From fe950b1744ec2cf7f8c7bcf135c5c8b27cdcef43 Mon Sep 17 00:00:00 2001 From: github-actions <41898282+github-actions[bot]@users.noreply.github.com> Date: Thu, 12 Dec 2024 06:15:51 +0000 Subject: [PATCH] gh action: current feed updated --- current.json | 1472 +++++++++++++++++++++++++------------------------- 1 file changed, 736 insertions(+), 736 deletions(-) diff --git a/current.json b/current.json index d296184..4668daf 100644 --- a/current.json +++ b/current.json @@ -1,24 +1,24 @@ [ { - "sha": "008097b4cb438ba1d480b8f6a88f94df0e265dea", - "node_id": "C_kwDOAV-JftoAKDAwODA5N2I0Y2I0MzhiYTFkNDgwYjhmNmE4OGY5NGRmMGUyNjVkZWE", + "sha": "eb7098ad9d42927a2b0f2a36d650bc7f06ab3946", + "node_id": "C_kwDOAV-JftoAKGViNzA5OGFkOWQ0MjkyN2EyYjBmMmEzNmQ2NTBiYzdmMDZhYjM5NDY", "commit": { "author": { "name": "DracoOmega", "email": "draco.omega.dcss.dev@gmail.com", - "date": "2024-12-09T23:04:01Z" + "date": "2024-12-11T21:17:46Z" }, "committer": { "name": "DracoOmega", "email": "draco.omega.dcss.dev@gmail.com", - "date": "2024-12-11T06:17:28Z" + "date": "2024-12-11T21:17:46Z" }, - "message": "Squash all ID flags into one, refactor heavily\n\nCrawl's identification game has grown more and more simple over the years,\nbut much of the *backend* for its old complexity remained in the code:\nthere were flags for individually identifying an item's type, plusses, and\neven each individual artprop of every artefact. At one point in time, these\nall served a purpose, but most of them are redundant or unnecessary now.\n\nThis replaces all existing ID flags with a single one, ISFLAG_IDENTIFIED,\nand refactors a ton of code to be simpler and more clear; items are now\neither fully identified or unidentified.\n\nMultiple completely unnused functions have been removed, a few more have\nbeen renamed for clarity, and identification checks for situations where\nun-ID'd items should be impossible (ie: checking the ID status of equipment\nthe player is currently wearing) are also removed. Old uses of\nset_ident_flags() and set_ident_type() are both folded into identify_item()\nas appropriate.\n\nget_item_known_info() is removed entirely. With item identification being\nbinary and all monster equipment being pre-identified, this felt like\noverkill for most current uses. Instead, we just hide unknown properties of\nitems in player-facing description, rather than making a copy of every item\nwith all unknown properties removed (in fact, most uses of this function\neffectively did so already.) ID checks were added to a few clue item\nfunctions, but the only place that required any special handling (as far as\nI noticed, at least) was calculating attack delay with an unidentified\nweapon with a speed or heavy brand, and that can be handled more simply.\n\nThe stanard way to check whether an item is identified is now\nitem_def::is_identified(), which checks not only the ISFLAG_IDENTIFIED on\nthe item itself, but whether the item *type* is known. (A less obvious\neffect of get_item_known_info was that the item copy could be *more*\nidentified than the original in many cases - in fact, this was seemingly\nhow the game showed items on the floor whose type was known, but which you\nhad not yet picked up, as identified - but that functionality is no longer\nneeded.)\n\nSince there are no longer multiple levels of identification, itemspec\nidentification syntax is changed somewhat. Instead of \"ident:all\" or\n\"ident:type\", there is just \"pre_id\". (I wanted to just use \"ident\"\noriginally, but this ran into issues with scrolls of IDENTification and\ntrIDENTs...)\n\nOne minor loss is that item_def::name can no longer be passed\nISFLAG_KNOWN_PLUSSES to hide printing of plusses on items, but on reviewing\nall current uses of this, approximately the only change I can see is that\nitem plusses will be used for the message about manifold assault being\nincompatible with your current weapon, and the name of armour echoes (which\nis arguably an improvement for them, now that they're not longer +0 all the\ntime). DESC_DBNAME no longer includes plusses by default (it never made\nsense there).\n\nGiven this was a complicated and far-reaching refactor, it is possible some\nadditional bugs remain, but I've verified a plethora of different\ninteractions, both in wizmode and actual gameplay, and they seem correct.\nFingers crossed.", + "message": "Fix targeting UI for phantom mirror (and a few other things)\n\nWhen I made TARG_ANY not cycle through monsters (so that dig/gavotte\nwouldn't aim at monsters by default, which doesn't actually make sense for\nthem), I accidentally broke this cycling for several *non*-spell effects\nthat were still using it (and in some cases, not even having a proper\nhit function.)