03:34:40 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5199-gb287095a7e 05:30:59 Unstable branch on crawl.akrasiac.org updated to: 0.32-a0-1096-gd162682 (34) 05:55:56 <08n​icolae> apparently auras are easier now? time for strange attractor to finally be implemented 07:18:53 <06m​umra> did you see my gadget shop PR btw ? pls let me know if you're happy with the changes to your vault (or any other suggestions) 07:29:21 <08n​icolae> i saw the commit title scroll by but i didn't look at it 07:30:24 <08n​icolae> > Staves are a separate object type so won't ever spawn in weapon shops somehow i had forgotten this fact, huh! so they only show up in general shops currently? 07:30:52 <06p​leasingfungus> hm, seems like that'd be easy enough to change 07:30:56 <06p​leasingfungus> as with how talismans work 07:30:59 <06m​umra> i believe so yeah 07:31:39 <08n​icolae> i do not have any comment on the return of gadget shops, but the logic makes sense to me. as for the touch-up on the Gadget Shop vault: love it 07:31:45 <06m​umra> in the PR i include them in gadget shops, since they have an interaction with evocations (but they can easily go to weapons shops instead) 07:32:33 <08n​icolae> no reason they can't be both imo 07:35:18 <06m​umra> i'd rather avoid crossover - if they're in weapon shops they're already plenty available 07:37:03 <06m​umra> but i still prefer them in gadget shops. it's a shop full of niche weird stuff 07:38:55 <06m​umra> like i moved orbs there too, which is also maybe controversial. but i wouldn't look at an orb, if i didn't know they were technically shields, and go "oh i'll look in armour shop for one of those" 07:45:27 <06m​umra> and having evolved out of crystal balls it feels appropriate. (both of these additions also just make the mix of what you find in a gadget shop much nicer) 08:27:55 <06d​olorous_84348> Possible idea for Erolcha reflavoring. Since there was a mention awhile back of turning her into an oni, and oni are supposed to work as torturers in the hells, she's hunting for someone who escaped the hells to try and send them back there, and the player is coincidentally a dead ringer for her target. (Although I'm not sure how to fit her Banishment spell into that.) 08:41:13 <06m​umra> simple, it can banish you to hell instead 09:27:54 03dolorous02 07* 0.32-a0-1097-gd4bb4810a1: Adjust Donald Vehumet message. 10(3 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/d4bb4810a130 09:28:51 Eyesayugh (L15 BaFE) Crash caused by signal #11: Segmentation fault (IceCv) 09:30:41 Eyesayugh (L15 BaFE) Crash caused by signal #11: Segmentation fault (IceCv) 09:31:12 Eyesayugh (L15 BaFE) Crash caused by signal #11: Segmentation fault (IceCv) 09:35:12 Eyesayugh (L15 BaFE) Crash caused by signal #11: Segmentation fault (D:12) 09:40:18 Eyesayugh (L16 BaFE) Crash caused by signal #11: Segmentation fault (Spider:1) 09:47:50 Eyesayugh (L16 BaFE) Crash caused by signal #11: Segmentation fault (Spider:1) 09:47:56 JettDanger (L17 DjIE) Crash caused by signal #11: Segmentation fault (Spider:4) 09:48:50 Eyesayugh (L16 BaFE) Crash caused by signal #11: Segmentation fault (Spider:1) 09:51:11 Eyesayugh (L16 BaFE) Crash caused by signal #11: Segmentation fault (Spider:1) 09:56:14 are those live reports from the DCSS online servers? 09:57:46 <09g​ammafunk> live reports as in the crash messages above? yes, those are specifically crashes that occurred on CAO 09:58:34 Eyesayugh (L16 BaFE) Crash caused by signal #11: Segmentation fault (Spider:1) 09:59:27 JettDanger (L17 DjIE) Crash caused by signal #11: Segmentation fault (Spider:4) 10:01:26 Eyesayugh (L16 BaFE) Crash caused by signal #11: Segmentation fault (Spider:1) 10:04:53 JettDanger (L17 DjIE) Crash caused by signal #11: Segmentation fault (Spider:4) 10:07:18 New branch created: pull/3807 (1 commit) 13https://github.com/crawl/crawl/pull/3807 10:07:18 03Rytis Petronis02 07https://github.com/crawl/crawl/pull/3807 * 0.32-a0-1097-g457a43e65d: Tune down quicksilver bolt by 3d5 to bring more in line with other breaths 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/457a43e65dac 10:21:51 Eyesayugh (L16 BaFE) Crash caused by signal #11: Segmentation fault (Shoals:2) 