00:09:41 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.22-a0-196-gee22f27 (34) 00:29:51 -!- ProzacElf_ is now known as ProzacElf 01:24:41 Unstable branch on crawl.develz.org updated to: 0.22-a0-196-gee22f27 (34) 01:56:18 Windows builds of master branch on crawl.develz.org updated to: 0.22-a0-196-gee22f27 02:53:42 Monster database of master branch on crawl.develz.org updated to: 0.22-a0-196-gee22f27 03:12:40 -!- TabMasher is now known as OICU812 03:15:40 Unstable branch on crawl.beRotato.org updated to: 0.22-a0-196-gee22f27 (34) 06:10:35 -!- amalloy is now known as amalloy_ 06:12:06 -!- amalloy_ is now known as amalloy 06:44:38 -!- DarkBattle is now known as AngelaSmythe 06:44:45 -!- amalloy is now known as amalloy_ 07:17:33 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to a pastebin service, please. 07:17:34 -!- The topic of ##crawl is: Play Dungeon Crawl Stone Soup online now! Type ??servers for instructions. | http://crawl.develz.org | FooTV: http://termcast.develz.org - ??footv for instructions | See also ##crawl-offtopic 07:39:35 has anyone had a chance to play with the ui-overhaul changes on local tiles? 07:40:18 I'm planning to do the same sort of changes to webtiles, and wondered if anyone has any opinion on that 09:08:18 aidanh: Looks like a recent commit may have introduced a redraw problem for console 09:09:03 I've heard two independent reports of non-map portions of the UI failing to redraw e.g. after stash search 09:09:16 aidanh: https://cdn.discordapp.com/attachments/205316046230388737/414420247001563136/unknown.png 09:13:34 ugh, yeah, it's the on_single_selection commit 09:13:36 I'll fix that now 09:16:51 thanks, I can do rebuilds after you do that 09:40:45 gammafunk: other than stash search, were there any other bits that had this issue? 09:41:45 I've tested everything that commit touched, and stash search was the only one with the redraw issue 09:41:58 hrm, yeah only stash search was reported to me 09:42:45 some quick testing of other menus doesn't show any problems, but I'm not sure what else might be broken 09:43:14 03Aidan Holm02 07* 0.22-a0-197-g4ac3794: Fix stash menu redraw issues 10(62 seconds ago, 4 files, 2+ 4-) 13https://github.com/crawl/crawl/commit/4ac3794a4520 09:44:23 seems like that fixed the stash issue 09:44:39 aidanh: is that the end of the fixes you want to make? let me know when it's ok to do a rebuild 09:45:05 yeah, it was a stupid mistake; deleted a redraw_screen() and forgot to put it back again 09:45:09 yep, that's it 09:46:01 gammafunk: ^ 09:46:27 thx 09:51:28 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.22-a0-197-g4ac3794 (34) 09:57:56 Unstable branch on crawl.beRotato.org updated to: 0.22-a0-197-g4ac3794 (34) 10:09:55 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-197-g4ac3794a45 (34) 11:30:07 03MarvinPA02 07* 0.22-a0-198-g1d1b100: Remove dream sheep fires 10(3 hours ago, 1 file, 0+ 24-) 13https://github.com/crawl/crawl/commit/1d1b1003d6e2 11:30:07 03MarvinPA02 07* 0.22-a0-199-gc748515: Fix dream sheep genus using a removed monster 10(3 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/c748515e9596 11:30:07 03MarvinPA02 07* 0.22-a0-200-gf9081d1: Turn res_wind into res_tornado 10(3 hours ago, 17 files, 31+ 56-) 13https://github.com/crawl/crawl/commit/f9081d144a87 11:30:07 03MarvinPA02 07* 0.22-a0-201-g5403bb0: Fix bloodless Vampires having their accuracy penalised 10(2 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/5403bb038664 11:30:07 03MarvinPA02 07* 0.22-a0-202-g430cd93: Generalise starvation penalty checks 10(65 minutes ago, 10 files, 19+ 13-) 13https://github.com/crawl/crawl/commit/430cd93c9086 11:30:07 03MarvinPA02 07* 0.22-a0-203-g879740d: Make some accuracy penalties consistent for aux unarmed 10(39 minutes ago, 1 file, 6+ 0-) 13https://github.com/crawl/crawl/commit/879740d4a4b0 11:31:20 good remove 12:09:41 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-203-g879740d4a4 (34) 12:24:00 Unstable branch on crawl.akrasiac.org updated to: 0.22-a0-203-g879740d (34) 15:18:29 MarvinPA: re: the gourmand/energy/regenMP merge, I failed to mention that I also wanted to remove the |energy channeling effect. What I was aiming for was "hungerless casting and MP regen, nothing else" as the final "merged" properties. I could have explained that better up front. 15:27:34 oh ok, the original message said regen + mpregen + energy 15:28:35 that sounds maybe more reasonable then 15:43:26 -!