00:31:39 Unstable branch on cbro.berotato.org updated to: 0.32-a0-643-ga006e7742e (34) 00:55:34 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-643-ga006e7742e 02:04:09 Unstable branch on crawl.kelbi.org updated to: 0.32-a0-643-ga006e7742e (34) 02:04:09 Unstable branch on crawl.kelbi.org updated to: 0.32-a0-643-ga006e7742e (34) 02:06:37 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 02:06:37 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 02:36:26 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-2337-g70f129a5a8 02:36:26 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-2337-g70f129a5a8 03:35:57 Ge0ff (L24 MDCA) ASSERT(mons->damage_friendly <= mons->damage_total) in 'mon-death.cc' at line 249 failed. (Crypt:2) 03:35:58 Ge0ff (L24 MDCA) ASSERT(mons->damage_friendly <= mons->damage_total) in 'mon-death.cc' at line 249 failed. (Crypt:2) 04:31:26 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5140-g5775ae71e1 05:30:57 Unstable branch on crawl.akrasiac.org updated to: 0.32-a0-643-ga006e77 (34) 05:32:37 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-669-g589df3fea3: Don't sticky flame dead targets 10(34 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/589df3fea3b5 06:24:26 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-670-g4795951967: Skip prompts with some ice spells in conduit form 10(45 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/479595196775 06:48:44 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-671-g4be6de94f8: Disable disabling tabcasting by reselecting spell 10(86 seconds ago, 1 file, 2+ 7-) 13https://github.com/crawl/crawl/commit/4be6de94f8d4 06:49:48 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-671-g90d4849e43: Disable disabling tabcasting by reselecting spell 10(3 minutes ago, 1 file, 2+ 7-) 13https://github.com/crawl/crawl/commit/90d4849e43a3 06:49:49 03dolorous02 07https://github.com/crawl/crawl/pull/3630 * 0.32-a0-644-gf5a28f19e9: Add talisman acquirement. 10(19 hours ago, 9 files, 101+ 5-) 13https://github.com/crawl/crawl/commit/f5a28f19e960 07:26:13 <08n​icolae> more like palisman, because they're your pals 07:32:59 <06d​olorous_84348> 🙂 07:35:54 <06d​olorous_84348> Tweaked the numbers in the update. The chance of even having talismans as an acquirement category (which doesn't actually guarantee that it'll show up via the scroll) is 5% at 0 shapeshifting, scaling up to 32% at 27 shapeshifting. Also, the weights for talismans you haven't seen are doubled, and the weights for ones around your shapeshifting level are quintupled (if both conditions are true, they stack). 07:37:18 <06d​olorous_84348> And the chance of a completely random talisman is 5%, or 100% if Xom's giving it. 08:51:23 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-672-g3f7fe240a1: Make tabcast limit count failed rolls too 10(56 seconds ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/3f7fe240a112 09:01:28 <06p​leasingfungus> thanks! that seems promising - maybe a bit conservative, but we can scale up chances later once we feel more confident. 09:26:19 <06d​olorous_84348> The problem is testing it properly in actual gameplay; I've been doing it in wizard mode, but seeing how it works for players who can survive to extended and/or win consistently is a different matter. 09:30:21 <06p​leasingfungus> trunk is for testing 🙂 09:30:45 <06p​leasingfungus> we have so many eager guinea pigs! 09:33:35 <06d​olorous_84348> Good to know. 09:37:53 03dolorous02 07* 0.32-a0-644-ge89081bf26: Add talisman acquirement. 