00:17:21 03CrawlOdds02 07* 0.35-a0-439-g9186caecab: Don't falsely warn for barbs on crocodile movement 10(10 hours ago, 7 files, 21+ 15-) 13https://github.com/crawl/crawl/commit/9186caecabb3 00:33:20 04Build failed for 08master @ 9186caec 06https://github.com/crawl/crawl/actions/runs/26804652264 00:35:24 03CrawlOdds02 07* 0.35-a0-440-g60c3a68f0b: Fix checkwhite 10(43 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/60c3a68f0b18 00:39:09 <11O​dds> (Hadn't set up the pre-commit hooks right, shouldn't happen again 🙂 ) 01:23:11 03CrawlOdds02 07* 0.35-a0-441-gf8e1fdbd0a: Describe temporary trees as flammable 10(5 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/f8e1fdbd0a2a 01:41:50 <11O​dds> Poison in non-living forms (https://github.com/crawl/crawl/pull/5219): I think that letting poison time out in forms like death and statue is probably better than the current behaviour of suspending it; people find the latter quite surprising and it gives you a permanent status that is visual clutter. The gameplay effect seems super small either way; if you can get into an rpois-infinity form, you can probably rest enough that you won't 01:41:51 then die of poison on the way out (though I guess this could occasionally not be true for very early game underskilled forms). Thoughts? 03:25:07 <11O​dds> Oh sorry I forgot this is another one we discussed a month or two ago… DO made the sensible suggestion that these forms just end poison immediately. Which to me seems better flavourwise (and again gameplay changes are minimal between all the options) 03:31:16 <04d​racoomega> I certainly haven't changed my mind on the subject ^^; 03:34:31 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:34:35 Unstable branch on crawl.akrasiac.org updated to: 0.35-a0-441-gf8e1fdb (34) 07:27:24 <08n​icolae> turning into a lich and a bunch of green stuff oozes out your pores grossly 07:31:07 as one does. 07:31:32 <08w​ormsofcan> new jiyva passive 07:42:25 GOOD idea: shader that makes your arms/legs/brain bigger or smaller in proportion to your str/dex/int respectively 07:52:21 03CrawlOdds02 07https://github.com/crawl/crawl/pull/5249 * 0.35-a0-296-gbe4cd06c22: Tweaks to forest vine logic 10(80 seconds ago, 4 files, 74+ 24-) 13https://github.com/crawl/crawl/commit/be4cd06c22aa 07:56:53 <11O​dds> ^ I'd appreciate a second pair of eyes on this PR some time; I'm confident in the diagnosis but maybe there's a more elegant approach than the one I used 09:29:48 <02M​onkooky> lmao welcome to tentacle hell 09:33:24 03CrawlOdds02 07* 0.35-a0-442-ge6b2d82aea: Give a message when attempting to swap with -move 10(11 minutes ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/e6b2d82aea68 10:29:46 03CrawlOdds02 07* 0.35-a0-443-gf825cc0284: Clear entirely known parchments/books off our shopping list 10(8 minutes ago, 1 file, 12+ 7-) 13https://github.com/crawl/crawl/commit/f825cc02841f 11:21:44 <09h​ellmonk> is it intended that oka dueling in hell retriggers hell effects when you leave the arena 11:22:33 <11O​dds> Ah, is that related to https://github.com/crawl/crawl/issues/5276? 11:22:35 <12g​e0ff> each time? 11:22:50 <11O​dds> I'd strongly guess not 11:22:58 <04d​racoomega> Right, I meant to get around to fixing that. (I actually encoutered it myself before it got report) 11:23:08 <04d​racoomega> But yes, I think it's the same underlying issue 11:23:17 <04d​racoomega> Duel is handled intenally via taking stairs to enter/exit 11:23:19 <09h​ellmonk> the oozeregen is actually getting applied on entering arena, that one I can fix easily 11:23:39 <04d​racoomega> Which in some places is likely misinterpreted as you entering said floor in the usual stair-based way 11:23:45 <09h​ellmonk> if hell effects are unintended I can fix that one as well 11:23:58 <04d​racoomega> Certainly it seems incorrect to me 11:25:20 <09h​ellmonk> what about vainglory 11:25:28 <09h​ellmonk> that will also retrigger on leaving arena currently 11:26:34 <04d​racoomega> Probably that also shouldn't trigger outside of Actual Stairs 11:26:57 <04d​racoomega> (Though I'm slightly more uncertain here, since Duel actually becomes a good way to dodge it entirely. And it makes somewhat more sense that it doesn't matter how you 'arrive') 11:27:15 <04d​racoomega> So maybe it should retrigger, actually? 11:27:34 <09h​ellmonk> ok, I can leave that one alone 11:31:02 <09h​ellmonk> ... seems like it will also erase the abyss_spawned_xp_exit_key and halve abyss speed if you duel in abyss 11:35:23 <04d​racoomega> Oh dear, you lose your progress towards earning the next exit? 11:35:29 <09h​ellmonk> yes 11:35:44 <04d​racoomega> (...that might explain how rough a semi-recent early banishment I experienced was, actually...) 