00:40:29 wouldn't a 5/5/5 set statline result in one being basically unable to wear anything above ring effectively ever 00:41:04 you can still wear plate 00:41:17 with a strength of 5? 00:41:27 just don't expect to be casting anything other than maybe level 1-2 spells 00:41:37 you can wear it if you don't mind nospells and garbage ev 00:41:40 you can't lose EV... if you already have 0 EV... 00:41:48 00:41:48 although your ev is going to be garbage with 5 dex anyway 00:42:03 I mean with a strength that low wouldn't the armor penalties to melee actually be severe 00:42:37 5/5/5 statline sounds pretty unfun to actually play though 00:43:12 and yeah 5 dex means your evasion is complete trash anyways 00:43:55 spellcasting would probably still be doable in general 00:44:12 I guess if you keep +5 apts the whole game you can do meme stuff like training weapon skill to 27 for the damage 00:44:19 it's +3 apts 00:44:21 -!- wednesday1 is now known as wednesday2 00:44:21 -!- wednesday2 is now known as wednesday1 00:44:21 oh 00:44:34 still for the whole game 00:44:36 well you can still do that, but not as well 00:44:44 probably want to bump it up a bit to 7/7/7 since 5/5/5 is ghoul tier, except ghouls actually get stats from backgrounds 00:44:45 +3 summons...my dream 00:44:52 yeah 00:44:53 5/5/5 is sub-ghoul tier iirc 00:45:02 gh base is 18 total 00:45:02 this is it Lightli, unrip Su 00:45:10 Su is back PogChamp 00:45:22 tbh going gnsu with that apt line and stats sounds pretty good 00:45:30 finally, the real m&f race is here 00:45:32 just get malign gateway and then get 27 fighting 00:45:32 and yeah summoning would be incredible on that species 00:45:36 summons: ever actually bad? 00:45:37 ez win 00:45:45 rename gnolls to ogre to appease the m&f crowd 00:45:49 lol if you don't rush malign gateway on every character 00:46:03 you mean shadow creatures but I get you 00:46:11 creepytentacle is more fun 00:46:22 necro is big 00:46:23 BIG 00:46:36 RIP undead minions being able to follow you up and down staircases 00:46:44 BIG ZOMBIES HUGE SKLOTONS SPECTRALS EVERYWHERE 00:46:47 -!- wednesday1 is now known as monday 00:46:55 don't worry 00:47:02 they can follow you through transporters 00:47:39 fr; replace all the escape hatches in tomb with transporters 00:47:39 fr: replace all of tomb with nothing 00:48:07 -!- monday is now known as wednesday1 00:48:27 first there would have to be a replacement branch 00:48:46 tomb isn't that bad 00:48:56 incorrect 00:49:00 tomb doesn't send zombies at you as you try to rest 00:49:13 list of fun parts of extended: 00:49:28 the worst branch is actually the one named in the nick of that guy who made the one dcss meme fork 00:49:34 you heard it here first from me 00:49:49 ??tombcrawl 00:49:49 I don't have a page labeled tombcrawl in my learndb. 00:49:54 fr 00:50:07 just ask dracunos to make greatermummycrawl 00:50:11 he will prob do it 00:50:13 ashenzari is op in tombcrawl 00:50:25 ashenzari op??? 00:50:34 literally FREE cursed items 00:50:44 ashenzari is an octopode confirmed 00:50:44 that is true 00:50:49 we already made tombcrawl 00:50:56 ??epic bugs[13 00:50:57 epic bugs[13/28]: The orc calls on the powers of darkness! The orc convulses! The orc wizard convulses! The orc convulses! x2 Your body is wracked with pain! 00:50:57 wouldn't kiku be op in tombcrawl 00:50:59 quick dive into tomb when you're out of remove curse scrolls 00:51:14 I loved that bug 00:51:20 orc wizards casting fireball and such 00:51:22 meph 00:51:46 honestly we need a good april 1st that does randomization like that 00:52:10 and not only that, every player spell gets a monster equivalent, period 00:52:17 yes including