00:20:17 Unstable branch on cbro.berotato.org updated to: 0.31-a0-1576-ga3383bade6 (34) 01:34:17 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 04:17:44 -!- broquain1 is now known as broquaint 04:23:51 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5140-g5775ae71e1 05:16:38 Unstable branch on crawl.akrasiac.org updated to: 0.31-a0-1576-ga3383ba (34) 06:23:28 are the .des files from crawl a custom thing or is that some sort of script like lua? 06:26:53 It bakes in lua, but it's a syntax designed by Crawl 06:27:30 thanks 09:14:36 <06p​leasingfungus> @regret-⸸nde※ what do you think about renaming hard ice caves to ice caverns, to expose the difference to players more clearly? i forget if we’ve talked about this before 10:12:14 <08n​icolae> Ice Crevasse 10:18:20 <09h​ellmonk> portal to the glacier 10:21:26 <09g​ammafunk> what if we gave hard ice caves ice physics? 10:40:25 <06p​leasingfungus> sorry, that’s a won’t do 10:40:33 <06p​leasingfungus> we’d never do one of those 10:45:53 <09h​ellmonk> I think that would be good so I can steal the implementation later 11:35:49 <05s​astreii> Ice caves -> frozen caverns Maybe with different portal tile? Hehe 11:53:25 <04d​racoomega> Piety gain formula code is very weird and confusing 12:12:52 <06r​egret-⸸nde※> I am 100% for renaming hard ice caves but I wanted something a bit less confusably close than ice cave versus ice cavern 12:13:46 <04d​racoomega> Glacial Cavern 12:13:58 <04d​racoomega> Glacial sounds higher-level than Ice to me 12:14:15 <08w​ormsofcan> glacial chasm 12:14:35 <08w​ormsofcan> actually glacial grotto for the alliteration 12:14:48 <08w​ormsofcan> cold caves and glacial grottos 12:15:08 <06r​egret-⸸nde※> though also I've got a lot of work today after I just woke up so I am not going to wrangle this bikeshed growing six legs and leaping out of the yard 12:19:20 <06r​egret-⸸nde※> (...unless anybody's volunteering to make them separate branches with the same maps for 0.31, or hack in a few different displays) 12:25:06 <06r​egret-⸸nde※> (possibly what would be accomplishable in the short term of this version is indeed a different entrance / exit portal tile and a dbname rename.) 12:28:35 <06r​egret-⸸nde※> (the eventual location display name would have to be under 18 characters with the format an Ice Cave considering we apparently no longer abbreviate the place names on the side for any of them. probably Place: a Glacial Cavern or Place: a Glacial Chasm are my votes.) 12:30:34 <06p​leasingfungus> chasm is a good word but i'm undecided if ice caves feel chasm-y 12:30:43 <06p​leasingfungus> have we considered grotto. 12:30:57 <06p​leasingfungus> glacial grotto would alliterate.... 12:31:08 <06r​egret-⸸nde※> %git fc7f089 12:31:09 <04C​erebot> regret-index * 0.31-a0-1551-gfc7f089eb7: Very slightly trim Ice Cave and Ossuary ranges (2 days ago, 2 files, 11+ 10-) https://github.com/crawl/crawl/commit/fc7f089eb773 12:31:25 <06r​egret-⸸nde※> ("ice grottos"?) 12:31:26 <06r​egret-⸸nde※> :P 12:32:23 <06p​leasingfungus> fate! 12:32:47 <06p​leasingfungus> grotto would also be a good name for a star wars bit character 12:32:51 <06r​egret-⸸nde※> for some reason, alliteration on a place instead of a monster name or spell name feels unappealing to me. possibly makes it sounds like an amusement park ride? rather than an actual place? 12:32:58 <06p​leasingfungus> or a mario area 12:33:38 <06r​egret-⸸nde※> (...it also makes it sound like a '90s video game level and I was debating in my head as I typed that and deleted that and type this again if that is appropriate or not for the tone of crawl also incidentally being that old) 12:34:22 <06p​leasingfungus> heh 12:34:26 <06p​leasingfungus> no, i think i agree it feels wrong. 