10:59:47 heh looks like a bit of a issue has been "discovered" hmm at least nothing is on fire 11:06:15 jorn (L13 DsEE) Crash caused by signal #11: Segmentation fault (Lair:5) 11:17:59 <04d​racoomega> Think I have a good idea what's causing these, even before launching my dev environment again 11:18:25 <04d​racoomega> If so, should be a trivial fix 11:22:59 <04d​racoomega> (Though I am letting myself eat breakfast first :P) 11:32:16 hmm must be in the pacific region then. Well it's fine to eat likely it's unlikely the problem is going anywhere. :d 12:02:10 Wizardish (L27 CoGl) ERROR in 'mon-cast.cc' at line 1830: Unknown monster spell 'Gell's Gravitas' cast by Canwutygu's ghost (Zig:20) 12:04:31 03DracoOmega02 07* 0.32-a0-1098-gc66c6fa605: Fix a Hellfire Mortar crash 10(4 minutes ago, 1 file, 12+ 3-) 13https://github.com/crawl/crawl/commit/c66c6fa605b7 12:04:31 03DracoOmega02 07* 0.32-a0-1099-gaf1361ef87: Remove status effects from Blorkula when they turn into bats 10(2 minutes ago, 1 file, 6+ 1-) 13https://github.com/crawl/crawl/commit/af1361ef87b8 12:04:31 03DracoOmega02 07* 0.32-a0-1100-ga94dba6d8c: Properly attribute blame to Blorkula for their bats 10(78 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/a94dba6d8cc9 12:06:24 <06p​leasingfungus> extremely good commit titles today 12:34:02 <04d​racoomega> Going to review some PRs today 12:55:26 <06p​leasingfungus> woot 14:28:25 Naruni (L17 DECj) Crash caused by signal #11: Segmentation fault (Snake:1) 14:32:05 Naruni (L17 DECj) Crash caused by signal #11: Segmentation fault (Snake:1) 14:45:30 FR: Zin hate chaotic goobers like slimes but recite doesn't work on them because they have blob intelligence. I feel like he should have something in their arsenal that works against such chaotic enemies. Silver brand comes to mind which is associeted with them or just make recite work on things Zin regardless of intellect. Maybe a problem because 14:45:30 Oofs? Make them exempt somehow?  I don't think Zin will break the 3-rune popularity charts any time soon either way... 15:03:09 <04d​racoomega> Actually, orbs of fire are human intelligence. You just can't affect them because their HD is too high, even at max invocations. 15:04:39 <04d​racoomega> If one somehow lowered their HD, it would actually work (of course, there isn't really a way to do that as a Zin-worshipper) 15:38:20 Unstable branch on underhound.eu updated to: 0.32-a0-1100-ga94dba6d8c (34) 16:16:45 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 16:17:49 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 16:19:06 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 16:20:16 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 16:27:36 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 16:28:15 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 16:58:40 03NormalPerson702 {DracoOmega} 07* 0.32-a0-1101-g983892f291: Add monster weapons and brand damage to x-v 10(12 days ago, 3 files, 148+ 27-) 13https://github.com/crawl/crawl/commit/983892f29167 16:58:40 03NormalPerson702 {DracoOmega} 07* 0.32-a0-1102-gd582849698: Improve x-v for AF_PURE_FIRE, AF_DRAIN; fix damage being off-by-one 10(11 days ago, 1 file, 11+ 4-) 13https://github.com/crawl/crawl/commit/d58284969846 16:58:40 03NormalPerson702 {DracoOmega} 07* 0.32-a0-1103-gc2b490d30a: Include slaying equipment in monster damage on x-v 10(11 days ago, 1 file, 44+ 2-) 13https://github.com/crawl/crawl/commit/c2b490d30a6f 16:58:40 03NormalPerson702 {DracoOmega} 07* 0.32-a0-1104-g9a59075d7c: Completely fold monster throwing/ranged into the x-v attack table 10(11 days ago, 1 file, 101+ 21-) 13https://github.com/crawl/crawl/commit/9a59075d7ca5 16:58:40 03NormalPerson702 {DracoOmega} 07* 0.32-a0-1105-gce9c8287b8: Remove separate quiver line in x-v 10(11 days ago, 1 file, 0+ 18-) 13https://github.com/crawl/crawl/commit/ce9c8287b84f 16:58:40 03NormalPerson702 {DracoOmega} 07* 0.32-a0-1106-g080bef29c6: Show monster staff damage in x-v; let them use staves of conjuration 10(10 days ago, 2 files, 44+ 2-) 13https://github.com/crawl/crawl/commit/080bef29c6eb 16:58:40 03DracoOmega02 07* 0.32-a0-1107-g2164d10d88: Tiny formatting change to recent xv improvements 10(3 hours