00:04:33 <06m​umra> "Everybody" a shapeshifter unique that transforms into a different unique every turn 00:16:15 If you manage to keep the unique around long enough to go through all forms, it becomes YOU 00:17:19 I meant all uniques, not all forms 00:33:44 Unstable branch on cbro.berotato.org updated to: 0.33-a0-1020-g79d371098c (34) 00:38:37 <04d​racoomega> I kind of suspect nobody has a specific answer to this, but is there any reason that tree form doesn't give you plant holiness? I think it already effectively gives you the benefits of having plant holiness (ie: cannot be tormented, put to sleep, no need to breathe), except more special-casey. There's one comment citing concerns about being able to wield holy-wrath weapons as a demonspawn tree and keep them afterward, but you can 00:38:37 just wield them in general now, anyway. 00:40:28 <04d​racoomega> (I am datifying transformation holinesses, along with making full-body animal transformations make you count as fully living, and it feels like this probably ought to be done at the same time) 00:40:29 And even if you couldn't, I'd argue that could be better handled by tearing the item back out of your hand when leaving the form 00:40:46 (though that'd be funny to handle with e.g. Ash curses :D) 00:42:02 <02M​onkooky> ..would you become immune to self damage as a fed worshipper? 00:42:49 <04d​racoomega> I... hmm.... 00:43:00 <04d​racoomega> (I suspect not, but will check) 00:46:24 <04d​racoomega> Yeah, I don't think it would 00:47:05 <04d​racoomega> (That entire codepath is specifically looking at monsters) 00:55:41 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-1020-g79d371098c 01:02:57 <04d​racoomega> Huh. (As a consequence of not using plant holiness and instead replicating it in an ad hoc fashion, apparently fungus form is not unbreathing) 01:03:09 <04d​racoomega> Though tree is 03:13:14 <04d​racoomega> Huh. Apparently not only can gargoyles-who-are-currently-snakes be targeted by LRD (despite, y'know, their stone body supposedly being suppressed), but wisp-form gargoyles can still be LRD'd 03:13:24 <04d​racoomega> What in the world is there in a wisp to shatter? 03:13:39 <04d​racoomega> You are approximately the least shatterable thing around 04:33:18 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 04:49:28 <04d​racoomega> I guess making full-body animal transformations turn you MH_NATURAL would take away djinn's poison immunity and such during those, too. And their nature is still at least a little weird due to still drawing MP from their HP. Are they really an animal or something that is conveniently posing as one via magic? (Though death form did still make them proper undead, of course). I find myself weirdly quibbling about the details of this 04:49:29 thing that probably doesn't matter a whole lot. But gargoyles shapeshift away most of themselves, physiologically (or at least it looks like they do, even if apparently they retain a bunch of it in nonsensical ways), in a way that feels like djinn maybe don't? Not that I really want to make this more complicated by making them too different from each other here. 05:10:26 <06m​umra> It'd be good to have some reasonably simple, consistent, predictable criteria to decide such things. It's surely expected that some of a species' unique features will present in some way through the form. Otherwise every character in dragon form is now nearly identical except for like aptitudes, it seems like a missed opportunity to make forms handle differently on different characters. I feel like there are two main types of form ... 05:10:27 ones that change your shape, and ones that change your substance. A vampire kitty is still cat shaped, it's just made of undead flesh now. A shape change doesn't have to change your substance necessarily ... a gargoyle dragon could be still made of stone, it's just dragon shaped now and has a breath attack. 