00:31:40 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5014-gf9597c7f93 00:50:41 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.03-2223-g2789cbef32 03:06:38 <03s​emi_tonal> @gammafunk i'd be curious to hear what your dith ideas are too, if you have them written up anywhere? dith had been on my list for a while too, but just with the very vague idea of "steal a bunch of stuff from sil, the only roguelike with good stealth mechanics" (in particular i wonder if the partial xp-on-encounter mechanic could work in crawl somehow, probably a pretty big/complicated project though) 03:08:59 <03s​emi_tonal> for less ambitious stuff i'd also been meaning to rework spell mimic to be more like battlesphere, because mimicking individual spells doesn't really work (but it could e.g. have a few different shadow spells of its own and use them based on spell school/flags of what the player does) 03:22:51 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5014-gf9597c7f93 05:20:33 Unstable branch on crawl.akrasiac.org updated to: 0.31-a0-473-g61b50ae (34) 05:38:54 -!- kate-- is now known as kate- 07:04:59 wow, the build got noisy when I upgraded to clang-15… 07:14:22 <06p​leasingfungus> DO: think the issues you outlined last night are all worth targeting, with the possible exception of tmut and Yred - not sure what you mean by the latter. Re tmut, I had initially been planning to cut the school, following a somewhat different line from what r-i suggested. (irrad & yaras go to poison (radiation poisoning), wereblood is cut, other stuff loses tmut or is tweaked as appropriate.) @hjklyubn persuaded me to keep tmut 07:14:22 around for now. might be nice if it got a mechanical identity beyond ‘tax school’ and/or some high level spells, but it doesn’t seem urgent. I also have some thoughts about dith, but like kate, they’re very vague. Would be nice to nail the sense of a predator stalking the dungeon unseen, ambushing unsuspecting foes, and running away if caught, but not sure how to get there from here. all I know is that I want to cut shadow mimic, the least 07:14:23 stealth related, most complex and most boring dith effect. 07:20:05 <04d​racoomega> (And yet, I would argue, that traditionally it was the ability that actually had the most actual impact (for particular counterintuitive characters >.>)) But no, I sort of agree that while I'd first thought about tweaking low-hanging fruit, I don't think the god has ever been especially powerful or beloved or a flavor slam-dunk on anything it feels like it's trying to do, so it wouldn't hurt to be a little more comprehensive about 07:20:05 changing things. But I didn't really have specific thoughts on what that should be yet. (I'll admit I'm actually a little partial to having your shadow do things, but current mimic implementation is a bit troubled and if we make it anything more independent, it risks rubbing up against Hep's domain) 07:22:05 <04d​racoomega> Arguably some 'Do things when you do things' role that is less mimicing and more a predictable set of triggered behaviors might be a better niche? 07:32:45 <06p​leasingfungus> oh i definitely agree that mimic is the biggest draw for dith at present 07:32:58 <06p​leasingfungus> but that’s awful 07:33:20 <06p​leasingfungus> i think dith’s high level flavor of ‘god of shadow’ is great 07:33:32 <06p​leasingfungus> very clear what the god is trying to do 07:33:53 <06p​leasingfungus> and the umbra and shadow form both play into that nicely 07:34:48 <06p​leasingfungus> but the god just never comes together as a ‘stealth god’ package 07:35:26 <06p​leasingfungus> most powerful effect is mostly a wordy damage boost, other gods are more helpful for ‘stabbers’… tragic 07:37:18 <04d​racoomega> An honest question: should it be primarily a stealth god package? Is that actually a worthy design goal compared to something less niche (even if 'also being useful for stabbers' makes sense) 07:38:28 <04d​racoomega> Being hard to find and hard to catch and tripping up opponents with shadow tricks doesn't have to boil down to that either, I think? 07:46:15 <06p​leasingfungus> perfectly reasonable question 07:46:32 <06p​leasingfungus> i think it depends on what you mean by stealth 07:47:29 <06p​leasingfungus> like i think it’s possible to be a stealth god without being a stabber god, for example 07:47:57 <06p​leasingfungus> if by stealth we mean a broader concept of how you enter fights, rather than just a means of getting bonus damage 07:49:01 <06p​leasingfungus> maybe we’re saying the same thing 07:49:20 <06p​leasingfungus> i do think dith should be useful for stabbers, if dith continues to exist 07:49:39 <06p​leasingfungus> like the theme just aligns extremely well, it’s really fighting player intuition otherwise 07:50:05 <06p​leasingfungus> but i agree dith probably shouldn’t be stabber exclusive, unless dith broadens what being a stabber means 07:50:17 <04d​racoomega> Yeah, I mean... I can agree with 'should be useful', sure. But it would also be good, imo, if it was useful to others in a clear way also 07:50:27 <04d​racoomega> So I guess we more or less agree? ^^; 07:51:16 <04d​racoomega> (Honestly, after playing with it a bunch, I feel like Wu Jian may be the best direct stabber support god in the game right now) 07:52:27 <04d​racoomega> And it wouldn't surprise me if 'stab things 1-2 turns earlier' is a stronger effective stealth bonus than Dith's actual stealth bonus, in practice 07:55:00 <06p​leasingfungus> yeah wjc and usk are stabber popular 07:55:39 <06p​leasingfungus> folx seem to agree they’re stronger than dith for stabbers 07:55:45 <06p​leasingfungus> heartbreaking imo 07:55:57 <04d​racoomega> Yeah, I don't think Dith was ever particularly good for stabbers, tbh 07:56:26 <04d​racoomega> Umbra's stealth bonus just doesn't do enough to meaningfully help with a pure stealth approach and your other tools aren't doing enough on that front either 07:57:36 <04d​racoomega> (I think some of the idea is that the melee mimic's attacks could distract monsters for you to get distraction stabs in, but I feel like this just didn't actually work often enough?) 07:58:29 <06p​leasingfungus> probably yeah 07:58:31 <09h​jklyubn> I wanted transmutation school to stay, just because I didn't want dcss to have fewer spell schools than now and I didn't want to lose another school that worked well for hybrid char. (btw, it would be nice to have new spells for hybrid char in the future becuase forms are no longer spells and that made hybrid char a little poorer. hybrid is fun!) But I also agree that thematic grab bag school is not a very good design. About 07:58:31 wereblood, I don't think it necessarily needs to be removed. Wearblood is really interesting spell because it encourage players to fight with multiple monsters at once, and to keep fighting even when they're not at full HP. I know buff spell is bad in dcss. But the main reason is that many buff spells are(were) always beneficial, right? If it has enough risk, it's not too bad that it's a buff spell. (for example, silence is buff spelll, but it's fine 07:58:32 because it is not always beneficial because of huge risk.) Wereblood has noise penalty (this can be dangerous enough penalty when you use ?tele), so I think it is not always beneficial spell. If you think noise penalty is not good enough, you can just give a larger penalty. 07:58:43 <06p​leasingfungus> and makes no sense for ranged/cj ofc 07:59:27 <06p​leasingfungus> yeah, agree with wanting more hybrid spells - i always want more of those! always on the back of my mind 08:00:05 <06p​leasingfungus> think we had this conversation re wereblood a month ago, i personally have a hard time using it but i appreciate that others do 08:00:12 <06p​leasingfungus> not currently planning a cut 08:00:37 <06p​leasingfungus> i do wonder if it’d work better with more slaying per kill and a lower cap 08:02:48 <04d​racoomega> The 'identity' of transmutation as a school is a little troubled at the moment, though, I think. The thing is, spells that aren't in starter books kind of need some compelling reason for anyone to pick them up. Cross-over with schools they're already training does help with that, but even with training half of it, you still have to answer the question of "Why is this worth it to someone?" if it's not a low-level spell that they're 08:02:49 in earlygame for. There's a bunch of situations where like... sure, you have partial training on a skill, but is this offering enough that you can't already do with the schools that you have? 08:03:15 <06p​leasingfungus> i mean 08:03:25 <06p​leasingfungus> many tmut spells are very popular 08:03:32 <06p​leasingfungus> so i’m not very concerned 08:03:34 <09h​jklyubn> It's probably buff to wereblood, but I'm not sure if it will make it more fun in the sense that it's more fun to fight with larger number of monsters at once, not fewer. 