00:00:09 03gammafunk02 07* 0.21-a0-592-g5bb8f47: Refactor out an enum and actor property 10(2 days ago, 12 files, 35+ 32-) 13https://github.com/crawl/crawl/commit/5bb8f47916b7 00:00:09 03gammafunk02 07* 0.21-a0-593-g3088ccc: A Level 5 Necromancy/Earth Spell: Borgnjor's Vile Clutch (mikee) 10(2 days ago, 36 files, 429+ 162-) 13https://github.com/crawl/crawl/commit/3088ccc52bf6 00:00:09 03gammafunk02 07* 0.21-a0-594-ge53b2ad: Remove Control Undead 10(2 days ago, 8 files, 6+ 10-) 13https://github.com/crawl/crawl/commit/e53b2adb7b0f 00:00:09 03gammafunk02 07* 0.21-a0-595-gb102ffe: Remove Cigotuvi's Embrace 10(2 days ago, 18 files, 9+ 244-) 13https://github.com/crawl/crawl/commit/b102ffe9e4e6 00:00:09 03gammafunk02 07* 0.21-a0-596-g7a04ea1: Remove the Twisted Resurrection icon 10(2 days ago, 4 files, 1+ 3-) 13https://github.com/crawl/crawl/commit/7a04ea126d96 00:00:09 03gammafunk02 07* 0.21-a0-597-ge8387de: Remove an old comment 10(2 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/e8387de32bec 00:00:09 03gammafunk02 07* 0.21-a0-598-g62db60e: Refactor constriction code (amalloy, PR#678) 10(12 hours ago, 11 files, 137+ 69-) 13https://github.com/crawl/crawl/commit/62db60ecda80 00:00:09 03gammafunk02 07* 0.21-a0-599-gd48fd3a: Require solid ground for Borgnjor's Vile Clutch (amalloy, PR#678) 10(12 hours ago, 1 file, 8+ 3-) 13https://github.com/crawl/crawl/commit/d48fd3af114b 00:00:09 03gammafunk02 07* 0.21-a0-600-g4099806: Fix spacing (amalloy, PR#678) 10(12 hours ago, 1 file, 3+ 4-) 13https://github.com/crawl/crawl/commit/4099806cc6d3 00:00:09 03gammafunk02 07* 0.21-a0-601-gd0a639d: Shorten a spell noise check (amalloy, PR#678) 10(12 hours ago, 1 file, 4+ 3-) 13https://github.com/crawl/crawl/commit/d0a639de3701 00:00:09 ... and 12 more commits 00:01:40 <|amethyst> Borgnjor needs to switch to an automatic transmission 00:03:02 <|amethyst> I think you missed a real opportunity by not calling it Gravegrasp 00:03:02 ...and so the second joke about mikee's spell name was made 00:03:04 ??bvc 00:03:04 Borgnjor's Vile Clutch[1/1]: Not actually a nasty purse used by necromancers but the 'formal' name for the zombie hands player spell - L5 earth/necromancy, smite targeted constriction in a 3x3 area. 00:03:32 |amethyst: the bikeshedding was especially painful with mikee (of transifex description fame) and the rest of ##crawl (including hellmonk) involved 00:03:52 <|amethyst> ... because then when Wizards inevitably comes out with a so-named card you can sue them 00:04:00 <|amethyst> in Magic I mean 00:05:39 too bad those (amalloy) credits don't count as actual commits 00:06:41 zombie hands is still the best name sorry 00:06:52 also sorry that your game isnt cool enough to have mutagenic shafts 00:07:11 just say that phrase outloud to yourself a few times 00:07:14 "mutagenic shafts" 00:07:18 and think about what you've done 00:07:21 m u t a g e n i c s h a f t 00:09:36 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-613-g5d64845bf7 (34) 00:09:50 I thought the problem with "purple stairs" is that people have to go back and visit them if they want to mutate? 00:09:54 maybe I don't know how they work 00:10:56 hellcrawl stairs are all one way so its just one extra decision when you're done with a floor, shouldn't be too bad imo 00:11:23 well you were saying something about "it's a 3 line change" like it's an obvious solution for dcss 00:11:28 I mentioned how you'd solve backtracking with them in mainline before: you just unpurple them if the flood below is visited 00:11:36 it'd be more than 3 lines for that ofc 00:11:37 oh 00:11:43 hrm 00:12:52 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-613-g5d64845 (34) 00:23:44 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-613-g5d64845 (34) 00:26:47 gammafunk: did you see https://github.com/crawl/crawl/wiki/Mutation-roulette-brainstorming ? 