00:08:58 03dolorous02 07* 0.33-a0-389-gb5dd53abf3: Add Winding status description. 10(9 minutes ago, 1 file, 17+ 2-) 13https://github.com/crawl/crawl/commit/b5dd53abf3b1 00:08:58 03dolorous02 07* 0.33-a0-390-g2aa0d2bae1: Fix typo. 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/2aa0d2bae146 00:11:43 04Build failed for 08master @ 2aa0d2ba 06https://github.com/crawl/crawl/actions/runs/11868174533 00:33:35 Unstable branch on cbro.berotato.org updated to: 0.33-a0-390-g2aa0d2bae1 (34) 00:55:24 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-390-g2aa0d2bae1 01:16:46 pokedragonboy (L16 MDMo) ASSERT(you.duration[DUR_BEOGH_SEEKING_VENGEANCE]) in 'god-companions.cc' at line 961 failed. (Swamp:3) 03:06:39 <12a​sciiphilia> I’ve been organizing forgecraft spells by taking screenshot and compiling them. This is a simple review post for Korean players. https://gall.dcinside.com/board/view/?id=rlike&no=472392 04:31:33 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5249-g4a8afe7061 05:21:53 03regret-index02 07* 0.33-a0-391-gd0176ef91a: Short vault review, post-Forgecraft edition 10(43 minutes ago, 11 files, 129+ 80-) 13https://github.com/crawl/crawl/commit/d0176ef91a00 05:21:53 03regret-index02 07* 0.33-a0-392-ga5ffdf50d9: Fiddle with a variety of monster attack type messages 10(16 minutes ago, 6 files, 9+ 9-) 13https://github.com/crawl/crawl/commit/a5ffdf50d98c 05:21:53 03regret-index02 07* 0.33-a0-393-g6b26e9b081: Tweak and add some more Xom tension spells 10(5 minutes ago, 1 file, 6+ 3-) 13https://github.com/crawl/crawl/commit/6b26e9b081b4 05:31:14 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-390-g2aa0d2b (34) 06:09:04 New branch created: pull/4135 (1 commit) 13https://github.com/crawl/crawl/pull/4135 06:09:05 03Aliscans02 07https://github.com/crawl/crawl/pull/4135 * 0.33-a0-394-gb1df24d6e7: Don't crash if a wizard flees the Vaults without a rune. 10(25 minutes ago, 1 file, 6+ 0-) 13https://github.com/crawl/crawl/commit/b1df24d6e7eb 06:11:44 <08w​ormsofcan> so when are we going to make a nazja unique with dialogue 06:11:51 <08w​ormsofcan> so we can add nazja lines 06:16:07 <08w​ormsofcan> also was alistair's ambulant alembic too long? 06:29:33 New branch created: pull/4136 (1 commit) 13https://github.com/crawl/crawl/pull/4136 06:29:34 03Aliscans02 07https://github.com/crawl/crawl/pull/4136 * 0.33-a0-394-g7e699655e7: Describe fewer things which have been excluded as stairs. 10(15 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/7e699655e78a 09:30:26 03Implojin02 07* 0.33-a0-394-g90355d26cc: Fix book of metalworking description (Zeldest) 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/90355d26cc62 09:33:02 04Build failed for 08master @ 90355d26 06https://github.com/crawl/crawl/actions/runs/11871598542 10:01:35 -!- Discord|4 is now known as Discord| 11:46:05 03Implojin02 07* 0.33-a0-395-gb8170214e4: Fix Fortress Blast damage description (Oneirical) 10(11 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/b8170214e4fd 11:46:05 03Implojin02 07* 0.33-a0-396-g94af0e6272: Don't randomize Fortress Blast damage description 10(2 minutes ago, 6 files, 10+ 7-) 13https://github.com/crawl/crawl/commit/94af0e6272d7 11:50:41 <04d​racoomega> @implojin Oh, I literally just fixed the first part locally, but it hadn't even occurred to me somehow that the AC would be randomized in the description (even though in retrospect it obviously would be). Thanks ^^; Although, rather than adding a parameter to you.armour_class() shouldn't it just use you.armour_class_scaled(1) directly, like the UI already does (and which I'd overlooked >.>) 11:51:10 <03i​mplojin> oh, i didn't know about that 11:51:12 <03i​mplojin> uh 11:51:24 <03i​mplojin> probably should do that then 11:52:07 <03i​mplojin> was just trying to follow the paradigm used in some other parts of the codebase with this random parameter 11:53:43 <04d​racoomega> No, I nodded along at the commit too, and then I was like "Wait, we have to be using non-randomly-rounded AC already or the UI wouldn't work..." 11:53:55 <04d​racoomega> And looked up how it was done elsewhere 12:04:26 03Implojin02 07* 0.33-a0-397-gb7987cb560: Revert "Don't randomize Fortress Blast damage description" 10(6 minutes ago, 6 files, 7+ 10-) 13https://github.com/crawl/crawl/commit/b7987cb5609e 12:04:26 03Implojin02 07* 0.33-a0-398-g68e16c8a2b: Don't randomize Fortress Blast damage description (again) 10(3 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/68e16c8a2bb9 12:04:47 <04d​racoomega> Thanks! 