08:04:48 <06p​leasingfungus> i guess my feeling is that there’s not that many opportunities to fight huge enemy counts early 08:04:54 <06p​leasingfungus> and wereblood is a lvl 2 spell 08:05:06 <06p​leasingfungus> maybe this is less relevant now that it’s not a startbook spell 08:05:25 <06p​leasingfungus> ??spells by school[transm 08:05:26 <04C​erebot> list_of_spells_by_school[12/12]: Transmutation: beastly appendage, passwall, wereblood, spider form, alistair's intoxication, ice form, ignite poison, petrify, blade hands, irradiate, yara's violent unravelling, statue form, sting, dragon form, necromutation 08:06:23 <04d​racoomega> Completely separate of any of this, with form-shifting all moved out of transmutations, I do kind of quibble slightly at the name of it. >.> 08:06:29 <06p​leasingfungus> pass, were, ignpois, petr, irrad, yara.. all popular, i think. sting is fine as a start spel. only intox and bog are really troubled 08:06:29 <04d​racoomega> Not that this is an important point 08:06:32 <09h​jklyubn> just increasing its level can be a good idea to solve the problem 08:06:41 <06p​leasingfungus> yeah folks have wanted it changed to alchemy or something 08:06:43 <06p​leasingfungus> idk 08:06:48 <06p​leasingfungus> tmut still makes sense to me 08:06:54 <06p​leasingfungus> you’re transmuting things 08:06:59 <04d​racoomega> I mean specifically Wereblood when form-changing stuff isn't in the same school as it 08:07:04 <06p​leasingfungus> just not yourself (except wereblood) 08:07:06 <04d​racoomega> Not Transmutation 08:07:11 <06p​leasingfungus> yeah wereblood’s theme is a mess now 08:07:13 <06p​leasingfungus> i have a note 08:07:37 <06p​leasingfungus> acrobat: what problem does raising the level solve, sorry? 08:07:39 <04d​racoomega> Calling the school Transmutation is about as fine as it ever was, I think 08:08:03 <09h​jklyubn> > i guess my feeling is that there’s not that many opportunities to fight huge enemy counts early and wereblood is a lvl 2 spell 08:08:22 <06p​leasingfungus> hm, now that wereblood isn’t a start spell, i wonder about cutting the little healing i stapled onto it 08:08:32 <04d​racoomega> Being shifted a little higher level would make it more appealing to learn outside of a starter spell (which it no longer is) 08:08:38 <06p​leasingfungus> since that was very much intended as an early game thing 08:08:53 <04d​racoomega> Er, like, with some power increase to go with that, I mean 08:08:53 <06p​leasingfungus> and can bolster the slay aspect in some way to compensate 08:08:57 <06p​leasingfungus> yeah sure 08:09:27 <06p​leasingfungus> move to lvl 3-4 maybe, give out slay faster and or to a higher cap, remove the tiny heal 08:11:56 <09h​jklyubn> + larger penalty (if you think it will be used in most battles) 08:13:04 <04d​racoomega> ....honestly, though, I was actually kind of appealed by Index's idea to retheme it to necromancy or something (and maybe even just give it to necromancer). I am still unclear how the flavor is working if self-changing is on a different skill entirely, but maybe some theming can still make it fit there 08:13:41 <04d​racoomega> I might save something about actively (and loudly) honing your weapon's form if not for the fact that it still has to work with fists here ^^; 08:13:51 tw 08:14:12 <04d​racoomega> And taking a metaphorical whetstone to your hands sounds... uncomfortable 08:15:26 <06p​leasingfungus> yeah i did consider moving it to necro, seems easy to theme power on kills 08:15:47 <06p​leasingfungus> what does ne start with these days anyway! 08:15:52 <06p​leasingfungus> ??ne 08:15:52 <04C​erebot> necromancer[1/3]: A mage background (abbreviated as Ne) that starts with the spells {Necrotize}, {Vampiric Draining}, {Animate Dead}, and {Agony}. Also starts with a +0 robe. For the monster, see [3. 08:16:16 <06p​leasingfungus> hm 08:16:20 <06p​leasingfungus> awkward with allies 08:16:23 <04d​racoomega> I've been trying out new necromancer just this morning, in fact. ...does anyone else feel like agony being melee range now is kind of miserable?? >.> 08:16:29 <06p​leasingfungus> popular opinion 08:16:42 <06p​leasingfungus> ebering will argue with you :p 08:17:01 <06p​leasingfungus> sdynet (?) suggested giving agony and DU Scorch targeting 08:17:01 <04d​racoomega> (And especially as a starting spell, where the early focus on raising spell skills means you tend to be pretty fragile for a while) 08:17:50 <04d​racoomega> I.... I don't know that that actually feels like an improvement. Agony is hugely diminishing returns when cast on the wrong target, for instance. 08:18:15 <06p​leasingfungus> can comp by also solving the problem of ne still having a lvl5 spell 08:18:46 <09h​jklyubn> It might also be a good idea to swap spell levels of animate dead and agony 08:18:46 <06p​leasingfungus> (moving to lvl4) 08:18:48 <04d​racoomega> Like, it one wants to keep Agony as close-range, that seems okay, but not that close-range, imo 08:19:11 <06p​leasingfungus> it’d be really nice to have a necro ally spell between level 1 and 5 08:19:23 <06p​leasingfungus> that’s a big friendless gap 08:19:26 <04d​racoomega> Yeah, if animate dead ends up at 5, then I think necromancer is deeply troubled 08:19:31 <06p​leasingfungus> for a core theme of the school 08:19:48 <06p​leasingfungus> might want another ally for spell there anyway 08:19:50 <04d​racoomega> (It's maybe already somewhat? But that feels like it would be bad) 08:19:53 <06p​leasingfungus> would help kiku 08:20:18 <04d​racoomega> Well, kind of weird thing is that we have multiple necro ally spells at 6, and if this was at 5, that's a really weirdly awkward clustering, imo 08:20:24 <06p​leasingfungus> mm 08:20:52 <06p​leasingfungus> dchan and… is simu 6 or 7? 08:20:57 <09h​jklyubn> 6 08:21:00 <06p​leasingfungus> haunt is 7, right? 08:21:02 <06p​leasingfungus> ok 08:21:42 <06p​leasingfungus> anyway, think i’d lean more toward nerfing anime dead than raising level, if we think it’s too strong atm 08:22:04 <06p​leasingfungus> (no opinion whether it is) 08:22:05 <04d​racoomega> Because right now, necro start sort of feels like (just quick initial thoughts here)... Necrotize is better pain, but the ally is sort of just a bonus. Vampiric draining remains good. New animate dead feels fairly good even in its new awkwardnesses, and Agony is ?? 08:23:10 <06p​leasingfungus> gamma wants necrotize to make a spectre on hit rather than a skele on death 08:23:12 <04d​racoomega> If I went to the trouble to make zombie meatshields, I'd really rather not put myself in front of them before things have been weakened 08:23:23 <06p​leasingfungus> to make the pal more relevant 08:23:39 <06p​leasingfungus> mini haunt 08:23:41 <06p​leasingfungus> baby haunt 08:23:48 <04d​racoomega> It's kind of funny. As a replacement to Pain, it's fine. As a replacement to old Animate Skeleton, it's deeply awkward. Now, I'm not sure if that's exactly a problem or not 08:24:30 <04d​racoomega> Spectral on hit seems... strong? 08:24:44 <04d​racoomega> For a level 1 spell 08:25:19 <06p​leasingfungus> it really does yes 08:25:30 <06p​leasingfungus> even with a will check 08:25:35 <06p​leasingfungus> i’m nervous about it 08:25:40 <06p​leasingfungus> but noting for reference 08:26:01 <04d​racoomega> I am wondering a little at the idea of that as an inbetween level summon as you mentioned, though 08:26:06 <04d​racoomega> Something riffing off that 08:26:12 <06p​leasingfungus> yeah i still want that 08:26:56 <06p​leasingfungus> btw have you seen my ridiculous slush pile of dcss ideas 08:27:00 <06p​leasingfungus> https://docs.google.com/document/d/1T15RrIUJ7H2AS7eowmXrQVJOUVUN_DO1kIRk1NB_3MA/edit 08:27:14 <04d​racoomega> I have not! 08:27:24 <04d​racoomega> Wow, lots of things here 08:27:29 <06p​leasingfungus> most of these ideas are bad 08:27:40 <06p​leasingfungus> but maybe some inspire something good! 08:27:40 <09h​jklyubn> wow 08:27:41 <04d​racoomega> Will have to give this due diligence later 08:27:44 old haste> we took the Gooncrawlism of making it level 9 Charms 08:28:02 <04d​racoomega> I mean, bad ideas are often just good ideas that haven't been quite refined yet 08:28:35 <06p​leasingfungus> mainline dcss also ensured there are no charms spells that are higher level than Haste 08:28:38 <04d​racoomega> A lot of things start with "Oh, this is cool! ...oh, this is really troubled, actually. Okay, how do we make this still cool while less troubled?" 08:28:53 PF> indeed :-) 08:29:05 <06p​leasingfungus> yeah i get that, just noting that there’s a reason i haven’t implemented most of this stuff 08:29:16 <06p​leasingfungus> and not just lack of time :p 08:29:17 <04d​racoomega> I mean, also implementing things isn't free ^^; 08:29:40 <04d​racoomega> ...god, when I started opening up the code again the other day to try and start on testing something, I have a lot to derust on 08:29:53 But whether it's Charms or not I thought they were basically right about making it an l9 capstone in a school you'd never normally pump all that high made it less dominant. So now we need a reason Haste is Poison Magic :-) 08:30:06 <06p​leasingfungus> adrenaline poisoning 08:30:11 <04d​racoomega> Megacaffeine 08:30:25 In Commonwealth English a "punt" is a flat-bottomed boat, but maybe that wasn't to be the actual name 08:32:16 <09h​jklyubn> > Unique enemy that turns into a shop when defeated/pacified > “Giant construct animated shop; magic inside got too strong” lol 08:32:42 * Pinkbeast laughs at "Your own severed head" 08:32:52 <06p​leasingfungus> think those two were both from nicolae! 