00:34:34 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4797-g7d1cfc5502 03:23:27 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4797-g7d1cfc5502 05:29:26 Unstable branch on crawl.akrasiac.org updated to: 0.30-a0-187-gd9c2dea (34) 06:35:59 New branch created: pull/2763 (1 commit) 13https://github.com/crawl/crawl/pull/2763 06:36:00 03Monkooky02 07https://github.com/crawl/crawl/pull/2763 * 0.30-a0-188-g221bfde82d: Stop momentum strike from using vhi's checks 10(65 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/221bfde82d2c 06:59:28 I think https://github.com/crawl/crawl/issues/2749 probably should be closed? This is in line with bog tiles going out of LOS 07:29:55 New branch created: pull/2765 (1 commit) 13https://github.com/crawl/crawl/pull/2765 07:29:55 03kd7uiy02 {GitHub} 07https://github.com/crawl/crawl/pull/2765 * 0.30-a0-178-ge613644003: New nickname for Xom 10(74 seconds ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/e613644003ca 07:31:15 https://github.com/crawl/crawl/issues/2762 should be closed; this is the rollpage mutation not palentonga roll 07:40:29 03Monkooky02 {PleasingFungus} 07* 0.30-a0-188-gc626debdff: Stop momentum strike from using vhi's checks 10(66 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/c626debdff1f 07:43:44 <06a​dvil> I think temporal effects should probably cancel bog status, it's just sort of pointlessly confusing otherwise 07:45:24 Hm, fair. 07:45:58 <06a​dvil> hm, is there a way for console players to see the status effect mouseover texts? 07:46:19 <03w​heals> yes, in ?/S 07:46:28 <06a​dvil> lol, fair 07:46:52 <06a​dvil> but not what I had in mind 😄 07:47:04 <10P​leasingFungus> iirc ?/T 07:47:16 <03w​heals> oh right, s is taken by spells 07:47:19 <06a​dvil> yeah it's t not s 07:47:19 <10P​leasingFungus> S is spells :p 07:47:23 <03w​heals> or maybe skills 07:47:33 <10P​leasingFungus> skills is probably k 07:47:58 <03w​heals> tbf they were the ?/T texts long before they were mouseover texts 07:48:35 <03w​heals> also was that mouseover ever implemented in local tiles? 07:48:41 hypothetically you could turn on mouse input and display in the status area. complicate the hell out of input in general though 07:48:45 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-188-gc626debdff (34) 07:50:18 <06a​dvil> maybe we need to carry the elliptic single letter campaign to every aspect of crawl 07:51:38 <06a​dvil> sadly there is literally no synonym of status starting with a t 07:52:42 <06a​dvil> skills -> talents tho 07:52:59 or traits 07:53:04 <06a​dvil> although that's confusing because internally abilities are sometimes also talents 🤔 07:53:22 temporary effects 07:54:02 <06a​dvil> it does not appear that local tiles mouseover status was implemented 07:56:35 Where would I find the code for cleaning up out of LOS clouds/bogs? 07:57:23 <10P​leasingFungus> monkooky: cloud.cc:522-529 07:58:10 <10P​leasingFungus> don't know of corresponding logic for bogs; believe they work entirely differently 07:58:22 tyty 08:01:39 03advil02 07* 0.30-a0-189-g2a4cff5a3b: fix: bog and rampart status descriptions 10(67 seconds ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/2a4cff5a3bdb 08:02:28 <09h​ellmonk> What needs to happen is temporal distortion/step from time need to not move the player to 0,0. This is probably quite involved but it would fix a bunch of problems 08:02:48 <06a​dvil> where would it move the player instead 08:02:56 <10P​leasingFungus> presumably it would not move the player 08:03:06 <09h​ellmonk> I think ideally it would not "really" move them 08:03:09 <06a​dvil> the player has to be somewhere 🙂 08:03:16 <10P​leasingFungus> sure, they can be exactly where they are 08:03:19 <06a​dvil> well, I suppose one could try to drop that assumption 08:03:29 <06a​dvil> both of those abilities run world_reacts 08:03:31 <09h​ellmonk> like I said, probably quite invovled 08:03:33 <06a​dvil> so if the player is there... 