00:01:46 <10P​leasingFungus> big fan of ebering's rampage today 00:48:39 -!- amalloy is now known as amalloy_ 00:59:59 hell yeh two of those were my reports 01:34:26 Unstable branch on crawl.develz.org updated to: 0.26-a0-631-ged93497179 (34) 01:55:11 Windows builds of master branch on crawl.develz.org updated to: 0.26-a0-631-ged93497179 03:18:37 Unstable branch on crawl.beRotato.org updated to: 0.26-a0-631-ged93497 (34) 03:30:56 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-3570-gb561bb485a 06:22:16 -!- amalloy_ is now known as amalloy 09:05:43 Stossel (L16 DrCj) ASSERT(ray.pos() == oldpos) in 'beam.cc' at line 4416 failed. (Swamp:1) 09:15:07 !crashlog 09:15:08 22581. Stossel, XL16 DrCj, T:40346 (milestone): https://crawl.kelbi.org/crawl/morgue/Stossel/crash-Stossel-20200912-130532.txt 09:16:05 Ooof. knock back into a dispersal trap 10:16:15 -!- amalloy is now known as amalloy_ 11:38:01 <09g​ammafunk> @PleasingFungus re: design goals, yes, the main goal is to give the beetle a powerful attack where you'll need to decide between kill first or escape, and the secondary "roll past" aspect is also a goal. I should be clear, thought, that this rolling past aspect is only seen by the roll failing an evasion check. It does give the player a possibility to punish the beetle before it unrolls (since any 11:38:02 subsequent roll movement takes the beetle away from the player) and resets its attack cycle. Both of those things are intentional, but for the second aspect I don't want some special movement pattern to allow "roll evasion" 11:40:11 <09g​ammafunk> I think it may indeed be the case that faster roll speed is necessary, possibly 20, since if a player is able to simply walk away in most situations, that's not very interesting. Maybe a good target would be that a spriggan doesn't get to just walk away safely unless the beetle is rolling a full 6 or 7 tiles away 11:40:14 <09g​ammafunk> *?spriggan 11:40:14 <04C​erebot> spriggan (i) | Spd: 10 (move: 60%) | HD: 7 | HP: 20-30 | AC/EV: 3/18 | Dam: 15 | weapons, items, doors, see invisible | Res: magic(60) | XP: 218 | Sz: little | Int: human. 11:41:36 Might you really be bringing boulder beetles back? 11:41:42 <09g​ammafunk> guess it would need to be much faster than 20 to catch one of those though, so perhaps we have to let the spriggans run away and bake bread 11:42:27 <10P​leasingFungus> @gammafunk yep, gotcha re roll evasion 11:42:59 <10P​leasingFungus> i hope nothing bad happens to orb spiders next... 11:43:12 (because if so while I regret it's not a separate commit, our commit a3daa9a6e787258bdbf2cf809595f19f9cecea11 fixes the boulder beetle traps which were broken in vanilla for c. 4 years) 11:43:29 <10P​leasingFungus> sounds like a classic bug 🙂 11:43:34 <09g​ammafunk> 🚫 ⚪ 🕷️ 11:43:41 <10P​leasingFungus> not sure if the same traps would make sense for new boulder beetles, though 11:43:42 <09g​ammafunk> is all I have to say about those 11:43:45 <10P​leasingFungus> since they're intended to function fairly differently 11:44:06 <09g​ammafunk> there are other aspects of beetles to worry about 11:44:12 <09g​ammafunk> well, like the blinking/reset issue 11:44:18 <09g​ammafunk> I forget if you commented on that, PF 11:44:26 <09g​ammafunk> but it's still a concern I have 11:44:32 why do you have to call them new boulder beetles gamma. why not actualized beetles. 11:44:53 <09g​ammafunk> I think you're right that the roll speed aspect is a bit more complicated in that it has to be well-tuned, and I didn't really think of that issue much initially 11:45:08 <09g​ammafunk> but it does feel like there's probably a reasonable set of knobs to tune there 11:45:37 <10P​leasingFungus> i had a small comment about resets, not a very insightful one 11:45:42 <09g​ammafunk> another weird aspect: chosing where to go when "rolling past"; monster seeking to target doesn't generate any notion of a natural ray 11:46:05 <09g​ammafunk> so you sort of have to make some ray from beetle through target that it just missed and just go somewhere along that ray endpoint? 