12:05:07 <03i​mplojin> no, thank you for implementing a whole bunch of new content 12:05:09 <03i​mplojin> big hype 12:05:21 <03i​mplojin> 🎉 12:06:59 <04d​racoomega> ^^ 12:08:13 <06p​leasingfungus> working hard, or metalworking? 12:08:31 <03i​mplojin> i played a forgewright briefly: do you think grapnel should have a status icon in the ui? it can be hard to tell if it's landed / active without squinting at the message log 12:09:26 <04d​racoomega> ....dangit, that's a webtiles oversight again 12:09:30 <04d​racoomega> Because it does have one 12:09:32 <03i​mplojin> oh 12:09:33 <03i​mplojin> ok 12:09:38 <03i​mplojin> probably i can fix easy then 12:10:07 <04d​racoomega> I don't know why it's so easy for me to forget that (even after adding several status icons to webtiles in other commits in this batch) 12:10:44 <03i​mplojin> very forgettable 12:10:46 <03i​mplojin> no worries at all 12:25:12 <06p​leasingfungus> the crimes of architecture past... 12:28:09 03Implojin02 07* 0.33-a0-399-g976cc2dc96: Draw Kinetic Grapnel UI icon in webtiles 10(3 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/976cc2dc96f8 12:42:11 <04d​racoomega> So, I am starting to work on the 'artefact-weapon-only' paragon thing, and am wondering now if that just means it spawns with no weapon at all by default, if you haven't imprinted one, or if it should start with an artifact cheekily named to suggest the player actually use Imprint on it >.> 12:42:19 <04d​racoomega> (Currently it uses the player's equipped weapon as a fallback if none has been specified, but that won't work anymore) 12:58:49 <04d​racoomega> I guess you do get a big purple message telling you that you can imprint something as soon as you memorise it 12:59:49 <04d​racoomega> Though people are impressive in their ability to overlook things sometimes... (I wonder if something like "the -1 long sword "Replace Me"' is too on the nose as a default? ^^; ) 13:02:20 probably needs to be -27 or something 13:03:21 <04d​racoomega> I mean, I wanted to make it obvious, not to double punish a player who is being remarkably inattentive 13:06:39 yes, but I'm not sure they'd notice it otherwise 13:06:56 your "sometimes" seems to be "almost always" in my experience… 13:11:59 <04d​racoomega> I suppose I could just prevent the player from casting it if they've never given it a weapon 13:12:10 <04d​racoomega> Hard to miss that 13:17:43 -!- MakMorn_ is now known as MakMorn 13:25:20 03DracoOmega02 07* 0.33-a0-400-gc18741777b: Preserve Tempering status when a clockwork bee unwinds/winds (ragingrage) 10(62 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/c18741777b2d 13:25:20 03DracoOmega02 07* 0.33-a0-401-g50e1018844: Fix missing Shred spell icon 10(62 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/50e101884491 13:25:20 03DracoOmega02 07* 0.33-a0-402-g99847303ae: Preserve clockwork bee HP better than winding/unwinding 10(61 minutes ago, 1 file, 9+ 6-) 13https://github.com/crawl/crawl/commit/99847303ae42 13:25:20 03DracoOmega02 07* 0.33-a0-403-g46016ea2b6: Don't let Walking Alembic give player potions in Cocytus (regret-index) 10(61 minutes ago, 1 file, 6+ 1-) 13https://github.com/crawl/crawl/commit/46016ea2b6e7 13:25:20 03DracoOmega02 07* 0.33-a0-404-ga53a18d65b: Fix spell memorisation menu spacing (Lightli) 10(51 minutes ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/a53a18d65b25 13:25:20 03DracoOmega02 07* 0.33-a0-405-gd03ed3959e: Be more clear in the Spike Launcher failure message (ragingrage) 10(50 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/d03ed3959e52 13:25:20 03DracoOmega02 07* 0.33-a0-406-g838d476545: Don't waste a turn trying to deploy a Paragon in deep water (Lightli) 10(23 minutes ago, 1 file, 6+ 0-) 13https://github.com/crawl/crawl/commit/838d47654535 13:25:20 03DracoOmega02 07* 0.33-a0-407-g901f017ee1: Make Platinum Paragon use artefact weapons only (PleasingFungus) 10(2 minutes ago, 9 files, 25+ 37-) 13https://github.com/crawl/crawl/commit/901f017ee199 14:12:46 <06w​ensley> I wanted to browse the list of all forgecraft spells and assumed there would be an easy way to list them in-game, but that doesn't seem to be the case? Searching ?/s for a spell school doesn't match any spells in that school, and the manual doesn't contain any such list either. Does this exist? It almost certainly should, and should be roughly as easy as making the ?