance to qaz wrath 19:10:17 <06p​leasingfungus> think i don't care. 19:23:46 <02M​onkooky> speaking of doll tiles, any chance a comprehensive fix for monster offsets is in the cards 19:27:13 <09g​ammafunk> comprehensive fix? 19:28:00 <09g​ammafunk> I think the way it works now is that monsters which can wield weapons naturally have to have correct weapon offsets in mcache 19:28:27 <09g​ammafunk> but those monsters usually don't also wear shields and for those that don't, they're never going to have shield offsets in the first place 19:28:55 <09g​ammafunk> and then for monsters that never wield weapons, they're likewise naturally never going to have proper offsets until someone gets around to defining them 19:29:44 <02M​onkooky> Well, I was just thinking about the perennial problems with e.g. spears poking outside the tile and leaving a trail of sprite bits 19:30:25 <09g​ammafunk> is this in the context of players using monster tiles as their doll tile? 19:30:32 <09g​ammafunk> e.g. tile_player_tile 19:31:18 <02M​onkooky> no, https://github.com/crawl/crawl/issues/3049 19:31:29 <02M​onkooky> and similar issues that crop up periodically 19:33:35 <09g​ammafunk> yeah, I see, it looks like the offsets were "correct" in that report, but due to the relation between the goblin's small height and the spear tiles height, the correct offset leads to that kind of artifact 19:34:18 <09g​ammafunk> I think a general fix requires some kind of rewrite of the webtiles rendering logic 19:34:36 <09g​ammafunk> which might be happening with alex's project to rewrite the client 19:34:47 <09g​ammafunk> but he still has a ways to go on that project, from what I understand 20:16:40 <06p​leasingfungus> important question: why does OPER_PUTON (P) allow selecting any item from your inventory? 20:17:05 <06p​leasingfungus> also OPER_WEAR 20:19:47 <09g​ammafunk> huh 20:20:19 <09g​ammafunk> well, maybe I like the way I look when wearing my potion of might 20:20:28 <09g​ammafunk> but yeah, I couldn't even see what you meant at first 20:20:42 <09g​ammafunk> because equip doesn't have that * option that lets you select any inventory item 20:20:59 <09g​ammafunk> but if you toggle it to wield or wear states, that becomes available 20:21:45 <09g​ammafunk> I seem to recall advil working on these menus 20:23:11 <06p​leasingfungus> will cut it soon 20:24:14 <09g​ammafunk> I will dutifully post my rant about its removal to the reddit 20:25:10 <09h​ellmonk> tag me in the post op 20:26:15 <06p​leasingfungus> updoots to the left! 20:47:38 New branch created: pull/3587 (7 commits) 13https://github.com/crawl/crawl/pull/3587 20:47:39 03yrdzrfxndfvh02 {GitHub} 07https://github.com/crawl/crawl/pull/3587 * 0.32-a0-463-g6d48026dcb: Update elemental-wellspring.yaml 10(10 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/6d48026dcb58 20:47:39 03yrdzrfxndfvh02 {GitHub} 07https://github.com/crawl/crawl/pull/3587 * 0.32-a0-464-gee6daa7e98: Update air-elemental.yaml 10(5 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/ee6daa7e98c6 20:47:39 03yrdzrfxndfvh02 {GitHub} 07https://github.com/crawl/crawl/pull/3587 * 0.32-a0-465-g433b20d34f: Update fire-elemental.yaml 10(5 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/433b20d34f70 20:47:39 03yrdzrfxndfvh02 {GitHub} 07https://github.com/crawl/crawl/pull/3587 * 0.32-a0-466-g397466015d: Update iron-elemental.yaml 10(5 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/397466015d92 20:47:39 03yrdzrfxndfvh02 {GitHub} 07https://github.com/crawl/crawl/pull/3587 * 0.32-a0-467-g8f399ca337: Update earth-elemental.yaml 10(5 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/8f399ca3371d 20:47:39 03yrdzrfxndfvh02 {GitHub} 07https://github.com/crawl/crawl/pull/3587 * 0.32-a0-468-g315e4ff8b9: Update water-elemental.yaml 10(4 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/315e4ff8b918 20:47:39 03yrdzrfxndfvh02 {GitHub} 07https://github.com/crawl/crawl/pull/3587 * 0.32-a0-469-g1a1d2dab47: Update quicksilver-elemental.yaml 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/1a1d2dab47ed 21:09:41 03PleasingFungus02 07* 0.32-a0-463-g54e5184e7a: Coglins: --Move, +-Rings & +Resist 10(51 minutes ago, 16 files, 49+ 44-) 13https://github.com/crawl/crawl/commit/54e5184e7a01 21:10:44 03PleasingFungus02 07* 0.32-a0-464-g7a634219b2: Remove Beogh item gifts 10(43 seconds ago, 2 files, 1+ 10-) 13https://github.com/crawl/crawl/commit/7a634219b2b9 21:13:12 <04d​racoomega> You know, From the OSEL set. wasn't even clarifying to me at all until I looked at the commit's code 21:13:34 <04d​racoomega> A part of the codebase I never noticed at all when working on Beogh 21:15:59 <06p​leasingfungus> not the most exciting part, for sure 21:17:02 03PleasingFungus02 07* 0.32-a0-465-gcef59e7467: Remove W*/P* 10(3 minutes ago, 1 file, 1+ 9-) 13https://github.com/crawl/crawl/commit/cef59e74674f 21:17:02 03PleasingFungus02 07* 0.32-a0-466-gee0a85e2a4: Remove Pakellas 10(50 seconds ago, 2 files, 17+ 45-) 13https://github.com/crawl/crawl/commit/ee0a85e2a4e9 22:24:03 03regret-index02 07* 0.32-a0-467-g65538d4c26: Put scrub nettles in default auto-excludes (Ge0FF) 10(3 days ago, 2 files, 10+ 2-) 13https://github.com/crawl/crawl/commit/65538d4c26ad 22:24:03 03regret-index02 07* 0.32-a0-468-g38b2580584: Vault review without end 10(10 minutes ago, 17 files, 403+ 283-) 13https://github.com/crawl/crawl/commit/38b2580584cc 23:35:30 Unstable branch on crawl.develz.org updated to: 0.32-a0-468-g38b2580584 (34) 23:58:38 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-468-g38b2580584