00:35:32 Unstable branch on crawl.kelbi.org updated to: 0.32-a0-893-gf85d74f360 (34) 00:35:33 Unstable branch on crawl.kelbi.org updated to: 0.32-a0-893-gf85d74f360 (34) 00:36:41 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5186-gbdc6987af4 00:36:42 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5186-gbdc6987af4 00:38:43 <06m​umra> One thought, what if it always expands roughly towards the player 00:38:53 <06m​umra> So you have to kind of lead it around 00:39:51 <06m​umra> And solves any issues about the player getting stuck in them since it isn't going to just keep expanding past them 01:34:30 <02M​onkooky> I think that's too cumbersome 01:34:35 <02M​onkooky> to use 01:35:13 <02M​onkooky> actually no, you'd use it to retreat 01:35:20 <02M​onkooky> still not really as appealing to me 01:37:48 <02M​onkooky> think I'm gonna work on this as I develop a new spell 03:31:57 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5186-gbdc6987af4 03:34:54 <12g​e0ff> re: using Ungoldify against monsters one space away and against fast monsters. What if casting the spell was more loosely tied to "move and shoot" (similar to Serpent's Lash)? 03:35:06 <12g​e0ff> That is, casting the spell could be instant, that gives the player Ungold status, and the next time they move they'll do the shooting. 03:38:00 ungoldify sounds good for gozag followers 03:43:17 <02M​onkooky> it's a 90 degree cone, yeah? 03:51:05 <02M​onkooky> ah the issue is needing to move towards monsters, missed that 03:51:33 <06m​umra> That is actually interesting 03:55:04 <06m​umra> It means you still have to have space to use the spell (which is a part of the design i thought made it different) but yeah it's much more usable if you can use it from 1 space away 03:56:03 <06m​umra> But you still need other tools available if you get surrounded (which was also the intent) 03:57:06 <06m​umra> And it works nicely if you can channel the spell by keeping moving, as long as you are clearing a path you can keep going 03:58:48 <06m​umra> Yep but either more concentrated in the center of the spread, or firing a smaller number of beams automatically at randomly chosen targets within the cone 04:00:24 <06m​umra> (Btw I am still unsure if Ungoldify is the best name, esp if I change the beams to silver only, but i didn't come up with a better one yet) 04:32:55 <12g​e0ff> from Wikipedia: "A related term is argyropoeia (from Ancient Greek ἀργυροποιία (arguropoiía) 'silver-making'), referring to the artificial production of silver, often by transmuting copper." Although, "argyropoeia" is pretty far away on the rat-Hepliaklqana scale of pronounceability 04:42:32 <02M​onkooky> dir_or_target = 0x00000001, // use DIR_NONE targeting target = 0x00000002, // use DIR_TARGET targeting 04:43:03 <02M​onkooky> can someone explain these spell flags 04:43:13 <02M​onkooky> because the comments aren't cutting it 04:48:37 <12g​e0ff> maybe checking which spells have spflag::dir_or_target and which use spflag::target in spl-data.h would clarify the use of these flags? 04:49:35 <02M​onkooky> it does not; not easily 04:49:46 <02M​onkooky> there are too many with and too many without 04:50:50 <02M​onkooky> I think the flag is 'do you need a targetter' 05:01:32 Alistair's Argyropoeia would be a great name 05:06:55 Unstable branch on crawl.akrasiac.org updated to: 0.32-a0-893-gf85d74f (34) 05:08:13 <06m​umra> I already noted that 🙂 https://discord.com/channels/735056636644687913/747522859361894521/1224856395493675210 (And yeah the unpronounceability is the main reason I wasn't too sure about it) 05:09:57 <06m​umra> would probably still leave it as SPELL_UNGOLDIFY internally for easier typing for devs 05:11:17 <06m​umra> original name was "Reverse Chrysopaeia" (chrysopaeia being transmutation of base metals to gold) 05:12:37 <02M​onkooky> 'Alchemist's Stoning' 05:18:37 <06m​umra> was trying to think of something that references money as well e.g. "Economic Reduction" ... hmm, "Alistair's Pocket Change" 05:25:21 <06m​umra> "Shrapnel" would also be a good pun, at least in the UK it's also used a term for loose/spare change 05:33:51 <02M​onkooky> Feel like chaotic and unclean could be merged 05:34:16 <02M​onkooky> It doesn't seem like anything in the game cares about the distinction 05:35:40 <06m​umra> i think it's only zin that cares (was also just looking at that) 05:56:56 <02M​onkooky> yeah, but even zin seems to treat chaotic and unclean exactly the same 06:02:59 <06m​umra> chaotic is a subset of uncleanliness though 06:03:12 <06m​umra> see monster::how_unclean 06:03:45 <06m​umra> unclean monsters can't be allies and they give piety 06:04:08 <06m​umra> and it's a slightly larger set than just chaotic monsters 07:06:29 <02M​onkooky> is that not also true for chaotic monsters? 