00:59:10 -!- indigaz25 is now known as indigaz2 03:31:41 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 03:53:47 New branch created: pull/4847 (1 commit) 13https://github.com/crawl/crawl/pull/4847 03:53:48 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4847 * 0.34-a0-1007-g5d1b461844: Prevent hiding from your past 10(11 hours ago, 3 files, 11+ 3-) 13https://github.com/crawl/crawl/commit/5d1b46184480 05:09:02 Unstable branch on crawl.akrasiac.org updated to: 0.34-a0-1006-ga86d0c5 (34) 06:40:39 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4847 * 0.34-a0-1007-ge5efaa46f4: Prevent hiding from your past 10(14 hours ago, 3 files, 27+ 21-) 13https://github.com/crawl/crawl/commit/e5efaa46f43b 06:54:28 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4847 * 0.34-a0-1007-g6c0f5a069c: Prevent hiding from your past 10(14 hours ago, 2 files, 20+ 22-) 13https://github.com/crawl/crawl/commit/6c0f5a069cd8 06:58:43 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4847 * 0.34-a0-1007-g2d5e7d1e13: Prevent hiding from your past 10(14 hours ago, 2 files, 20+ 20-) 13https://github.com/crawl/crawl/commit/2d5e7d1e1386 07:08:17 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4847 * 0.34-a0-1007-g3f2d9951b5: Prevent hiding from your past 10(14 hours ago, 2 files, 20+ 20-) 13https://github.com/crawl/crawl/commit/3f2d9951b588 07:14:40 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4847 * 0.34-a0-1007-g33a299b747: Prevent hiding from your past 10(14 hours ago, 2 files, 20+ 20-) 13https://github.com/crawl/crawl/commit/33a299b74745 13:44:50 Ge0ff (L15 SEVM) ERROR: range check error (72 / 70) (D:13) 14:28:58 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4847 * 0.34-a0-1007-g93737ebeee: Prevent hiding from your past 10(21 hours ago, 2 files, 20+ 20-) 13https://github.com/crawl/crawl/commit/93737ebeee53 15:00:44 <04d​racoomega> Does anyone feel there's a compelling reason not to let players know when a monster is carrying an alternate ranged/melee weapon, instead of springing it on them only when the monster swaps? This isn't usually a big deal, but every now and again people report a particularly unhappy surprise (such as moving into melee of a centaur who immediately hits them with the Dark Maul or a distortion weapon or something), and I'm not actually 15:00:45 sure this is an interesting vector of surprise, either. 15:01:06 <04d​racoomega> (The game doesn't even remember what their other weapon was when you'd previously seen it) 15:03:38 <04d​racoomega> Like, we tell you when monsters have wands (whether or not they've bothered to use it) and I'm not sure there's any reasonable simulationist argument to do that but not note a battleaxe strapped to someone's back 15:12:18 <02D​arby> funny. but perhaps not interesting. 15:16:23 <04d​racoomega> It might make an amusing story once, but I don't feel it really results in more interesting gameplay. I mean, what is the player supposed to have done in that situation? (If anything, preannouncing it is more interesting, because now maybe you have to figure out how to deal with the centaur without letting it get in melee of you) 15:17:23 <02D​arby> yeah, that's my real impression, it doesn't have a clear justification in terms of gameplay, flavour, or consistency. somewhat rare that a single feature loses out on all three counts. 15:22:32 <03i​mplojin> Seems fine to pre-reveal this. Although it did occasionally setup memorable surprise moments, I don't think hiding it was really generating any kind of interesting choice, in the rare cases where it mattered it just created something for players to unexpectedly react to, which seems against the spirit of all of the monster book etc. changes where we're trying to remove the need to obsessively xv everything 15:23:27 <04d​racoomega> Funny thing is that apparently most of the code already works to do this if I just change one false to a true 15:23:37 <03i​mplojin> plus if it's pre-revealed the alt slot should presumably work with unusual items 15:23:43 <04d​racoomega> It does, yes (I