00:02:12 Unstable branch on crawl.kelbi.org updated to: 0.25-a0-1130-g3926558f3a (34) 00:28:00 MVP of redesign done https://imgur.com/a/VTHyNY6 . There are still some visual issues but I think it will be an improvement. THe next step is to add a little colour & dcss theme 00:37:59 alexjurkiewicz: look quite nice; those score breakdown tables look like they need to be actual tables with right-aligned numbers in the numeric columns 00:38:03 the ones at the bottom 00:38:42 it would probably also be nicer to reduce the size of the Highscores listings somewhat 00:39:09 each entry is so large it looks like it will run out of horizontal space quickly 01:23:52 the score breakdowns are tables but the numbers don't align yeah. I'll fix that 01:26:24 with the highscores, the idea is that they will wrap as necessary. But for players with a huge number of them, it could definitely take up too much room 01:26:43 alexjurkiewicz: right, maybe just decrease their size a tad? they just seem a bit too large in that image 01:26:54 maybe looks better on the full-sized page though 01:52:56 no you're right, i'll try to shrink them 02:24:55 !learn set dev_wiki https://github.com/crawl/crawl/wiki 02:24:56 dev wiki[1/1]: https://github.com/crawl/crawl/wiki 03:21:33 03kate-02 07* 0.25-a0-1131-g3921152: Remove acquirement items from some abyss vaults 10(52 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/392115253391 03:21:33 03kate-02 07* 0.25-a0-1132-g9d38388: Update misc acquirement handling 10(15 minutes ago, 1 file, 13+ 6-) 13https://github.com/crawl/crawl/commit/9d38388ac09b 03:23:30 Unstable branch on crawl.beRotato.org updated to: 0.25-a0-1130-g3926558 (34) 03:32:04 Unstable branch on crawl.kelbi.org updated to: 0.25-a0-1132-g9d38388ac0 (34) 03:32:59 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-3080-g3963c97c8d 03:55:31 -!- Amnesiac_ is now known as Amnesiac 04:33:12 I've been grepping around for this and can't find it. Used to be you could place a monster in a wall as part of a Vault Des file fine (infact it was commonly done to rockworms) and similarly forest vaults did it with Dryads and trees. Now if you load an old vault with monsters in walls it turns the walls into floor when drawing the vault...any idea 04:33:12 where this happens? 04:52:43 -!- amalloy is now known as amalloy_ 05:41:44 If anyone knows where the veto for putting KMONS in walls is I'd be appreciative. I've been looking since my last post to no avail...read most of dungeon.cc, maps.cc and mapdef.cc ...I'm kinda burned out and am going to take a break and see if I can think of another strategy. 05:50:15 2642df196ded763d42c7df1093d45ccbf139a373 05:50:44 (and previous commits) 09:00:52 Stabbing not applying poison 13https://crawl.develz.org/mantis/view.php?id=12266 by Le_Nerd 11:49:53 Pinkbeast I originally disregarded that as I have most of it and looked for ones near it; on second read, yea a ling I was missing from that fixed the vault placement issue...mostly...having issue with Spectrals...which were different to start with...Phantoms, Rock Worms etc. would fail to place; Spectrals would...turn the tile they are on into 11:49:54 floor... 12:34:11 Pinkbeast had to do some hacky things to the zombie_picker but I got it working now. 12:34:53 Mainline devs: Is there a reason zombie_picker is in mon-place.cc instead of mon-pick.cc with the other pickers? 12:44:52 crawlcode 12:48:42 oh it looks like just the ::veto definition, the declaration is in mon-pick.h 12:49:29 <|amethyst> that's the only non-inline member function though 12:50:14 <|amethyst> it does call _good_zombie, which is static in mon-place.cc, but I see no reason *that* can't go into mon-pick.cc too 12:51:19 <|amethyst> I think the idea is to keep it with other zombie functions like pick_local_corpsey_monster and define_zombie 12:51:31 <|amethyst> but then it should be split off into mon-zombie.cc 12:51:39 <|amethyst> s/it/they/ 13:06:31 Unstable branch on crawl.akrasiac.org updated to: 0.25-a0-1132-g9d38388 (34) 14:20:30 -!- Akien9 is now known as Akien 16:17:41 If you leave a level while summon forest is active, wait till it expires and come back, the walls will still be trees (and any added trees will still exist) for a few turns (~150 auts.) 16:18:30 It doesn't matter how long you've been away from the level. And it's not just a graphical bug; the trees can be raged by a new summon forest. 16:18:41 Is this intended behavior for some reason? 