00:09:06 trying to imagine a usk variant that wants you to stay still 01:20:56 !crashlog lyndar 01:20:56 1. lyndar, XL8 TrHu, T:4429 (milestone): https://crawl.kelbi.org/crawl/morgue/lyndar/crash-lyndar-20200914-012139.txt 01:31:38 a slightly randomized tso that is okay with you converting to beogh but you are a merfolk 01:32:34 you fall into the water! elyvilon laughs hysterically! 01:33:26 a small chance that zin turns enemies into pillars of ten thousand gold 01:34:26 Unstable branch on crawl.develz.org updated to: 0.26-a0-638-gcca6ad1b57 (34) 01:55:07 Windows builds of master branch on crawl.develz.org updated to: 0.26-a0-638-gcca6ad1b57 02:45:40 Unstable branch on localhost updated to: 0.26-a0-638-gcca6ad1b57 (34) 03:17:59 simcity (L14 OpCj) ASSERT(attacker) in 'attack.cc' at line 394 failed. (Gauntlet) 03:23:08 Unstable branch on crawl.beRotato.org updated to: 0.26-a0-638-gcca6ad1 (34) 03:30:54 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-3570-gb561bb485a 04:06:26 simcity (L16 OpCj) ASSERT(attacker) in 'attack.cc' at line 394 failed. (Shoals:4) 04:58:22 <03w​heals> !crashlog simcity 04:58:23 <04C​erebot> 2. simcity, XL16 OpCj, T:40739 (milestone): http://crawl.berotato.org/crawl/morgue/simcity/crash-simcity-20200914-080615.txt 04:59:17 conjure buggy lightning 06:06:22 03wheals02 07* 0.26-a0-639-g72c4674: Fix a crash on describing an unid'd wand. 10(3 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/72c467432923 06:17:03 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-639-g72c4674329 (34) 10:37:14 -!- jfcaron__ is now known as jfcaron 10:59:47 03advil02 07[targeted-commands] * 0.26-a0-645-gcc75782: Improvements to fire order and display 10(54 minutes ago, 6 files, 123+ 163-) 13https://github.com/crawl/crawl/commit/cc757822f7f9 10:59:47 03advil02 07[targeted-commands] * 0.26-a0-646-g629c45e: Clean up evoke checks a bit 10(3 minutes ago, 4 files, 90+ 67-) 13https://github.com/crawl/crawl/commit/629c45eea29b 11:12:29 woah cbro 2? I've been away for too long 11:13:46 that's pretty wild 11:14:19 still developing, but it's close to ready 11:14:38 possibly that would leave only cao with an ancient compiler? 11:15:00 yep 11:15:25 of course once we get everything to c++17 we're going to immediately want c++20 for modules 11:15:39 haha absolutely 11:16:15 though afaict modules are still not fully implemented for most compilers, and from the c++20 docs I've read it's a bit mysterious to me how they will actually work in practice 11:16:15 if CAO's compiler is bumped up a bit more, we could swap in absl and get almost all c++17 goodies immediately 11:16:52 assuming that absl is something other devs are happy with using; i think it'd be worth it myself 11:22:28 i am not too clear on the gory details either, but the prospect of hiding internal symbols is certainly an enticing one 13:29:25 Unstable branch on crawl.akrasiac.org updated to: 0.26-a0-639-g72c4674 (34) 13:32:39 <|amethyst> I'd be happy with using Abseil, if someone does the build system work (packaging it up as a contrib, but using the system version if available) 13:33:42 <|amethyst> boost might be a bit more involved since it's bigger and has so many sub-libraries, but that's also a possibility 13:54:53 is quivering arbitrary objects (for fumble throwing) a feature that actually gets any use? 14:08:52 I'm kind of inclined to just remove that 14:09:42 <12e​bering> Mikee popularized using it for the sake of having a hud reminder of a good consumable 14:09:59 well, that's creative I guess 14:10:32 condenser vane reminder 14:10:52 eventually you will be able to just actually quiver condenser vanes 14:12:00 make sure !f works on that before you put it in 14:16:38 <|amethyst> considering that Felids already don't have that ability, I don't see a big problem with it 14:16:55 <|amethyst> assuming you're going to prevent throwing them as well and not just quivering 14:17:41 <|amethyst> I guess it's not a huge deal to allow throwing and prevent quivering, too, but it seems a little inconsistent 14:18:00 in this patch many things can be "quivered" (for firing with shift-tab or f), including spells and wands, so felids can quiver those things 14:18:23 <|amethyst> felids get a quiver in the patch? 