checked) 15:25:54 <04d​racoomega> One thing I do wonder slightly about is whether those '(launcher)' and '(polearm)' tags used in the monster list should include has a launcher versus just currently wielding a launcher? Not playing in a version with those tags myself, I'm not sure if that would be beneficial or muddling information to present that way. 15:26:24 <04d​racoomega> Like, it seems like it might be relevant to say that the thing in melee of you has a launcher, even if it's not currently using it, but I'm less confident 15:28:12 <02D​arby> I would consider it relevant, there's countless infinitely-repeatable ways to escape an enemy (speaking as someone whose playstyle is built on such) that become rather worse if they suddenly pull out a launcher while you're at low HP 15:50:54 <03i​mplojin> looking at the console ui, it seems that we already display things like merfolk javelineer (polearm, missile), i wonder how hard it would be to do this but grey out the text of the unwielded one 15:54:04 <04d​racoomega> Even if it were reasonable to implement for a single monster (I am not sure, implementation-wise), but it's unclear how that interacts when you merge groups together like that does. (ie: 5 orc knights (2 polearms, 1 launcher)) 15:54:33 <03i​mplojin> oh i didn't know they grouped like that, rip 15:54:38 Surely there are lots of conditions that can stack up like that already 15:55:12 (I didn't look closely at ebering's implementation of the idea but ISTR at the time he hadn't come up with something very different from the player POV) 15:55:52 <04d​racoomega> Anyway, I think I will opt for just showing the tag for alt launchers, and if someone later wants to try to grey them out or fiddle with the implementation on that end, they can be my guest. 15:56:15 Oh wait the greying out, ignore me 19:29:19 03regret-index02 07* 0.34-a0-1007-gf5338f29f9: Brief reorganizing + touch-ups of lair.des and elsewhere 10(6 days ago, 5 files, 2163+ 2238-) 13https://github.com/crawl/crawl/commit/f5338f29f944 19:29:19 03regret-index02 07* 0.34-a0-1008-g2f11f8beb4: Another decor vault batch for Lair and Swamp 10(6 days ago, 2 files, 560+ 0-) 13https://github.com/crawl/crawl/commit/2f11f8beb4a4 19:29:19 03regret-index02 07* 0.34-a0-1009-g858c4e97e9: Increase the odds of placing Lair decor vaults on Lair:4-5 10(6 days ago, 1 file, 13+ 0-) 13https://github.com/crawl/crawl/commit/858c4e97e9ab 19:29:19 03regret-index02 07* 0.34-a0-1010-gddf4669d2d: Update a few bits of level documentation 10(6 days ago, 2 files, 33+ 15-) 13https://github.com/crawl/crawl/commit/ddf4669d2d60 19:29:19 03regret-index02 07* 0.34-a0-1011-g2936fdb91c: Adjust wall_brick_vines 10(5 days ago, 6 files, 4+ 1-) 13https://github.com/crawl/crawl/commit/2936fdb91cca 19:29:19 03regret-index02 07* 0.34-a0-1012-g6544a15d2e: Add and adjust Depths entry and Zot / entry tiles 10(4 days ago, 24 files, 399+ 297-) 13https://github.com/crawl/crawl/commit/6544a15d2ec5 19:29:19 03mumra02 {regret-index} 07* 0.34-a0-1013-gcba18e0499: Implement a buniq ("branch unique") vault tag 10(6 months ago, 10 files, 42+ 3-) 13https://github.com/crawl/crawl/commit/cba18e0499ca 19:29:19 03regret-index02 07* 0.34-a0-1014-gbcc460914b: Adjust and clean up later overflow altar placement 10(4 hours ago, 7 files, 665+ 915-) 13https://github.com/crawl/crawl/commit/bcc460914b1c 19:29:19 03regret-index02 07* 0.34-a0-1015-gf22d455bdd: Further catch-up vault review 10(13 minutes ago, 23 files, 393+ 414-) 13https://github.com/crawl/crawl/commit/f22d455bddfa 20:40:39 03dolorous02 07* 0.34-a0-1016-g102135d2eb: Fix FTILE and COLOUR references. 10(12 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/102135d2eb46 21:07:16 03dolorous02 07* 0.34-a0-1017-g604a682237: Fix header build tests? 10(2 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/604a682237d4 21:17:27 <06d​olorous_84348> Quick question: Since banes are now a thing, does the special weapon brand on Undeadhunter need to be renamed from "deathbane" to avoid potential confusion? 