00:29:25 I see, nice that you wrote that up 00:30:02 I can think on it a bit; my main overall concern is that we retain the balance improvement from no purple chunks 00:30:22 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-591-g2314aa1 (34) 00:30:24 so as long as this source is not too common and not too annoying, it could be fine to have something else 00:31:09 I might take a break from writing code to go through the plan again, since some of it is done and some not happening this release for sure 00:32:04 there are still a couple more things I might try and do, have to figure out what I can actually finish in a week 00:53:42 New branch created: spooky_vaults (1 commit) 13https://github.com/crawl/crawl/tree/spooky_vaults 00:53:42 03advil02 07[spooky_vaults] * 0.21-a0-592-gbe392a2: Allow ghosts built from bones files to be placed in vaults 10(4 minutes ago, 7 files, 119+ 5-) 13https://github.com/crawl/crawl/commit/be392a2ebf06 00:53:56 so there's the proof of concept 01:04:19 ghost vault ideas: Ghost's Nest, Hall of Ghosts, Ghostcano, Ghosturrat, Ghostzaar 01:04:59 nice 01:05:12 Ghostel 01:05:39 <|amethyst> gammafunk: Hive of Ghosts 01:05:39 I figured I would just make the most basic of basic ghost vaults 01:05:43 ghost pit 01:05:58 <|amethyst> which reminds me, we need tile and maybe colour variation on rations 01:05:59 btw, is there some trick to getting minivaults to show up in Vaults? I never got those to place there with a lot of reloading 01:06:34 what about bringing back jerky and pizza tiles for that 01:06:39 good idea 01:06:43 and some fruit 01:08:13 <|amethyst> also, the ability to specify this in .des 01:08:25 <|amethyst> https://www.reddit.com/r/dcss/comments/7lde13/somehow_it_just_isnt_quite_the_same/ 01:08:36 can bring back pandemonium pizza? 01:09:38 <|amethyst> need sewer pizza 01:09:38 hmm the point about food stores is reasonable 01:09:40 it would be nice to reuse the fruit/pizza randomized message 01:09:58 we can even add food that didn't exist...!!! 01:10:11 "you eat the hummus." 01:10:41 <|amethyst> yeah, it does seem like food unification has lost some flavour 01:11:08 <|amethyst> I guess I'm eating crow now 01:11:12 zing 01:11:26 try not to let that joke get stale 01:11:58 * |amethyst stews 01:12:50 welcome to the pressure cooker 01:13:10 <|amethyst> in the stone soup vault, could have each of the player-race monsters carry a food item with a different til 01:13:13 <|amethyst> e 01:13:28 <|amethyst> would need a code adjustment to allow monsters to carry food 01:13:38 <|amethyst> (not much of one) 01:20:49 Unstable branch on crawl.develz.org updated to: 0.21-a0-613-g5d64845 (34) 01:46:37 The build passed. (spooky_vaults - be392a2 #9079 : advil): https://travis-ci.org/crawl/crawl/builds/320074438 02:00:11 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-613-g5d64845 02:55:21 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-613-g5d64845 03:06:05 03gammafunk02 07* 0.21-a0-614-g760ccf5: Show the constriction icon monsters under Borg's Vile Clutch (mibe) 10(2 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/760ccf5bcbee 03:24:53 03gammafunk02 07* 0.21-a0-615-g8e08f28: Don't have Borgnjor's Vile Clutch constrict friendlies (mibe) 10(7 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/8e08f28d9313 03:37:12 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-615-g8e08f28 (34) 03:48:48 -!- amalloy_ is now known as amalloy 04:09:37 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-615-g8e08f28d93 (34) 04:23:14 Crash when loading, then refreshing, opting not to update to the latest version of trunk. 13https://crawl.develz.org/mantis/view.php?id=11332 by NormalPerson7 06:09:46 -!- amalloy is now known as amalloy_ 06:11:00 -!