- amalloy_ is now known as amalloy 15:45:11 MarvinPA: gammafunk had suggested merging in regen as well, though I'm somewhat on the fence about that. I think "regen works fine despite being on the weak side, but I know there are players who feel it's one of the stronger ones. 15:46:32 (I believe that was gammafunk. Apologies if I misattributed that.) 15:47:32 I think just the mpregen + no spell hunger amulet would be a step forward by itself 15:48:39 combining standard regen with that sounds both too powerful and like too many effects in one place to me 15:49:18 Ok, I'll withdraw that version from consideration 15:51:27 A second topic for anyone around who is inclined to weigh in: Siegurt on the forums noted that you can use the amulet of the acrobat while exploring and then swap to a combat amulet to fight monsters. The benefit is small but non-zero, and the behavior to get the benefit is tedious. 15:53:06 the acrobat thing doesn't look like a great design overall to me really, with all the special-casing it already requires 15:53:23 I'd like to check the temperature of the room on: 1) does this seem like a problem? 2) If so, how could it be resolved? I was thinking of switching to a combat penalty like Vertigo, but then people would do the same thing plus lure until Vertigo wore off... 15:53:49 MarvinPA: Would you be okay with it w/o special casing? I've got some plans to refactor this into a better place casing-wise 15:57:14 not sure, it seems sort of fundamentally to encourage bad behaviour? since it's specifically effective when kiting things and not effective at all otherwise 15:58:58 the use case is surely just kiting with sticky flame and cloud spells and so on, which hardly needs the extra encouragement 15:59:04 The premise is that it's good for repositioning in combat and escaping, at the penalty of not having a direct effect on combat. I suppose it does also make luring fast monsters easier. 15:59:40 Unless the sticky flame/cloud target is fast or ranged the amulet doesn't help 16:00:22 sure, plenty of monsters are ranged 16:01:46 -!- Snuva is now known as surr 16:02:35 True, tho if you're next to a ranged threat you're already probably in good shape. There aren't many ranged monsters you'd want to sticky flame and then walk away from. 16:03:20 It sounds like the line of thought in your concerns is "movement is already too good, and we shouldn't encourage people to do it more". If that's the thought, I'm not sure it's entirely wrong, but it seems like the problem is with the fundamentals of movement, not buffs that apply to movement. 16:07:05 not really? repositioning in combat is a pretty minor consideration and if all it actually did was help you escape things at the cost of not being useful in combat that might be fine i guess 16:08:30 but it also has the required special-casing and the encouraging of weird behaviour unfortunately 16:10:10 Right now the two special cases I'm aware of are "disable when using Wu Jian attacks" and "disable when using Searing Ray", though I'm open to dropping both. 16:10:28 But yeah, if I can't find a way to fix encouraging weird behavior then I think there's a problem. 16:11:17 minmay said on the tavern post about it how an amulet that gave you AC if you *didn't* move might be a better design, but that's also probably less interesting in terms of the general idea you were going for 16:11:43 i think wjc should probably still be re-disabled temporarily anyway i guess, as far as whirlwind goes 16:12:51 and letting it work with searing ray seems like not a big deal either way, yeah 16:13:21 yeah, that's not really worse than using it with sticky flame in most ways 16:15:16 gammafunk: Giving AC while not moving is pretty similar to just giving AC period. If you also add a timeout after each time you move then it does push people not to reposition in combat, which I'm not sure is super desirable. It has an interaction with luring, in that you'd want to lure at a longer distance so that you can let the AC start applying before you fight. 16:15:22 It also has overlap w/ current protection brand 16:17:24 Lasty: well part of point of things like these is to offer that kind of tradeoff, re what you said about pushing people not to reposition; ozo's armour is a similar idea done a different way, for instance 16:17:51 and yeah there are probably some interations with some kinds of movement/luring but I think dynamic positioning stuff like this will pretty much always have some of these 16:17:51 gammafunk: yeah, and Chei, and some uses of cloud spells, and treeform 16:20:06 i don't think ozo's armour does it in a good way but that does make me wonder if it'd work better having ozo's just break if you take a step 16:20:33 kind of a neat idea 16:20:41 MarvinPA: there's a lot to like about that 16:20:58 For one, it would mean the current version costs an in-combat turn 16:21:31 For another, it offers a way to make it a "perma-charm" effect 16:21:31 can I blink with my ozo armour though 16:21:38 I'm gonna blink into enemy los as an ice statue 16:21:42 as a perma-charm, you could have the odds of breaking on movement based on success chance and/or spellpower... 