21:28:04 <02D​arby> I don't feel it's too confusing at the end of a fairly unambiguous compound word like that but a rename mightn't hurt 21:28:20 <02D​arby> at a glance, it was originally renamed from disruption to deathbane in: 21:28:23 <02D​arby> %git 346586f 21:28:23 <04C​erebot> PleasingFungus * 0.30-a0-632-g346586fe48: Add labels to unrand artefact effects (2 years, 9 months ago, 3 files, 130+ 110-) https://github.com/crawl/crawl/commit/346586fe4826 21:29:54 <02D​arby> present context might now call for a return to the old name, though I'm uncertain 21:30:31 <06d​olorous_84348> Okay. Given the Sword of the Doom Knight -> Sword of the Dread Knight change when Doom became a thing, I figured it might be an issue. 21:30:43 <02D​arby> (I mean, there's also pull out a thesaurus and going for equivalents like "deathscourge") 21:31:53 <06d​olorous_84348> Maybe deathblight, since the Rimeblight spell is already associated with undead? 21:33:19 <02D​arby> it has a good ring to it but something about the name makes it less like an anti-undead effect to me (though technically its effect is necromantic in nature) 21:33:44 <02D​arby> in any case, I could go either way on this one, though others may differ in opinion 21:34:24 <02D​arby> the ambiguity is minor but nothing's sacred about the old name 21:36:20 <06d​olorous_84348> Hmmm. Disruption was taken straight from the ancient (and removed from general usage) weapon brand it's using; that name doesn't reference undead specifically either. 21:38:28 <02D​arby> of course, with an unrand, once you see a weird artprop word, you should probably be xv'ing the description anyway 21:38:58 <06d​olorous_84348> Point. 21:39:02 <02D​arby> mostly does just need to have a good ring to it and be clearly unique 21:47:03 <09g​ammafunk> Just a heads up, I've populated all the older crawl-dev chat logs from s-z.org's archive into CAO's archive, so we can search/view logs from the entire history. 21:48:57 <09h​ellmonk> can we call it hunt undead 21:49:02 <09h​ellmonk> ??undeadhunter 21:49:03 <04C​erebot> undeadhunter[1/1]: A +7 great mace with rN+. Has its own effect identical to the old disruption brand: a 2/3 chance of up to quadruple damage, with an average of 250% damage, but only against undead. 21:49:07 <09h​ellmonk> also insanely boring item btw 22:25:02 <09g​ammafunk> @hellmonk https://github-production-user-asset-6210df.s3.amazonaws.com/185733114/505690616-1f842fd5-a794-481c-bc89-c1d46bcc3ee3.png?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAVCODYLSA53PQK4ZA%2F20251026%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20251026T052435Z&X-Amz-Expires=300&X-Amz-Signature=5565af91583e0a87fd94c2d9c1c371dd009f70d3f74aed44245de081c2990cb2&X-Amz-SignedHeaders=host 22:25:33 <09g​ammafunk> !issue 4848 22:25:35 <04C​erebot> https://github.com/crawl/crawl/issues/4848 22:25:39 <09g​ammafunk> not sure how this happened... 22:25:45 <09g​ammafunk> something about the recent commits from r-i? 22:26:01 <09h​ellmonk> weird 22:26:09 <09h​ellmonk> I haven't looked at any of those commits 22:26:39 <09g​ammafunk> I'm going to check it out 22:29:46 <09g​ammafunk> %git 22:29:47 <04C​erebot> dolorous * 0.34-a0-1017-g604a682237: Fix header build tests? (84 minutes ago, 1 file, 2+ 1-) https://github.com/crawl/crawl/commit/604a682237d4 22:31:11 <09g​ammafunk> @regret-⸸nde※ Pinging you about issue 4848 because it happened on CDI with the latest commit after your batch of vault changes. A bug is placing Lair end maps on lair:1. 22:32:29 <09g​ammafunk> can't see any obvious reason why it's happening though 23:32:36 <02D​arby> I'm pretty sure I see the cause here, will follow up shortly 23:35:28 Unstable branch on cbro.berotato.org updated to: 0.34-a0-1017-g604a682237 (34) 23:35:29 Unstable branch on crawl.develz.org updated to: 0.34-a0-1017-g604a682237 (34) 23:38:33 <02D​arby> or git will be weird and obstruct me in entirely unrelated ways so I'll just say: it's the lack of a blank default-depth: before the Lair endvaults 23:58:38 Windows builds of master branch on crawl.develz.org updated to: 0.34-a0-1017-g604a682237