- amalloy_ is now known as amalloy 06:24:45 New branch created: pull/682 (1 commit) 13https://github.com/crawl/crawl/pull/682 06:24:45 03Aidan Holm02 07https://github.com/crawl/crawl/pull/682 * 0.21-a0-616-g52f6d95: Fix ghost doll cycling through parts 10(2 hours ago, 2 files, 0+ 2-) 13https://github.com/crawl/crawl/commit/52f6d95bed98 07:14:27 -!- amalloy is now known as amalloy_ 08:55:18 !tell advil should ghost_demon::max_ghosts_per_level still have the "extra" in its comment? seems like either the old comment was wrong or the new one is 08:55:19 wheals_: OK, I'll let advil know. 09:15:01 !tell gammafunk isn't the twisted resurrection icon still useful for players looking up the monster spell? there's a fair number of monster-only spells that have icons at any rate 09:15:02 wheals_: OK, I'll let gammafunk know. 09:26:38 03advil02 07* 0.21-a0-616-g6d9b277: Fix a comment (wheals) 10(46 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/6d9b277d695e 09:27:59 wheals_: well, I think we wanted to have a generic icon for these spells 09:28:13 also that monster spell is a good candidate for a rethink 09:28:21 like how we did with simulacrum at least 09:28:50 but yeah, I don't think trying to have an icon for every monster-only spells or just some of them is necessarilly a good idea 09:29:03 we can have a nice generic icon or possibly a few based on some criteria 09:29:19 it's really important for the player because they have a UI where they are choosing these spells for use 09:29:35 monsters actually have a superior UI where they don't have to click 09:30:32 I guess if someone actually wanted to make an icon for each and every spell regardless of it being monster-only, that'd be one thing, but that's just not realistically going to hapepn 09:30:51 *happen; and there's no pressing need for it like there is for players 09:34:42 The generic monster spell icon is in #667 09:35:28 Separately, I was considering reworking the monster spell icons that use a non-square background 09:36:28 Yeah, I was thinking of aidanh's patch, which we should look at 09:36:40 I wonder who got PR#666 09:36:44 !pr 666 09:36:44 https://github.com/crawl/crawl/pull/666 09:37:00 Congrats aidanh, you're a demon. 09:38:15 damn, my secret's out 09:39:04 I seem to remember there being some logic about how square tiles are for spells, and octagons/whatever indicate invo/evo abilities? 09:40:03 damn the 666th PR is about hell lords 09:40:30 how appropriate 09:41:03 !pr 667 09:41:04 https://github.com/crawl/crawl/pull/667 09:41:49 ah, I see 09:42:06 aidanh: what do you mean by "monster spell icons that use a non-squaer background" 09:42:14 you mean for monster-only spells? 09:42:23 that actually have an icon, I guess 09:42:41 major and minor healing, for example 09:42:52 I'm not sure if there's a good system for monster spells 09:43:15 it would be one thing to maybe have monster spell icons for...spell level maybe? 09:43:58 we don't have anything other than your generic icon (or something similar but maybe more interesting that we could at least get made) 09:44:10 and then a random smattering of icons 09:44:44 maybe we could get one nice icon to simply indicate "this is a monster spell" and just use that 09:45:08 well, it's currently only ever visible through ?