16:18:51 Or is it worth looking in to as a bug? 18:17:29 how are unrand enum names chosen? 18:17:44 the sword of power is UNRAND_POWER, but I don't see anything in art-data.txt which implies the name will be POWER 18:18:36 ah, there is custom logic in art-data.pl 18:22:55 Unstable branch on underhound.eu updated to: 0.25-a0-1132-g9d38388ac0 (34) 18:28:09 how would a PR be received to change art-data.txt to dat/unrands/*.yml and util/art-data.py ? 18:29:02 I don't think there's be any inherent problem with that 18:29:26 aside from possibly making |amethyst sad at seeing more perl purging 18:29:56 does it actually need to be *.yml and not just unrands.yml? 18:30:44 since the final header is changed if only one def is changed 18:31:11 don't see why not 18:31:16 pblur: sounds like a bug 18:31:29 |amethyst: sorry, but there can be only one (high level scripting language) 18:32:08 I just want to keep the javascript people out 18:46:59 New branch created: pull/1417 (1 commit) 13https://github.com/crawl/crawl/pull/1417 18:46:59 03Alex Jurkiewicz02 07https://github.com/crawl/crawl/pull/1417 * 0.25-a0-1133-ga520c3e: Rework the Sword of Power 10(27 minutes ago, 2 files, 4+ 2-) 13https://github.com/crawl/crawl/commit/a520c3e7b3ad 18:47:42 maybe "buff" would be a better word than "rework" 18:52:39 The sword of power is a weapon that a lot of people try to claim is weak, but it's functionally quite good and better than any greatsword you'd normally find 18:53:58 This is because most combat you enter into, you intend to finish with a high percentage of remaining HP anyhow, in which case you have a weapon with incredibly high enchant. If you somehow get to a fight where this isn't the case (e.g. a mistake of some kind), you can swap to another weapon, which is quite easy to do since you haven't used enchant scrolls on sword of power 18:54:46 So I don't think the weapon actually needs a significant buff, but a rework that disincentived swap would be ok 18:55:17 this rework adds two swap penalties, although I think *Curse is a bit of a gimmick penalty on reflection and should be removed to simplify 18:55:18 the proposed buff to slaying is just way way too much 18:56:06 it's probably a better use of harm since there's a non-trivial swap penalty (even if it's functionally fairly trivial, it's there) 18:56:22 there's no swap penalty on Harm now it's an artp 18:56:40 I'm not talking about that penalty, I'm talking about the one you added to this weapon 18:56:52 "and add the 18:56:53 properties Harm, *Contam, *Curse. 18:56:53 ah yeah 18:57:14 I think having two of those is probably not necessary, yeah; just not sure that you'll get what you want with harm 18:57:32 The other thing I was thinking about was changing the enchantment to be based on hp percentage, rather than absolute hp 18:57:56 New branch created: pull/1418 (1 commit) 13https://github.com/crawl/crawl/pull/1418 18:57:56 03Alex Jurkiewicz02 07https://github.com/crawl/crawl/pull/1418 * 0.25-a0-1133-gb23cb1e: Require upper-case Y to forget Vehumet gifts 10(6 minutes ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/b23cb1ed9c10 18:58:07 on one hand, it would make the sword better when you find it early. On the other hand, it would make the sword better when you find it early 18:59:19 I kind of think moving away from enchant based on HP would be a good idea 18:59:33 what if it just gave you slaying based on kills and had anti-swap? 19:01:01 there's no sort of hugely interesting tradeoff in that, but I'm not sure how beloved the notion of decreasing weapon damage with player damage is 19:01:05 I think based on HP is a fun, slightly zany gimmick that suits unrands. 19:01:51 right, I don't really see what's particularly fun about it 19:01:59 that's the thing with unrands: you want people to enjoy using them 19:02:56 I do enjoy the lore of "weapon with power in the title...but it actually can get way weaker sometimes", but that's about it 19:03:00 by slaying based on kills do you mean a permanent increase like wyrmbane, or more like the powered by death counter? 19:03:36 I suppose the heavenly storm counter is a better example of the latter 19:03:36 something like latter, yeah; not permanent 19:03:36 it's just an idea that came to mind; I'll think about it some more 19:03:51 any rework to the unrand would wait until post tourney anyhow 19:08:35 sword of power would be fixed by just inverting the calculation: it should be stronger the weaker you are :P 19:09:04 -!