01:02:03 -!- Discord|1 is now known as Discord| 01:02:41 -!- Pingerfowder_ is now known as Pingerfowder 01:31:11 -!- Guest27 is now known as ketsa 01:34:21 Unstable branch on crawl.develz.org updated to: 0.28-a0-97-g102d6777a4 (34) 01:54:48 Windows builds of master branch on crawl.develz.org updated to: 0.28-a0-97-g102d6777a4 02:18:14 Unstable branch on cbro.berotato.org updated to: 0.28-a0-97-g102d6777a4 (34) 02:53:41 Monster database of master branch on crawl.develz.org updated to: 0.28-a0-97-g102d6777a4 03:30:48 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4217-g7c68dc2372 03:48:12 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-620-g0a3a3f22c8 04:17:42 -!- allbery_b is now known as geekosaur 06:23:19 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4217-g7c68dc2372 07:19:03 -!- johnnyzero is now known as johnny0 10:47:04 <10P​leasingFungus> !tstats 10:47:38 <04C​erebot> Stats after 16 days (t): 1957 players, 589 runers, 325 winners, 1008 wins, 41496 games, winrate 2.43%, total player time 1y+337d+14:51:56. 10:49:24 <10P​leasingFungus> !time 10:49:25 <04C​erebot> Time: Aug 09, 2021, 02:49:24 PM, UTC. The 2021 0.27 tournament ends in 6 days, 5 hours, 10 minutes and 35 seconds. 11:44:51 <08n​icolae> is there a way to see what server my last online game was on 11:45:18 <08n​icolae> i... i might try webtiles... during the tournament... 11:45:56 you can't tell what's what 11:46:15 <08n​icolae> mostly i just want to remember which servers i already have an account on 11:48:48 !lg . -log 11:48:49 248. damerell, XL27 NaBe, T:88128: https://crawl.xtahua.com/crawl/morgue/damerell/morgue-damerell-20180326-055415.txt 11:48:56 (tells me CXC) 11:49:42 !lg . s=src 11:49:43 676 games for geekosaur: 384x cszo, 169x cao, 102x cdo, 21x cue 13:07:03 Unstable branch on crawl.akrasiac.org updated to: 0.28-a0-97-g102d677 (34) 16:14:24 <08n​icolae> i have a lot of vaults sitting around, i should try to submit a few 16:29:42 <08n​icolae> also: are there any branches that need more vaults, it's a little easier to channel the creativity when there's a specific thing to channel it towards 16:34:21 <10P​leasingFungus> i’m going to claim depths needs more vaults and not try to justify it 16:43:48 <09h​ellmonk> planning on making a big dumb depths encompass at some point 16:57:44 Guys, could please make WJC clouds less dominating on tile? I need to strain my eyes to move through combat. 17:19:56 <10P​leasingFungus> sounds like a reasonable request 17:31:03 03kate-02 07* 0.28-a0-98-gcfcbea5bde: Fix uselessness checks for rCorr 10(8 hours ago, 6 files, 23+ 23-) 13https://github.com/crawl/crawl/commit/cfcbea5bdef7 17:31:03 03kate-02 07* 0.28-a0-99-g2c61e4fb76: Adjust a monster attack brand description 10(8 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/2c61e4fb760b 17:31:03 03kate-02 07* 0.28-a0-100-g47d82705ae: Fully identify some partially-identified randarts 10(6 hours ago, 3 files, 20+ 20-) 13https://github.com/crawl/crawl/commit/47d82705aee2 17:39:31 <10P​leasingFungus> oh, i was thinking about doing that last one 17:39:34 <10P​leasingFungus> nice call 17:43:46 <05k​ate> looking into the rcorr thing also made me realise that there are approx a million "calc_unid" params that i think all do nothing ever? is there ever a case where the player or a monster has a resistance but it's not identified, now? 17:44:15 <05k​ate> maybe tearing all those out will be a fun project some day 17:46:44 <10P​leasingFungus> probably yeah 17:51:28 WJC: items briefly seen as you walk before Heavenly Storm clouds update don't count as such for monster pickup purposes. 13https://crawl.develz.org/mantis/view.php?id=12626 by Yermak 18:04:44 <08n​icolae> i can probably make a few for depths, i've got one that can place there already 18:06:36 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-100-g47d82705ae (34) 18:10:34 <09g​ammafunk> depths actually does have a decent number of vaults already 18:10:56 <09g​ammafunk> I'm not sure if we have some big priority left for vaults; I think certain portals could use some love still 18:11:17 <10P​leasingFungus> sewer? bailey? 