03:31:53 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5186-gbdc6987af4 03:57:00 <06m​umra> One more high level alchemy idea: Tendrils of Midas Tendrils of a mystical alchemical element begin growing from the caster's body, spreading out around them over a few turns. They invade monsters via the mouth and nostrils and begin a transmutation from the inside out into gold. Goldifying monsters are slowed, reduced EV, and their HP and MaxHP are halved over the course of a few turns. Monsters that die under this effect leave gold 03:57:01 statues which disintegrate quickly as the gold is atomically unstable (obviously you cannot create permanent gold). So mechanically these are like tentacles, but they're fragile / insubstantial - player and monsters can shoot through them, monsters can easily brush through them, destroying them but getting affected in the process. Perhaps they are actually clouds (could be a "fine mist" of the transmuting element instead, avoiding many inherent 03:57:01 problems with tentacles, it'd be less cool though). Could do additional stuff like constriction / engulfing. Obviously sounds a bit like an AoE petrify (but wouldn't put them in a stabbable state). Should synergises well with other Alch spells both existing and proposed; casting both this and Gastronomic Expanse would have a big effect on a room. (Although it's a shame both spells will have a slightly similar growth, this is at least slightly different 03:57:02 growing in all directions and unaimed). Ungoldify beams would cause added damage to Gold targets. (And presumably golden dragons, which would also have to be immune to Midas) 05:07:08 Unstable branch on crawl.akrasiac.org updated to: 0.32-a0-918-g0f22ef8 (34) 05:58:22 <02M​onkooky> I think I'm going to make the charlatan's orb recast evokers 05:58:45 <02M​onkooky> instead of the current direct skill boost 06:16:23 @mumra smoke tendrils perhaps? lacking substance that is. Midas and reversed Midas could be a symmetric set of spells in alchemy. Miscasting could have interesting side affects such as items crumbling or turning to gold lumps temporarily (until the residual contamination expires perhaps?) Reversed midas and midas would decrease or increase the value of something touched by them. I suppose 4 spells and a golden book of 06:16:23 alchemy (LOL), gold beam and rust beam, midas tendrils (smoke tendrils) and reversed tendrils (same) having the reverse of the others affects. The possibility of turning a monster into a gold statue that one can break apart for gold might be weirdly interesting as well. 06:34:58 <08n​icolae> what's the last one next to the quad damage, also let me put quad damage in the main game imo 06:36:46 <08n​icolae> also re: https://www.reddit.com/r/dcss/comments/1c0ixpk/ring_of_repel_missiles/ do artefacts correctly include the one-off artprops in pricing? 😬 06:39:26 atomically unstable gold, so gold-169 06:48:13 https://chemlin.org/chemical-elements/gold-isotopes.php ? 06:53:23 a proper isotope decay range with with probabilities would be rather interesting. As gold 194 for example can decay into stable platinum 194 apparently. 07:17:40 <06m​umra> Intentionally avoided the ability to actually gain permanent gold from this; by this stage in the game gold is already plentiful enough, and I don't know if Gozag would approve of such inflationary economics... 🙂 07:22:58 just add gold statues as an actual thing that they leave instead of just leaving gold 07:25:03 that could add a bit of a dynamic that Gozag would be pleased or displeased depending on which isotopic variant of gold was created. Using decay options for weird results might be quite amusing as well. Well since an unstable element means radiation occurring the possibility of bad things happen also could be interesting. 