00:25:18 03dolorous02 07* 0.32-a0-1859-ga62e944755: Fix typo. 10(82 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/a62e94475590 03:33:08 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5208-geafff8c3b6 04:30:31 <12g​e0ff> re: commas. It feels like Mark of Haemoclasm's description needs a comma before "which" 04:30:42 <12g​e0ff> Also, Vessel of Slaughter's longest sentence should have a comma before "and you will transform" 04:30:55 <12g​e0ff> Also-also, the current punctuation for non-restrictive clauses with "which" is mega inconsistent. E.g., in spells.txt, there's 04:31:02 <12g​e0ff> "Hurls a ball of flickering shadows which explodes in a small area." right next to "Violently collapses a nearby simulacrum into a large mass of ice, which explodes on impact." 05:31:48 Unstable branch on crawl.akrasiac.org updated to: 0.32-a0-1859-ga62e944 (34) 06:07:31 -!- kate-- is now known as kate- 06:29:39 03dolorous02 07* 0.32-a0-1860-g309b93d907: Fix wording. 10(5 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/309b93d90713 06:29:39 03dolorous02 07* 0.32-a0-1861-g796cbfd0a2: Fix wrapping. 10(4 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/796cbfd0a2fb 06:39:19 03dolorous02 07* 0.32-a0-1862-ga2252a6852: Add more comma fixes (ge0ff). 10(3 minutes ago, 3 files, 3+ 3-) 13https://github.com/crawl/crawl/commit/a2252a6852e5 06:42:21 <06d​olorous_84348> I waffled on this one too. 07:51:00 03nlavsky02 07* 0.32-a0-1863-gb0f3c1772e: fix: don't brand self with a buggy note description 10(4 minutes ago, 2 files, 2+ 1-) 13https://github.com/crawl/crawl/commit/b0f3c1772e9a 07:55:19 03DracoOmega02 07* 0.32-a0-1864-g1eedee072e: Fix %s falsely claiming Vessel of Slaughter gives 'half damage' (ge0FF) 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/1eedee072e74 07:55:19 03DracoOmega02 07* 0.32-a0-1865-g3eb02839ad: Don't let the player use Vessel of Slaughter while a vessel of slaughter 10(2 minutes ago, 1 file, 15+ 5-) 13https://github.com/crawl/crawl/commit/3eb02839ad51 07:55:19 03DracoOmega02 07* 0.32-a0-1866-g7459a598b3: Fix indentation 10(2 minutes ago, 1 file, 7+ 7-) 13https://github.com/crawl/crawl/commit/7459a598b3ec 08:11:27 03DracoOmega02 07* 0.32-a0-1867-g35137aee6f: Add a default force_more for Makhleb offering Marks (ge0FF) 10(52 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/35137aee6f80 09:12:17 <04d​racoomega> Finally getting around to looking into this properly, since Makhleb has been pushed, and can't seem to reproduce. Since seemingly the game already does forbid you from casting magnavolt without a monster you can see to target, so I'm not sure what was going on in this crash. 09:18:06 can you target yourself, perhaps? 09:19:16 hm, no, I checked the target square wasn't the same as the source 09:22:04 03dolorous02 07* 0.32-a0-1868-gc4896267e4: Add another Donald line for new Makhleb. 10(3 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/c4896267e411 11:13:14 <04d​racoomega> Hmmm. Are summons only killed when you return to a floor that had them on it, and not when you leave the floor they were on? 11:14:25 <04d​racoomega> (I've been trying to do a few requested QoL things regarding Soul Splinter, and it's making the bookkeeping about whether you can cast it on an enemy worse if you pull things across floors.) I wonder if there's a good reason for this? 11:21:53 <09g​ammafunk> I assume just ease of implementation, but yeah I recall that being the case in terms of when summons expire 11:22:38 <09g​ammafunk> I guess summons shouldn't have any dismissal final effects that could create problems if you handled them before level change instead of upon level return 11:23:16 <09g​ammafunk> since they're just being abjured, it should be safe to do a pass and remove them before leaving the level? 11:23:36 <04d​racoomega> Yes, I would expect so (which is why I wondered if there was a reason is wasn't already done that way.) 11:23:42 <04d​racoomega> I had actually thought for ages that is was done that way 11:24:10 <04d​racoomega> Until I realized that I became eligible to summon a new wisp only after I pulled the soul-splintered monster back to the floor I first pulled it off >.