18:11:34 <10P​leasingFungus> ossuary wants a bigger rethink, probably 18:11:40 <09g​ammafunk> was thinking sewers and ossuaries, yeah; there are a good number of baileys including some recent ones 18:11:52 <09g​ammafunk> been a long time since new sewer or ossuary though 18:11:59 <10P​leasingFungus> sewer concept is basically ok 18:12:11 <10P​leasingFungus> but ossuary design doesn’t have a good gimmick right now 18:12:27 <10P​leasingFungus> slow melee undead enemies…? 18:13:22 <09g​ammafunk> there are a bunch of those, yeah; I don't think it's a gimmick per se since you sort of can't go much past "depth-appropriate undead", but if someone wanted to add something neat to replace the focus on mechanical traps 18:13:25 <09g​ammafunk> I'd not argue with that 18:14:19 <09g​ammafunk> slow melee undead in larger numbers work not too terribly in that they can overwhelm you early on, but I'd grant that ossuaries that have only that feel one note 18:14:33 <09g​ammafunk> but many sewers feature just a lot of "popcorn" as well 18:14:43 <09g​ammafunk> and once you get meph "online"... 18:14:49 <10P​leasingFungus> lol 18:14:58 <10P​leasingFungus> i think sewers are balanced to be slightly too easy 18:15:19 <10P​leasingFungus> but the concept of an early game shallow water portal seems fine 18:15:23 <09g​ammafunk> I do like the sewer froggo 18:15:28 <10P​leasingFungus> ribbit 18:16:29 <09g​ammafunk> yeah that would be my reasoning about ossuary as well; it's ok to have it not be a lot more than "undead". fighting through zombie swarms that early can be fun, and you can have variation from that 18:16:49 <09g​ammafunk> but we just haven't had new maps in a pretty long time, maybe some have grown stale with changes over the years 18:16:55 <09g​ammafunk> the trap thing coming to mind especially 18:17:46 <09g​ammafunk> for bailey hellmonk and I were thinking just restrict the range of bailey so that it doesn't place too late so that it's trivial, which is a problem currently 18:18:01 <09g​ammafunk> instead of going the other route and making "hard" bailey variants 18:19:11 <09g​ammafunk> new desolation maps of some kind? or subvaults rather 18:19:20 <09g​ammafunk> since we are doing a pass over wizlabs 18:23:31 Unstable branch on underhound.eu updated to: 0.28-a0-100-g47d82705ae (34) 18:25:11 <10P​leasingFungus> i was thinking about desolation 18:25:14 <10P​leasingFungus> could be fun 18:27:06 <09h​ellmonk> think it might be good to expand the monster set for desolation a little 18:27:48 <09h​ellmonk> the concept is very neat now that it doesn't lag the game to hell every time you go in, but it could probably use a little more threat variety since the layouts tend to be very similar from game to game 18:30:59 <08n​icolae> i've done a good percentage of the desolation subvaults already tbh but a new layout could be done 18:31:33 <09g​ammafunk> yeah, not sure about a layout; you could just do an encompass of some kind 18:31:40 <09g​ammafunk> those are more work ofc 18:31:48 <08n​icolae> that's what i meant, yeah, i forgot that layout also means something 18:32:09 <09g​ammafunk> I really like the wizlab_cloud approach to mixing more structure with clouds 18:32:26 <09g​ammafunk> so my preference would be something not so vastly open, as an alternative, but obviously go with your heart 18:33:33 <08n​icolae> maybe, i thought the idea was to have a lot of open space so the player would have to rely more on clouds 18:33:53 <09g​ammafunk> sure, that's the current portal idea, but you could have one with relatively more structure 18:34:03 <09g​ammafunk> it doesn't have to be as closed in as, say, wizlab_cloud 18:34:10 <08n​icolae> true, true 18:34:20 <09g​ammafunk> it's just that in practice the gameplay you get from that complete