07:26:05 IE the monster is irradiating itself and what's around it... nasty results could happen.. :D 07:29:23 <06m​umra> Yep that's the idea, then the statues disintegrate into dust or goo or whatever when they destabilise, although it's basically the same as Glaciate leaving blocks of ice 07:30:46 <08n​icolae> as long as you spend it i'm sure gozag doesn't mind 07:31:39 <08n​icolae> gozag is already okay with turning corpses into gold, i'm not sure what the difference is if you turn a creature into a statue which turns into gold (note that i am just skimming the last page of discord, i didn't scroll up at all) 07:35:56 <06m​umra> Gameplay wise I feel it encourages scummy behaviour trying to max your gold output which sounds unfun 07:36:39 <06m​umra> Lore wise I feel that actually turning things into real gold is something that only gods are powerful enough to do -- alchemists can at best achieve it only temporarily 07:39:21 <06m​umra> I almost feel like gozag should dislike the spell outright because you're flying slightly too close to actual godly abilities 07:54:51 <06m​umra> "Misty tendrils" perhaps (I'd avoid calling it smoke because we already have smoke and it's a LOS blocker). I'm now thinking of calling it "Midas' Fingers" as "fingers of mist" works as well as a description. As a mist I'd then think it won't affect anything that doesn't breathe (so no undead, but it can affect demons). 07:57:26 <06m​umra> Am also trying to avoid these being actual clouds per se, since I don't want an Air requirement (if it had a second school maybe Hexes; but thematically you can't get more "pure alchemy" than converting things to gold...) 08:02:46 <06p​leasingfungus> you can legally create clouds without needing air. cf blastsparks 08:02:56 <06p​leasingfungus> (haven’t been following the discussion) 08:04:17 <06m​umra> yes, i also came to that conclusion (but still, most cloud producing spells are air) 09:12:51 perhaps this description midas haze creating a sluggish to move in matrix, further exhibiting immaterial shadow like tendrils wriggle throughout causing transmutational contamination allegedly transforming things into gold albeit temporarily 09:17:57 <04d​racoomega> As much as tentacles are cool, tentacle code is a giant headache if the base is mobile (and I don't think without changes that it will work without breaking with a player base) But possibly worth noting that Rimeblight (mostly implemented) is a DoT-style curse that leaves behind short-lived pillars of rime when things die while infected by it >.> 09:18:34 <04d​racoomega> In its current implementation 09:18:56 <04d​racoomega> (Along with the periodic contagious ice shards explosions discussed the other day) 09:24:21 <04d​racoomega> Also, I guess flavor-wise it's changing them to ice from the inside, too, coincidentally enouh >.> 09:55:50 <06m​umra> Yeah was kinda aware of the state of tentacle code so was thinking this would be achieved by a different (or literally implemented as clouds and then use tiles cunningly to make it look like tentacles, rather like how webs work). Rather than trying to make player and monster tentacles work in a unified way, which is probably not worth it. 10:35:13 <06r​egret-⸸nde※> (...It somehow only strikes me again on seeing another gold-themed alchemy spell that we really should hue-shift Fulminant Prism from conjurations-purple-blue to https://en.wikipedia.org/wiki/Fulminating_gold after it got shifted from half-Hexes to half-Alchemy.) 10:43:30 <06m​umra> Hmm again with the overlaps 🙂 what schools is rimeblight currently intended for out of interest? 10:46:17 <04d​racoomega> Level 7 Necro/Ice 10:53:31 <06m​umra> Fulminating gold fits perfectly for Prism tho 11:09:50 <04d​racoomega> Does anyone know off-hand the lua for checking if the player knows a given spell? 11:10:02 <04d​racoomega> I am doing something very silly in a description 11:10:23 <04d​racoomega> (And my facility with Crawl lua is mostly non-existent) 11:16:38 <04d​racoomega> Or just lua in general, really. (It took two different Crawl errors for me to remember that lua if blocks need a 'then' and an 'end' >.