07:09:58 sigtrap (L18 FoHu) Crash caused by signal #6: Aborted (D (Sprint)) 07:11:48 <06m​umra> yes. silver only does increased damage to chaotic though 07:14:17 <02M​onkooky> gotcha, there's the difference I was missing 07:15:32 <06p​leasingfungus> do we need an unrand that does bonus damage to unclean mons 07:15:35 <06p​leasingfungus> (no) 07:46:53 <02M​onkooky> maxwell's power washer 08:20:23 <08n​icolae> make it Lead and call it Reverse Alchemy imo. i have been thinking of a similar theme for an unrand, a gold-powered shotgun that makes lead and other metals, but i have not had much time for implementing unrands lately. 08:25:07 <08n​icolae> the thought i had in mind: every shot takes a fixed % of your current gold. the amount of gold used increases the damage. with higher alchemy skill, you have a chance to make metals besides lead (and with more gold, it increases the odds of getting more good stuff even at low alchemy skill, just because you're using a lot more reagents.) my metal ideas were lead, iron (more damage), silver (more damage, searing), quicksilver (debuff), 08:25:08 arsenic (poison), plutonium (like the sword), copper and zinc (elec), gold (get your money back!), etc. i had not fully worked out the math, my gut feeling is that for simplicity it would roll to see what kinds of metals were in the blast (always lead, maybe other stuff) and then everybody hit by the blast would get affected by all the metals at once (rather than roll for each monster whether it gets hit by each individual metal). no doubt this would 08:25:08 have been a pain to communicate to the player but i would have thought of a way because of my talent for wordcrafts. 09:09:42 <09g​ammafunk> > a merfolk impaler had a normal, non-artefact +12 demon trident, despite weapons only being enchantable up to +12 as a non-artefact 09:09:46 <09g​ammafunk> !blame3 nicolae 09:09:47 <04C​erebot> niiiiicooooolaaaaaeeeee 09:09:58 <09g​ammafunk> I have no idea how it happened but I know who I'm going to blame first 09:11:36 <09h​ellmonk> is that any different from the 12club of legend 09:14:46 <06p​leasingfungus> yeah that sounds normal and non bugged 09:14:49 <06p​leasingfungus> just super rare 09:35:20 <09g​ammafunk> If you think any of that is going to stop me from blaming nicolae, you're sorely mistaken 09:43:55 <02M​onkooky> so it looks like I can put a large variety of things- including coord_defs- in props 10:03:12 <06p​leasingfungus> true 10:35:44 <06m​umra> i think we'd have to do something more interesting with lead ... maybe say "oh actually, demons are really sensitive to lead, it burns them like acid" (with iron i was actually calling it iron oxide i.e. rust, to justify the corrosion) 10:36:31 <06m​umra> because if it's just a physical damage spell, or poison, neither of those are particularly needed additions to alchemy 10:37:44 <06m​umra> even just having 3 different beam elements seemed in practice just a bit unneccesary 10:41:23 <04d​racoomega> Calling a spell that is Alchemy 'reverse alchemy' feels really weird to me. Not only implies that real alchemy is only making gold (as opposed to the many, many other things we see alchemy do), but then... what the heck is all the other 'alchemy' you're doing actually? 10:46:18 <02M​onkooky> just make the spell invert every other alchemy spell 10:54:08 <04d​racoomega> Also, given my wariness of the multi-metal part of ungoldify as it currently exists, adding even more possible metals and complications thereof feels... unnecessary? Possibly actively hurts the spell's identity, even? (I hope that doesn't sound hypocritical with my plan for Fulsome to do different types of damage, but that's both specifically a tip of the hat to old evaporate and designed in a way that is hopefully more 10:54:09 transparent/consistent about what does what. Fire being fiery, ice being icy, etc.) 12:04:46 <08n​icolae> the name worked better when we still had transmutations, admittedly. but the traditional alchemical dream of transmuting lead into gold, and then making an effect that turns gold into lead, well, there's gotta be something clever there 12:06:24 <04d​racoomega> Speaking of fulsome, I'd been debating various things about its levels and schools for a while. The plan was that it would do a mix of elemental damage (described a little more up here https://discord.com/channels/735056636644687913/747522859361894521/1224820883990904902 ). This most immediately places it in something like Alchemy/Fire/Ice. Though I was aiming for level 7-8 here, and that does raise direct competition questions with, 12:06:25 say, Ignition. Like, if you've been trainin alchemy as your main focus, then sure maybe you pick up some of the other elements for your capstone, but the other way around seems much less appealing. Why is this worth training any alchemy for? What is it doing that isn't adequately covered? I kind of wanted it to be an 'alchemy foremost' thing, an a tri-school doesn't necessarily belong to any one of them. So I was wondering if it's weird if a pure 12:06:25 alchemy (or more likely alchemy/conjurations) spell can do elemental damage of other elements (there's flavorful reasons for it to do so, of course! Between transmutations and various other potion/chemical reactions it's doing). Or I was debating something a little more unique, which is that it's alchemy or alchemy/conjurations but it draws bonus elemental effects from other schools that you've trained up to a certain point. Either just one of them 12:06:26 (sort of Servitor-style: "Your highest elemental school (above X) gives it a bonus thematic effect") or a specific threshold for each element to add a bonus to it. Like throwing freezing potions if you have at least 10 ice and napalm if you have at least 10 fire or somesuch. A clear, simple cutoff that doesn't care about spellpower calculations or anything, but still encourages you to train skills in a different way than normal, while leaving it still 12:06:26 clearly an alchemy spell rather than a fire spell or whatever. Wonder what people think of this? 12:08:28 <06p​leasingfungus> do think that a single-school alchemy spell is more likely viable than a very high-level tri-level school. think the latter is very hard to justify skilling for, unless you're dj or in deep extended/zigging 12:09:48 <06m​umra> i also remembered the name "Reverse Alchemy" from years ago as it was another dev's idea originally but I haven't been able to find a thread or wiki entry anywhere mentioning that 12:10:20 <06p​leasingfungus> caring about elemental training seems potentially fun, if quite complex (mind the complexity budget!), but i worry about thresholds. not super excited about things that encourage people to train to exactly 10.0 skill and then stop, and give you nothing below that. (contrast weapons, talismans, etc.) 12:11:05 <06p​leasingfungus> think i'd be more into having the spell just do random elements period, without checking your skills at all. feel like that's fine - it's not a "fire spell" if it has a small chance of doing fire, ice, lightning,e tc. 12:11:21 <06p​leasingfungus> but these are just my off the cuff thoughts. 🙂 12:14:12 <04d​racoomega> Yeah, that's not unreasonable. I agree that tri-school spells are a big ask, even outside of not foregrounding the school that I want to (and which otherwise doesn't have top-end love yet). I think I'm basically personally okay with it just doing assorted elements without needing associated skills, but simultaneously wasn't sure what other people thought of that and also sort of wondered if there was something of interest that could 12:14:12 be gleaned by asking for skills in an unusual way 12:15:34 <06m​umra> ungoldify also sort of has an earth-school influence by transmuting metals, but i still think it's better as pure alchemy (for thematic reasons, but also xp investment) 12:15:44 <04d​racoomega> I hadn't really planned for it to be completely random elements. Honestly, the most refined version had been down to just like "Exactly 3 explosions per turn: one fire, one cold (or maybe lava and ice, given the spell level) and one... acid? Or something untyped. You already don't know what's being hit by what, so it seemed useful to link both the number of targets and the effects you're getting in a slightly more predictable 12:15:44 way. 12:16:19 <08n​icolae> you don't get into alchemy if you want consistent results. that's just chemistry. totally different. 12:16:54 <04d​racoomega> I still kind of think it may make sense as a more gold-expensive but lower level spell, for reasons mentioned earlier (more relevant gold cost, but also that you can graduate out of it into other later things and not feel your investment was wasted if you run low on fuel for it). Had thought about it being Alchemy/Earth at that point. 