01:34:37 Unstable branch on crawl.develz.org updated to: 0.27-a0-1060-gcb85b5eba1 (34) 01:55:31 Windows builds of master branch on crawl.develz.org updated to: 0.27-a0-1060-gcb85b5eba1 02:50:13 Unstable branch on cbro.berotato.org updated to: 0.27-a0-1060-gcb85b5eba1 (34) 02:53:46 Monster database of master branch on crawl.develz.org updated to: 0.27-a0-1060-gcb85b5eba1 03:30:50 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4135-g7666618ddd 03:31:31 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-257-g01468b4609 09:34:56 <06a​dvil> I replicated this also and it is not related to hepl, so I think there's maybe two bugs here. Possibly ghoul should just heal in los of diamond obelisk 09:35:06 <06a​dvil> also seems like maybe wait should time out somehow 09:35:20 <06a​dvil> or really, wait/rest 09:37:29 <06a​dvil> also hepl ancestor (maybe all allies) shouldn't try to attack diamond obelisks, though I guess that part is mostly academic given that it is usually behind walls 09:41:16 <06a​dvil> the logic in _do_rest does look slightly odd to me, in that non-regeneration triggers wait, and also this logic doesn't reference any of the relevant options: https://github.com/crawl/crawl/blob/master/crawl-ref/source/main.cc#L1676 09:46:04 <06a​dvil> !git dbeb0d202e16ce 09:46:05 <04C​erebot> doy * 0.17-a0-378-gdbeb0d2: make resting always last until interrupted or done healing (6 years ago, 2 files, 3+ 2-) https://github.com/crawl/crawl/commit/dbeb0d202e16 09:46:25 <06a​dvil> maybe RMODE_REST_DURATION should be like 1000, not 9999999 09:47:04 <06a​dvil> although it seems like it should be possible to correctly detect if none of hp/mp/ancestor hp are changing during a rest delay 10:29:59 03Nikolai Lavsky02 07https://github.com/crawl/crawl/pull/1870 * 0.27-a0-893-ga083c14: Add a font option for the consumables panel (nojaa3) 10(4 minutes ago, 5 files, 31+ 17-) 13https://github.com/crawl/crawl/commit/a083c142ef72 10:31:46 03ebering02 07* 0.27-a0-1061-g781257a: Reword Vampire regeneration (Shummie) 10(40 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/781257ad058b 10:31:46 03ebering02 07* 0.27-a0-1062-g9982866: Revert "Prevent bounced bolts from escaping LOS" 10(30 minutes ago, 1 file, 0+ 10-) 13https://github.com/crawl/crawl/commit/9982866e19df 10:47:06 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1062-g9982866e19 (34) 11:52:03 Should this message "Your divine stamina protects you from poison!" appear for Dj at all? 11:54:13 New branch created: pull/1921 (1 commit) 13https://github.com/crawl/crawl/pull/1921 11:54:13 03mgdelmonte02 07https://github.com/crawl/crawl/pull/1921 * 0.27-a0-1063-g0f950aa: add monster.flags 10(4 minutes ago, 1 file, 21+ 1-) 13https://github.com/crawl/crawl/commit/0f950aa78ed4 12:05:56 New branch created: pull/1922 (1 commit) 13https://github.com/crawl/crawl/pull/1922 12:05:56 03mgdelmonte02 07https://github.com/crawl/crawl/pull/1922 * 0.27-a0-1063-gc182285: added monster.target_desc 10(5 minutes ago, 3 files, 55+ 0-) 13https://github.com/crawl/crawl/commit/c1822850d1cf 12:56:41 Does this overflow altar vault really need indestructible walls? https://imgur.com/a/wMJB5Z2 12:58:55 <12e​bering> no 13:04:05 03ebering02 07* 0.27-a0-1063-ga35ceff: Fixup some Nemelex overflows (Yermak) 10(5 minutes ago, 1 file, 4+ 2-) 13https://github.com/crawl/crawl/commit/a35ceff83ee3 13:16:55 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1063-ga35ceff83e (34) 13:28:32 Unstable branch on crawl.akrasiac.org updated to: 0.27-a0-1062-g9982866 (34) 14:05:13 03ebering02 07* 0.27-a0-1064-g0c24565: Remove food(.des) 10(16 minutes ago, 2 files, 173+ 244-) 13https://github.com/crawl/crawl/commit/0c245655dbf7 14:05:38 03mgdelmonte02 07https://github.com/crawl/crawl/pull/1922 * 0.27-a0-1064-g8daba40: fix invisible whitespace problem 10(66 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/8daba4042d3d 14:17:40 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1064-g0c245655db (34) 14:37:28 03ebering02 07* 0.27-a0-1065-ge809cff: update CREDITS.txt 10(5 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/e809cff456c6 14:47:00 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1065-ge809cff456 (34) 15:01:53 -!