01:04:41 03Zhang Haocheng02 {CrawlOdds} 07* 0.35-a0-503-gc37fa3db4a: Make volcanoes roar less 10(3 days ago, 3 files, 16+ 10-) 13https://github.com/crawl/crawl/commit/c37fa3db4ad0 01:42:54 03CrawlOdds02 07* 0.35-a0-504-ga139745ff9: Stop messages for applying bog out of LoS 10(4 minutes ago, 1 file, 6+ 3-) 13https://github.com/crawl/crawl/commit/a139745ff92e 02:57:41 soul (L14 DECj) Crash caused by signal #6: Aborted (Depths:5) 03:33:36 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:52:36 03CrawlOdds02 07* 0.35-a0-505-gbe839c12bd: Fix a constriction crash with recalled companions 10(2 hours ago, 2 files, 37+ 16-) 13https://github.com/crawl/crawl/commit/be839c12bd0a 06:49:34 <04d​racoomega> Oh, good catch on that constriction one. I tried a few times in past to see if I could create a situation where the invalid constriction happened, and had not succeeded. 06:49:46 <04d​racoomega> Didn't actually consider recall stuff 06:55:28 <11O​dds> Thanks! The fact that it mattered which order the monsters were unmarshalled in made it a bit tricksy to reproduce 08:45:54 03GoodKnight02 {CrawlOdds} 07* 0.35-a0-506-gdc6ac4c08c: Fix Coglin quiver switching weapons on equipment change 10(3 months ago, 1 file, 2+ 4-) 13https://github.com/crawl/crawl/commit/dc6ac4c08ce4 09:41:33 <11O​dds> Re: PR 5086 - magnavolt targetting invisible monsters seems like a good thing, right? It's consistent with most other spells and the description even (correctly) says it reveals invisible monsters 09:42:01 <11O​dds> (I haven't tested/reviewed the implementation yet, but will unless there's a reason we don't want it) 09:48:27 <11O​dds> A few other PRs that seem worth merging to me, which I'll have a look at soonish unless someone thinks they are a bad idea: 5285 Addressed issue #3474 by generalizing weapon encumbrance descriptions. 5191 Display Status Icons on Monster Tile in Title of Describe View 5072 feat: Add options to limit longwalking aka shift running 5045 feat: add estimated XL to skill target in the skill ? menu 4892 Create lua func 09:48:27 you.movement_cost() 09:49:29 <12g​e0ff> Since you're furiously merging PRs, it looks like a perfect opportunity for another unsolicited advice 🙂 09:50:52 <12g​e0ff> it looks like 5129 was the first PR for that contributor: https://github.com/crawl/crawl/commits?author=GoodKnight 09:51:51 <12g​e0ff> if you think it's credits-worthy: you could go the hellmonk way add add them to the CREDITS under their GitHub name or 09:52:26 <12g​e0ff> go the WizardIke way, and ask them how they would like to be credited: https://github.com/crawl/crawl/pull/4856 <--- is a good example of that 🙂 09:52:29 <11O​dds> Ah yes! Thanks for reminding me! Is anything not credits-worthy? 09:53:29 <12g​e0ff> there probably exists such contribution, where you rewrite 99.9% of the PR, but 🤷‍♂️ , the dcss devs usually credit everyone 09:55:19 <11O​dds> Cool I have commented asking, thanks again 09:55:45 <12g​e0ff> (also, if there's the "contributor" tag near the author's name, it means their stuff were merged previously, and it usually means they've got a credit already) 09:58:05 <11O​dds> Re: PRs I might merge; one of my very first ones was #4849 - Separate hidden spells for divine exegesis, which still seems sensible to me. Again, anyone who's thought about it or has concerns do shout. 10:25:49 <04d​racoomega> To be honest, when I saw this originally, I had been kind of leaning towards just taking away the 'reveal invisible monsters' part of the shards debuff (and making the spell instead not actually arc to invisible magnetised things, since the original reason I added that was to keep tracers from lying to you and shocking things you might not want.) I am more on the fence about it maybe being fine to make the change in the PR now, 10:25:50 though. (Though at the very least, it surely doesn't need to override valid_aim() only to have it return the same value as if it hadn't) 10:27:27 <04d​racoomega> Regarding #5191, they pointed out that I removed code that seemingly is only used here and wasn't redundantly used anywhere else. And while it's entirely possible I made a complete mistake originally, I do remember testing that enough to have at least convinced myself it got called twice. (So basically, the reason I hadn't merged that is because I hadn't gotten around to investigating whether or not something had changed on that 10:27:27 front >.