08:33:17 <06p​leasingfungus> re punt: 08:33:18 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1137770379729965107/image0.jpg 08:33:19 <04d​racoomega> Of course the wierd shop thing is nicolae 😛 08:33:47 <06p​leasingfungus> we also have the boat meaning, but rarely refer to it, because… why would we 08:33:53 PF: I know (but no complaint, I'd rather be told things I know than not told things I don't know) 08:34:54 I like the spell riposte mask 08:38:38 <09h​jklyubn> > consumable or god effect that gives a big damage boost of some kind briefly, then drops you to ddoor level hp (or 1?) [slay the spire blasphemy] 08:39:34 <09h​jklyubn> this sounds fun. what if xom's chess pieces had this ♟️ 08:41:35 PF: thanks, anyway, I showed this to the other two Stoat Soupies 08:42:17 <06p​leasingfungus> no prob! glad you like it 🙂 08:42:32 <06p​leasingfungus> feel free to steal whatever, in whole or in part 08:42:46 <09h​jklyubn> there's a lot of really fun stuff here 08:43:28 <04d​racoomega> Yes, this definitely feels like something I need to read slowly and a few times 08:43:53 <04d​racoomega> Let things percolate instead of just skimming 08:43:57 <06p​leasingfungus> re blasphemy, i’ve been vaguely thinking about an xp evoker that puts you in some temporary form, like a super lig pot. maybe those ideas could work together in some way 08:45:07 <04d​racoomega> Borrow strength from your own future 08:45:14 <04d​racoomega> So naturally when you reach the future, there's not much of it left 08:45:35 XP loanshark, gives you a level now, takes 10% of your XP forever ;-) 08:45:57 <04d​racoomega> Much like real loansharks, this feels like a bad deal 😛 08:47:04 (and while it's not a serious idea it's also done better by B's Revivification) 08:47:30 <06p​leasingfungus> dcss strongly discounts future power vs current power, but how far does that hold..? 08:47:57 <06p​leasingfungus> xp loanshark feels like a trove, almost 08:48:19 <04d​racoomega> Regardless of actual effective EV, I feel like "You are worse for the whole rest of the game" will just always feel bad 08:48:44 Harm's effectiveness changes daily based on the proportion of games finished while wearing it 08:49:51 (Slightly more seriously, I think of my list "monsters could read torment, immolation, fog, holy word, vulnerability" is the only thing that's remotely vanilla-applicable) 08:51:47 <06p​leasingfungus> we just cut monster scroll/pot use 08:51:51 <06p​leasingfungus> so probably not :p 08:52:07 Oh, so you did, whoops 08:52:32 <06p​leasingfungus> monsters reading immo does sound very funny 08:52:34 (on reflection, it was you doing that which gave me the idea, so er double whoops) 08:52:39 <06p​leasingfungus> but that’s because immo is very funny 08:54:26 <04d​racoomega> Incidentally, I typed up an elaboration on the Yred thoughts I mentioned a tiny bit last night, in response to you asking, and then promptly got talking about other things, but I think I'll just paste it now 😛 08:54:51 <04d​racoomega> I haven't played quite enough with his new incarnation yet to have as nuanced a view as I'd like (though I rather enjoyed the old one, I admit), but while the 'trade zombies for abilities' seems like a neat idea, I feel some of it may be working at fundamental cross-purposes with itself? Firstly, exchanging zombies for other undead feels like the math just doesn't work in its favor most of the time. You're often trading multiple 08:54:51 long-lasting undead for other undead that are both weaker and short-lasting. Yes, the high end gifts are very strong, but that requires a ton of invocations and struggles with the fact that your zombies already scale with the part of the game you're in quite strongly. Earlygame zombies are often better than low-level gifts, but then lategame zombies are STILL better than high-level gifts. And even if you somehow trade up in the short-term, the fact 08:54:52 they go poof again soon (and cannot be banked for anything else later) makes them probably still a downgrade. (Also, for some sad reason, things that always spawn in bands and used to be gifted in bands now come solo. The saddest lonely flying skull...) Even Drain Life I feel is in an awkward position, where the ability itself is by far at its best against large crowds of smaller things, but getting enough souls to fuel it often means that the smaller 08:54:52 things are already dead. And it just isn't worth using against small numbers of targets in almost all cases. Remember: all trading of souls must be weighed against the opportunity cost of not just holding onto the bodies. 08:54:54 <04d​racoomega> Bind Soul remains conceptually cool, but is even harder to trigger than it used to be because not only do you need to hit a threshold of souls, but you need to get rid of a chunk of your power at the same time as you activate a clock that would benefit greatly from them being there, especially on a weaker character. Which is doubly bad since Bind Soul is now the only benefit you can pull with you to handle the start of a new floor. 08:54:54 Which I honestly feel is another problem. Is there any god that offers you less when you're starting a new floor or when the chips are down? If you aren't strong enough to kill things without Yred's help, then Yred offers you nothing at all. And if you ARE strong enough, then you... get a bunch of free zombies, which is genuinely helpful and then... probably you're usually better off not interacting with half the rest of his systems? Bind a soul for 08:54:55 yourself if the stars align and hope it doesn't die at a bad time. I don't mean to be snippy, but I think that regardless of any intent to move away from a 'large persistant army' design, there's fundamental opportunity cost issues with the current system AND it has power curve awkwardnesses where it regularly dips down to offering the player very little, without equally commensurate spikes. 08:54:58 ow! 08:57:01 <04d​racoomega> Sorry ^^; 08:57:59 <03i​mplojin> >Holy monsters as strict ‘rule-setters’, ala mtg white, ffta judges (ophanim as prototype) 08:58:03 <03i​mplojin> very much like this idea 08:58:18 <03i​mplojin> rulechanges were some of the best things in disgaea 08:58:59 <06p​leasingfungus> DO: most of that sounds like tuning, ie lowering costs or increasing rewards? only fundamental part is the start of floor issue, which is what i hear about from other players 08:59:53 <06p​leasingfungus> do think people still enjoy bind soul, see folks posting about it on the regular in the roguelikes discord , though always possible that costs etc need adjustment 09:00:26 <04d​racoomega> I mean, bind soul is cool. I'm not saying there aren't cool ideas here. I'm not even saying the god isn't useful. But I do feel there are some troubled aspects to the design. 09:00:32 <06p​leasingfungus> implojin: i also really like the idea but never came up with a solid plan for how it’d work. modern Sap might fit well, actually 09:01:57 Praise from ceb and hilarita for Nametaker, targetted clouds, electromagnet, megabat 09:02:05 <04d​racoomega> I do sort of feel like the opportunity costs of trading in (possibly very strong!) zombies wasn't properly factored into it, and I wonder slightly if there's some way to get across the whole 'trade in temporary victories for more temporary power' that isn't quite as troubled? 09:02:29 <04d​racoomega> I don't have like.. A Specific Plan or anything yet, though. 