00:03:09 03Monkooky02 07https://github.com/crawl/crawl/pull/3775 * 0.32-a0-897-gabcc9db7cd: Adjust gastronomic expanse damage 10(40 seconds ago, 4 files, 23+ 4-) 13https://github.com/crawl/crawl/commit/abcc9db7cd43 02:28:45 <06m​umra> Yeah this is certainly a reasonable place to go if the other issues are unresolvable. It already feels rather more like a Fire or Earth blasty spell in practice. To be honest there's nothing stopping it keeping an Alchemy flavour and just say that you are using "spare coins" and not actually have it cost any gold ... 03:17:02 <06m​umra> Or perhaps the targetting can be used elsewhere; an existing spell that could be made more interesting? I also thought about an unrand triple crossbow that could use 3 beams 03:30:35 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5199-gb287095a7e 05:40:53 <06m​umra> I also experimented with a variation to normal beam mechanics: probably unnecessary further complication on this spell as there are already enough mechanics, but I wondered if it's an interesting idea to differentiate some other forms of ranged. Basically instead of normal piercing, I tried an "overkill" mechanic. So if it just damages a monster or is blocked, the beam is stopped. But if it kills the monster then the beam is allowed to 05:40:53 carry on, but the damage dice num is reduced (proportionally to how much extra damage was done than actually needed for the kill). So it's sort of "you didn't need to use these dice, so they carry over to the next target". Now i'm wondering about this for e.g. large rocks, hand cannons, some crossbows ... it's not usually going to be a huge buff since you're only getting multiple kills if they're already easy kills anyway, but it might make these 05:40:54 weapons feel more powerful if you are sometimes taking out multiple things. 09:41:43 <04d​racoomega> Aside from "Ranged combat is arguably already too good" and certainly not in need of direct buffs, this has the awkward effect that you want to line shots up as if you had penetration (ie: don't just shoot at a thing or tab into a thing, but try to make sure the beam path continues into a second monster), but then it still doesn't actually penetrate anything most of the time. 09:45:23 <04d​racoomega> As a mechanic of a specific mega-beam (especially one with otherwise-simple aiming), sort of 'trampling through' monsters seems like a more reasonable possibility. (It doesn't seem automatically bad on some extra-wide 8-way beam, but also I don't think ungoldify itself needs this on top of everything else, probably?) 11:08:25 <06m​umra> In the first iteration when it was still a cone, i thought one nice thing was that it was way more effective at close range because way more of the beams were overlapping on those targets. So here I was slightly thinking it would be nice to bring something like that back in (although probably better to achieve that in a more predictable way (if at all) by just reducing the damage with some curve formula along the path. (And making it 11:08:25 really strong at point blank range to reward the player for positioning) 11:33:59 <04d​racoomega> Damage falloff is not unreasonable in a vaccuum. I do wonder how this interacts with a gold price, as it makes it a lot more cost-ineffective to use it from further away 16:36:03 -!