08:03:46 <06a​dvil> monkooky: if you are thinking of trying to cancel the status when the temp terrain times out, that sounds quite hard to do 08:03:59 <09h​ellmonk> But its very bizarre behavior to break ozos on temporal distortion, for example 08:05:42 so far was just assessing options 08:05:54 <09h​ellmonk> I don't remember if there's still monster movement biases that make step from time worse if the player is close to 0,0 already but there used to be 08:06:06 <06a​dvil> I believe those got fixed? 08:06:33 also, it's neat that noxious bog protects from fenstrider witches 08:07:12 <06a​dvil> anyways, I would be super impressed by anyone who could rewrite _run_time_step to work bug-free without relocating the player 08:07:26 <06a​dvil> if the goal is to fix ozo's it's much lower hanging fruit to find a way to move the player without breaking it 08:08:24 the easiest fix for this specific issue is to just cancel bog status on temporal distortion, but that's a little worrying 08:08:52 <06a​dvil> that's probably what I would do tbh, but it's true that there is no other special casing for those spells 08:09:03 wait, you can cancel bog status without cancelling the bogs themselves? 08:09:14 with potions that is 08:09:14 <06a​dvil> hmmm: cancel bog status if the player is at 0,0 😄 08:13:07 <06a​dvil> that makes more mechanical sense, really what the status is doing is just making you immune to the bog 08:13:31 <06a​dvil> it's flavored as if it's doing something about the terrain, but it isn't really 08:13:50 <06a​dvil> I guess you could look to the ramparts / jiyva wall abil code to see something that's a bit more tightly implemented? 08:19:22 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-189-g2a4cff5a3b (34) 08:19:40 It also lets you cast multiple bogs at once with cancel pots 08:19:57 though that's rather seldom useful 08:23:47 <10P​leasingFungus> m m m multibog 08:38:20 <06a​dvil> huh was "fiery armour" an ignis thing? 08:40:20 <10P​leasingFungus> still is? 08:40:26 <06a​dvil> is 08:40:35 <10P​leasingFungus> why? 08:40:41 <06a​dvil> I didn't see that it had a caller 08:40:51 <06a​dvil> but I have found it now 08:45:48 OhNoNotThisAgain (L14 HOFi) Crash caused by signal #6: Aborted (D:10) 08:49:47 how appropriate 08:51:08 <06a​dvil> !git 2c972031a6f277 08:51:10 <04C​erebot> kate- * 0.29-a0-870-g2c972031a6: Fix various Step from Time pathfinding interactions (acrobat) (3 months ago, 4 files, 13+ 9-) https://github.com/crawl/crawl/commit/2c972031a6f2 08:52:48 <06a​dvil> surprised at how recent that is 08:52:50 <06a​dvil> !git c724cc05e7bdb 08:52:51 <04C​erebot> kate- * 0.19-a0-1381-gc724cc05e7: Fix monsters casting spells at timestepped players (#10617) (6 years ago, 1 file, 4+ 0-) https://github.com/crawl/crawl/commit/c724cc05e7bd 08:52:54 <06a​dvil> there's some older fixes 08:53:18 <06a​dvil> also, many good commit messages have the string "0,0" in them 08:55:20 03advil02 07* 0.30-a0-190-g22c9a3c0ff: refactor: don't end ozo's on temporal distortion (hellmonk) 10(14 minutes ago, 3 files, 64+ 37-) 13https://github.com/crawl/crawl/commit/22c9a3c0ff18 09:02:18 <09h​ellmonk> Wow, nice fix 09:07:45 <06a​dvil> thx 09:08:55 <06a​dvil> I probably like clever little raii things a bit too much 09:09:52 <06a​dvil> that still does move the player to 0,0 but the player really does have to be somewhere (minimally in the sense that you.pos() has to return a coord_def, etc) 09:10:26 <09h​ellmonk> yeah 09:30:41 <06a​dvil> although now I'm wondering how many arena checks could be consolidated into a player_exists function 09:35:25 <06a​dvil> also c++17 fr, actor::pos() return type is optional 09:35:42 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-190-g22c9a3c0ff (34) 09:38:26 y'all need a real programming language already 😈 09:42:17 <08n​icolae> agreed. time for javascript 10:05:10 <13S​astreii> new armataur never skips leg day and has an enhanced six pack, because why not? 10:05:10 <13S​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1026540425055576226/Schermata_2022-10-03_alle_19.02.55.png 10:05:11 <13S​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1026540425600839821/armataur.png 10:11:01 03kd7uiy02 {GitHub} 07https://github.com/crawl/crawl/pull/2765 * 0.30-a0-192-gbb28a22a97: Merge branch 'crawl:master' into master 10(4 seconds ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/bb28a22a97e0 10:11:34 You created a species with the perfect attributes to be a shortblades user which might be able to do some interesting things with Usk/Wu/Dith/Jiyva but it leans so heavily into strenght ; / 10:25:07 Buf if one were to fuse a kobold and an Pangotaur together.... 