11:46:10 Fair enough. It's there if you want it (although TBH even if you do, knowing the traps are broken is about 80% of the work) 11:46:32 <09g​ammafunk> because they're not actualized yet, twelwe 11:46:37 <10P​leasingFungus> my vague thought is that they'd pop out on the other side of the target and then keep rolling in a straight line 11:46:54 <09g​ammafunk> yeah I suppose that does work 11:46:55 <10P​leasingFungus> maybe you could fuzz it a bit, idk 11:47:07 <09g​ammafunk> yeah, it's not really the biggest deal, I guess 11:47:23 <09g​ammafunk> anyhow, thanks for the feedback on the rolling speed stuff as I'd not thought all that out quite so much 11:48:01 <10P​leasingFungus> np 11:48:01 <09g​ammafunk> reading too much elf fanfic, I guess 11:48:01 <10P​leasingFungus> impossible 11:48:01 <10P​leasingFungus> hm 11:48:01 <10P​leasingFungus> > (vaguely feel like some kind of ‘bounce backwards’ or ‘roll past’ effect might be more thematic for regaining distance than blink, but unsure about how exactly that’d work) this was my comment about resets before. not very helpful, sorry 11:48:14 <09g​ammafunk> right, I had tried to spitball a few "I Can't Believe It's Not Blink!" ideas, myself 11:48:42 <10P​leasingFungus> well, imagine if they could roll at the player while in melee but always missed when they did. that's basically a reset, sort of 11:48:49 <09g​ammafunk> and I also thought of other ways to make translocations theme, but it did feel tacked-on in the end, so it's something I need to think about a little more 11:48:58 <09g​ammafunk> heh 11:49:08 <09g​ammafunk> that's sort of cute 11:49:35 <09g​ammafunk> eerily reminds me of maintain distance, but it's not quite that 11:49:38 <10P​leasingFungus> alternately, you could pull a classic video game move and have them 'tunnel into the ground' and reappear in a random nearby space a few turns later 11:49:50 <10P​leasingFungus> probably move them to -1,-1 when they tunnel or something... 11:49:51 <09g​ammafunk> yes that is literally what I had spitballed myself, at one point 11:49:53 <10P​leasingFungus> heh 11:49:59 the boring beetle returns 11:50:10 <10P​leasingFungus> probably the delay is not actually great gameplay 11:50:18 <10P​leasingFungus> but one would have to try it 11:50:31 <10P​leasingFungus> (could also do an insta-tunnel, which is of course just rethemed blink) 11:50:49 <09g​ammafunk> always a good sign when I've discussed one lair monster more than an entire proposed branch rework (I still need to look at that one) 11:51:23 <10P​leasingFungus> oh, i should push my changes then 11:51:29 <10P​leasingFungus> gimme a minute 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-615-g601525a: Buff bog bodies 10(3 weeks ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/601525aff57a 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-616-g560b93b: Refactor monster death effects 10(3 weeks ago, 1 file, 44+ 31-) 13https://github.com/crawl/crawl/commit/560b93b9473c 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-617-ga45da29: New monster: bloated husk 10(3 weeks ago, 6 files, 42+ 0-) 13https://github.com/crawl/crawl/commit/a45da29a95a1 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-618-gb8fc8d1: New monster: bunyip 10(3 weeks ago, 7 files, 33+ 0-) 13https://github.com/crawl/crawl/commit/b8fc8d179769 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-619-g6cf2a6e: New monster: devouring swarm 10(3 weeks ago, 30 files, 180+ 5-) 13https://github.com/crawl/crawl/commit/6cf2a6ebbfe4 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-620-gcb631e6: Power up insubstantial wisps 10(3 weeks ago, 4 files, 55+ 2-) 13https://github.com/crawl/crawl/commit/cb631e687fc8 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-621-g2cf101a: New monster: Kitsune 10(3 weeks ago, 11 files, 63+ 9-) 13https://github.com/crawl/crawl/commit/2cf101a36a4f 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-622-g554cfac: New monster: goliath frog 10(3 weeks ago, 14 files, 57+ 16-) 13https://github.com/crawl/crawl/commit/554cfacba9f5 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-623-gf035120: New monster: eleionoma 10(3 weeks ago, 14 files, 150+ 3-) 13https://github.com/crawl/crawl/commit/f035120e909e 12:11:28 03PleasingFungus02 07[bogged-down] * 0.26-a0-624-gce861df: Remove unused M_HYBRID flag 10(3 weeks ago, 4 files, 15+ 22-) 13https://github.com/crawl/crawl/commit/ce861df93244 