00:00:03 I agree it's better 00:00:11 <|amethyst> I guess it probably wouldn't be that long, it's not like you're doing a full loop over the monsters each aut 00:00:33 <|amethyst> err 00:00:39 <|amethyst> I mean, over the whole monster array 00:00:53 <|amethyst> since most monsters don't exist 00:01:07 Why decreasing variance in cloud/poison damage is bad? 00:01:45 Btw, how does AC apply to cloud damage? 00:02:47 Is damage per actor_auction is added together and then AC is subtracted? 00:03:21 Then applying AC per aut would be wrong. 00:04:45 action* 00:07:57 I'd add clouds and poison into the queue. How else would you tackle them? Apply them to affected actor when it becomes the head of the queue? But they could kill actor before that which could result in different actions before this moment. 00:08:42 I think adding them to the queue decreases the number of extra cases like one I mentioned. 00:12:14 Anyway, I'm going to think all this over and present a thoroughly thought-out model later. 00:15:57 clouds should perhaps be applied to the affected actors before each actor is popped from the front 00:17:13 it'd be difficult to have cloud damage be proportional to auts spent within them if clouds are actors as well 00:17:49 but of course there are a variety of cloud types as well.. 00:36:54 Random question: can kraken move while there are tentacles on the board? 01:19:27 Unstable branch on crawl.develz.org updated to: 0.21-a0-444-g29a2fec (34) 01:29:39 -!- n1 is now known as n1^[MiBe] 01:30:27 -!- mibe is now known as mibee 01:30:27 -!- n1^[MiBe] is now known as n1 01:30:35 -!- mibee is now known as mibee_ 01:30:40 -!- ProzacElf is now known as mibee__ 01:30:57 -!- mibee__ is now known as ProzacElf 01:31:01 -!- mibee_ is now known as mibe 01:57:34 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-444-g29a2fec 02:48:30 Would it be better if divine aura (halo or umbra) for Barachi maxed out at full LoS instead of just 7 range? 02:52:59 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-444-g29a2fec 03:11:38 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-444-g29a2fec (34) 04:17:57 -!- amalloy is now known as amalloy_ 04:18:49 -!- amalloy_ is now known as amalloy 10:00:51 03SteelNeuron02 {advil} 07* 0.21-a0-445-g4bd3c4a: Rework WJC Wall Jump 10(4 days ago, 12 files, 38+ 122-) 13https://github.com/crawl/crawl/commit/4bd3c4a35ffe 10:00:51 03SteelNeuron02 {advil} 07* 0.21-a0-446-ga30aec3: Rework WJC Serpent's Lash 10(4 days ago, 4 files, 20+ 15-) 13https://github.com/crawl/crawl/commit/a30aec3dbd1c 10:00:51 03SteelNeuron02 {advil} 07* 0.21-a0-447-g8a73434: Add WJC Whirlwind pin effect 10(4 days ago, 8 files, 21+ 8-) 13https://github.com/crawl/crawl/commit/8a73434415f7 10:00:51 03SteelNeuron02 {advil} 07* 0.21-a0-448-g972c5ad: Fix order of ability unlocks 10(4 days ago, 3 files, 14+ 13-) 13https://github.com/crawl/crawl/commit/972c5ad6fffb 10:00:51 03SteelNeuron02 {advil} 07* 0.21-a0-449-gc17f1d9: Refactor and fix Whirlwind Pin 10(2 days ago, 5 files, 34+ 25-) 13https://github.com/crawl/crawl/commit/c17f1d935a7f 10:00:51 03advil02 07* 0.21-a0-450-gd87a9b2: Add labeling for pinned monsters 10(21 minutes ago, 2 files, 6+ 0-) 13https://github.com/crawl/crawl/commit/d87a9b27c2d9 10:01:34 my decision to merge doesn't mean I think this is done etc etc :) 10:01:43 but it seems more or less complete and I wanted to get the ball rolling 10:02:36 there's probably more UI work to do at a bare minimum, I'm not sure if the results of pinning are very clearly conveyed (without d87a9b27c2d9 they weren't conveyed at all!) 10:03:37 I mention before that I wasn't entirely clear on when you use walljump, and on testing I think it can be quite useful for tactical repositioning, but maybe the UI could be better still. 