10:26:35 oy 10:28:34 <10P​leasingFungus> sast: excellent 10:39:09 <08n​icolae> if it's an armataur it should also never skip arm day 10:46:55 <06a​dvil> In fact, why does it even have legs 10:53:00 <08n​icolae> agreed 10:53:08 <08n​icolae> it look like some kind of armored slug 10:56:37 <06a​dvil> (these are jokes tbc, it looks good) 11:27:36 -!- misha is now known as werekitten 11:43:39 @PleasingFungus New warper is much more fun and way closer to what new players always imagined a warper would be like. Like, you might end up using a translocations spell. In actual combat! Even offensively! The weird targeted UC nerf to manifold assault still feels weird and targeted, though... it's true that "transmuters" don't have to worry 11:43:39 about the armour encumbrance but that is evened out by the fact that they need to invest in forms plus UC is more xp intensive than a weapon but I digress. Btw you could easily cut dispersmerangs, they have been clutter for a while... if you really are next to a 2h-ogre and try to get him away with this... yeah a lot of things went wrong up to that 11:43:40 point and things are about to get worse. 11:44:25 <10P​leasingFungus> ty for feedback! 🙂 11:45:28 <10P​leasingFungus> i understand your reasoning about UC skill costs, and we used the same reasoning when originally setting up manifold assault. In practice, though, things did not come anywhere close to "evening out". 11:48:32 <10P​leasingFungus> certainly can consider removing dispersal 'rangs from warper start - don't feel strongly about it myself. 12:17:26 RNG has handed me a lot of warpers recently and even so I can't remember actually _using_ one, although that's partly down to sticking with the options you already know well 12:19:18 <10P​leasingFungus> ?/which it won’t 12:19:19 <04C​erebot> No matches. 12:19:47 <10P​leasingFungus> ??dispersal[3 12:19:48 <04C​erebot> dispersal[3/3]: even if it hits, which it won't, it has to do damage, which it won't, to blink it somewhere good, which it won't 12:35:14 I've used dispersal boomers before! 12:35:33 because they were boomers, or I was very desperate 12:35:43 but they are actually useful 12:48:48 <10P​leasingFungus> boomerangs are good 12:48:53 <10P​leasingFungus> that old ldb entry was for dispersal darts 12:48:56 <10P​leasingFungus> which were a lot worse 🙂 13:16:04 I forgot that Wu and rampage don't mix at all : / 13:16:49 isn't that more for #crawl? 13:17:56 it's almost bad enough that Pangotaur shouldn't be able to worship it 13:19:20 *eyeroll* 13:34:59 New branch created: pull/2768 (1 commit) 13https://github.com/crawl/crawl/pull/2768 13:34:59 03kd7uiy02 {GitHub} 07https://github.com/crawl/crawl/pull/2768 * 0.30-a0-191-gc4b6c7e6c5: Don't teleport in to a sealed vault 10(2 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/c4b6c7e6c519 14:53:48 03kd7uiy02 {GitHub} 07https://github.com/crawl/crawl/pull/2768 * 0.30-a0-192-g6bca5b50c3: Update lair.des 10(32 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/6bca5b50c3bb 15:13:07 <06a​dvil> should hellion island be no_tele? it appears not to be 15:13:46 <06a​dvil> (it's even used in documentation as an example of where that prop should be used, that's how I noticed) 15:19:39 <10P​leasingFungus> crossposting from the roguelikes discord: "that doc has been there for 10+ years, has always referred to hellion island, and hellion island has never been tagged