05:12:20 <04d​racoomega> Well, that is definitely not currently what happens (mostly). You lose your AC entirely, which is the most defining part of it. (Yes, you still have rN+ and petrification immunity and such, but those feel very ancillary). One certainly could imagine becoming a stone dragon (though it's hard for me to imagine how you could become a stone storm or a stone wisp) 05:17:10 <06m​umra> I would say storm form and wisp form are in the "change of substance" category (your shape only changes as a consequence because your substance inherently doesn't hold a shape together well) 05:18:21 <04d​racoomega> (A whole lot of species mutations are currently suppressed entirely in various full-body animal forms also, though it's not always completely predictable which) 05:18:37 <06m​umra> You can handwave the AC by saying "you're a stone dragon, just very brittle" 05:19:12 <06m​umra> yeah it seems there's no internal consistency to what rules are applied 05:19:56 <02M​onkooky> this feels like it calls for a spreadsheet 05:21:08 <02M​onkooky> lay out forms, what properties should be present in each, try to find a coherent way to lay out logic that chieves that 05:21:14 <04d​racoomega> Draconians lose their cold-bloodedness in other forms that have blood (but djinns don't currently gain blood in those forms). Djinn lose rC- and rF++ (but gargoyles keep rN+, even though they lose rElec). Formicids keep their shaft-immunity, but not ability to dig (even though they're on the same mutation line). Spriggans, naga, barachi all lose their move speed changes. (But keep see invis). Naga can spit poison in many forms, but 05:21:14 draconians cannot. Wow >.> 05:22:40 <04d​racoomega> I mean, there's a lot more than this, but just a few quick examples 05:23:26 <04d​racoomega> (For that matter, one could imagine minotaur snakes keeping horns and headbutting people with them, theoretically) 05:23:31 <04d​racoomega> Even if they do not 05:24:19 <04d​racoomega> (Oni potion cleave works in any form, amusingly leading to talk about you 'flexing your muscles' as a wisp) 05:24:35 <04d​racoomega> That, at least, is just messaging silliness and not something mechanical 05:24:38 <02M​onkooky> gargs keeping rN+ is very strange 05:24:47 <02M​onkooky> if I get rN+ as a random mut do I keep it? 05:25:24 <04d​racoomega> You can't get it randomly 05:25:32 <04d​racoomega> (You would if you could, but...) 05:25:46 <04d​racoomega> Deep dwarves used to have it too, and presumably the same would be true of them 05:25:54 <06m​umra> I mean it's fairly standard lore/mechanics in various systems that a shapeshifter will keep some "tell" of their true race 05:26:39 <06m​umra> And it's nice if that has some meaningful gameplay impact of differences between different species using the same form, 05:26:43 <02M​onkooky> I think this is raising the question for me- do any mutations need to meld? 05:27:05 <04d​racoomega> Yeah, I don't think it's a bad principle (honestly, gargoyles keeping their stone AC in substance-preserving forms, while a buff to them, isn't an unreasonable idea, I think, even if their apt could be even worse. I mean, it makes every one of those forms just a complete non-option to them at present) 05:27:50 <04d​racoomega> There are some, at a minimum, that are logically incompatible. For instance, hooves on a snake. 05:28:10 <06m​umra> that's a scary thought 05:28:33 <02M​onkooky> give me 5 minutes and a photoshop subscription and I can prove you wrong 05:28:42 <04d​racoomega> Abstract mutations like resistances are sort of on the fence. Since sometimes they are logically a result of the physical properties of your base form that are lost by being something else 05:28:54 <04d​racoomega> But sometimes they are just a sort of 'arbitrary magical thing' that could exist in any form 05:29:29 <04d​racoomega> Like, I'd say that gargoyle rElec is from being a rock, and should only apply while they are otherwise still made of rock. 05:29:32 <02M​onkooky> I do think 'body slot' mutations can be given a clear logical 'when does it meld' 05:30:05 <06m​umra> see if you distinguish between shape vs substance changes, it makes it really to say "substance-change forms will surpress innate resistances, shape