00:23:58 Unstable branch on cbro.berotato.org updated to: 0.31-a0-1589-g8f5e8aebd6 (34) 00:54:37 Monster database of master branch on crawl.develz.org updated to: 0.31-a0-1589-g8f5e8aebd6 01:37:27 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5140-g5775ae71e1 04:22:57 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5140-g5775ae71e1 05:20:31 Unstable branch on crawl.akrasiac.org updated to: 0.31-a0-1589-g8f5e8ae (34) 09:05:31 <06p​leasingfungus> @dracoomega ty for hunting down my missing gems! 🙂 09:32:37 <04d​racoomega> I had to write some of the hackiest temp code in objstat to try and spit out the buggy subvaults whenever it generated a floor without a gem, let me tell you >.> 09:32:58 <04d​racoomega> A whole lot of "I don't really know what I'm doing here" going on 09:34:45 <04d​racoomega> (I actually couldn't figure out a generalized way to list all subvaults used on a floor, if one even exists. I eventually resorted to asking for 'list all vaults that exist at this coordinate' for 4 arbitrary manually-specified locations, since we knew the problem was on V:5 and it's unusually easy to know where the subvaults are there >.>) 09:35:59 <04d​racoomega> It made me wonder slightly if it would be a good idea to code something in the level veto code where it checks to ensure that a gem-containing floor always contains a gem, and rejects the level and spits an error if it does not 09:36:03 <04d​racoomega> Future-proofing and all 10:15:26 <06p​leasingfungus> hm, i wonder if looking at mapstat code would have been helpful 10:15:28 <06p​leasingfungus> as a reference 10:16:36 <06p​leasingfungus> @sastreii another tile request - spell icon for Martyr’s Knell, necro spell that summons a protective ghost. (the protective ghost turns into a flayed ghost if it dies.) as always, whenever you have time 🙂 10:19:56 <05s​astreii> Got it! 👍🏻 10:20:28 <05s​astreii> Schools are necro-summoning right? 10:28:41 <06p​leasingfungus> ??martyr’s knell 10:28:43 <04C​erebot> I don't have a page labeled martyr’s_knell in my learndb. 10:28:45 <06p​leasingfungus> hrm 10:28:55 <06p​leasingfungus> might just be necro? let me look 10:29:00 <06p​leasingfungus> !source spl-data.h 10:29:01 <04C​erebot> https://github.com/crawl/crawl/blob/master/crawl-ref/source/spl-data.h 10:29:32 <06p​leasingfungus> ah, you’re right 10:29:36 <06p​leasingfungus> necro/summ 10:51:01 <05s​astreii> ok this isn't martyr's knell but i had a burst of inspiration 10:51:02 <05s​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1192887997352394885/Schermata_2024-01-05_alle_18.48.05.png?ex=65aab685&is=65984185&hm=502db5f1c8fd519da90fba9a5553fa975c490fd97cd0cb5ff1fbc55316d2f8a1& 10:51:02 <05s​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1192887997612425446/melted_ice_entrance.png?ex=65aab685&is=65984185&hm=9cdfde55c970d110f2577627b3ba776583ff5589ab81ffc4fc5ea1621557bbd1& 10:51:03 <05s​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1192887997931196566/hard_ice_entrance.png?ex=65aab685&is=65984185&hm=7819cea5af5c5a39e9cd40dce00e97609a0c115eafdfaee90bae50a625b89d8a& 10:52:01 <04d​racoomega> Ooooo 10:52:07 <04d​racoomega> Lovely 10:52:14 <04d​racoomega> (I don't remember what the current ice cave portal looks like :P) 10:52:55 <05s​astreii> chilly crevasse polar pass fridge ridge hibernated hollow gelid grotto -i still don't know the chosen name for it 10:53:16 <05s​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1192888561704378529/Schermata_2024-01-05_alle_18.53.01.png?ex=65aab70b&is=6598420b&hm=07ddbdd0215a4cd8477e650758d8670a527597d40402251f3ecfaf84e4290012& 10:53:24 <04d​racoomega> Oh, right 10:53:36 <04d​racoomega> I think Glacial Crevass had the most broad agreement by a decent bit 10:53:41 <04d​racoomega> Or was it Chasm? 