09:02:34 <06p​leasingfungus> sure 09:02:57 <06p​leasingfungus> would love to hear @ebering ‘s take when he has time 09:03:17 <04d​racoomega> Was the current esign their work? 09:03:24 <06p​leasingfungus> ya 09:04:32 <09h​jklyubn> > You're often trading multiple long-lasting undead for other undead that are both weaker and short-lasting. Yes, the high end gifts are very strong, but that requires a ton of invocations and struggles with the fact that your zombies already scale with the part of the game you're in quite strongly. > Even Drain Life I feel is in an awkward position, where the ability itself is by far at its best against large crowds of smaller 09:04:33 things, but getting enough souls to fuel it often means that the smaller things are already dead. And it just isn't worth using against small numbers of targets in almost all cases. strong agree on these. I think bind soul is in a good state though 09:05:20 <09h​jklyubn> I mean 09:05:21 <04d​racoomega> Honestly, while I think it's only one piece of an overall adjustment, I wondered a little at removing the 'trade zombies for other undead' thing entirely, and make it so that the first time you step into a new floor, Yred just immediately gifts you a bunch of these undead, scaling to xl and invocations. A sort of 'take a fraction of my army and gain a foothold in a new area' kind of thing. I think the biggest problem is the chance of 09:05:21 like... somehow landing in a sufficiently safe area that you don't find anything to do with them before they poof, though 09:05:44 <04d​racoomega> Attempting to address opportunity costs and new floor problems at once 09:05:53 <09h​jklyubn> bind soul has another problem (Forcing players to keep looking at the monster's HD) 09:09:45 <03i​mplojin> >Which is doubly bad since Bind Soul is now the only benefit you can pull with you to handle the start of a new floor. >Which I honestly feel is another problem. Is there any god that offers you less when you're starting a new floor or when the chips are down? If you aren't strong enough to kill things without Yred's help, then Yred offers you nothing at all. 09:10:48 <03i​mplojin> fwiw, i think a large part of yred's current utility is folded into being able to use that passive ally generation to save consumable use in every encounter on every floor past the first couple of them; this leads to a snowball effect in not-using-consumables where you end up with a bunch more consumables available 09:11:20 <03i​mplojin> broadly agree with most of the rest of that take on yred 09:13:04 <04d​racoomega> I mean, that is a fair point, and honestly the passive zombie reaping is quite meaningful. But ideally the whole kit feels cohesive and good to use, right? ^^; 09:13:14 <03i​mplojin> very true 09:14:52 <06p​leasingfungus> wait lol 09:15:12 <06p​leasingfungus> did you know that there's special code for the case in which you bind a monster's soul, then you get yred penance, then you kill the monster 09:15:18 <06p​leasingfungus> what on earth 09:15:51 <09h​jklyubn> but yred has no penance, so it is just code thing? 09:16:14 <09h​jklyubn> oh wait 09:16:21 <06p​leasingfungus> abandon 09:16:23 <04d​racoomega> Looking at the code here, it seems that the zombies you pay with are selected entirely at random, with no attempt to favor paying weak things over strong things things if you have both. And maybe the logic of doing that would be somewhat opaque to the player, but it does feel additionally awkward if you have a few bits of chaff and several strong things and they're all the same value. Is that ally summon worth a wizard or a 09:16:23 juggernaut? ^^; 09:16:25 <06p​leasingfungus> also yred used to have penance 09:16:40 <09h​jklyubn> I forgot that 09:16:54 <06p​leasingfungus> like it'd probably be simpler to just remove the bind soul enchantment when you abandon 09:16:56 <06p​leasingfungus> but this is very funny 09:17:06 <06p​leasingfungus> (the monster still turns into a bound soul... but a hostile one!!!!!!) 09:17:24 <06p​leasingfungus> DACT_OLD_CHARMD_SOULS_POOF love that someone decided to save exactly one character by removing an E here 09:17:31 <06p​leasingfungus> would be too long a name otherwise 09:17:35 <04d​racoomega> Haha 09:21:43 <06p​leasingfungus> @hjklyubn what's a monster with high HD and low HP? 09:21:57 <06p​leasingfungus> or vice versa 09:23:01 <04d​racoomega> 'A twister' 09:23:09 <04d​racoomega> (I am not sure of a 'real' thing off the top of my head, though) 09:23:38 <06p​leasingfungus> rip 09:25:17 <04d​racoomega> I feel like some of these things I am checking may have been more normalized over the years 09:26:59 <06p​leasingfungus> trying to decouple derived undead HP from HD 09:27:00 <04d​racoomega> I wonder if war gargoyle is about the best one can do for 'lower hp than usual for their hd' on a normal creature? 09:27:16 <04d​racoomega> But they're also nonliving 09:28:34 03PleasingFungus02 07* 0.31-a0-474-ga17b723721: Dedent 10(11 minutes ago, 1 file, 26+ 25-) 13https://github.com/crawl/crawl/commit/a17b723721b1 09:28:34 03PleasingFungus02 07* 0.31-a0-475-g4fc774d21a: Don't change bound soul HP (acrobat) 10(10 minutes ago, 1 file, 0+ 8-) 13https://github.com/crawl/crawl/commit/4fc774d21a5a 09:28:51 <09h​ellmonk> Spriggan defender maybe 09:29:27 <04d​racoomega> I checked, but they're frankly not much off death yaks in that regard 09:30:00 <04d​racoomega> I was expecting it to be a big more dramatic 09:31:09 <06p​leasingfungus> yeah i'm always surprised by how much hp spriggan monsters have 09:31:12 <06p​leasingfungus> feels wrong 09:31:14 <06p​leasingfungus> @??spriggan air mage 09:31:15 <04C​erebot> spriggan air mage (i) | Spd: 10 (move: 60%) | HD: 14 | HP: 41-56 | AC/EV: 3/24 | Dam: 16 | weapons, items, doors, spellcaster, see invisible, fly | Res: will(140) | Corpse | XP: 852 | Sp: b.lightning (3d19), airstrike (2d(12-28)), repel missiles | Sz: little | Int: human. 09:31:27 <06p​leasingfungus> that seems more reasonable 09:31:31 <06p​leasingfungus> @??death yak 09:31:32 <04C​erebot> death yak (Y) | Spd: 10 | HD: 14 | HP: 65-88 | AC/EV: 9/5 | Dam: 30 | Res: will(100) | Corpse | XP: 811 | Sz: Large | Int: animal. 09:31:43 <06p​leasingfungus> yeah almost half? 09:32:07 <04d​racoomega> Huh, air mage HD is about the same as defenders. Kind of assumed they were lower. 09:32:30 <04d​racoomega> Scariness does not intrinsically translate to HD, of course 😛 09:32:34 <09h​ellmonk> Not sure about highest hp to hd ratio aside from whichever panlord is hd 16 09:33:48 03advil02 07* 0.31-a0-476-gb56e7cad85: feat: prompt popup consistency for tiles 10(20 minutes ago, 7 files, 75+ 24-) 13https://github.com/crawl/crawl/commit/b56e7cad850b 09:34:06 <09h​ellmonk> tfw you rule an entire realm of pandemonium and have less hd than a very ugly thing 09:34:22 <04d​racoomega> "Am I... am I not ugly enough??" 09:34:23 <06p​leasingfungus> @??ugly thing 09:34:23 <04C​erebot> purple ugly thing (u) | Spd: 10 (move: 90%) | HD: 12 | HP: 55-76 | AC/EV: 4/10 | Dam: 22 | doors | Res: will(40) | Vul: silver | Corpse | XP: 556 | Sz: Medium | Int: animal. 09:34:30 <06p​leasingfungus> @??very ugly thing 09:34:30 <04C​erebot> purple very ugly thing (u) | Spd: 10 (move: 90%) | HD: 18 | HP: 83-117 | AC/EV: 6/10 | Dam: 36 | doors | Res: will(40) | Vul: silver | Corpse | XP: 1093 | Sz: Large | Int: animal. 09:34:42 <09h​ellmonk> same hd as a golden dragon btw 09:35:25 <03i​mplojin> @??titanic slime creature 09:35:26 <04C​erebot> titanic slime creature (J) | Spd: 10 | HD: 11 | HP: 255-350 | AC/EV: 1/4 | Dam: 110 | amphibious | Res: will(40), poison, blind, drown | XP: 1165 | Sz: Giant | Int: brainless. 09:35:36 <09h​ellmonk> Oh that's a good one 09:35:55 <03i​mplojin> i cheated and looked for anything special cased in exper_value 09:36:11 <04d​racoomega> I can't help but wonder if there's a way to decouple Yred ability costs from zombie sacrifices that isn't just 'piety under a different name' and still feels like it has the spirit of the thing. (Though for what it's worth, the cost in 'souls' I first thought was something entirely separate of living zombies around you, when I picked up the new version first) 09:37:15 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-475-g4fc774d21a (34) 09:38:00 03PleasingFungus02 07* 0.31-a0-477-g9002559900: Sometimes give Josephina a talisman of death (acrobat) 10(9 minutes ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/9002559900b9 09:38:00 03PleasingFungus02 07* 0.31-a0-478-g4fd37da4f0: Reduce early-game talisman frequency slightly 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/4fd37da4f041 09:38:56 <04d​racoomega> Like, it anything, the souls aren't in the shambling bodies walking around. You took them. Where did they go? ^^; 09:39:20 <06p​leasingfungus> implojin: cheating ftw 09:39:34 <06p​leasingfungus> DO: that's a very philosophical question 😛 09:39:42 <06p​leasingfungus> where do our souls go when we die........? 09:40:24 <04d​racoomega> Like, I am sort of imagining a kind of... ghostly soul mass sort of loosely following you around as you reap things 09:40:31 <09h​ellmonk> Our body disappears without a glow and our soul becomes one with the heart of the cards 09:40:35 <09h​ellmonk> Nemelex gang 09:42:00 <04d​racoomega> ...clearly the black torch that Yred talks about is that soul mass you carry around with you 09:54:21 "Scroll that takes the ‘daze’ effect from holy word & applies it to more enemies" noise does this to silent spectres (and dazed spectres aren't silent) in Stoat Soup 09:55:21 <09h​jklyubn> This is a list of dangerous monsters(there are some missing) in S branchs, in order of HP. - unique monster HP / HD arachne 204 / 17 saint roka 198 / 18 nikola 189 / 18 bai suzhen 185 / 20 vashnia 160 / 16 polyphemus 152 / 16 ilsuiw 152 / 16 lernaean hydra 150 / 30 mara 144 / 18 aizul 140 / 14 frances 133 / 14 asterion 127 / 15 jorgrun 120 / 15 rupert 120 / 16 kirke 112 / 16 louise 104 / 13 agnes 99 / 11 azrael 88 / 11 donald 84 / 14 09:55:22 josephine 70 / 10 - normal monster HP / HD kraken 208 / 16 alligator snapping turtle 144 / 16 broodmother 140 / 12 tentacled monstrosity 126 / 23 emperor scorpion 109 / 14 jorogumo 85 / 12 nagaraja 82 / 15 sun moth 80 / 9 bunyip 80 / 12 eleionoma 80 / 16 merfolk impaler 78 / 12 entropy weaver 71 / 7 ghost moth 71 / 13 hydra 71 / 13 salamander tyrant 67 / 15 spark wasp 66 / 12 satyr 66 / 12 fenstrider witch 66 / 16 anaconda 60 / 11 shock serpent 55 / 10 09:55:22 spriggan berserker 54 / 12 spriggan air mage 49 / 14 goliath frog 42 / 12 imo, correlation between HP and HD is not strong enough, so I have to search for HD every time I consider bond soul. 09:55:52 <09h​jklyubn> oh you already changed it! 09:58:17 <06p​leasingfungus> haha sorry 09:58:39 <06p​leasingfungus> funny that donald is so low HP 09:58:42 <06p​leasingfungus> i guess he has other defenses (shield) 09:59:02 <11⸸​※ of starspawned spite> and hasting 09:59:04 <11⸸​※ of starspawned spite> thanks wiglaf 09:59:12 <06p​leasingfungus> does seem like newer monsters aren't obviously higher hp than older ones, which seems good in terms of danger inflation 09:59:21 <06p​leasingfungus> monster haste is offense! 