12:34:42 <06p​leasingfungus> frigid grotto etc etc. idk. i'm not in love with it. maybe i'm coming around to glacial chasm 12:42:30 <06d​olorous_84348> Glacial chasm seems fitting to me. 12:59:27 <09g​ammafunk> Ice Palace 12:59:41 <09g​ammafunk> then we rework hard ice cave maps into palaces 13:01:29 <06r​egret-⸸nde※> do we not have enough baileys and vaults and mines castles and depths castles and zot castles 13:02:04 <06r​egret-⸸nde※> and swamp ruins and spider ruins and shoals huts 13:03:27 <09g​ammafunk> I think we even have a shoals castle of some kind too 13:04:16 <06r​egret-⸸nde※> (new tiles for any sort of decoration are always welcome, of course, but I didn't think we'd bother with different tiles for any future difficulty splits considering we're not even going to split the maps themselves that much) 13:10:40 <05s​astreii> Feels weird to me that two things with a different name have the same tile. I have to xv the portal if i want to know if it’s an ice cave or a glacial chasm 13:13:13 <09g​ammafunk> yeah, think it's great if you do make a new tile for the portal Sastreii. 13:13:23 Ideally I'd like 'em to be called "Chez Ice Fiend" and "Chez Frost Giant" as appropriate 13:13:26 <09g​ammafunk> only issue, of course, is whether we actually go through with the change 13:13:43 <09g​ammafunk> but it's pretty easy to make a new feature and make any minor lua modifications required 13:14:16 <03i​mplojin> i mean, if sastreii makes a new tile and ice cave & knuckles doesn't happen for some reason we can just use the new tile for base ice cave 13:14:19 <09g​ammafunk> guess it's a question of whether anyone feels strongly against since as r-i said, we're not changing content (at least for now) aside from the hard ice cave monster sets we already have 13:18:46 <06r​egret-⸸nde※> (...I meant more of not bothering with inside tile differences. outside portal difference would be appreciated, as I said in https://discord.com/channels/735056636644687913/747522859361894521/1192549283929522176) 13:19:49 <04d​racoomega> Discord, are you advertising yourself to people already using discord??? 13:19:51 <05s​astreii> Oh i misunderstood then. Yes i was thinking of just a new entrance, nothing more. 13:21:13 <09g​ammafunk> they could be using discord even more 13:37:58 <06p​leasingfungus> i'm excited to use Discord - A New Way to Chat with Friends & Communities. Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities. 13:40:21 <04d​racoomega> Gee golly, me too! 13:41:02 <06p​leasingfungus> (this is going to look a little strange to folx on the IRC side...) 13:42:07 <04d​racoomega> Haha, probably 14:30:08 <04d​racoomega> PF, were you planning to fit that 'shorter range ensnare, but non-slow shooting' for ribbon worms before freeze, or are you content to leave them as-is for now? 14:30:33 <05s​astreii> barachi and oni monster tiles 14:30:34 <05s​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1192580856406093895/Schermata_2024-01-04_alle_22.27.52.png?ex=65a99879&is=65972379&hm=f40ca599fb8ff3f3b91eac2a849f44434d871d965770f9e2599d8c3c094cc00e& 14:30:34 <05s​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1192580857358204938/oni.png?ex=65a99879&is=65972379&hm=87b078737c582983c76e0b9952a36cbd63429551840e2315d745b1155a4ebbdf& 14:30:35 <05s​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1192580857702133790/barachim.png?ex=65a99879&is=65972379&hm=3de907f3c1b267f7ba43e8f700e4ed283109e0bc7a826996620ec29a3899dd26& 14:31:14 <04d​racoomega> Ooo 14:36:19 <06r​egret-⸸nde※> ...makes me want to have more than just the five vaults using species dummies to get to show these off more :P 14:41:21 <06p​leasingfungus> hm, was hoping that someone else would change it 😛 14:41:38 <06p​leasingfungus> (irc: above is re ensnare) 14:42:22 <06p​leasingfungus> don't feel super strongly about it one way or another, tbh. i think with regen back they're basically okish monsters. passable. 