12:11:28 ... and 20 more commits 12:11:46 Branch pull/1533 updated to be equal with bogged-down: 13https://github.com/crawl/crawl/pull/1533 12:12:04 <10P​leasingFungus> done. current TODO list for the branch: Try to shrink the levels somewhat Maybe: make rPois only resist 50% or 67% of poison clouds & meph? Think about bunyip: is it boring right now? Look at vaults (mons & deep water) Look at XP again 12:12:13 <10P​leasingFungus> also these commits are mostly me rebasing the branch 12:12:32 <10P​leasingFungus> the interesting ones are at the end 12:14:41 <09g​ammafunk> @PleasingFungus I'll go ahead and throw up an experimental on CDI; even if stough is really too rough for play-testing, it will be nice for people to play with 12:14:56 <10P​leasingFungus> cool 12:15:09 <09g​ammafunk> I want to work on automatic branch->playable experimental for dgl setups a bit this weekend, but I doubt I'll finish it 12:15:10 <10P​leasingFungus> hm, i should try to figure out the shrinking level thing 12:16:40 <12e​bering> With luck I'll have time for ramPRage II: detailed review comments 12:17:51 <10P​leasingFungus> sounds sick 12:18:01 <10P​leasingFungus> lmk if you want me to look at any thing 12:18:54 <12e​bering> well my top goal is to give feedback on your swamp horrors so unless you can imagine my feedback and react 12:19:05 <10P​leasingFungus> imagining... imagining... 12:19:21 <10P​leasingFungus> imagination complete 12:19:37 <10P​leasingFungus> https://cdn.discordapp.com/attachments/747522859361894521/754375674399162469/p03lcphh.png 12:21:35 <10P​leasingFungus> also i looked at the idea of shrinking swamp levels and it seemed hard 12:21:56 <10P​leasingFungus> feel like i need a vaultsmith/levelgen master to help if i want that 12:28:41 04Build failed for 08bogged-down @ b307d99d 06https://github.com/crawl/crawl/actions/runs/251427638 12:30:39 <10P​leasingFungus> In file included from catch2-tests/test_main.cc:7:0: ./fake-main.hpp: In function ‘void process_command(command_type, command_type)’: ./fake-main.hpp:37:6: warning: no previous declaration for ‘void process_command(command_type, command_type)’ [-Wmissing-declarations] void process_command(command_type, command_type) {} ?? 12:31:07 <10P​leasingFungus> hm, that's only a warning tho 12:31:28 <10P​leasingFungus> ha, it's catch2-tests/test_ng-init-branches.cc 12:33:08 03PleasingFungus02 07[bogged-down] * 0.26-a0-645-gba13bad: Fix tests? 10(12 seconds ago, 1 file, 4+ 6-) 13https://github.com/crawl/crawl/commit/ba13badd5440 12:33:26 Branch pull/1533 updated to be equal with bogged-down: 13https://github.com/crawl/crawl/pull/1533 12:35:58 Dear dev team I'm asking you to reconsider conjure flame or better yet, replace it entirely... it's not worth memorizing atm. it only works in a corridor and only if you see something coming form 10 miles away and even then it's not great... the "instant ignite" by casting it twice isn't good either... 6 mana to hurt yourself unless you have an 12:35:58 abundance of fr+ for some reason (does cloud immunity still exist?) for such a meager result... if you are desperate to get one square of distance in a corridor, summon mammal/swiftess is better. hedge wizard doesn't need a boost but for FE it wouldn't hurt. it has bad synergy with FE anyway because foxfire needs you to be in a semi-open space to 12:35:59 work well anyway, making conjure flame even more useless as it already is 12:43:54 <10P​leasingFungus> i'm told by some that it's still Quite Powerful, perhaps insofar as it helps cover the weaknesses of FE. as you said, foxfire needs open space, but cflame works best in tight corridors, so FE has an option in its toolkit for each 12:44:47 <09g​ammafunk> conjure flame is still very good, just not as broken as it was 12:44:47 <09g​ammafunk> it was insanely good before, now it's just good 12:45:41 <09g​ammafunk> FE is a fairly strong start, and certainly some chars can get through early-mid dungeon if they skip it, but they still wan't to memorize it 12:46:58 i'm the last person to want a nerf but if c.flame is a strong level 3 spell i don't even want to know how strong frozen ramparts is at 3 12:47:29 <09g​ammafunk> well, it probably helps to look at all the L3 spells 