10(22 hours ago, 9 files, 101+ 5-) 13https://github.com/crawl/crawl/commit/e89081bf2666 09:40:54 <13q​wqwqwqwqwqwqw> fwiw I don't think it's good to have the chance of getting a talisman depend on shapeshifting skill - we don't do that with any other acquirement classes 09:41:55 <13q​wqwqwqwqwqwqw> it means for instance that if you have higher shapeshifting skill then you are less likely to get other acqs, even if you have all the talismans you want 09:43:33 <13q​wqwqwqwqwqwqw> no real reason why we can't just have some acq classes be more common than others - staff acq in particular is at least as niche as talisman acq 09:44:04 <13q​wqwqwqwqwqwqw> (the other thing is that talisman acq is more interesting if it might cause you to go into shapeshifting in the first place) 09:44:54 <13q​wqwqwqwqwqwqw> so I might go tweak this sometime soon 09:46:30 <06d​olorous_84348> Talisman acquirement possibly making you go into shapeshifting is a good idea, which is why there's some chance of getting a random talisman regardless of skill. 09:47:08 <13q​wqwqwqwqwqwqw> like really I think a character with 20 shapeshifting skill is much less likely to be interested in talisman acq than one with 0 skill 09:47:42 <06d​olorous_84348> True, but if they can't find a particular one they're looking for, the bias toward subtypes the player hasn't seen should help with that. 09:49:33 <06d​olorous_84348> I'm not averse to its being tweaked; the basis is in place now. 09:50:24 <13q​wqwqwqwqwqwqw> yeah, this wasn't meant as a knock on implementing it at all, which is the hard part 09:50:35 <06d​olorous_84348> No problem. 09:52:12 <13q​wqwqwqwqwqwqw> (my proposal in the past btw was to have acq options be as follows: gold, 2 of (weapon/armour/jewellery/book), 1 of (staff/talisman/misc evoker)) 09:52:43 <06d​olorous_84348> Sounds interesting. 09:53:45 <06d​olorous_84348> As for banning talisman acquirement for Zin worshippers, book acquirement isn't banned to Trog worshippers, but manuals take skills that gods don't like into account, so it's... all rather confusing. 09:55:39 <13q​wqwqwqwqwqwqw> yeah, not actually sure what the best approach is to that - one minor issue is that if you find (and ID) an early acq scroll before picking a god and you don't want a talisman, you might want to go and worship zin before reading the scroll 09:55:54 <06d​olorous_84348> Indeed. 09:56:47 <13q​wqwqwqwqwqwqw> presumably as you say this is already theoretically an issue if you don't want a manual of necromancy, but at least the gain there is far more marginal 09:57:16 <06d​olorous_84348> It really needs to be more consistent, but there's only so much code one can rewrite at a time 🙂 09:58:31 <13q​wqwqwqwqwqwqw> I think I'd probably be in favor of not looking at the player's god at all in acq code - seems okay to occasionally have an acq option that your god hates 09:58:54 <13q​wqwqwqwqwqwqw> with old acq where you just chose the type and didn't get to see options first this was more painful 09:59:22 <06d​olorous_84348> Other than the random special case that is Xom, I figure. 09:59:25 <13q​wqwqwqwqwqwqw> but like, god conducts are supposed to be drawbacks 09:59:33 <13q​wqwqwqwqwqwqw> well I'm thinking about the scroll here 09:59:38 <06d​olorous_84348> Indeed; I remember that. 09:59:42 <13q​wqwqwqwqwqwqw> xom acq gifts are their own thing 09:59:53 <13q​wqwqwqwqwqwqw> (even though they use the same code) 10:00:10 <06d​olorous_84348> But should they use the same code? 10:00:32 <06d​olorous_84348> But that means more rewriting of code. 10:01:15 <13q​wqwqwqwqwqwqw> I think it's okay probably to use the same code and just have some agent == GOD_XOM checks 10:01:23 <13q​wqwqwqwqwqwqw> like to be clear I think checking who the agent is is fine 10:01:35 <13q​wqwqwqwqwqwqw> just don't think acq code should check the god the player is worshipping probably 10:03:06 <06d​olorous_84348> Sounds right. 