\n\nThis is a fairly minimal-effort improvement that should at least restore as\ngood functionality to phantom mirror (and several god abilities) as existed\nbefore the major targeting rewrite. But in future, it might be nice to\nmake, for instance, Wall Jump actually target walls by default.", "tree": { - "sha": "02f47b3ca1d2c1dcaa9258023c85b89b740a144c", - "url": "https://api.github.com/repos/crawl/crawl/git/trees/02f47b3ca1d2c1dcaa9258023c85b89b740a144c" + "sha": "69478aaf2c8d1738310a6be240a7395f3b989e8d", + "url": "https://api.github.com/repos/crawl/crawl/git/trees/69478aaf2c8d1738310a6be240a7395f3b989e8d" }, - "url": "https://api.github.com/repos/crawl/crawl/git/commits/008097b4cb438ba1d480b8f6a88f94df0e265dea", + "url": "https://api.github.com/repos/crawl/crawl/git/commits/eb7098ad9d42927a2b0f2a36d650bc7f06ab3946", "comment_count": 0, "verification": { "verified": false, @@ -28,9 +28,9 @@ "verified_at": null } }, - "url": "https://api.github.com/repos/crawl/crawl/commits/008097b4cb438ba1d480b8f6a88f94df0e265dea", - "html_url": "https://github.com/crawl/crawl/commit/008097b4cb438ba1d480b8f6a88f94df0e265dea", - "comments_url": "https://api.github.com/repos/crawl/crawl/commits/008097b4cb438ba1d480b8f6a88f94df0e265dea/comments", + "url": "https://api.github.com/repos/crawl/crawl/commits/eb7098ad9d42927a2b0f2a36d650bc7f06ab3946", + "html_url": "https://github.com/crawl/crawl/commit/eb7098ad9d42927a2b0f2a36d650bc7f06ab3946", + "comments_url": "https://api.github.com/repos/crawl/crawl/commits/eb7098ad9d42927a2b0f2a36d650bc7f06ab3946/comments", "author": { "login": "DracoOmega", "id": 12538566, @@ -75,32 +75,32 @@ }, "parents": [ { - "sha": "146f489888e660afac3eec42d34ec0caaf20a0c7", - "url": "https://api.github.com/repos/crawl/crawl/commits/146f489888e660afac3eec42d34ec0caaf20a0c7", - "html_url": "https://github.com/crawl/crawl/commit/146f489888e660afac3eec42d34ec0caaf20a0c7" + "sha": "3dd2b31670998e4818252eed7ea4075495402cf8", + "url": "https://api.github.com/repos/crawl/crawl/commits/3dd2b31670998e4818252eed7ea4075495402cf8", + "html_url": "https://github.com/crawl/crawl/commit/3dd2b31670998e4818252eed7ea4075495402cf8" } ] }, { - "sha": "146f489888e660afac3eec42d34ec0caaf20a0c7", - "node_id": "C_kwDOAV-JftoAKDE0NmY0ODk4ODhlNjYwYWZhYzNlZWM0MmQzNGVjMGNhYWYyMGEwYzc", + "sha": "3dd2b31670998e4818252eed7ea4075495402cf8", + "node_id": "C_kwDOAV-JftoAKDNkZDJiMzE2NzA5OThlNDgxODI1MmVlZDdlYTQwNzU0OTU0MDJjZjg", "commit": { "author": { - "name": "David Lawrence Ramsey", - "email": "pooka109@gmail.com", - "date": "2024-12-10T00:23:11Z" + "name": "DracoOmega", + "email": "draco.omega.dcss.dev@gmail.com", + "date": "2024-12-11T21:13:39Z" }, "committer": { - "name": "David Lawrence Ramsey", - "email": "pooka109@gmail.com", - "date": "2024-12-10T00:26:10Z" + "name": "DracoOmega", + "email": "draco.omega.dcss.dev@gmail.com", + "date": "2024-12-11T21:13:39Z" }, - "message": "Add another mythical creature to artefacts.\n\nAccording to E. Nesbit's \"The Book of Dragons\", it's an inverse griffon,\nwith the lion half in the front and the eagle half in the back. It's\nspelled leo-griff there, but that doesn't fit the style of e.g.\nhippogriff.", + "message": "Fix Rending Blade being hostile to Oka worshippers (Ge0FF)", "tree": { - "sha": "52b78faa8c7728bd39467e815c26b0442a7990fa", - "url": "https://api.github.com/repos/crawl/crawl/git/trees/52b78faa8c7728bd39467e815c26b0442a7990fa" + "sha": "00b54b41b8fd23cd7a4090fab6398fd8e9abf36c", + "url": "https://api.github.com/repos/crawl/crawl/git/trees/00b54b41b8fd23cd7a4090fab6398fd8e9abf36c" }, - "url": "https://api.github.com/repos/crawl/crawl/git/commits/146f489888e660afac3eec42d34ec0caaf20a0c7", + "url": "https://api.github.com/repos/crawl/crawl/git/commits/3dd2b31670998e4818252eed7ea4075495402cf8", "comment_count": 0, "verification": { "verified": false, @@ -110,79 +110,79 @@ "verified_at": null } }, - "url": "https://api.github.com/repos/crawl/crawl/commits/146f489888e660afac3eec42d34ec0caaf20a0c7", - "html_url": "https://github.com/crawl/crawl/commit/146f489888e660afac3eec42d34ec0caaf20a0c7", - 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"message": "Allow hellfire mortar to try pushing obstructing monsters backward\n\nSince becoming 3-school, hellfire mortar is a much bigger investment than\nit used to be. Sinking back into magma the moment a stray flier steps in\nfront of its path is mildly annoying, and I think unnecessary. So now it\nwill try to push such things back one space instead.