01:34:28 Unstable branch on crawl.develz.org updated to: 0.29-a0-553-g81b289dbe5 (34) 01:51:31 -!- Sting1 is now known as Sting 01:54:40 Windows builds of master branch on crawl.develz.org updated to: 0.29-a0-553-g81b289dbe5 02:21:38 Unstable branch on cbro.berotato.org updated to: 0.29-a0-553-g81b289dbe5 (34) 02:53:41 Monster database of master branch on crawl.develz.org updated to: 0.29-a0-553-g81b289dbe5 03:31:40 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4719-g50af30713d 05:05:18 -!- indigaz2 is now known as indigaz 06:22:24 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4719-g50af30713d 10:11:53 <06a​dvil> changing fishtail behavior is probably hard, but you want to look for code around the "fishtail" var. Possibly transform.cc:unmeld_one_equip is a place to try to manage the barding idea? Or at least a starting point. That sounds particularly hard because barding and boots share an eq slot, and so the most natural implementation (where the player has both equipped at all times) is probably impossible 10:13:44 <10P​leasingFungus> if you just want boots to not meld, that's probably simpler. rip flavour (?) tho 13:18:38 advil: regarding equipping two items in the same slot, didn't that finger necklace do it? 13:20:55 macabre finger turns one slot type into another, I think 13:21:43 it just added an additional ring slot from what i see 13:22:18 !source art-data.txt:561 13:22:18 https://github.com/crawl/crawl/blob/master/crawl-ref/source/art-data.txt#L561 13:22:45 oof that's not right, it's in this commit https://github.com/crawl/crawl/commit/7d7ec048610b4177ede422a42ae9c0ca2752132a 13:24:54 so possibly add equipment spots EQ_MERFOLK_BOOT and EQ_MERFOLK_BARDING, also remove the default boot slot for merfolk. then build a function to meld/unmeld equipment for those slots depending on the situation water or solid ground? 13:26:03 said function would presumably be part of the existing fishtail support stuff 13:31:04 might be a decent time to separate boots and bardings into their own equipment slots and adjust the properties of those base items, assigning those slots to appropriate species... if one were so inclined... 13:31:59 I was a little surprised to discover bardings alternated with boots instead of armor, but I guess centaurs needed that? 13:32:08 probably unneccessary though, not enough species wear bardings 13:32:30 naga atoo 13:32:33 too* 13:34:45 palentonga 13:35:46 having them share shame slot seems like it was fine, but once this idea comes in, i think they'll need their own equipment slots, restricted access by species. the idea i really like BTW 14:23:35 <10P​leasingFungus> seems like a lot of extra complexity for approximately zero upside 14:23:41 <10P​leasingFungus> i don’t understand the appeal 14:33:12 <05k​ate> simplifying boots to not meld (with some kind of fancy new lore excuse maybe) sounds pretty reasonable considering what a weird mess the fishtail stuff ends up causing currently but yeah, combining the complexity of fishtail transformation with macabre finger necklace-style situational new eq slots all at once sounds like a true nightmare 14:35:30 <05k​ate> I think I might have been last to touch the flight+water bonus interactions so I can try and take a look later probably, I thought it was working properly for Op stealth bonus and the Mf bonus by extension but there could easily be something I missed there 15:02:07 <12e​bering> @PleasingFungus it looks like none of simulacrum, animate dead, or death chanel produce derived undead if the victim was invisible 15:02:16 <12e​bering> or at least it seems that way, I haven't tested carefully 15:02:19 <12e​bering> bug or intended 15:02:20 <12e​bering> ? 15:03:05 <10P​leasingFungus> lol 15:03:07 <10P​leasingFungus> bug 15:03:27 <10P​leasingFungus> i'm nearly sure that check is supposed to prevent monsters that are out of LOS from producing zombies 15:44:54 <08n​icolae> the morphogenetic field morphs the boots into fin-boots. nailed it. the quality of life improvement will no doubt help paper over the lore holes 23:46:13 03PleasingFungus02 07* 0.29-a0-554-g62b45afb52: Allow raising invisible foes from the dead (ebering) 10(33 seconds ago, 2 files, 27+ 26-) 13https://github.com/crawl/crawl/commit/62b45afb52f2 23:48:33 03PleasingFungus02 07* 0.29-a0-555-g3b24f45cc1: Make concentrated venom decay over time 10(58 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/3b24f45cc170