12:47:35 <09g​ammafunk> not just two of them 12:48:06 ramparts imo is the best at 3 so its a good comparison 12:48:07 <09g​ammafunk> otoh there are 2 school L3 spells and 1 school L3 spells, so that certainly complicates things 12:52:00 okay I'll try to step up my c. flame game but ye ramparts is very strong in comparison but then again you can't compare an utility spell to a damage spell 12:53:04 frozen ramparts is both. it will stop monsters under the right circumstances from entering it. 12:53:25 Huh, I did not expect that to end in "okay then, I'll give it a go" 12:58:18 flee from combat is always an option in ##crawl-dev 13:08:21 <12e​bering> This is more to see what the irc<->discord bridge does with images but 13:08:46 <12e​bering> Consider this new-style conjure flame demonstration. 13:08:47 <12e​bering> https://cdn.discordapp.com/attachments/747522859361894521/754388044957745182/newcf.gif 13:09:50 Oh, they parted in irc. Rip not having joins/parts in discord 13:10:03 yeah, I specifically disabled that 13:10:08 cuz it seemed spammy 13:10:28 Def. spammy, but oh well 13:10:34 looks like image uploads come through fine 13:10:35 irc clients can ignore/darken those, but you can't do stuff like that on discord side 13:19:05 Unstable branch on crawl.akrasiac.org updated to: 0.26-a0-631-ged93497 (34) 13:29:24 <10P​leasingFungus> cool demo imo 13:33:48 I once had a dream of building an animated gif maker into local tiles and generating all sorts of little demos like that 13:34:58 some day 13:36:26 03advil02 07[targeted-commands] * 0.26-a0-491-g5a5cb0d: Rename a quiver enum 10(5 weeks ago, 3 files, 71+ 66-) 13https://github.com/crawl/crawl/commit/5a5cb0d70e7d 13:36:26 03advil02 07[targeted-commands] * 0.26-a0-492-ge078c48: Refactor and generalize quivering 10(2 weeks ago, 27 files, 662+ 591-) 13https://github.com/crawl/crawl/commit/e078c4827767 13:36:26 03advil02 07[targeted-commands] * 0.26-a0-493-g4e92e6f: Don't let browser eat shift-tab in webtiles 10(15 hours ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/4e92e6f73f50 13:36:26 03advil02 07[targeted-commands] * 0.26-a0-494-g64b80db: Let beam spells target test statues without Z 10(62 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/64b80db93b70 13:36:26 03advil02 07[targeted-commands] * 0.26-a0-495-g9e12cc0: Implement quivering spells 10(20 minutes ago, 19 files, 541+ 209-) 13https://github.com/crawl/crawl/commit/9e12cc0f45c2 13:37:40 quivering spells? That sounds shaky 13:37:47 dang 13:37:53 ....advil's done it again! 13:38:05 still wip 13:38:23 what's the ego on that w(h)ip? 13:38:26 hopefully chaos 13:38:46 but, it's getting pretty usable 13:42:23 <03w​heals> that joke was definitely reaching, gamma 13:42:58 random thoughts as i clear PF-swamp: 13:43:07 i feel like bloated husks should knock back? 13:43:18 i have no idea what woodweal is supposed to do because it has no description 13:43:58 kitsune might be a little undertuned, they die really fast, but maybe this is intentional as a spellcaster themed thing 13:44:57 it's difficult to tell if bunyip noise is doing anything 13:45:35 "gives a hideous shriek" seems not-very-different from a player perspective than just standard monster shouting 13:47:58 04Build failed for 08targeted-commands @ 9e12cc0f 06https://github.com/crawl/crawl/actions/runs/251498551 13:48:03 oh, I guess I branched from a while ago 13:52:11 also if you actually go through with theming a mainline monster as kitsune be prepared to deal with all the furries 14:06:50 !zap wheals 14:06:50 (∩ ͡° ͜ʖ ͡°)⊃━☆゚. o ・ 。゚ wheals 14:07:56 i think i like the addition of bunyips to depths although i havent looked through the commits yet to see if this is intentional 14:21:41 <10P​leasingFungus> it was not intentional. where did i do that 14:23:02 <10P​leasingFungus> very confused about how that could happen. shapeshifter? 