>) 11:19:42 rjkef88sz 11:19:59 if that's a password, you have a problem 11:20:59 Chimkentus (L12 OpEE) ASSERT(mons.hit_points > 0) in 'mon-util.cc' at line 3090 failed. (D:12) 11:30:12 <04d​racoomega> Okay, got it 11:31:00 <04d​racoomega> %%%% pillar of rime A spire of strangely tenebrous ice, its brittle tendrils reaching skyward like the fingers of an outstretched hand. {{ if spells.memorised("rimeblight") then return "If only the dying breath of every soul could create such art." else return "It might even be beautiful if you didn't know the gruesome " .. "way it formed." end }} %%%% 11:32:45 <04d​racoomega> At first, the description was the second line, but then I was like "The player character is casting it, so maybe they don't think it's so awful. I imagine high level necromancers tend to be somewhat unnice people." so I changed it to the first line. And then was like "But actually, this is good decor for, say, the necromancer ice caves, and I don't want to make every player character creepy. So I decided to split the difference 11:32:46 😛 11:42:43 <06p​leasingfungus> next level description lua tech 11:44:39 <04d​racoomega> I realize it's future-proofing against a context I can realistically see them used, but it still makes me laugh that currently the only way to see the second line would be to kill an enemy with this and then amnesia the spell away again before the pillar crumbles. 11:44:53 <04d​racoomega> "I've had a change of heart, actually" 11:51:21 <12g​e0ff> The last tile is gravitambourine, a new evoker. Also, re: adding quad damage to the main game: make it a mimic and place it in Crazy Yiuf's hut. 11:53:30 <12g​e0ff> Also, also, why the tilesheets still have a bunch of tiles for removed evokers? Not sure if any of them would function in transferred games, so having a default "?" tile should be fine for them 11:56:02 <04d​racoomega> I think it's more that we're inconsistent about removing definitions for unused tiles in general 11:56:18 <04d​racoomega> Sometimes people do and sometimes they don't 11:56:41 <04d​racoomega> (I know I've personally left some that felt like it was plausible they would get reused at some point) 11:57:01 <06r​egret-⸸nde※> A lot of spells in the gui folder weren't moved out of their specific school folders when the spells were removed; monsters were extremely inconsistently handled being put into the unused monster folder... 11:57:37 <12g​e0ff> yeah, and sometimes removed tiles go into the UNUSED folder, and sometimes they're just rm -rf *ed 11:57:52 <06p​leasingfungus> well, rule of thumb with UNUSED is to only put something in there that you think is decent 11:58:15 <06p​leasingfungus> "this art is good but we removed the monster" -> UNUSED. "this art is kind of super dated and we swapped it out for cooler muscle gnoll art" -> trash 11:58:50 <04d​racoomega> Of course, there's a bunch of totally reusable things that were removed and not put in UNUSED either, but just left where they were 11:59:05 <04d​racoomega> (Can't remember examples off-hand, but there's definitely some) 11:59:16 <06p​leasingfungus> sure, chaos reigns 🙂 12:00:04 <04d​racoomega> Was there something about gif repo size rising in perpetuity as you add/remove things? Is it smart enough to actually not increase repo size just moving a binary file around? I'm genuinely unsure. 12:00:35 <06r​egret-⸸nde※> * Vaguely gestures at https://github.com/crawl/crawl/commit/b2a365499eca8b2217f05d1658939908c1d330d5 * 12:01:24 <12g​e0ff> https://cdn.discordapp.com/attachments/747522859361894521/1227694943955587153/big_fish.png?ex=66295704&is=6616e204&hm=445eb47319e180140a0a844504407272e9edda4b93be743b5e7379cc9b4a8657& 12:01:53 <12g​e0ff> ^--- thanks for saving this amazing tile 12:04:51 <06r​egret-⸸nde※> (Suddenly just thinking about my next non-Crawl project, and how e.g. https://cdn.discordapp.com/attachments/822293874042208326/1227695434928226305/image.png?ex=66295779&is=6616e279&hm=107355bc33c0a09cd5f07b0c0f6258d1c7715a7f955c3c69c30f0ddbe804aa3f& uses the untemplated mutant beast tile from that folder, Zonguldrok's gem in that folder, and the plain sheep tile not in that folder...) 12:08:09 <12g​e0ff> repo's size shouldn't change when you move files around (file blobs are stored separately from the directory structure) 12:08:24 <06p​leasingfungus> git repo size does grow whenever you add a big binary blob 12:08:36 <06p​leasingfungus> but there's nothing that can be done about it 12:08:53 <06p​leasingfungus> even if you delete big files, they're in the repo history forever 12:09:58 <12g​e0ff> it is possible to completely remove added files, but it'll require rebuilding all the commits that happened after that 12:10:25 one might consider git-annex instead 12:18:19 <04d​racoomega> Yeah, I knew that adding files was forever, but given how git often marks a moved file as 'added X, removed Y' I wasn't