00:46:51 I think the current fog logic is quite complex too. It might be possible to greatly simplify it 00:47:02 without major gameplay impact 03:12:00 Unstable branch on crawl.beRotato.org updated to: 0.23-a0-309-ge7838e6 (34) 05:17:13 Resting near "safe" enemies doesn't take into account polearms, maybe other weapons too 13https://crawl.develz.org/mantis/view.php?id=11704 by kitchen_ace 05:27:47 Monsters who are immune to nets do not display that, when the net is thrown with 'F' 13https://crawl.develz.org/mantis/view.php?id=11705 by kitchen_ace 05:33:05 Little-known and misleading behaviour with polymorph on ugly things, shapeshifters, undead 13https://crawl.develz.org/mantis/view.php?id=11706 by kitchen_ace 07:10:17 could someone give me a hand, please? I want to change colours in my terminal game, however they seem to take no effect in the rcfile 07:10:34 i.e. I set tile_floor_col = black, but the floor is still default gray 07:11:01 following the https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt 07:19:55 that may be your terminal, sicne default has always been black for me unless something has changed the terminal's color mappings (crawl can't tell) 07:36:59 I just want to rule out possible rcfile misunderstandings 07:38:57 this is how my palette looks like (all defaults) https://i.imgur.com/U64PhYT.png 08:13:56 was something changed in trunk re: dd+Makhleb healing lately? I have * piety, but regain no health whatsoever 08:14:50 sorry, just healed for the first time. is the chance dependent on piety? 08:14:57 hayenne: tile_floor_col affects tiles games, not console games 08:15:03 It is dependent on piety. 08:15:29 oh, thanks Pinkbeast! how do I change the console "tiles" colour then? 08:15:52 hayenne: Please first consult the options guide and come back if it's unclear 08:32:37 I seem to be getting somewhere. feature += rock wall {,,,,red} does what I intended it to do. Now I just need to figure out why darkgrey is shown as blue 08:33:12 I wish these colour-related options were grouped somehow. Currently they and the tiles' colours are in two different logical places 08:33:34 bold_brightens_foreground 08:34:34 Dark grey is actually bold black; not all terminal clients respect that convention; that option tells crawl your terminal client does. 08:37:26 amazing, thank you so much. I managed to set the colours the way I want 08:49:42 yes, crawl simply maps darkgray to dark blue unless you tell it that the terminal can actually handle it...historically because of a broken terminal on os x 08:54:11 aye, found the explanation on http://crawl.chaosforge.org/0.20. The only remaining problem is out of LOS colours and HP colour seem to be the same 08:55:20 oh strike that out, silly me. *now* I'm happy 08:55:32 colours for more wins! 10:58:06 !seen aidanh 10:58:07 I last saw aidanh at Wed Oct 10 14:13:23 2018 UTC (1d 44m 43s ago) saying 'truepurple: forgetting a spell gives you back its levels, yes' on ##crawl. 10:59:25 aidanh: I have a new potential splash image from the korean arist cws, where hong (cwz admin) reports that he's licensed it under cc0, this is 512x512: https://cdn.discordapp.com/attachments/205316046230388737/499743887204679700/title_Cws_Minotauros.png 10:59:48 if you and others agree that it's a good fit for a splash image, we could add a logo to that and add it 15:21:50 03gammafunk02 07* 0.23-a0-310-gdcc7a32: A hive-themed ghost transporter vault for Dungeon and Lair 10(3 hours ago, 1 file, 60+ 0-) 13https://github.com/crawl/crawl/commit/dcc7a326bf9c 16:10:51 Unstable branch on crawl.jorgrun.rocks updated to: 0.23-a0-310-gdcc7a326bf (34) 18:21:21 Unstable branch on underhound.eu updated to: 0.23-a0-310-gdcc7a326bf (34) 18:50:08 part two of that MiBe Vaults splash 18:51:29 gammafunk: ok that is a cool vault, and nice work on the very comprehensive monster scaling 18:52:53 alexjurkiewicz: thanks, I'm not fully happy with all the details and how difficult it is to turn into code, but I'll try to improve that over time. The other ghost vaults use this approach as well 18:53:54 yeah. DES is verbose. But I appreciate it's not trying to be turing complete 18:54:28 it's straight forward for me to sit down and puzzle out "what does this vault look like at deepest depth" to get a sense of it 19:27:13 alexjurkiewicz: for serial rivers, do you have no_monster_gen speicifically because of water monsters? I'm currently putting that prop only on water so that any level monsters placing in these are not from the water set 19:27:36 to be clear, these vaults don't spawn additional monsters, they're just viable as locations for normal level monsters 19:27:49 in terms of what no_monster_gen means 19:29:35 normally we don't prevent monster gen in decor vaults, save possibly in specific features like water or lava where we might not water to increase the amount of water spawns 19:30:03 to be honest I'm not fully sure how water spawns are affected by these tags in terms of their frequency 19:34:17 I see, so the amount of water does increase the number of water spawns (likewise for laval) 19:34:21 but there is a cap of 15 19:35:43 every 35 tiles of water increases the min possible to place by 1 (starting from 0) and every 18 tiles of water increases the max possible to place by 1 19:37:20 so by marking the water in your vault no_monster_gen you're both lowering the average number of water monsters placed and of course preventing any from placing in your vault 19:38:38 whereas for non-water/lava squares, the number of these have no effect on the number of normal population monsters placed 19:39:00 hence I think it's ok to just mark the water in these vaults as no_monster_gen and leave it on for the other tiles 19:56:51 gammafunk:ah yeah. I wanted to prevent a river full of electric eels 19:56:58 ok, I'll just KMASK the water with no_monster_gen then 19:57:10 👍 19:57:10 I have other edits in addition to that 19:57:27 of course 19:58:28 oh, chequers_arboreum might generate teleport closets. Do you want me to push a fix for that? 19:58:38 and has a PLACE: D:1 20:00:39 I can fix that 20:00:56 I've fixed a couple others in the river serial 20:01:12 teleport closets... my bane 20:01:13 I'm likewise removing no_monster_gen on those 20:01:27 yeah I'm just going to use a checkerboard to fix them in general 20:01:47 with good randomization it won't look like it has any pattern to it 20:02:08 in river vaults? I had trouble hiding the pattern, but if you can solve that then perfect 20:02:18 right, I'll make sure it doesn't 20:03:08 for arboreum it's a bit tougher since 50% chances, but I'll see what I can do 20:03:15 it's small anyhow 20:05:01 looks like chequers_garden has a similar problem 21:22:18 I was thinking for arboreum just making it a fixed checkerboard 21:23:20 garden shouldn't have any closets because every g is touching a . ... except there's no guaranteed path from the outside to the middle d'oh 21:36:00 yeah you can just put foor tiles on those diagonals, for that one 23:59:58 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-310-gdcc7a32 (34)