>; 11:24:45 <04d​racoomega> (Honestly, I suspect there's more than one bit of bookkeeping that works better if they expire immediately) 11:31:31 <03i​mplojin> i tried reproducing the magnavolt crash when it happened and i also couldn't see any way to get it to cast without a target 11:31:40 <03i​mplojin> :/ 15:36:45 Unstable branch on underhound.eu updated to: 0.32-a0-1868-gc4896267e4 (34) 15:39:45 <04d​racoomega> On like hour 6 of trying to non-buggily block the player from casting Soul Splinter on an enemy they already have a soul splinter from and learning 'fascinating' things about how allies following across stairs works. Did you realize that you can pull allies with you from up to 5 tiles away, so long as they're in a contiguous chain of adjacencies? But only if there isn't also a non-friendly monster adjacent to you, at which point 15:39:46 the max distance becomes 1 instead? (Good neutral is enough to interrupt this). I believe this also needs to be true both when you start to go down the stairs and also when you finish (ie: if an ally in the chain steps aside while you're in transit - even though this is invisible - the rest of the allies won't arrive with you) 15:41:33 <04d​racoomega> (You are also limited at 18 followers at once, which feels rather academic when the I'm not sure it's possible for a player to have more than 3 perm-allies at once now. ...I guess technically charmed enemies probably count.) 15:43:57 <04d​racoomega> Well, I suppose some of this code is also also used by transporters, where you realistically can have a lot of things to move. But some of what I just described is actually part of my current headache, in that even when I tried to wipe out friendly summons when you first leave a level instead of when you return, it currently has to 'kill' anything following with you first and only cleans up stuff that is leftover. Because it they 15:43:57 were removed immediately, they might break the 'chain' that lets you pull other allies with you. 15:45:33 <04d​racoomega> So even though I want the player's soul wisp to die first (so that the monster it was taken from can be notified of this before it follows you across the stairs), doing this before transiting monsters are actually removed would mess up the current way it actually calculates what comes with you 15:47:37 <04d​racoomega> And I just find myself wondering if all of the complexity of the current implementation is actually important in the present day. (Like, I'll be honest, I didn't even realize why my apostles would sometimes appear to follow me across stairs from further away and other times not) 15:49:25 <04d​racoomega> The original intent of the contiguous check was apparently so that non-stair-using zombies near you wouldn't block Yred perma-allies from following across stairs, long before interlevel recall existed. 15:51:53 <04d​racoomega> It's still mildly convenient that this is the case, though of course one can also just use recall if somehow it is not (I think interlevel travel will still frequently level an apostle behind and call for this anyway?) 17:32:31 Tekkud (L27 DjNe) ERROR in 'dungeon.cc' at line 287: ASSERT failed: you.depth of 1 out of range 0 + 1 (1) .. brdepth[you.where_are_you] + 1 (0) (Crucible:1 (Sprint)) 17:33:22 Tekkud (L27 DjNe) ERROR in 'dungeon.cc' at line 287: ASSERT failed: you.depth of 1 out of range 0 + 1 (1) .. brdepth[you.where_are_you] + 1 (0) (Crucible:1 (Sprint)) 17:33:26 Tekkud (L27 DjNe) ERROR in 'dungeon.cc' at line 287: ASSERT failed: you.depth of 1 out of range 0 + 1 (1) .. brdepth[you.where_are_you] + 1 (0) (Crucible:1 (Sprint)) 17:33:33 Tekkud (L27 DjNe) ERROR in 'dungeon.cc' at line 287: ASSERT failed: you.depth of 1 out of range 0 + 1 (1) .. brdepth[you.where_are_you] + 1 (0) (Crucible:1 (Sprint)) 17:33:42 Tekkud (L27 DjNe) ERROR in 'dungeon.cc' at line 287: ASSERT failed: you.depth of 1 out of range 0 + 1 (1) .. brdepth[you.where_are_you] + 1 (0) (Crucible:1 (Sprint)) 17:34:02 Tekkud (L27 DjNe) ERROR in 'dungeon.cc' at line 287: ASSERT failed: you.depth of 1 out of range 0 + 1 (1) .. brdepth[you.where_are_you] + 1 (0) (Crucible:1 (Sprint)) 17:34:27 <04d​racoomega> Gah, right 17:35:35 <04d​racoomega> I wonder if I should just disable that mark there for now until I can investigate more 17:38:34 <04d​racoomega> Though I am still neck-deep in staring at this follower code and other things half-finished >.> 17:40:39 <04d​racoomega> (By the way, I think that it may be the case that if a hostile monster displaces a friendly monster in the above adjacency chain, that still count as connected. It doesn't appear to check friendliness on the second pass) 17:54:52 <04d​racoomega> I am very tempted by the idea of just like "Grab adjacent enemies in radius 1, and allies in radius 3 (that are also in LoS), and don't otherwise care about what is adjacent to what, precisely". This does result in transporters being able to magically grab allies that aren't quite next to you, but they can already grab allies that are even further away (and potentially surrounded by enemies!) in a single action as long as there's a 17:54:52 conga line of the right shape going on. It's not like we've ever pretended they're walking into the transporter of their own accord. It would let me a bunch of this out. 17:56:47 <04d​racoomega> A few allies trailing in a hallway would still be able to follow, it wouldn't matter if exactly one space sometimes opened up while autotravelling (not that this usually matters much due to Recall abilities anyway) 18:01:04 <04d​racoomega> (I hesitate a bit on changing 15 year old gameplay behaviors when the motivation isn't mechanical exactly, but I really had no idea the connectivity rules here (and how hostiles break them) in all my time playing the game. Did anything else here, I wonder?) 