- mhcerri is now known as mhcerri__ 18:23:48 Unstable branch on underhound.eu updated to: 0.27-a0-1065-ge809cff456 (34) 18:47:18 <13S​astreii> abyssal trees set done 18:47:18 <13S​astreii> https://cdn.discordapp.com/attachments/747522859361894521/834560955475296266/Schermata_2021-04-22_alle_00.37.46.png 18:47:22 <13S​astreii> https://cdn.discordapp.com/attachments/747522859361894521/834560972726730821/AbyssalTrees.zip 19:49:05 <10P​leasingFungus> yo these rule 19:49:05 like your FACE 19:49:15 <10P​leasingFungus> seriously these are sick 19:49:19 <10P​leasingFungus> way into them 19:57:03 <09g​ammafunk> well done Sastreii 20:04:31 <13S​astreii> ty! that was surprisingly hard to accomplish 20:05:40 <13S​astreii> now i'm into salamanders 20:30:08 I have a local branch to add them as tree alternate tiles in the abyss, which will basically only get used in one abyss vault 20:30:08 and then I have one ghost vault that can use them in lair/swamp 20:30:16 but I think we're going to try to incorporate them more into abyss proper 20:30:40 probably just normal trees for now and randomly but rarely placed 20:30:58 later we can maybe get more ambitious with structure, possibly also with some kind of special "function" 20:31:13 you light them on fire, and they burn as clouds of chaos! 20:31:49 forest fires but with chaos clouds would be cool, actually 20:38:08 <10P​leasingFungus> intense 21:02:26 <08n​icolae> ...so far 21:13:48 <08n​icolae> lol nice https://www.reddit.com/r/dcss/comments/mvrc1w/did_anyone_of_you_notice_that_lair5_contains_a_qr/ 21:14:03 <08n​icolae> also yes @Sastreii those abyssal trees rule 22:32:18 (The previous epoch I played, I remember chaos clouds being able to do damage and paralyzing/petrifying more often, making them feel more dangerous than fire/cold/etc, but now the reverse is true and so using them for things doesn't seem as exciting.) 23:10:25 well, chaos clouds are still incredibly dangerous if you're caught in them with monsters around 23:11:01 mostly because random paralysis; secondarily because of things like polymorph and petrification, since potions of cancelation can save you there 23:11:59 if they do the most dangerous things too frequently, we really can't use them much in the context of laying down a bunch of clouds on the player 23:12:56 in contrast, simple resitance (generally easilly obtainable from common items and potions of resistance) mostly nerfs the danger of elemental clouds 23:13:33 so those clouds tend to be relatively ignorable past a certain point in the game, but chaos is relevant the entire game 23:14:40 all that said, this particular usage would just be forest-fire-style cloud spreading, so you'd have to get caught in the "fire", which wouldn't be too bad in a lot of situations since abyssal trees are fairly isolated 23:15:05 one issue I'm seeing as I work on this in a branch is that the infastructure isn't great for handling separate tree types 23:15:58 we have a distinct petrified tree feature now, which we'd probably likewise do for twisted trees (if that's what I'm calling them) 23:15:58 but we need a mechanism for telling builders what tree feature to use 23:16:46 right now there's basically a hack that checks branch location for e.g. mangrove water placement post destruction, but the tree is just a normal tree 23:16:56 probably we should have a distinct tree type for mangrove trees 23:17:15 <08n​icolae> that would make it possible to have more tree variety in swamp decor vaults............ 23:17:28 <08n​icolae> my god. the possibilities. 23:17:36 <08n​icolae> or should i say... possibilitrees. 23:18:16 yeah, I suppose it would in terms of normal trees vs mangroves in swamp, but I'm not sure we want to use normal trees in swamp 23:18:30 I was actually more thinking the abyss 23:18:59 if we don't use a distinct tree type, these have to be normal trees and we have the same kind of special-casing in terms of destruction effect (if any) and tile 23:19:07 and then the drawback to this approach is the description: 23:19:22 we can't have a unique description for mangrove trees that describes how they different from normal ones 23:19:30 because as far as the game is concerned, it's just a normal tree 23:19:35 even x-v just says "tree" 23:19:49 so the player doesn't have a way of knowing how forest fires work differently 23:20:00 <08n​icolae> obviously not usually. but sometimes, some special regular trees for contrast. 23:20:48 right now, there are two types of trees: regular and petrified 23:21:50 and whithered and autumnal (used in a lair stair vault) are just normal with description changes and tiles changes 23:21:50 both only being placed by vaults 23:25:03 oh dang 23:25:06 you can lrd petrified trees 23:57:22 <12e​bering> That’s part of why I implemented them as their own feature type!!