>) 10:29:59 <11O​dds> Yeah, for all of these my current state is "as described this sounds sensible" - not checked the code or tested them at all! 10:30:40 <11O​dds> On magnavolt - is there a particular reason it wouldnt be allowed to target invisible monsters? Most spells let you Z target them and I'm not sure why this one would be different? 10:32:52 <12g​e0ff> ^---- this looks like yet another reason to remove invisibility (ducks and covers) 10:34:10 <04d​racoomega> I think there's a decent handful of spells that refuse to target a creature than cannot be seen 10:35:26 <12g​e0ff> i remember PV going from "can target any square/invis monsters" <-> "can't target invis monsters" a couple (?) times 10:35:55 <11O​dds> FR: remove one of the PV spells 10:35:58 <02M​onkooky> Does magnavolt let you target empty space? 10:36:03 <11O​dds> No 10:36:31 <12g​e0ff> (what's the other one? i was talking about vapours) 10:36:39 <11O​dds> Polar Vortex, took me a moment 10:37:35 <02M​onkooky> So if you can target invis mons you can whiff magnavolts repeatedly until you hit something? 10:37:51 <11O​dds> You'd be allowed to target empty space 10:38:02 <11O​dds> (Like airstrike, yara's, ....) 10:38:03 <02M​onkooky> ok cool no objections then 10:38:42 <11O​dds> I think there are a few (though I'm actually struggling to think of them), but I think the "default" is to allow you to target any space 10:39:46 <12g​e0ff> airstrike and chain lightning working on invis monsters feels like a common theme at least for air spells 10:40:06 <11O​dds> (Though MCC sort of doesn't) 10:40:10 <12g​e0ff> but not mcc 10:40:14 <12g​e0ff> yeah 10:40:42 <04d​racoomega> (A lot of 'automatic' targeting spells won't choose invisible targets. Though of course, a couple also do) 10:42:44 <04d​racoomega> The 'default' may be to let you whiff on empty spaces, but I will admit a certain personal preference when coding spells to just not let the player attempt this to avoid the fail state of invalid targets (on things that are very creature-centric rather than projectiles or explosions or whatever) 10:47:50 <09h​ellmonk> I fucking hate monster invis ahhhhhhhhhhh 10:48:48 <11O​dds> Removing monster invis would be a very maximalist response to this issue 🙂 10:51:27 03geekosaur02 07https://github.com/crawl/crawl/pull/5293 * 0.35-a0-503-ga2600e7571: fix nonsensical menu key check 10(20 hours ago, 1 file, 0+ 4-) 13https://github.com/crawl/crawl/commit/a2600e75711f 10:52:03 <04d​racoomega> I can't believe I have been threatening to improve this for years now. Why must everything take so long? >.>; 10:59:06 <11O​dds> Is there a rough plan for that? 11:01:48 <11O​dds> For the immediate issue, I'm still inclined to make magnavolt work on invisible stuff because I think it's more consistent with other spells and therefore expected. But if not we should do the other thing (remove that part of the debuff and fix the description) 11:02:47 <04d​racoomega> The goal was a multi-pronged approach: making the UI better about conveying known or knowable information to the player, making more monster uses of invisibility actually create ambiguity for the player, and replacing a number of other uses of it with different effects (some of them thematically similar, but approaching it in mechanically different ways) 11:03:43 <04d​racoomega> But it was a fairly involved task and kept getting deferred by an ever growing to-do list of other things >.> 12:07:39 as a player I love the tedium associated with having to check whether every spell can target invis creatures and also I love getting into RNG slapfights when I get an early wraith or vampire and also ghost moths can go die in a hole evil little buggers 12:08:19 ghost moth only creature that I've had a viscerally negative reaction to its existence >:( 12:44:10 03gammafunk02 07* 0.35-a0-507-g73b65c0c47: Fix a god description typo (KSaturn) 10(80 seconds ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/73b65c0c47fc 13:10:02 <11O​dds> We should probably be rounding displayed attack delays to the nearest aut, right? We're currently rounding them down (but the armour penalty is rounding nearest, so these sometimes disagree as