- jfcaron_ is now known as jfcaron 19:09:47 I want to see a DD permanently at 1 hp going around one-shotting everything 19:10:06 this isn't meat sprint! 19:43:43 i always liked the silly idea of giving it legend of zelda-style sword beams when you're at full health 19:46:42 like you auto-cast a bolt of fire at the target every attack? 19:47:24 kate-: haha, that's not exactly a proposal I'd expect from you 19:47:24 how would that work? would it be untargeted? 19:47:33 requiring literal full health seems like it'd be pretty onerous 19:48:33 it's definitely a funny idea, not sure if it could really solve any of the issues with swaps 19:48:58 I guess it could have better than +9 enchant and/or an ego and just have that bonus at max hp 19:49:16 something like that yeah, would just have to be in a straight line following the direction of your attack when you hit something. i don't know that it's actually a good idea in practice but it's an old one that i'm fond of anyway 19:49:43 kind of a line AOE attack 19:50:09 please implement this for axes which then fires in all eight directions 19:50:21 what if it did that with some frequency 19:50:43 devastator is sort of similar, I guess 19:50:45 but this frequency decreased with e.g. hp; and it just had somewhat better enchant+ego properties than a mundane weapon 19:51:00 yet that enchant was fixed 19:51:26 so you'd get less likely sword beams as you took more damage, but it wouldn't be a swap weapon 19:51:43 I suppose you could just put on an anti-swap thing, but I think it becoming worse than a mundane weapon is just not great 19:51:46 yeah, having it strictly require maxhp probably wouldn't work out but scaling it or something like that would still fit the theme 19:58:29 I think any weapon which changes power as your hp changes is bad as you'd be incentivised to swap it every fight you lose HP right? like, there would be some point your Sword of Zelda power becomes less good than your backup +6 freezing great sword, so every fight you fall below 73% you'd want to swap 19:58:47 which encourages the player to go off and fsim things 19:59:09 i suppose there's also encouragement to swap based on number and position of nearby monsters 20:04:33 make the base attributes of the weapon better than a mundane weapon, but not by much 20:04:53 you might find some amazing artefact great sword, but that's not too common 20:06:13 ??plutonium sword 20:06:14 plutonium sword[1/2]: The +11 plutonium sword {*Contam Stlth-}. A triple sword. Sometimes causes transmutation miscasts (damage, weakness, malmutate, polymorph) on things it hits. 20:06:56 a little difficult to truly prevent this when things like freezing slowing draconians exists 20:06:59 *?fire dragon 20:07:04 @??fire dragon 20:07:05 fire dragon (04D) | Spd: 10 | HD: 12 | HP: 77-110 | AC/EV: 10/8 | Dam: 20, 13, 1307(trample) | fly | Res: 06magic(60), 05fire++, 03poison, 12drown | Vul: 12cold | XP: 1074 | Sp: fire breath (3d24) [11!AM, 06!sil, 08breath] | Sz: Giant | Int: animal. 20:07:23 right dragons don't even have cold blood 21:21:44 alexjurkiewicz `in_library ? true : false` :-) 21:22:03 otherwise looks reasonable 21:22:09 can make that bool const while you're at it 21:23:01 maybe I'll just do it 21:37:06 03Alex Jurkiewicz02 {advil} 07* 0.25-a0-1133-g93ebf73: Require upper-case Y to forget Vehumet gifts 10(3 hours ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/93ebf739aaaf 21:42:45 03Quipyowert202 07https://github.com/crawl/crawl/pull/1416 * 0.25-a0-1129-g08208ba: Pass some parameters by reference 10(20 minutes ago, 4 files, 20+ 20-) 13https://github.com/crawl/crawl/commit/08208bac7282 21:47:22 Unstable branch on crawl.kelbi.org updated to: 0.25-a0-1133-g93ebf739aa (34) 21:53:41 03Quipyowert202 07https://github.com/crawl/crawl/pull/1416 * 0.25-a0-1129-g41a3d02: Pass some parameters by reference 10(31 minutes ago, 5 files, 21+ 21-) 13https://github.com/crawl/crawl/commit/41a3d027d5c0 21:53:53 Build failed for master @ 93ebf739 https://github.com/crawl/crawl/actions/runs/109914651 (failed: Linux Build,Catch2/codecov) 21:55:07 man `https://packages.microsoft.com/ubuntu/18.04/prod\/dists/bionic/main/binary-amd64/Packages.bz2` is still something bizarre to see 21:57:48 heh 21:58:25 why are those packages on the microsoft site; for their cloud computing? 22:02:18 thanks advil 23:24:12 np 23:24:27 I assume the packages are the because of the ms/github connection 23:59:00 azure 23:59:17 mirror to increase speed for customer and reduce their own bandwidth costs