openness is not as fun imo 18:34:56 <09g​ammafunk> but obv up to you how you want to make your map, there are lots of reasonable things you could do potentially 18:35:05 <08n​icolae> how strictly-defined is "construct", wrt stuff like Resonance Strike 18:35:27 <08n​icolae> is it just 8s 18:35:54 <09g​ammafunk> purely non-living and hostile 18:36:08 <09g​ammafunk> so not hard to meet that criterion 18:36:24 <09g​ammafunk> although obv thematically only certain monsters make sense for the map's theme 18:36:31 03kate-02 07* 0.28-a0-101-g18048e5a82: Add targeters for Blink, Disjunction, and Manifold Assault 10(22 minutes ago, 3 files, 26+ 7-) 13https://github.com/crawl/crawl/commit/18048e5a82d1 18:37:33 <09g​ammafunk> fr: ash correctly predicts where you will blink and shows it in the new blink targeter 18:38:51 <08n​icolae> yeah i just looked it up through source diving, lol, nice 😎 18:38:56 <09h​ellmonk> @??rust elemental 18:38:57 <04C​erebot> unknown monster: "rust elemental" 18:39:08 <09h​ellmonk> whats the name of that weird one from the sprint maps 18:39:15 <05k​ate> @??iron elemental 18:39:15 <04C​erebot> iron elemental (E) | Spd: 6 | HD: 12 | HP: 90-124 | AC/EV: 20/2 | Dam: 40 | non-living, unbreathing | Res: will(invuln), fire+++, cold+++, elec+++, poison+++, drown, miasma, neg+++, torm | XP: 891 | Sp: iron shot (3d24) [!sil], metal splinters (3d27) [!sil], slow [!sil] | Sz: Big | Int: brainless. 18:39:23 <09h​ellmonk> thx 18:40:00 <09g​ammafunk> spd: 6 18:40:16 <09g​ammafunk> like iron dragon-- ? 18:40:34 <09g​ammafunk> actually probably fairly similar damage output aside from the speed dif 18:40:37 <09g​ammafunk> *??iron dragon 18:40:37 <04C​erebot> iron dragon (D) | Spd: 8 | HD: 18 | HP: 98-134 | AC/EV: 20/6 | Dam: 25, 25(claw), 25(trample) | see invisible | Res: will(160), fire, cold, poison | Corpse | XP: 1718 | Sp: metal splinters (3d30) [!AM, !sil, breath] | Sz: Giant | Int: animal. 18:40:51 <09h​ellmonk> they do get iron shot though 18:42:06 <08n​icolae> oh, huh, i had no idea dancing weapons and molten gargoyles were already in the monster list for desolation 18:47:52 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-101-g18048e5a82 (34) 21:48:50 There is that vault that placed big kobolds. Now they're kobold brigands without darts. 22:15:22 would help if you could give a vault name from the morgue 22:15:44 vault names are enabled in default dump configuration for all versions now 22:24:50 <08n​icolae> huh, a lot of the eldritch monsters from the abyss are non-living... "nicolae they don't fit the theme" i can make them fit the theme "nicolae nooo" 22:33:04 <09h​ellmonk> imagining having to fight starcursed masses in a giant ass open map 22:33:52 <08n​icolae> let me consult the wisdom of the ancients: "SHOULDNA BEEN STANDIN THERE" 22:43:11 <08n​icolae> if i did put abyss creatures in the desolation i'd probably just have it set up kind of the current encompass, with two of the subvaults, but then off a lil bit away there'd be an Abyss Zone. i guess some of the stragglers tried to get in touch with their dead gods and accidentally got some eldritch horrors instead. well, if you can't beat 'em, join 'em 22:53:15 <10P​leasingFungus> cute 23:03:13 <08n​icolae> also: the current desolation encompass places three subvaults, should i try to stick to placing three in other encompasses to keep the loot amount about the same or is it okay to have four 23:03:14 <09g​ammafunk> PF has final say of thematic validity and general gameplay interest on anything you make there, but know that I shall always in the shadows, waiting...watching.....judging. 