10:29:34 mmathis169 (L6 GnFE) Crash caused by signal #6: Aborted (D:4) 10:29:47 lupinibeans (L3 DrSh) Crash caused by signal #6: Aborted (D:2) 10:30:22 ragingrage (L12 FoAE) Crash caused by signal #6: Aborted (D:12) 10:30:31 yetimobile (L23 DgFE) Crash caused by signal #6: Aborted (Depths:4) 10:43:31 <07z​ureal> Oh, that's interesting 12:59:36 <06p​leasingfungus> elliptic: thanks for the good points! would greatly appreciate all tweaks 13:00:12 <06p​leasingfungus> and ty again @dolorous_84348 for the implementation! people have been asking for this for a while now, so i expect great happiness to ensue 🙂 13:01:13 <13q​wqwqwqwqwqwqw> do you happen to know what would be involved in adding back misc evoker acq? I know it's still present in some capacity in the code (for xom) but don't know if it handles the "unrand" evokers well 13:01:30 <06p​leasingfungus> i haven’t the faintest, sadly 13:01:38 <06p​leasingfungus> haven’t touched that 13:02:19 <06p​leasingfungus> what do you think about the common pitch of formalizing recognition of ele evokers as unrands? ‘the phial of floods’ and colourizing 13:02:36 <13q​wqwqwqwqwqwqw> I guess with dungeon pregeneration I don't know even what the correct behavior would be 13:02:59 <13q​wqwqwqwqwqwqw> aren't they already colourized? 13:03:57 <13q​wqwqwqwqwqwqw> I don't have particular feelings about whether adding "the" would be good or not 13:04:02 <06p​leasingfungus> fair 13:06:01 <13q​wqwqwqwqwqwqw> yeah the more I think about it the more I'm unsure misc acq makes sense with current generation (where you are likely to get all of them in the course of a 3-runer) 13:06:05 <13q​wqwqwqwqwqwqw> maybe if they were rarer 13:06:42 <13q​wqwqwqwqwqwqw> maybe I'll let people who like using them more than I do figure that out 😛 13:07:55 <13q​wqwqwqwqwqwqw> (I have tried them out recently at least in one game that had 27 evo for enhancer staff melee and one game that had 15ish evo, coglin apt in that direction does make me more likely to train for them than normal) 13:08:07 <03i​mplojin> yes evokers are coloured as unrands already 13:09:44 <06p​leasingfungus> possible that ele evokers are too common at present, independent of acq, but i worry about making evo skill too low value 13:10:13 <09h​ellmonk> Just make 50 more evoker types but gen the same number per game as now 13:10:22 <06p​leasingfungus> ez 13:12:33 <13q​wqwqwqwqwqwqw> I vaguely wonder whether it would be nice to regularize their generation somehow, like stipulate that exactly 1 will generate somewhere in D/lair/orc, exactly 2 will generate in the rest of a 3-runer game, and exactly 2 will generate in extended 13:12:44 <06p​leasingfungus> very interesting idea 13:12:52 <06p​leasingfungus> i’m intrigued 13:12:56 <13q​wqwqwqwqwqwqw> so it's sort of a hunt for them 13:13:05 <06d​olorous_84348> Sounds interesting to me too. 13:13:20 <06p​leasingfungus> i wonder how we’d implement it 13:13:32 <13q​wqwqwqwqwqwqw> but that wolud be a nerf to evo skill as is and also I'm not sure we really have the technology without using special vaults or something 13:13:43 <06p​leasingfungus> i think it could be done 13:13:48 <13q​wqwqwqwqwqwqw> like ideally I think they would just be part of loot of other vaults or shops etc as currently 13:13:48 <08n​icolae> what properties can unrand rings have that they don't generate with naturally. asking for a friend, who runs the one-of-a-kind rings franchise... 13:14:05 <06p​leasingfungus> hm? 13:14:13 <06p​leasingfungus> not sure i understand the question 13:14:15 <09h​ellmonk> I think you could force it through random item code but it would be very convoluted 13:14:27 <06p​leasingfungus> it might be only slightly convoluted 13:14:35 <08n​icolae> that should be randart rings, not unrands 13:14:37 <06p​leasingfungus> we already have a path to turn misc item gen into wands 13:14:49 <06p​leasingfungus> can check current branch there 13:15:06 <08n​icolae> or, more usefully, where in the code does it determine which artprops can go uponst a ring 13:15:07 <09h​ellmonk> imagining you pick the level that each thing generates on in ng init or whatever and then check for that level in dungeon and force generate an item 13:15:16 <09h​ellmonk> idk exactly how much work that is 13:15:40 <06p​leasingfungus> probably breaks guarded evoker vaults 13:15:41 <09g​ammafunk> well, any property you see with weight 0, some of the rest are meant