change ones won't" 05:30:37 <02M​onkooky> but stuff like this feels like it's inviting a mess of special cases much like the current one 05:31:31 <04d​racoomega> Like, as I understand it, on a technical level at present, there are two (or three) things at play here: -Each mutation can say whether it is suppressed by forms or not -Each form can say that it 'suppresses mutations' or not (thus suppressing the list above) -A bunch of code deals with a few other specific exceptions to this. 05:31:55 <04d​racoomega> Like case where you are allowed to keep mutations that would be otherwise suppressed 05:32:23 <04d​racoomega> There's also a form property for 'changes physiology' that I think is something yet different, which I am not exactly sure the details on (though can look) 05:35:44 <06m​umra> i think if you apply the rule "prefer to leave species mutations in place as far as possible, except where obviously logically incompatible" it'd keep special cases to a minimum 05:36:19 <06m​umra> (although i'm not sure with my previous suggestion of shape vs substance, what should happen if a gargoyle uses statue form, should it just not affect them?) 05:36:56 <04d​racoomega> Apparently the main effects of form_changes_physiology are: -Suppress merfolk fishtail -Suppress draconian AC (unless in dragon form), and naga/gargoyle AC in general -Allows giving different arm names? -Makes you take more silver damage (???) 05:37:22 <04d​racoomega> Well, currently they literally just can't 05:37:31 <04d​racoomega> Which seems reasonable enough 05:37:46 <06m​umra> yes that seems consistent 05:37:51 <02M​onkooky> Imo statue form should give you a 'you feel like yourself' or similar message 05:38:07 <02M​onkooky> evoking it in another form returns you to base 05:38:08 <04d​racoomega> It actually had some special-cased messages (which were impossible to get) 05:38:39 <04d​racoomega> Alas, randart granite talismans would probably make this extra confusing 05:38:56 <04d​racoomega> Since you'd love to be 'yourself, but with bonus resists/stats' 05:41:56 <04d​racoomega> I do think there's a significant mechanical benefit to this general idea, as full-body forms being sort of a bit 'homogenizing' is largely a bad thing from a gameplay perspective, I think. (ie: it's nice if the same form still feels more distinct between species sometimes.) But I am not sure about all the ramifications of this. At least historically, naga sometimes benefitted interestingly from being able to shift away their own 05:41:57 slow movement (though this mattered a lot more when forms were quick to change.). Though I think there's a significant implication that their slowness is due to their shape and not something else. Should a naga spider really be extra slow? 05:44:02 <02M​onkooky> Well, formed naga having +1/3xl AC is nothing 05:44:55 <04d​racoomega> (Note: I am not asking whether it is bad mechanics for a naga spider to be slow. I am asking here mostly: does this make intuitive sense?) 05:45:13 <02M​onkooky> And the problem with asking if naga spiders should be slow is you're requiring your intuition for everything to match everyone else's intuition 05:45:17 <04d​racoomega> (I am not actually sure my own opinion on the question yet) 05:46:36 <04d​racoomega> Generally, mutations at the moment say more about their effect than the source of the effect, but it's always possible in some cases that we could more directly connect them. Rather than "You are slow" be like "Your snake-like body moves slowly." and actively suppress that (along with snake constriction, etc.) in shape-changing forms. We don't currently list this in-game, but it wouldn't be hard to actually say on the 05:46:37 mutation popup whether it is lost by shapeshifting or not. 05:47:02 <04d​racoomega> As part of trying to make some of this less ambiguous 05:47:02 <02M​onkooky> I mean you could get away with a small number of blanket rules like 'speed changes get melded by category of forms' but I think relying on intuitive sense is worrying 05:47:42 <04d​racoomega> I don't disagree that 'intuitive