10:53:44 <04d​racoomega> Okay, I don't remember 10:53:46 <04d​racoomega> Glacial something 10:54:49 <05s​astreii> Glacial Chasm iirc 10:56:34 <09h​ellmonk> Naming every portal after an mtg card time 10:58:36 <04d​racoomega> Oh, ha, that is an MtG card 10:59:51 <05s​astreii> i mean... 10:59:51 <05s​astreii> https://cdn.discordapp.com/attachments/747522859361894521/1192890218899054732/51lz2W8vGwL._AC_UF10001000_QL80_.jpg?ex=65aab897&is=65984397&hm=77afa0256d77e89a0e50314013b9c00c18b8afaa9c41919bd7e80db048191138& 11:01:13 <09h​ellmonk> Making hard volcano and naming it portal to valakut the molten pinnacle 11:01:43 <04d​racoomega> Ahahaha 12:00:03 <06p​leasingfungus> make it possible to get multiple volcano portals in a single game (because valakut isn't legendary) 12:00:31 <06p​leasingfungus> sastreii: sick! now that's a spooky ice portal 12:01:59 <06p​leasingfungus> glacial chasm, glacial crevasses, and panglacial wurm are all mtg cards. not much you can do. also glacial chasm is a card from 1995 so w/e 😛 12:04:38 <08w​ormsofcan> call it... chasmic glacier 12:06:44 <04d​racoomega> Yes, I'm not about to say that people can't use regular geology words because MtG did it once 12:06:48 <04d​racoomega> MtG has so many lands 12:07:09 <04d​racoomega> Like, just an absurd number of lands 12:07:31 <04d​racoomega> Designers plumbing the depths of geography textbooks looking for some biome they haven't used it 12:12:15 <04d​racoomega> @gammafunk Since you've reminded me, as someone with way more Sif experience/fondness than me, I'm curious your opinion on the Sif flavor discussion here the other day and like... what would be the mechanical impact of Sif using exploration piety instead of kill piety, since it feels a lot more on-brand? (Arguably) This has always felt like a lot more of a flavor impact than a mechanical one, but I'm curious your thoughts. 12:27:21 <09g​ammafunk> I have historically been against exploration piety at least for thematic reasons, because I feel that it's basically a worse version of piety on kills. It has a couple weird quirks with respect to rewarding seeing large numbers of tiles, some of which have been addressed. (Temple and I think rewarding exploring empty unreachable areas were both addressed?) But ducking down stairs to try to get a sudden gift under Nemelex comes to 12:27:21 mind. It doesn't encourage you to do interesting things compared to piety-from-kills, basically. Potentially degenerate cases aside, perhaps it's most interesting with a god like Nemelex where you have this tension between a very powerful/punch god effect from a card killing a lot of monsters and the fact that you can't just rack up a bunch of kills all at once to get more cards. Sif doesn't really have this tension that much, because channel is 12:27:22 always available, book gifts aren't a think about combat dynamics at all, maybe you arguably have this with usage of Divine Exegesis though 12:29:05 <09g​ammafunk> The differences in practice are pretty small; it can have a pretty significant impact on something like a turncount speedrun where you don't explore much, but that's not an argument against really. But it feels like a thematic change that doesn't bring better gameplay (albeit maybe only slightly worse) 12:29:28 <09g​ammafunk> It does get brought up a lot though! Maybe the thematic justification is too strong to ignore 12:30:44 <06r​egret-⸸nde※> could we figure out a secret third option for straightforward piety gain besides killing or exploring? 