09:59:34 <11⸸​※ of starspawned spite> offense is defense. 09:59:40 <11⸸​※ of starspawned spite> they can't die if you're dead. 10:01:41 <06p​leasingfungus> wow 10:03:11 <09h​jklyubn> mm sorry but what do you mean danger inflation? 10:03:20 <09h​ellmonk> @??hydra 10:03:21 <04C​erebot> hydra (D) | Spd: 10 (swim: 60%) | HD: 13 | HP: 59-82 | AC/EV: 0/5 | Dam: 18 per head | amphibious, cold-blooded, regen | Res: will(60), poison, drown | Corpse | XP: 862 | Sz: Giant | Int: animal. 10:03:31 <09h​ellmonk> wow I thought they were higher than 13 10:04:00 <09h​ellmonk> they're famously a don't polymorph because they turn into things that are much worse 10:04:24 <09h​ellmonk> ig it's just that other stuff is lower than I thought 10:04:30 <03i​mplojin> @??grinder 10:04:31 <04C​erebot> Grinder (5) | Spd: 10 | HD: 6 | HP: 33-45 | AC/EV: 3/11 | Dam: 11(pain) | demonic, items, doors, evil | Res: will(20), cold++, poison, miasma, neg+++, torm | Vul: holy, silver | XP: 277 | Sp: pain (d14) [!sil], paralyse [!sil], blink [!sil] | Sz: little | Int: human. 10:05:11 <11⸸​※ of starspawned spite> (hypothetically, the damage inflation of e.g. bunyip existing versus previous concerns of swamp hydras, or how normal liches feel quite weak without the sgd chance versus finding a frostbound tome) 10:05:45 <06p​leasingfungus> don’t want to be in a situation where new monsters are always scarier than old ones, so player has to get buffed to fight them, so new monsters have to be even scarier etc 10:06:16 <09h​jklyubn> thanks 10:06:26 <11⸸​※ of starspawned spite> or when old monsters get trimmed out of areas for being chaff 10:06:35 <06p​leasingfungus> the trick is that some old areas were just not threatening really 10:06:49 <06p​leasingfungus> like swamp did not have a ton going on 10:07:02 <09h​ellmonk> orc 2 gnolls would like to know your location 10:07:06 <06p​leasingfungus> hard to fix that without raising average danger level w/in the branch 10:07:18 <11⸸​※ of starspawned spite> I should have been less cowardly and put, like, three druids per swamp non-gimmick ruin vault 10:07:46 <06p​leasingfungus> but goal is to at least not overshoot, say, shoals 10:07:58 <06p​leasingfungus> and we did nerf shoals a bit! 10:08:01 <04d​racoomega> ....another Yred discovery that bothers me. So... ability cost is in flat number of zombies sacrificed, and this is discrete and knowable. But your piety level, which affects what abilities you can use, is based on the total HD of visible zombies. Which zombies are sacrificed to pay for abilities is entirely random, unrelated to their HD, such that even if you have 9 souls to throw at something, you can't actually tell how many 10:08:01 times you can use Drain Life, despite it costing 3 of them 10:08:29 <11⸸​※ of starspawned spite> like having ends that toss out the entirity of shoals:$ being open 10:09:32 <06p​leasingfungus> my hot take is that bunyips are the insubstantial wisps of new swamp 10:09:33 <09h​ellmonk> ya but in compensation you make the player fight a storm dragon 10:09:38 <09h​ellmonk> That's what we call Balance 10:09:41 <06p​leasingfungus> very distracting but don’t get that many kills 10:10:03 <04d​racoomega> I expected bunyips to be a lot more dangerous than they feel like they've been in practice, when I saw their stats first 10:10:10 <04d​racoomega> I'm not entirely sure why they aren't, tbh 10:10:30 <09h​ellmonk> bunyip is sort of cheesable with certain things but they show up early enough that you might not have those things all the time, unlike juggernauts where you probably do 10:10:47 <09h​ellmonk> pretty gud imo 10:11:19 <11⸸​※ of starspawned spite> (DO is back from making porridge so I will tone down the snippyness of bad sleep and admit I'm not going to rake my infinite claws over vaults added before me because I've got enough to work on regarding vaults before me) 10:11:32 <06p​leasingfungus> i think it's at least partially because their damage is split over more low-damage attacks, so ac is pretty good against em 10:11:36 <06p​leasingfungus> @??bunyip 10:11:37 <04C​erebot> bunyip (x) | Spd: 15 (atk: 450%) | HD: 12 | HP: 63-91 | AC/EV: 6/10 | Dam: 40(claw), 40(claw), 40(claw) | amphibious | Res: will(60), poison, drown | Corpse | XP: 992 | Sp: warning cry [!AM, breath] | Sz: Large | Int: animal. 10:11:42 <06p​leasingfungus> !lg * swamp recentish s=cikiller 10:11:44 <04C​erebot> 11231 games for * (swamp recentish): 1252x a spriggan druid, 813x a will-o-the-wisp, 751x a hydra, 607x a spriggan rider, 585x a goliath frog, 530x a bunyip, 479x an eleionoma, 448x, 438x an alligator, 438x a shambling mangrove, 351x the Lernaean hydra, 342x a bog body, 326x a thorn hunter, 284x a swamp dragon, 283x a fenstrider witch, 283x Nikola, 275x bloated husk, 259x a swamp worm, 200x a tyr... 10:11:49 <11⸸​※ of starspawned spite> recentish? 10:11:51 <06p​leasingfungus> also their defense aren't that good 10:11:57 <06p​leasingfungus> i could do recentishish instead 10:12:05 <09h​ellmonk> Oh yeah it is a 40/40/40 ig some characters have enough ac for that in swamp 10:12:05 <04d​racoomega> I mean, that goes even more for hydras, and hydras are still more dangerous (but also a bunch more common, I guess) 10:12:06 <11⸸​※ of starspawned spite> more of 10:12:06 <06p​leasingfungus> also lol at those spriggan druid numbers 10:12:09 <11⸸​※ of starspawned spite> ??recentish 10:12:10 <04C​erebot> I don't have a page labeled recentish in my learndb. 10:12:15 <06p​leasingfungus> !kw recentish 10:12:16 <04C​erebot> Keyword: recentish => cv>=0.28 10:12:19 <06p​leasingfungus> !kw recentishish 10:12:19 <04C​erebot> Keyword: recentishish => cv>=0.27 10:12:24 <04d​racoomega> Unrelatedly, we were actually looking at spriggan druid stats last night 10:12:33 <06p​leasingfungus> the spriggan druid thing is very misleading i think 10:12:36 <04d​racoomega> They get credited for all the other beasts they attract, by the way 10:12:38 <06p​leasingfungus> yes 10:12:46 <11⸸​※ of starspawned spite> using ikiller makes me wonder if, actually, the most dangerous bunyip context is being called by a druid. 10:12:47 <09h​ellmonk> Druids own but I'm a bit sad that summon forest shuts off their awaken forest 10:12:48 <04d​racoomega> The kills they get themselves is actually quite a ways down the list 10:12:53 <06p​leasingfungus> yes 10:13:02 <04d​racoomega> Honestly, I was kinda feeling like they don't activate awaken forest often enough 10:13:04 <09h​ellmonk> esp since summon forest is already absurd in swamp 10:13:09 <11⸸​※ of starspawned spite> we were talking about basically never noticing awaken forest or druids in general and then, uh, 10:13:14 <04d​racoomega> (Hence looking at the kill stats) 10:13:15 <11⸸​※ of starspawned spite> saw the stats 10:13:43 <09h​ellmonk> will o wisp being that high is pretty funny 10:13:46 <06p​leasingfungus> yeah i think you need ktyp to see awaken forest deaths 10:13:53 <11⸸​※ of starspawned spite> !lg * swamp recentishish cikiller=spriggan_druid s=ckiller 10:13:54 <06p​leasingfungus> will o wisp was crazy busted when i first added it, still very strong 10:13:54 <04C​erebot> 1565 games for * (swamp recentishish cikiller=spriggan_druid): 292x a hydra, 264x a spriggan druid, 240x an alligator, 221x a bunyip, 206x a goliath frog, 119x a swamp worm, 117x a tyrant leech, 59x a spriggan rider, 28x a swamp dragon, 4x a spark wasp, 3x a death drake, 3x a spriggan, 2x a +0 spectral quarterstaff, 2x a lindwurm, an anaconda, a swamp drake, a steelbarb worm, a dire elephant, a f... 10:13:56 <04d​racoomega> On the one hand, they are responsible for a lot of threat already, clearly. On the other, it's a more interesting vector that maybe could be dialed up just a little notch in terms of cast frequency 10:14:01 <06p​leasingfungus> !lg * swamp recentishish cikiller=spriggan_druid s=ktyp 10:14:03 <04C​erebot> 1565 games for * (swamp recentishish cikiller=spriggan_druid): 1185x mon, 263x beam, 112x acid, 2x cloud, 2x collision, constriction 10:14:10 <06p​leasingfungus> !lg * swamp recentishish cikiller=spriggan_druid s=ckaux 10:14:11 <04C​erebot> 1565 games for * (swamp recentishish cikiller=spriggan_druid): 1200x, 124x stone arrow, 89x by angry trees, 51x spear, 43x harpoon shot, 31x quarterstaff, 4x spectral quarterstaff, 3x spear of flaming, 2x foul vapour, 2x blast of flame, 2x blast of poison, 2x some deep water, 2x rapier, vampiric spear, bolt, foul pestilence, heavy spear, poison gas, quarterstaff of draining, quarterstaff of speed... 