14:31:10 don't think it was, but i was just kind of autopiloting the char at that point 14:32:37 nope, i take it back 14:32:37 it was 14:32:37 A bunyip (shapeshifter) (Depths:2) 14:34:16 i really like the eleionoma theming 14:34:40 no clue how they're supposed to work without going to read the commits though 14:35:17 didn't see a single fenstrider witch in that game 14:35:25 guess i need to play another 14:38:32 lol, I see a semi-descendent of dpeg's spider mating ritual is in there 14:39:00 hmm 14:39:21 come to think of it, i'm not sure if i ever saw the goliath frogs use their acid attack 14:40:35 i like bloated husks conceptually as a positional thing 14:40:50 dunno about the current balance for that, it probably needs tweaking 14:42:07 i give this branch owo/10 14:42:11 gotta go~ 14:55:03 <10P​leasingFungus> dang, ty for playtest! 14:55:17 <10P​leasingFungus> i’ll check and see if goliath froggos are bugged 14:58:17 <10P​leasingFungus> the top-end monsters like fenstriders are supposed to be fairly rare - you get something like 3-4 total top-end spawns across all of swamp and there are like 4 types of top-end monster now? so odds of missing one are pretty good 14:58:54 <10P​leasingFungus> you said there was something off about the balance on bloated husks - what did you have in mind? 14:59:04 <10P​leasingFungus> and what was confusing about eleios? 15:06:58 <10P​leasingFungus> oh wait i forgot the ridiculous description i wrote for eleios 15:09:50 03PleasingFungus02 07[bogged-down] * 0.26-a0-646-gf6c8f2b: Make eleionoma description marginally less absurd 10(43 seconds ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/f6c8f2b733f8 15:10:08 Branch pull/1533 updated to be equal with bogged-down: 13https://github.com/crawl/crawl/pull/1533 16:01:39 -!- amalloy_ is now known as amalloy 16:46:35 hmm, it looks like the mp cost of spells decremented on the UI while you're targeting them now, and refunded again if you cancel targeting, is that intentional? 16:46:46 gets decremented* 16:47:29 iirc that's how it's worked on the backend for a while but i don't think it should display like that in the UI 17:12:09 PF: the bloated husk explosion didn't do much on the character i played, i kind of felt like the explosion ability might feel more impactful as a forced reposition on the explosion 17:12:45 in addition to/instead of? damage or whatever 17:12:50 the monster immediately brought to mind those jellyfish things in hollow knight 17:13:11 also the eleonora description was amazing, don't change it! 17:13:57 it was just that one of the ability descriptions was missing entirely and its use of whatever its first ability was supposed to be didn't actually happen that frequently in my game (maybe this was because i was LOS-breaking things as a matter of habit) 17:14:16 so it was difficult to tell what the intended design was from purely ingame reference 17:14:47 and on a separate note 17:14:54 advil: don't let browser eat shift+tab 17:15:07 is it possible to do something like this for ctrl+n opening a new tab in firefox? 17:15:21 it makes webtiles ctrl+swing irritating 17:15:38 long standing minor bug that i always assumed there was some technical reason behind but never looked into 17:22:17 that may be possible, I haven't looked into whether there's something different going on with control keys 17:23:10 I see code that sort of looks like it would be intended to take care of that one 17:23:54 or maybe it actually opens a new window, now that im looking at it 17:24:12 point being that trying to ctrl+swing down-right in webtiles steals focus from the game 17:24:12 yeah, it's a similar situation, that should be the windows new window shortcut in ff 17:25:11 it appears to be the same behavior with firefox in manjaro 17:25:21 but i remember this happening under windows 7 too 17:25:37 yeah, I mentioned windows just because this isn't an issue for mac 17:26:36 https://bugzilla.mozilla.org/show_bug.cgi?id=473360 17:26:58 uff 17:26:58 well 17:27:00 rip 17:28:30 I can't find a current version of this but it seems like various browsers prevent a miscellaneous selection of shortcuts from being captured: https://stackoverflow.com/questions/7295508/javascript-capture-browser-shortcuts-ctrlt-n-w/7296303#7296303 17:28:32 clearly i need to start playing webtiles from within a macos vm or something 17:28:43 probably the ideal solution 17:46:28 03advil02 07[targeted-commands] * 0.26-a0-632-gbcfa34f: Rudimentary API for programmatic targeting 10(6 weeks ago, 10 files, 81+ 23-) 13https://github.com/crawl/crawl/commit/bcfa34f3054d 17:46:28 03advil02 