12:31:05 <06r​egret-⸸nde※> the problem I guess is that that's just all one does in crawl :P 12:31:13 <09g​ammafunk> new piety systems are pretty hard to come up with, yeah 12:37:51 <04d​racoomega> Yeah, like, I don't want to be meaningfully disruptive to Sif here. To me, exploration piety has always felt functionally very similar to kill piety, excepting a few particular situations (like Delver having already explored-but-not-cleared a lot of floors), but I guess I've never really tried leaning into dipping specifically for piety in any situation. It's mostly just that it felt like a thematic shame for Sif to focus on kills, 12:37:52 and if it wouldn't make things meaningfully worse not to.... (But if it might, then I'm certainly not pushing) 12:40:15 <06d​olorous_84348> Same here, and I wasn't aware of much of the exploitable bits of piety-for-exploration. 12:40:40 <06d​olorous_84348> Although I suppose making the Temple automatically fully explored fixes one case of the latter? 12:42:21 <09g​ammafunk> One other aspect that's important is that Sif has historically had issues with the right balance of piety gain due to how Sif gifts have a larger timeout and hence have prevented piety gain at higher piety levels when the gifts are active. Elliptic improved the situation in 0.31-a with 50735af31dfb5036419b88d6740e7c67f4332c77, which made gifts less frequent right when you hit piety levels where gifts kick in, but more frequent the 12:42:21 higher your piety gets from there. If you do switch to exploration piety, could easily mess with balance, but this just means some good old fashioned testing 12:43:37 <09g​ammafunk> heh, as i'm looking for that exploration piety fix to show dolorous 12:44:13 <09g​ammafunk> I found a commit I forgot about where ebering adjusted the same aspect of sif that elliptic did but in a slightly different way (and it still wasn't enough, so elliptic had to eventually make that later commit) 12:44:47 <09g​ammafunk> %git 3d1613b9fa5f5269964bd807741a3b7c72cce902 12:44:47 <04C​erebot> ebering * 0.23-a0-491-g3d1613b9fa: Don't grant explore piety for certain terrain (5 years ago, 3 files, 19+ 2-) https://github.com/crawl/crawl/commit/3d1613b9fa5f 12:45:17 <06d​olorous_84348> Okay, that makes sense. 12:45:32 <09g​ammafunk> yeah both aspects (Temple and "uninteresting" terrain) were addressed in that commit 12:46:08 <09g​ammafunk> Nemelex was the main target there, and I'm forgetting which other gods really use exploration piety 12:46:11 <09g​ammafunk> zin? 12:46:23 <09g​ammafunk> ??zin 12:46:24 <04C​erebot> zin[1/3]: Zin gives mutation resistance (growing to immunity at max piety), {recite} (enchantment-type effects on enemies), {vitalisation} (protection from debuffs), {imprison} (tomb other), {sanctuary} (creates a temporary attack-free zone), and passive lifesaving. At ****** potions of mutation just cure muts, and are permitted. Dislikes transmutations. 12:46:57 <08n​icolae> piety on NO kills 12:47:25 <09g​ammafunk> piety when you take damage from monsters, I say 12:48:45 <04d​racoomega> Ely and Hep are both explore piety (Hep doesn't use piety a lot, but Ely does) 12:49:38 <04d​racoomega> (I think Ash also uses it for when to offer you curses, but that's a bit different) 12:49:42 <06d​olorous_84348> The death message under such a god would be interesting, then. 12:51:34 <06d​olorous_84348> It might be exploitable, as well: I watched a live game awhile back where someone was trying to safely read unknown scrolls in the temple. And then they hit the sequence of scroll of butterflies, scroll of immolation, and scroll of poison. 12:53:08 <04d​racoomega> I mean, piety on damage-taken is definitely easily farmable even without doing weird stuff. Leave alive some enemy that can hurt you, but not all that much, and let it chip away from you before walking away, healing, and returning 12:53:18 <04d​racoomega> But I also assume it was a joke 😛 12:53:40 <04d​racoomega> (It is arguably fine as a short-term sort of piety like Usk, though) 12:54:18 <04d​racoomega> Since 'taking a lot of damage at a time where you also really want to use expensive god abilities' tends to imply that this damage was also relevantly bad for you 12:55:14 <06d​olorous_84348> Yes. Although the attacks of opportunity or whatever they're called now as you try to run away from monsters would then be useful, maybe? 