03:33:10 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 03:47:59 New branch created: pull/4421 (1 commit) 13https://github.com/crawl/crawl/pull/4421 03:47:59 03WizardIke02 07https://github.com/crawl/crawl/pull/4421 * 0.33-a0-1181-g6ffa7b42cd: Fix player tracers not warning when path is block (staticshock) 10(7 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/6ffa7b42cdc7 04:00:42 03WizardIke02 07https://github.com/crawl/crawl/pull/4421 * 0.33-a0-1181-g797dbcbb53: Fix player tracers not warning when path is blocked (staticshock) 10(19 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/797dbcbb53ac 05:18:39 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-1180-g1e05e1a (34) 07:14:20 New branch created: pull/4423 (1 commit) 13https://github.com/crawl/crawl/pull/4423 07:14:20 03bttr22702 {GitHub} 07https://github.com/crawl/crawl/pull/4423 * 0.33-a0-782-gb7550c40f8: Update dgn-overview.cc 10(4 minutes ago, 1 file, 24+ 0-) 13https://github.com/crawl/crawl/commit/b7550c40f8ec 07:58:42 -!- TAS-2012v is now known as TAS_2012v 08:00:59 03WizardIke02 {GitHub} 07* 0.33-a0-1181-g7f1b14aa5c: Fix player tracers not warning when path is blocked (staticshock) (#4421) 10(5 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/7f1b14aa5c6e 10:47:46 New branch created: pull/4424 (1 commit) 13https://github.com/crawl/crawl/pull/4424 10:47:46 03WizardIke02 07https://github.com/crawl/crawl/pull/4424 * 0.33-a0-1182-g09ed1c20a6: Fix a crash when zooming local tiles (sulla) 10(22 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/09ed1c20a6fc 12:05:05 <06p​leasingfungus> I'm fine with closing 2786, per comments I probably made somewhere many years ago of "don't make an unrand that stomps on a god's most distinctive thing" 12:05:38 <06p​leasingfungus> i refuse to have an opinion on 3445, sorry. trove stuff is too goofy 12:34:44 03dolorous02 07* 0.33-a0-1182-gf22e4207f8: Add another pattern and glowing adj. to colours. 10(4 minutes ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/f22e4207f864 12:51:47 <12g​e0ff> too late: you've approved the PR back in 2022, so now you have no other choice but to merge it :kobold: 12:51:48 <12g​e0ff> https://cdn.discordapp.com/attachments/747522859361894521/1356355315456671834/image.png?ex=67ec43d3&is=67eaf253&hm=0dad09695df453c4b5c733708a037008804397d85cd0ae47c53c8363be54752a& 12:56:37 <06p​leasingfungus> if only i'd left a comment to explain... 12:56:39 <12g​e0ff> this unrand has a cute mechanic though, which could be useful as a high-end Gozag power: > It pulls gold towards the wearer say, after you get 5k gold, you start to pull every coin in your LOS 12:56:55 <06p​leasingfungus> eh 12:57:02 <06p​leasingfungus> i think the existing mechanic is an intentional visual thing 12:57:08 <06p​leasingfungus> in that it looks cool to have gold everywhere 12:57:14 <06p​leasingfungus> otherwise you can't really see the goldification 12:57:32 <06p​leasingfungus> note that gozag aleady autograbs gold over deep water/lava, iirc 12:59:04 <12g​e0ff> > aleady autograbs gold over deep water/lava yeah, and it's very convenient! you'll have plenty of time for visuals early on, and later you'll be saved from picking every penny from near slime walls, etc. 13:00:42 <12g​e0ff> (also, is the gold pull instantaneous or it happens gradually?) 13:01:59 <12g​e0ff> looks at the code: the gold is moved by 1 tile per turn, so you still see it 13:06:29 FR: Level 9 pure conjurations spell. Could be fun and rise the stocks of conjurations a bit which are more of an extra price to pay nowadays than a primary starting point to branch out from. Mana storm? Culd maybe even use the terrible mana drain mechanic from rending blade and somehow make it good? (Probably not) 13:06:29 Master_Clown: You have 3 messages. Use !messages to read them. 13:06:35 !messages 13:06:36 (1/3) docpaisley said (1d 4h 30m 18s ago): I went through the same thought process a while back re Gravitambourine, and pushed a change to make it silenceable; this was reverted ultimately as it was concluded it's not the *sound* that causes the affect but rather the vibration 13:06:52 oh so it blasts gravity 13:06:58 !messages 13:06:58 (1/2) docpaisley said (1d 4h 24m 48s ago): On a gameplay level, evokers generally ignore silence, and the tambourine is in rotation with another item that definitely shouldn't be affected by silence, and we want their power levels to be in the same ballpark. 