01:26:26 Unstable branch on crawl.develz.org updated to: 0.22-a0-553-g9358b0b (34) 01:56:30 Windows builds of master branch on crawl.develz.org updated to: 0.22-a0-553-g9358b0b 02:57:16 Monster database of master branch on crawl.develz.org updated to: 0.22-a0-553-g9358b0b 03:04:00 -!- amalloy is now known as amalloy_ 03:11:45 Unstable branch on crawl.beRotato.org updated to: 0.22-a0-553-g9358b0b (34) 06:47:10 CTRL sticks if i move my character in tiles version 13https://crawl.develz.org/mantis/view.php?id=11502 by jackofblades 10:12:56 -!- Euph0ria is now known as TabMasher 11:42:47 gammafunk: so I've been thinking about how to improve the mace of variability 12:06:44 the fundamental problem is it's current gimmick is a random walk on a bounded interval, and that interval spans "awesome plusses" to "worse than +0" 12:06:57 which means that in the long run it will be in all of these states 12:10:01 if you bias the random walk towards being good, then the unrand becomes pretty unremarkable 12:10:28 well, I think you need to start from the design aspect first: is it actually interesting to have plusses that are randomized in some way 12:10:41 imo no 12:10:45 given that the weapon's ego is functionally doing this already 12:11:13 so it just needs some other independant aspect probably 12:11:57 ??bloodbane 12:11:58 bloodbane[1/1]: Unrandart +8 vorpal demon blade that lets you berserk, makes you angry, and makes you less stealthy. The berserkitis triggers on 9% of attacks. 12:12:07 not that 12:12:44 ??leech 12:12:44 leech[1/1]: The +8 demon blade "Leech" {vamp, rN+ AC-3 EV-3}. Has a guaranteed on-hit vampiric effect! 12:12:56 that is one approach, "ego FOO, but better" 12:13:11 but that works particularly well for vamp 12:14:20 yeah, less so for chaos. One idea I had was "chaos but more" with like a *Xom but that idea is bad 12:15:43 you could make an ego that basically selected with weight between "normal chaos ego" and "some extra xom stuff that tended to be good" 12:16:16 but yeah you need a reasonable list of what that would be 12:16:57 and you might want to rename the unrand as well 12:17:45 I like the idea of a xom-themed weapon and it is one of the original linley unrands, so I'd be a little sad if it were just removed 12:18:30 even if it just became a fixedart it would be an improvement over the status quo in terms of people wanting to use it sometimes 12:18:45 oh wait "fixedart" isn't the right word 12:18:48 It'll take some care but maybe I'll mull it over today. 12:19:24 don't want it to have the pieces from xom's chessboard problem 12:19:41 but I guess picking from a longer list and without the 'on demand' will mitigate that 12:19:44 yeah that "extra chaos" idea is not necessarilly the best idea but it's something that might be relatively simple and easy to control in terms of making the unrant good 12:19:51 *unrand 13:05:09 Unstable branch on crawl.akrasiac.org updated to: 0.22-a0-553-g9358b0b (34) 13:06:48 03neofelis02 07https://github.com/crawl/crawl/pull/801 * 0.22-a0-553-g54971f4: Highlight summoners when the cursor is over a summon in targeting mode 10(21 hours ago, 9 files, 103+ 20-) 13https://github.com/crawl/crawl/commit/54971f4957df 13:11:24 neofelis: did you see my comments on that PR? 13:18:19 -!- amalloy_ is now known as amalloy 13:42:39 yep 13:42:47 (aidanh) 13:42:59 just finished typing a really long reply 13:43:19 ah, yes, I see it 13:44:32 glych just looks like a typo to me; glyph_ch is fine though 13:45:08 it was copy-pasted from the beam-drawing code, to be honest 13:45:31 not very attached to it 13:47:44 re 3), I recommend a rename because that's the only use for this field, and it's more specific; e.g. it'll show up in grep results 13:49:07 re 2), I don't see how the summoner-summonee relationship should affect whether a monster in the way gets highlighted 13:51:47 