no_tele_into." it's possible that we should actually tag hellion island, tradition aside? but i'm slightly leery of adding more no tele into... 15:21:44 <06a​dvil> > i'm slightly leery of adding more no tele into why's that? 15:23:05 <05k​ate> the whole fun of hellion island is teleporting into it, i feel like in pan especially there's no particular need for no_tele_into except actual teleport closets 15:23:55 <09h​ellmonk> it's a hidden property that as far as i know isn't referenced ingame anywhere 15:24:05 Unstable branch on underhound.eu updated to: 0.30-a0-190-g22c9a3c0ff (34) 15:24:22 <09h​ellmonk> good to keep usage to only the necessary cases imo 15:29:21 <06a​dvil> hm 15:29:28 <06a​dvil> I nominate one of you to change the docs then 😉 15:36:56 03kate-02 07* 0.30-a0-191-g33132b1f91: Rebrace 10(32 hours ago, 2 files, 7+ 2-) 13https://github.com/crawl/crawl/commit/33132b1f914b 15:36:56 03kate-02 07* 0.30-a0-192-g5dbf5516b7: Update docs for no_tele_into (advil) 10(3 minutes ago, 1 file, 2+ 3-) 13https://github.com/crawl/crawl/commit/5dbf5516b73b 15:41:21 <10P​leasingFungus> nooo 15:41:22 <10P​leasingFungus> end of an era 15:43:15 <06a​dvil> lol 15:44:51 <06a​dvil> fwiw that commit msg isn't consistent with https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/levels/guidelines.md#guidelines-for-no_tele_into 15:44:58 <06a​dvil> also, I don't agree with it 🙂 15:45:36 <06a​dvil> (I'm on team auto-mark sealed vaults and reveal to player) 15:48:05 do those guidelines actually correspond to reality? my impression was that most runed door/transporter vaults stopped you from teleporting in 15:48:45 at least I don't remember ever teleporting/shafting into a player ghost one, which make up the bulk of them 15:49:13 <09g​ammafunk> ghost vaults always get it due to our "never mandatory to fight ghosts" policy 15:49:17 I also thought our policy for runed door/transporter was that they should only be used alongside glass so that knowing what is inside isn't spoily 15:49:34 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-192-g5dbf5516b7 (34) 15:49:52 <09g​ammafunk> re: steamed eel, the guide there gives a reason different from the reason why I gave that tag to that vault: that vault is just a transporter that appears quite early, to the point there I think landing players inside is just a bit too unfair 15:49:57 and that sort of makes runed door/transporter design feel like it's built around the player getting to plan for it 15:51:24 <09g​ammafunk> yeah, we're sort of mixed in terms of notions; I'm with advil that we should tag no_tele_into for sealed challenge vaults, mostly because they are special/optional challenges, yet teleports/shafts inside make them non-optional 15:51:51 <09g​ammafunk> but that would require exposing no_tele_into into the player, which I'm fine with if we can do that 15:52:05 why does it require that? 15:52:51 like, it seems that giving all runed door/transporter vaults no_tele_into would simplify things for the player 15:53:20 they don't need to know which vaults have that property if they all do, etc 15:53:49 <09g​ammafunk> I mean, we're agreeing with each other, but yeah I think they need to know that runed door/transporter vaults are no_tele_into 15:54:07 well they can learn that fine from experience/manual 15:54:13 <09g​ammafunk> because it's secret knowledge that might affect player strategy: "there's a dangerous runed door/transporter vault on this level, I should be careful about teleports" (but because we didn't inform the player that we tag these with no_tele, they're doing something they don't need to do) 15:54:20 I don't understand why the game needs to expose that 15:54:26 <09g​ammafunk> well, they could read the description of a runed door, for example 15:54:33 <09g​ammafunk> why wouldn't you put this knowledge int he game 15:54:35 yes, could put it there also 15:54:50 <09g​ammafunk> and I think it would probably be fine to reveal via x as well 15:55:01 I just don't think it needs any special