to be e.g. staff-only, some correspond to amulets. The 0 weight things like +AC and Clar you can see in the table, I think there's a function specific to each type for the other props 13:15:44 <06p​leasingfungus> nicolae’s beloved 13:15:58 <09h​ellmonk> for sure 13:16:00 <09g​ammafunk> But generally you want to think pretty carefully before making a ring have an unusual prop 13:16:18 <06d​olorous_84348> Maybe something like a coglin mausoleum vault for that? (Coglins who die have their exosuits put behind unbreakable glass, and their other devices put nearby in a player-accessible location, or something like that. Although that would be grave-robbing, and would require empty exosuit tiles for the tiles version.) 13:16:31 <06d​olorous_84348> Just an idea. 13:16:35 <09g​ammafunk> ah 13:16:37 <03i​mplojin> that stuff is in artefact.cc 13:16:44 <13q​wqwqwqwqwqwqw> @nicolae btw I got the clarity shop and the shopkeeper's surname was "Rude", very apropos since I was worshipping Ash so had clarity already 13:16:50 <09g​ammafunk> cpp static map> jewellery_artps = { { AMU_REGENERATION, { { ARTP_REGENERATION, 1 } } }, { AMU_MANA_REGENERATION, { { ARTP_MANA_REGENERATION, 1} } }, { AMU_REFLECTION, { { ARTP_SHIELDING, AMU_REFLECT_SH / 2} } }, { RING_MAGICAL_POWER, { { ARTP_MAGICAL_POWER, 9 } } }, { RING_FLIGHT, { { ARTP_FLY, 1 } } }, { RING_SEE_INVISIBLE, { { ARTP_SEE_INVISIBLE, 1 } } }, { 13:16:51 RING_STEALTH, { { ARTP_STEALTH, 1 } } }, { RING_PROTECTION_FROM_FIRE, { { ARTP_FIRE, 1 } } }, { RING_PROTECTION_FROM_COLD, { { ARTP_COLD, 1 } } }, { RING_POISON_RESISTANCE, { { ARTP_POISON, 1 } } }, { RING_LIFE_PROTECTION, { { ARTP_NEGATIVE_ENERGY, 1 } } }, { RING_WILLPOWER, { { ARTP_WILLPOWER, 1 } } }, { RING_RESIST_CORROSION, { { ARTP_RCORR, 1 } } }, { RING_FIRE, { { ARTP_FIRE, 1 }, { ARTP_COLD, -1 } } }, { RING_ICE, 13:16:51 { { ARTP_COLD, 1 }, { ARTP_FIRE, -1 } } }, { RING_STRENGTH, { { ARTP_STRENGTH, 0 } } }, { RING_INTELLIGENCE, { { ARTP_INTELLIGENCE, 0 } } }, { RING_DEXTERITY, { { ARTP_DEXTERITY, 0 } } }, { RING_PROTECTION, { { ARTP_AC, 0 } } }, { RING_EVASION, { { ARTP_EVASION, 0 } } }, { RING_SLAYING, { { ARTP_SLAYING, 0 } } }, }; 13:16:54 <09g​ammafunk> @nicolae 13:17:21 <09g​ammafunk> hrm, actually 13:17:27 <09g​ammafunk> this is just for intrinsics 13:18:20 <13q​wqwqwqwqwqwqw> I'd vaguely prefer for this not to use special vaults most of the time so e.g. people can go "I wonder whether my lair:5 vault has my evoker" 13:18:24 <09g​ammafunk> yeah looks like it's literally just weight on the one hand 13:18:31 <08n​icolae> thank you, but what i was getting at was using the new randart artprop feature to put unexpected artprops on a ring. similarly to the clarity shop that puts a clarity on everything. i was thinking of making the one-of-a-king ring store Even More Popular (planning to have a list of artprops that would work, select one at random, and guarantee one randart with that artprop) 13:18:50 <09g​ammafunk> and this function to exclude anything not allowed: _artp_can_go_on_item() 13:18:57 <06d​olorous_84348> Fair enough. 13:19:13 <06p​leasingfungus> hp is probably an option 13:19:17 <09g​ammafunk> and that's mostly about things like props not allowed on fast swap 13:19:19 <13q​wqwqwqwqwqwqw> but this is all fairly vague, mainly just inspired by other roguelikes that have similar "guaranteed loot one place in a branch" things (ADOM does this in a couple places iirc, probably other games) 13:19:29 <09g​ammafunk> no enhancers on non-staves 13:19:55 <13q​wqwqwqwqwqwqw> that shop is very unpopular for me right now because I keep getting it on coglins 13:20:33 <08n​icolae> yeah, that's what i was thinking of first, but apparently that's verboten 😔 13:20:45 <09h​ellmonk> It's slightly more appealing to me if we really do make more evoker types 13:20:59 <09h​ellmonk> So it's also a question of "which cool weird item am I gonna get" 13:21:17 <13q​wqwqwqwqwqwqw> yeah I think ideally we'd have