\n\n(It doesn't do anything fancy to push obstructions away, so two in a row\nwill still block it, but this should make it less likely to be defeated by\n'incidental' obstacles.)", + "message": "Nerf Monarch Bomb\n\nWhile feedback has been that the desired loop of 'deploy bomblets, then\nblow them all up' is a fun one, there's concern that monarch bomb is too\ngood at doing things *other* than that - doing meaningful direct damage\nwith Launch Bomblet and creating surprisingly durable meat shields in the\nprocess.\n\nSince I think the explosions are the star of the show, this is an attempt\nat reducing the power of other aspects:\n -Bomblets are significantly more fragile and expire more quickly\n -Launch Bomblet damage is greatly reduced\n -Monarch Bomb melee damage slightly reduced\n -Monarch Bomb itself is very slightly more durable (it was always quite\n fragile compared to other constructs of similar level, and still is)\n\nI considered additional measures like reducing the chance that their melee\nattack spawns a bomblet based on the number of bomblets already deployed,\nbut I'm going to hold off on any further changes until seeing feedback for\nthis version.", "tree": { - 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"message": "Fix incorrect messages being printed if pushed back by a boulder\n\n(And in a somewhat more plausible situation after the next commit.)", + "message": "Tweak Clockwork Bee\n\nWhile the tradeoffs involved in the spell are interesting, there has been\nconcern that it is too strong in corridors, where the player's ability to\nrepeatedly repair their bee when it runs out of charge allows it to hold\nplace in front of the player too consistently.\n\nThis experimentally attempts to counterbalance that somewhat by adding a 1\nMP cost to recharging the bee (along with decreasing the amount healed when\nyou do so.)\n\nGiven how time-consuming it is to resummon a bee mid-fight, I do think\nthere's a somewhat delicate balance of durability here before it starts to\nfeel outright bad (and I have concerns of design overlap with healing\ninugami via MP), but let's give it a try for now, anyway.", "tree": { - "sha": "d9f4feda057831beba35cdf1a3a56ea2d0d9578f", - "url": "https://api.github.com/repos/crawl/crawl/git/trees/d9f4feda057831beba35cdf1a3a56ea2d0d9578f" + "sha": "6b89200f0ed7cf04881c517e9b4d782f948e6921", + "url": "https://api.github.com/repos/crawl/crawl/git/trees/6b89200f0ed7cf04881c517e9b4d782f948e6921" }, - 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"message": "Adjust Rimeblight spread mechanics\n\nWhile a powerful spell in the right circumstances (and with appropriately\ngrisly flavour), rimeblight could be more inconsistant than one would like.\nWhile the spread chance from explosions was quite high, it was never\nguaranteed, and poor early rolls could fail to get the plague going in a\nmeaningful way, making it sometimes feel like a poor use of turns. Delayed\ndamage always has an uphill fight to compete against burst damage, and the\nwhiffs felt just a bit too common.\n\nAlso, while there was a chance to spread upon death, the fact that a living\ninfected had many *more* chances to spread rimeblight (via explosions)\ncould make it feel bad to have them die early. A level 7 spell ideally\nshouldn't make you feel bad if it kills something, so I have changed the\nspread mechanics in the hope to make it both more consistent and never\n'punish' you for killing an infected monster early.\n\nRimeblight now has the same 'chain-to-adjacent-enemies-on-cast' behavior\nthat Petrify does, afflicting up to two connected enemies per cast. The\nice shard explosion no longer spread rimeblight at all, but upon death, it\nhas a 100% chance to spread to adjacent enemies, and a 50% chance to spread\nto those at radius 2. Combined, these should make it easier to get started,\nless likely to abruptly peter out due to RNG, and if anything *reward*\nkilling things quickly with undead or refridge assistance to spread it\nfurther.", + "message": "Reduce monster Hellfire Motar power\n\nAfter hellfire mortar damage scaling was adjusted by e22bf9ab365384d5e94\n(for player-side purposes), I neglected to consider the effect this would\nhave on monsters. Wiglaf's mortar (in addition to gaining 1 range) went\nfrom 3d15 to 4d18!