sense varies from person to person', but I don't think that means the idea of logical physical consistency is something to be discarded entirely as unviable 05:47:57 <04d​racoomega> Like how we probably don't want to give claws to things without hands 05:48:14 <04d​racoomega> Or hooves to things without feet. (Or skin to things without a body, etc.) 05:48:28 <06m​umra> > Should a naga spider really be extra slow Yeah by my logic, the shape of being a spider would mean you can move faster, but you'd still be made of naga flesh so you'd retain poison resistance 05:49:47 <04d​racoomega> Like, I think that no matter what, we're never going to get something both objectively clear and without subjective illogic in a system this complex. So it's largely a matter of trying to minimize that, and have some moderatly clear rules (that can then be seen in-game, to clear up situations where one person's intuition isn't the same as someone else's) 05:49:49 <02M​onkooky> I feel like this is largely passing the buck on to the question of 'which mutations are shape and which are substance' 05:50:44 <04d​racoomega> (I do kind of agree with mumra's take on this specific situation, though, for what it's worth) 05:50:44 <06m​umra> Exactly, which I think expresses a simple set of rules that are mostly easy to apply without having to have too much subjectivity 05:51:39 Greetings, dear ineffably Marvelous Community and the Developers of such a Masterpiece! To clarify, what is the bridged Discord guild of this room? 05:51:57 <02M​onkooky> I'm pretty sure this is something where basically any solution I started implementing I'd be unhappy with halfway through 05:52:45 <04d​racoomega> I think that's probably inevitable. Crawl has lots and lots and lots of different mutations and physiologies. 05:52:51 <04d​racoomega> It's always going to be a little arbitrary 05:55:33 <04d​racoomega> Lore: I'm not quite sure what you mean by 'guild' here, but the Discord server that is bridged to IRC here is itself private, I'm afraid. 05:57:14 In Discord, "server" is guild. 05:57:35 I.e. https://discord.com/developers/docs/resources/guild 05:59:54 <04d​racoomega> I believe I have literally never heard anyone else call them that before 06:01:50 <04d​racoomega> Anyway, going back to 'intuitive sense is a slippery thing', for some reason it makes way more sense to me that a spriggan spider is fast than it does that a naga spider is slow. Perhaps because spriggans being fast seems like 'they're fae that can just zip everywhere' and naga being slow is 'they have a heavy-ass snake tail' that feels like it would stop applying once they didn't >.>; 06:03:58 <04d​racoomega> (Spriggans are sort of in the weird position where they're mythologically quite connected to shapeshifting, and have the best shapeshifting apt in the game, but generally have very few things they want to turn into because so many of them remove the main reason spriggans aren't miserable (and their UC is very bad)) 06:05:35 <06m​umra> Spriggans are made of sort of leafy plant-like material aren't they? Pretty light-weight. (I could also imagine spriggans in any form still being smaller than other species in the same form) 06:06:03 <06m​umra> Spider form could simply give a speed boost to base speed instead of a fixed speed? 06:06:47 <06r​egret-⸸nde※> ...Their hair is green, but they're not inherently any more made of plants than I would be if I dyed my hair green. 06:07:27 <04d​racoomega> Spider form was normal speed for quite a while before it was cut (and I was speaking of it as if it were normal speed, sorry) 06:07:44 <04d​racoomega> I am planning to add a (different) spider form back in again, which was also going to be normal speed (with rampage) 06:08:04 <04d​racoomega> (A jumping spider instead of a venomous one) 06:18:31 I see... I saw mumra in the #dcss channel at Roguelikes Discord guild but failed to find the messages, hence the curiosity. 