slightly more than 5 so we could also say "only 5 will generate in a game" and such 13:21:33 <06d​olorous_84348> Unfortunate, but the price you pay for being a goblin in a TOTALLY AWESOME exosuit is no TOTALLY AWESOME rings from the shop. 13:21:45 <13q​wqwqwqwqwqwqw> or reserve 2 evokers for a rare acq-scroll-only chance or something 13:22:00 <09g​ammafunk> regarding qwqw's question about misc acquirement, if you're referring to a scroll acquirement category, there's not an issue with pregen since pregen is designed to make a fallback randart with the exact same number of rng queries etc so that there's seed stability 13:22:15 <09g​ammafunk> and then you can do what we do with unrands currently, which is to reserve the item and unreserve it if it's not selected 13:22:29 <09g​ammafunk> which isn't related to pregen but is nice 13:22:42 <06d​olorous_84348> I've noticed some unrandarts have fallbacks and some don't. Not certain what's up with that, though. 13:22:45 <09g​ammafunk> sounds like we're not actually considering misc acquirement as it turns out, but basically pregen shouldn't be an issue 13:23:12 <09g​ammafunk> although I think in the case of unrand evokers, it's going ot make a fallback that's just a mundane misc? 13:23:34 <09h​ellmonk> I believe the specialty unrand fallbacks are for ones with base types that shouldn't generate normally 13:23:37 <09g​ammafunk> I'm not sure how the fallback works for that specific category but I don't think any additional design is needed, from what I understand 13:24:27 <09g​ammafunk> no, fallbacks can get generated for any unrand, like if the player acquires any particular unrand, you need to make a fallback for it should it get specifically requested by a vault etc 13:24:44 <09g​ammafunk> and advil made the fallback system robust in the sense of preserving seed stability 13:25:24 <09g​ammafunk> there is a way to specify an explicit type of fallback, which is probably what you're talking about 13:25:29 <08n​icolae> hm, i think the only ring-able zero-weight props are HP, rMut, and Clar, which i guess might be mildly interesting? 13:25:32 <09g​ammafunk> but that's not related to seed stability 13:25:58 <13q​wqwqwqwqwqwqw> my concern with pregen was not about seed stability and fallbacks 13:26:23 <09h​ellmonk> I see 13:27:00 <13q​wqwqwqwqwqwqw> but rather that if you play with the pregen option that generates all the levels first (instead of in stages), doesn't that already likely use up all the elemental evokers? 13:28:38 <13q​wqwqwqwqwqwqw> i.e. if the unrand has already been generated somewhere (even if the player hasn't physically visited that level yet) then I assume we don't let it be generated earlier 13:28:52 <09g​ammafunk> That's right 13:30:15 <09g​ammafunk> But for online play, I'm not sure we allow that full pregen option. I seem to recall only incremental being allowed in dgl builds 13:31:01 <13q​wqwqwqwqwqwqw> my other concern with misc acq was what if you are offered phial (or an unrand) as an option and don't take it - is the phial marked as generated then, and would be replaced by a fallback later? 13:31:36 <13q​wqwqwqwqwqwqw> regardless though I think misc acq is probably a bad idea to reimplement right now even if I think that acq scrolls having cool rarer options would be nice 13:31:52 <06p​leasingfungus> we already handle unrands in acq 13:32:21 <13q​wqwqwqwqwqwqw> right I just don't know how we handle it because it doesn't matter because any individual unrand is super rare 😛 13:32:23 <06p​leasingfungus> they're considered generated until you resolve the acq (by picking it or something else) 13:32:37 <06p​leasingfungus> so i do expect that could break seed stability in some way 13:32:49 <13q​wqwqwqwqwqwqw> ah, and then they become ungenerated if you picked something else? 13:33:34 <06p​leasingfungus> yep\ 13:33:44 <06d​olorous_84348> Yes. There's no equivalent for misc items (see the TODO related to that change of mine I had to revert yesterday), but if the misc items in question were unrands, they'd be handled properly. 