14:18:29 well, not for ammo 14:18:34 but for things they can otherwise fire 14:18:39 <|amethyst> oh, right 14:18:43 <|amethyst> hm 14:19:25 <|amethyst> so what happens with FeEE? 14:20:41 <|amethyst> that is the case where IMO putting a non-throwable, non-evocable, non-spell in the quiver makes the most sense 14:20:41 <|amethyst> since stones are like ammo and it's nice to have a count visible 14:20:45 <|amethyst> but felids don't get that currently so it wouldn't be a huge deal if prevented 14:20:52 I haven't really checked closely on sandblast, but if that still uses the quiver I would probably do something custom for it 14:21:03 <|amethyst> it doesn't *use* the quiver 14:21:26 <|amethyst> but EEs do start with the stones quivered unless they're felids, which happens to have the benefit that you can see the number of shots you have 14:22:11 I will probably add a custom display when sandblast is quivered so it shows the # of stones 14:22:23 <|amethyst> I think that's reasonable 14:22:42 <|amethyst> I haven't looked at the branch: does F still throw even if you have a spell quivered? 14:22:58 yes 14:23:09 <|amethyst> and does F (wand letter) throw the wand or zap it? 14:23:16 so you can still throw arbitrary objects that way 14:23:20 that would throw it 14:23:23 <|amethyst> ah, cool 14:24:39 <|amethyst> hm 14:24:52 <|amethyst> now I have to find a key to put autofight on :) 14:25:01 <|amethyst> since I have autofight_nomove on tab 14:29:30 <|amethyst> I guess I could put it on numpad * or something, already have autoexplore on numpad - 14:29:43 <|amethyst> one-hand complete crawl control 14:30:17 haha 14:31:50 I didn't remove autofight_nomove but I did decide that it's a bit simpler to by default bind shift-tab instead to a simpler autofire, which only uses whatever is in the quiver slot 14:34:40 <|amethyst> advil: does autofight_throw use the same quiver logic as autofire? 14:35:35 tbh I couldn't figure out what that actually does, I enabled it and it still meleed 14:35:45 from the description I had thought it would 14:35:54 <|amethyst> it should throw if you're not in melee range 14:36:03 yes, it did do that 14:36:19 <|amethyst> does it use quivered spells in that case? 14:36:40 !shrug 14:36:40 ¯\_(ツ)_/¯ 14:36:42 probably 14:37:24 non-targeted quivered spells bypass autofight though 14:37:25 <|amethyst> oh, I guess also you can use automagic + autofire to have one-button casting for two different spells at a time 14:37:40 <|amethyst> that sounds handy 14:38:03 <|amethyst> though automagic is a bit more of a pain to set up than just pressing Q 14:38:16 this stuff is really intended as a replacement for automagic 14:38:30 if there's demand for multiple spells, the thing to do might be to have multiple quivers 14:38:56 <|amethyst> perhaps, though honestly at that point you'd probably need multiple keypresses and there's no benefit over just pressing z 14:39:18 <|amethyst> and there are always macros 14:40:32 <|amethyst> hm, IMO keep automagic.lua around, but maybe remove the documentation from options_guide.txt 14:41:25 I think if there's a quick key to swap between quivers it conceivably could be useful to have more than one? It's not my immediate priority though 14:41:38 <|amethyst> hm, yeah, a ` equivalent would be handy there 14:41:52 <10P​leasingFungus> we have several unbound keys these days 14:41:54 <|amethyst> since I often want to swap between needles and bigger throwables 14:42:05 <10P​leasingFungus> the keyboard is ripe for exploitation 14:42:06 stone display on firing sandblast would be nice 14:42:12 <|amethyst> err, ' 14:42:58 <|amethyst> twelwe: it does that already 14:43:03 <|amethyst> but since it's