10:05:06 pinning might be too strong? it practically guarantees a space of separation from anything unless you're in a corridor (but then you just lure to a place where you can move appropriately) 10:06:11 I didn't carefully work through the results of pinning at a technical level but I suspect there might be some corner cases where it has weird interactions with monster actions 10:08:30 in fact, let me rephrase: as a * ability pinning is way too strong 10:09:47 well, it does have a cost in that you'll probably have to take damage to get that separation 10:10:10 so it's not *quite* like Sp walking away 10:10:59 <|amethyst> there's nothing at **** right now, is there? 10:11:24 <|amethyst> so you could get whirlwind attacking at *, and upgrade to pin at **** 10:13:14 <|amethyst> hm, also, does anything WJC increase power with piety? 10:13:31 <|amethyst> because, if not, it's kind of weird not to have a 6* ability 10:14:18 <|amethyst> oh right 10:14:21 ah good idea re whirlwind 10:14:25 <|amethyst> 6* is not a real thing 10:14:54 hm, not sure 10:15:09 <|amethyst> (for non-capstone abilities) 10:15:15 another thing I didn't try to test before merging is how well piety costs are balanced in this version 10:17:43 <|amethyst> also, thanks for merging that 10:17:55 <|amethyst> it was going to be another day or two before I got a chance 10:19:55 no problem, hope I didn't miss anything, but it seemed pretty ok code-wise (just a few minor changes + the labeling for being pinned) 10:20:50 hmm I think I have a WJC char in trunk still, maybe I should try to win it before someone gets around to nerfing whirlwind :) 10:32:37 yeah, sorry my wand charge merging code is taking a little longer than I thought (big surprise), so I also haven't had a chance to look 10:32:40 oh yeah, one thing i brought up to gammafunk a while ago but might be outside the scope of this rework: lunging through allies is pretty cheesy 10:32:47 that sounds like it should count as a bug to me 10:32:59 apparently it just swaps you with the ally 10:33:05 and does lunge damage 10:33:24 right, we penalize reach through allies; outright disabling it through allies might be the most sensible thing 10:55:50 how do i correlate a trunk build number to a commit that it includes? 10:55:52 i.e. Dungeon Crawl Stone Soup version 0.21-a0-444-g29a2fec (webtiles) character file. 10:56:28 i thought the g29a2fec would correlate with a commit hash but doesn't appear to be the case 10:57:18 and is there any way to request a rebuild on a specific tiles server? or are those only done nightly 11:00:45 murtidash: remove the leading 'g' 11:00:56 that g is to indicate the SCM, git in this case 11:01:07 %git 29a2fec 11:01:08 07gammafunk02 * 0.21-a0-444-g29a2fec: Remove the secret Crawl ASDF project added by the Shadow Dev Team 10(14 hours ago, 1 file, 0+ 0-) 13https://github.com/crawl/crawl/commit/29a2fec1a17c 11:01:12 thanks 11:01:26 that makes a ton of sense, and also explains why i wasn't finding it :P 11:02:46 yeah it's a little confusing, but then again 'g' isn't a valid hex value :) 11:03:19 i wish i had a retort for that 11:03:32 because when you point it out it is kind of obvious but i'd never think about it looking at a hash 11:23:28 I was a dev for like 3 months before realizing how version numbers worked 12:24:04 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-450-gd87a9b2 (34) 13:55:53 so i was looking through crawl-ancient to find out when the trident of the octopus king was added. i found this funny diff: https://github.com/crawl/crawl-ancient/commit/4929cadfdd4e3#diff-78b9ea08d1bbbf785a07e6926d2051f5L119 13:55:53 amalloy: You have 1 message. Use !messages to read it. 13:58:35 a hard-learned lesson... 16:10:24 -!- Taraiph is now known as Taraiphempole 16:58:17 !messages 16:58:17 No messages for SteelNeuron. 