well, normally if a monster is in the beam path it gets drawn on a magenta background, which gives important information (what will I hit?) 13:51:59 if we always highlight the summoner in cyan, we sometimes take that information away 13:52:32 e.g. if I have @po3 where p is some random human, aiming at the 3 is going to highlight the o, incorrectly 13:52:59 oh, right 13:53:33 I actually completely forgot that targeting behaviour for some things changed 13:53:59 with @po3, casting magic dart and aiming at the 3 would highlight the o, which is, in fact, incorrect; yeah, I get it now 13:54:17 *would highlight the o in red 13:54:17 and maybe I'm just confused (entirely possible), but I don't see this sort of indicator for the monster that's actually going to get hit, for anything else 13:54:55 ok, essentially I think we're both sort of right, and also that it's more trouble than it's worth 13:55:06 so I'll change that too 13:55:26 oh, hm, I do see the first obstacle (monster) highlighted on zapping, but not on throwing 13:55:32 (too many possible cases to fiddle with, because it actually depends on whether the beam is AFF_MULTIPLE, or whatever that's called) 13:56:12 if you zap a bolt 13:56:15 without any highlighting 13:56:23 monsters in the way of the bolt are magenta 13:56:29 but if you zap e. g. magic dart, they're not 13:57:32 so if you want to say "this is a summoner, and also it would be magenta if it weren't highlighted", you need to check some sort of bolt property 13:57:44 so, yeah, probably more trouble than it's worth 13:58:55 hm, well, I can see the loss of information aspect 14:02:35 well, I thought that the magenta would show the penetration of the bolt, but it doesn't, so I don't think there's any information loss 14:06:26 re whether to highlight summoner and/or summonees, I agree both is best, if feasible 14:08:02 it's fine and normal monospace for me 14:08:13 oops 14:08:14 I think showing the recursive set of summonees is useful as well, especially as an indicator of the impact of killing a monster 14:11:37 what about a key in the targeting keymap like "target this unit's summoner". then you don't have to deal with all this weirdness about stepping on the toes of other kinds of highlights 14:12:31 i do think it's nice that the highlighting is "automatic" though. brings it to your attention even if you're not thinking about it 14:15:24 hm. about summonees: in console, there isn't really a free color left 14:15:34 since red is actually also used by the targeter 14:16:12 lightcyan, maybe, for summonees, and cyan for summoners; I think on most terminals those will actually be different? 14:16:45 amalloy, one doesn't preclude the other; adding a key will also be fairly simple 14:18:36 ok, so I think I'll add recursive summonee highlighting in lightcyan for console (obviously color issue doesn't exist for tiles) 14:19:03 well, a toggle would ideally be console-only, so do console spectators of webtiles games never see it? 14:19:26 s/it/summoner highlights/ 14:19:56 I suppose that doesn't matter too much really 14:20:02 I think the idea wasn't to toggle the highlighting, but to have a key that moves the cursor to the summoner 14:20:18 ohh, duh, totally misread 14:21:40 that does create a disparity between console and tiles features though 14:21:53 what does? 14:24:49 not passively indicating summoners and summonees 14:25:18 on console, that is; whereas showing that passively would be easy (and desirable) on tiles 14:26:00 it's easy in console too! it's just that in tiles you can have two different indicators, and in console on some terminals you can't 14:28:10 so there are some cases in console where the highlighting on its own doesn't quite do it; I think "a boggart summoned a boggart" is one 14:29:23 i do think some terminals only support 8 bg colors (so lightcyan would be out on them) 14:31:11 if not the colour, is changing the characters of summoner and summonees an option? 