06:20:05 I am not sure what's the rationale behind the private bridge, but I believe there's a crucial reason to keep it that way. Thank you for the clarification ^^ 06:22:19 <06m​umra> Another way to slice it is to define "what are the most defining characteristics of a given species" and then preserving those at any cost except where there's a direct conflict with "what are the most defining features of a form". So spriggans are small and fast, any form should be smaller and faster on a spriggan than on an another species. Naga are poison resistant and spit poison ... I feel like their slowness isn't a defining 06:22:19 feature in the way a spriggan's speed is. Would the dragon fire breath override poison spitting, or maybe they should get a poison-flavoured dragon breath instead? 06:26:48 <04d​racoomega> (I do feel like slowness is one of the most defining qualities of being a naga. Certainly far more than either poison spit or rPois are.) 06:28:24 <04d​racoomega> But also like... whether one decides that their slowness is because of their giant tail or not (whether don't/can't keep in all forms), their constriction is clearly because of it. 06:38:35 <06m​umra> Ahh this gets really difficult eh 🙂 Dragons still have tails, so you could say nagas preserve their huge tail and still get constriction Maybe serpent form should let them double down and still have speed penalty but get a stronger constriction than normal? (It actually seems a bit unfair that gargoyles can't use statue form, but naga can use snake form, by the logic "gargoyles are already stone so they can't become a statue". The 06:38:36 form can still give improved HP and AC at the cost of melding slots.) 06:39:11 <04d​racoomega> I mean, gargoyles are a lot more like statues than naga are like snakes 06:39:32 <04d​racoomega> At the very least you're melding your upper body away 06:41:53 <06m​umra> It's a bit intimidating there are 270 (?) combinations of species and form to consider. Need that spreadsheet 06:42:19 <04d​racoomega> I mean, I think the fewer explicit special-cases the better. 06:42:23 <02M​onkooky> it seems to me that naga should just keep their tail in all forms 06:42:42 <04d​racoomega> What the heck is a naga-spider supposed to look like? 06:42:46 <04d​racoomega> Or function as? 😛 06:42:53 <02M​onkooky> badly photoshop a tail onto the spider 06:43:02 <06m​umra> Scary as hell that's what 06:43:24 <02M​onkooky> it's especially crucial that anaconda form gets a tail on it's tail 06:43:54 <04d​racoomega> Also: that number is slated to go up a lot, just so you know ^^; 06:44:29 <06m​umra> Yes (although luckily that number is rather less currently if you remove undead species, but still) 06:44:32 <06r​egret-⸸nde※> After having made over 40 tiles already for the upcoming new forms I am 1000% refusing to make any new tiles slapping on snake tails onto other things. 06:44:56 <02M​onkooky> (very fair) 06:46:21 <06m​umra> You could easily say that nagas are just large in all their forms and still know how to constrict things e.g. with their huge spider limbs even when the tail obviously has to melded 06:47:24 <04d​racoomega> This mostly feels wierder to me, at least, than them just losing it. 06:48:50 <04d​racoomega> (The thing is, a 'snake tail' here isn't even just 'something that attaches to your butt', like a cat or dragon or scorpion tail. Those things are a lot easier to imagine arbitrarily attaching to something, but a naga's tail is like... their entire lower body) 06:49:56 <04d​racoomega> Would a theoretical spider form with a naga tail just be a really freaky head on a regular naga lower body? 😛 06:51:35 <06m​umra> I think it ends up looking something like the brood mother from Alien 07:00:10 <06m​umra> I think this line of thinking about "defining characteristics" is inviting a lot more subjectivity and special casing than "shape vs substance" tbh 07:07:17 <04d​racoomega> Well, sure. I think 'shape versus substance' is actually a fairly reasonable way to frame it. But I think even then there's subjectivity to which parts are 'shape' and which are 'substance' (and even among parts that are shape, which forms change that part of one's shape?) 