interface to see which squares are no_tele_into, which I thought was the suggestion 15:55:19 I guess you could do that too, but it actually seems bad to me 15:55:28 clutter when people are using x to try to see what is behind the glass 15:56:00 <09g​ammafunk> maybe only show it if you x-v the tile, just so you could confirm, but this is a relatively minor detail 15:56:19 <09g​ammafunk> but before any change we should maybe see who strongly disagrees with the all-no-tele-into-for-runed-doors plan 15:56:21 <06a​dvil> I think possibly the player info issue is more relevant to the current state of things, where it's quite varied? 15:56:29 yes, that's my point 15:56:29 <09g​ammafunk> it is, yeah 15:56:46 <09g​ammafunk> but I do think we need a way for a player to learn about it post-change 15:56:56 if we make it consistent then it's not a big deal (but certainly documenting it in manual and in runed door description seems good) 15:57:10 I do think you can learn about it from experience perfectly fine though 15:57:19 <09g​ammafunk> and to me the bigger issue is are we in agreement about the change 15:57:35 <09g​ammafunk> also are there any technical issues with the change, in terms of how do we apply this tag 15:58:19 <05k​ate> i'm fine with sealed vaults being no_tele_into, i just generally think runed doors should be used more sparingly than they currently are. it's tragic that you can't wake up a door vault and have it come for you any more imo 15:58:27 yes, I agree with that too 15:58:37 I think runed doors should be used only in glass vaults 15:58:43 <06a​dvil> there's an easy version and a better version 15:59:45 <09g​ammafunk> re: glass always for runed doors and transporters, there are special fun vaults like wizard prison that might not work with transparent runed doors 16:00:06 <09g​ammafunk> and gammafunk_dig_for_victory can't fully reveal the insides due to how that vault works, and I know elliptic would be sad to see that vault go 16:00:15 I don't mean the insides need to be fully revealed 16:01:23 just revealed enough to suggest what's going on and what the dangers/rewards are 16:01:25 <09g​ammafunk> right, if we're not commited to 100% spoiler-free then we're basically fine right now; nearly all cases use clear runed doors and runed door/transporter vaults mostly always reveal their contents 16:01:38 <09g​ammafunk> there area few smaller float runed doors that don't really, and those could be tweaked 16:01:50 <09g​ammafunk> that darn overflow altar vault that hides the oka altar from qw sometimes, for example 16:01:55 right, we are like 99% compliant with this right now 16:01:57 <09g​ammafunk> behind a runed door 16:02:02 wait, is that actually an overflow altar vault? 16:02:08 I assumed it wasn't overflow 16:02:15 that's awful 16:02:21 <09g​ammafunk> it is because it was the only oka vault in a number of qw quite games 16:02:24 <09g​ammafunk> *quit 16:02:30 <09g​ammafunk> where qw couldn't find it's only true friend 16:02:38 <09g​ammafunk> but I should confirm 16:02:43 but yeah, that's the single bad runed door vault I can think of 16:02:46 <09g​ammafunk> and yeah we should just change that vault or whatever 16:03:06 I had it in mind too as the one I didn't like even not thinking it was overflow :P 16:03:08 <08n​icolae> wait, if you put an overflow behind a runed door, qw won't see it? 🤔 16:03:22 I mean 16:03:27 <09g​ammafunk> @kate do you have any vaults in mind that should be de-runed? 16:03:30 it's not just qw who won't see those altars 16:03:46 <09g​ammafunk> right, the altars are completely hidden, you can't see them from outside the runed door 16:03:53 <08n​icolae> well that's a little mean 16:03:55 <09g​ammafunk> you'd have to just know they could be in there 16:04:13 I do not open that vault in early game myself because it's a hidden runed door vault 16:04:27 <09g​ammafunk> also @kate I made the ghost door vault and that one definitely shouldn't just wake up and come after you!!! 16:04:45 oh right, door vault the other exception 16:05:02 <09g​ammafunk> I mused over removing door vault but ebering said hell no 16:05:08 I think door vault should just be transparent runed doors 16:05:18 <09g​ammafunk> but the butterfly version!!! 