12:18:21 <04d​racoomega> By the way, regarding the 'serpent's lash' idea. Instant cast that you then have to move a step immediately afterward to activate seems functionally the same as 'aim at an empty adjacent spot and then move there immediately as part of the spell cast' except without the ability to show the player a targeter. This isn't the case with Serpent's Lash specifically because of how it gives you two charges of movement instead of one (and 12:18:22 they don't even have to be spent consecutively) 12:19:21 <04d​racoomega> One funny thing that I tested out last night, and was surprised by: You can make a spell Fire/Ice/Earth/Air/Alchemy and actually have its schools fit perfectly fine in all the relevant spell UI 12:19:23 <04d​racoomega> Without any issue 12:20:00 <04d​racoomega> (Part of me wondered exactly how weird the consequent skilling would be for a spell like that which was... level 4 or something. Spellcasting actually does more for it than any individual spell skill!) 12:20:55 <06m​umra> that is ... surprising to say the least 😂 12:21:08 <04d​racoomega> Yeah, I totally expected it to not work, but it actually seems fine out of the box 12:24:16 <04d​racoomega> I am actually intrigued at what the consequences of a spell existing and people trying to learn it would be 12:24:23 <04d​racoomega> Even though I have no idea what it would do exactly 😛 12:26:29 <06m​umra> That would work for the fulsome spell (maybe replace a school with Tloc and explain you are blinking the bombs to their position) 12:29:23 <04d​racoomega> Maybe thematically, but it kind of defeats the idea of it specifically being an endgame alchemy spell 12:29:52 <04d​racoomega> Alchemy isn't even especially important for whatever that is and given spellcasting's outmoded effect on it, probably not very endgame either. Just 'weird to train' 13:14:43 <12g​e0ff> bug or feature: gravitambourined (bound in place) monsters can go up/down stairs with the player 13:16:50 <12g​e0ff> Another question is why gravitambourine has "Noise: Quiet". It should be mega loud to fit the theme 13:19:47 <04d​racoomega> I guess it should actually make noise, yes. (I wonder where evokers even pull this from? It's using a spell under the hood, so I can put it there, but like I wonder what the UI is getting that from) 13:20:09 <04d​racoomega> I'd probably say the stairs thing counts as a bug? I've been a little on the fence about blinking, but in that case they're just actually moving 13:20:27 <04d​racoomega> (This would also affect Sigil of Binding and Fathomless Shackles, incidentally. It's all the same debuff) 13:38:51 <04d​racoomega> Incidentally, does anyone think it would be bad if the huddle bonus from Refrigeration only counted enemies instead of all things? (Or rather, only adjacent same-aligned creatures reduce damage taken from it). It has always felt like a shame that it doesn't play well even with the allies that are fine with you casting through them, such as zombies/simulacra. (There's also the silly flavor question of how something made of ice is 13:38:52 warming anything else up, but it seems a lot clearer to the player if it's just 'only enemies reduce each other's damage' rather than having to argue about what allies are sufficiently cold) I know it had also been nebulously talked about a few times in past that Ignition/Refridge could swap schools, leaving Ice with one that generally plays well with allies while Fire gets an arguably better excuse for damage-blocking. Don't know where those plans 13:38:52 stand at the moment (and was never quite sure how I felt about them. Ignition somehow feels like more of a natural flavor sell than 'whatever is happening to do the same thing for ice', and Polar Vortex has always felt more attractive than Fire Storm to me so this feels like Fire maybe ends up with the shorter end of the stick in both directions? I dunno.) 13:46:15 <04d​racoomega> @pleasingfungus I know you were the one talking about maybe doing this at some point, previously. 13:52:58 03wheals02 07* 0.32-a0-894-ge5cd51f897: Fix red draconians in dragon form having two breath abilities (#3750) 10(66 seconds ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/e5cd51f89787 13:54:02 03NormalPerson702 {wheals} 07* 0.32-a0-895-gc89641f149: Don't show MPRegen line on % screen for djinn 10(22 hours ago, 1 file, 11+ 8-) 13https://github.com/crawl/crawl/commit/c89641f14984 13:54:20 <04d​racoomega> So, I was going to work on making bind prevent stair-following, and I decided to check to see how this is handled for constriction and.... it isn't 13:54:41 <04d​racoomega> Constricted things will happily follow the player across stairs, even when constricted by a source that does not follow with you 13:55:07 desolation (L2 