\n\n(This reduces it to 4d13, which is still a little stronger than in 0.32,\nbut to a degree that feels more reasonable.)", "tree": { - "sha": "081341633a12cde2928d7bab0fccc16d7bf27bba", - "url": "https://api.github.com/repos/crawl/crawl/git/trees/081341633a12cde2928d7bab0fccc16d7bf27bba" + "sha": "7722babe742a73dee9e66b2bb2dd57c71aacf5ed", + "url": "https://api.github.com/repos/crawl/crawl/git/trees/7722babe742a73dee9e66b2bb2dd57c71aacf5ed" }, - "url": "https://api.github.com/repos/crawl/crawl/git/commits/0a4fc1a4de537c21a9959ec48be4e743de5e83e3", + "url": "https://api.github.com/repos/crawl/crawl/git/commits/0c973e93fc21a5ac51be6d3994ae72aab4cbb534", "comment_count": 0, "verification": { "verified": false, @@ -7552,9 +7634,9 @@ "verified_at": null } }, - "url": "https://api.github.com/repos/crawl/crawl/commits/0a4fc1a4de537c21a9959ec48be4e743de5e83e3", - "html_url": "https://github.com/crawl/crawl/commit/0a4fc1a4de537c21a9959ec48be4e743de5e83e3", - "comments_url": "https://api.github.com/repos/crawl/crawl/commits/0a4fc1a4de537c21a9959ec48be4e743de5e83e3/comments", + "url": "https://api.github.com/repos/crawl/crawl/commits/0c973e93fc21a5ac51be6d3994ae72aab4cbb534", + "html_url": "https://github.com/crawl/crawl/commit/0c973e93fc21a5ac51be6d3994ae72aab4cbb534", + "comments_url": "https://api.github.com/repos/crawl/crawl/commits/0c973e93fc21a5ac51be6d3994ae72aab4cbb534/comments", "author": { "login": "DracoOmega", "id": 12538566, @@ -7599,32 +7681,32 @@ }, "parents": [ { - "sha": "d1af28e95356ed5c49994f273b1754a710425140", - "url": "https://api.github.com/repos/crawl/crawl/commits/d1af28e95356ed5c49994f273b1754a710425140", - "html_url": "https://github.com/crawl/crawl/commit/d1af28e95356ed5c49994f273b1754a710425140" + "sha": "5b279c5cb0997594a6a70d1a74c31379206a34d8", + "url": "https://api.github.com/repos/crawl/crawl/commits/5b279c5cb0997594a6a70d1a74c31379206a34d8", + "html_url": "https://github.com/crawl/crawl/commit/5b279c5cb0997594a6a70d1a74c31379206a34d8" } ] }, { - "sha": "d1af28e95356ed5c49994f273b1754a710425140", - "node_id": "C_kwDOAV-JftoAKGQxYWYyOGU5NTM1NmVkNWM0OTk5NGYyNzNiMTc1NGE3MTA0MjUxNDA", + "sha": "5b279c5cb0997594a6a70d1a74c31379206a34d8", + "node_id": "C_kwDOAV-JftoAKDViMjc5YzVjYjA5OTc1OTRhNmE3MGQxYTc0YzMxMzc5MjA2YTM0ZDg", "commit": { "author": { "name": "DracoOmega", "email": "draco.omega.dcss.dev@gmail.com", - "date": "2024-11-23T02:01:44Z" + "date": "2024-11-23T04:04:36Z" }, "committer": { "name": "DracoOmega", "email": "draco.omega.dcss.dev@gmail.com", "date": "2024-11-23T07:52:10Z" }, - "message": "Make Teleport Other smite-targeted\n\nA fairly unpopular spell in the Warper starting book. Teleport Other does\nhave some value when a character is weak and needs to escape things, but\nPiledriver makes it a less appealing spell to learn early (when spell\nlevels are scarce) and it's never been terribly exciting any later than\nthat.\n\nAllowing it to be cast on specific monsters in packs, to remove the most\ndangerous elements of them in advance, will give the spell more flexibility\nthat I hope make it feel a little more worth considering in more\nsituations.", + "message": "Allow hellfire mortar to try pushing obstructing monsters backward\n\nSince becoming 3-school, hellfire mortar is a much bigger investment than\nit used to be. Sinking back into magma the moment a stray flier steps in\nfront of its path is mildly annoying, and I think unnecessary. So now it\nwill try to push such things back one space instead.\n\n(It doesn't do anything fancy to push obstructions away, so two in a row\nwill still block it, but this should make it less likely to be defeated by\n'incidental' obstacles.)", "tree": { - "sha": "803981f27a84814a43096b5e95e3d2fb0d5ce615", - "url": "https://api.github.com/repos/crawl/crawl/git/trees/803981f27a84814a43096b5e95e3d2fb0d5ce615" + "sha": "f094712aa90eb6e61f350224526bca857f76e420", + "url": "https://api.github.com/repos/crawl/crawl/git/trees/f094712aa90eb6e61f350224526bca857f76e420" }, - "url": "https://api.github.com/repos/crawl/crawl/git/commits/d1af28e95356ed5c49994f273b1754a710425140", + "url": "https://api.github.com/repos/crawl/crawl/git/commits/5b279c5cb0997594a6a70d1a74c31379206a34d8", "comment_count": 0, "verification": { "verified": false, @@ -7634,9 +7716,9 @@ "verified_at": null } }, - "url": "https://api.github.com/repos/crawl/crawl/commits/d1af28e95356ed5c49994f273b1754a710425140", - "html_url": "https://github.com/crawl/crawl/commit/d1af28e95356ed5c49994f273b1754a710425140", - "comments_url": "https://api.github.com/repos/crawl/crawl/commits/d1af28e95356ed5c49994f273b1754a710425140/comments", + "url": "https://api.github.com/repos/crawl/crawl/commits/5b279c5cb0997594a6a70d1a74c31379206a34d8", + "html_url": "https://github.com/crawl/crawl/commit/5b279c5cb0997594a6a70d1a74c31379206a34d8", + "comments_url": "https://api.github.com/repos/crawl/crawl/commits/5b279c5cb0997594a6a70d1a74c31379206a34d8/comments", "author": { "login": "DracoOmega", "id": 