sure if it internally counted the same as adding a new one or not 12:18:33 <04d​racoomega> Or if it was being smarter than that under the hood 12:25:55 <04d​racoomega> "I wonder what this FIXME from the code I just copied is talking about. I should go back to the original source and see who wrote that and why" "Oh, it was me, 11 years ago." 12:26:16 <04d​racoomega> Suggesting that maybe the code should use a method that, as far as I can tell, no longer exists at all 12:26:51 git's actually not that smart under the hood afaict. recognizing moves as such took a long time 12:27:04 and is still very iffy; I suspect it uses weak heuristics 12:28:18 <04d​racoomega> I mean, for unchanged binary files, surely it's an easy heuristic to be like "It is literally exactly the same". Once stuff is moved and changed at the same time, well, all bets are off, I assume 12:32:53 <06m​umra> If I'm doing anything where i move lots of files i'll around i'll usually do two separate commits, one where i just move the files, to make sure git recognises them as moved; then a 2nd one where i go and update all include references and anything like that 12:35:21 !tell gammafunk cko morgue files should be fully copied to the s3 archive 12:35:22 floraline: OK, I'll let gammafunk know. 12:37:30 <06m​umra> Binary files should be easily recognised tho 12:37:54 <06m​umra> And it is technically possibly to completely prune a binary file from git history 12:39:00 <06m​umra> Which is something I had to discover at a past workplace after a junior colleague pushed several gigabytes of videos into a repo and the server consequently stopped working 😂 12:39:06 <04d​racoomega> Oh geez 12:39:59 <04d​racoomega> (Honestly, the reason I didn't bother with spell placeholder icons for a little while was that I didn't want to have them stuck forever in the repo when they were inevitably replaced, but I've gotten over that ^^; ) 12:40:10 <04d​racoomega> A few kb is surely worth having an actual icon to start with 12:40:40 <04d​racoomega> (Also, some of them have actually turned out fine anyway?) 12:42:00 <04d​racoomega> I am failing to find a reference to whatever this FIXME is talking about by searching git history 12:42:20 <04d​racoomega> (That could just mean I remove it, but I'd still have liked to know what it was talking about) 12:43:51 <04d​racoomega> Also discovered for the first time that there was a period of time where ghosts could (somewhat jankily?) cast fulminant prism, and then that was removed a couple years later, but there's still a bunch of code in the spell to handle non-player casters trying to place it in invalid locations for some reason. 12:44:20 <04d​racoomega> Even though presumably whatever a non-player would be using to target it shouldn't be trying to place it in a wall anyway >.> 12:45:11 <04d​racoomega> (I don't suppose anyone has any idea what _paranoid_option_disable() might have been about? Seems to be related to trying to place something on top of an invisible enemy, maybe?) 12:46:02 <06m​umra> Can you just checkout the point in time when that that comment was written 12:46:09 <06m​umra> and then search locally 12:46:15 <04d​racoomega> Oh, I suppose I could do that, yes >.> 12:46:32 <04d​racoomega> I tried searching for it in commits that presumably removed it, and didn't find any. Guess my brain's split too many ways at the moment 12:48:00 <06m​umra> It's rather ambiguous function name ... is the function paranoid, or the option? 12:48:20 (or the author?) 12:49:36 <04d​racoomega> ...okay, I checked the ancient commit out and um... the function doesn't appear to exist back then either. But a second copy of the same comment does exist elsewhere 12:49:54 <04d​racoomega> So I guess I copied a fixme from elsewhere in the process 12:50:01 <04d​racoomega> That already was obsolete in some way? 12:50:12 <12g​e0ff> %git 0ed415433189 12:50:12 <04C​erebot> by * 0.7.0-a0-229-g0ed4154331: Modify handling of weapon swap interrupts. (14 years ago, 1 file, 119+ 142-) https://github.com/crawl/crawl/commit/0ed415433189 12:50:29 <12g​e0ff> _paranoid_option_disable was removed by this commit 12:51:42 <12g​e0ff> %git 4c0344b9d 12:51:43 <04C​erebot> greensnark * 0.2-a0-269-g4c0344b9dd: Turn off autoprayer and autopickup if attacked by an