14:31:50 not if you want to see if that boggart was summoned by another boggart or by something nastier 14:32:34 that'd work: move the cursor over the boggart, memorise the location of the character that changed, move it off again; now you know what summoned it 14:32:40 or what it summoned; either way 14:33:55 kind of an annoying interface, but that's console for you 14:36:27 or, have a (console-only?) key that toggles between highlighting the summoner and highlighting the summonees. this might actually be the best way 14:36:48 since changing characters based on where the cursor is just seems wrong somehow 15:01:03 aren't all rings of something supposed to identify if I identify one? just read identify twice, identifying protection from fire both times 15:02:01 that doesn't sound right. was one a randart? 15:03:12 both are just plain protection from fir 15:03:14 e 15:03:40 <|amethyst> well 15:04:01 <|amethyst> when you identify the first one, that should reveal the second one to also be prot.fire 15:04:17 is this a wizmode character? you might have forgotten all known items 15:04:18 <|amethyst> *but* that doesn't count as fully identifying the second, since it might be cursed 15:04:25 ah! 15:04:28 that explains it 15:05:18 I was pressing buttons a bit too fast to notice what the menu said 15:53:53 gammafunk: looking at xom effects, picking a set is probably not the best way to go. However, for a "chaos but more" approach, it could be like firestarter or frostbite or the arc blade and have a chance to cast chain of chaos 15:55:47 with a fixed plus (or maybe a small range of variable plusses for flavor) 16:01:26 ??chain of chaos 16:01:26 chain of chaos[1/1]: Xom effect. Kind of like chain lightning, but with chaos effects instead of elec damage. 16:01:37 hrm, that could be cool 16:01:46 does that arc back on the wielder though? 16:01:56 it would probably need to be sure to not do that 16:02:00 maybe it already doesn't 16:02:13 but yeah that sounds like a more interesting unrand 16:02:45 I think a fixed plus is probably better if you add this really 16:02:54 it doesn't have to be +9, of course 16:03:09 but variable plus is basically just more complexity for no gameplay benefit 16:06:04 ~~ the flavour ~~ 16:06:05 and yes, that arcs back on the caster 16:06:28 just like chain lightning and the arc blade 16:06:38 flavor is a myth, ebering, everything actually just tastes like cardboard 16:06:55 only if you got a bottle rocket up your nose aunt selma 16:07:38 I do see the point 16:07:45 the bigger issue is it arcing back on the wielder 16:07:58 yeah, I think self-zapping with chaos is fine if your name is mnoleg (well even then, probably not), but self-zapping with chaos is just going to make it far too dangerous 16:08:25 seems to me like the spell should just not self-zap for players or monsters somehow 16:08:46 mnoleg is already by far the easiest pan lord so him occassionally paralyzing himself doesn't seem good 16:08:50 that requires some change to cast_chain_spell 16:08:54 yeah 16:09:11 maybe it could allow the caster be considered in terms of arc path but simply not apply the effect? 16:09:18 not sure about how those arcs actually work 16:09:51 I'm guessing also that this effect is rather strong, so the chance for the arc happening at all should probably be on the more conservative side 16:10:02 unlike something like arc blade 16:10:18 s/the arc happening at all/the spell happening at all/ 16:10:21 ??arc blade 16:10:22 arc blade[1/1]: +4 rapier with rElec that casts {Static Discharge} on stuff you hit with it. 16:10:49 I think that just always casts it, maybe this could start with something like 1/4, but that's pulling a number out of the air 16:11:03 chaos is already a pretty strong melee ego 16:15:46 arc blade is casting