12538566, @@ -7681,32 +7763,32 @@ }, "parents": [ { - "sha": "d268329e454c4730f49e801936f5e60ce1580310", - "url": "https://api.github.com/repos/crawl/crawl/commits/d268329e454c4730f49e801936f5e60ce1580310", - "html_url": "https://github.com/crawl/crawl/commit/d268329e454c4730f49e801936f5e60ce1580310" + "sha": "9c6473c76c5ae7d8a30cfb7b470efcb91be16380", + "url": "https://api.github.com/repos/crawl/crawl/commits/9c6473c76c5ae7d8a30cfb7b470efcb91be16380", + "html_url": "https://github.com/crawl/crawl/commit/9c6473c76c5ae7d8a30cfb7b470efcb91be16380" } ] }, { - "sha": "d268329e454c4730f49e801936f5e60ce1580310", - "node_id": "C_kwDOAV-JftoAKGQyNjgzMjllNDU0YzQ3MzBmNDllODAxOTM2ZjVlNjBjZTE1ODAzMTA", + "sha": "9c6473c76c5ae7d8a30cfb7b470efcb91be16380", + "node_id": "C_kwDOAV-JftoAKDljNjQ3M2M3NmM1YWU3ZDhhMzBjZmI3YjQ3MGVmY2I5MWJlMTYzODA", "commit": { "author": { "name": "DracoOmega", "email": "draco.omega.dcss.dev@gmail.com", - "date": "2024-11-23T00:24:18Z" + "date": "2024-11-23T04:01:29Z" }, "committer": { "name": "DracoOmega", "email": "draco.omega.dcss.dev@gmail.com", "date": "2024-11-23T07:52:10Z" }, - "message": "Replace Darts of Dispersal with Darts of Disjunction\n\nDarts of dispersal were most noticable as part of Warpers' starting kit,\nbut despite multiple buffs, were still largely a 'desperation option' you\nwere never happy to use.\n\nWarper's biggest weakness is that none of its kit provides it any offensive\npower whatsoever until it can cast Piledriver (which is at least XL 3, and\nusually later) Back when their darts were boomerangs instead, sometimes the\ndamage *could* make a difference in early fights, but now they are more\nakin to a blink that can miss (but costs no MP) and blinking is something\nwarpers are generally not lacking for! And since dispersal darts aren't\nreally relevant to anyone else when they can (rarely) show up later in the\ngame, let's just try replacing their effect entirely.\n\nDisjunction darts inflict a short-lived status effect on enemies they hit\nwhich causes them to blink a short distance away from the thrower for 3-4\nturns in a row, taking 2d2 damage each time they do so. This still allows\nthem to be used as an escape option (perhaps even more reliably than\npresent), but the small flat damage very specifically is aimed at helping\nwin fights in those first couple XLs.\n\nThey also do not auto-mulch, like dispersal used to, but mulch at the\nstandard rate for dats. (I feel this behavior was somewhat of a holdover\nfrom when it could show up on proper ammo that did *real* damage. There's\na big difference between doing a whole battle's worth of normal attacks\nthat keep a target displaced versus the ocassional dose of minor damage.)\n\nI did not remove the Dispersal missile brand entirely in this commit (it\nmight be possible it finds another home on something in future?), but it no\nlonger naturally spawns on anything. Outside of a sprint, all places that\nused dispersal darts now use disjunction ones instead.", + "message": "Fix incorrect messages being printed if pushed back by a boulder\n\n(And in a somewhat more plausible situation after the next commit.)", "tree": { - "sha": "4f7c9934b669a35bbc7ca71077825c10d0038dee", - "url": "https://api.github.com/repos/crawl/crawl/git/trees/4f7c9934b669a35bbc7ca71077825c10d0038dee" + "sha": "d9f4feda057831beba35cdf1a3a56ea2d0d9578f", + "url": "https://api.github.com/repos/crawl/crawl/git/trees/d9f4feda057831beba35cdf1a3a56ea2d0d9578f" }, - "url": "https://api.github.com/repos/crawl/crawl/git/commits/d268329e454c4730f49e801936f5e60ce1580310", + "url": "https://api.github.com/repos/crawl/crawl/git/commits/9c6473c76c5ae7d8a30cfb7b470efcb91be16380", "comment_count": 0, "verification": { "verified": false, @@ -7716,9 +7798,9 @@ "verified_at": null } }, - "url": "https://api.github.com/repos/crawl/crawl/commits/d268329e454c4730f49e801936f5e60ce1580310", - "html_url": "https://github.com/crawl/crawl/commit/d268329e454c4730f49e801936f5e60ce1580310", - "comments_url": "https://api.github.com/repos/crawl/crawl/commits/d268329e454c4730f49e801936f5e60ce1580310/comments", + "url": "https://api.github.com/repos/crawl/crawl/commits/9c6473c76c5ae7d8a30cfb7b470efcb91be16380", + "html_url": "https://github.com/crawl/crawl/commit/9c6473c76c5ae7d8a30cfb7b470efcb91be16380", + "comments_url": "https://api.github.com/repos/crawl/crawl/commits/9c6473c76c5ae7d8a30cfb7b470efcb91be16380/comments", "author": { "login": "DracoOmega", "id": 12538566, @@ -7763,32 +7845,32 @@ }, "parents": [ { - "sha": "e44d3cceb3f70dae540a1da3cf9f782b412731dd", - "url": "https://api.github.com/repos/crawl/crawl/commits/e44d3cceb3f70dae540a1da3cf9f782b412731dd", - "html_url": "https://github.com/crawl/crawl/commit/e44d3cceb3f70dae540a1da3cf9f782b412731dd" + "sha": "0a4fc1a4de537c21a9959ec48be4e743de5e83e3", + "url": "https://api.github.com/repos/crawl/crawl/commits/0a4fc1a4de537c21a9959ec48be4e743de5e83e3", + "html_url": "https://github.com/crawl/crawl/commit/0a4fc1a4de537c21a9959ec48be4e743de5e83e3" } ] }, { - "sha": "e44d3cceb3f70dae540a1da3cf9f782b412731dd", - "node_id": "C_kwDOAV-JftoAKGU0NGQzY2NlYjNmNzBkYWU1NDBhMWRhM2NmOWY3ODJiNDEyNzMxZGQ", + "sha": "0a4fc1a4de537c21a9959ec48be4e743de5e83e3", + "node_id": "C_kwDOAV-JftoAKDBhNGZjMWE0ZGU1MzdjMjFhOTk1OWVjNDhiZTRlNzQzZGU1ZTgzZTM", "commit": { "author": { "name": "DracoOmega", "email": "draco.omega.dcss.dev@gmail.com", - "date": "2024-11-22T20:08:34Z" + "date": "2024-11-23T03:30:35Z" }, "committer": { "name": "DracoOmega", "email": "draco.omega.dcss.dev@gmail.com", - "date": "2024-11-23T07:52:05Z" + "date": "2024-11-23T07:52:10Z" }, - "message": "Make Piledriver's targeting more flexible\n\nWhile Piledriver's damage can be significant when the spell is first\nlearned, there are a number of things about the spell that make it awkward\nto use in a number of situations - one of which is how groups of enemies\nwill tend to file into a neat line behind each other while the player is\nrepositioning to line up a shot, rending the spell literally unusable on\nany of them.\n\nNow, multiple contiguous enemies in a row can be pushed together, dealing\ndamage to whichever enemy is at the *back* of that line. This should\nhopefully allow the spell to feel like it 'misses' less often.\n\n(Regardless of the length of this line of monsters, they must still move at\nleast 1 tile and strike something which is in LoS of the caster, which\nactually fixes a preexisting bug that allowed kobolds to sometimes query\nfor presence of walls or creatures out of their LoS.)\n\nAdditionally, this commit allows the player to pick which of multiple valid\npiledriver directions they want to move along. I'd originally hoped that\nthe auto-targeting would create interesting positional decisions, and while\nI believe that it does to an extent, it is common to end up with coinflips\nbetween 'good move' and 'extremely bad move'. I don't think these feel very\nsatisfying and can make it feel punishing to try utilising the spell as a\ncore part of your kit sometimes. \"I would have been better off casting\nnothing and just running away.\" is not a great feel and happens somewhat\ncommonly at the moment.\n\nThe spell still does dramatically more damage when pushing things a long\ndistance, so I am hoping that alone is sufficient to create interesting\npositional questions and encourage some aggression (rather than only using\nit along 'safer' trajectories). We'll see.", + "message": "Adjust Rimeblight spread mechanics\n\nWhile a powerful spell in the right circumstances (and with appropriately\ngrisly flavour), rimeblight could be more inconsistant than one would like.\nWhile the spread chance from explosions was quite high, it was never\nguaranteed, and poor early rolls could fail to get the plague going in a\nmeaningful way, making it sometimes feel like a poor use of turns. Delayed\ndamage always has an uphill fight to compete against burst damage, and the\nwhiffs felt just a bit too common.\n\nAlso, while there was a chance to spread upon death, the fact that a living\ninfected had many *more* chances to spread rimeblight (via explosions)\ncould make it feel bad to have them die early. A level 7 spell ideally\nshouldn't make you feel bad if it kills something, so I have changed the\nspread mechanics in the hope to make it both more consistent and never\n'punish' you for killing an infected monster early.\n\nRimeblight now has the same 'chain-to-adjacent-enemies-on-cast' behavior\nthat Petrify does, afflicting up to two connected enemies per cast. The\nice shard explosion no longer spread rimeblight at all, but upon death, it\nhas a 100% chance to spread to adjacent enemies, and a 50% chance to spread\nto those at radius 2. 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"name": "regret-index", - "email": "cloudofregret@hotmail.com", - "date": "2024-11-23T03:59:01Z" + "name": "DracoOmega", + "email": "draco.omega.dcss.dev@gmail.com", + "date": "2024-11-23T07:52:10Z" }, - "message": "Heavily revise and revive ironbound beastmasters\n\nV is a branch that is very pressured in its placement- usually immediately\nafter some of the higher variety in the game in the Lair branches, usually\nbefore the heavy large vault use in Elf and Depths that it itself can\nbarely use, and yet not originally given a unique monster set to itself.