10:14:14 <06p​leasingfungus> angry trees 10:14:15 <06p​leasingfungus> there we go 10:14:18 <06p​leasingfungus> good ckaux 10:14:19 <04d​racoomega> And it's not like making awaken forest cast frequency high does a lot to their other stuff, since they can only activate it once every long time 10:14:23 <09h​ellmonk> bog body on the board is very nice to see 10:14:26 <11⸸​※ of starspawned spite> just trade 2.5% casting frequency on call for 2.5% casting frequency on awaken, clearly 10:14:30 <09h​ellmonk> Good job with that one 10:14:30 <06p​leasingfungus> ya just turned up those numbers 10:14:33 <06p​leasingfungus> tyty 10:14:36 <06p​leasingfungus> not a big brain change 😛 10:15:09 <11⸸​※ of starspawned spite> crawl gets to have dozens of bolt of fire bots, why not have a few more cold ones 10:18:20 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-478-g4fd37da4f0 (34) 10:21:31 <04d​racoomega> It's kind of funny, when I think about it, that druids get credited for monsters they pull from the rest of the floor, but convokers don't 10:21:37 <11⸸​※ of starspawned spite> scrolling back enough to remember to say, oh right, been ages since I've seen the beetle slush pile, its very existence maybe I should just commentate my immediate plans list some more and toss it up again whilst draco is getting big energy around and going 10:21:42 <04d​racoomega> Even though I wrote both of those things myself 10:23:15 <06p​leasingfungus> consistency is the hobgoblin of lesser roguelikes 10:27:24 <04d​racoomega> // Assign blame (for statistical purposes, mostly) mons_add_blame(beast, "called by " + druid->name(DESC_A, true)); Maybe it only occurred to me the second time? 10:29:13 <06p​leasingfungus> 🤷 10:29:34 <06p​leasingfungus> vaguely unclear to me whether it’s more helpful than unhelpful 10:29:36 <06p​leasingfungus> statistically 10:30:04 <04d​racoomega> I kind of agree? 10:30:26 <04d​racoomega> It's interesting, but also easy for it to be misleading if one doesn't know the context of the numbers they're looking at 10:30:57 <04d​racoomega> Probably I wanted to see how well yet-another-revamp was actually threatening people, though 10:31:25 <03i​mplojin> maybe sequell should just spit this out as a disclaimer for every query 10:31:26 <11⸸​※ of starspawned spite> more than enough, evidently 10:31:29 <04d​racoomega> Whereas I guess it was easy to assume that convokers were 'working', since the approach is a lot more straightforward 10:32:01 <11⸸​※ of starspawned spite> a lot more memorable than "oh this single floor thing wandered in while I didn't notice" 10:32:26 <04d​racoomega> Hey, they attract multiple things at once, I'll have you know! 10:32:31 <04d​racoomega> But yes, it's more subtle 10:37:22 <06p​leasingfungus> think a lot of folks don’t realize that spriggan druids even make calls 10:37:39 <06p​leasingfungus> we had a big discussion the other day about their on death effect too 10:38:07 <06p​leasingfungus> some very experienced players (incl me!) didn’t realize it could heal instead of mighting 10:38:46 <04d​racoomega> ....it can? 10:40:01 <06p​leasingfungus> it can! 10:41:14 <04d​racoomega> It doesn't look like instead, but rather it does both 10:41:57 <04d​racoomega> (In fact, it does both all the time, it's just that you don't see healing if they're not injured, of course) 10:43:10 <11⸸​※ of starspawned spite> the invisibility of monster healing... 10:43:24 <04d​racoomega> It does seem to be listed pretty straightforwardly in its description, for what it's worth 10:43:27 <11⸸​※ of starspawned spite> poor ephemeral infusion. 10:43:34 <06p​leasingfungus> hm, there were definitely some cases where eg a hydra didn’t get mighted 10:43:39 <06p​leasingfungus> let me look 10:43:44 <04d​racoomega> "If it dies, its sacrifice will heal and temporarily strengthen nearby animals." 10:44:23 <06p​leasingfungus> https://media.discordapp.net/attachments/205316046230388737/1134887003603877928/2.PNG 10:44:35 <06p​leasingfungus> https://discord.com/channels/205277826788622337/205316046230388737/1134886996498731098 10:44:50 <11⸸​※ of starspawned spite> (do people notice the +50% hp or whatnot from berserk? surely. then I can go scribble down that casted enmass for apises. forgot about that.) 10:45:42 <04d​racoomega> It doesn't affect all animals in LoS. It affects random_range(mons->get_hit_dice() / 3, mons->get_hit_dice() / 2 + 1) (for the druid's HD) 10:45:53 <06p​leasingfungus> wow 10:46:07 <04d​racoomega> Like, it shouldn't be healing anything and not mighting that same thing, but it doesn't hit everything in sight 10:46:11 <06p​leasingfungus> now that’s crawlcode 10:46:36 <11⸸​※ of starspawned spite> to be fair, it's understandable to not might the entirety of the non-gimmick swamp rune vaults 10:46:40 <06p​leasingfungus> (no offense) 10:46:45 <04d​racoomega> (This is apparently 3-6 for druids normally) 10:47:02 <04d​racoomega> But there were vaults using low HD druids at the time 10:47:08 <04d​racoomega> No idea if any still exist 10:47:18 <11⸸​※ of starspawned spite> I cut those all and replaced them with boggarts 10:47:25 <04d​racoomega> I mean, that is entirely fair 10:47:34 <11⸸​※ of starspawned spite> small summoners that when placed in lair Summon Animals 10:47:38 <04d​racoomega> But it has HD scaling specifically because it was using on more than one HD of thing 10:48:03 <04d​racoomega> (And yes, affecting all animals in LoS seems frightfully powerful with how some Swamp ends can get) 10:48:23 <11⸸​※ of starspawned spite> maybe it could also check proximity? 10:48:35 <04d​racoomega> I don't like proximity, since the druid is often far from them 10:48:39 <06p​leasingfungus> hm, that’s a bit awkward - 10:48:40 <04d​racoomega> As they're called from the edge of LoS 10:48:40 <06p​leasingfungus> yes 10:48:45 <06p​leasingfungus> what DO said 10:48:55 <06p​leasingfungus> i do like the idea of making the rule simpler in some way 10:49:01 <11⸸​※ of starspawned spite> not as in "only proximity", more of "if there's several dozen things on screen also check proximity" 10:49:05 <06p​leasingfungus> or more obvious to players 10:49:20 <11⸸​※ of starspawned spite> which would be a little bit more obvious just by clumping 10:49:21 <06p​leasingfungus> could prioritize nearby mons, i suppose 10:49:39 <04d​racoomega> Perhaps 10:49:41 <04d​racoomega> (Or injured ones?) 10:49:52 <04d​racoomega> I wonder if that would be gameable, though 10:50:14 <04d​racoomega> Nick some unimportant thing to ensure it gets the buff instead of something that matters (though there's less chaff to do that with these days) 10:50:20 <11⸸​※ of starspawned spite> the gameability of clouding the hydras away from you instead of the hydras near you? :P 10:50:22 <04d​racoomega> I guess swamp drake might still doesn't eve slightly matter 10:50:31 <11⸸​※ of starspawned spite> poor swamp drakes 10:50:43 <11⸸​※ of starspawned spite> named after the branch and have completely fallen to the wayside 10:50:48 <11⸸​※ of starspawned spite> also see swamp dragons 10:51:06 <06p​leasingfungus> swamp dragons are real! 10:51:15 <04d​racoomega> Hey, I died the other day to something that was almost certainly the swamp dragon's fault. Poison clouds are still kinda bad if you can't move well and don't have rPois >.> 10:51:21 <11⸸​※ of starspawned spite> I mean, anything in counts of 12 are real, I guess 10:51:36 <04d​racoomega> Admittedly, you ideally don't want to be fighting them without it, and they're not that scary if you have it, but... 10:52:09 <06p​leasingfungus> swamp dragons are like small alligators 10:52:23 <04d​racoomega> That feels vaguely insulting to the poor dragons 10:52:30 <06p​leasingfungus> yes :p 10:52:32 <11⸸​※ of starspawned spite> reminded of an old jotted down note of mine before even the thorn hunter + druid + mangrove dispersal to steal brogue's "extremely explosive swamp gas" 10:52:36 <04d​racoomega> "It's fine. You still matter! You're like a tiny common reptile!" 