23:04:39 <09g​ammafunk> an abyss theme could be sort of interesting, I guess, but it's going in a bit heavy for one spell in the repertoire there. I guess it's a somewhat strong thematic connection, the "construct" thing. I just wouldn't expect a ton of super compelling gameplay coming from the fact that one desolation monster can detonate certain abyssal things 23:05:13 <09g​ammafunk> you sort of need something vaguely in the role of saltlings probably, and I'm not sure if there's a non-living thing from abyss that matches that profile 23:05:22 <08n​icolae> oh there'd still be saltlings 23:05:27 <09g​ammafunk> probably like zymes have the right hp profile but they don't do anything 23:05:30 <09g​ammafunk> yeah but 23:05:41 <09g​ammafunk> the whole thing with the abyss is non-living so you can detonate them right 23:05:49 <09g​ammafunk> I'm saying what's interesting of the abyssal monsters to detonate? 23:06:10 <09g​ammafunk> I know zymes are non-living, lurking horrors, but those do a nastier thing on their own as it is 23:06:13 <09g​ammafunk> what else? 23:06:26 <08n​icolae> 🤔 good question 23:06:31 <09g​ammafunk> zymes will mostly just do nothing until detonated 23:06:40 <09g​ammafunk> salting have some other play they can make 23:06:45 <09g​ammafunk> oh can't the non-living be mighted too? 23:06:56 <09g​ammafunk> I forget how that works 23:10:37 <09h​ellmonk> peacekeepers can might them, yeah 23:11:11 <09h​ellmonk> ghostly sacrifice does not actually require a construct, to my knowledge 23:11:28 <09h​ellmonk> does require the monster to be real and aligned 23:11:39 <10P​leasingFungus> i can’t remember the exact restrictions on peacey k battlecry 23:11:51 <10P​leasingFungus> i think it’s more stringent than just nonliving 23:12:01 <10P​leasingFungus> might be golem genus 23:12:23 <09g​ammafunk> ah 23:12:29 <09g​ammafunk> so what's that other thing nicolae mentioned 23:12:32 <09g​ammafunk> something strike 23:12:40 <09g​ammafunk> resonance strike? 23:12:57 <09g​ammafunk> ??resonance strike 23:12:58 <04C​erebot> resonance strike[1/1]: Ranged attack from a ragged hierophant that does more damage the more constructs are near the target. 23:13:08 <09g​ammafunk> ah ok 23:13:12 -!- Guest25 is now known as twelwe 23:13:14 <09g​ammafunk> so that's not a detonation of them or anything 23:13:18 <09h​ellmonk> yeah, that one does require them to be constructs 23:13:26 <09h​ellmonk> it's just smite but larger 23:14:50 i have strong opinions about formicids. would you like some? 23:15:09 <08n​icolae> formicids or strong opinions? 23:15:15 some of both 23:15:20 50/50 23:17:14 well i like formicids. i like ant. i think that spell passwall, its crap that other races can cast it. passwall is a formicid lifeline. for others its a cheap way to save blink or tele scrolls. so what happened is that i thought, give passwall to formicid as racial 23:17:52 <09h​ellmonk> twelwe going to ruin my orbrun strats for all time 23:18:20 its only fair 23:18:51 all the stupid formicid tricks are gone 23:23:59 <09h​ellmonk> hmm, q for other devs: now that ranged dancing weapons work, should there be an alternate hall of blades set that places those 23:24:59 Hall of Balistas 23:25:11 make this happen 23:25:27 <09h​ellmonk> might be cool to have an extra rare chance for dancing demon weapons as well, since those are currently not possible 23:25:35 Hall of Barristas -- make it happen 23:25:58 typo sub branches 23:26:30 gammafunk you better write this down 23:26:39 Hall of Clades 23:27:04 Candymonium 23:28:06 Sliders Nest 23:29:47 Realm of Sot 23:30:48 <10P​leasingFungus> i thought nicolae made 2 23:31:05 <10P​leasingFungus> dancing demon weaps sounds fun 23:31:32 dancing unrand vaults 23:31:57 <09h​ellmonk> I didn't look super closely but I thought the new hall of blades vaults used the same monster set 23:32:58 <08n​icolae> yeah, it's different layouts but i didn't touch the monster set 23:33:18 <08n​icolae> also i have a small vault atm that places dancing demon weapons 23:33:47 pleasingfungus what i wanted to tell you was good luck on the upcoming sequel to your video game that you made and i can't figure them out but they sit in the library like my childhood teeth, a reminder of all the potential i've wasted. thank yo so much.