12:55:32 <09g​ammafunk> Foolish lich! Yes, you hit me with a crystal spear and I am almost dead...but you just unlocked my capstone ability! 12:55:47 <06d​olorous_84348> 🙂 12:57:19 <09g​ammafunk> (piety from taking damage was absolutely a joke, although I don't doubt that with careful balance and the right limitations it could in theory work) 12:57:50 <06d​olorous_84348> Okay. 12:58:10 <06p​leasingfungus> have we considered a piety system that's (200 - 2 * percent of max hp remaining) 12:59:23 <09g​ammafunk> most powerful big brained tech would be purposefully taking drain so that each hit does a higher percentage of your max hp so you gain more piety 12:59:44 <06p​leasingfungus> oh no i'm not talking about gaining piety 12:59:49 <06p​leasingfungus> i'm talking about yred style piety 12:59:56 <06r​egret-⸸nde※> just let daredevil dive-branches-as-soon-as-you-see-them P-god prevent your death at 1 hp all the time and give that hp-scaling piety system to them :P 13:00:20 <06r​egret-⸸nde※> (...and I guess succeeding at the dives would unlock more abilities) 13:01:39 <04d​racoomega> Loving making that an obsolete reference in a month 😛 13:01:59 <04d​racoomega> (Okay, Yred piety will still be ideosyncratic, I guess. Just not that way) 13:02:10 <09g​ammafunk> I think the "drain tech" still works because you're going to be more often at lower max hp percentage hence will have higher piety compared to not-drained 13:02:22 <06p​leasingfungus> sure, but there's a small downside to that 🙂 13:02:41 <06r​egret-⸸nde※> "you've heard of piety, now try second piety" 13:03:01 <09g​ammafunk> all you need is 2 hp (1 is too low since you need to have an hp to lose) 13:03:11 <06d​olorous_84348> Maybe take a cue from Hep and the -10% hitpoints mutation, and make the worshippers of this god have the "extra draining" mutation? 13:03:58 <06d​olorous_84348> I mean the one where draining lasts longer than usual? 13:04:30 <09g​ammafunk> dolorous, I'm sorry, nicolae began a series of jokes about weird piety systems that I and others are continuing 13:04:34 <09g​ammafunk> I blame nicolae 13:05:08 <06d​olorous_84348> Okay. Hard to tell when people are kidding sometimes, especially when the kidded-about systems might be feasible under the right circumstances. 13:05:24 <09g​ammafunk> heh, yeah, they're all feasible in theory with the right conditions! 13:06:18 <06d​olorous_84348> Even if some of those conditions are ones which, in actual gameplay, might make you want to invent new swear words! 13:06:21 <06r​egret-⸸nde※> HP is a kind of interesting threshhold for a super-dynamic system, though probably it shouldn't be extremely slanted like (200 - 2 * percent of max hp remaining) would be versus the current arbitrary star threshold points 13:09:50 <06p​leasingfungus> yeah you probably want something chunky. would look at, hm, maybe powered by pain as a reference point. 13:10:26 <09h​ellmonk> You want a raw missing hp number so max piety scales naturally throughout the game 13:10:53 <09h​ellmonk> unless you want to gate ability strength on invo skill exclusively ig 13:26:24 <06p​leasingfungus> mm 13:26:26 <06p​leasingfungus> plausible 13:26:29 <06p​leasingfungus> ogre supremacy???????? 13:32:34 <06p​leasingfungus> we had a big discussion about manifold assault in The Other Channel. 13:32:50 <06p​leasingfungus> There's some feeling that it's too weak early and too strong late - 'flattening' encounters by making terrain and distance irrelevant. 