01:05:37 <11O​dds> I just set up a commit hook to autojustify my messages to 72 characters, and am feeling a) pretty smug and b) pretty silly I didn't do this earlier 03:15:06 03CrawlOdds02 07* 0.35-a0-599-g3fa24bd02e: Warn for penance from various non-beam spells 10(11 hours ago, 1 file, 8+ 1-) 13https://github.com/crawl/crawl/commit/3fa24bd02e39 03:15:06 03CrawlOdds02 07* 0.35-a0-600-g82f65cde0b: Fix some penance edge cases with gavotte 10(2 hours ago, 1 file, 22+ 22-) 13https://github.com/crawl/crawl/commit/82f65cde0b95 03:15:06 03CrawlOdds02 07* 0.35-a0-601-ge70092b66e: Make gavotte predict harm more accurately 10(2 hours ago, 1 file, 72+ 76-) 13https://github.com/crawl/crawl/commit/e70092b66ea1 03:32:51 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 03:35:26 <11O​dds> Mesmerism is generally a fun orb effect, but the way it encourages stairdancing is quite sad - especially the flow of "go downstairs, daze everything, hit one monster, take it back with you". I was wondering if anyone had thought about ways to make it less like that? 03:48:45 <04d​racoomega> Yeah, I've known that's been a problem for a while now and was never especially happy with any possible solution (which is why I hadn't just gone and done something). Like, I think the best I had was putting the orb on brief cooldown when you take the stairs, which more or less addresses the most egregious use of it - though is arguably not the most intuitive solution. And like, I kind of like the fact that it provides a buffer 03:48:45 against 'burst' damage from multiple sources when taking the stairs, but it interacts very poorly with then going right back up the stairs again afterward. (And of the two of 'Let dazed monsters follow across stairs' and 'Put orb on cooldown when taking stairs', I do think I still prefer the latter.) 03:49:59 <04d​racoomega> But this is a situation where even a mildly sad/arbitrary solution is better than the status quo, so I should just do it >.> 03:50:26 <04d​racoomega> (I kept hoping I'd think of something I liked more, but hadn't done so) 03:50:29 <11O​dds> (Yeah I also didn't love anything I could think of or I'd have made a suggestion!) 03:52:12 <11O​dds> Another not-very-good idea I had was that all the monsters could break out of their daze when one does (but now this is different from all the other dazed conditions) 03:52:16 <04d​racoomega> I've talked this over with Index a couple times, and it's the best I have. Others were like: -Make it no longer guaranteed to happen upon first taking damage -Make it have a greater chance of failing against any individual thing (so that the stairdance tactic isn't as safe) And those both definitely feel worse to me 03:52:39 <02M​onkooky> I feel like the primary issue with it is the time-based cooldown 03:53:05 <04d​racoomega> I am not sure that this is an issue in any non-stairdance situation, though? 03:53:24 <02M​onkooky> it's rather clunky in non-stairdance situations 03:54:03 <02M​onkooky> but not any sort of extreme problem outside of stairdancing, no 03:54:40 <04d​racoomega> I mean, it's handled automatically by autoexplore autorest, and likely comes back before your health is even full 03:54:51 <04d​racoomega> If you've actually done any real fighting to speak of 03:56:01 <11O​dds> Yeah IMO mesmerism is in a good place except for stairdancing 03:56:30 <04d​racoomega> Anyway, I'll make a point to do this after I'm done with the Big Stuff I'm still working on (which I am hoping will only be a couple more days now) 03:59:14 <02M​onkooky> clearly the solution should be that all dazed enemies follow you upstairs 04:01:36 <04d​racoomega> (I also considered this, but less happy about how this affects various other sources of this. Beyond just the flavor seeming weird) 04:01:52 <04d​racoomega> Too dazed to move except via staircases 04:02:15 <11O​dds> I think slightly better flavour would be "taking stairs wakes things up" 04:02:26 <11O​dds> So angry at your cowardice 04:05:20 03WizardIke02 07* 0.35-a0-602-gc47147a4bf: Fix monsters opening clear sealed doors turning them opaque 10(7 minutes ago, 2 files, 15+ 10-) 13https://github.com/crawl/crawl/commit/c47147a4bfa3 04:05:26 <04d​racoomega> That does have somewhat meaningful effects on Gozag 04:07:01 <04d​racoomega> Where the random dazing taking heat off the player is an important aspect of their power (but not so reliable that is has the same issues with stais that the orb does) 04:07:35 <11O​dds> Yeah like you I'd lean towards the cooldown on stairs as the best of these not-terribly-exciting options 05:28:44 03WizardIke02 07* 0.35-a0-603-g56d0093a64: Remove an unneeded call to tile_init_flavour 10(48 minutes ago, 1 file, 0+ 4-) 13https://github.com/crawl/crawl/commit/56d0093a64b5 05:35:39 <12g​e0ff> re: using a commit hook to set the text width of your commit messages. It's better than not having anything at all, but there's still room for QoL improvements. You could configure git to launch a proper editor and enable any options you need when you run git commit. For example, if you have this in your ~/.gitconfig [core] editor = gvim -f -c "set tw=72" -c "set cc=73" -c "set spell" then running the commit command would give you 05:35:39 GVim with the text width set to 72, a vertical line displayed at 73, and with the spellchecker enabled. 05:36:46 <11O​dds> Is that easier than writing my paragraph as a line and having the commit hook deal with line lengths? 05:37:50 <12g​e0ff> one day you'll need to write a very long commit message, with bullet points and everything, and having a proper text editor for that is better than writing all that as a line of text 🙂 05:38:35 <11O​dds> (Yeah if I just click commit my IDE does open up a file for the message with the line marker) 05:39:41 <12g​e0ff> > click ... IDE 🧐 next you're gonna say you don't use punchcards anymore 06:03:54 03WizardIke02 07* 0.35-a0-604-g0cc4e4b8ad: Fix Dungeon and Depth wall tiles sometimes using wrong variations 10(9 minutes ago, 1 file, 15+ 9-) 13https://github.com/crawl/crawl/commit/0cc4e4b8ad6e 06:10:16 03WizardIke02 07* 0.35-a0-605-ge5640dbc8c: Checkwhite 10(37 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/e5640dbc8cb3 07:29:07 03Aliscans02 {CrawlOdds} 07* 0.35-a0-606-gc25db19f76: Handle unicode characters in the monster list pane. 10(3 days ago, 1 file, 5+ 5-) 13https://github.com/crawl/crawl/commit/c25db19f7621 07:29:07 03CrawlOdds02 07* 0.35-a0-607-g21dce7eeba: Support UTF8 characters in clipboard 10(55 minutes ago, 3 files, 21+ 6-) 13https://github.com/crawl/crawl/commit/21dce7eeba1b 10:55:46 03noncinque02 {GitHub} 07https://github.com/crawl/crawl/pull/5317 * 0.35-a0-653-gea90ee72fd: Merge branch 'crawl:master' into master 10(50 seconds ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/ea90ee72fdd7 11:30:35 03CrawlOdds02 07* 0.35-a0-608-g145bab3540: Fix a couple of problems with shadow coglin ranged 10(37 minutes ago, 2 files, 16+ 5-) 13https://github.com/crawl/crawl/commit/145bab35405b 11:30:35 03CrawlOdds02 07* 0.35-a0-609-gd079bb4e56: Don't have monsters pick up two ranged weapons 10(15 minutes ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/d079bb4e56af 15:42:26 Unstable branch on underhound.eu updated to: 0.35-a0-609-gd079bb4e56 (34) 20:51:54 03noncinque02 {GitHub} 07https://github.com/crawl/crawl/pull/5317 * 0.35-a0-656-gdd69d6a5d4: Merge branch 'crawl:master' into master 10(33 seconds ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/dd69d6a5d444 22:27:48 03noncinque02 {GitHub} 07https://github.com/crawl/crawl/pull/5317 * 0.35-a0-657-gf846af3cc0: Update egos.txt 10(46 seconds ago, 1 file, 45+ 46-) 13https://github.com/crawl/crawl/commit/f846af3cc0fa 22:35:36 Unstable branch on crawl.develz.org updated to: 0.35-a0-609-gd079bb4e56 (34) 22:58:52 Windows builds of master branch on crawl.develz.org updated to: 0.35-a0-609-gd079bb4e56 23:29:45 Unstable branch on cbro.berotato.org updated to: 0.35-a0-609-gd079bb4e56 (34) 23:55:34 Monster database of master branch on crawl.develz.org updated to: 0.35-a0-609-gd079bb4e56