in the message window, it might have scrolled off by the next time you actually care to check 14:43:12 yeah, and this patch will add all sorts of other things that many chars would want to quiver 14:43:21 quivering apport is a kind of fun one 14:44:06 hold shift-tab to vacuum the dungeon without moving 14:44:08 <|amethyst> hold shift-tab to energize your item magnet 14:44:41 <|amethyst> I guess you could quiver lesser beckoning too 14:45:26 <|amethyst> shift-tab, tab-tab-tab, it's like double dragon or street fighter or something 14:50:14 i feel like i have to once again chime in at this point, asking for multiple omniquiver slots bound by default to 1,2,3,4,5 14:53:03 it's possible! 14:53:11 I don't think that'll be in the first merged version though 14:54:07 players do this with, like, f1 or whatever anyway; i really think it would be an improvement to formalize this with a small amount of default 1-tap binds (as many as can be displayed in the main viewport, anyway) 14:54:07 here's the old tavern thread with some discussion 14:54:09 https://crawl.develz.org/tavern/viewtopic.php?f=8&t=21763 14:55:17 just allowing non-ranged quiver binds is already a nice improvement, though! 14:55:25 (i like where this branch is going) 14:57:59 interesting, haven't seen that thread 15:53:06 advil, throwing arbitrary objects is better than breadswinging in turn-count speedruns. Firstly, you can drop unneeded things while getting more regeneration at that turn, secondly, you don't need to waste two 5-aut actions to wield/unwield 'bread' (as long as you dedicate one slot to, say, arrows). 16:40:32 huh 17:25:14 <03w​heals> sounds like 0.26 should be the version we remove turn-based scoring 17:35:33 New branch created: pull/1567 (17 commits) 13https://github.com/crawl/crawl/pull/1567 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-439-g41f13fb: double the stealth bonus of thin skeletal structure 10(7 weeks ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/41f13fbfb40c 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-440-gcdf8c27: New "scales" facet, Big Brain. Expanding brain demonspawn get +2/4/6 int, plus wizardry at mutation level 3, in lieu of scales. Relative to other scales facets, this is weak at ranks 1 and 2 but pretty good at rank 3. Could change the int gain to 4/5/6, perhaps. 10(7 weeks ago, 5 files, 26+ 2-) 13https://github.com/crawl/crawl/commit/cdf8c272a88c 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-441-g1a6267a: New scales facet, sharp scales. Provides 1/2/3 AC and slaying. Slightly pushed but slayscales are cool. I considered designs with str/slay and no AC or with slaying only as well. 10(7 weeks ago, 4 files, 24+ 0-) 13https://github.com/crawl/crawl/commit/1a6267a9c166 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-442-g713dac0: fix wizardry 10(7 weeks ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/713dac07bcb4 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-454-g2d21a5f: Merge remote-tracking branch 'upstream/master' 10(7 weeks ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/2d21a5f9cbf5 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-616-ga4cc822: fix merge conflicts 10(11 days ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/a4cc82293872 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-617-g3c2830f: Reorder the mana link facet. Provide boosted mp regeneration first, when it's most likely to matter, then give spirit shield second. Mp regen earlier might make it more useful as mp regen rather than as pseudo hp-regen, though overall the change should be and is intended to be a nerf. 10(11 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/3c2830f31058 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-618-g6939297: Rework the foul stench facet. This facet had a notoriously useless-on-receipt rank 1 mutation and some very strange mechanics under the hood. This commit takes the rrot mutation out of the facet. The