13:44:58 <08n​icolae> so, it looks like these are my options for artprops to add to one-of-a-kind rings: HP, rMut, Clar, rMsl, SH, MP>+9. which of those should not exist on randart rings even if it's a rare chance in a shop not guaranteed to generate. i'm guessing rMsl and SH but if they're okay then i will include them 13:45:27 <13q​wqwqwqwqwqwqw> I don't think rMut should exist in a swappable slot ever 13:45:35 <13q​wqwqwqwqwqwqw> (fastswappable that is) 13:46:30 <13q​wqwqwqwqwqwqw> the others sound fine to me as a rare vault-generated randart thing 13:51:06 <08n​icolae> what are the upper limits for will and stealth on rands 14:16:18 <08n​icolae> also, if i were to add HP, MP>+9, and SH as properties, what should the ranges be? i was thinking HP:5-15, MP:10-15 (since the default is 9), and SH:5-10 (that is, if it's not just a flat source of SH+5). like a goldfish, i will grow to use whatever leeway i am given, so 14:50:52 <08w​ormsofcan> don't think +hp should be on a ring 14:51:20 <08w​ormsofcan> that and vitality should be the only source of it 14:51:39 vitality used to be a ring… 14:51:48 <08w​ormsofcan> and now it's not! 14:52:15 <08w​ormsofcan> actually does vitality still have it? I have vague recollections of it being removed 14:52:30 ??vitality 14:52:30 amulet of vitality[1/2]: An amulet with RegenMP++ and Regen++. Prior to 0.29 it was just an amulet of regeneration that gives +15 HP. Formerly a ring in -0.15. Was considered evil in -0.30. 14:52:44 so apparently not\ 14:53:16 <08w​ormsofcan> I assume removing the +HP prop will just cause compat issues so we should just not generate anything with it 14:56:11 New branch created: gozag_coglin_awareness (1 commit) 13https://github.com/crawl/crawl/tree/gozag_coglin_awareness 14:56:11 03Chuck Sellick02 07[gozag_coglin_awareness] * 0.32-a0-645-ge88b8c3fcc: Gozag shouldn't offer jewellery shops to Coglin 10(17 seconds ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/e88b8c3fcc85 14:58:19 New branch created: pull/3633 (1 commit) 13https://github.com/crawl/crawl/pull/3633 14:58:19 Branch pull/3633 updated to be equal with gozag_coglin_awareness: 13https://github.com/crawl/crawl/pull/3633 15:09:49 <08n​icolae> it's not currently listed as being deprecated in the code, it's not got a #if TAG_MAJOR_VERSION == 34 around it 15:14:41 04Build failed for 08gozag_coglin_awareness @ e88b8c3f 06https://github.com/crawl/crawl/actions/runs/8195310806 15:45:57 <06p​leasingfungus> hm, why do we dislike the hp prop? it’s boring but doesn’t seem particularly bad 15:53:54 I don't think rMut should exist in a swappable slot ever 15:54:00 the lajatang of order is fast-swappable 15:58:36 03Chuck Sellick02 {PleasingFungus} 07* 0.32-a0-645-g7ecb952e3c: Gozag shouldn't offer jewellery shops to Coglin 10(63 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/7ecb952e3c22 15:58:36 03PleasingFungus02 07* 0.32-a0-646-g91cf321817: Refactor Gozag shop acq 10(69 seconds ago, 1 file, 28+ 21-) 13https://github.com/crawl/crawl/commit/91cf3218172b 16:09:13 03elliptic02 07* 0.32-a0-647-gd6aa9b3b29: Tweak acquirement option frequencies 10(78 minutes ago, 1 file, 9+ 12-) 13https://github.com/crawl/crawl/commit/d6aa9b3b29c7 16:09:13 03elliptic02 07* 0.32-a0-648-g007c2181c8: Tweak weighting in talisman acquirement 10(18 minutes ago, 1 file, 21+ 12-) 13https://github.com/crawl/crawl/commit/007c2181c8e0 16:09:13 03elliptic02 07* 0.32-a0-649-gd0e5102f28: Remove a magic breakpoint in book acquirement 10(7 minutes ago, 1 file, 3+ 5-) 13https://github.com/crawl/crawl/commit/d0e5102f2870 16:11:47 <06d​olorous_84348> 👍 16:22:59 <13q​wqwqwqwqwqwqw> about the zin thing, I realized that zin tithe probably effectively discourages joining zin just to manipulate acq a little, enough so that it isn't really a concern 16:23:33 <06d​olorous_84348> Makes sense. 