13:33:32 <06p​leasingfungus> Draco and I came to some vague idea of splitting Manifold Assault into maybe two spells, one of which is higher level than the current one but maybe more spectacular in some way. 13:34:23 <06p​leasingfungus> The lower level one might be a single-target manifold assault with a limited range (3? 4?), a slay bonus based on spellpower, and some way to limit the power of attacks so that it's not super strong late game. Draco had concerns this would feel too similar to Vhi's. 13:35:07 <06p​leasingfungus> There was also discussion of other, very different ideas for a replacement 'low-level hybrid spell'. One was the Carousel of Death, which affected one enemy in melee and sent them blinking around for several turns, taking melee attacks every turn that they did so. 13:35:53 <06p​leasingfungus> This seemed like it might have the great majority of its power baked into the 'repeated blinking' part, such that the 'hitting them' part wouldn't feel relevant. I suggested perhaps we could instead take the 'repeated blinking' mechanic as a replacement for Tele Other, adding a will check, removing the damage, and keeping the melee-range requirement. Maybe! 13:37:44 <06p​leasingfungus> There was also some discussion of a pain bond-like hex that made enemies share damage with neighbors when struck (from iirc Monkooky), but the feeling was that didn't really help the 'hybrid support' role either - might be better for mages. 13:37:55 <06p​leasingfungus> https://discord.com/channels/205277826788622337/205316046230388737/1192897866885238814 Darby wrote up an effortpost about hybrid support. 13:37:58 <06p​leasingfungus> There was probably other stuff too! 13:40:38 <04d​racoomega> Draconian breaths! 😛 13:41:20 <06p​leasingfungus> oh yeah. i meant within the hybrid discussion, but yeah, drac breaths came up too. 13:41:48 <06p​leasingfungus> lots of different ideas. index was talking about turning them into a passive or adding a drain cost. i suggested a limited number of breaths per XL. you suggested getting new breath charges whenever you entered a new level. 13:42:01 <06p​leasingfungus> i also talked about corruption-style per-floor breath limits. (probably too goofy.) 13:42:10 <04d​racoomega> Basically, some talk that it might improve the current draconian breath situation (button with an often-minor effect that you're nonetheless encouraged to press regularly if you can remember it) by making them more flashy and impactful, but also limited in how regularly you can use them. By some of those means, yes. 13:42:23 <04d​racoomega> I think a problem wth per-floor limits also involves the player remembering where and how much they used it 13:42:27 <06p​leasingfungus> (drac breaths have been on my TODO for ages, but i'm not really close to a design...) 13:43:17 <04d​racoomega> But simply replenishing them over time as you go to new floors doesn't have this issue. And Nemelex ammo works out pretty good, imo. This would be sort of a very simple version of the same concept. 13:43:29 <06p​leasingfungus> i also also suggested maybe adding a ministun to lesser beckoning so that monsters don't get the first hit on you when you use it, but a player ('pisaster'/'sopivy') suggested it's quite strong already as is. Darby agreed, iirc. 13:43:31 <06p​leasingfungus> nem ammo........ 13:43:43 <06p​leasingfungus> anyway yeah i can see it working to get new stuff per floor. hellmo was also positive about that iirc. 13:44:12 <06p​leasingfungus> oh, my TODO assumed breaths would be on an XP timer. so i guess that's yet another option 13:44:14 <04d​racoomega> (I did actually kind of like the theme justifications of draconians somehow being attuned to Zot or having something to do with Zot, which is why you can feel 'ancestral power' welling up in you as you dive deeper) 13:44:50 <04d​racoomega> Since it's kind of conspicuous how draconians are the only player race all the way down there (and this is mostly the only place one ever sees them) 13:45:12 <06p​leasingfungus> i've been tuning my zot as hard as i can but the dang antenna must be broken! 