18:03:16 <04d​racoomega> Er, did anyone else here realize this, I mean 18:05:04 <06d​olorous_84348> I wasn't aware of the rules, no, although being able to take such a large radius with you was helpful for old Beogh with hordes of followers (which you can only get now via Blood for Blood, IIRC). 18:05:25 <04d​racoomega> I mean, BfB stuff can't follow between floors anyway 18:05:34 <04d​racoomega> There's very little the player has access to that can 18:06:01 <06d​olorous_84348> Ah. Even if they could, if they only stick around as long as there's a threat, you'd have to take them into a hostile new floor anyway. 18:06:03 <04d​racoomega> Beogh apostles (ie: up to 3), Hep ancestor (1), theoretically an unlimited number of charmed enemies, but realistically it's rare to even have 2 18:06:17 <04d​racoomega> Yred bound soul (1) 18:06:49 <04d​racoomega> Like, this code predates interlevel recall and at the time was the only reasonable way to get even part of your giant army between floors, but that's doubly-irrelevant now 18:06:50 <06d​olorous_84348> Unless there was some sort of mass charm source (but it would probably have to compensate by making the charmed monsters berserk after it wore off?). 18:07:19 <04d​racoomega> (But some of the same algorithm is used for transporters within a given level, where the player can have a larger amount of things) 18:07:36 <06d​olorous_84348> I do at least remember the days of trying to haul Yred's massive skeleton/zombie hordes. 18:07:43 <06d​olorous_84348> Old, old Yred, I mean. 18:07:49 <04d​racoomega> Though that doesn't actually involve the section of code causing me the most consternation (since it happens instantly instead of in two parts) 18:08:03 <04d​racoomega> (Nor does it need to worry about leaving summons behind and removing them) 18:08:45 <06r​egret-⸸nde※> (...This is in fact available via Xom, but also we don't need to exactly worry that much about the optimalities of having 25/50 charmed monsters with Xom outside of, uh, Ziggurats?...) 18:09:14 <06r​egret-⸸nde※> (It's always the weaker HD half.) 18:09:34 <06d​olorous_84348> Right, with some of the stuff recently added to Xom. 18:10:15 <06d​olorous_84348> Ziggurats are an extreme case anyway. 18:11:18 <06d​olorous_84348> And Xom is pretty much the opposite of optimal. 18:11:45 <04d​racoomega> Really, I think the only thing of any gameplay-relevant impact is pulling non-adjacent allies through transporters or across stairs in combat situations (on one side or the other). If you're taking summons into a transporter vault, you virtually always have enough time to let them get as close as possible, so this wouldn't really change anything anyway. If you're fleeing out of one again, you might grab a couple more things? (But 18:11:46 usually there won't be a fight immediately on the outside so maybe also doesn't matter). You'd be slightly less likely to leave a perma-ally behind on autotravelling off a floor than presently if you didn't have a bunch of summons with you and slightly more likely if you did (but also that situation is mostly not that common?) 19:38:20 <06p​leasingfungus> i approve of simplification 19:38:20 <06p​leasingfungus> does seem like the real application of the old logic died with old god reworks 19:38:20 <06p​leasingfungus> doesn’t seem justifiable in the current game 20:13:42 03mgdelmonte02 {gammafunk} 07* 0.32-a0-1869-g3a32abd9b4: Add `crawl.stack` function to return the current Lua stack. 10(1 year, 11 months ago, 1 file, 26+ 0-) 13https://github.com/crawl/crawl/commit/3a32abd9b4c0 20:13:42 03gammafunk02 07* 0.32-a0-1870-g51ccf8c654: feat: Extend and clean up a clua debug function 10(62 minutes ago, 1 file, 13+ 5-) 13https://github.com/crawl/crawl/commit/51ccf8c654b5 20:24:25 03regret-index02 07* 0.32-a0-1871-g139e194fa2: Some experimental projectile & cloud effect tile placeholders 10(6 minutes ago, 41 files, 52+ 3-) 13https://github.com/crawl/crawl/commit/139e194fa209 22:35:27 Unstable branch on crawl.develz.org updated to: 0.32-a0-1871-g139e194fa2 (34) 22:58:42 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-1871-g139e194fa2 23:26:51 Unstable branch on cbro.berotato.org updated to: 0.32-a0-1871-g139e194fa2 (34) 23:55:29 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-1871-g139e194fa2