16:05:27 <08n​icolae> i will submit the forbidden door vault and it will be accepted this time 16:05:28 honestly I don't think non-transparent runed doors should even be a feature that exists 16:05:52 maybe there's 1-2 gimmicky vaults that make good use of them 16:05:56 <09g​ammafunk> well I legit can't make current wizard prison work without it unless I find some way to make the spectre not step on the tele trap 16:06:11 <05k​ate> none immediately come to mind but i could have a scan through sometime, i wish grepping for runed doors were easier 16:06:16 <09g​ammafunk> yes 16:06:17 wizard prison DEFINITELY doesn't count as a good use of them 16:06:26 <09g​ammafunk> what?!?! 16:06:32 it's a cute idea but awful gameplay 16:06:32 <09g​ammafunk> it's an iconic and delightful vault 16:06:50 <09g​ammafunk> what a wonderful feeling when you open that door and the spectre teleports and the wizards are released 16:06:52 <08n​icolae> imo the best way to tell which runed doors are problematic is simply to listen to when the players complain about them 16:07:05 <08n​icolae> it's like a crowdsourced grep 16:07:29 <09g​ammafunk> next elliptic will say gammafunk_its_a_trap is a bad vault 16:07:32 I just don't enter wizard prison nowadays because it's uniquely weird and dangerous 16:07:44 <08n​icolae> granted, i realize that suggesting we actually listen to player complaints instead of mocking them might get my dev status revoked, but i think in this case we can accept it in this one situation 16:07:56 now that we don't have wand of teleport 16:08:32 <09g​ammafunk> I mean, in a sense, any vault with special lua like that is uniquely weird and dangerous 16:08:36 <09g​ammafunk> like every wizlab basically 16:08:52 I mean, non-portal vaults let you scroll of teleport out 16:09:16 <09g​ammafunk> well, so does that vault once you open the runed door 16:09:18 this one is uniquely weird and dangerous in not allowing that 16:09:35 <09g​ammafunk> and then before you open the runed door it's just a curse skull and some tier 3 demons 16:10:11 still not convincing me that unnecessarily fighting a curse skull while silenced is a reasonable idea 16:10:25 <10P​leasingFungus> oh, haha, good bug 16:10:26 <10P​leasingFungus> ty kate 16:10:28 <09g​ammafunk> so if I remove the curse skull, you'd be ok with it? 16:10:38 03kate-02 07* 0.30-a0-193-gf89613a6cc: Fix Momentum Strike not applying -Move on friendly fire 10(8 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/f89613a6cc3c 16:10:48 <09g​ammafunk> I don't think there's a curse skull in harry potter, so it wouldn't cause story issues 16:10:54 probably? I forget what else is actually in it 16:11:01 <09g​ammafunk> a few soul eaters 16:11:15 <09g​ammafunk> until you open the runed door, of course, but then the spectre teleports 16:11:44 but my issue is specifically that you can die before getting to open the runed door 16:12:00 <09g​ammafunk> ok, so here's what I'll do 16:12:06 <09g​ammafunk> I'll remove the curse skull and the soul eaters 16:12:15 <09g​ammafunk> and it has no_monster_gen 16:12:17 <10P​leasingFungus> rip dementors or w/e 16:12:47 <09g​ammafunk> so at that point if you die it's because you were a meteoran and you ran out of zot clock 16:13:32 <09g​ammafunk> more seriously I guess we all agree we can auto add not_tele_into to runed door transporter vaults 16:13:48 can put the soul eaters behind the runed door maybe? 