infestation and borg's reviv 00:52:50 especially ignition, which gets renamed to minmay's ignition when it's cast by a monster 00:53:29 fr; give antaeus reviv 00:53:48 and lightli can be head designer for april 1st ofc 00:54:07 don't joke about that 00:54:12 what he says is law in april 1st crawl 00:55:05 a super lazy but pretty good april 1st would actually be to make april 1st trunk be hellcrawl 00:55:41 doesn't hellcrawl not have upstairs 00:55:52 is doesn't have a lot of things 00:56:01 (in which case how do you even backtrack to shops on previous floors) 00:56:23 you're given a laptop on d:1 00:56:29 we could make the game swap tilesets so you start in Zot:1-15 and have to find the orb in D:1-5 00:56:33 you can order anywhere from zot.com 00:56:54 replace goblin tile with orb of fire tile 00:57:03 you mean giant bats 00:57:05 orc wizards with alichs 00:57:05 oh just swap tiles/colors/glyphs so things like like that but actually aren't? 00:57:10 yeah 00:57:18 that's sort of similar to PF's thing 00:57:27 the chaoscrawl? 00:57:38 well it's a similar concept I guess 00:57:39 yeah 00:57:48 are you going to replace tomb stairs with transporters gammafunk 00:58:01 make april 1st trunk gnollcrawl instead 00:58:02 am I? why would I do that 00:58:10 idk 00:58:10 and only allow gnck as the starting combo 00:58:19 transporters only take you to a place on the same level 00:58:27 so we'd have to do a one level tomb or something 00:58:31 which, I guess we could 00:58:38 one level tomb sounds like an obvious improvement to me 00:58:40 maybe now with transporters there should finally be a sokoban branch 00:58:49 though not as good as zero level tomb 00:59:09 hellmonk: Where would the rune go then 00:59:10 I actually need some transporter vault ideas, I have jiyva/beogh ambush/altar transporter vaults 00:59:26 elf:38 00:59:31 you see the altar + loot, transport in to find flavorful and interesting monsters where you perform tactical combat using satisfying gameplay 00:59:34 I remember that bug 00:59:38 I need a layout/monster set for lucy though 00:59:58 there's not really any single iconic lucy vault/shape/layout 00:59:59 a big square box, starcursed mass x3 01:00:04 this is a smallish vault 01:00:15 a small square box, starcursed mass x3 01:00:31 copy a xom vault 01:00:33 yeah, jiyva's is a minified slime:6 vault, beogh's a minified orc end (the circular orc mage one) 01:00:45 I'll have to perfuse abyssal vaults 01:00:50 *peruse 01:00:51 i wonder if you could put pseudo-abyss tile behaviour in a vault 01:00:58 like walls appearing and vanishing, purple smoke 01:01:02 oh, and a river! 01:01:11 gammafunk: mini V:5? 01:01:14 oh yeah you could do various cute things but I don't think I'd want changing terrain 01:01:46 CanOfWorms: that's maybe a workable concept for a generic transporter vault, just worry it'd be hard to make small enough and meaningfully similar 01:01:49 that's a big map 01:02:43 my jiyva one, for example: https://cdn.discordapp.com/attachments/205316046230388737/312454455574659073/unknown.png 01:03:12 I'm torn about putting a singly royal jelly (the food) on the altar 01:03:50 shamefully stealing that joke from another vault, but then again the epic humor 01:32:02 hm i don't get it, there's an entry and exit on both sides of the wall? 01:32:40 oh, there are two sets 01:32:53 yeah, transporters work through a pair of lua markers 01:32:56 one of the left, and one with an exit on the right but a random entry in the middle 01:33:02 one marks where the transporter is place, the other where yo uland 01:33:12 and yeah you need another pair for the exit transporter 01:33:14 ah, and they're not bidirectional like