14:42:43 <06p​leasingfungus> sast: sick! 14:42:47 <06p​leasingfungus> that is a very good frog 14:43:01 <06p​leasingfungus> imo we should make a real barachian monster now to use somewhere 14:43:24 <06p​leasingfungus> hops, swords, whatever. maybe we retheme something boring to be a frog 14:43:38 <06p​leasingfungus> some unique we don't like 14:43:48 <06p​leasingfungus> or a yak of some flavour 14:47:42 <04d​racoomega> I mean, I can! I just didn't want to step on your toes about it. (But also, I guess it could wait to see for 0.32, too) 14:55:01 03DracoOmega02 07* 0.31-a0-1577-g532432118c: Fix orb spiders being able to move a little while asleep 10(3 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/532432118c86 14:55:01 03DracoOmega02 07* 0.31-a0-1578-g4e53e8b332: Fix Gozag/Yred worshippingers being unable to cast Sculpt Simulacrum 10(2 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/4e53e8b33248 14:55:01 03DracoOmega02 07* 0.31-a0-1579-ga2fd7aa73c: Prompt the player before stepping onto a binding sigil 10(66 seconds ago, 1 file, 18+ 0-) 13https://github.com/crawl/crawl/commit/a2fd7aa73c77 15:06:56 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1579-ga2fd7aa73c (34) 15:18:00 03DracoOmega02 07* 0.31-a0-1580-g55fdcbfc7f: Fix alchemy miscast text in spell descriptions (Picklenugget1) 10(15 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/55fdcbfc7f93 15:44:07 03DracoOmega02 07* 0.31-a0-1581-g41d5ff3e7b: Fix Peanut Brittle pies not actually vitrifying monsters 10(2 minutes ago, 1 file, 6+ 3-) 13https://github.com/crawl/crawl/commit/41d5ff3e7b7c 15:47:36 <06p​leasingfungus> DO: thanks for looking out for me! I might be done with crawl changes for a bit, other than some gem bug investigations, so my toes remain safe from any steps. 15:48:55 <04d​racoomega> 'For a bit' like 'Until 0.32 gets going' or probably for a while after that, too? (Just curious) 15:49:52 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1581-g41d5ff3e7b (34) 15:50:48 <06p​leasingfungus> beats me 15:50:51 <06p​leasingfungus> i practice whim based dev 15:51:42 <06p​leasingfungus> going to be away from computers from jan 14-20 and really need to get back to my own game at some point; other than that, who knows 15:51:52 <04d​racoomega> I mean, it's entirely reasonable 15:53:27 <09g​ammafunk> be away for the start of the tournament? Then it shall fall on wheals to carry us once again 15:53:57 <04d​racoomega> (Somewhat less reasonable: I have already started a bunch of work on Yred revamp and would like to also stab at the same for Beogh and Dith in 0.32. Hoping to have stuff polished enough to put an experimental branch up shortly after the tournament is over) 15:54:02 <06p​leasingfungus> maybe i'll play on my phone (joke) (not serious) 15:54:07 <09g​ammafunk> ooh 15:54:12 <06p​leasingfungus> hype 15:54:28 <04d​racoomega> Most of the bones of new Yred already 'work' (but none of the numbers make any sense yet and there's lots of polish missing) 15:54:44 <09g​ammafunk> @dracoomega I have some not-quite-fully-formed plans for Dith that I'm actually going to start in early 0.32 15:56:03 <04d​racoomega> I knew you'd mentioned a few times you had some ideas you might or might not plan to work on in the future, but I'd kind of gotten the impression that was more of a 'future theoretical' thing. 15:56:05 <09g​ammafunk> I do have a partial writeup of what I'm going to try, but it's by no means complete, and it's possible it could just be its own god, since it's fairly ambitious, depending on how others feel and what other dith plans people have 15:56:27 <04d​racoomega> (And if Yred is getting umbra, then Dith kind of ought to lose it, imo, and definitely needs work done to it at the same time) 15:56:54 <09g​ammafunk> yeah I've been talking about it for like, 3 versions or something, but I really do plan to start this time, hopefully seeds of it during tournament when I'll have a lot of time off 15:57:42 <04d​racoomega> (The Beogh thing at least partially stems from wanting to make sure that design space for 'leading an army god' that both Yred and Beogh sort of step into overlaps as little as possible between their endpoints - that they both feel as distinct as possible while doing some similar thematic things) 15:57:56 <04d​racoomega> So why not revamp both at once, right? >.