ago, 1 file, 76+ 74-) 13https://github.com/crawl/crawl/commit/2164d10d887b 16:58:40 03caryoscelus02 {DracoOmega} 07* 0.32-a0-1108-g2c080400b3: Fix formicids able to shaft while in non-mutaion-preserving forms 10(6 days ago, 1 file, 7+ 0-) 13https://github.com/crawl/crawl/commit/2c080400b3a7 16:58:40 03NormalPerson702 {DracoOmega} 07* 0.32-a0-1109-g31df86b944: Add Permafrost Eruption as a monster spell for servitors/ghosts 10(3 weeks ago, 5 files, 62+ 18-) 13https://github.com/crawl/crawl/commit/31df86b944a8 16:58:40 03NormalPerson702 {DracoOmega} 07* 0.32-a0-1110-g44e7262d61: Improve the A screen for forms 10(5 weeks ago, 6 files, 220+ 70-) 13https://github.com/crawl/crawl/commit/44e7262d61be 16:58:40 ... and 4 more commits 17:03:13 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 17:11:15 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 17:14:48 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 17:14:59 ShinQuickMan (L14 HuCj) Crash caused by signal #11: Segmentation fault (Lair:5) 17:23:26 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:24:37 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:25:31 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:25:33 <04d​racoomega> Well, a modicum of progress ^^; 17:28:13 <04d​racoomega> Almost none of this actually needed any changes that I could see, but I still wanted to do due diligence and test a bunch of things 17:30:49 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:33:35 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:36:14 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:40:02 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:40:37 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:43:48 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:44:27 Eyesayugh (L16 BaFE) Crash caused by signal #11: Segmentation fault (Shoals:2) 17:44:27 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:2) 17:49:58 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:1) 17:51:12 ShinQuickMan (L15 HuCj) Crash caused by signal #11: Segmentation fault (Orc:1) 18:04:10 ShinQuickMan (L16 HuCj) Crash caused by signal #11: Segmentation fault (D:15) 18:06:10 ShinQuickMan (L16 HuCj) Crash caused by signal #11: Segmentation fault (D:15) 18:06:37 ShinQuickMan (L16 HuCj) Crash caused by signal #11: Segmentation fault (D:15) 18:19:35 03PleasingFungus02 07* 0.32-a0-1115-g0c6998e1a6: Partially fix a Xal'krixis line 10(65 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0c6998e1a65f 18:28:12 AutarchDCSS (L17 DrEE) Crash caused by signal #11: Segmentation fault (Swamp:2) 18:30:48 AutarchDCSS (L17 DrEE) Crash caused by signal #11: Segmentation fault (Swamp:2) 18:32:23 03PleasingFungus02 07* 0.32-a0-1116-gf737d811cb: Partially dedent 10(4 minutes ago, 1 file, 5+ 7-) 13https://github.com/crawl/crawl/commit/f737d811cba9 18:32:23 03PleasingFungus02 07* 0.32-a0-1117-g81c516503d: Pluralize Djinn correctly 10(66 seconds ago, 1 file, 36+ 34-) 13https://github.com/crawl/crawl/commit/81c516503db0 18:33:46 AutarchDCSS (L17 DrEE) Crash caused by signal #11: Segmentation fault (Swamp:3) 18:37:48 AutarchDCSS (L17 DrEE) Crash caused by signal #11: Segmentation fault (Swamp:4) 18:44:51 AutarchDCSS (L18 DrEE) Crash caused by signal #11: Segmentation fault (D:15) 18:45:18 AutarchDCSS (L18 DrEE) Crash caused by signal #11: Segmentation fault (D:15) 18:46:25 AutarchDCSS (L18 DrEE) Crash caused by signal #11: Segmentation fault (D:15) 18:48:41 AutarchDCSS (L18 DrEE) Crash caused by signal #11: Segmentation fault (D:15) 22:02:50 Eyesayugh (L18 BaFE) Crash caused by signal #11: Segmentation fault (Spider:4) 22:35:26 Unstable branch on crawl.develz.org updated to: 0.32-a0-1117-g81c516503d (34) 22:58:38 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-1117-g81c516503d 22:59:42 Eyesayugh (L19 BaFE) Crash caused by signal #11: Segmentation fault (Elf:1) 23:01:37 Eyesayugh (L19 BaFE) Crash caused by signal #11: Segmentation fault (Elf:1) 23:13:09 Unstable branch on cbro.berotato.org updated to: 0.32-a0-1117-g81c516503d (34) 23:18:38 <04d​racoomega> @mumra So, I just spent a little while reading over all the commits in your blindness branch, and playing around with it