- Discord|4 is now known as Discord| 16:58:29 kd29 (L7 DsGl) Crash caused by signal #6: Aborted (D:4) 22:02:44 03DracoOmega02 07* 0.32-a0-1000-g183d00d4ec: Refactor / unify how monster passive enchantment auras work 10(3 days ago, 18 files, 284+ 131-) 13https://github.com/crawl/crawl/commit/183d00d4ecbb 22:02:44 03DracoOmega02 07* 0.32-a0-1001-gb277726453: Make Aura of Brilliance no longer an aura 10(41 minutes ago, 14 files, 32+ 60-) 13https://github.com/crawl/crawl/commit/b2777264533e 22:02:44 03DracoOmega02 07* 0.32-a0-1002-gd62b0c61f9: Don't let tracers think Might Other benefits monsters without attacks 10(3 days ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/d62b0c61f9d3 22:02:44 03DracoOmega02 07* 0.32-a0-1003-g096cba56ea: Add Polterguardians 10(2 days ago, 12 files, 60+ 3-) 13https://github.com/crawl/crawl/commit/096cba56eaa7 22:02:44 03DracoOmega02 07* 0.32-a0-1004-g9bf84028a4: Don't make stationary monsters immune to Slowing 10(2 days ago, 3 files, 13+ 8-) 13https://github.com/crawl/crawl/commit/9bf84028a465 22:02:44 03DracoOmega02 07* 0.32-a0-1005-g0aa0afcdd8: Add marrowcudas to pre-Lair D 10(2 days ago, 13 files, 81+ 1-) 13https://github.com/crawl/crawl/commit/0aa0afcdd8a4 22:02:44 03DracoOmega02 07* 0.32-a0-1006-g6ba1bb067c: Make Ophans Mark the player as long as they remain in LoS (regret-index) 10(2 days ago, 4 files, 13+ 1-) 13https://github.com/crawl/crawl/commit/6ba1bb067cac 22:02:44 03DracoOmega02 07* 0.32-a0-1007-g3c4af0e93a: Don't let !cancellation attempt to dispel aura effects 10(2 days ago, 1 file, 8+ 0-) 13https://github.com/crawl/crawl/commit/3c4af0e93a9c 22:02:44 03DracoOmega02 07* 0.32-a0-1008-gbf5259ec58: Make abomination randomization more interesting and obvious (regret-index) 10(2 days ago, 6 files, 16+ 33-) 13https://github.com/crawl/crawl/commit/bf5259ec5851 22:02:44 03DracoOmega02 07* 0.32-a0-1009-g8286d04e41: Make xv less misleading about enemies with a regeneration buff 10(2 days ago, 2 files, 38+ 16-) 13https://github.com/crawl/crawl/commit/8286d04e415f 22:02:44 ... and 7 more commits 22:02:49 <06r​egret-⸸nde※> Ah, evoker buffs. 22:11:47 <02M​onkooky> wow damn 22:13:18 <04d​racoomega> I am surprised, looking at the timestamps on these, since I could swear I was toiling at some of this for a whole week 22:13:24 <04d​racoomega> Apparently not?? 22:13:45 <06r​egret-⸸nde※> (They were some busy days entirely outside of Crawl itself.) 22:15:39 04Build failed for 08master @ 44a4d61e 06https://github.com/crawl/crawl/actions/runs/8843340281 22:16:42 <06r​egret-⸸nde※> It continues to be deeply silly that this is still a thing. 22:18:43 03DracoOmega02 07* 0.32-a0-1017-gcb48baab6a: Fix accidentally using a removed ranged brand for Bestow Arms 10(44 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/cb48baab6a80 22:23:49 04Build failed for 08master @ cb48baab 06https://github.com/crawl/crawl/actions/runs/8843491915 22:29:21 03DracoOmega02 07* 0.32-a0-1018-gb024fe692e: Fix tag upgrade build 10(69 seconds ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/b024fe692ea2 22:35:06 04Build failed for 08master @ b024fe69 06https://github.com/crawl/crawl/actions/runs/8843581844 22:35:45 Unstable branch on crawl.develz.org updated to: 0.32-a0-1017-gcb48baab6a (34) 22:59:26 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-1018-gb024fe692e 23:09:49 <04d​racoomega> @Monkooky By the way, did you consider the immediate work on Gastronomic Expanse basically 'done' at this point? After a little time off, I was planning to go back to my recently pushed spells and try and touch up a few things with them, and that can be on the plate too, if you think so. 23:10:28 <02M​onkooky> I've been sloww...... 