>; 15:58:38 <09g​ammafunk> definitely hyped for both yred and beogh reworks. If I can finally get some progress on some of the thornier issues of my design in the near term, maybe I'll have something you can likewise work with 15:58:45 <09g​ammafunk> re: dith, I mean 15:59:34 <09g​ammafunk> My partial write https://github.com/crawl/crawl/wiki/No-backtracking-god-design here but I have some major issues to work on still 16:01:22 <04d​racoomega> I remember reading that a while back. It's a very ambitiously 'change how the whole game plays' god conduct 16:01:52 <09g​ammafunk> yes, which those can be a lot of fun! but they are challenging to undertake 16:02:12 <09g​ammafunk> Do you have any specific ideas for Dith at the moment? 16:09:11 <04d​racoomega> My own Dith ideas were a lot less ambitious. It's less fully-realized than ideas for Yred/Beogh so far. Kind of still in the 'vaguely spitball ideas' phrase (unlike Yred) but for instance I really like the idea of shadow mimic (even if it currently doesn't play great) and wanted to lean into that (and maybe even ways of using enemy shadows against them somehow). Something closer to a conditional spectral weapon / battlesphere-ish 16:09:12 thing, maybe? Probably remove bleed smoke except from shadow form, replace the umbra/stealth stuff with a piety-based chance to blind enemies when they first wake up or notice you. (I'd pondered some of the shadow mimic/ability stuff needing you to be next to walls, but wonder if this feels obnoxious in practice) Like, I stress that it's not like I had most of the details worked out or anything, but I do think that if the umbra is mechanically and 16:09:12 flavorwise important to new Yred, then it's confusing if Dith also has it, but it can't just be ripped out without fixing other things about the god. 16:10:47 <04d​racoomega> But basically, I think my general lean on it was leaning more away from stealth than before (even if still having some stabbing support and ways to hide yourself actively), while your plans definitely seem to want to lean even more in that direction. 16:15:01 <09g​ammafunk> hrm, yeah for my god design, stealth was going to be prominent but one could be sure to target the right branches to get rewards better suited to less stealthy characters. Branch choice was going to be a major aspect of this god, which choosing a branch motivated by what type of passive (and possibly) active powers one might get. Was going to find a good set of perks to offer, many but not all of which would intersect with stealth 16:15:35 <09g​ammafunk> Do agree that the passive shadow mimic theme is very neat; a bit like a passive hep ancestor if you expand what it could do? 16:16:08 <09g​ammafunk> It's just that the current one is not terribly exciting since it's just this generically flavored damage for a subset of things 16:17:17 <09g​ammafunk> But it could work out if you end up taking dith in a different, non-stealth direction with the shadow mimic aspect, in that it would leave room for my (new) stealth god 16:17:52 <09g​ammafunk> Either way, I will just have to get off my butt(_lang) and start finishing up the design! 16:23:17 <06r​egret-⸸nde※> the same mechanical themes with different approaches is a clear part of what crawl gods do currently anyway, and a lot of people presume "stealth" is a thing that even exists in the same capacity as other build stuff, so both overlapping roughly with stealth doesn't seem any worse than the perpetual sif / vehumet value arguing 16:23:48 <06r​egret-⸸nde※> (and the two stabber gods are both pretty far away from these two also :P) 16:24:42 <09g​ammafunk> true, and this even though that Sif Muna is the better magic god 16:25:01 <04d​racoomega> That was vaguely in a direction of what I'd been thinking (though nothing fleshed out yet). I agree the current one is just an extremely janky and highly-specific force-multiplier. Never did anything much for melee (even if it had been intended to help you distraction stab), was kind of flatly a multiplier for ranged combat, currently works on so few spells that it's just really inconsistent and weird 16:25:41 <06r​egret-⸸nde※> quick, somebody code shadow scorch before feature freeze so 0.31's dith is very slightly better 16:25:47 <04d​racoomega> ...thinking on it, I wonder if my attempts at a hexslinger 'decoy' spell (that I could never get to be satisfyingly balanced at a low level) actually make