/s query match spell schools 14:13:50 AIR I added a very crude way to list spells in a school which suggests that vanilla didn't do it then 14:13:58 <06w​ensley> alternatively it could be implemented via ?/k (describe a skill) have a list of all spells when describing schools 14:14:07 (it was by skill) 14:14:09 <03i​mplojin> i have a branch that had implemented?/S lookup by school 14:14:15 <03i​mplojin> but i think i never merged it 14:15:04 <06w​ensley> Presumably ?/s is just doing a regex match on a spell description, right? Those descriptions already display spell schools when viewed 14:16:00 03nlavsky02 07* 0.33-a0-408-g599108c877: fix: give water elementals animal intelligence too 10(3 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/599108c877da 14:20:46 <03i​mplojin> https://github.com/Implojin/crawl/tree/lookup-spells-by-school 14:21:26 very crude> hence not sending a PR 14:21:27 <03i​mplojin> i forget what i was doing here, i think i decided making that lookup case sensitive might be problematic somehow and dropped it 14:21:53 <04d​racoomega> Yeah, Index mentioned to me a couple times how this unintuitively doesn't work 14:23:04 <04d​racoomega> I do think that having the single spell lookup that just also looks at the school name is probably better than two lookups that work differently 14:23:11 <06w​ensley> agreed 14:23:26 <06w​ensley> it's fine to get a rare false hit 14:24:17 <06w​ensley> if they don't want "fire" to return a bunch of junk then they can just search for "fire magic" 14:24:17 <04d​racoomega> (Maybe it should only match against school name for player spells, on reflection) 14:24:28 <03i​mplojin> oh 14:24:28 <03i​mplojin> yeah 14:24:30 <03i​mplojin> that was it 14:24:41 <04d​racoomega> Well, it's easy to check if something is a player spell, at least 14:25:17 <04d​racoomega> Amusingly, last night Index discovered approximately the only case of what school a monster spell is in actually mattering for anything. (Okay, it matters for what gods consider to be evil, I guess, but other than that >.>) 14:25:26 <06w​ensley> and we can finally rename "fire magic" to "pyromancy" to reduce false positives!! 14:25:42 <04d​racoomega> Which is that you can cast Tempering on Dith shadow turrets, since they count as having been made by a forgecraft spell 14:26:02 <04d​racoomega> (Which seems reasonable enough to me) 14:33:58 (FWIW I did it by iterating over spells and doing spell_skills(spell) and seeing if it's the skill we care about 14:57:48 <06w​ensley> man, since crawl is already generating a database of monsters/items/spells etc., it sure would be nice if it also exported these things so we could host them on a website and obviate/automate half the wiki 15:01:07 <04d​racoomega> I mean, the wiki has a lot of useful stuff not in the game itself 15:49:25 <08n​icolae> when you try to cast a spike launcher and there's walls around but no rock ones (like all stone/tree/crystal), the error says "There are no walls around to construct a spike launcher in." maybe it should say "rock walls" to be more precise? 15:51:28 <04d​racoomega> Already fixed 15:51:37 <04d​racoomega> A couple hours ago 15:52:14 <08n​icolae> o 15:52:23 <08n​icolae> dang 16:19:26 <06p​leasingfungus> draco: i like the idea of only allowing casting after imprinting, yeah - seems elegant and clear 16:20:17 <04d​racoomega> That is what I went with, yeah 16:28:44 <06p​leasingfungus> excellent 16:39:50 Unstable branch on underhound.eu updated to: 0.33-a0-408-g599108c877 (34) 16:58:01 <09g​ammafunk> hrm, now I need to know how monsters randomize their step decisions 16:58:35 <09g​ammafunk> I recall there's randomization between equivalent steps at some point 17:43:42 <09g​ammafunk> ok, found it in _find_best_step() 17:47:44 <04d​racoomega> I'm afraid that's only part of the story. The direction returned there can be further modified by _monster_move and _find_good_alternate_move at the very least (which I have actually been tracing through recently due to some probably-ancient bugs) 17:51:50 <04d​racoomega> (It started with noticing weird behavior regarding firewood, where monsters would refuse to go straight through any, but randomly alternate between attacking firewood adjacent to their main path instead, but it turns out there are deeper weirdnesses) 17:52:57 <04d​racoomega> Likely related to how monsters sometimes jitter back and forth in place without seeming to go anywhere (even though they appear to be able to), and I think some other issues. 