/s, but I was going to add icons to description popups 09:45:23 so it'd be nice to have something, yeah 09:45:31 yes, I'm sort of just talking on a practical level 09:45:43 if we try to make it so each spell can have an icon but no one ever makes an icon 09:45:57 we confusingly have a mix of spells with 'weird' icons and spells with generic ones 09:46:15 and players think "what do these icons mean? why does this spell have a special one?" 09:46:47 I don't know how many we have, but we have quite a lot of monster-only spells and I don't think it's too reasonable to expect even most to get icons 09:46:59 yeah, individual icons is a lot of work 09:47:58 my question mark tile isn't great either, but it's better than the current ERROR tile 09:48:01 yeah probably that's what we could do for now 09:48:35 use something like that, maybe see if we can get a nicer one 09:48:43 We don't have any tiles artists with a lot of time to do tile right now 09:50:05 well, I'll need to update that PR to handle the tile you removed (unless you want to keep that one), and I'll see if there's a tile I can repurpose that says "monster" a little better 09:53:42 ...maybe a slight recolouring of the unarmed combat paw symbol? 10:00:57 03advil02 07[spooky_vaults] * 0.21-a0-593-g974435a: Add some ghost mini-vaults that will place in Vaults 10(2 minutes ago, 1 file, 36+ 1-) 13https://github.com/crawl/crawl/commit/974435a8a002 10:01:12 aidanh: something like that would be nice, yeah 10:01:35 question mark is going to make the player think it's some kind of error or incomplete thing 10:02:16 oh, now that I think of it, an icon for whether the spell is innate or magical or whatnot? 10:02:44 do we have any icons corresponding to spell schools? 10:02:45 that's sort of a relatively obscure aspect of monster spells from the player perspective 10:02:45 advil: You have 3 messages. Use !messages to read them. 10:02:54 I was thinking about that as well 10:03:01 the problem is multi-school spell 10:03:05 you could use spell level 10:03:23 level 1: quokka, level 2: adder, ... level 9: tiamat 10:04:05 and like the quokka is in a robe and wizard hat 10:04:17 @?quokka 10:04:18 quokka (00r) | Spd: 12 | HD: 1 | HP: 4-7 | AC/EV: 2/13 | Dam: 5 | XP: 2 | Sz: little | Int: animal. 10:04:21 ok phew 10:04:22 @??adder 10:04:23 adder (09S) | Spd: 13 (swim: 60%) | HD: 2 | HP: 9-13 | AC/EV: 1/15 | Dam: 508(poison:4-8) | amphibious, cold-blooded | Res: 06magic(10), 12drown | XP: 13 | Sz: little | Int: animal. 10:04:47 monster spells have a level that doesn't necessarilly mean anything 10:04:56 in fact I think the level is basically meaningless to the player 10:05:06 as are the spell schools, I suppose 10:05:46 there's probably at least one school per spell that would be meaningful, for most spells 10:05:59 no idea if monster-only spells even have schools assigned though 10:06:16 I kind of like the idea of the icon conveying some potentially useful info, but maybe susceptibility to anti-magic vs silence vs both isn't that useful 10:06:16 yeah I think they have to 10:06:24 SPELL_THORN_VOLLEY, "Volley of Thorns", 10:06:24 SPTYP_CONJURATION | SPTYP_EARTH, 10:06:27 for instance 10:06:30 ah 10:07:07 spl-data.h has the entries 10:07:26 that's level 4 10:07:44 presumably it's in the thorn hunter's starting book and it gets it only before it reaches Lair 10:07:54 s/only/online/ 10:09:36 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-616-g6d9b277d69 (34) 10:12:30 if the tiles already existed I bet spell school would be doable with some heuristic like: elemental school > necro > summoning > hexes > ... (where > means prefer to show the thing to the left) 10:13:09 for multiple elemental ones, could just pick arbitrarily (though they don't seem to ever have more than 2 elemental schools, so a more ambitious version could blend tiles or something) 10:13:49 could reuse the spell school icons used for the skill gui 10:14:24 ahh heh of course those must exist 10:15:15 but blending those is going to be difficult; it'd probably need to be hand-edited to look any good 10:15:22 there are a bunch of SPTYP_NONE 10:15:25 yeah, there are things you can do if you just want to display something 10:15:34 but I think it's not a bad idea to ask what's actually good UI 10:15:43 (including the powerful "Melee" spell) 10:16:09 it's likely to just confuse players if they see some random elemental-like icon in the mouseover/listing 10:16:46 03Aidan Holm02 07https://github.com/crawl/crawl/pull/667 * 0.21-a0-616-g5191fab: Don't show removed spells in ?