one_chance_in(3) 16:16:37 I was thinking 1/7 for the chain chaos effect 16:16:37 but that was with the self targeting 16:17:47 you could start with between 1/6 and 1/4 and just see how it feels 16:18:01 I'm not sure how many arcs you get in a 1v1 fight 16:18:42 if it applies multiple chaos effects in one hit it's going to be a pretty wacky weapon 16:28:02 ok after watching one too many golden eye deaths, i would like to request making it more obvious that !curing removes confusion 16:29:14 I suspect most players either aren't reading the item description, or aren't reading "clears the mind" as "cures confusion" 16:29:35 Second the motion, it used to aha confuse me for ages 16:29:47 not sure how we could make that more obvious to people who don't read the description 16:29:53 does the Confusion status documentation mention it 16:30:00 not that players will read this either 16:30:14 yeah it does mention it 16:31:48 just replace confusion gaze with an ability whose text reads "Consume a !curing from your inventory. If you have none to consume, then die." i've heard that's basically how it already works 16:31:50 I was thinking of making the "You are confused." message mention it 16:32:26 hrm, yeah that wouldn't be too spammy I guess 16:32:26 like how invisibility's automatic autopickup deactivation tells you how to reactivate autopickup 16:32:35 yeah it wouldn't increase the number of messages, just the length 17:09:28 03Jacob Meigs02 {MarvinPA} 07* 0.22-a0-554-g2b3c548: Trigger barbs and break Ozo's Armour when taking stairs/walljumping 10(8 weeks ago, 6 files, 97+ 44-) 13https://github.com/crawl/crawl/commit/2b3c54819231 17:09:28 03MarvinPA02 07* 0.22-a0-555-g334a0db: Don't break Ozo's or cause barb damage on forced level transitions 10(24 hours ago, 3 files, 32+ 28-) 13https://github.com/crawl/crawl/commit/334a0db03a1a 17:09:28 03MarvinPA02 07* 0.22-a0-556-g59e8874: Fix bracing 10(5 minutes ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/59e8874910e9 17:09:28 03ebering02 {MarvinPA} 07* 0.22-a0-557-gb306ea2: Fix bug 11478: Movement-key actions and Wu Jian 10(2 weeks ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/b306ea240a01 17:40:50 03MarvinPA02 07* 0.22-a0-558-gc224181: Don't make ancient zymes sicken friendlies (#10769) 10(2 minutes ago, 1 file, 5+ 2-) 13https://github.com/crawl/crawl/commit/c2241811a9d1 18:10:06 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-558-gc2241811a9 (34) 18:20:23 Unstable branch on underhound.eu updated to: 0.22-a0-558-gc2241811a9 (34) 20:06:54 gammafunk: looking in to making chain of chaos miss its caster 20:07:37 there's logic in cast_chain_spell to tone down the beam when it's hititng the caster 20:07:48 it's just hard to tone a beam down to zero 20:08:12 I can set the flavor to BEAM_VISUAL which shows the beam passing the caster 20:08:16 but produces no message at all 20:09:47 I could also (earlier in the loop) have it always reject the caster as the target 20:09:57 but that would nerf it horribly in 1v1 20:10:07 I think you just need an exception in beam.cc 20:10:18 the bolt does contain the source spell, right? 20:10:27 yes 20:10:35 that was the 3rd option 20:10:46 add an AUTOMATIC_MISS define to beam.hit 20:10:52 in beam.cc 20:11:21 yeah, you mean if the target square is the caster? 