pictured) 13:10:02 <11O​dds> https://cdn.discordapp.com/attachments/747522859361894521/1515085789803970711/image.png?ex=6a2db919&is=6a2c6799&hm=cf607b7a5b8627fd7be4e9e9958f04a97e309ea5f339f187b96834bb8c589c40& 13:38:24 03RypoFalem02 {CrawlOdds} 07* 0.35-a0-508-gb1462f3328: feat: add estimated XL to skill target in the skill ? menu 10(5 months ago, 1 file, 16+ 4-) 13https://github.com/crawl/crawl/commit/b1462f3328fd 13:58:37 03CrawlOdds02 07* 0.35-a0-509-ga2a04dd9f6: Correct sigil of binding's description 10(13 hours ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/a2a04dd9f6fd 14:35:52 03sandertyu02 {CrawlOdds} 07* 0.35-a0-510-g78376baff9: Display Status Icons on Monster Tile in Title of Describe View 10(9 weeks ago, 1 file, 8+ 0-) 13https://github.com/crawl/crawl/commit/78376baff9f3 14:37:31 <11O​dds> ^ I dug into the history of this one - AFAIC this code only ever put stuff on the describe tile, so the removal of it was wrong 15:44:34 Unstable branch on underhound.eu updated to: 0.35-a0-510-g78376baff9 (34) 18:38:22 <04d​racoomega> I am very confused as to how I convinced myself this was not the case, but I'll concede it was in error 22:36:01 Unstable branch on crawl.develz.org updated to: 0.35-a0-510-g78376baff9 (34) 23:00:07 Windows builds of master branch on crawl.develz.org updated to: 0.35-a0-510-g78376baff9 23:13:51 03TrevorShelton02 {CrawlOdds} 07* 0.35-a0-511-ga2a5072cf7: Add effect of shields to weapon delay description. 10(7 days ago, 1 file, 46+ 21-) 13https://github.com/crawl/crawl/commit/a2a5072cf7b0 23:13:51 03CrawlOdds02 07* 0.35-a0-512-g96b7d040b9: Don't show encumberance warnings for ineligible species 10(11 hours ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/96b7d040b9c0 23:13:51 03CrawlOdds02 07* 0.35-a0-513-gfe84ade12b: Round displayed attack delay to the nearest aut 10(10 hours ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/fe84ade12ba9 23:26:36 03CrawlOdds02 07* 0.35-a0-514-g2073815b31: Update the credits 10(3 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/2073815b31f6 23:32:54 Unstable branch on cbro.berotato.org updated to: 0.35-a0-510-g78376baff9 (34) 23:50:19 <11O​dds> Huh. Hasted nagas can spend 8, 9 or 10 auts moving, due to double random rounding 23:52:08 <04d​racoomega> Yeah, I thought there was weirdness about shield + armour penalties on players in a similar way, actually 23:52:54 <04d​racoomega> (I had some vague thought in past that it might be better if all the various delay penalties were combined in a way that made the distribution more intuitive, but never really looked into it.) 23:54:00 <11O​dds> I don't think shield and armour penalties have this issue 23:54:16 <11O​dds> Oh, no, they do 23:54:55 <04d​racoomega> I thought this could result in swings sometimes being slower than the UI suggests is normally possible 23:55:02 <04d​racoomega> (But I may well be wrong; as I said, this is mostly hearsay) 23:55:14 <11O​dds> Yeah it random rounds armour and random rounds shields and add those 23:55:44 <11O​dds> And your movement is random_round(random_round(speed)*movement_cost) 23:56:11 Monster database of master branch on crawl.develz.org updated to: 0.35-a0-514-g2073815b31 23:56:46 <04d​racoomega> Like, I don't think this is terribly impactful to normal gameplay, but I have seen players periodically confused by it 23:57:14 <11O​dds> The attack delay one looks kinda trivial to fix actually 23:57:27 <11O​dds> (Inb4 I slow all attacks down by a factor of 20) 23:58:31 <11O​dds> And yeah none of these seem very impactful to me either. 23:59:07 <12g​e0ff> re: credits-worthy contributions. A very convenient example of that just appeared. Two sandertyu's one-line fixes PRs - 3148 and 3150 - were accepted back in 2023, but it looks like the author is not in the CREDITS yet. And now you've merged their third PR, 5191, which is their biggest so far: https://github.com/crawl/crawl/commits?author=sandertyu 23:59:29 <12g​e0ff> As a side note: DCSS's approach to crediting is kinda rare, if not unique. Most open source projects have only core contributors in their CREDITS, or auto-generate such lists out of commit data, or don't have CREDITS at all! Crediting everyone and keeping track of that is additional work for the devs, but contributors seem to appreciate that a lot.