16:24:57 <13q​wqwqwqwqwqwqw> I don't think it would be awful if we allowed items that your god hates as acq options (god conducts are supposed to be drawbacks) but it looked pretty nontrivial to implement, there are god_hates_item asserts everywhere... and I'm not 100% sure it would be better anyway 16:26:31 <06d​olorous_84348> Yes. It's an interesting idea, but probably not worth the effort. 16:26:50 <06d​olorous_84348> And good catch on the NO_FORMS mutation; I forgot that case. 16:27:24 <13q​wqwqwqwqwqwqw> I think those cases aren't actually necessary because of checks elsewhere for whether the item is useless, but probably good to include them 16:27:49 <13q​wqwqwqwqwqwqw> staff acq when worshipping trog might be similar tbh 16:28:21 <13q​wqwqwqwqwqwqw> since I think all staves are marked as god_hates_item nowadays 16:28:25 <13q​wqwqwqwqwqwqw> but I didn't look into that 16:29:38 <06d​olorous_84348> It's complex. The jewelry acquirement for coglins may have been caught elsewhere, but catching it earlier seemed like a good idea to me. I think staves work that way off the top of my head, but I'd have to check to make sure. 16:35:26 Unstable branch on underhound.eu updated to: 0.32-a0-646-g91cf321817 (34) 18:20:18 <06p​leasingfungus> @regret-⸸nde※ any particular reason that protean progenitors have sInv? i'm thinking about trimming it 18:27:09 -!- hedy- is now known as hedy 18:37:36 <06p​leasingfungus> need to merge one more pr... 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-13-g047772920b: Update ability.txt 10(3 weeks ago, 1 file, 11+ 2-) 13https://github.com/crawl/crawl/commit/047772920bb7 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-14-g4afb619fe1: Update backgrounds.txt 10(3 weeks ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/4afb619fe170 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-15-ga789313b49: Update branches.txt 10(3 weeks ago, 1 file, 10+ 7-) 13https://github.com/crawl/crawl/commit/a789313b498a 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-16-ge6c194cc68: Update clouds.txt 10(3 weeks ago, 1 file, 15+ 12-) 13https://github.com/crawl/crawl/commit/e6c194cc68d9 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-17-g74aa53107c: Update features.txt 10(3 weeks ago, 1 file, 6+ 6-) 13https://github.com/crawl/crawl/commit/74aa53107cbd 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-18-g3e4c41554d: Update gods.txt 10(3 weeks ago, 1 file, 3+ 6-) 13https://github.com/crawl/crawl/commit/3e4c41554dd1 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-19-g076e6b4e9d: Update items.txt 10(3 weeks ago, 1 file, 136+ 12-) 13https://github.com/crawl/crawl/commit/076e6b4e9dbe 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-20-g2e6c6980a2: Update monsters.txt 10(3 weeks ago, 1 file, 81+ 18-) 13https://github.com/crawl/crawl/commit/2e6c6980a2a1 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-21-g1293612c0d: Update mutations.txt 10(3 weeks ago, 1 file, 31+ 33-) 13https://github.com/crawl/crawl/commit/1293612c0da5 18:38:24 03Zhang Kai02 {PleasingFungus} 07[stone_soup-0.31] * 0.31.0-22-g894dd5cb64: Update skills.txt 10(3 weeks ago, 1 file, 14+ 26-) 13https://github.com/crawl/crawl/commit/894dd5cb64b5 18:38:24 ... and 10 more commits 18:39:28 03yrdzrfxndfvh02 {PleasingFungus} 07* 0.32-a0-650-g31c6501bf3: Remove redundant 'unblindable' flags 10(13 days ago, 7 files, 3+ 7-) 13https://github.com/crawl/crawl/commit/31c6501bf3cc 18:43:43 03Alex Jurkiewicz02 {PleasingFungus} 07* 0.32-a0-651-g8f7e8e6ef7: fix: Update game.html tags 10(5 weeks ago, 1 file, 500+ 311-) 13https://github.com/crawl/crawl/commit/8f7e8e6ef74e 18:50:04 03dolorous02 07* 0.32-a0-652-g5f7579bffe: Adjust foul flame melee attack description. 