13:07:13 !messages 13:07:13 (1/1) docpaisley said (1d 4h 24m 33s ago): The horn's effect is rather more clearly caused by the noise, and it's a one-off guaranteed item not in a rotation so it's more reasonable for it to be more disadvantaged. 13:38:03 <06m​umra> Seems a weird mechanical fit to have a passive triggering off holding a specific amount of gold when everything else is so transactional (and for a high end ability it's extremely minor when most of the time autopickup does the work for you already) 13:39:16 <06m​umra> One thing i always thought would be a nice flavour tweak is to spawn in a small decorative shop vault when you call a shopkeeper (using the "getting abyssed" animation to animate it in) 13:40:03 <12g​e0ff> > a weird mechanical fit to have a passive triggering off holding a specific amount of gold all three active Gozag powers require you having a a specific amount of gold 13:41:47 <12g​e0ff> also the flavour is strong: a lot of gold attracts even more gold, or something like that 13:45:45 <06m​umra> well potion and merchant cost a variable amount of gold, but i'm more talking about the transactional nature, you need to have enough gold to spend to use the abilities (no problem with flavour) 13:48:44 <06m​umra> i wonder about having it active always, but only while resting - so after a fight you hoover it all up while you're healing, but it doesn't become a bit of an overload during combat having loads of gold following you around 13:49:46 <06m​umra> of course then you wouldn't see the effect if you have rest delay 0 (but that'd already be true a lot of the time as proposed) 15:21:04 03regret-index02 07* 0.33-a0-1183-ga40bc8c295: More adjustments for newer monsters 10(24 hours ago, 5 files, 14+ 7-) 13https://github.com/crawl/crawl/commit/a40bc8c295ee 15:21:04 03regret-index02 07* 0.33-a0-1184-ga3193f7d8d: Move gnolls from 'g' to 'j' glyphs 10(4 hours ago, 7 files, 7+ 7-) 13https://github.com/crawl/crawl/commit/a3193f7d8d36 15:21:04 03regret-index02 07* 0.33-a0-1185-g350d6bbb2a: Make green draconians monsters sting, not tail-slap 10(4 hours ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/350d6bbb2a1f 15:21:04 03regret-index02 07* 0.33-a0-1186-gc49d4a5c3e: Even more green tiles (pianoman523 / LemurRobot) 10(2 hours ago, 8 files, 6+ 2-) 13https://github.com/crawl/crawl/commit/c49d4a5c3e31 15:21:04 03regret-index02 07* 0.33-a0-1187-g50241e219b: Quickly fit in some more 4/1 tiles (CanofWorms) 10(4 minutes ago, 17 files, 47+ 2-) 13https://github.com/crawl/crawl/commit/50241e219b61 15:35:35 <08w​ormsofcan> unrelated to the suggestion but funny vault idea: abandoned shop surrounded by banishment effect tiles (maybe include a tree too) 15:39:15 Unstable branch on underhound.eu updated to: 0.33-a0-1182-gf22e4207f8 (34) 16:11:52 New branch created: pull/4425 (3 commits) 13https://github.com/crawl/crawl/pull/4425 16:11:53 03JP McNerney02 07https://github.com/crawl/crawl/pull/4425 * 0.33-a0-798-ge77f4f902c: test! 10(20 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/e77f4f902c78 16:11:53 03JP McNerney02 07https://github.com/crawl/crawl/pull/4425 * 0.33-a0-799-ga48b40eb09: nonfunctional menu options implemented 10(7 hours ago, 3 files, 32+ 3-) 13https://github.com/crawl/crawl/commit/a48b40eb0990 16:11:53 03EvanOssege02 07https://github.com/crawl/crawl/pull/4425 * 0.33-a0-800-g04826bef64: Added keybindings menu to options menu 10(3 hours ago, 9 files, 236+ 9-) 13https://github.com/crawl/crawl/commit/04826bef64f6 16:16:08 03dolorous02 07* 0.33-a0-1188-g567e58e7c7: Make slime shroud use the generic Jiyva mut tile. 10(5 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/567e58e7c73d 16:46:50 03mumra02 07https://github.com/crawl/crawl/pull/4320 * 0.33-a0-1125-g382bf4b95c: Wolf lichen: Fix the M_SURROUND behaviour 10(2 minutes ago, 1 file, 44+ 39-) 13https://github.com/crawl/crawl/commit/382bf4b95c11 16:46:50 