00:29:29 <08n​icolae> quick q: in your opinion, how many goliath frogs is too many goliath frogs for a lair vault 00:58:03 <10P​leasingFungus> uh 00:58:11 <10P​leasingFungus> think you want to be extremely sparing 00:58:20 <10P​leasingFungus> @??goliath frog 00:58:22 <04C​erebot> goliath frog (F) | Spd: 12 (swim: 60%) | HD: 12 | HP: 35-48 | AC/EV: 3/16 | Dam: 27(reach)(acid:4d3) | amphibious, cold-blooded | Res: will(60), drown | Corpse | XP: 754 | Sz: little | Int: animal. 00:58:31 <10P​leasingFungus> what's a top tier lair threat otherwise 00:58:39 <10P​leasingFungus> i guess there's a fire dragon boss vault 00:58:41 <10P​leasingFungus> @??fire dragon 00:58:41 <04C​erebot> fire dragon (D) | Spd: 10 | HD: 12 | HP: 71-102 | AC/EV: 10/8 | Dam: 20, 13, 13(trample) | fly | Res: will(60), fire++, poison | Vul: cold | Corpse | XP: 1072 | Sp: fire breath (3d24) [!AM, !sil, breath] | Sz: Giant | Int: animal. 00:58:50 <10P​leasingFungus> this is worse 00:58:55 <10P​leasingFungus> but not that much worse 00:59:14 <10P​leasingFungus> i think you can place two frogs. 01:15:09 <12e​bering> fire dragon is behind a runed door tho 01:15:12 <10P​leasingFungus> o 01:15:15 <12e​bering> @??dire elephant 01:15:16 <04C​erebot> dire elephant (Y) | Spd: 10 | HD: 15 | HP: 94-129 | AC/EV: 13/2 | Dam: 40(trample), 15 | Res: will(100) | Corpse | XP: 1244 | Sz: Giant | Int: animal. 01:15:17 <10P​leasingFungus> i forgot 01:15:29 <12e​bering> but, two frogs does seem reasonable 01:42:21 (Is it that unusual to fight a fire dragon before even reaching lair and just burn a lot of consumeables for it?) 02:15:14 <12e​bering> It’s unusual but not out of the realm of possibilities. Those fire dragons are usually able to be isolated though 02:16:28 <12e​bering> Vs the one in the lair endings would come join a big brawl if it could 02:16:28 Ah, that makes more sense. A difference of ability to disengage. 02:26:02 Sastreii: The hydra changes definitely were an improvement, but I don't think the same style goes as well with the Salamander variants; before they were petite or svelte, combining cuteness with that sense of what makes snakes dangerous, and now they seem weirdly less of both, and more generic (maybe because the design has drifted closer to comic book generic enemy designs). 02:52:33 Unstable branch on cbro.berotato.org updated to: 0.27-a0-1090-gb115f176c6 (34) 03:30:52 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4135-g7666618ddd 04:02:17 <13S​astreii> In my design i wanted salamanders to be more threatening and with a more clear reptile-like head. Imo the original is just too goofy and floats in the air; also it pairs poorly with all the really good naga tiles in Snakes. But if you think that’s a downgrade feel free to restore the older tile 04:50:30 I suspect we might be thinking of different tiles now, and I'll need to do some double-checking research. (Also, it's nice to learn there might be an option to redefine tiles the same way you do glyphs.) 05:59:24 03gammafunk02 07* 0.27-a0-1091-g986d5f5: Rework the Jungle Book Lair ending 10(7 days ago, 1 file, 80+ 52-) 13https://github.com/crawl/crawl/commit/986d5f5408e2 06:01:44 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1091-g986d5f5408 (34) 06:05:59 !kw newjungle vlong>=0.27-a0-1091-g986d5f5 06:05:59 Defined keyword: newjungle => vlong>=0.27-a0-1091-g986d5f5 07:22:33 gammafunk: "that previously required burning trees" - that or wand of digging, which was much simpler requirement. 09:10:08 hm is marking weapons as useless while a player is in a non-wielding form bad? 09:10:16 I guess it interferes with search 09:41:00 There is also some weird bug in tiles when weapon in hand sometimes remain greyed out after untransformation. 