sense as a god ability here 16:26:11 <04d​racoomega> Can make something a lot more effective if you attach a piety cost to it 😛 16:26:12 Unstable branch on underhound.eu updated to: 0.31-a0-1581-g41d5ff3e7b (34) 16:26:35 <06p​leasingfungus> shadow scorch 16:26:45 <06p​leasingfungus> tfw ur shadow is scorched black 16:26:56 <04d​racoomega> Oh no! Someone must have already done that to mine! 16:27:09 <04d​racoomega> I feel my rF decreasing already 16:27:17 <04d​racoomega> I bet I'd even take damage from a hot stove 16:33:20 <04d​racoomega> Did you have any specific ideas for upsides to this god concept of yours? I don't see any on the wiki, and presumably you want a fair bit in compensation for the terrible and obvious downside ^^; 16:44:29 <09g​ammafunk> The upsides come in the form of the passive (at 0*) enemy strength scaling based on something like the floor's absolute depth relative to your character, meaning if you enter e.g. snake pits when you encounter the branch in Lair (otherwise you never get to enter Snake Pits), the monsters inside become weaker in various ways (e.g. HD lowering, maybe damage lowering, other things; not ready to commit to the full list yet). Additionally 16:44:29 you would get some benefits common to all characters at lower piety levels (I'm not ready to commit to just what yet!). And importantly you'd receive major benefits in the forms of passives and actives the turn you entered any permanent branch. This is possibly going to involve some randomization, and probably would be communicated before you entered a branch. Like I mentioned, many of these branch entry perks would be stealth themed but a good number 16:44:30 should apply to a broader set of characters. 16:46:44 <09g​ammafunk> There are lots of issues for me to think about and work out, so I'll try to update wiki page as I come up with (and commit to) ideas over the new few weeks 16:48:08 <06r​egret-⸸nde※> my main concern is that there's lots of effects that can't be downscaled particularly easily or are using inherently high enough numbers that it'd need constant case-per-case handling 16:49:43 <06r​egret-⸸nde※> uniques are in those branches, after all, and what exactly does anything short of meteoran apts do to make azrael damnation or bai suzhen's ring hurt less? 16:50:30 <04d​racoomega> Reading the outline you linked again, and its mention of Harm mechanics, I can't help but get vibes of this as like... a god of daredevils and thrill-seekers, those who live in the moment and never look back. Those who are willing to risk anything for one transcendent achievement. 16:50:31 <06r​egret-⸸nde※> feels like it'd be substantially easier to buff the player up proportionally more instead, even if that's also inherently fraught with balance concerns 16:50:48 <04d​racoomega> Downscaling enemies is certainly a very hard problem, though 16:51:25 <04d​racoomega> (I wonder if it's easier to somehow upscale the player instead? Have the god fill you with (temporary?) power in proportion to just how badly you've bitten off more than you can be expected to chew? ^^; ) 16:51:42 <04d​racoomega> Oh, maybe I should have read what index typed first 16:51:44 <04d​racoomega> >.> 16:51:52 <06r​egret-⸸nde※> "what if xom was good"? :P 16:52:24 <04d​racoomega> Ah, but Xom will always have the market cornered on 'is trying to be funny', at least 😛 16:55:02 <09g​ammafunk> I will definitely mull over shifting more of the workload to player buffs, which also possibly expands the pool of I can offer as rewards. But I would also like to think about and play around with the monster scaling idea. In particular you have a problem of returning to e.g. Lair after having completed e.g. Snake Pits, and so there is a need to scale up monsters as well. And fighting a jacked cane toad or herd of ellephants could 16:55:03 be pretty memorable. The bidirectional scaling got me thinking about a vaguely eldritch vibe to the whole thing, like some kind of evil powers making things weaker or making them stronger 16:55:31 <09g​ammafunk> depending on the direction needed with said scaling, of course 