current ones 01:33:19 right 01:33:22 now it makes sense why there are two 01:33:29 you could make a bidirectional by chaining two together 01:33:40 which I do in one variant of the_bubble 01:33:41 do they stop autoexplore, and does autoexplore walk on them? 01:33:55 they get explore stop and annotations like runed doors for unexplored ones 01:34:17 and autoexplore mentions them when autoexplore otherwise finishes 01:34:28 "Partially explored, unvisited transporter" etc 01:34:57 only thing I might like to revisit is making it so you can travel through one with a Y/N prompt 01:34:58 nifty 01:35:16 for one you've visited, if you want to re-enter to pick up something in the area 01:35:27 is there currently no warning? A soft y/n seems like a good idea for the first use 01:36:24 well you must use > or < to enter them 01:36:34 they're normal floor tiles, monsters/items can be on them 01:36:58 so there's no need for a prompt about entering, since the player is purposefully entering them 01:37:28 but for travel we'd want that, since they'd not necessarilly realize they're re-entering a one-way transporter, even if it is one they've already used 01:38:03 sort of like if you have to travel somewhere on a level to a disconnected area and it warns you when that would make you leave the level and re-enter 01:38:24 oh 01:38:28 re use > or < to enter them 01:38:51 sounds tip top, can't wait to play with them 01:41:12 has anyone commented on your Zin PR 01:41:19 that's another one we should be able to resolve before release 01:41:39 I haven't thought about it, but will try to look at in a few days if no one else does 01:44:12 brannock said it would have to wait for 0.21-a, but I would love to see it in now! 01:44:21 hrm, there were major issues? 01:44:27 I'll have to look over it 01:44:52 I think the concern was more about not enough time to test 01:44:56 !seen brannock 01:44:56 I last saw Brannock at Sun May 7 22:08:08 2017 UTC (4d 7h 36m 47s ago) quitting, saying 'Client Quit'. 01:45:09 the big issue I can see would be wanting to play with the gift timeout 01:45:33 522 is also an additional PR on top of the zin one 01:46:02 519 should probably get merged before freeze IMO 01:46:22 !seen |amethyst 01:46:22 I last saw |amethyst at Mon May 8 21:55:49 2017 UTC (3d 7h 50m 32s ago) saying '_randart_is_conflicting? no' on ##crawl-dev. 01:47:54 what Zin PR 01:49:59 the zin gifts mutation removal PR 02:34:01 oh 02:46:48 Monster database of master branch on crawl.develz.org updated to: 0.20-a0-1122-gb7cbeb9 04:15:23 -!- amalloy_ is now known as amalloy 05:15:47 -!- amalloy is now known as amalloy_ 12:31:32 -!- amalloy_ is now known as amalloy 13:56:03 -!- bgiannan_ is now known as bgiannan 15:28:02 New branch created: pull/533 (1 commit) 13https://github.com/crawl/crawl/pull/533 15:28:02 03Doesnt02 07https://github.com/crawl/crawl/pull/533 * 0.20-a0-1123-g6ec600b: Don't let Kiku wrath inflict infinite miscasts 10(13 minutes ago, 1 file, 6+ 6-) 13https://github.com/crawl/crawl/commit/6ec600be1e71 16:20:38 -!- jefus- is now known as jefus 16:30:11 03Doesnt02 07https://github.com/crawl/crawl/pull/533 * 0.20-a0-1124-gc606e02: Change odds of two miscasts to 1/4, clean up code 10(2 minutes ago, 1 file, 3+ 5-) 13https://github.com/crawl/crawl/commit/c606e0260989 17:35:49 -!- Amnesiac is now known as Father_Kaljantai 17:37:34 -!