16:22:17 that seems like it'd just make it more complicated unnecessarily 16:23:34 for ozo spellpower is used for the AC provided, which I think works well enough 16:23:58 also I guess for the total duration, which perhaps makes the current slow move thing kind of bad 16:24:19 and having it break upon move would fix it being often undesirable to have a longer duration 16:24:50 in the sense that you're stuck with 1.1 move for longer than the fight lasts and you have to rest it off 16:25:05 MarvinPA: I'm always interested in ways to move charms towards "always-on" behavior, which is necessarily a little more complex, but should yield a better overall experience I think. I tend to lean towards spellpower improving the degree of the effect, and spell success affecting how likely the effect is to apply. 16:25:36 gammafunk: yeah, breaking on movement seems great for the current style 16:25:37 i don't see how making it substantially more complicated results in a better experience 16:26:05 MarvinPA: it becomes way lower-touch -- you don't have to keep casting it, you don't have to prep effects for big fights, etc. 16:26:53 i mean this is literally a design that you can't have be always-on, so forcing that in by letting you get around the removal condition just brings back all its old problems 16:27:14 (the perfectly good alternative is removing the spell imo) 16:34:04 I'm not entirely against removing the spell. It's still too strong, and it requires so little investment. That said, I think we're losing some interesting territory by removing all ways of increasing defense through magic. The problem with magic increasing defense are 1) it takes a bunch of keypresses; 2) the existing set of effects require very little cost; 3) there are other skills which you can train to increase defenses. 16:36:10 2) is the easiest to fix, since we can raise the level of the spells, decrease the power of low power casting, and/or lower the power overall. 1) is tougher, but switching some effects to always-on effects and others to location-based or double-edged effects can probably do a lot to address it. 16:36:44 As for 3) I'm not against having multiple training paths to get a given resource as long as the ways you get those resources feel sufficiently different in some way. 16:54:50 -!- Snuva is now known as surr 17:05:52 03Lasty02 07* 0.22-a0-204-g464ede7: Give monster minotaurs armor and javelins 10(2 hours ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/464ede7befe9 18:09:46 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-204-g464ede7bef (34) 18:18:02 Unstable branch on underhound.eu updated to: 0.22-a0-204-g464ede7bef (34) 19:19:57 Hey, I'm running into a bug right now in my game and thought I'd show it to someone 19:20:15 or i could just try to write up a ticket, but I'd like to confirm that I'm not being silly first 19:22:16 Basically, at the moment description windows of Ru's sacrifices aren't displaying. I'm playing on tiles, haven't checked to see if it's the same in terminal 19:44:57 make a ticket, provided this is HEAD (or stable, which shouldn't have problems) 19:45:10 playing trunk 19:45:44 yeh, make sure it's current because there have recently been some fixes in that area -- but more might well be needed 19:46:19 hm, yea i've done save quit in the last few mins to try in different browser on different machine to make sure it wasn't me 19:48:32 servers can be up to a day behind on updates (some of them can be even farther behind) 19:48:52 still, file it 19:49:03 ok, thanks 19:49:49 is there a way to get my current version from inside of a game ? 19:49:56 current build 19:52:17 ?V should be on the first line 19:52:27 thanks 19:55:32 'Description' view of Ru's sacrifices are not showing 13https://crawl.develz.org/mantis/view.php?id=11390 by droogie 21:05:02 03Doesnt02 {wheals} 07* 0.22-a0-205-g5f84044: Implement spell library 10(12 months ago, 8 files, 64+ 48-) 13https://github.com/crawl/crawl/commit/5f84044e9c37 21:05:02 03Doesnt02 {wheals} 07* 0.22-a0-206-g8827bed: Mark books with no new spells as useless 10(12 months ago, 2 files, 19+ 2-) 13https://github.com/crawl/crawl/commit/8827bed6ad3d 21:05:02 03Doesnt02 {wheals} 07* 0.22-a0-207-g4c6852c: Remove Trog's Burn Spellbooks ability. 