10:53:12 <11⸸​※ of starspawned spite> one same breath between swamp drakes and swamp dragons that both confuses and poisons, except the swamp dragons could light it on fire for impact damage + turning it on fire 10:56:24 <06p​leasingfungus> oh 10:56:31 <06p​leasingfungus> i tried something very much like that 10:56:37 <06p​leasingfungus> during swamp rework maybe 10:56:46 <06p​leasingfungus> oh, it was for insubstantial wisps 10:56:59 <06p​leasingfungus> i tried to make them relevant by letting em ignite poison/meph 10:57:34 <06p​leasingfungus> turned out that was almost always in the player’s favor 10:57:37 <06p​leasingfungus> perhaps unsurprisingly 10:59:43 <04d​racoomega> Yeah, that does make some sense 11:00:01 <11⸸​※ of starspawned spite> meph is not exactly the same thing as pcloud, of course 11:00:16 <04d​racoomega> (Reminded of when I coded the ability for air mages to disperse clouds and put out fires just because setting Forest on fire was so easy to just have happen by accident >.>) 11:00:30 <11⸸​※ of starspawned spite> and then they lost that! 11:00:35 <04d​racoomega> I mean, they lost the forest, too 11:00:38 <11⸸​※ of starspawned spite> and then we got something in desolation that has just that and lightning bolt 11:00:59 <11⸸​※ of starspawned spite> two spells are all monsters are allowed to have now 11:01:21 <06p​leasingfungus> wow 11:01:28 <06p​leasingfungus> this is tengu reaver erasure 11:01:41 <11⸸​※ of starspawned spite> that's just random bolt 11:01:47 <11⸸​※ of starspawned spite> so that's just one spell 11:01:48 <06p​leasingfungus> but funnier! 11:01:51 <04d​racoomega> Haha 11:11:59 <06p​leasingfungus> i do think that if you want a monster that has a memorable and comprehensible design, rather than a random pile of spells, 1-2 spells is often a good number 11:16:41 <11⸸​※ of starspawned spite> easily ends up typecasting a monster despite its gimmicks or ends up only further highlighting hypercommon spells, and also has a weird clash with old monsters that are memorable for getting there first and staying there 11:17:15 <11⸸​※ of starspawned spite> inevitabilities of complexity creep making new monsters harder, of course 11:19:28 <11⸸​※ of starspawned spite> * reminded to dutifully jot down "make erica an octopode and cut her slow" * 11:20:23 Buckle up for this BANGER: Now that troll armour is 3 you could make "deep troll armour" give 4 or something. Maybe go buckwild and even make "iron troll leather armour" which gives 6 maybe at the cost of an extra point of endumberance. 11:20:59 <11⸸​※ of starspawned spite> iron troll leather is surely {Ponderous rF+ rC+ Regen} 11:21:44 could be could be 11:29:07 <06p​leasingfungus> yeah we talked about that re deep troll leather 11:29:14 <06p​leasingfungus> certainly possible 11:29:34 <06p​leasingfungus> also many options re iron troll, though don’t want it to feel too draconic 11:30:04 <06p​leasingfungus> r-i: think typecasting monsters is exactly what we want! 11:30:48 <09h​jklyubn> @pleasingfungus it still says HP = 10*HD. maybe just display problem? 11:30:48 <09h​jklyubn> https://cdn.discordapp.com/attachments/747522859361894521/1137815039496175616/1.PNG 11:30:55 <06p​leasingfungus> re octopodes, hellmonk wants to make maurice one 11:31:00 <06p​leasingfungus> thieving octopus 11:31:08 <11⸸​※ of starspawned spite> could do both 11:31:19 <06p​leasingfungus> could :p 11:32:04 <06p​leasingfungus> acrobat: hm, can check later 11:32:12 <06p​leasingfungus> @??black draconian 11:32:13 <04C​erebot> black draconian (d) | Spd: 10 | HD: 14 | HP: 82-112 | AC/EV: 9/10 | Dam: 20 | weapons, items, doors, cold-blooded, fly | Res: will(40), elec+++ | Corpse | XP: 1021 | Sp: b.lightning (3d19) [!AM, !sil, breath] | Sz: Medium | Int: human. 11:32:17 <09h​jklyubn> thanks! 11:33:30 <11⸸​※ of starspawned spite> (coincides with focusing the spellset, octopi can be poisonous and can be camouflage focused so venom bolt and invis, the flaming scimitar is never noticeable as a threat instead of loot so let's add constrict) 11:36:32 <06p​leasingfungus> heh, i like the theme 12:02:08 03advil02 07* 0.31-a0-479-g91c9547826: fix: G >/< in webtiles 10(77 seconds ago, 2 files, 5+ 0-) 13https://github.com/crawl/crawl/commit/91c954782621 12:19:32 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-479-g91c9547826 (34) 12:28:49 <09g​ammafunk> I will get my current plans documented on Monday evening and give you a look. There's a wiki page but it's still pretty skeletal and even my current plans have a ways to go before they're complete. But if enough people have ideas for tweaks those plans might be useful as a basis. Worst (best?) case scenario my stuff can be tried on another god entirely. 12:30:41 <09g​ammafunk> Qw is tactically retreating almost correctly when Too Many Monsters are around and I do want to try some testing of that and finish bug fixing, so I'm behind on dith stuff 12:32:29 <09g​ammafunk> Did manage to avoid Long Lived Branch Syndrome this time by rebasing separate content into their own commits as I went, which is nice 12:33:31 <03s​emi_tonal> no worries yeah, no rush at all - just curious! 12:56:41 <12e​bering> wow that's a ton of messages 12:56:45 <12e​bering> life arrives 13:02:49 <11⸸​※ of starspawned spite> hmm, where to actually post this giant bloc of text if I'm not doing the work myself for a few months and mostly just supporting Draco for now... I guess also Google Docs? 13:04:36 <09g​ammafunk> I recommend the github wiki for the crawl project itself. Markdown and can either edit on github or clone its repo and push changes. Sort of like doku wiki. But public Google docs or similar always works ofc 13:05:51 <09g​ammafunk> Bold option: post on tavern 2.0 on cyc board 13:06:12 <11⸸​※ of starspawned spite> reluctant to post on the github wiki as a public resource left to rot if I take longer than expected to get around to it 13:06:29 <06p​leasingfungus> imo gh wiki > google doc = tavern 2 13:06:35 <06p​leasingfungus> for this use case 13:06:48 <06p​leasingfungus> but could be persuaded 13:06:58 <11⸸​※ of starspawned spite> (also who knows how much I can get Draco to do eventually :P) 13:08:52 <04d​racoomega> Hey, I still need to remember how to even add anything to this codebase again 😛 13:14:04 <11⸸​※ of starspawned spite> index's thoughts and plans for 0.31 / 0.32: https://docs.google.com/document/d/1WsCobgOXUIif3hq_fpD0-Crx-VQbnVkrGvl2wXAt3rg/edit?usp=sharing 13:16:12 <11⸸​※ of starspawned spite> now to see a poet on 3000 words of characterization for a roguelike deckbuilder using paragraphs and paragraphs of sapphic dates as a retheming of start-of-run bonuses 13:18:56 <08n​icolae> i suppose there are worse things to have a reputation about 13:19:33 <11⸸​※ of starspawned spite> hey nicolae want to help with new portals in some months 13:20:55 <08n​icolae> i would be happy to implement a "Your Own Severed Head" unrand if only i had some idea what it should do. unfortunately i feel like in order to think up a good effect i would have to commit to some interpretation of how it got like that, but i like the ambiguity of just being like "it's your own head, weird, huh? how did it get here? not my problem" 13:21:05 <08n​icolae> probably, what kinda portal we talkin 13:24:58 <11⸸​※ of starspawned spite> the above link has some scrawls on * that whole pre-Lair random ally freeing other allies notion for Oubilette ages back, except it's two elements warring against an ally third element * and a D:11-15 and orc or wizlab-depth waves-based arena like arenasprint, but it's an gods themed as a corrupted sacred grove using abyss and lair branch stuff, and where wall cover slowly dissolves over time" 13:25:46 <08n​icolae> 🤔 13:25:56 <08n​icolae> interesting... i will have to reread the backlog later 13:36:46 <06p​leasingfungus> ufetubi are jackals btw 13:37:00 <06p​leasingfungus> big jackals or lil hounds 13:38:56 <11⸸​※ of starspawned spite> ah, so what ynoxinuls should get is canine familiar 13:39:34 <06p​leasingfungus> hm, do people dislike tomb? i haven’t seen that 13:39:38 <06p​leasingfungus> people fear it 13:39:50 <06p​leasingfungus> but i don’t see dislike 13:53:02 <06p​leasingfungus> my take on hellpan roulette remains ‘remove pan, disperse any fun bits’ 13:55:20 one panlord in each hell branch, move holy pan and disco pan to abyss 13:55:34 <11⸸​※ of starspawned spite> boo, hiss 13:56:04 <06p​leasingfungus> sure, something like that 13:56:27 <06p​leasingfungus> or could drop numbers on pan lords and move em earlier 14:01:51 <11⸸​※ of starspawned spite> I'd argue that randlords are hypothetically neat and don't really fit anywhere without normal pan (zot???), abyss has a lot of identity already and the coherence holies want or size placement disco pan isn't really easily fulfillable in the messy sprawl of abyss, the unrand lords are much more interestingly dramatic and people enjoy the victory-lap-ish nature of high conjurations battles or what-not that aren't 14:01:51 really viable if random hell effects would interrupt things so they'd also be skipped... 