FeBe) Crash caused by signal #6: Aborted (D:2) 13:55:08 <04d​racoomega> In fact, this rat remained clutched by zombie hands on the other end of the stairs, despite the caster not coming with 13:55:32 <04d​racoomega> Presumably this also happens for grasping roots, which I'll check in a moment 13:56:27 <03w​heals> sounds very buggy 13:56:31 <04d​racoomega> Yup 13:58:44 <04d​racoomega> I wonder what the correct technical solution is. Not sure the exact timing of vetoing constricted monsters versus the player losing their grip on monsters by taking stairs. Presumably things that become unconstricted should still be able to follow you. 14:05:47 04Build failed for 08master @ e5cd51f8 06https://github.com/crawl/crawl/actions/runs/8545367263 14:07:18 04Build failed for 08master @ c89641f1 06https://github.com/crawl/crawl/actions/runs/8545373127 14:07:38 <04d​racoomega> By the way, does anyone have any idea why the mac builds keep failing? 14:07:44 <03w​heals> python install bug apparently not completely worked around 14:08:21 I also wonder about that nproc error 14:08:56 <03w​heals> advil was working on it yesterday 14:09:23 right, that fixed console builds but tiles is still tripping over a missing yaml module, apparently 14:09:38 <03w​heals> odd that there would be a difference 14:10:01 true, but console build succeeded in that run 14:10:26 <03w​heals> but also he was working on a branch and hasn't merged anything as far as i can see 14:11:03 presumably it's like last time GHA broke their image then, whether it works or not depends on which runner you get 14:25:54 03DracoOmega02 07* 0.32-a0-896-g686ce31a6c: Make Gell's Gravitambourine a little noisier (ge0ff) 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/686ce31a6c77 14:25:54 03DracoOmega02 07* 0.32-a0-897-g90b412cebd: Prompt the player before Piledriving into an ally (Monkooky) 10(3 minutes ago, 3 files, 17+ 10-) 13https://github.com/crawl/crawl/commit/90b412cebd00 14:25:54 03DracoOmega02 07* 0.32-a0-898-g7811c86cf0: Don't let bound or constricted monsters follow the player through stairs 10(2 minutes ago, 1 file, 3+ 1-) 13https://github.com/crawl/crawl/commit/7811c86cf0a9 15:35:29 Unstable branch on underhound.eu updated to: 0.32-a0-898-g7811c86cf0 (34) 16:23:37 <06p​leasingfungus> draco: don't feel strongly about having fridge huddling only apply to allies. think it'd probably make players happy and isn't a huge balance thing, so probably fine 16:25:15 <06p​leasingfungus> > Ignition somehow feels like more of a natural flavor sell than 'whatever is happening to do the same thing for ice'... really? interesting. ignition has always felt incredibly silly to me - never made any sense that it ignored allies (though it needs to if it's not going to cause really horrible prompts etc) > and Polar Vortex has always felt more attractive than Fire Storm to me so this feels like Fire maybe ends up with the 16:25:15 shorter end of the stick in both directions? if we're concerned that pvort is significantly stronger than fstorm - and i'm a little surprised by the assertion that it is, but i've not cast either in many years, so will defer to you there - then it seems pretty simpler to nerf pvort? 16:32:30 <02M​onkooky> now I'm havin thoughts about a spell which uses highest school out of X/Y/Z 16:38:38 03advil02 07[ci-python-fix] * 0.32-a0-888-g2fff4856d4: build: fix macos ci? 10(28 hours ago, 1 file, 491+ 490-) 13https://github.com/crawl/crawl/commit/2fff4856d480 16:41:15 <04d​racoomega> Okay, ignition ignoring allies is 'silly' (though I'm not sure why 'spray of ice shards that ignores allies' is less silly), but I meant more like "Spontaneous combustion" and 'snap your fingers and everything explodes' feel to me like intuitive flavor in a way that "Everything explodes into ice shards" somehow does not. Highly subjective. And I also didn't mean to say that pvort is significantly better than fire storm in a way 16:41:15 that is problematic. This is pretty subjective anyway, since they're quite different in a lot of ways. But I guess to me at least, high level fire has the worse level 9 spell, but is buoyed up a fair bit by Ignition being extremely good. Ice has the better level 9 spell, even if Refridge often feels sort of middling on the way there. And with these swapped, it might feel like like high level fire is just flatly less appealing than ice? (This is 16:41:16 obviously adjustable by numbers in various ways, so I wouldn't consider this a blocker or anything. Also, people may disagree with me about the present state anyway!) 