17:54:09 <04d​racoomega> (I was trying to fix the surface-level issue yesterday, related to how monsters act regarding Splinerfrost Shell, but the more I looked into it, the more troubles I found. Still trying to get the full shape of it.) 17:54:43 <04d​racoomega> Definitely related to how monster movement is adjusted in multiple places, which use multiple different criteria for whether they can perform a given movement, though 17:54:51 <09g​ammafunk> well, those modifications are a bit downstream of my concerns I think 17:54:56 <09g​ammafunk> I did actually start with those functions 17:55:17 <09g​ammafunk> although maybe now that I know the primary source of randomization for the choice of step, I should look at those more carefully 17:56:29 <04d​racoomega> I assume this is for some qw-related thing, right? 17:57:19 <09g​ammafunk> yeah, and I'm not quite trying to model all aspects of how monsters move "randomly" 17:57:27 <09g​ammafunk> some of the concerns are just too complex and relatively rare 17:58:06 <09g​ammafunk> like you mentions _monster_move() and there's logic in that for keeping lines open for ally fire 17:59:10 <09g​ammafunk> but I guess what I am sort of interested in is what steps in a monster's movement path that might take it onto a trap that's very close to the path; in a nutshell, my initial algo was "look for traps on all adjacent squares to the path the monster is calculated to take" 17:59:26 <09g​ammafunk> but this will sometimes count traps that are the wrong direction and that the monster would never take 17:59:44 <09g​ammafunk> so I'm trying to identify the subset of adjacent squares at each step 17:59:46 <04d​racoomega> Ah. Basically 'do we need to worry about this trap getting triggered'? 17:59:48 <09g​ammafunk> that a monster could actually step on 17:59:49 <09g​ammafunk> right 18:00:42 <09g​ammafunk> it's probably something pretty simple about looking at the delta from position n to position n+1 and only considering the adjacent squares that satisfy a sign condition on the delta 18:02:07 <09g​ammafunk> if the delta of the adjacent position has agreement with sign(step_delta.x) or is 0 (and likewise for the y coordinate), it's probably fair game due to a few different reasons 18:03:36 <09g​ammafunk> oh but some of this logic is conditioned on the delta being 0 (parallel movement), I see 18:04:10 <09g​ammafunk> and in that case you may need to consider adjacent positions with a delta of 1 and -1 18:36:41 <08w​ormsofcan> bringing it up again in case it was missed, is there a reason the spell isn't called "alistair's ambulant alembic"? 18:36:55 <08w​ormsofcan> because it should be, imo 19:25:51 <09g​ammafunk> someone needs to warn the wizard council about too much alliteration 19:26:12 <09g​ammafunk> (actually how many alliterating spell names do we have, maybe it's not that many) 19:26:24 <09g​ammafunk> I did notice that DO added at least one in the forgecraft update 19:28:52 <04d​racoomega> I did? 19:29:24 <04d​racoomega> (I am a fan of alliterative names, but calling the monster itself 'Ambulent Alembic' feels like a bit of a mouthful to me ^^; ) 19:35:48 <09g​ammafunk> I see Platinum Paragon 19:37:40 <09g​ammafunk> I won't count Spellspark Servitor since that's a rename from an existing alliteration 19:43:35 <04d​racoomega> Oh, oops, right 19:43:35 <04d​racoomega> Silly me 19:56:40 <08w​ormsofcan> call it the triple A spell 19:57:00 <08w​ormsofcan> or double A if you want to drop the alistair 20:39:30 -!- The topic of #crawl-dev is: Crawl Development | https://github.com/crawl/crawl | Logs: http://s-z.org/crawl-dev/, temporarily http://crawl.akrasiac.org/logs/cheibriados/ | People with +v have commit access, devs on bridged discord as well | General Crawl-related chat to #crawl | Long stuff to a pastebin service, please 20:39:31 -!- The topic of #crawl is: Play Dungeon Crawl Stone Soup online now! Type ??online for instructions, ??lg / !lg for play stats | PM Sequell for long queries | http://crawl.develz.org | FooTV game replays: ??footv for instructions | #crawl-dev for dev discussion, #crawl-offtopic for offtopic 23:35:12 Unstable branch on crawl.develz.org updated to: 0.33-a0-408-g599108c877 (34) 23:57:41 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-408-g599108c877