13:45:24 <04d​racoomega> (Clearly the reason the enemy draconians can breathe as much as they want is because they just live down there) 13:45:30 <04d​racoomega> Have been saving up charges all these centuries 😛 13:52:29 <06r​egret-⸸nde※> I thoroughly approve of the manifold assault split-up but am not personally particularly enticed by the lower level version suggestions (though I'm sure Draco or somebody else might iterate on them in implementation and testing to find something decent). would argue hybridness sort of exists with the non conjurations / elements schools in varying capacities as stands, especially after the new necro spells and alchemy revisions, 13:52:30 and aside from L3 hex #6 I think hybridness is fine for now or at least going to need a bunch more testing with a bunch more new spells :P 13:53:26 <04d​racoomega> ie: Vhi's is already enticement enough and we don't need a thing in that slot? 13:54:55 <06r​egret-⸸nde※> somewhat, so are blink and passage 13:55:26 re: lesser beckoning, I *did* agree that I personally felt it underrated in power, and used it often, but it does feel markedly unloved for a translocation. a ministun may improve its game feel in that respect 13:57:54 <06r​egret-⸸nde※> (also do approve of drac breathes getting a lot more dramatic and cool in exchange for usage limitations) 14:26:18 <04d​racoomega> So, summarizing some other stuff from the other channel: Currently monsters will refuse to use Pyre Arrow on other monsters, because it does no damage (and the tracer can't see its side-effect). Monster-versus-monster tracers actually roll enemy AC against attacks when determine if a beam is worthwhile, meaning that even beams that can do damage will sometimes be considered useless. But importantly: Pyre Arrow isn't the only thing 14:26:19 with this problem. Swamp Drakes will never use meph on other monsters since that also doesn't do damage. And I suspect they're way less likely to use some cloud breaths, since they do low damage that might frequently roll 0 against enemy AC. I think the tracer needs to consider some category of like 'has important side-effect' when determining value. But ideally, this also looks at whether the side-effect itself would do anything (ie: you still 14:26:19 don't want to sticky flame a fire elemental), and currently side-effects for lots and lots of beams is handly in an inconsistent way, in different places in beam code (some of them still checking for spells by string matching....) I think that ideally we'd have a function like... has_relevant_side_effect() that checks if a beam can apply a side-effect, and unify side-effect applying code to check the same conditions (so that we don't duplicate code) 14:26:20 and clean up some weird stuff. This is, however, clearly an effort too big for post-feature-freeze, since a lot of core beam code would end up touched. 14:26:45 <04d​racoomega> So I'm considering making a very reduced version of this function with checks just for the worst offenders for 0.31, as a stop-gap measure 14:27:00 <04d​racoomega> (ie: to get at least pyre arrow and meph breath working) 14:27:01 <06r​egret-⸸nde※> gotta get in those summoner nerfs 14:27:25 <06r​egret-⸸nde※> compensation for summoner buffs :P 14:27:30 <04d​racoomega> Without touching code related to how anything is applied, so that it's the least likely to cause important bugs 14:28:33 <09h​ellmonk> do monster cloud spells like meph calculate collateral damage when used against the player with other monsters around? iirc