/s menu 10(9 days ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/5191fab970f0 10:16:46 03Aidan Holm02 07https://github.com/crawl/crawl/pull/667 * 0.21-a0-617-g8fe97d5: Add consistent background to monster spell tiles 10(9 days ago, 2 files, 2+ 0-) 13https://github.com/crawl/crawl/commit/8fe97d596343 10:16:46 03Aidan Holm02 07https://github.com/crawl/crawl/pull/667 * 0.21-a0-618-gfd08a8f: Add generic monster spell tile 10(9 days ago, 3 files, 111+ 143-) 13https://github.com/crawl/crawl/commit/fd08a8fb6cf5 10:16:46 03Aidan Holm02 07https://github.com/crawl/crawl/pull/667 * 0.21-a0-619-g552be6f: Remove redundant spell tiles 10(9 days ago, 2 files, 62+ 124-) 13https://github.com/crawl/crawl/commit/552be6ff0f73 10:16:50 maybe it's fine, but something that at least doesn't generate confusion if it doesn't convey useful information would be nice 10:16:52 well I'm not sure that having "Spit lava" have a fire icon is so confusing 10:17:09 sure, but others are trickier 10:17:41 like? 10:17:43 I'd feel better about it if those schools had any in-game relevance at all, but they're literally meaningless 10:18:05 the reason I suggested that the elemental ones be important is that they convey info about resists 10:18:11 generally 10:18:40 summons/necro also directly give some info about what you can expect to happen when you fight the monster 10:19:18 same with hexes / transloc, to some degree 10:19:23 the others I'm less sure 10:19:59 one thing would be that if *player* spells don't use the same icon system somewhere, it's less helpful 10:19:59 throw barbs is a conjuration 10:20:49 yeah, I guess some of the fake spells (not sure how many there are) could be an issue 10:21:03 for that one though the icon probably just needs to convey damage? 10:21:25 I suppose you could just be judicious about which you chose 10:21:39 some are obvious and some like that you have to maybe choose a special icon 10:21:44 (could even add earth to that particular "spell") 10:22:08 well the most notable effect of it is hex-like 10:22:15 I would make it hex/conj 10:22:20 right, good point 10:22:21 but that's sort of the weird thing 10:22:30 many of these are innate abilities 10:22:41 @?manticore 10:22:41 manticore (05H) | Spd: 10 | HD: 9 | HP: 40-58 | AC/EV: 5/7 | Dam: 26, 14, 14 | fly | Res: 06magic(40) | XP: 529 | Sp: throw barbs (2d13) [11!AM, 06!sil] | Sz: Large | Int: animal. 10:22:57 I mentioned how you could do the icons based on that as well 10:23:06 however that's probably both confusing and not useful enough 10:23:24 it's just that if players see these and they're similar to player spell schools 10:23:31 they'll maybe think "oh it's a spell" 10:23:38 and not read the fine print? 10:23:56 just a bit weird that these are internally supposed to be "not spells" in a gameplay-relevant sense 10:24:06 yeah 10:24:28 what you proposed is probably good enough, oh 10:24:41 maybe we could only do the school thing for non-abilities? 10:24:44 @?vault warden 10:24:44 vault warden (04p) | Spd: 10 | HD: 16 | HP: 72-104 | AC/EV: 10/10 | Dam: 36 | 10weapons, 10items, 10doors, fighter, see invisible | Res: 06magic(60) | XP: 1690 | Sp: seal doors | Sz: Medium | Int: human. 10:25:05 just don't use the school icons for things that are natural (I think that's what it's called) 10:25:08 oh but fire spit 10:25:12 @?lava snake 10:25:12 lava snake (04S) | Spd: 10 | HD: 3 | HP: 12-19 | AC/EV: 2/17 | Dam: 704(fire:3-5) | Res: 06magic(10), 04fire+++ | Vul: 12cold | XP: 47 | Sp: spit lava (3d10) [11!AM, 06!sil, 08breath] | Sz: small | Int: animal. 