20:11:36 well, have beam.cc not worry about a special case 20:11:41 or the affected square 20:11:52 and have cast_chain_spell set the to hit to automatic miss if the affected square is the caster 20:11:57 and it's chain of chaos 20:12:54 oh that loop is handling all the application 20:13:04 yea 20:14:02 yeah, I'm not reading this carefully, but that seems like a viable general approach 20:15:29 you may simply be able to not fire the beam 20:15:49 or not create it at all 20:16:05 but it sort depends on how you want this notion to wrk 20:16:06 *work 20:16:35 generalizing the chain logic to have an "affects caster" notion and adjust the arc formula 20:17:45 I suppose it's a bit odd since it's almost no longer a chain spell in the usual sense 20:18:21 Yeah, that's an implication of having it not affect the caster 20:18:39 for the usual chain logic to work it needs to have two things to arc between if it's 1v1 20:19:25 well I still think it would be alright if it arced and didn't affect the caster; the arcing logic could proceed normally otherwise, so the aspects of 1v1 vs 1vN would still be relevant 20:20:11 this is not a normally accessible spell, only available for a unique monster and an unrand, so this kind of behaviour seems ok so long as it doesn't break things for the other chain spells 20:21:14 so maybe it'd be better to have the arcs work off the player as they do normally, "subtracting spellpower for each" as they do normally 20:21:25 just not affect the player 20:22:33 ebering is trying to bring chaos to order, how foolish.... 20:25:01 So I guess the question remaining is when it arcs off the caster and doesn't affect them 20:25:09 does there need to be messaging or can it be BEAM_VISUAL 20:30:56 I guess it's fine if it's just visual 20:31:13 and something in the spell description mentions it will arc past the caster w/o harming them 20:32:23 well there will still be messaging from the non-visual beams, right? 20:32:28 as long as all messaging is not removed 20:32:35 yeah 20:32:46 only the beam hitting the caster won't give a message 20:33:05 all the others that are hitting targets that get affected still appear 20:34:33 the arcing to the caster is still relevant for the damage differential you'll see for like a 1v3 fight 20:35:01 those arcs are still wasted 20:35:19 well, freel free to make a PR whenever you feel you have something ready, I can play-test it myself some 20:35:32 I'm working on finishing up a better "extra loot" function for ghost vaults 20:35:49 that will throw in some more consistently good loot on the d/e slots in a way that's scaled 20:35:56 the arcs are still wasted but now you can't paralyse themselves 20:36:02 cool 20:36:17 can't paralyze or banish or malmutate.... 20:36:31 and probably a few other pretty awful things 20:37:37 I imagine petrify 20:38:01 it's chaos 20:38:07 basically any negative effect 20:38:28 i forgot about polymorph 20:38:28 oh, chain of chaos can't poly or banish 20:38:31 looking at beam.cc 20:38:32 hah 20:38:44 it can hellfire tho 20:38:48 excellent 20:39:00 if it no longer self-harms, that could be altered certainly 20:39:17 -!- amalloy is now known as amalloy_ 20:39:20 yeah 20:39:20 probably those where both omitted due to the self-harm aspect 20:39:25 I think the banish chance is pretty low 20:39:47 nope 20:39:53 flat 10's across the board for all effects 20:40:01 except webbing which is a 2 20:40:18 well I mean it's just small chance of it actually happening 20:40:18 oh, yeha 20:45:35 hrm, if it actually has a hellfire effect that causes the usual explosion, that's a little bit of a problem... 20:45:49 no it's not the exploding kind 20:46:23 just hellfire flavoured attack damage 20:46:27 nice 20:46:37 single-tile hellfire 20:46:44 chaos bolts man 20:47:02 !tile mace of Variability 20:47:03 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/player/hand1/artefact/mace_of_variability.png 20:47:25 that's the doll tile I guess 20:49:26 !tile urand mace of variability 20:49:28 Can't find urand_mace_of_variability.png. 20:49:50 !tile spwpn mace of Variability 20:49:50 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/item/weapon/artefact/spwpn_mace_of_variability.png 20:49:53 there 20:50:09 could maybe use an update 20:50:20 the pride shovel 20:50:51 !tile misc thimble 20:50:51 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/UNUSED/other/misc_thimble.png 20:51:26 CanOfWorms: interested in more Xom/chaos themed tiles? 