- Father_Kaljantai is now known as Amnesiac 18:49:46 dolemite99 (L22 VSFi) ASSERT(!invalid_monster(&mons)) in 'mon-death.cc' at line 1887 failed. (Depths:2) 18:50:37 oh, that's exciting. i wonder if that's my fault somehow 18:51:04 !crashlog * 18:51:05 17279. dolemite99, XL22 VSFi, T:59455 (milestone): http://crawl.berotato.org/crawl/morgue/dolemite99/crash-dolemite99-20170512-224936.txt 18:52:22 ah, probably not 18:54:14 !tell Lasty http://crawl.berotato.org/crawl/morgue/dolemite99/crash-dolemite99-20170512-224936.txt looks like a problem with usk sharing pain. juggernaut was almost dead, and was targeted with grand finale. it blew up, and a chunk hit something else that was sharing pain with it, dealing enough damage to kill the already-dead juggernaut 18:54:14 amalloy: OK, I'll let lasty know. 18:57:50 amalloy: lol, dang 18:57:50 Lasty: You have 1 message. Use !messages to read it. 18:58:51 I suppose a relatively cheap fix would be to make sure that killing a monster removes pain bond before anything else processes 18:59:06 should exploding a monster schedule a fineff? 18:59:20 instead of making the chunks fly around while the monster is busy dying 18:59:35 amalloy: that would probably be a good idea too 19:35:47 -!- amalloy is now known as amalloy_ 21:46:26 console FR: can acid dragon and swamp dragon colors be switched? 21:46:41 @??acid dragon 21:46:41 acid dragon (03D) | Spd: 10 | HD: 5 | HP: 22-32 | AC/EV: 5/10 | Dam: 15, 6 | fly | Res: 06magic(20), 03poison, 08acid | Chunks: 14noxious | XP: 155 | Sp: spit acid (3d7) [11!AM, 06!sil, 08breath] | Sz: Big | Int: animal. 21:46:45 @??swamp dragon 21:46:45 swamp dragon (07D) | Spd: 10 | HD: 9 | HP: 54-80 | AC/EV: 7/7 | Dam: 20, 11, 1107(trample) | fly | Res: 06magic(40), 03poison, 12drown | Chunks: 14noxious | XP: 697 | Sp: poisonous cloud (3d7) [11!AM, 06!sil, 08breath] | Sz: Giant | Int: animal. 21:47:09 sounds like a reasonable request 21:49:11 thanks. i realized that swampy stuff = dirty = brown had a theme (crocs, swamp worms, swamp drakes are brown, too) 21:49:15 might also want to move swamp drake to the appropriate colour 21:50:14 yeah. it's just weird seeing acid dragons as green, knowing that acid is heavily associated with yellow in game (and with yellow dracs) 21:50:57 looks like it's an artifact back from when fire dragons were green 21:51:24 now we have the space to put swamp dragons there 21:52:36 hmm 21:53:07 %git 6a4a3072 21:53:07 07gammafunk02 * 0.20-a0-531-g6a4a307: Make acid dragons green in console 10(4 months ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/6a4a30723034 21:53:41 ah, there's the commit 21:53:47 it's not good to have them be green 21:54:04 since hydra are very common alongside and are lightgreen 21:54:10 them being swamp dragons, that is 21:56:31 acid is loosely associated with yellow anyhow 21:56:46 lots of yellow things are not acidic and lots of acidic things aren't yellow 21:56:50 @?jelly 21:56:50 jelly (04J) | Spd: 10 | HD: 3 | HP: 12-19 | AC/EV: 0/2 | Dam: 308(acid:7d3) | 04eats doors, amphibious, see invisible, unbreathing | Res: 06magic(10), 03poison, 08acid+++, 08blind, 12drown | XP: 42 | Sz: small | Int: brainless. 21:56:53 @?acid blob 21:56:53 acid blob (11J) | Spd: 12 | HD: 18 | HP: 75-117 | AC/EV: 1/3 | Dam: 4208(acid:7d3) | 04eats doors, see invisible, unbreathing | Res: 06magic(160), 03poison, 08acid+++, 08blind, 12drown | XP: 2411 | Sp: spit acid (3d7) [11!AM, 06!sil] | Sz: small | Int: brainless. 21:56:59 @?caustic shrike 21:56:59 caustic shrike (09b) | Spd: 20 | HD: 18 | HP: 86-126 | AC/EV: 8/18 | Dam: 3608(acid:7d3) | see invisible, fly | Res: 06magic(80), 05fire, 02cold, 08blind | XP: 4621 | Sz: tiny | Int: animal. 21:59:17 acid dragons resist poison, weird 21:59:48 I guess that's just something that acid things sort of have sometimes 22:00:05 @?yellow draconian 22:00:05 yellow draconian (08d) | Spd: 10 | HD: 14 | HP: 74-111 | AC/EV: 9/10 | Dam: 20 | 10weapons, 10items, 10doors, cold-blooded | Res: 06magic(40), 08acid | XP: 1228 | Sp: acid splash (3d7) [11!AM, 06!sil, 08breath] | Sz: Medium | Int: human. 