17:18:10 <|amethyst> SteelNeuron: we were talking about maybe making pin **** 17:18:20 Oh, yes I caught up with that 17:18:22 it's interesting 17:18:22 <|amethyst> SteelNeuron: keeping whirlwind for damage at * as currently 17:18:38 I was also thinking that **** was possibly missing something 17:18:54 although what exactly I guess depends mostly on where we want to take the power level 17:19:04 Do you think it's too strong as is then? 17:19:14 <|amethyst> advil did, I haven't played the new version yet 17:19:34 Yeah 17:19:44 It's hard to quantify how much movement is worth 17:20:03 If anything I was worrying these changes would make it fall on the weak side, but I trust you guys on that 17:21:04 one thing to keep in mind is... I put Serpent's Lash a pip higher than all martial moves because it can be a bit upsetting to use Lash and fall below the level of the move you wanted to use (or pin in this case) 17:21:27 although that could be fixed by delaying the piety loss to after the Lash effect is consumed (not sure how viable/standard this is tbh) 17:22:15 doesn't whirlwind give relatively little without pin when it's first available? 17:23:26 I'm not sure what I would use whirlwind for without pin, with the 80% damage tbh 17:23:30 <|amethyst> hm 17:23:35 right, that would be my concern 17:23:43 I mean, consider what oka gives you at 1* 17:24:10 now there is a piety costed ability also available (serpent's lash) at 1* to use in conjunction with whirlwind 17:24:18 so I'm not sure how strong that is 17:24:53 but I also don't know how strong pin is in an absolute sense 17:25:19 I think since it doesn't prevent monster attacks it can't be that strong 17:25:27 also considering that you're hitting with less damage 17:26:00 but I could be wrong about that certainly; I just doubt it's brokenly powerful unless I don't understand what the effect is 17:32:11 I agree 17:32:18 btw serpent's lash, as per the PR, is at *** 17:32:31 lunge is -, whirlwind *, jump **, lash *** 17:32:40 gammafunk: my best guess as to what pin would be good for is stairdancing 17:32:48 you can force a one-tile gap with it 17:33:23 so you can safely disengage from a single powerful monster 17:33:42 but i think serpent's lash gives a similar effect? 17:33:57 ??serpent's lash 17:33:57 wu jian[5/8]: Serpent's Lash: Instant ability with Exhaustion and a moderate Piety cost. Causes your next two movement actions to be instant, and boosts your martial attacks during them. 17:34:05 I think you have to use martial moves to gain that advantage 17:34:11 for lash 17:34:26 oh maybe it's not conditioned on that? again I really need to sit down and look at things in detail 17:34:37 blame wand charge code being hard! 17:35:22 as someone who has played very little recently, and even less WJC, the thing that stands out to me the most from WJC's powers is that they are very good at retreating 17:35:43 ??lunge 17:35:44 wu jian[2/8]: Lunge: Triggered by moving towards an enemy. Deals extra damage against slowed or distracted enemies. 17:36:47 finally, zin has competition 17:48:15 so, on serpent's lash 17:48:23 it doesn't actually require you to activate martial attacks at all 17:48:37 that could be a possible restriction 17:48:37 you can just use it to walk away 17:48:47 like a very short range cblink 17:49:55 wow, those Sequell WJC descriptions are quite old :) 17:50:04 yeah, feel free to update 17:50:18 Will do once it stabilizes for a bit 17:50:36 yeah, two free unconditional movments is pretty strong 17:50:46 otoh it is a piety-costed ability I think? 17:50:50 yeah 17:51:03 I halved that cost, atm it's 2 piety and 15 ish turns of exhaustion 17:51:11 oh right, with a cooldown 18:48:33 -!- Euph0ria is now known as WalterWhite 20:14:17 -!- GiantOwl is now known as Kalir 20:18:22 hello ! 22:22:00 -!- Taraiphempole is now known as Taraiph 22:46:32 -!- amalloy is now known as amalloy_ 22:47:21 -!- amalloy_ is now known as amalloy 23:26:48 -!- amalloy is now known as amalloy_