\nThere's been multiple attempts to help out the branch out with more and\nmore unique monsters, and in my personal opinion, it could always use\nmore: the loose theme of much more organized and cosmopolitan structure\nis easily workable, and V:1-4 has decent value as a pacing break after the\nfirst few runes that still tries to stand out mechanically.\n\nIronbound beastmasters were tried out in 0b001ba and removed in f8b08d3\nfor a number of reasons that are each reasonably addressable in different\nfashions:\n\n * Depending solely on their bands made them require unique and very\n frail special-casing to always place their band regardless of other\n calls for individual monsters (in vaults, wizmode placements, bot\n information calls, and so on). Rather than going out of the way to make\n sure individual beastmaster spawns come with a band, they instead now\n only spawn a part of V animal and slime bands when those bands already\n successfully place, with a chance increasing by depth to join lindwurm,\n slime creature, and dire elephant bands when the full band spawns\n already. (This replaces one of the dire elephants with a beastmaster\n when it spawns, but doesn't for lindwurms or slime creatures.)\n\n * Goad Beasts was a very invisible spell, since the actual number of\n actions monsters take in a turn without involving spells is a\n relatively subtle effect. Instead of relying on the energy system, this\n instead relies on a far more direct effect using other reworked\n systems: they simply have an passive aura of haste for living\n creatures of animal or lower intelligence. This should also help\n create very little ambiguity as to what they haste, because they\n visibly immediately haste or don't haste given other monsters.\n\n * They were also pretty weak for their depth when caught by themselves\n seperated from a successful band placement, whether from bands\n wandering around or being convoked. This return comes with somewhat\n higher base damage and a coinflip chance for a polearm. They also now\n have a new support spell that can work with other monsters than beasts\n or slimes, \"Throw Bolas\", which does relatively minor physical damage\n for the depth and also inflicts -Move. (The rope for the bolas\n projectile and spell icon is a CC0 asset by fleurman, and the balls are\n steel sling bullet icons by ontoclasm.)\n\n(To accomodate the last of these, paralysis and petrification both end\nwith \"You can now act again\", and -Move from Momentum Strike now reads\n\"You can move again\" rather than \"You are no longer robbed of your\nmomentum\".)\n\nI'll let players find out in practice just how common it is to be bound in\nplace as hasted dire elephants or hasted titanic slime creatures barrel\ntowards them. Players are pretty strong by the time they do V, and I'm\ndoubtful the ~4 beastmasters per visit will noticeably more dangerous than\nthe multitudes of thunderhulks or convokers, anyway. Being interrupted\nheavily by not being able to move may get some resistance from players who\notherwise focus solely on playing quickly (c.f. 98a3e4f and 54e5184), but\nfortunately their boosted allies can help solve the problem of reckless\nplay in a quick and direct fashion.", + "message": "Make Teleport Other smite-targeted\n\nA fairly unpopular spell in the Warper starting book. Teleport Other does\nhave some value when a character is weak and needs to escape things, but\nPiledriver makes it a less appealing spell to learn early (when spell\nlevels are scarce) and it's never been terribly exciting any later than\nthat.\n\nAllowing it to be cast on specific monsters in packs, to remove the most\ndangerous elements of them in advance, will give the spell more flexibility\nthat I hope make it feel a little more worth considering in more\nsituations.", "tree": { - "sha": "90aad1dfe37fb8fc0aef8c53efedb30c0a07a511", - "url": "https://api.github.com/repos/crawl/crawl/git/trees/90aad1dfe37fb8fc0aef8c53efedb30c0a07a511" + "sha": "803981f27a84814a43096b5e95e3d2fb0d5ce615", + "url": "https://api.github.com/repos/crawl/crawl/git/trees/803981f27a84814a43096b5e95e3d2fb0d5ce615" }, - "url": "https://api.github.com/repos/crawl/crawl/git/commits/a727347fca8b99c4a3438747aa0781a92a86348f", + "url": "https://api.github.com/repos/crawl/crawl/git/commits/d1af28e95356ed5c49994f273b1754a710425140", "comment_count": 0, "verification": { "verified": false, @@ -7962,79 +7962,79 @@ "verified_at": null } }, - 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For at least GCC, on newer compilers this\nincorrect data was silently initialized into the struct, but the older\nversion of GCC on CDO was not happy. Concerning that newer compilers\ndidn't at least warn about the problem, but at least the offending line\nwas easy to detect...", + "message": "Replace Darts of Dispersal with Darts of Disjunction\n\nDarts of dispersal were most noticable as part of Warpers' starting kit,\nbut despite multiple buffs, were still largely a 'desperation option' you\nwere never happy to use.