00:42:19 <06m​umra> I've incidentally noticed a couple of complaints from players recently about not getting any loot from hard uniques. Not something I'd worried about myself particularly, but it makes me wonder about something like generating some extra loot sometimes when hard/ood monsters/uniques are killed. Not immediately sure the nicest way to justify the lore or communicate it to the player. But like a small treasure chest with some extra items you 00:42:19 can get if you kill them quickly enough when you see them and/or based on the level difference (so no parking uniques and going back later for easy loot) 00:42:49 <04C​gettys> an !acq (literal or triggering the same code) seems like an easy way to do that 00:43:17 <04C​gettys> "You find a treasure chest!" (reflavoured !acq scroll with a different icon) 00:43:50 <04C​gettys> Or even just "you find a scroll of acquirement stashed in X's robes/armour/whatever" 00:44:39 <06m​umra> Acquirement is too good really 00:45:08 <06m​umra> And should be really special when you find one 00:45:43 <04C​gettys> Sure, but if you only give hard uniques it, I don't think it'll dilute it badly 00:45:53 <04C​gettys> there are seeds where you find 3-5 !acq in early levels 00:46:15 <04C​gettys> having some of the hard uniques give just one, doesn't feel like it'd be busted to me 00:47:03 <06m​umra> Acquirement is special because it tailors the items specifically to what the player hasn't seen yet and items that are useful to them 00:47:35 <04C​gettys> Sure, that's true. But that'd make it extra special 😄 00:48:08 <04C​gettys> maybe a variant of acquirement (with a new icon and name) that generates loot based on the "theme" of the unique 00:48:15 <04C​gettys> or maybe just a loot table per unique in question 00:54:10 <06m​umra> This could use normal item gen code just with "item level" boosted a few floors (maybe using a similar trash filter to my PR). 2 or 3 items that may or may not be useful to you plus a little pile of gold. having a loot table per unique is pretty unnecessary too and a lot of work (and plenty of uniques already drop something that's themed to them, i.e. whatever they were carrying). This is more like treasure they've amassed that they 00:54:10 didn't actually want to use for whatever reason 🙂 00:55:38 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-1135-g4c332b3a82 00:55:54 <06m​umra> The harder part to me is if you have some kind of timer, how to communicate it and make ot fair 00:56:03 <04C​gettys> Fair 00:56:10 <04C​gettys> as for how to make it fair 00:56:19 <04C​gettys> only give it if they're "red" at the time? 00:57:50 <06m​umra> Exactly, the "red" status is a somewhat arbitrary line, and it'd feel pretty bad if in the course of a fight you killed a minion even accidentally and crossed the line and suddenly the unique wasn't red anymore 00:58:09 <04C​gettys> "remember" if they were red x turns ago? 00:58:22 <04C​gettys> or only promise it if red, but give a hidden "buffer" 00:58:27 <06m​umra> The red is a loose indicator for UI purposes, there are plenty of cases where its not a realistic assessment of threat 00:58:56 <04C​gettys> Sure, but what could you do that's better? 00:59:43 <04C​gettys> ok, different-ish idea 00:59:49 <04C​gettys> you pick a arbitary line 00:59:52 <04C​gettys> let's say it's red 01:00:05 <04C​gettys> below that, the odds of the loot drop proportionally? 01:00:25 <04C​gettys> But then again, if it's just normal item level gen boosted abit 01:00:33 <04C​gettys> who cares if they "game" it by coming back later 01:00:56 <04C​gettys> is that really any different from how ghost vaults or stuff work? (from a user perspective I mean) 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1130-gc4c294b826: feat: New Unrand, Bootknife 10(12 days ago, 5 files, 38+ 2-) 13https://github.com/crawl/crawl/commit/c4c294b826ff 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1131-g617d6bd948: weaken effect 10(11 days ago, 1 file, 5+ 2-) 13https://github.com/crawl/crawl/commit/617d6bd94856 