facet will now provide foul stench at every rank, with activation chances rescaled accordingly. Since the player needs to be immune to their own clouds, any rank of foul stench confers rot immunity. The facet no longer makes attackers sick and can now place miasma on any attack that deals damage, not just ones that hit for more than 4 dam. 10(11 days ago, 4 files, 10+ 11-) 13https://github.com/crawl/crawl/commit/69392973410f 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-619-gb160218: Rework Spiny. The previous spiny rework scaled its damage heavily with xl to reduce earlygame damage. While that change was well-intentioned, it made spiny 2 and 3 feel underwhelming. This commit puts a little power back into the upper mutation levels and reduces the level scaling somewhat, at the expense of making the formula messier. 10(11 days ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/b160218a9c5c 17:35:34 03hellmonk02 07https://github.com/crawl/crawl/pull/1567 * 0.26-a0-620-g2eae729: Rework Ignite Blood. The third rank of the ignite blood facet is very cool, but the first two ranks are boring. Split the power of the actual blood igniting part over all three ranks of the facet - an increasing chance to ignite blood and longer duration flame clouds with each rank. Any rank of ignite blood also confers flame cloud immunity, since that's kind of necessary to use the mutation. 10(10 days ago, 4 files, 18+ 11-) 13https://github.com/crawl/crawl/commit/2eae7293f924 17:35:34 ... and 7 more commits 17:39:28 those are some loong commit titles :D 17:39:50 <10P​leasingFungus> someone should probably mention that 17:39:56 <10P​leasingFungus> by which i mean i will 17:40:11 it actually looks like github handles that case differently than our bot? 17:40:23 <10P​leasingFungus> hm? 17:40:24 meaning it's missing the blank line 17:41:21 but in that last commit github does show "Rework Ignite Blood." as the commit title 17:41:21 so there's a linebreak but the commit body starts on the next line 17:41:21 he needs to `:set tw=72` anyways 17:41:24 <10P​leasingFungus> also, it’s extremely unclear to me that (a) we should make affordances in crawl ui specifically for turncount speedruns or (b) that quiver-throwing items makes turncount speedruns more fun, rather than just getting to drop things like a normal player 17:41:43 it doesn't sound fun to me, no 17:42:32 <10P​leasingFungus> probably doesn’t matter unless we backport the changes into 0.21 anyway 🙂 17:43:09 the top two games are 0.26-a! 17:43:28 actually out of the top 10 right now only two are 0.21 17:43:31 <10P​leasingFungus> wow 17:43:36 <10P​leasingFungus> i’m out of date 17:43:38 <10P​leasingFungus> how ironic 17:43:40 http://crawl.akrasiac.org/scoring/fastest-wins-turns.html 17:43:52 there was a bit of a battle between Yermak and sapher after the 0.25 tournament 17:44:23 the game that's currently at #7 there was won on the last day of tourney and was 1 at the time 17:45:09 more generally it does look like there's been a wave of v strong turncount runs lately 17:59:22 <03w​heals> #14 is interesting, can't tell from just the log but it seems it's a delver that only went to the top 3 levels at the end of the game 18:00:48 <03w​heals> plus turn 11 temple then not even worshipping there 18:17:03 <10P​leasingFungus> > New annotation for D:1 (include '!' for warning): I'd rather be playing bcrawl > You have escaped! feeling sassed rn 18:19:12 <10P​leasingFungus> huh, makh was in temple, too 18:19:21 <10P​leasingFungus> but they held out for oka instead 18:25:02 Unstable branch on underhound.eu updated to: 0.26-a0-639-g72c4674329 (34) 23:21:14 gonna miss you guys... spelunky 2 in ten hours. good luck with, like, bugfixes and all that 23:43:56 <10P​leasingFungus> jokes on you, we'll all be playing spelunky 2 too 23:48:14 pleasingfungus i made the SA thread, you can find my ps4 screen name in there 23:49:07 multiplayer and voicechat with crawl devs... yes....