16:13:58 for flavor etc 16:14:15 or are there issues with them pushing past the spectre 16:14:15 <09g​ammafunk> yeah, I think you're going to say we can just manually tag the vaults (easy version) and then the better version is some magic you had in mind to auto-tag? 16:14:36 <09g​ammafunk> elliptic: I mean, I could, but at the point the door opens, like 20 wizards are released 16:14:40 <09g​ammafunk> so I'm not sure the soul eaters matter 16:14:46 <10P​leasingFungus> put them outside the front door 16:14:51 "for flavor etc" 16:15:02 <09g​ammafunk> yeah, could do that 16:15:15 <10P​leasingFungus> or close enough to it that you can easily walk out of the silence when you see them, or something 16:15:17 <09g​ammafunk> tbh I don't know what relation curse skull and soul eaters even had to the vault theme 16:15:25 <09g​ammafunk> is it related to the story somehow? this is evilmike territory 16:15:27 <09g​ammafunk> but I kept them in 16:15:29 <10P​leasingFungus> soul eaters are from harry potter yeah. 16:15:37 <10P​leasingFungus> they were invented by the creator of harry potter, hatsune miku 16:15:42 <09g​ammafunk> ok 16:15:54 also in theory you could add some los blockers and make the spectre just not see you until you reach the correct point, right? 16:15:56 <10P​leasingFungus> the curse skull is a mystery to me. 16:16:05 <08n​icolae> the curse skull represents skulls 16:16:47 <06a​dvil> I've long been thinking that being able to place props by flood-filling would be very useful 16:16:49 I guess then you wouldn't get to choose to free the wizards 16:17:00 (unless you were spoiled) 16:17:04 so probably not 16:17:09 <09g​ammafunk> elliptic: yeah I guess you could transparent runed that way, but you couldn't have los of spectre revealed from outside of door, or it might wake up 16:17:13 <08n​icolae> speaking of which, what monsters are explicitly themed as body parts. curse skull, curse toe, glowing orange brain, hungry mouth, the various eyes... is there like a lung monster i've forgotten about somehow 16:17:27 <06a​dvil> the easy version I had in mind was autotagging if there's a runed door 16:17:30 <09g​ammafunk> does sound nice, yeah 16:18:01 you could also have some lua trigger drop some internal wall when a transparent runed door is open, but probably not really an improvement 16:18:43 <05k​ate> i am realising this whole time i've been thinking of a different vault to the one you're talking about, is there a vault like wizard prison but it has a bunch of giants and moths of wrath in it instead? and i think is a transporter vault? 16:18:51 <09g​ammafunk> yes 16:18:57 <09g​ammafunk> emtedronai_trogs_sanctum 16:18:57 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-193-gf89613a6cc (34) 16:19:02 <09g​ammafunk> that vault mostly reveals what's inside 16:19:05 <09g​ammafunk> so you know what you're getting into 16:19:13 <09g​ammafunk> well it pretty much fully reveals it 16:19:16 <09g​ammafunk> it's a transporter vault 16:19:21 <09g​ammafunk> we're talking about evilmike_wizard_prison 16:19:48 <09g​ammafunk> I reworked it years ago to use a lua trigger and a teleport trap for the spectre 16:20:12 <09g​ammafunk> I think emtedronai's vault is no_tele_into 16:20:35 <09g​ammafunk> and so are parts of its_a_trap and dig_for_victory 16:20:46 <05k​ate> ah yeah, i looked that one up and remember it now. the trog one i think is also questionable in that you can just dig everything out a bit at a time 16:20:46 <09g​ammafunk> but that doesn't really matter for this change 16:20:57 <09g​ammafunk> dig everything out? 16:21:01 <09g​ammafunk> the outside is stone 16:21:03 <09g​ammafunk> or metal 16:21:24 <09g​ammafunk> oh you mean the moths, yeah that's intentional to allow that if the player can manage it 16:21:37 <09g​ammafunk> there are monsters behind doors in the vault so it's somewhat non-trivial to do that successfully 16:21:38 <05k​ate> right, but the moths and various other things are behind grates when you enter it, and since it's silent you can easily pick things off without waking the vault 16:21:50 <09g​ammafunk> the first pair you might have no trouble with 16:21:56 <09g​ammafunk> but after that you're dealing with monsters 16:22:05 <09g​ammafunk> and there are several pairs of moths in the vault 16:22:55 <09g​ammafunk> I don't think that's really a problem since I don't think that vault is free