09:58:58 What do you think of hydra form leaving no gold on devoured corpses under Gozag? My opinion it's funny logical interaction and should stay. 09:59:21 I just closed that bag as intended behavior actually 09:59:27 hydraform systematically removes corpses 09:59:33 *bug 10:25:33 03advil02 07* 0.27-a0-1092-g6e592c6: fix: annotate staves with {weapon} 10(2 hours ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/6e592c6ea31d 10:25:33 03advil02 07* 0.27-a0-1093-g3287b30: fix: check form in player::could_wield 10(75 minutes ago, 1 file, 6+ 0-) 13https://github.com/crawl/crawl/commit/3287b3043533 10:25:33 03advil02 07* 0.27-a0-1094-gfbe1313: fix: always announce xom chaos branding 10(5 minutes ago, 1 file, 8+ 12-) 13https://github.com/crawl/crawl/commit/fbe13134a769 10:32:09 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1094-gfbe13134a7 (34) 11:02:09 <12e​bering> @advil doing the good work on GH issues 11:02:09 <12e​bering> ty! 11:43:13 it's nice to have a number where it is even possible to make a dent in the old ones 11:54:03 New branch created: pull/1930 (1 commit) 13https://github.com/crawl/crawl/pull/1930 11:54:03 03l33t-d00d02 {GitHub} 07https://github.com/crawl/crawl/pull/1930 * 0.27-a0-1095-gb3322a9: Modify Grammar Sceptre of Torment 10(9 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/b3322a9efa7e 12:31:31 03advil02 07* 0.27-a0-1095-g7ea0e0e: fix: remove "Power" from rand_wpn.txt 10(27 minutes ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/7ea0e0ed02b7 12:31:31 03advil02 07* 0.27-a0-1096-g7bfb9e8: fix: correctly check antimagic brand conflicts for randarts 10(4 minutes ago, 1 file, 7+ 1-) 13https://github.com/crawl/crawl/commit/7bfb9e8c44a1 12:46:33 hm I 12:46:48 hm, I'm guessing increasing MAX_ITEMS would have messy save compat implications 12:47:01 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1096-g7bfb9e8c44 (34) 12:49:52 last time I can find that number changed there was a major tag bump, though it must have changed at least once since then 13:07:28 Unstable branch on crawl.akrasiac.org updated to: 0.27-a0-1096-g7bfb9e8 (34) 13:14:33 <03w​heals> on its face it doesn't seem like it would be that hard 13:15:07 <03w​heals> iirc, the size of the array is marshalled so you wouldn't even need a minor tag (but maybe that's only for env.monster?) 13:35:38 Yermak: right, fair point, but I don't think having the player backtrack with a digging charge is more interesting than fighting the obsidian statue there 13:36:49 My point was your argument being bad. 13:43:17 <09g​ammafunk> Well I don't think my full argument, which is that fighting an obsidian statue is more interesting than using a dig charge, is in fact bad. The statement was just a bit erroneous, but the vault's new behavior is better. 13:44:33 <09g​ammafunk> (either using a dig charge or burning trees, I guess I should say) 13:55:18 Yeah, with new vault being better I probably agree 14:02:56 fwiw, when i stash search for "weapon", i am not looking for a magic staff 14:05:08 well, those are in fact weapons 14:06:10 they've been reworked a bit over the years too, to not be quite as bad 14:06:12 all the truly non-weapon ones are gone, so all have a melee component, with many being made more reasonable 14:06:15 ??Magical staff 14:06:16 magical staff[1/3]: (staves; +5 acc / 5 dam / 1.2 base delay / 0.6 min delay). A one-handed staff that enhances the spellpower of spells in its respective school by 50% and has a chance of doing extra elemental damage {see magical staff[2]}. All but earth and conjurations also confer resistance of the appropriate type. Types: air, cold, conjurations, death, earth, fire, poison. 14:06:25 ??Magical staff[2 14:06:26 magical staff[2/3]: Magical staves have a (2*evoc + magic skill)/30 chance of getting random2(1.25*(magic skill + evoc/2)) extra elemental damage (for earth this is increased by 1/3). This damage ignores AC, checking the appropriate resistance instead, except for conjurations, which checks AC, and earth, which checks AC three times. 14:06:45 i thought you had to invest in the spell school for them to be a decent weapon? 14:07:50 you have to invest in the spell school for it to be worthwhile at all, I don't see a problem here 14:09:50 that makes it kinda a non-weapon then? wouldn't want new players to just start equipping em like they're swords 😀 14:11:09 if I trained long swords and then find a gmace, is it not a weapon because I have no m&f skill? 