23:11:07 <04d​racoomega> I'm not trying to rush you! Just checking in on what the current status of it is, as far as you're concerned 23:13:50 <02M​onkooky> So, there's a couple of things with it's current state that objectively should be changed- It doesn't properly clean up the fprops; need to increase the radius of cleanup in an edge case It should preview expansion (preferably a multistage 'will expand here in <=10 auts, will expand here in <=5 auts') The rate of corroding the player is extremely high 23:15:26 <02M​onkooky> I'm of two minds if corroding the player is correct in the first place; right now it feels almost like you use it when you intend to go around with 0 ac 0 slay but maybe fixing the corrosion rate solves this? 23:17:25 <04d​racoomega> Now, accepting massive corrosion in exchange for damage could be reasonable if the damage is sufficient for that - obviously other spells aren't affected. But definitely seems awkward to try hitting things much in that situation 23:19:43 <04d​racoomega> Wait, if corroding the player (and nothing else). Doesn't it corrode everyone else, too? 23:19:58 <02M​onkooky> well, yes but I meant in terms of drawback 23:20:14 <02M​onkooky> corroding the player (and no other drawbacks) 23:20:22 <04d​racoomega> Ah, okay 23:32:18 Unstable branch on cbro.berotato.org updated to: 0.32-a0-1018-gb024fe692e (34) 23:39:38 <02M​onkooky> OK SO right now there is a bug in player::corrode_equipment where high degree corrodes do not properly update the mitigation for already being corroded 23:41:30 <02M​onkooky> I could fix this bug (easily) or I could remove the degree parameter and simplify the code, since the only use of it is wu jian's wrath having a degree 2 corrode (which can be done by calling corrode_equipment twice). 23:43:23 <04d​racoomega> I... I actually didn't know there was diminishing returns on corrosion 23:43:27 <04d​racoomega> Until this moment ^^; 23:44:16 <02M​onkooky> I learned this about 15 moments ago 23:45:13 <02M​onkooky> there's a corrosion in 28+corrosion chance of ignoring corrosion 23:45:15 <04d​racoomega> I'm not sure that it is a bug, exactly, that high degree corrodes only get mitigation based on how corroded you were before they applied? 23:45:25 <02M​onkooky> Well, that's not what happens 23:45:31 <04d​racoomega> Oh, am I misreading it? 23:46:00 <02M​onkooky> Degree 2 corrodes make two corrosion attempts 23:46:17 <02M​onkooky> if the first attempt succeeds, the second is made as if you had 1 more corrosion 23:46:44 <02M​onkooky> that is, if you are corroded to -4, by the first attempt, the second is made as if you are at -1 corrosion 23:47:09 <04d​racoomega> Oh, right, haha 23:47:22 <04d​racoomega> I guess that was a very recent breakage 23:47:35 <04d​racoomega> !git 7d2b172a6eb8d1e3f10bd94dd1949236c0338d7d 23:47:37 <04C​erebot> SentientSupper {PleasingFungus} * 0.32-a0-158-g7d2b172a6e: Change how rCorr interacts with corrosion stacks on the player (3 months ago, 5 files, 9+ 18-) https://github.com/crawl/crawl/commit/7d2b172a6eb8 23:47:46 <02M​onkooky> yeah almost certainly 23:47:53 <04d​racoomega> Didn't get multiplied when the scale did 23:48:00 <02M​onkooky> like to be clear this is almost 100% irrelevant 23:48:15 <02M​onkooky> but might as well fix it one way or another 23:49:10 <04d​racoomega> I think I'd rather have a degree parameter than deliberately call the same corrode routine multiple times, probably? 23:49:14 <04d​racoomega> Feels cleaner to me 23:49:40 <04d​racoomega> If we're just talking about refactoring for the same net effect 23:50:54 <02M​onkooky> hm, fair. and removing degree doesn't really axe much code at all 23:53:18 New branch created: pull/3782 (1 commit) 13https://github.com/crawl/crawl/pull/3782 23:53:19 03Monkooky02 07https://github.com/crawl/crawl/pull/3782 * 0.32-a0-1019-ga9ac73bae2: fix corrosion chances for high degree 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/a9ac73bae21a 23:56:13 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-1018-gb024fe692e