there is some weird behavior there as well that might be worth looking at 14:29:05 <04d​racoomega> Monster cloud spells are a mess altogether, as I understand it 14:29:15 <04d​racoomega> And we can't really see where the clouds will land 14:29:23 <09h​ellmonk> ugh 14:29:31 <04d​racoomega> I've seen fire crabs breathe directly at me on open ground and not have the clouds actually reach me 14:29:49 <04d​racoomega> (Is meph still just a 3x3, though? That one might be okay) 14:30:09 <09h​ellmonk> I believe the monster version uses a different targeting pattern 14:30:13 <04d​racoomega> Nevermind, it is not 14:30:18 <04d​racoomega> I dunno why I thought meph breath was different 14:30:32 <04d​racoomega> But yes, doing anything with monster cloud breath is a complex mess 14:30:32 <09h​ellmonk> Maybe that is a difference between meph spell (ghost only I think) and swamp drake breath 14:30:43 <04d​racoomega> Yeah, that is probably what my brain was muddling for a moment 14:31:21 <06r​egret-⸸nde※> do we still have to keep around slow in the HW book so natasha is still a HW :P 14:31:31 <06r​egret-⸸nde※> (natasha originally had meph) 14:31:36 <04d​racoomega> The actual impact of the 'main projectile' of meph breath still does 0 damage, though, meaning they will never use it if a monster is in the way - even a hostile one that lacks rPois 14:31:56 <04d​racoomega> It's just that monsters tracers don't calculate almost anything related to damage when aiming at players, so are not considered useless based on damage 14:32:23 <04d​racoomega> The main projectile of many other breaths (ie: swamp dragon) does do some damage, though 14:32:31 <09h​ellmonk> yeah, the meph one does not even consider player poison immunity iirc 14:33:10 <04d​racoomega> (I also kind of dislike things like:) C++ if (origin_spell == SPELL_FLASH_FREEZE || name == "blast of ice" || origin_spell == SPELL_GLACIATE && !is_explosion) { if (mon->has_ench(ENCH_FROZEN)) { if (origin_spell == SPELL_FLASH_FREEZE) simple_monster_message(*mon, " is unaffected."); } else { simple_monster_message(*mon, " 14:33:10 is flash-frozen."); mon->add_ench(ENCH_FROZEN); } } 14:33:17 <04d​racoomega> String comparisons.... 14:33:35 <04d​racoomega> Really, there's a handful of interconnected problems here 14:34:04 <04d​racoomega> But probably 'can't use pyre arrow or meph breath against monsters' is the most clear and obviously fixable, even by a bit of a hack job 14:34:40 <04d​racoomega> And I'll try to mark whatever temporary function I write with some stern notes that it is a stop-gap measure >.> 15:45:31 03DracoOmega02 07* 0.31-a0-1590-g5eddcf2448: Fix monsters refusing to use pyre arrow / meph breath on other monsters 10(9 minutes ago, 2 files, 39+ 4-) 13https://github.com/crawl/crawl/commit/5eddcf244822 15:45:31 03DracoOmega02 07* 0.31-a0-1591-g515db51633: Remove a long-unused zap type 10(9 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/515db516330a 15:54:56 -!- Loggers_VIII98 is now known as Loggers_IX 16:12:08 <06p​leasingfungus> oh yeah i despise those string comparisons. ancient and awful 16:12:42 <04d​racoomega> Doesn't even seem like some of this would be too hard to fix. Just... a lot of slow, fiddly work (that also almost certainly breaks something that only gets noticed weeks later >.>) 16:13:17 <06p​leasingfungus> here's an exciting question: what 'spell' does that "blast of ice" correspond to? 16:13:33 <04d​racoomega> Rime drake breath, I assume 16:13:39 <06p​leasingfungus> ha ha ha ha no. 16:13:49 <06p​leasingfungus> that's SPELL_FLASH_FREEZE. 16:14:01 <04d​racoomega> Oh dear 16:14:17 <04d​racoomega> Oh no 16:14:19 <06p​leasingfungus> the great thing about learning the answer is that it only causes more suffering 16:14:23 <04d​racoomega> Yes 16:14:24 <06p​leasingfungus> // Also used for Salamander Tyrants 16:14:37 <06r​egret-⸸nde※> nooooooo 16:14:47 <06p​leasingfungus> despair! despair!!!!!!! 