in-game. The changes to how to-hit is displayed when examining monsters (and improving consistency regarding shields and such) has enough sufficiently complicated formulae involved that I have no confidence I wouldn't have overlooked some error in it, if one existed ^^; Still not quite sure what I think of the 23:18:38 visual effect. It's sort of neat how it hints at the effect being stronger at greater ranges. Not sure how much some other people will consider it intrusive or not, but I'm probably on-board with the general idea of it. Current being blind prevents the player from reading scrolls. I feel like we already talked about this (though I can't immediately find evidence of that when I search this channel....) and I really don't think such an effect needs to be 23:18:39 baked into an accuracy penalty thing. Especially since the player can clearly see well enough to hit things near them fairly decently! The accuracy penalty formula you've given it is simple in concept and yet I didn't have an intuitive sense of how that would map to a real hit-chance penalty (Crawl's to-hit math isn't the most intuitive...), so I played around with it in-game for a bit. And assuming that the numbers it's giving me are accurate, I 23:18:39 don't think I really like the effects this ends up having. 23:18:40 <04d​racoomega> Here's a few example numbers of (Normal to-hit) plus hit chance at increasing range: (79) 74, 70, 67, 61, 52, 36, 7 (65) 56, 50, 43, 34, 18, 2, 2 (48) 35, 26, 16, 2, 2, 2, 2 (40) 24, 15, 2, 2, 2, 2, 2 If one's accuracy is reasonably high (as you can expect most melee focused characters by midgame to be), the effect is extremely minor at close range (considering it's a short-term effect). And then there's this weird component where 23:18:41 your hit chance just drops completely off a cliff at some point. I'm not even sure that 'beyond short range, it's a waste of time to even bother' is a bad thing for this effect to be, but it feels like it has a very slippery relationship with your accuracy in the first place. Range 4 might only give you a ~50% penalty against lots of things and then ~95% penalty against others. (It's also worth noting that a lot of spells that care about accuracy 23:18:41 can't reach out beyond 4-5 in any case) I'm not sure precisely what I would want from the formula, but 'not completely ignorable via weapon skill', 'not irrelevant for melee characters', and 'not quite so dependent on base to-hit', probably? Also probably not quite so large a difference between between ranges 4+. (I'd be inclined to just sit down and try out a few formula myself tomorrow) 23:18:48 <04d​racoomega> Also: (X% to hit blind) when aiming reads to me as closer to that being the player's chance to inflict blind. Maybe (X% to hit, blinded)?? Also also: BLIND_FLAVOUR_KEY seems to be unused. And is there any particular reason why being blinded wakes players up when actually fairly few things that aren't being hit for damage do. 23:20:12 <04d​racoomega> (I do hope this doesn't sound too negative. The work you've put in on this is quite appreciated. The rest is just details ^^; ) 23:30:02 FR: Dorfs would be amazing hybrids, but their weird aptitudes really hamper the fun... Why -2 in schools that would go well with melee like translocations and alchemy? Would also (mostly) work better with their limited mana pool... I'd rather have them worse aptitudes elsewhere e. g. summoning, there's enough races that can pull off summons well 23:30:03 already... 23:35:30 Speaking of transolacions, Piledriver still kinda scuffed and Manifold Assault got basically removed from the game for all practical purposes. Not missing is a huge deal but who is gonna realistically use this at level 7? Mages won't care and tin cans can't justiffy the XP and mana cost. There's always the quick fix soluton of Ash and the 23:35:31 desperation option of Chei to cheat high level spells on anyhting but still... Btw don't want to sound negative here, I love the fact that you re-discovered the joys af applying transolcations in actual combat and I hope we see more of this in the future. 23:55:27 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-1117-g81c516503d