invisible monster. NOTE: autopickup is turned off only if safe_autopickup is enabled. (17 years ago, 3 files, 34+ 1-) https://github.com/crawl/crawl/commit/4c0344b9dd2c 12:52:36 <12g​e0ff> ^-- it was added here 12:52:51 <04d​racoomega> So I guess the original code I copied seemed to have been suggesting that trying to cast conjure flame on an invisible monster (and thus failing) should also disable autopickup and such 12:53:17 <04d​racoomega> Since it has given you information that an invisible monster is nearby 12:54:16 <04d​racoomega> I wonder what actually happens in modern code if you do reveal an invisible monster's presence in some fashion like that? 12:56:30 <06p​leasingfungus> not much 12:56:37 <06p​leasingfungus> hellmonk has a solution for this 12:57:16 <04d​racoomega> Yes, apparently it doesn't acknowledge this 12:57:50 <04d​racoomega> Not that I think this particular case is likely to matter, since unless autotravelling or something else, the player is clearly actively participating in manual combat at the time 12:59:20 <04d​racoomega> Wait, an invisible thing swinging at you and missing doesn't turn off autopickup or interrupt? 12:59:59 <04d​racoomega> Despite the message being colored bright red in the first place? >.> 13:00:44 <06p​leasingfungus> how dangerous could it possibly be? it missed! 13:03:25 <04d​racoomega> Maybe you got lucky! 😛 13:03:59 <04d​racoomega> I mean, interrupting things is more complicated, but surely it should disable autopickup the same as anything else. Nobody's so evasive they can just pretend it isn't there. 13:04:49 <06p​leasingfungus> i mean, to be clear, the current behavior sounds clearly wrong 13:04:52 <06p​leasingfungus> i just wanted to make a joke 13:06:14 <09h​ellmonk> how do you know the invisible thing swung at you if it missed? Should be no message tbh 13:07:15 <06p​leasingfungus> feel the whoosh of the air... 13:07:24 <04d​racoomega> You felt a distinctive breeze across your face, like some anime protagonist 13:07:26 <06p​leasingfungus> but yes, no message would definitely be simpler 😛 13:08:29 <09h​ellmonk> Need a skill for sensing your foe's killing intent 13:11:07 <06d​olorous_84348> Paranoia? But that sounds more like something you'd get from a Ru sacrifice. ("You never rest, seeing enemies everywhere.") 13:13:09 I mean, you _do_ have enemies everywhere 13:13:46 <06d​olorous_84348> Point, but you'd be seeing/sensing them when they weren't actually there. 13:14:22 <09h​ellmonk> badmut that makes every enemy look like Sigmund until it attacks you 15:08:52 <06m​umra> @dracoomega Newest incarnation of Ungoldify btw ... a "widebeam"" targetter so instead of having the random beams inside a cone, there are now n parallel beams pointing in the compass direction of fire/movement. You can also hit diagonally adjacent targets as you move, so you can kind of strafe things with this, but you always need a clear space in the direction of movement. At higher power you get a "wider" beam (i.e. more beams) and 15:08:52 more radius (without increasing the number of beams it would no longer be possible to aim at all squares at higher ranges because the beam patterns in different directions don't fully overlap). So the end result is it looks cone-like but it's not a cone, much easier to predict and understand, also avoids all the issues of beam paths at funny angles. 15:08:53 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1227742118269947924/image.png?ex=662982f3&is=66170df3&hm=1186752714270fcb33520de5379f392e4d129bc8c42414aa3e3a0a4ff9f7635b& 15:08:53 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1227742118592643252/image.png?ex=662982f3&is=66170df3&hm=f8cfa215ed389328f38f6fd768b8d5778620318b9579256cc9ba3c5165623da2& 15:08:54 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1227742118857150504/image.png?ex=662982f3&is=66170df3&hm=f89cfaad76a79564d658c59f365f70864bb67020c41e4f61212db7c574c8ae51& 15:08:54 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1227742119154683924/image.png?ex=662982f3&is=66170df3&hm=122ec0ea9752ac9bd612dae0fd21307e457b80b3b4755f9bad870901ef7b1249& 15:09:38 03dolorous02 07* 0.32-a0-919-gcc1024d444: Fix misspelled amulet type in tiles. 