10:25:32 yeah I guess we'd have to cut out maybe a lot 10:25:45 well it doesn't have to be a perfect system I guess 10:26:02 maybe some info like how you describe is sort of better than no info 10:26:22 if we could get some variants like 10:26:28 this element, natural 10:26:32 that's a lot of icons though 10:27:04 yeah, it would probably be best with some icon tweaking 12:05:06 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-616-g6d9b277 (34) 12:51:01 -!- amalloy_ is now known as amalloy 13:37:04 <|amethyst> gammafunk: re cb6d0b39, doesn't this mean the second book might not give you a spell to use with corpse delivery? 13:37:41 Game crashes when selecting "DrcWing" category for player doll 13https://crawl.develz.org/mantis/view.php?id=11333 by GuideCritic 13:38:38 <|amethyst> gammafunk: also, given the theme, should BVC be considered corpse-violating for Fedhas purposes? 13:51:20 Official request to rename Borgnjor's Vile Clutch to Cigutovi's Vile Clutch. Imho expands what little lore we have since at least Cigutovi has a wiz lab while Borgnjor is afaik known in name only plus it seems to be a thematically fitting spell to have been invented by Cigutovi with all the experiments on flesh; undead arms aren't too far away from the old "armour out of body parts" concept. Plus CVC is more consise than BVC 13:52:05 <|amethyst> more concise? 13:52:13 <|amethyst> they're the same number of letters 13:52:37 maybe that's not the word I was looking for 13:52:44 It rolls of the tongue easier 13:53:05 it is more pleasant to the eye 13:53:08 easier to memorize 14:11:25 urgh.. I assume TILEP_SHOW_EQUIP is marshalled somehow? because that value is only 0x1000, which is colliding with a tile 14:12:48 bumping that value up fixes the bug GuideCritic just reported, but it'll break saves 14:18:44 |amethyst: good point re corpse delivery. if (as it seems) it was intended that the first spell in the book was supposed to be useful with corpse delivery, it should have a comment to that effect 14:23:03 <|amethyst> aidanh: hm, I think it's not marshalled exactly 14:23:21 <|amethyst> aidanh: doll info is stored in a special chunk of the save file that is encoded as text 14:23:44 <|amethyst> aidanh: though I'm not 100% certain about that, because it can appear in the mcache 14:23:44 ok, I can work with that 14:24:05 hm; is the mcache marshalled? 14:24:14 <|amethyst> that's what I was wondering 14:24:51 <|amethyst> it doesn't look like it, but it seems like it should be (otherwise the tile of out-of-sight monsters would lose information on save/reload) 14:25:18 <|amethyst> s/out-/remembered out-/ 14:28:30 even if it is, surely it'd be using the same text-encoded format? 14:28:43 <|amethyst> no, that one is purely for the player doll 14:29:07 of course 14:29:27 <|amethyst> see _fill_player_doll, called from _find_saved_characters 14:29:47 <|amethyst> hm, I'm not even sure if this is used in-game 14:29:53 yep, that's what I'm looking at 14:29:55 <|amethyst> it looks like it might be purely for the save browser 14:38:37 are there any non-ghost monsters that would use dolls? 14:40:21 <|amethyst> player ghosts and player illusions only 14:40:33 <|amethyst> mcache_ghost::valid in tilemcache.cc 14:42:41 and they both use mcache_ghost, which afaict doesn't load the doll, but initializes it based on species+job 14:42:42 -!- buki_ is now known as buki 14:42:44 so that's fine 14:42:54 <|amethyst> cool 14:44:19 what about monsters that wield weapons? 14:44:54 <|amethyst> TILEP_SHOW_EQUIP doesn't seem to appear in those contexts afaict 14:45:06 Hm.. e.g. donald; if you use tumika's dance on him, then get him into the mcache, then restart, how will that be shown? 14:46:25 <|amethyst> you'll remember (in the monster_info) that he didn't have a shield, so I *think* it would be fine 14:46:44 <|amethyst> probably worth testing before and after the change just to make sure 14:47:19 are there wizard commands to manage the mcache? 