16:45:38 <02M​onkooky> my current feeling is that high level fire is just flatly more appealing than high level ice 16:46:05 <02M​onkooky> mostly on the weight of ignition, to be fair 16:46:45 <04d​racoomega> (A bunch of this was prompted by me waking up with an idea for a high level ice/necromancy spell again. Rimeblight. Level... 7 Ice/Necro? Infect a smite-targeted living/holy/demonic being with a magical disease that causes them to freeze from the inside out, eventually with large ice crystals protruding violently out of them. They take cold damage over time (AC-ignoring?), but also after a few turns start to explode in ice shards 16:46:46 around themselves which infect other creatures they hit, who in turn can spread this onto others in a mess of things crystalizing and dying) Then this prompted a little chat with r-i about whether this can hit friendlies (and at least it shouldn't be able to hit the player or it would be too hard to use) and some talk about Refridge's current position regarding allies and what the future of that and ignition might be. Funny thing is that this also 16:46:46 could easily be Fire/Necro and 'Pyreblight' or something, with minimal changes. 16:52:22 <06r​egret-⸸nde※> (I did argue at the time Ice is the easier fit in terms of Ice's focus on slower damage and DoTs between Ramparts, Freezing Cloud, Simulacrum, and Polar Vortex, versus Fire having little besides Inner Flame (part hexes) and Fire Storm (not exactly the part people care about). It is probably a flexible position regardless.) 17:05:17 <06p​leasingfungus> draco: ice ignition is presumably "everything freezes", not "everything explodes into ice shards", if that helps. (that is, it'd do pure cold damage like bolt of cold, fridge, etc, not half-cold damage like hailstorm, etc.) 17:05:47 <04d​racoomega> For some reason, I thought you said otherwise last time this came up, but I might be wrong 17:05:58 <04d​racoomega> It's been a while 17:06:04 <06p​leasingfungus> i do say a lot of things. i'm dangerous that way. but i don't remember saying ice shards for icenition. 17:06:15 <06p​leasingfungus> the word 'ice' being in the school name is perhaps misleading. 17:06:44 <06p​leasingfungus> rimeblight is a very me-style name. i approve 🙂 17:07:04 <06p​leasingfungus> i've wanted a contagion-style spell of some kind for a while. that one sounds potentially fun? 17:07:55 <04d​racoomega> https://discord.com/channels/205277826788622337/205316046230388737/1188987137257898065 I wonder if my brain heard 'crystalization' and interpreted that as 'icy shards' 17:09:15 <04d​racoomega> Since that's what stuck in my memory all this time ^^; 17:09:19 <06p​leasingfungus> reasonable 17:09:26 <04d​racoomega> But you never seem to specifically say so in that conversation 17:09:39 <06p​leasingfungus> yeah i don't think i ever wanted to switch resistance % as part of the swap 17:09:50 <06p​leasingfungus> goal was to have it be a very straight swap - just school and damage color 17:11:51 <04d​racoomega> Yeah, my mistake 17:14:51 <04d​racoomega> Absent of any specific ramifications regarding ignition/refridge, do you think that the blight spell in isolation is cooler as ice or fire? 17:15:02 <04d​racoomega> Out of curiousity 17:19:31 <06p​leasingfungus> Hm. It seems like you could make it pretty intuitive either way - the fire version is presumably a unnatural fever that burns you up from the inside, something like that. 17:20:34 <06p​leasingfungus> I do like pushing people toward ice/necro, since there's a bit more synergy to the schools than fire/necro. 17:20:42 <06p​leasingfungus> Even fridgenition aside. 17:20:54 <06p​leasingfungus> Don't feel strongly, though. 17:21:13 <04d​racoomega> Yeah, I also lean towards ice even if there's, as you say, flavor angles to work on for fire as well. 17:24:18 03advil02 07[ci-python-fix] * 0.32-a0-888-gafc76f63a2: build: fix macos ci? 10(29 hours ago, 1 file, 492+ 490-) 13https://github.com/crawl/crawl/commit/afc76f63a214 17:34:55 03advil02 07[ci-python-fix] * 0.32-a0-888-gf97057c43d: build: fix macos ci? 10(29 hours ago, 1 file, 498+ 494-) 13https://github.com/crawl/crawl/commit/f97057c43df4 20:08:39 <09g​ammafunk> > (this is an interim commit for texting) Beware the additional charges from your mobile provider for text messages cost 22:35:31 Unstable branch on crawl.develz.org updated to: 0.32-a0-898-g7811c86cf0 (34) 22:58:52 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-898-g7811c86cf0 23:17:30 Unstable branch on cbro.berotato.org updated to: 0.32-a0-898-g7811c86cf0 (34) 23:55:47 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-898-g7811c86cf0