20:51:42 once I have time to make tiles sure :v 20:52:28 should just use the king 20:52:32 !tile misc king 20:52:32 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/UNUSED/other/misc_king.png 20:52:39 looks kinda like a mace and kinda silly 20:52:48 worms is making a clay sculpture of the new sif altar tile so he can better understand its shape and translate it to the canvas in its purest form 20:53:48 and when that's done I'll finish the webtiles-changes branch 20:53:54 and crawl will be ready for 1.0 21:01:23 -!- amalloy_ is now known as amalloy 21:09:03 hm, equippy bar doesn't respect the colour ETC_RANDOM 21:09:23 probably ignores all elemental colours since emoney didn't like the visual distraction of the noise bar 21:11:06 well that does sound like it might be annoying 21:11:56 I also use the equip bar; not actually sure if having them be animated would be very distracting 21:11:56 maybe not 21:16:48 -!- mikee__ is now known as mikee_ 21:20:42 maybe add an option 21:21:23 !learn e ebering[3] s/$/, anim equippy bar option/ 21:21:24 ebering[3/3]: consider: parallel map/objstat, stat nightlies, goldify decks patch attempt, lua anim skel macro, anim equippy bar option 21:48:46 New branch created: pull/802 (3 commits) 13https://github.com/crawl/crawl/pull/802 21:48:46 03ebering02 07https://github.com/crawl/crawl/pull/802 * 0.22-a0-554-gbce8f37: Remove self-harm from chain of chaos 10(66 minutes ago, 3 files, 32+ 30-) 13https://github.com/crawl/crawl/commit/bce8f37e8b1f 21:48:46 03ebering02 07https://github.com/crawl/crawl/pull/802 * 0.22-a0-555-g8dfdda2: Revise the mace of Variability 10(4 hours ago, 4 files, 16+ 11-) 13https://github.com/crawl/crawl/commit/8dfdda28a33f 21:48:46 03ebering02 07https://github.com/crawl/crawl/pull/802 * 0.22-a0-556-gc0b95a5: Add the mace of Variability to ebering_ghost_xom 10(4 hours ago, 1 file, 6+ 1-) 13https://github.com/crawl/crawl/commit/c0b95a571160 22:05:33 awesome PR 22:06:01 Add a Xom action to gift this unrand to players as as a super-rare ability 22:07:28 wow, no (gammafunk) credit for the remove self-harm commit 22:07:33 I see how it is 22:07:34 !flip 22:07:34 (╯°□°)╯︵ ┻━┻ 22:08:52 reword! 22:09:12 (I don't think that one works) 22:14:21 alexjurkiewicz: thanks! 22:14:42 alexjurkiewicz: doesn't that already exist as the usual xom gift codepath? 22:14:55 ebering: you probably want to change the art-data flags so that it no longer has no_upgrade and special 22:15:08 03ebering02 07https://github.com/crawl/crawl/pull/802 * 0.22-a0-554-g4267fde: Remove self-harm from chain of chaos (gammafunk) 10(2 hours ago, 3 files, 32+ 30-) 13https://github.com/crawl/crawl/commit/4267fde1b022 22:15:08 03ebering02 07https://github.com/crawl/crawl/pull/802 * 0.22-a0-555-g07561ce: Revise the mace of Variability 10(5 hours ago, 4 files, 16+ 11-) 13https://github.com/crawl/crawl/commit/07561ce0deb0 22:15:08 03ebering02 07https://github.com/crawl/crawl/pull/802 * 0.22-a0-556-g90597ae: Add the mace of Variability to ebering_ghost_xom 10(4 hours ago, 1 file, 6+ 1-) 13https://github.com/crawl/crawl/commit/90597ae585d3 22:15:11 gammafunk: I thought I did 22:15:13 oh, maybe you did! 22:15:17 !unflip 22:15:17 ┬─┬ ノ( ゜-゜ノ) 22:15:26 ok, cool 22:15:31 I did! 22:15:31 I was trying to figure out 22:15:51 how come dancing weapons never get unrands, but I was looking in a lazy way 22:16:08 I have other things to finish anyhow 22:18:36 ebering: I don't think xom can specifically gift the mace of chaos 22:19:05 ya but it can gift unrands 22:19:06 I was thinking a special action where xom decides you are his chosen warrior, and gifts you the mace of chaos. Rather than just a random acquirement 22:19:14 oh I see 23:15:05 can someone please update hellcrawl on cbro? 23:15:21 alexjurkiewicz: please update cpo, pushed a bugfix 23:56:10 -!- KittyTacc is now known as KittyTac