00:05:18 -!- amalloy_ is now known as amalloy 01:21:42 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-3570-gb561bb485a 01:34:26 Unstable branch on crawl.develz.org updated to: 0.26-a0-639-g72c4674329 (34) 01:55:20 Windows builds of master branch on crawl.develz.org updated to: 0.26-a0-639-g72c4674329 03:30:53 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-3570-gb561bb485a 05:39:37 -!- amalloy is now known as amalloy_ 07:15:50 New branch created: pull/1571 (1 commit) 13https://github.com/crawl/crawl/pull/1571 07:15:50 03Sebastian Pucilowski02 07https://github.com/crawl/crawl/pull/1571 * 0.26-a0-640-g3aee13a: MiAK lost his recommended species tag 10(10 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/3aee13a28301 10:27:11 Re: the ongoing unrand review, what do you think about the cloak of starlight being given a proximity-based chance to blind enemies to make it feel more distinct? Perhaps dropping or shrinking the EV bonus to compensate on power level? 10:37:04 <09g​ammafunk> hrm, I don't see anything prohibitive about that sort of change; one concern that pops up is the annoyance of a monster suddenly wandering, since I think blind monsters will quickly lose their target (the player in this case) 10:37:13 <09g​ammafunk> but this is not anything not already seen by stealth or confusion 10:37:43 <09g​ammafunk> for balance it would probably need to be a somewhat rareish effect 10:38:04 <09g​ammafunk> not something you'd necessarily want to guarantee every 5 turns, say 10:38:23 <09g​ammafunk> there is also a question of whether it should have an HD-based check 10:39:12 <09g​ammafunk> but with frequency of effect, area of effect (e.g. it could affect adjacent monsters only) and a possible hd check, should be enough to balance it 10:39:48 <09g​ammafunk> I guess I kind of like the idea, provided that there are no weird incentives that I just haven't thought of 10:40:00 <09g​ammafunk> ??starlight 10:40:01 <04C​erebot> cloak of starlight[1/1]: The +0 cloak of Starlight {rElec rC+ EV+4 Stlth-}. In 0.17, +2 {rElec rC+ EV+4 Stlth--}. 10:40:20 <09g​ammafunk> yeah, it's certainly an unrand that could see improvement 10:41:40 <09g​ammafunk> you could trigger just with a flat chance for hostiles in view, or you could trigger upon successful attack dodge or hit 10:44:46 <12e​bering> starlight got its current form when it was merged with flash 10:44:55 <12e​bering> you could rename it back to flash and have it blind on dodge 10:44:59 <12e​bering> good flavour 10:45:13 <10P​leasingFungus> seems a bit dodgy to me 10:50:13 I'm happy to implement it as a suggestion to allow for a bit of playtesting 10:50:42 PleasingFungus, what would your reservations be? 10:51:52 Don't mind the punning beetle 10:54:03 Bazinga 10:54:16 <10P​leasingFungus> just a pun, yes, sorry 10:54:43 Well now I feel a little silly, you got me with that one >.< 10:54:57 Don't trust literally anything you read coming from the discord side, it's all lies 10:55:57 <10P​leasingFungus> gammafunk is a great developer 10:56:51 💯 percent true 11:54:55 <10P​leasingFungus> vague idea: as an interim thing, until some hypothetical hell overhaul, how bad would it be to turn off zot clock in vestibule? i’m not excited about it, but the current gameplay patterns hells encourage really invite clock trouble there 11:55:19 <10P​leasingFungus> by really i mean rarely, but nonzero times 12:00:22 <03w​heals> my worry is that encourages going back there to rest (even more than the current system already does), which is not very fun gameplay either 12:04:16 <03w​heals> i played an extended game with the zot clock recently and i spent a ton of time resting torment off in hells with a pretty big hp pool, but when i looked at the final log i was never anywhere near having troubles 12:35:33 <10P​leasingFungus> maybe so 12:35:45 <10P​leasingFungus> probably shouldn’t overoptimize for rare cases 12:49:59 potential to get trapped in vault 13https://crawl.develz.org/mantis/view.php?id=12363 by aperiodic 12:58:34 re vestibule, what I had considered doing was treating all of hell as one branch for zot clock purposes 12:59:50 Shouldn't I then Hypothetically Optimally pop into the first level of the other three branches to do nothing but get more clock turns as needed? 13:00:37 maybe, but that's better than people getting locked out of the branches by normal behavior 13:09:46 <10P​leasingFungus> somewhat confused by this hypothetical 13:10:21 <10P​leasingFungus> as in, if you’re running out of time in tar, should you pop into coc then back to tar? 13:11:44 I don't really think it's going to be much of an issue because hell on average is really fast, with the vestibule as an outlier because of the branch structure 13:12:17 It is possible to get trapped in due_jungle_book due to deep water generation 13https://crawl.develz.org/mantis/view.php?id=12364 by Flugkiller 13:12:51 btw there are still complaints of people not seeing the bezotting messages, to the point where I'm wondering if something is not going right with force_mores right now 13:12:51 I've been hyperfocused on quivers so I haven't done anything about any of this :-) 13:14:06 discussion here https://www.reddit.com/r/dcss/comments/isfs3g/they_hated_him_because_he_told_the_truth/ but the game is https://crawl.kelbi.org/crawl/morgue/LeiaKenobi/morgue-LeiaKenobi-20200914-071616.txt 13:14:29 would've had plenty of time to descend but just didn't see the messages 13:16:53 <10P​leasingFungus> weird 13:18:25 <10P​leasingFungus> didn’t notice huge drain either? 13:18:33 I guess not? 13:18:47 could be worth checking the ttyrec, which I have not done 13:32:55 -!- jwinterm is now known as j-dawg 13:35:09 -!- j-dawg is now known as jwinterm 22:05:19 vortex (L6 DEFE) Crash caused by signal #6: Aborted (D:3) 22:06:22 vortex (L6 DEFE) Crash caused by signal #6: Aborted (D:3) 22:21:14 vortex (L6 DEFE) Crash caused by signal #6: Aborted (D:3)