14:03:19 <11⸸​※ of starspawned spite> but gods above and below, how long has it been since I first advocated for that concept 14:03:27 <06p​leasingfungus> randlords fit great on the orb run 🙂 14:03:35 <06p​leasingfungus> almost every win sees em! 14:03:39 <11⸸​※ of starspawned spite> har. 14:04:03 <06p​leasingfungus> ‘people enjoy the victory lap’ skeptical 14:04:10 <06p​leasingfungus> not our design goal :p 14:04:18 <11⸸​※ of starspawned spite> ziggurats 14:05:22 <06p​leasingfungus> ziggurats are extremely not real 14:05:25 <12e​bering> my take on hellpan roulette is the following Pan in place of current pan: - 11 floors (roughly hell in length by cell count at least) - each floor has a random conduct/levelfeel (uncorrelated to the unrandlord) - rip demonic rune sorry - no exits till the end glhf 14:05:27 <06p​leasingfungus> and also have no runes 14:05:28 <04d​racoomega> I mean... randlords are seen most orb runs, but also you often just... walk away and don't engage with them, if you can help it. I think there is something cool about running through those in some context a little less 'run away and ignore things' 14:05:36 <06p​leasingfungus> sure, fair 14:05:56 <12e​bering> the goal being to reach a similar to newhell level of difficulty, but with a more chaotic, less predictable feel 14:06:06 <04d​racoomega> (The unrand lords are, of course, extremely iconic) 14:06:08 <12e​bering> some kind of nightmare dive where you must be ready for anything 14:06:30 isn't that abyss? 14:06:30 <11⸸​※ of starspawned spite> are there much for conducts still spare after hell's quartet? or I guess if it was in fact in rotation with hells it'd be Fine since they're not in the same games 14:06:49 <04d​racoomega> I think it's pretty distinct from abyss by virtue of the map staying still 14:06:55 <04d​racoomega> And being able to clear/rest and whatnot 14:07:08 <12e​bering> I was thinking the pan conducts would be a bit less intense, since you have less ability to plan for them 14:07:09 "nightmare dive" 14:07:16 <11⸸​※ of starspawned spite> also demonspawn and 2s sure are not executioners and starstuff 14:07:16 <04d​racoomega> But the idea of 'randomized floor-wide property' combining with 'randomized floor boss' is sort of cute 14:07:46 <04d​racoomega> Trying to sell the idea that these are all domains of somebody and not just a slurry of randomness 14:08:25 <11⸸​※ of starspawned spite> if no demonic rune then just guarantee end floor exit's only inside hellion isle / disco pan / The Other Three 14:08:41 <06p​leasingfungus> yum, slurries 14:08:53 <06p​leasingfungus> panlord of porridge 14:09:07 <04d​racoomega> I mean, if the idea is to make it a harder, shorter gauntlet, then I think it makes sense to stick the exists mostly in the boss vaults instead of wherever 14:09:12 <11⸸​※ of starspawned spite> nacht kobold lords of pandemonium... 14:10:13 <12e​bering> ya the "no exits" could also be "only boss exits if you need a break midway" 14:13:02 <04d​racoomega> I am suddenly amused at tying this to 'title generation' for these pan lords. "Beware, you enter the domain of Qlakkta, Keeper of Squirrels and Master of Cheesemaking." 14:13:37 <04d​racoomega> So what if the Master of Cheesemaking also knows fire storm? A demon is allowed hobbies. 14:13:51 <04d​racoomega> It's their bloody castle, after all 14:13:57 <11⸸​※ of starspawned spite> poor chaos zig floors. "you enter the domain of the pan lord housing crisis" 14:14:03 <04d​racoomega> Ahahahahahaha 14:15:30 <08w​ormsofcan> pancon 2023 14:15:45 <08w​ormsofcan> put a little glass room in the middle with a bunch of randart orbs 14:16:08 <04d​racoomega> But yeah, making a given Pan run a finite gauntlet, more strongly theming level sets + conducts, making exits harder to just run into without confronting vaults, all sounds like a neat direction for it. Non-trivial work all together, of course. 14:20:22 <06p​leasingfungus> feels like finity could be done first and most easily 14:28:54 <09h​jklyubn> !streak gnomesayin 14:28:56 <04C​erebot> gnomesayin has 20 consecutive wins (MuCj, GhEE, TeHu, DjVM, FeFE, OpSu, DEAE, FoIE, GnBr, GrHs, MeEE, DjSu, DrFE, GnCj, MfIE, VpCj, OpVM, BaHu, HuAE, TrSh). 15:25:56 Unstable branch on underhound.eu updated to: 0.31-a0-479-g91c9547826 (34) 15:32:13 New branch created: still-in-flux (1 commit) 13https://github.com/crawl/crawl/tree/still-in-flux 15:32:13 03PleasingFungus02 07[still-in-flux] * 0.31-a0-479-gfc39ce1d19: New talisman: Flux 10(4 weeks ago, 35 files, 143+ 12-) 13https://github.com/crawl/crawl/commit/fc39ce1d1970 15:33:17 03kate-02 07* 0.31-a0-480-g15872d262f: Rename an ice cave internal key 10(44 minutes ago, 3 files, 21+ 21-) 13https://github.com/crawl/crawl/commit/15872d262f8f 15:33:17 03kate-02 07* 0.31-a0-481-g3e60cf2259: Remove some randart names 10(49 minutes ago, 4 files, 0+ 75-) 13https://github.com/crawl/crawl/commit/3e60cf225962 15:33:17 03kate-02 07* 0.31-a0-482-g37773c3749: Remove some Xom names 10(30 minutes ago, 1 file, 0+ 6-) 13https://github.com/crawl/crawl/commit/37773c374993 15:33:17 03kate-02 07* 0.31-a0-483-g96a4d527f4: Add an important number 10(62 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/96a4d527f4c2 15:34:17 <06p​leasingfungus> dang, can't believe we didn't have that last one already 15:34:20 <06p​leasingfungus> huge oversight 15:34:24 <03s​emi_tonal> same, i was very surprised! 15:41:42 <09h​ellmonk> adding category metal band weapon to put Neurosis back in the game 15:50:01 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-483-g96a4d527f4 (34) 16:23:26 03PleasingFungus02 07* 0.31-a0-484-g30e62f8b7a: Change the updatelog 10(58 seconds ago, 1 file, 114+ 1-) 13https://github.com/crawl/crawl/commit/30e62f8b7a32 16:34:25 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-484-g30e62f8b7a (34) 17:04:14 <09g​ammafunk> Looking forward to the next PR/issue/mantis report/(tavern|reddit|irc|usenet|discord) rant/(github|crd) email about the woke removal of mental illness randarts 17:11:36 <04d​racoomega> Wha?? 17:13:36 New branch created: pull/3240 (3 commits) 13https://github.com/crawl/crawl/pull/3240 17:13:37 03MainiacJoe02 07https://github.com/crawl/crawl/pull/3240 * 0.31-a0-484-g27d8840a1c: Add "Lozenge Pond" Swamp entry 10(53 minutes ago, 1 file, 22+ 0-) 13https://github.com/crawl/crawl/commit/27d8840a1c0d 17:13:37 03MainiacJoe02 07https://github.com/crawl/crawl/pull/3240 * 0.31-a0-485-geb87c3b9e4: Add "Angry Trees" Swamp entry vault 10(4 minutes ago, 1 file, 22+ 0-) 13https://github.com/crawl/crawl/commit/eb87c3b9e4bd 17:13:37 03MainiacJoe02 07https://github.com/crawl/crawl/pull/3240 * 0.31-a0-486-g69603559fa: Checkwhite 10(73 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/69603559faa5 17:14:04 If no-one noticed that Crawl categorised dyspraxia as a mental illness, there's a chance no-one will spot this either. 17:23:31 <11⸸​※ of starspawned spite> (...much less fatigue.) 17:53:22 <06p​leasingfungus> gamma: do not bring this evil upon us. 17:58:23 <09g​ammafunk> sorry, I have my bingo card ready 19:56:11 Khazanism (L8 DEIE) Crash caused by signal #6: Aborted (D:7) 22:30:14 <06p​leasingfungus> saw this app store review and thought of crawl 22:30:14 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1137981002627694622/image0.jpg 22:35:11 Unstable branch on crawl.develz.org updated to: 0.31-a0-484-g30e62f8b7a (34) 22:47:08 03PleasingFungus02 07[still-in-flux] * 0.31-a0-485-gc2341a4d3e: New talisman: Flux 10(4 weeks ago, 35 files, 143+ 12-) 13https://github.com/crawl/crawl/commit/c2341a4d3eb2 22:47:08 03PleasingFungus02 07[still-in-flux] * 0.31-a0-486-g7b8a22c255: Give flux form an EV bonus 10(5 minutes ago, 3 files, 12+ 6-) 13https://github.com/crawl/crawl/commit/7b8a22c25531 22:47:08 03PleasingFungus02 07[still-in-flux] * 0.31-a0-487-g024c18bc07: Rename enums 10(57 seconds ago, 11 files, 19+ 19-) 13https://github.com/crawl/crawl/commit/024c18bc07d8 22:52:22 03PleasingFungus02 07* 0.31-a0-485-gaadceae713: Split gnomes and gnolls (canine) 10(53 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/aadceae713ba 22:57:08 <06p​leasingfungus> think this should be fixed now, lmk if you still have issues 22:57:24 <06p​leasingfungus> ty for reporting! 22:57:26 Windows builds of master branch on crawl.develz.org updated to: 0.31-a0-484-g30e62f8b7a 22:57:36 03PleasingFungus02 07* 0.31-a0-486-g8d68a81214: Fix bound soul HP display (acrobat) 10(81 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/8d68a812144a 23:19:55 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-486-g8d68a81214 (34) 23:49:05 Unstable branch on cbro.berotato.org updated to: 0.31-a0-486-g8d68a81214 (34) 23:54:51 Monster database of master branch on crawl.develz.org updated to: 0.31-a0-486-g8d68a81214 23:57:38 <09h​jklyubn> I checked it in wiz mode and it displays correctly. But actually, it looks like that soul-bound monsters still has 10*HD instead of original HP. I tested this by soul-binding and then attacking a monster with a very large difference in HP and HD(fenstrider witch and 27 heads hydra) multiple times. I'm 99% sure about this. 23:57:39 <09h​jklyubn> https://cdn.discordapp.com/attachments/747522859361894521/1138002999181066261/1.PNG