03mumra02 07https://github.com/crawl/crawl/pull/4320 * 0.33-a0-1126-g879f3473df: Wall monsters: Simplify and relax allowed terrain 10(71 seconds ago, 2 files, 16+ 66-) 13https://github.com/crawl/crawl/commit/879f3473df23 17:11:12 03mumra02 07https://github.com/crawl/crawl/pull/4320 * 0.33-a0-1127-g6f5c6b7974: Some minor whitespace fixes 10(13 minutes ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/6f5c6b797451 17:11:12 03mumra02 07https://github.com/crawl/crawl/pull/4320 * 0.33-a0-1128-g222c20c270: Connected tile rendering for lichens 10(12 minutes ago, 10 files, 121+ 6-) 13https://github.com/crawl/crawl/commit/222c20c270fc 17:18:46 -!- daethoven1 is now known as daethoven 17:21:44 <09g​ammafunk> ??changelog 17:21:49 <04C​erebot> changelog[1/3]: https://github.com/crawl/crawl/blob/master/crawl-ref/docs/changelog.txt - often incomplete and/or out of date, see {changelog[3]} for an exhaustive list of changes. 17:40:31 ??changelog[3 17:40:31 changelog[3/3]: Current trunk: https://github.com/crawl/crawl/commits/master CDO's trunk: http://crawl.develz.org/trunk/changes.txt 17:44:02 03mumra02 07https://github.com/crawl/crawl/pull/4320 * 0.33-a0-1128-g2b7aef588e: Connected tile rendering for lichens 10(55 seconds ago, 10 files, 121+ 6-) 13https://github.com/crawl/crawl/commit/2b7aef588e8e 17:51:26 03mumra02 07https://github.com/crawl/crawl/pull/4320 * 0.33-a0-1128-gd88b53ee8a: Connected tile rendering for lichens 10(4 minutes ago, 11 files, 124+ 14-) 13https://github.com/crawl/crawl/commit/d88b53ee8abc 18:07:18 03mumra02 07https://github.com/crawl/crawl/pull/3794 * 0.33-a0-1189-g2d8ab1b415: Balloon Yak: new Zot monster 10(3 weeks ago, 19 files, 95+ 2-) 13https://github.com/crawl/crawl/commit/2d8ab1b415f8 18:24:41 <09h​ellmonk> alright, I'll just do whatever with it. Hoping to get a big trove rework in next version tbh. 19:40:17 Hey folks - I'm trying to follow the android build process on Windows https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/android.txt but it's not very clear what I should do for prerequisite. 19:40:51 <06p​leasingfungus> jnolls?! 19:42:03 <06p​leasingfungus> guest97: there's a general, non-android specific build doc that you might want to read. one sec 19:42:15 I now have android studio setup but gradle reports failure `Cannot locate tasks that match ':app:assembleBuildTest' as task 'assembleBuildTest' not found in project ':app'.`. Not sure how to proceed. Would appreciate any help and please let me know if this is the right/wrong place to ask. 19:42:23 <09h​ellmonk> pfung are you unretiring 19:42:24 oh cool 19:42:27 <06p​leasingfungus> this is the right place to ask, but alas I know nothing of droids 19:42:29 <06p​leasingfungus> hellmonk: i hope not 19:42:34 <09h​ellmonk> pls? 19:42:38 <06p​leasingfungus> lol 19:42:41 <06p​leasingfungus> ok i'll take it under advisement 19:43:01 <09h​ellmonk> how much work can 2 children and a full time job possibly be? 19:43:20 <09h​ellmonk> surely you have time for 12 hours daily video game development in spare time 19:44:47 <06p​leasingfungus> ya but these days i'm working on my personal game instead... 19:45:15 <06p​leasingfungus> u know 19:45:15 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1356459364575084667/image.png?ex=67eca4ba&is=67eb533a&hm=2bc87185658f9481b3176a4c1011984c4027efd5f255350c4a811f7bc7aab1d3& 19:45:19 <06p​leasingfungus> anyway going back to the android build 19:48:49 <06p​leasingfungus> i'm grepping around and the only string that looks like assembleBuildTask (that version, hyphenated, etc) is the readme 19:48:59 <06p​leasingfungus> and the gradle docs i'm looking at aren't helping 19:49:57 oh i just realized there's no official DCSS android release, maybe i should shoot a message to the dev who uploaded on play store instead. 19:50:19 `Medrano83` 19:54:28 <09g​ammafunk> Guest97: There is an official DCSS android release 19:54:46 <09g​ammafunk> It's linked to on the download page and is in the play store, like you said 19:55:04 gotcha - i also just found https://github.com/crawl/crawl/blob/master/crawl-ref/INSTALL.md#msys2-recommended, is this what I should follow first despite building for android-on-windows? 