14:47:32 <|amethyst> I don't think so 14:47:54 <|amethyst> I don't think your change would have any effect on that, so if the tile would be wrong, it probably is already 14:48:18 yeah, this is separate speculation 15:07:29 New branch created: pull/683 (1 commit) 13https://github.com/crawl/crawl/pull/683 15:07:29 03Aidan Holm02 07https://github.com/crawl/crawl/pull/683 * 0.21-a0-616-g9c9c54b: Fix crash in player doll editor (GuideCritic, #11333) 10(8 minutes ago, 1 file, 3+ 1-) 13https://github.com/crawl/crawl/commit/9c9c54b898be 15:27:25 4tharraofdagon (L16 HOGl) ERROR in 'dbg-scan.cc' at line 508: mid cache bogosity: no monster for 1086 (Depths:2) 15:27:49 4tharraofdagon (L16 HOGl) ERROR in 'dbg-scan.cc' at line 508: mid cache bogosity: no monster for 1086 (Depths:2) 15:27:50 <|amethyst> HOGl of beogh I bet 15:27:59 <|amethyst> !lm 4tharraofdagon x=god 15:28:00 74816. [2017-12-22 20:27:48] [god=Beogh] 4tharraofdagon the Bludgeoner (L16 HOGl of Beogh) ERROR in 'dbg-scan.cc' at line 508: mid cache bogosity: no monster for 1086 (Depths:2) 15:28:24 <|amethyst> something about cross-level recall of orcs is still busted 15:28:47 <|amethyst> never seen it with yred so it's more complicated than just a cross-level recall bug 15:29:50 <|amethyst> or maybe it's something other than cross-level recall, but I don't know of anything else Beogh does that would mess with the mid cache 15:32:00 4tharraofdagon (L16 HOGl) ERROR in 'dbg-scan.cc' at line 508: mid cache bogosity: no monster for 1086 (Depths:2) 15:34:06 -!- dosman71 is now known as dosman711 15:38:20 4tharraofdagon (L16 HOGl) ERROR in 'dbg-scan.cc' at line 508: mid cache bogosity: no monster for 1086 (Depths:2) 15:41:41 4tharraofdagon (L16 HOGl) ERROR in 'dbg-scan.cc' at line 508: mid cache bogosity: no monster for 1086 (Depths:2) 15:55:40 ShadedKnight (L15 GrNe) (D:14) 16:16:15 Borgnjor's Vile Clutch spell targeting issue 13https://crawl.develz.org/mantis/view.php?id=11334 by mibe420 17:17:03 ziggurnaut (L3 DgIE) (D:3) 18:17:38 Unstable branch on underhound.eu updated to: 0.21-a0-616-g6d9b277d69 (34) 19:49:52 re: the stack examining issue I brought up previously 19:50:27 it looks like there is a secondary related issue, which is that you can't examine an item if a monster is standing on the tile 19:51:06 although I'm not sure how often a player would need to do that 19:51:44 but it does make having a new command for examining stacks a better option vs. overloading the x-v behavior 19:58:33 <|amethyst> IMO it should be like ctrl-x, for one square 19:58:45 <|amethyst> so it will show monsters, items, and features 20:00:20 <|amethyst> "Why not just use ctrl-x?" you say? Have you tried using it in Orc after a battle? 20:04:29 |amethyst: and clouds 20:04:37 and whatever else goes on a tile 20:04:52 <|amethyst> hm 20:05:09 <|amethyst> I was hoping for code sharing with ctrl-x, but you're right 20:05:37 <|amethyst> it doesn't make sense for ctrl-x to show clouds or boring features, but this command should 20:11:11 it can share code with ctrl-x still. just add a filter parameter 20:15:48 <|amethyst> yeah 20:53:45 where are the purple stairs gammafunk 20:53:58 request to rename the spell denied 20:54:26 cig is strongly associated with transmutations due to the wizlab (which was based on the removed spell) 20:54:49 |amethyst: corpse rot, no? 20:55:20 |amethyst: yeah, corpse rot is guaranteed 20:57:49 as far as corpse-violating, I guess you could argue for that, but you could also argue that fedhas doesn't care about those any more 20:58:06 or that they're not being destroyed 21:07:28 <|amethyst> gammafunk: corpse rot is in the first book 21:07:40 <|amethyst> gammafunk: that's why I said second book 21:08:09 <|amethyst> it's not critical, of course 21:09:25 well I think that was the case when twisted res didn't exist and cig's embrace didn't exist 21:10:53 you could just replace agony with simulacrum in that coinflip 21:11:02 <|amethyst> yeah, that was my thought 21:11:16 I would be fine with that 21:11:18 <|amethyst> Cig replaced TR immediately 21:11:23 <|amethyst> the commit is actually first 21:11:39 <|amethyst> err, the commit adding Cig 21:12:22 the thing is that kiku is overall really strong due to giving you pain guaranteed 21:12:41 it is mostly due to guaranteed corpse rot tbh imo 21:12:52 so this is really just sort of a "theoretically, you could say kiku is worse" thing 21:12:57 <|amethyst> kiku doesn't guarantee the Pain spell 21:13:05 kiku guarantees a pain weapon 21:13:08 <|amethyst> ah 21:13:16 <|amethyst> sorry, too much polysemy 21:13:19 sorry, not pain guaranteed, pain weapon 21:13:24 the pain weapon does mean the kiku lategame is p sexy yes 21:13:52 kiku is one of the strongest gods in the game so it's not too much of a concern, but I agree it's sort of nicer to be consistent there 21:14:20 simulacrum is not an easy to cast spell so they're not going to get much corpse drop use for a while if they decide they don't like corpse rot 21:14:29 <|amethyst> could be 2/3 animate dead, 1/3 simulacrum for the first choice 21:14:34 yeah 21:14:43 have you vetoed just guaranteeing animate dead for any particular reason 21:14:45 well, actually I like 50/50 21:14:52 <|amethyst> and I guess agony replacing simulacrum in the third choice 21:14:59 mostly variety, hellmonk 21:15:05 so not every kiku game feels the same 21:15:14 imo make animate skeleton/corpse rot a flip in the first book and then guarantee animate dead, stealth kiku nerf 21:15:24 I get the variety argument though 21:15:41 <|amethyst> yeah, I could see skeleton and corpse rot alternating 21:16:09 <|amethyst> that would probably require guaranteeing the pain spell though 21:16:25 yeah but imo that's not a huge deal 21:16:54 pain spell is often outmoded by the time you're getting kiku's book whereas corpse rot is currently guaranteed and always broken af if you use it 21:23:40 <|amethyst> CR will still be guaranteed for Gh, Mu, and Gr 21:25:00 if you alternate it with animate skeleton it won't, I think? 21:25:30 <|amethyst> there'd be nothing to give for the third spell 21:25:35 oh, I see 21:25:44 stealth mu buff 21:26:00 <|amethyst> no, they already get all three 21:26:07 <|amethyst> pain, corpse rot, and animate skeleton 21:26:08 ok 21:26:26 <|amethyst> that wouldn't change, so it's just the absence of a nerf 21:26:58 stealth mu non-nerf 21:27:01 <|amethyst> whereas people who can bleed are guaranteed sublimation 21:27:14 <|amethyst> (were before, and will still be) 21:27:45 <|amethyst> also, I think I simplified the logic for that 21:27:55 <|amethyst> s/simplified/am simplifying/ 21:28:00 <|amethyst> it seems simpler to me anyway 21:43:22 you slimified the logic 21:43:34 turned it into a death ooze 21:50:27 03|amethyst02 07* 0.21-a0-617-g0010f08: Guarantee a corpse-using spell in Kiku's second book. 10(29 minutes ago, 1 file, 4+ 2-) 13https://github.com/crawl/crawl/commit/0010f087334d 21:50:27 03|amethyst02 07* 0.21-a0-618-g6cbd37f: Don't guarantee Corpse Rot in Kiku's first book (hellmonk) 10(19 minutes ago, 1 file, 5+ 5-) 13https://github.com/crawl/crawl/commit/6cbd37fffebd 21:51:15 -!- Evablue_ is now known as Evablue 21:53:23 savage 21:53:37 kind of disappointed that the animate dead isnt guaranteed tho 21:54:37 wow, crediting hellmonk? 21:54:40 rip crawl forever 22:09:35 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-618-g6cbd37fffe (34) 22:55:56 -!- ProzacElf_ is now known as prozacelf 23:01:15 !won . DENe 23:01:17 Lightli (DENe) has won once in 22 games (4.55%): 1xDENe