14:13:45 <03w​heals> don't know to what extent new players are using ctrl-f anyway 14:53:56 staves act like weapons in every way besides the training pattern, which is clear in their description 14:54:19 the only reason they aren't a subtype of weapon at this point is just weird history 14:54:56 *magical staves 15:43:00 <10P​leasingFungus> if someone made them a subtype of weapon, i could make majin-bo a staff of death 15:43:12 <10P​leasingFungus> hm 15:43:29 <10P​leasingFungus> actually, how does staff of battle work? 15:45:06 <08w​ormsofcan> iirc it auto casts battlesphere when monsters appear 15:45:57 <10P​leasingFungus> uh 15:45:57 <10P​leasingFungus> not quite what i was asking 15:46:02 <10P​leasingFungus> does it use the goofy ‘staff’ placeholder weapon type? 15:46:40 yes 15:47:40 looks like all the unrands do, except majin bo is a quarterstaff 15:53:40 <10P​leasingFungus> hm, how many other staff unrands are there? 15:54:02 <05k​ate> olgreb, asmodeus, dispater, elemental? think that's all of them 15:54:14 <05k​ate> wucad mu 15:59:16 <10P​leasingFungus> huh 15:59:22 <10P​leasingFungus> i guess so 16:16:29 <05k​ate> more good artefact trivia from trying to untangle all this stuff: there's special handling when determining randart names to decide which kinds of artefacts can be named after which gods (so you can't get any weapons named after elyvilon for example) 16:16:48 <05k​ate> spellbooks and jewellery that "enhances magic" can't be named after trog, so no rings of wizardry, ice or magical power 16:17:04 <05k​ate> but rings of fire are apparently fine 16:17:53 <05k​ate> (presumably a secret flavour exception) 16:22:53 book burning, sometimes trog's wrath was just literal fireballs 16:22:57 is that all gone now? 16:23:27 <05k​ate> i think the fireball wrath effect still exists 16:24:18 it'd be rich if trog punished someone for casting a fireball, by casting a fireball at them 16:24:32 <08w​ormsofcan> I think sticky flame is also a wrath effect? 16:27:51 <12e​bering> It used to be fire miscasts. I changed it with the miscast change to just be fireballs I think 16:32:57 hell effects don't do miscasts any more, do they 16:36:18 <12e​bering> They still do 16:37:00 <05k​ate> i think they're the last thing left that uses miscasts and probably shouldn't, yeah 16:37:04 <05k​ate> or at least the worst offender 16:54:15 03kate-02 07* 0.27-a0-1097-g71c9e0f: Mark a teleport closet as no_tele_into 10(47 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/71c9e0f10e47 16:54:15 03kate-02 07* 0.27-a0-1098-gf2daf0d: Adjust some more artefact restrictions 10(34 minutes ago, 2 files, 12+ 26-) 13https://github.com/crawl/crawl/commit/f2daf0da3205 16:54:15 03kate-02 07* 0.27-a0-1099-g7f87ac4: Remove some duplicated artefact checks 10(22 minutes ago, 1 file, 7+ 38-) 13https://github.com/crawl/crawl/commit/7f87ac42b0d3 17:01:59 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1099-g7f87ac42b0 (34) 18:23:04 Unstable branch on underhound.eu updated to: 0.27-a0-1099-g7f87ac42b0 (34) 19:45:27 <09g​ammafunk> oh, good to know re: hell effects 19:45:38 <09g​ammafunk> guess those entries aren't so out of date, but I think some stuff in them probably is 19:45:40 <09g​ammafunk> ??Hell effect 19:45:40 <04C​erebot> Hell effect ~ hell effects[1/1]: Every ~40 turns in Hell proper, something scary happens. 1-5 random monsters are created. 15/27 chance of a random miscast effect (like Zot traps); else 4/27 chance of an appropriate greater demon. 19:45:57 <09g​ammafunk> perhaps not actually; I may have even updated this 21:21:07 03hellmonk02 {gammafunk} 07* 0.27-a0-1100-ge4e9b07: New volcano map with a smoke/steam theme. 10(2 days ago, 1 file, 57+ 0-) 13https://github.com/crawl/crawl/commit/e4e9b07c1e26 21:21:07 03gammafunk02 07* 0.27-a0-1101-ge311f74: Some cleanups for a volcano map 10(75 minutes ago, 1 file, 20+ 22-) 13https://github.com/crawl/crawl/commit/e311f74bc836 21:32:02 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-1101-ge311f74bc8 (34)