10(12 months ago, 10 files, 5+ 28-) 13https://github.com/crawl/crawl/commit/4c6852c4bb59 21:05:02 03Doesnt02 {wheals} 07* 0.22-a0-208-gf64ed86: Remove book burning from the tutorial 10(12 months ago, 2 files, 28+ 37-) 13https://github.com/crawl/crawl/commit/f64ed86620b3 21:05:02 03Doesnt02 {wheals} 07* 0.22-a0-209-g3921d5a: Mark books with only unlearnable spells as useless 10(12 months ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/3921d5a7fc1b 21:05:02 03Doesnt02 {wheals} 07* 0.22-a0-210-ga98daa0: Replace failed book acquirements with manual acquirements. 10(12 months ago, 1 file, 21+ 0-) 13https://github.com/crawl/crawl/commit/a98daa05b6dd 21:05:02 03Doesnt02 {wheals} 07* 0.22-a0-211-g751bf6f: Exterminate seen_spells. 10(10 months ago, 8 files, 16+ 25-) 13https://github.com/crawl/crawl/commit/751bf6f531cc 21:05:02 03Doesnt02 {wheals} 07* 0.22-a0-212-ge3f13c2: Don't let Vehumet offer spells that are already in your library 10(10 months ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/e3f13c291c46 21:05:02 03wheals02 07* 0.22-a0-213-gfee09f9: Exterminate you.had_book too. 10(4 weeks ago, 11 files, 11+ 57-) 13https://github.com/crawl/crawl/commit/fee09f91ca27 21:05:02 03wheals02 07* 0.22-a0-214-gb1bc8ad: Allow hiding spells from the main screen of the memorisation menu. 10(4 weeks ago, 5 files, 190+ 99-) 13https://github.com/crawl/crawl/commit/b1bc8ad51e9a 21:05:02 ... and 9 more commits 21:05:16 -!- ProzacElf_ is now known as ProzacElf 21:06:41 we'll never know what those 9 more commits were 21:08:23 is spell library in trunk 21:08:51 it is now 21:09:42 pogchamp 21:10:12 need to make sure and steal the search function from that 21:15:25 what happens under trog when you encounter books? 21:16:26 trog silently shakes its divine head in disapproval 21:29:36 !tell aidanh you can remove 6bf0435f8 now finally :P 21:29:36 wheals: OK, I'll let aidanh know. 22:09:40 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-223-g0f5d7738b4 (34) 22:26:54 dang. goldified books. i never thought i'd see the day 22:57:21 hi crawl people - i'm an aspiring contributor looking to sort out some of the issues im having getting started. Specifically having trouble compiling, and supposedly found a solution (reddit thread, here: https://www.reddit.com/r/dcss/comments/7ewq3a/trouble_compiling_tiles_version/ ) --- but my google-fu hasn't been good enough to figure out how to actually locally apply such a patch. If someone ends up with a few minutes to give 23:02:08 Realzy: you have a git checkout that you'd like to apply that patch to, right? you can just use `git am`: save the patch to a file, say foo.patch, and run `git am < foo.patch` 23:03:11 i have a local version of the project, if that's what you mean by a git checkout that i'd like to apply the patch to ... otherwise, no, still lost =x 23:12:45 Realzy: you'll find it pretty difficult to do development for any project without at a git checkout. i think we have a guide for beginners somewhere in docs/develop 23:13:06 sure, https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/git/quickstart.txt 23:13:43 yeah, i've gone through the majority of each of these a few times 23:17:37 is it important that i save the file to a particular directory? 23:18:49 Realzy: how did you get your local version? 23:19:56 after signing up on github and getting msys2 going, via the command '$ git clone https://github.com/crawl/crawl.git' 23:20:33 okay, cool, so you do have a git checkout 23:21:08 made a commented out change in player.cc and committed that locally, was happy with that, and went to move forward with making a running version of the local game so i could test changes, etc 23:21:35 so, to apply that patch you can save it to anywhere inside the project, and then run the command i gave you from inside the directory with the patch file in it 23:21:47 so when you say to save it anywhere inside the project 23:22:05 you're saying create a new file of whatever name i'd like and the extension .patch 23:22:15 yes 23:22:19 with the content being the copy/pasted code as seen 23:23:11 yes, the patch from that reddit post, starting with "diff --git" 23:24:55 incidentally, you might find people better at helping with this in #git. if you show them the crawl github project and the reddit post that should be plenty of information 23:25:48 how do you apply a patch in git, and then how do you fix any incompatibilities in the patch 23:25:59 cheers, thanks alan 23:26:47 so far no success (it's not recognizing the file) but it at least gives me more avenues to pursue =) 23:31:13 wait no nm figured it out