22:00:13 seems to be a thing mostly for jellies though 22:01:53 caustic shrikes *aren't* resistant to poison?! finally, time for poisonous vapours to shine 22:03:05 another desperate attempt by lasty to keep VM alive 22:03:26 definitely 22:03:51 I was a bit sick of everything late game resisting poison. It's not like having a huge HP pool isn't also an effective way to resist poison 22:11:12 -!- amalloy_ is now known as amalloy 22:29:06 ??clarity 22:29:07 clarity[1/1]: Prevents confusion, unintentional berserking, sleep, and mesmerization (but not fear). Gods can and will ignore it and confuse you anyway. Xom confusion will respect clarity so long as Xom is not feeling nasty. The amulet of clarity was removed in 0.18. 22:29:16 is the zerking part supposed to still be true? 22:30:44 github indicates it is 22:35:49 yes 22:36:21 are chaos clouds supposed to ignore clarity 22:36:27 'cause they seem to 22:36:57 i got zerked and then one turn later petrified by an apocalypse crab with the amulet of four winds on 22:37:08 hmm 22:37:45 https://github.com/crawl/crawl/blob/fd09691efc7781062a7e1e6c17813fdcdfe120fe/crawl-ref/source/attack.cc#L664 22:38:39 this looks like it should respect it 22:38:43 weird 22:41:21 twice over, even 22:47:09 it's a double negative 23:14:35 -!- amalloy is now known as amalloy_ 23:24:20 @?corrupter 23:24:20 monstrous corrupter (096) | Spd: 10 | HD: 15 | HP: 116-157 | AC/EV: 9/8 | Dam: 25, 21, 21 | natural, 05demonic, 10weapons, 10items, 10doors, priest, evil | Res: 06magic(60), 13torm | Vul: 08holy, 11silver | XP: 1692 | Sp: plane rend [11!AM], corrupting pulse [11!AM] | Sz: Medium | Int: human. 23:40:56 @?worldbinder 23:40:56 worldbinder (10x) | Spd: 14 | HD: 8 | HP: 32-46 | AC/EV: 12/4 | Dam: 8, 8 | 11non-living, 10doors, see invisible, fly, unbreathing | Res: 06magic(60), 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 511 | Sp: forceful invitation [06!sil] | Sz: small | Int: animal. 23:41:02 @?raiju 23:41:02 raiju (11h) | Spd: 10 | HD: 7 | HP: 30-45 | AC/EV: 4/14 | Dam: 1111(elec:7-9) | see invisible | Res: 06magic(20), 11elec+++, 08blind | XP: 264 | Sp: blinkbolt (2d14) [06!sil] | Sz: Medium | Int: animal. 23:43:31 @?ugly thing 23:43:31 purple ugly thing (06u) | Spd: 10 (move: 90%) | HD: 12 | HP: 56-75 | AC/EV: 4/10 | Dam: 22 | 10doors | Res: 06magic(40) | Vul: 11silver | Chunks: 06mutagenic | XP: 558 | Sz: Medium | Int: animal. 23:43:36 @?small abomination 23:43:36 small abomination (04x) | Spd: 7-15 | HD: 6 | HP: 22-30 | AC/EV: 6/9 | Dam: 23 | 07undead, evil, unbreathing | Res: 06magic(40), 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy, 11silver | XP: 124 | Sz: Large | Int: brainless. 23:44:00 @?large abomination 23:44:00 large abomination (04X) | Spd: 6-12 | HD: 10 | HP: 41-57 | AC/EV: 11/5 | Dam: 40 | 07undead, evil, unbreathing | Res: 06magic(100), 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy, 11silver | XP: 405 | Sz: Big | Int: brainless. 23:45:39 @?thrashing horror 23:45:39 thrashing horror (08X) | Spd: 25 | HD: 9 | HP: 40-58 | AC/EV: 5/10 | Dam: 1707(trample), 907(trample) | 11non-living, unbreathing | Res: 06magic(60), 05fire, 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 839 | Sp: might [11!AM, 06!sil, 04emergency] | Sz: Big | Int: animal. 23:52:44 @?ancient zyme 23:52:44 ancient zyme (03x) | Spd: 10 | HD: 8 | HP: 41-61 | AC/EV: 6/6 | Dam: 16, 16 | 11non-living, see invisible, fly, unbreathing | Res: 06magic(60), 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 326 | Sz: Medium | Int: animal. 23:57:05 they still cause sickness don't they?