10(3 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/5f7579bffeb2 20:01:20 regis (L11 CoGl) Crash caused by signal #15: Terminated (D:9) 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-653-g76d5794e91: New tier 2 form: fiend form 10(3 days ago, 41 files, 707+ 132-) 13https://github.com/crawl/crawl/commit/76d5794e918c 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-654-ga809c5bbad: Unbrace 10(3 days ago, 2 files, 16+ 0-) 13https://github.com/crawl/crawl/commit/a809c5bbadad 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-655-g58534d20d4: Checkwhite 10(3 days ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/58534d20d475 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-656-g6cd4f09297: Unbrace again 10(3 days ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/6cd4f0929780 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-657-ga953e829e6: Don't tabcast firewood 10(3 days ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/a953e829e6a7 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-658-gd545bd7f5e: Relocate tabcast chance description 10(3 days ago, 2 files, 17+ 20-) 13https://github.com/crawl/crawl/commit/d545bd7f5eb3 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-659-gfe2a8d55c2: Don't tabcast teleport other if target dies 10(3 days ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/fe2a8d55c262 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-660-g1eeaee2e19: Retheme fiend form as conduit form 10(3 days ago, 25 files, 88+ 98-) 13https://github.com/crawl/crawl/commit/1eeaee2e19e1 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-661-g5c95cc3430: checkwhite 10(3 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/5c95cc34301a 20:12:35 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-662-g5746c389a6: unbrace 10(2 days ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/5746c389a650 20:12:35 ... and 20 more commits 20:13:39 03SentientSupper02 07https://github.com/crawl/crawl/pull/3601 * 0.32-a0-541-ge21a504436: Add option to remove dropped items from autopickup 10(9 days ago, 4 files, 10+ 1-) 13https://github.com/crawl/crawl/commit/e21a504436cc 20:18:56 03dolorous02 07* 0.32-a0-653-gee4d739957: Add a few more ancestor names. 10(9 minutes ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/ee4d739957fc 20:37:29 <06p​leasingfungus> nice 20:42:39 regis (L14 CoGl) ERROR in 'tileweb.cc' at line 234: Socket write error: Resource temporarily unavailable (Orc:1) 20:42:39 eibelandr (L9 VpSh) ERROR in 'tileweb.cc' at line 234: Socket write error: Resource temporarily unavailable (D:7) 20:42:39 ironwallaby (L5 OpSh) ERROR in 'tileweb.cc' at line 234: Socket write error: Resource temporarily unavailable (D:4) 20:42:47 Bei0000 (L23 MDFi) Crash caused by signal #6: Aborted (D:8) 20:43:06 CanineSloth (L5 MiBe) Crash caused by signal #6: Aborted (D:3) 22:03:02 03Quinten Konyn02 {PleasingFungus} 07* 0.32-a0-654-g3af422c12e: Check for flight item removal safety on swap 10(10 days ago, 1 file, 7+ 0-) 13https://github.com/crawl/crawl/commit/3af422c12e27 22:03:48 Stable (0.31) branch on underhound.eu updated to: 0.31.0-32-g396128a36d 22:05:10 03Alex Jurkiewicz02 {PleasingFungus} 07* 0.32-a0-655-g01338f72df: Ignore non-.yaml files in games.d/ 10(2 months ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/01338f72dfa1 22:07:19 <06p​leasingfungus> @dolorous_84348 https://github.com/crawl/crawl/pull/2398 hm, would this still be useful, or should we close it? 22:12:34 03dolorous02 07* 0.32-a0-656-g3542139ebd: Fix comment typo. 10(71 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/3542139ebd28 22:27:23 <06d​olorous_84348> Sounds like it could be useful, but the numbers would likely take some adjusting, and I'd have to understand the acquirement code better to do much with it. 23:35:35 Unstable branch on crawl.develz.org updated to: 0.32-a0-656-g3542139ebd (34) 23:56:13 03SentientSupper02 07https://github.com/crawl/crawl/pull/3624 * 0.32-a0-683-gda39477c21: Allow majin-bo to take health when tabcasting 10(26 seconds ago, 2 files, 3+ 5-) 13https://github.com/crawl/crawl/commit/da39477c2174 23:59:03 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-656-g3542139ebd