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1132-g4526b0d582: 5 + 2 * shortblades out of 100 paralyse 10(11 days ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/4526b0d5829e 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1133-g3642a0fa83: xl-independent (TBD) 10(11 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/3642a0fa83b1 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1134-g20bb62b690: Flavour text 10(11 days ago, 2 files, 11+ 4-) 13https://github.com/crawl/crawl/commit/20bb62b690b9 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1135-g9855b6f7dd: spacing 10(11 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/9855b6f7dd22 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1136-g4d577c600d: dancing -> dance 10(11 days ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/4d577c600da1 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1137-ga0c04ba1ca: lower to 5 + SK_SHORT_BLADES 10(5 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/a0c04ba1caab 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1138-g4db1984a84: lower to 6 + SK_SHORT_BLADES, and 5 damage for aux 10(5 days ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/4db1984a84f3 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1139-ga147a99cee: nerf the damage some more 10(4 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/a147a99ceeea 01:10:57 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1140-g534ca28a10: Trash the AC 10(8 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/534ca28a10b9 01:11:25 "I've incidentally noticed a couple of complaints from players recently about not getting any loot from hard uniques." seriously is the prize of not being killed not enough 01:16:26 <04C​gettys> That's exactly why the complaint, I survived, and all I got was this dumb XP 😛 01:16:28 <06m​umra> Well those are already seen as a bit problematic, which is what I think the new portals are going to replace 01:17:23 <04C​gettys> Fair enough, but I don't quite see the difference in some sense 01:18:25 <04C​gettys> I mean, clealry differences 01:18:45 <04C​gettys> but I don't see how adding more rewards to the uniques makes them more problematic 01:18:56 <04C​gettys> because it encourages risk taking that's against teh spirit of crawl? 01:19:19 <06m​umra> Portal vaults have a very clear risk / reward, and it's well communicated to the player: find the portal now and throw yourself into a potentially quite dangerous situation, and you'll get the reward 01:22:49 <04C​gettys> So do we really want to add the reward part to uniques? right now they're mostly just a clear risk (with main reward being XP) 01:22:59 <06m​umra> Encouraging risk taking is fine, but if you can just leave a situation and come back later when it's trivial and still get that reward, well it's not really a threat 01:23:06 <04C​gettys> Sure 01:23:15 <04C​gettys> but if the reward is worthless later on, that's fine 01:23:25 <04C​gettys> which is often true for early ghost vaults 01:23:38 <04C​gettys> oh, a scroll or two and a potion.... yaaaaaaay 01:24:11 <06m​umra> It was literally just an idea i threw out there in response to hellmonk's discussion of loot, to see if anyone has any ideas to make it work 🙂 01:24:23 <04C​gettys> Fair, I'm not saying we shouldn't 01:24:31 <04C​gettys> I'm just being a sounding board 😄 01:25:58 <06m​umra> It's very hard to decide what is or isn't useful long-term, and ghost vaults very often have good items that you definitely want to come back for. Most scrolls and potions and very useful, I think you underestimate them. And i have even found XP potions in ghost vaults 01:26:16 <04C​gettys> Oh I'm not saying they're unuseful 01:26:18 <04C​gettys> they're useful 01:26:29 <04C​gettys> I just don't think they're OP or unbalanced for that reason 01:26:54 <04C​gettys> they're extra impactful early, when a single Healing potion can be life or death easily 01:27:04 <04C​gettys> or a single XP potion can take you several levels ahead 01:28:00 <04C​gettys> I do circle back for vaults 01:28:34 <04C​gettys> but I wouldn't say it's a problem that the question is "more risk now, for a reward that may have value now" vs "less risk later, for still-useful-but-less-run-changing items" 01:37:22 <06m​umra> That's just ... not a very exciting decision. Higher stakes requires that the items are rather better than that (but then there's more reason to not allow backtracking. Which is what the new portals are intended to achieve I believe) 01:38:35 <06m​umra> Perhaps you misunderstood me about uniques dropping items. Yes it would have to be good items to work as some kind of timed reward. Just not acquirement-level items which are generally guaranteed to be stupendously good. That's not something you want every unique to be capable of dropping. 02:39:33 <04C​gettys> I never thought we wre talking about every unique 02:39:42 <04C​gettys> Thought we were talking about particularly notable hard uniques 02:46:02 <06m​umra> Every unique is notable very hard in the right conditions 02:49:30 <06m​umra> (I'm also not saying the idea is that every unique would have extra drops, just that there would be a chance) 02:54:37 <06m​umra> (Really it's probably not the best idea on balance, but maybe somebody can do something with it) 03:21:34 03WizardIke02 07https://github.com/crawl/crawl/pull/4383 * 0.33-a0-1135-g080c343d2c: Call some tiles rendering code less often 10(10 days ago, 20 files, 937+ 353-) 13https://github.com/crawl/crawl/commit/080c343d2cda 03:42:48 03WizardIke02 07https://github.com/crawl/crawl/pull/4383 * 0.33-a0-1135-g76ce0246ec: Call some tiles rendering code less often 10(10 days ago, 21 files, 944+ 357-) 13https://github.com/crawl/crawl/commit/76ce0246ec48 04:31:39 03WizardIke02 07https://github.com/crawl/crawl/pull/4383 * 0.33-a0-1135-g930f9a208d: Call some tiles rendering code less often 10(10 days ago, 23 files, 960+ 365-) 13https://github.com/crawl/crawl/commit/930f9a208dcc 04:33:28 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 04:38:01 03WizardIke02 07https://github.com/crawl/crawl/pull/4383 * 0.33-a0-1135-ge7c03e796c: Call some tiles rendering code less often 10(10 days ago, 23 files, 960+ 365-) 13https://github.com/crawl/crawl/commit/e7c03e796cf1 04:39:05 03WizardIke02 07https://github.com/crawl/crawl/pull/4383 * 0.33-a0-1135-g584430e745: Call some tiles rendering code less often 10(10 days ago, 23 files, 961+ 366-) 13https://github.com/crawl/crawl/commit/584430e7457c 05:07:24 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-1135-g4c332b3 (34) 07:51:13 <09h​ellmonk> wondering if I am good to merge 4078 07:51:40 <09h​ellmonk> seems correct to me, but I am not super familiar with how bind soul is supposed to work since yred overhaul 07:56:02 03Aliscans02 {GitHub} 07* 0.33-a0-1136-g0f6edee007: Don't hang on SIGHUP in wizard_mod_tide(). (#4285) 10(39 seconds ago, 2 files, 6+ 1-) 13https://github.com/crawl/crawl/commit/0f6edee00726 08:09:47 03WizardIke02 {GitHub} 07* 0.33-a0-1137-gae8f5d1afa: Make monsters stop attacking when their target becomes friendly (#4366) 10(65 seconds ago, 1 file, 9+ 2-) 13https://github.com/crawl/crawl/commit/ae8f5d1afae7 08:10:36 <09h​ellmonk> thoughts on #4110? 08:10:58 <09h​ellmonk> seems good to me, and I assume we reveal this information somewhere already 08:47:30 <04d​racoomega> Seems fine to me, but I'd maybe word it differently than (expiring). (Almost expired), maybe? (And that PR is, in fact, looked up the information via string-matching against what is on the @ screen. ...which I guess just says (expiring), though I think that's more appropriate for the abbreviated list @ is working with than the full tooltip?) 