16:56:23 <04d​racoomega> Funnily enough, I think it is easier to upscale monsters than to downscale them 16:56:25 <09g​ammafunk> But I do want to avoid a character returning the Lair to fight a bunch of wimpy frogs and snakes after they became significantly stronger (just in terms of xp and passives), so something is needed in that regard 16:56:26 <09g​ammafunk> yes 16:56:56 <09g​ammafunk> upscaling did feel like it could be relatively easier to achieve, and it could be pretty funny if you return to Lair and get overwhelmed but "eldritch cane toads" or w/e 16:57:02 <04d​racoomega> Haha 16:57:08 <04d​racoomega> Cute 16:57:38 <04d​racoomega> "Followers should never be allowed to become complacent" 16:58:54 <04d​racoomega> Make sure a thrill-seeker never runs out of thrills before they run out of life 17:00:23 03yrdzrfxndfvh02 {regret-index} 07* 0.31-a0-1582-ge90ac80ac4: buff ice ziggurats (#3401) 10(2 weeks ago, 1 file, 5+ 3-) 13https://github.com/crawl/crawl/commit/e90ac80ac4b6 17:00:23 03regret-index02 07* 0.31-a0-1583-gafdcd2bc08: Indefinite widespread vault review 10(85 seconds ago, 25 files, 957+ 864-) 13https://github.com/crawl/crawl/commit/afdcd2bc0869 17:07:11 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1583-gafdcd2bc08 (34) 17:10:34 <06d​olorous_84348> Adjusting Dith, Yred, and Beogh does sound interesting, Dith especially. 17:13:53 <06d​olorous_84348> Lore-wise, I've only had one idea regarding Dith: that there was some rivalry between him and Ignis, which of course he ended up winning. And that explains why in ancient times, Dith used to dislike fire, but now no longer does: with Ignis on the verge of death, he doesn't need to anymore. Especially given that Dith worshippers could tend toward being assassin-types. 17:14:00 <06d​olorous_84348> Or maybe that's too meta? 17:15:40 <04d​racoomega> It's cute (kind of a shame some flavor-related things got cut for gameplay reasons, even if I understand it) 17:15:41 <04d​racoomega> I do want to make Dith non-evil, at the very least, because it always felt very silly that at some point we decided that a god of shadows had to be evil. 17:15:49 <06d​olorous_84348> Agreed. 17:16:05 <06d​olorous_84348> On both things, I mean. 17:16:13 <04d​racoomega> Nothing Dith actually does has ever seemed especially evil 17:18:00 <06r​egret-⸸nde※> not that we want to flood crawl with Lore or anything, but I had a project intended for the start of 0.32 about adding decor to a lot of places, and now I'm wondering if it'd be silly or actually kinda nice to have ambigious tapestry or what-not features and tiles, in the descriptions of which overflow altars could espouse the virtues or history of random gods 17:18:26 <06r​egret-⸸nde※> (overflow altar vaults, that is) 17:18:44 <06d​olorous_84348> Sounds like a nice idea to me. It doesn't have to be lore overload, just little bits here and there. 17:21:11 <06d​olorous_84348> Regarding cutting flavor for gameplay, the idea of Sif switching from "learning gets you books" to "killing gets you books" may be easier to play, but it also makes Sif just like the other spellcasting gods in that they all reward kills with books. Unfortunately, I have no ideas on that front. 17:21:29 <04d​racoomega> Reading Dith's current god description, it sure piles on a whole lot of 'loves killing and consuming even their own worshippers in darkness' that I'm not sure has ever really been reflected in gameplay. (Putting an oblique nod towards Ignis in whatever it ends up rewritten as might be fine) 17:21:30 <06d​olorous_84348> Well, kills for spells in Vehumet's case, but you know what I mean. 17:21:34 <04d​racoomega> Sif doesn't reward killing 17:21:37 <04d​racoomega> Sif is exploration piety 17:22:10 <06d​olorous_84348> Oops. 17:22:11 <04d​racoomega> ...wow, I'm wrong 17:22:13 <04d​racoomega> Nevermind 17:22:35 <04d​racoomega> I guess I agree with your sentiment to the point that I was convinced Sif already worked that way >.> 17:22:40 <04d​racoomega> (I don't play Sif very much at all) 17:22:43 <06d​olorous_84348> I was just checking the wiki to see if it had changed. 