19:57:04 <09g​ammafunk> hrm 19:57:16 <09g​ammafunk> I imagine using WSL for building android would work 19:57:34 <09g​ammafunk> that would be recommended over using msys2, I think 19:57:50 03NormalPerson702 {GitHub} 07* 0.33-a0-1189-g0c5ade9840: Fix some issues with coglins wielding and unwielding weapons (#3880) 10(4 seconds ago, 2 files, 15+ 12-) 13https://github.com/crawl/crawl/commit/0c5ade9840ee 19:58:01 <09g​ammafunk> but I have no idea if there's a more native way you can build android under windows without either msys2 or WSL 19:58:35 maybe my mistake was to start with powershell instead of linux subsys :) 19:58:37 <09h​ellmonk> fell down a giant rabbit hole of delay weirdness with this one 19:59:41 <09h​ellmonk> fun fact: if you read ?tele and then unwield a weapon as coglin, it won't prompt if you finish your unequip on the turn after the teleport goes off. But it will if the remaining delay is longer than that turn. 19:59:58 <09h​ellmonk> this will never happen in a real game, probably 20:00:24 <09g​ammafunk> Guest97: Yeah, let us know if WSL works out for android 20:33:43 <06d​olorous_84348> Taking a look at decorlines.txt, and the food cache messages still assume that only mummies and death-form players don't eat. Since poltergeists are insubstantial, and revenants are skeletal and presumably don't have stomachs, I'm inclined to think neither of them eat, although there's a mythological basis for ghosts' taking food offerings in some circumstances (if nothing else, hungry ghosts, either the Buddhist version or 20:33:43 crawl's long-removed version). Thoughts? 20:35:45 <06d​olorous_84348> (This also applies to the fountain drinking messages.) 20:56:04 New branch created: troveadjust (1 commit) 13https://github.com/crawl/crawl/tree/troveadjust 20:56:04 03hellmonk02 07[troveadjust] * 0.33-a0-1190-g8a55fa89cd: Rework trove vetoes (CipHuK) 10(10 minutes ago, 1 file, 13+ 31-) 13https://github.com/crawl/crawl/commit/8a55fa89cd1e 20:56:05 New branch created: pull/4426 (1 commit) 13https://github.com/crawl/crawl/pull/4426 20:56:05 Branch pull/4426 updated to be equal with troveadjust: 13https://github.com/crawl/crawl/pull/4426 20:56:39 <09h​ellmonk> think this is preferable trove veto behavior (though really I wonder if trove rewards need a broader rework) 20:57:01 <09h​ellmonk> maybe for 0.34 when trove fees will hopefully improve as well 20:59:50 <09h​ellmonk> leaving 4424 open for now since I assume we want to backport that one and idk how to do that 21:13:59 <06r​egret-⸸nde※> Is your plan mostly to standardize and lower trove costs so there are less ignored troves + make them mostly appear much much earlier so they're worth more of a sacrifice + reducing their rewards to match this both? 21:15:27 <09h​ellmonk> I was thinking of hijacking part of your bane system if it ends up being suitable, so that troves are explicitly a longish duration but finite term penalty in exchange for strategic benefits, and shifting them somewhat earlier w/ lower item counts 21:15:56 <09h​ellmonk> otherwise I will probably try to lower costs in some way but it seems hard to find interesting consumable trove fees 21:20:07 <06r​egret-⸸nde※> Multiple blind banes as a cost will be.... pretty character destroying, sometimes, and single banes could still be pretty rough on the wrong characters. (I don't quite want to name specifics since they're pretty far off from being tested at all, but they're probably in line with the more dangerous non-damaging non-summon wraths for more than a few fights.) It might still be viable, so I wouldn't rule it out entirely. 21:23:55 <06r​egret-⸸nde※> My own thinking on troves is mostly that their contents are very unimaginative and generalized as very early vaults with few follow-up developments, which is a large part of how the troves mostly feel not worth it outside of being free (piety troves, rune troves, etc) or for the jewellery jackpot. All weapons is entirely unappealing to a character that has their weapon already decided, all books + plain staves may reward little 21:23:55 to the spell god worshippers that'd want magic support in the first place, four random categories has too little individual items to make mixing random qualities like acquire weapon w:5 / any useful weapon good_item / any weapon w:2 actually reliably get much of value, so on and so forth. 