11:35:47 <09h​ellmonk> also resets whether or not an exit has spawned 11:36:03 <09h​ellmonk> I think I can fix all of this stuff pretty easily 11:36:05 <04d​racoomega> Since I made use of it fairly liberally there 11:39:16 <09h​ellmonk> also dueling in gulch will retrigger mutations 11:41:19 <04d​racoomega> (All of this makes sense in retrospect, and I am honestly surprised more of this didn't get reported earlier) 11:50:37 03hellmonk02 07* 0.35-a0-444-g343849f063: Fix several duel bugs 10(2 minutes ago, 1 file, 14+ 6-) 13https://github.com/crawl/crawl/commit/343849f063de 12:15:05 03hellmonk02 07* 0.35-a0-445-ga6d56de7b1: break instead of return 10(47 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/a6d56de7b1ee 12:15:12 <09g​ammafunk> hellmonk breaking crawl again, typical 12:27:51 03CrawlOdds02 07* 0.35-a0-446-g0203234348: Remove poison when transforming into an undead/non-living form. 10(6 weeks ago, 3 files, 9+ 14-) 13https://github.com/crawl/crawl/commit/020323434845 12:45:56 soul (L27 DECj) Crash caused by signal #6: Aborted (Pan) 12:47:44 <12g​e0ff> ^--- that's soul crashing / 🥁 12:55:19 <09h​ellmonk> me if my parents made the right decision 12:55:30 <04d​racoomega> ...I was going to say "That's a weird crash." but then I noticed they were casting Absolute Zero, so.... 12:55:43 <04d​racoomega> 'Not our problem' ^^; 14:17:53 <11O​dds> Any reason it would be a bad idea to redraw the screen between each of the draws in Deal Four from destruction? It always bugs me that you can't see the effect of one card when drawing the next (especially for Degeneration) 14:22:28 <12g​e0ff> it looks like hp bars of monsters don't redraw during Deal Four too 14:23:07 <11O​dds> Indeed, nor their statuses 14:23:29 <11O​dds> Degeneration is the worst offender but there are a bunch of times you need to mouse over the screen to work out what to do next 14:23:44 <12g​e0ff> (so I have a few monster "severely wounded", but w/o a health bar, as if they're unharmed) 14:27:42 <04d​racoomega> I can't imagine why it would be 14:32:02 <11O​dds> Cool, I was wondering if there was some known pitfall as this has been a thing for years 🙂 14:33:34 <04d​racoomega> Probably just "We didn't do it for a lot of things at the time, and nobody's dug into it since." 14:34:07 <04d​racoomega> (I think there's been a handful of things that had a similar issue that I tweaked over the last couple of years) 14:59:58 Moober (L24 DsGl) ERROR in 'tileweb.cc' at line 237: Socket write error: Resource temporarily unavailable (Depths:4) 15:24:32 03CrawlOdds02 07* 0.35-a0-447-gb551176d51: Update screen between deck of destruction cards 10(69 minutes ago, 1 file, 13+ 0-) 13https://github.com/crawl/crawl/commit/b551176d5185 15:42:41 Unstable branch on underhound.eu updated to: 0.35-a0-446-g0203234348 (34) 17:49:09 <07w​izardike> If you destroy a tree that has a vine connected and then the vine moves into the spot that had the tree, the first segment of the vine shows as a question mark 17:49:10 <07w​izardike> https://cdn.discordapp.com/attachments/747522859361894521/1511532155933561063/Screenshot_2026-06-03_124711.png?ex=6a20cb84&is=6a1f7a04&hm=6e3516227676ed82dff84e2e3ad2115cb48a65a81b47f53f8bab08ec22a20422& 17:51:49 Odds: maybe just "network too slow for many people back then"? 17:52:39 (or overloaded tiles servers; consider why footprints are turned off by default online. which may mean flipping that back off for server play but providing a switch to enable it) 17:53:43 sorry, I should say "show_travel_trail" (I think thats the name) 17:53:47 ??footprints 17:53:47 footprints[1/1]: The new show_travel_trail option is now the default, showing your footsteps as you go. Set show_travel_trail = false in your rcfile to turn it off. 17:54:01 oh, they tuurned it back on I guess 22:35:54 Unstable branch on crawl.develz.org updated to: 0.35-a0-447-gb551176d51 (34) 22:59:54 Windows builds of master branch on crawl.develz.org updated to: 0.35-a0-447-gb551176d51 23:04:28 <11O​dds> Thanks, well spotted! 23:25:21 <11O​dds> I wonder what the vine should look like in this case? 23:33:54 <07w​izardike> Maybe it should make a loop? I think some of the other vine tiles haves loops in them already so it probably wouldn't look out of place 23:34:08 Unstable branch on cbro.berotato.org updated to: 0.35-a0-447-gb551176d51 (34) 23:48:43 <11O​dds> I guess it could also be a two-tailed tentacle 23:49:12 <11O​dds> Hmmm with either of those it needs to be clear which end can hit things though 23:56:10 Monster database of master branch on crawl.develz.org updated to: 0.35-a0-447-gb551176d51 23:56:38 <11O​dds> Maybe killing the tree should just kill the vines anyway? 23:57:04 <11O​dds> Kinda weird that the vines can live an independent existence when their tree is blown up