07:07:39 <04d​racoomega> Horns are 'shape', but also lots of things have a head on which one could have horns 07:13:21 <06m​umra> Yeah blade hands rather defy categorisation as it's both shape and substance but of one particular body part 07:18:38 <06m​umra> blade and maw are both a bit distinct from other forms in being more "partial transformations" so maybe this is a 3rd category. if only a single body part is changing it's much easier to leave racial nuances in place anyway. obviously not knowing all the planned new forms i can't know where else the categorisation might break down 🙂 07:22:27 <04d​racoomega> Yes, 'single body part' transformations have never touched most mutations or physiology stuff in general. It's just the 'whole body transformation' stuff we've been discussing today, as best I could tell 07:22:46 <04d​racoomega> It's easy to imagine you're still 'mostly like yourself' when you are only changing a tiny part of yourself 07:24:43 <04d​racoomega> (But 'whole body' transformations have tended to be more alike between species than not - except apparently with a bunch of semi-opaque inconsistencies anyway, like deconstructible gargoyle wisps >.>) 08:08:56 New branch created: pull/4335 (1 commit) 13https://github.com/crawl/crawl/pull/4335 08:08:58 03Zen Liu02 {GitHub} 07https://github.com/crawl/crawl/pull/4335 * 0.33-a0-1021-ge68a3962ba: Update monspeak.txt 10(2 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/e68a3962bab7 08:18:58 AeshMezareph (L8 MDFw) Crash caused by signal #11: Segmentation fault (Sewer) 08:20:00 !crashlog AeshMezareph 08:20:01 1. AeshMezareph, XL8 MDFw, T:5991 (milestone): https://underhound.eu/crawl/morgue/AeshMezareph/crash-AeshMezareph-20250228-151857.txt 08:22:35 grmbl no gdb info 08:22:45 AeshMezareph (L8 MDFw) Crash caused by signal #11: Segmentation fault (Sewer) 08:44:50 03Isaac Clancy02 {dolorous} 07* 0.33-a0-1021-gf9ae776928: Don't become a religious traitor when switching good gods (A0rika) 10(33 hours ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/f9ae77692841 08:48:00 <06m​umra> I think the same crash came up a week or two ago, it's a combination of the deep water and the target disappearing from sight 08:49:19 <04d​racoomega> Oh, right, I guess I never fixed that. It was ringing a vague bell 08:49:25 <04d​racoomega> Or did I? 08:49:30 <04d​racoomega> Fuzzy 08:50:05 <06m​umra> https://discord.com/channels/735056636644687913/747522859361894521/1333589557785919498 08:50:17 <06m​umra> There was the discussion, guessing nobody got around to fix it 😛 08:51:00 <04d​racoomega> I remember fixing something about a crash related to bee targets not so long ago, but maybe a different one ^^; 08:51:58 <04d​racoomega> Okay, I can't even see it in git history >.> 08:52:17 <04d​racoomega> Did I do part of it on another branch and then forget about it or something? 08:52:29 <06m​umra> Certainly the most recent edits to that function were in Dec, and that thread was in Jan 08:54:18 <06m​umra> That is unfortunately quite an easy thing to do when hopping between lots of different tasks 😂 08:56:34 <06m​umra> (I just learnt about about the git worktree command that lets you check out additional branches from the same repo into a new file tree) 09:12:01 03Isaac Clancy02 {dolorous} 07* 0.33-a0-1022-g5987b84d57: Properly update area grid on monster item unequip 10(2 days ago, 7 files, 101+ 55-) 13https://github.com/crawl/crawl/commit/5987b84d5744 09:22:40 there was a second one, yes 09:22:55 03Zen Liu02 {dolorous} 07* 0.33-a0-1023-ge392e11081: Update monspeak.txt 10(76 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/e392e110814e 14:11:20 New branch created: pull/4336 (1 commit) 13https://github.com/crawl/crawl/pull/4336 14:11:21 03radio-gra02 07https://github.com/crawl/crawl/pull/4336 * 0.33-a0-1024-g55340ced8f: Let players query elapsed real time from Lua 10(38 minutes ago, 1 file, 7+ 0-) 13https://github.com/crawl/crawl/commit/55340ced8f65 16:11:51 New branch created: pull/4337 (1 commit) 13https://github.com/crawl/crawl/pull/4337 16:11:52 03Isaac Clancy02 07https://github.com/crawl/crawl/pull/4337 * 0.33-a0-1015-gcde95a8f6b: Allow coglins to benefit from two spectral weapons (jejorda2) 10(8 minutes ago, 11 files, 242+ 53-) 13https://github.com/crawl/crawl/commit/cde95a8f6b19 16:17:01 <02M​onkooky> Here's a pitch- tie meldable mutations to armour slots if the form melds the armour slot, the form melds the mut. 16:17:58 <02M​onkooky> ideally also unify this with the body mut blocking 16:40:22 Unstable branch on underhound.eu updated to: 0.33-a0-1023-ge392e11081 (34) 18:06:47 New branch created: pull/4338 (1 commit) 13https://github.com/crawl/crawl/pull/4338 18:06:48 03Isaac Clancy02 07https://github.com/crawl/crawl/pull/4338 * 0.33-a0-1015-gc541abf75e: Fix a crash when initializing Nobody's memories 10(5 minutes ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/c541abf75e30 18:07:55 03Isaac Clancy02 07https://github.com/crawl/crawl/pull/4338 * 0.33-a0-1015-g3fd0b70689: Fix a crash when initializing Nobody's memories 10(7 minutes ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/3fd0b706898d 18:55:36 New branch created: pull/4339 (1 commit) 13https://github.com/crawl/crawl/pull/4339 18:55:37 03Isaac Clancy02 07https://github.com/crawl/crawl/pull/4339 * 0.33-a0-1015-g859f163735: Fix loading high evasion ghosts (OblivionHorseArmour) 10(9 minutes ago, 3 files, 4+ 1-) 13https://github.com/crawl/crawl/commit/859f163735a3 19:23:50 03Isaac Clancy02 {gammafunk} 07* 0.33-a0-1024-g4ee2c7fec9: Fix loading high evasion ghosts (OblivionHorseArmour) 10(37 minutes ago, 3 files, 4+ 1-) 13https://github.com/crawl/crawl/commit/4ee2c7fec930 19:31:30 <09g​ammafunk> For some reason I had to "approve" the workflow for this PR: https://github.com/crawl/crawl/pull/4336 20:08:24 03Zen Liu02 {dolorous} 07[stone_soup-0.32] * 0.32.1-6-ge8736a44df: Update monspeak.txt 10(12 hours ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/e8736a44df20 20:16:54 04Build failed for 08stone_soup-0.32 @ e8736a44 06https://github.com/crawl/crawl/actions/runs/13600422163 22:24:09 Irregular, unscheduled friendly reminder about a randomly selecetd one of my open PRs. Today's pseudo-randomly selected PR I'm reminding folks about is: 23:07:42 <04d​racoomega> Interesting, honestly. (Though it seems there would still be a need for a 'substance' category that isn't linked to any specific body part at all, like resistances (or gargoyle's stone-ness). Currently there aren't many forms that meld individual body parts and not 'almost everything'. ...actually, I guess this interacts somewhat weirdly with statue at present, which melds boots and gloves, but still keeps the shape of the hands 23:07:43 and feet (and it's perhaps somewhat important that it doesn't meld claws at the moment? Or naga/octopode constriction either, when I think on it...) I actually spent hours after the earlier conversation pouring over species mutations and forms and discussing various changes and their ramifications with Index, and would like to think a reasonable overall picture is coalescing, but it's not quite there yet, I think. 23:07:59 Stable (0.32) branch on underhound.eu updated to: 0.32.1-6-ge8736a44df 23:09:42 <04d​racoomega> Also: I am possibly missing something obvious, but I'm looking at the code in https://github.com/crawl/crawl/pull/4338/commits/3fd0b706898d33cbaa76914c020ac619710d87d9 and its continues to be unclear to me how the original could have been accessing something out of bounds, meaning I probably misunderstand what some basic function is doing here. Isn't it just "Swap final element of the vector into our current position, then remove the 23:09:42 final one"? (ie: 'remove our current item without having to iterate and shift the whole vector'). Am wrong somehow? 23:35:35 Unstable branch on crawl.develz.org updated to: 0.33-a0-1024-g4ee2c7fec9 (34) 23:50:22 I think I see 23:50:29 Maybe 23:51:04 last iteraiton, weights[0] = weights.back(); pop_back(); 23:51:22 could be a problem if the assignment operator is not correct? 23:51:48 hmm 23:51:53 yeah no I don't get it either 23:59:04 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-1024-g4ee2c7fec9