even if you dig, and probably doesn't need to be harder than it is, but I'm not sure how you'd change it to disallow dig yet still allow the effect 16:24:07 <05k​ate> maybe it's fine yeah, probably bad for it to be much more dangerous since you extremely can't back out with it being a transporter vault 17:27:23 03PleasingFungus02 07* 0.30-a0-194-g8c06622978: New Armataur player tile (Sastreii) 10(81 seconds ago, 9 files, 2+ 7-) 13https://github.com/crawl/crawl/commit/8c06622978c6 17:51:35 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-194-g8c06622978 (34) 20:26:02 03PleasingFungus02 07* 0.30-a0-195-g6a831dfdda: Simplify Mad Mage's Maulers 10(62 seconds ago, 3 files, 1+ 8-) 13https://github.com/crawl/crawl/commit/6a831dfdda48 20:44:57 03PleasingFungus02 07* 0.30-a0-196-g22508d058b: Fix infusion cost (pisastrish) 10(52 seconds ago, 1 file, 12+ 7-) 13https://github.com/crawl/crawl/commit/22508d058bdc 20:47:04 03kd7uiy02 {PleasingFungus} 07* 0.30-a0-197-g960f186ce7: New nickname for Xom 10(13 hours ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/960f186ce7e3 20:50:14 03Monkooky02 {PleasingFungus} 07* 0.30-a0-198-g15c3b865de: Update mutation.cc so ashenzari correctly blocks beaks 10(12 days ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/15c3b865de76 20:57:36 03张凯02 {PleasingFungus} 07* 0.30-a0-199-g1efd971db8: Update commands.txt 10(7 weeks ago, 1 file, 111+ 56-) 13https://github.com/crawl/crawl/commit/1efd971db81a 20:58:40 03PleasingFungus02 07* 0.30-a0-200-g17fea662fc: Book rebalance, pt 1 10(40 seconds ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/17fea662fc12 21:03:16 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-195-g6a831dfdda (34) 21:04:59 03张凯02 {PleasingFungus} 07* 0.30-a0-201-ge521aab31e: Update monsters.txt (Chinese translation) 10(7 weeks ago, 1 file, 1890+ 680-) 13https://github.com/crawl/crawl/commit/e521aab31eeb 21:08:09 03张凯02 {PleasingFungus} 07* 0.30-a0-202-g0d51db2871: Update spells.txt (Chinese translation) 10(6 weeks ago, 1 file, 1310+ 183-) 13https://github.com/crawl/crawl/commit/0d51db287140 21:14:28 03张凯02 {PleasingFungus} 07* 0.30-a0-203-ga836afdb34: Update branches.txt 10(6 weeks ago, 1 file, 94+ 71-) 13https://github.com/crawl/crawl/commit/a836afdb3487 21:15:31 03张凯02 {PleasingFungus} 07* 0.30-a0-204-g317d1de1b5: Update clouds.txt (Chinese translation) 10(6 weeks ago, 1 file, 52+ 47-) 13https://github.com/crawl/crawl/commit/317d1de1b5f8 21:16:35 03Zhang Kai02 {PleasingFungus} 07* 0.30-a0-205-g7032f90272: Update ability.txt (Chinese translation) 10(4 weeks ago, 1 file, 281+ 282-) 13https://github.com/crawl/crawl/commit/7032f9027278 21:18:41 03Zhang Kai02 {PleasingFungus} 07* 0.30-a0-206-gd8d8a64377: Update gods.txt (Chinese translation) 10(4 weeks ago, 1 file, 547+ 99-) 13https://github.com/crawl/crawl/commit/d8d8a6437716 21:19:45 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-204-g317d1de1b5 (34) 21:31:19 03PleasingFungus02 07* 0.30-a0-207-g6573418d01: Fix: Don't let Spriggans cast Swiftness (Monkooky) 10(80 seconds ago, 3 files, 10+ 6-) 13https://github.com/crawl/crawl/commit/6573418d013d 21:33:47 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-206-gd8d8a64377 (34) 21:37:38 03Monkooky02 {PleasingFungus} 07* 0.30-a0-208-g8d5dd66c5c: Documents insubstantial in the monster x-V view 10(13 days ago, 2 files, 12+ 0-) 13https://github.com/crawl/crawl/commit/8d5dd66c5cc5 21:52:21 03PleasingFungus02 07* 0.30-a0-209-gaa07282108: Note insubstantiality in spell targeters 10(7 minutes ago, 1 file, 12+ 0-) 13https://github.com/crawl/crawl/commit/aa0728210893 22:16:06 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-208-g8d5dd66c5c (34) 22:16:33 03PleasingFungus02 07* 0.30-a0-210-g01b79a254e: Book rebalance, pt 2 10(2 minutes ago, 5 files, 16+ 3-) 13https://github.com/crawl/crawl/commit/01b79a254eef 22:58:05 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-210-g01b79a254e (34) 23:48:55 Unstable branch on cbro.berotato.org updated to: 0.30-a0-210-g01b79a254e (34)