10(8 minutes ago, 2 files, 1+ 1-) 13https://github.com/crawl/crawl/commit/cc1024d444f8 15:18:33 <04d​racoomega> Haha. Y'know, I had actually been going to specifically suggest a 3-wide beam at one point for the next incarnation of this spell, but then was like "Well, I suppose I can wait to see what their own next take on this is first" 15:20:30 <04d​racoomega> Unsure about the movement component. Do you currently move into the darkened target space while firing at everything in the other spaces? Like... 'aim at space, move there as part of the spell, but fire relative to your starting position', kinda. 15:22:18 <04d​racoomega> (I realize a number of existing spells have an increased radiuses based on power, but I admit that I'm probably more in favor of the width being fixed here, especially since it's already a unique targeting type) 15:38:14 <06m​umra> Yes also considered this but wanted to test how it worked. It's not necessarily bad that some stuff is unhittable, but because of the movement mechanics you can get stuck in positions where it's really hard to hit something and the wider beams really help. (I'm testing it in a zig at the moment with a ridiculously high level character. It's massively OP with what I currently have for beam dice and clearing whole floors in a few blasts. 15:38:14 But costing 50-150 gold a pop, it's wiping money out, you still can't just spam it. The amount of gold spent translates to how many dice per beam. 15:39:46 <06m​umra> Really it does depend on the spell level 🙂 for a high level spell this would work, for lower level just a 3 wide beam is best. 15:42:19 <06m​umra> So what happens right now (and it does need tweaking) is yeah you move into that space and then all the beams fire from where the targetter showed you. It doesn't make any difference whether you move before or after, but it looks cooler. But with rampage you would probably want to move first. (But I'm wondering if I also have to be careful not to shoot things that were outside LOS before you moved ... because being able to move and 15:42:20 immediately shoot things that haven't even seen you yet could be seen as a bit broken...?) 15:44:01 <06m​umra> Also at the moment it is zero-turn casting, but then the effect triggers on every move for a few turns. In this variant the gold cost and therefore beam dice increase each turn. (Didn't want to be too much like flame wave and have beam width increase each turn, but this would be possible) 15:44:50 <06m​umra> And I was next going to try a variant like you suggested where you just cast normally the movement is automatic as part of the casting. 15:46:36 <06m​umra> And to be honest you are probably right and it will just feel more natural than this iteration. Channeling is already a bit awkward on other spells (at least in my own play experience) and the movement just adds additional fiddlyness, and stuff like you forget to wait a turn to finish the spell so you move, it fires again and you waste gold. 15:48:58 <06m​umra> The essentially free movement has some interesting tactical effects. You can close distance while still doing damage. Amulet of Acrobat will be active because you're moving while firing. Your retreat can be blocked and you can clear a path while still retreating. 15:56:42 <04d​racoomega> I'm not sure if there's too much reason to be concerned about being able to shoot at things the moment they come into LoS, because they're still in LoS and can still shoot back. (Doubly so on a spell with a strategic cost, where I don't think that 'marginal gains through cheese' would be relevant even if they definitely were possible) 15:57:30 <04d​racoomega> You're not going to want to empty your wallet to make experimental pokes at things that are only 'probably' there and not in meaningful numbers 16:05:43 <06m​umra> Yeah. It does mean you can do stuff like charge into a pack with 7 league boots and take a bunch of targets out straight away, which is pretty cool 16:07:15 <06m​umra> But yeah I think the beam targetting alone is enough to make things interesting and definitely doesn't need to be more than 3 wide (could just allow vehumet to make it 5 wide to take better advantage of the increased range) 16:08:19 <06m​umra> Feels fun to play around with for sure. Will just need some serious tweaking of cost and damage numbers I think 16:14:27 