16:14:55 <06p​leasingfungus> anyway crawl code is good. 16:15:13 <06r​egret-⸸nde※> thought about moving @crawlcode to mastodon or anything else? 16:15:19 <04d​racoomega> Could probably just be origin_spell == UPHEAVAL && flavour == BEAM_ICE, honestly 16:15:34 <04d​racoomega> Also has the handy effect of being more clear what was meant >.> 16:16:12 <06p​leasingfungus> would need to make qazlal_upheaval also set origin_spell = SPELL_UPHEAVAL in that case 16:16:23 <04d​racoomega> Doesn't seem hard, though 16:16:23 <06p​leasingfungus> (which seems fine) 16:16:24 <06p​leasingfungus> yes 16:16:27 <04d​racoomega> I am actually up for taking a stab at improving some of this at some point in 0.32. But it's very, very much not a 'during feature freeze' kind of job ^^; 16:16:42 <04d​racoomega> Because something will get broken, I just know it 16:17:27 <06p​leasingfungus> index: i haven't posted on crawlcode in years, and the last time i tried to log in, elon musk's x dot com refused to send me a login confirmation email. so, rip 16:17:40 <06p​leasingfungus> could restart it somewhere, maybe on cohost (of which i'm fond) 16:17:47 <06p​leasingfungus> but not sure i'd really post at any higher a frequency 16:18:17 <06r​egret-⸸nde※> just have to make it an account any dev can post on 16:20:34 <06p​leasingfungus> i did give out the keys to crawlcode to other devs many years ago 16:20:53 <06p​leasingfungus> could always try again 16:26:33 Unstable branch on underhound.eu updated to: 0.31-a0-1591-g515db51633 (34) 16:32:57 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-1591-g515db51633 (34) 22:42:04 New branch created: pull/3462 (7 commits) 13https://github.com/crawl/crawl/pull/3462 22:42:05 03dolorous02 07https://github.com/crawl/crawl/pull/3462 * 0.31-a0-1592-g176f40f4b4: Save whether the dead player left a corpse. 10(4 hours ago, 1 file, 6+ 7-) 13https://github.com/crawl/crawl/commit/176f40f4b4a5 22:42:05 03dolorous02 07https://github.com/crawl/crawl/pull/3462 * 0.31-a0-1593-gf956c841a6: Move simpler god death messages to the database. 10(4 hours ago, 2 files, 8+ 2-) 13https://github.com/crawl/crawl/commit/f956c841a6ca 22:42:05 03dolorous02 07https://github.com/crawl/crawl/pull/3462 * 0.31-a0-1594-gff0110e026: Save monster holiness for undead/nonliving. 10(3 hours ago, 1 file, 7+ 13-) 13https://github.com/crawl/crawl/commit/ff0110e02650 22:42:05 03dolorous02 07https://github.com/crawl/crawl/pull/3462 * 0.31-a0-1595-gc935ff2942: Put holiness god death msgs in the database. 10(2 hours ago, 2 files, 38+ 9-) 13https://github.com/crawl/crawl/commit/c935ff2942a4 22:42:05 03dolorous02 07https://github.com/crawl/crawl/pull/3462 * 0.31-a0-1596-g2e496c4c1c: Add database key handling to god death msgs. 10(2 hours ago, 2 files, 36+ 33-) 13https://github.com/crawl/crawl/commit/2e496c4c1c62 22:42:05 03dolorous02 07https://github.com/crawl/crawl/pull/3462 * 0.31-a0-1597-g0650406b81: Add Hepliaklqana and Ignis death messages. 10(37 minutes ago, 2 files, 10+ 0-) 13https://github.com/crawl/crawl/commit/0650406b8123 22:42:05 03dolorous02 07https://github.com/crawl/crawl/pull/3462 * 0.31-a0-1598-g86ac3cb78b: Add C, J, R, and U death messages (Oneirical, #3452) 10(32 minutes ago, 2 files, 36+ 0-) 13https://github.com/crawl/crawl/commit/86ac3cb78b68 23:35:02 Unstable branch on crawl.develz.org updated to: 0.31-a0-1591-g515db51633 (34) 23:57:07 Windows builds of master branch on crawl.develz.org updated to: 0.31-a0-1591-g515db51633 23:58:19 Hello, I took a shot at recoloring the Martry's Knell shade tile and created a spell icon since we seem to be reusing the Haunt icon. Submitted as an issue: https://github.com/crawl/crawl/issues/3463