21:25:14 <09h​ellmonk> yeah, I actually wonder if the entire portal loot should become gold + acquire any level items 21:25:31 <06r​egret-⸸nde※> ...I was actually thinking in the completely opposite direction. >_> 21:26:10 <09h​ellmonk> like doing a specific list of trove items? 21:26:18 <09h​ellmonk> I suppose that could work equally well 21:27:04 <06r​egret-⸸nde※> I don't know if it'd be flattening to e.g. make those weapon troves provide random e.g. stacks of might / ring of slaying randarts / melee-centric spellbooks, and book troves to offer e.g. orbs of energy / potions of magic / ring of wizardry randarts, but it'd be a lot closer to "oh this actually has a theme where I get at least some useful stuff" instead of "oh there's A Random Pile Of Loot" or "is there actually one 21:27:04 worthwhile weapon in this pile of sixteen? probably not". 21:27:31 <09h​ellmonk> ah, so just going very hard on the vault loot themes 21:27:32 <06r​egret-⸸nde※> Slime and Elf and V and Crypt are already random piles of loot. 21:28:07 <06r​egret-⸸nde※> (...They do work, but mostly as incidental rewards after their very specific large amounts of threat.) 21:28:27 <09h​ellmonk> I think themed loot piles make more sense if trove comes earlier, since there's then a way in which they might pivot your character into doing something else 21:29:20 <06r​egret-⸸nde※> Probably not too hard to imagine e.g. necromantic troves or what-not accomplishing such, yeah. 21:30:00 <09h​ellmonk> (note that in aggregate this trove is probably still a random lootpile experience since the themed lootpiles will likely be very different from each other) 21:30:25 <06r​egret-⸸nde※> (Would help a bunch to have those rough ideas of "scale / chain exclusive ego that gives wizardry + enhancer to [some undecided pair or group of spell skills]" done. So many things to do, so little time and energy....) 21:30:49 <09h​ellmonk> exciting 21:31:03 <06r​egret-⸸nde※> I mean, wizlabs are random lootpile experiences in aggregate and they're still many people's favourite portals. 21:31:22 <09h​ellmonk> yeah 21:31:36 <06r​egret-⸸nde※> (Not that we can put names or vaultmonsters in troves. ...Okay, we could put names on themed troves....) 21:32:06 <09h​ellmonk> that's a good idea, actually. Named troves like named wizlabs 21:32:44 <06r​egret-⸸nde※> Finally, Ozocubu's Refridgerator can be realized without overlapping heavily with ice caves. 21:32:56 <09h​ellmonk> If trove does end up coming earlier and becoming more takeable then I think I want to chop some floor items or vault items out of the midgame. 21:33:37 <09h​ellmonk> or maybe out of the lategame? idk, by end of game there's too many items and too much likelihood to have "evevrything" I think 21:34:13 <09h​ellmonk> so maybe shoving more loot into portal vaults or other such features and having less elsewhere would be interesting (as an incentive to have characters go die in a portal) 21:35:04 <06r​egret-⸸nde※> I don't know if there's anywhere much natural or reasonably to put that outside of using NSUBSTs on Elf:3 endings (like I did when buffing Blade rewards) or V:5 subvaults, but that probably can be done without people actually noticing much was lost since those places sure are the endless piles of items they are. 21:36:44 <09h​ellmonk> yeah, unfortunately crawl does rely on generating a billion items to generate its suite of a few dozen interesting ones per game 21:37:00 <09h​ellmonk> don't have a great solution that isn't very disruptive 22:35:44 Unstable branch on crawl.develz.org updated to: 0.33-a0-1189-g0c5ade9840 (34) 22:58:52 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-1189-g0c5ade9840 23:28:07 Unstable branch on cbro.berotato.org updated to: 0.33-a0-1189-g0c5ade9840 (34) 23:48:05 <06m​umra> ... Wondering about merging balloon yaks what with today being a very serious day ... 23:55:49 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-1189-g0c5ade9840