17:22:51 <06d​olorous_84348> And I don't play Sif much, either. 17:23:11 <06d​olorous_84348> But if you want to make Sif exploration-based, it sounds like a good idea to me. 17:23:24 <04d​racoomega> It just felt like exploration piety was the modern solution to less violent gods. I mean, Sif liking when you discover new things seems on brand, even if those things are now 'more floors of the dungeon' 17:23:37 <06d​olorous_84348> Indeed. 17:24:33 <04d​racoomega> (Sadly, it does feel difficult to come up with more specifically 'spellcasting-related' piety metrics that aren't gameable in really annoying ways) 17:26:04 <06d​olorous_84348> I've had some luck with Kiku recently, but spellcasting-wise most of my luck is via Vehumet. 17:27:05 <06d​olorous_84348> And technically the Kiku luck was from finding a seed that spat out the Majin-Bo and the book of Unlife on D:2. 17:27:56 <06d​olorous_84348> But tying piety gain to one magic skill is much easier, I guess. 17:28:35 <06d​olorous_84348> Full disclosure: I've never actually won this game. 17:28:40 <06d​olorous_84348> Wizard mode notwithstanding. 17:30:17 <06d​olorous_84348> So that may affect my perspective on luck here. Someday, however... 17:47:16 <08n​icolae> i think there should be a god of just having fun with your pals 17:48:14 <06r​egret-⸸nde※> is that not what beogh strives to do? :P 17:48:25 03regret-index02 07* 0.31-a0-1584-ga8702eb40a: Barachi and Oni dummy monster tiles (Sastreii) 10(58 seconds ago, 6 files, 15+ 7-) 13https://github.com/crawl/crawl/commit/a8702eb40a84 17:59:14 <06d​olorous_84348> For a certain definition of fun. "Drown the unbelievers in a sea of blood! Smite! Smash! Ruin!" 17:59:41 <04d​racoomega> Now with bonus religious schisms! (coming in 0.32) 17:59:57 <06d​olorous_84348> That should be good. 18:01:14 <06d​olorous_84348> "Kill them all. Beogh will know his own." 18:32:38 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1584-ga8702eb40a (34) 18:43:48 03regret-index02 07* 0.31-a0-1585-g3c05fc5d25: Catch some missing Elf:$ gems (Flugkiller) 10(58 seconds ago, 1 file, 18+ 19-) 13https://github.com/crawl/crawl/commit/3c05fc5d2585 18:46:48 04Build failed for 08master @ 3c05fc5d 06https://github.com/crawl/crawl/actions/runs/7416976563 18:47:23 <06r​egret-⸸nde※> ...thought I caught that already >_> 18:52:28 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1585-g3c05fc5d25 (34) 19:52:44 03DracoOmega02 07* 0.31-a0-1586-ge50629dacd: Teach objstat about gems 10(63 seconds ago, 1 file, 10+ 0-) 13https://github.com/crawl/crawl/commit/e50629dacd75 20:22:09 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1586-ge50629dacd (34) 20:51:57 New branch created: pull/3452 (1 commit) 13https://github.com/crawl/crawl/pull/3452 20:51:57 03Oneirical02 {GitHub} 07https://github.com/crawl/crawl/pull/3452 * 0.31-a0-1587-g3415d057a9: some new god death messages 10(2 minutes ago, 1 file, 19+ 0-) 13https://github.com/crawl/crawl/commit/3415d057a9d4 21:00:19 03Oneirical02 {GitHub} 07https://github.com/crawl/crawl/pull/3452 * 0.31-a0-1588-g85e9f8e445: digest equipment instead of remains if nonliving 10(54 seconds ago, 1 file, 5+ 1-) 13https://github.com/crawl/crawl/commit/85e9f8e445e9 21:14:57 03Implojin02 07* 0.31-a0-1587-gdf1f1dc8e9: Move Barachim in the manual (Darby) 10(6 minutes ago, 1 file, 11+ 11-) 13https://github.com/crawl/crawl/commit/df1f1dc8e900 21:23:19 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1587-gdf1f1dc8e9 (34) 22:00:55 03regret-index02 07* 0.31-a0-1588-gb20b95014f: Catch some missing V:$ gems (DracoOmega) 10(15 minutes ago, 1 file, 32+ 28-) 13https://github.com/crawl/crawl/commit/b20b95014f4a 22:00:55 03regret-index02 07* 0.31-a0-1589-g8f5e8aebd6: Emphasize only intelligent monsters activate net traps 10(50 seconds ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/8f5e8aebd6e6 22:19:55 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1589-g8f5e8aebd6 (34) 23:34:57 Unstable branch on crawl.develz.org updated to: 0.31-a0-1589-g8f5e8aebd6 (34) 23:57:20 Windows builds of master branch on crawl.develz.org updated to: 0.31-a0-1589-g8f5e8aebd6