\n\nWarper's biggest weakness is that none of its kit provides it any offensive\npower whatsoever until it can cast Piledriver (which is at least XL 3, and\nusually later) Back when their darts were boomerangs instead, sometimes the\ndamage *could* make a difference in early fights, but now they are more\nakin to a blink that can miss (but costs no MP) and blinking is something\nwarpers are generally not lacking for! And since dispersal darts aren't\nreally relevant to anyone else when they can (rarely) show up later in the\ngame, let's just try replacing their effect entirely.\n\nDisjunction darts inflict a short-lived status effect on enemies they hit\nwhich causes them to blink a short distance away from the thrower for 3-4\nturns in a row, taking 2d2 damage each time they do so. This still allows\nthem to be used as an escape option (perhaps even more reliably than\npresent), but the small flat damage very specifically is aimed at helping\nwin fights in those first couple XLs.\n\nThey also do not auto-mulch, like dispersal used to, but mulch at the\nstandard rate for dats. (I feel this behavior was somewhat of a holdover\nfrom when it could show up on proper ammo that did *real* damage. There's\na big difference between doing a whole battle's worth of normal attacks\nthat keep a target displaced versus the ocassional dose of minor damage.)\n\nI did not remove the Dispersal missile brand entirely in this commit (it\nmight be possible it finds another home on something in future?), but it no\nlonger naturally spawns on anything. 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"name": "Implojin", - "email": "implosionwow@gmail.com", - "date": "2024-11-21T18:46:35Z" + "name": "DracoOmega", + "email": "draco.omega.dcss.dev@gmail.com", + "date": "2024-11-23T07:52:05Z" }, - "message": "Revert \"Fix slime not showing around slime walls after reload\"\n\nThis commit was causing level previews using shift-X [ or ] to display\nthe player's current floor in the main viewport, instead of the target\nfloor.\n\nI don't have time to hunt this down right now and am concerned about\nleaving it alone since this was likely caused by an interaction with\ntags, so I'm simply reverting for now.\n\nThis reverts commit 96a7ec282a2df5b68c187281be947cd77b4c37f8.", + "message": "Make Piledriver's targeting more flexible\n\nWhile Piledriver's damage can be significant when the spell is first\nlearned, there are a number of things about the spell that make it awkward\nto use in a number of situations - one of which is how groups of enemies\nwill tend to file into a neat line behind each other while the player is\nrepositioning to line up a shot, rending the spell literally unusable on\nany of them.\n\nNow, multiple contiguous enemies in a row can be pushed together, dealing\ndamage to whichever enemy is at the *back* of that line. This should\nhopefully allow the spell to feel like it 'misses' less often.\n\n(Regardless of the length of this line of monsters, they must still move at\nleast 1 tile and strike something which is in LoS of the caster, which\nactually fixes a preexisting bug that allowed kobolds to sometimes query\nfor presence of walls or creatures out of their LoS.)\n\nAdditionally, this commit allows the player to pick which of multiple valid\npiledriver directions they want to move along. I'd originally hoped that\nthe auto-targeting would create interesting positional decisions, and while\nI believe that it does to an extent, it is common to end up with coinflips\nbetween 'good move' and 'extremely bad move'. I don't think these feel very\nsatisfying and can make it feel punishing to try utilising the spell as a\ncore part of your kit sometimes. \"I would have been better off casting\nnothing and just running away.\" is not a great feel and happens somewhat\ncommonly at the moment.\n\nThe spell still does dramatically more damage when pushing things a long\ndistance, so I am hoping that alone is sufficient to create interesting\npositional questions and encourage some aggression (rather than only using\nit along 'safer' trajectories). 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