07[targeted-commands] * 0.26-a0-633-g470864e: Rename a quiver enum 10(5 weeks ago, 3 files, 71+ 66-) 13https://github.com/crawl/crawl/commit/470864ebc7a9 17:46:28 03advil02 07[targeted-commands] * 0.26-a0-634-g94e8cba: Refactor and generalize quivering 10(2 weeks ago, 27 files, 662+ 591-) 13https://github.com/crawl/crawl/commit/94e8cba340ab 17:46:28 03advil02 07[targeted-commands] * 0.26-a0-635-g1caae95: Don't let browser eat shift-tab in webtiles 10(19 hours ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/1caae95ad851 17:46:28 03advil02 07[targeted-commands] * 0.26-a0-636-g1ce7546: Let beam spells target test statues without Z 10(5 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/1ce75468453a 17:46:28 03advil02 07[targeted-commands] * 0.26-a0-637-g64e5c18: Implement quivering spells 10(5 hours ago, 19 files, 541+ 209-) 13https://github.com/crawl/crawl/commit/64e5c18931ec 17:47:27 also 17:47:30 dang 17:47:34 spell quivering? 17:48:22 coming soon (tm)! 17:48:40 this feels like just a tiny extra step to a full on ability bar 17:48:54 While you there, fix the bug where you can't quiver nothing. 17:49:02 probably a huge technical leap given crawlcode but a person can dream 17:50:00 I have to admit that I've been having ideas inspired by ps4 games with a quick action menu on hold 17:50:06 Yermak what bug exactly? 17:50:21 I know that sometimes force quivering nothing will get overridden, maybe that? 17:50:26 disgaea 2 is currently on sale for, like, 4 bucks on steam 17:50:29 I don't think that happens any more in this branch 17:50:31 After you press Q-, you're supposed to quiver nothing, It doesn't happen. 17:50:40 if you want to steal strategy rpg UX 17:50:49 i highly recommend everything about that game 17:51:00 ah, yeah that at least works better; didn't realize it wasn't working at all 17:51:18 #11069 17:52:44 kate-, I believe it's intentional, at least it gets fixed in #11598. 18:17:22 03advil02 07[targeted-commands] * 0.26-a0-638-g8af1c61: Don't quiver dangerous spells by default 10(3 minutes ago, 4 files, 6+ 2-) 13https://github.com/crawl/crawl/commit/8af1c61283f5 18:47:01 <10P​leasingFungus> Implojin: man those jellyfishes were great. what character were you playing? i could certainly consider repositioning or some kind of status effect 18:52:06 03PleasingFungus02 07[bogged-down] * 0.26-a0-647-g47cb161: Add Woodweal description 10(22 seconds ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/47cb161e9d93 18:52:24 Branch pull/1533 updated to be equal with bogged-down: 13https://github.com/crawl/crawl/pull/1533 18:52:37 <10P​leasingFungus> fixed the woodweal description, oops 19:15:20 03advil02 07[targeted-commands] * 0.26-a0-639-gda798a9: Update docs for quiver miscast severity option 10(8 minutes ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/da798a92f305 19:15:20 03advil02 07[targeted-commands] * 0.26-a0-640-g4b04f01: Allow quivering wands 10(2 minutes ago, 5 files, 155+ 10-) 13https://github.com/crawl/crawl/commit/4b04f015f88a 19:44:49 -!- amalloy is now known as amalloy_ 20:28:54 which server has the swamp branch? 20:58:53 03advil02 07[targeted-commands] * 0.26-a0-641-gd3fcf46: Simplify default shift-tab behavior 10(6 minutes ago, 4 files, 32+ 5-) 13https://github.com/crawl/crawl/commit/d3fcf46d37f8 21:16:33 03advil02 07[targeted-commands] * 0.26-a0-642-g414941b: Trigger untargeted actions directly on autofire 10(3 minutes ago, 1 file, 8+ 1-) 13https://github.com/crawl/crawl/commit/414941bb7589 21:18:12 03advil02 07[targeted-commands] * 0.26-a0-642-g184ff20: Trigger untargeted actions directly on autofire 10(5 minutes ago, 1 file, 8+ 1-) 13https://github.com/crawl/crawl/commit/184ff203d9e2 21:35:27 03wjchen02 {advil} 07* 0.26-a0-632-g926a82b: Handle dynamic DPI in webtiles glyphs mode 10(11 days ago, 2 files, 4+ 6-) 13https://github.com/crawl/crawl/commit/926a82b99e44 21:47:05 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-632-g926a82b99e (34) 22:41:05 <10P​leasingFungus> if anyone was curious, the 'bloated husks' are pretty strongly inspired by https://mythipedia.fandom.com/wiki/Wight 22:41:26 <10P​leasingFungus> i'm quite fond of implojin's comparison to hollow knight's jellyfish, tho 22:51:48 -!- amalloy_ is now known as amalloy