03mumra02 07https://github.com/crawl/crawl/pull/3741 * 0.32-a0-910-gf95fa0c422: Draft: Alistair's Ungoldify (new level 8 Alchemy spell) 10(13 days ago, 21 files, 284+ 9-) 13https://github.com/crawl/crawl/commit/f95fa0c422c4 16:14:27 03mumra02 07https://github.com/crawl/crawl/pull/3741 * 0.32-a0-911-g4ce43d74fb: Widebeam targetter 10(13 days ago, 12 files, 373+ 173-) 13https://github.com/crawl/crawl/commit/4ce43d74fb91 16:15:16 <06m​umra> I updated that PR branch anyway. It's a bit buggy, sometimes the spell ends when it shouldn't. When you cast you can see the targetter (as a preview) but it doesn't fire yet, which definitely feels off. 16:22:53 <04d​racoomega> For what it's worth, while I think that 'cast which itself moves you' is cleaner than 'cast+manually move' if there's only one step being taken, the idea of it being a status that causes you to launch a barrage at things over each of the next several moves in a row is possibly more interesting than the first thing. Wide-beam certainly makes it a lot easier to predict what you will hit when you do that. Will have to try it myself 16:22:54 again at some point. 16:26:14 <06m​umra> Yeah I agree with all of that 16:56:11 <06d​olorous_84348> Looking through artefacts again, and noticed a few oddities regarding the amulet of invisibility. First, it uses the same tile as the (disabled) amulet of Cekugob, but, more importantly, the associated comment in art-data.txt indicates that it's supposed to make evokable invisibility available to all species in the Fedhas' Mad Dash sprint map, which is no longer true now that coglins can't wear jewellery. 16:57:32 <06d​olorous_84348> Given the new artprops code, it could probably be used to specify an amulet with the +Inv artefact property, and given a bit of extra Lua, the map could specify a scarf with the +Inv property if the player was a coglin. 16:57:56 <06d​olorous_84348> Although there appears to be no way to specify that an artefact should get only what was specified. 16:58:58 <06d​olorous_84348> If there were, maybe the unrand amulet of invisibility would no longer be necessary, since an ordinary randart one could be specified? 17:01:21 <06d​olorous_84348> As things stand now, if we want to accommodate coglins, there'd have to be an unrand scarf of invisibility. (An ordinary one with the invisibility ego isn't quite right, since it causes draining, whereas the artefact property doesn't.) 17:03:06 <06d​olorous_84348> Seeing as similar accommodations are already made for felids in meatsprint, since they can't wield the Axe of Woe. 17:08:46 <08n​icolae> such a thing was discussed in the early days of artprops specifications, i don't think it was implemented though 17:09:48 <08n​icolae> although now that a use case has been brought forth where it would actually matter, that might be an impetus to get gamma of the funk workin' on it again 17:13:10 <06d​olorous_84348> Good to know. 17:20:32 <09g​ammafunk> @pleasingfungus Funny to read that Slay the Spire 2 (gasp!) is also being made in godot 17:21:44 <06p​leasingfungus> oh, i think i'd seen them talk about that a year or so ago 17:21:57 <06p​leasingfungus> maybe more recently than that? whenever the last big unity blowup was 17:32:00 03dolorous02 07* 0.32-a0-920-geafeab658c: Give unrand amulet of invisibility its own tile. 10(2 hours ago, 2 files, 1+ 1-) 13https://github.com/crawl/crawl/commit/eafeab658c72 17:35:43 <09g​ammafunk> yeah, perhaps they'd already mentioned it 21:15:12 03DracoOmega02 07* 0.32-a0-921-g04a7ad8e02: Fix various bad interactions between Gavotte and allies (RBrandon) 10(3 minutes ago, 1 file, 23+ 5-) 13https://github.com/crawl/crawl/commit/04a7ad8e02a4 21:22:51 04Build failed for 08master @ 04a7ad8e 06https://github.com/crawl/crawl/actions/runs/8641423839 21:44:17 <02M​onkooky> Right now, condenser vane does nothing (but expends no charge) when used with nothing in LoS 21:44:50 <02M​onkooky> But if used with an invisible target in LoS will cloud them 21:50:59 -!- daethoven0 is now known as daethoven 22:35:31 Unstable branch on crawl.develz.org updated to: 0.32-a0-921-g04a7ad8e02 (34) 22:58:31 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-921-g04a7ad8e02 23:55:18 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-921-g04a7ad8e02