08:49:53 <04d​racoomega> Also, regarding 4078, while my implementation of the effect isn't the cleanest (and could probably use some rewriting), there's an small-but-important semantic change the PR makes that I'm not sure how I feel. Basically, the goal is that Bind Soul never expires while you keep LoS with the monster, but quickly expires if you break it. But it doesn't expire the moment you break it, since monster sometimes take paths that lose LoS 08:49:54 for 1 turn (or they can randomly blink and also lose is briefly). So it has a 2 turn grace period before expiring. But importantly, you get this tiny grace period every time LoS is lost. The PR's version makes it so it doesn't decay unless LoS is broken, but the time lost when they do so is permanent. Meaning you get a (slightly longer) grace period the first time, but any time after that will cause it to be instantly lost, which I'm not a fan of. 08:56:13 <09h​ellmonk> perhaps we can just take the expiry on returning to the floor part and leave the rest then 09:01:26 <04d​racoomega> Seems reasonable to me 09:53:29 <06p​leasingfungus> re this morning's unique chat: many uniques (esp. early game ones) are already designed with risk/reward in mind. Either they give a significant early-game boost if you can kill them (aux armour, xp, weapon...), or they're hard enough to run away from that you often have to choose between burning consumables to escape or to try to kill. 09:54:20 <06p​leasingfungus> it'd be helpful to have more specificity about what 'hard uniques' we're discussing. Sigmund? Vv? Nobody? 09:54:48 <06p​leasingfungus> Ghost vaults? (I saw some of the chat was about those.) 09:55:30 <06p​leasingfungus> Seems like the discussion jumped straight to solutions, but it'd be very helpful to first nail down what the problem is. 10:42:10 !tell mumra I think that lignification potions aren't useless. Even in late-game using them to Crypt XP or killing the Royal Jelly are viable enough options that I would by one potion in late-game shop. 10:42:10 nojaa: You have 6 messages. Use !messages to read them. 10:42:11 nojaa: OK, I'll let mumra know. 10:42:37 !messages 10:42:37 (1/6) ebering said (about 3y 32w 9h 34m 51s ago): thanks for the list, its a helpful starting poing. imo don't worry about too strong on that list: weights and depths can be used to handle that sort of tuning 10:52:14 <02M​onkooky> hopefully you remember that 3.5 year old conversation 10:58:34 it's as bad as I am 🙂 11:05:41 That was in error, forgetting where the private message button was. But I remember the list, since list in the question is the Extended and Crypts extended zombie base monster list. 11:06:26 Or Draft for it, anyway. 11:22:12 !tell mumra Secondly, The cut-off from late-game useless items should be deeper. For example in the D:12-15 lack of sInv for unseen horrors or rPois for S-Branches would make buying such rings useful. I would suggest that cutdown threshold should be in absdepth>15. 11:22:12 nojaa: OK, I'll let mumra know. 11:28:32 !tell mumra I read some ancient crawl commits back when Erica could appear in Vaults, since unigues appearance would be only checked by absdepth. Back then Vaults had an explicit absdepth increase, Likewise Elven halls after becoming 3 level branch higher absdepth than D:15. 11:28:32 nojaa: OK, I'll let mumra know. 11:44:23 03advil02 07* 0.33-a0-1138-g064f4b25fe: build: only rewrite job/species files when changed 10(5 minutes ago, 2 files, 31+ 14-) 13https://github.com/crawl/crawl/commit/064f4b25fec0 11:59:06 !lg themeinteam t x=avg(dur) 11:59:07 29 games for themeinteam (t): avg(dur)=4:04:00 11:59:31 !lg themeinteam won t x=avg(dur) 11:59:31 22 games for themeinteam (won t): avg(dur)=4:49:00 11:59:47 !lg themeinteam won t x=min(dur) 11:59:48 22 games for themeinteam (won t): min(dur)=2:26:09 11:59:53 !lg themeinteam won t x=max(dur) 11:59:54 22 games for themeinteam (won t): max(dur)=12:24:36 12:00:23 !lg themeinteam won t x=avg(dur) urunes>=5 12:00:24 Unknown field: urunes 12:00:28 !lg themeinteam won t x=avg(dur) urune<=5 12:00:29 16 games for themeinteam (won t urune<=5): avg(dur)=3:59:59 12:00:58 !lg themeinteam won t max=dur urune<=5 -count:10 12:01:00 10/16 games for themeinteam (won t urune<=5): TheMeInTeam L27 FeAl (cbr2), TheMeInTeam L25 OnSu (cbr2), TheMeInTeam L24 TrMo (cbr2), TheMeInTeam L26 AtIE (cbr2), TheMeInTeam L26 SpRe (cbr2), TheMeInTeam L27 VpAl (cbr2), TheMeInTeam L26 VSCA (cbr2), TheMeInTeam L27 GhAl (cbr2), TheMeInTeam L27 VpRe (cbr2), TheMeInTeam L26 MDSu (cbr2) 12:01:05 !lg themeinteam won t max=dur urune<=5 -count:10 x=dur 12:01:06 10/16 games for themeinteam (won t urune<=5): TheMeInTeam L27 FeAl (cbr2) [dur=5:17:57], TheMeInTeam L25 OnSu (cbr2) [dur=5:01:37], TheMeInTeam L24 TrMo (cbr2) [dur=4:40:59], TheMeInTeam L26 AtIE (cbr2) [dur=4:40:56], TheMeInTeam L26 SpRe (cbr2) [dur=4:27:39], TheMeInTeam L27 VpAl (cbr2) [dur=4:25:12], TheMeInTeam L26 VSCA (cbr2) [dur=4:18:47], TheMeInTeam L27 GhAl (cbr2) [dur=4:08:32], TheMeInTea... 12:02:12 <08n​lavsky> could you not spam your queries in a dev channel? 12:02:51 my bad, thought i was in dms with bot 12:28:14 <06m​umra> !tell nojaa Of course it doesn't start rerolling all trash immediately on hitting the cutoff, the probably slide up gradually. And, rerolling base rings means you get artefact rings that could have SInv and more 12:28:16 <04C​erebot> docpaisley: OK, I'll let nojaa know. 12:29:43 <06m​umra> !tell nojaa I'm wondering about actually including all base rings in the list instead of being selective and see how that looks anyway ... And yeah the levels do need adjusting a bit 12:29:45 <04C​erebot> docpaisley: OK, I'll let nojaa know. 13:13:51 <06m​umra> !tell nojaa With potions ... It is tricky (and scrolls too) as yeah almost all of them could be useful at certain times, but at the same time would you prefer to see lignifation over haste or XP? 13:13:54 <04C​erebot> docpaisley: OK, I'll let nojaa know. 13:47:35 <06m​umra> The comment i specifically saw was in relation to Nobody, sure. But like .. sigmund on D:2 if you kill them as soon as you see them? That kind of situation. Not suggesting it would be a thing that should apply in all such circumstances tho. A random bonus sometimes. 13:48:14 <06m​umra> Wondering about something that played out 13:50:07 <04d​racoomega> I think it's worth noting here that an early Sigmund kill is worth a lot of XP. Like, 'immediately gain a couple levels' worth of XP, often. (I do think it's reasonably arguable that Nobody could maybe benefit from dropping something, since they have literally no items and the XP isn't relevant at that point, though I'm not really sure what that might be.) 13:50:12 03nlavsky02 07* 0.33-a0-1139-ga6697884fe: docs: remove inedible corpses from the options guide 10(7 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/a6697884fed6 13:56:42 <08n​lavsky> Nobody could drop ?acq, because of the flavour: you don't know which spells they would cast, and you don't know which item you would get 14:04:43 <06m​umra> Wondering now about something that plays out in a more structured way, maybe as a one-off vault instead (and this is pretty similar to one of hellmonk's ideas around level feelings i think). Spawn a treasure chest somewhere on the level, elsewhere an OOD monster with a band, they carry the key. As soon as you see either, it starts the timer. So either you know where the chest is and have to find the key, or you get the key and still have 14:04:43 to find the chest. Maybe you get a hint at what's in the chest. Maybe standing on the chest you can see unidentified items to help decide if it's worth it (but your wasting turns walking over to it and doing so) 14:06:26 <06m​umra> Obviously when the timer runs out, both chest and key self-destruct 14:07:38 <06m​umra> (i use the terms "key" and "chest" loosely here, the flavour can be rather more interesting... An ancient sarcophagus opened by an obsidian idol, etc etc) 14:10:46 <06m​umra> I feel like the most appropriate thing would be like a spellbook with a single random spell (maybe picked from ones you didn't already see) 14:13:15 <08n​lavsky> Yeah, this feels more appropriate, although getting only 1 random spell for such strong unique doesn't feel enough. It could be a random spellbook with 4-6 spells 14:14:58 <08n​lavsky> (or a manual, so melee chars get a chance for something useful too) 14:30:24 <06m​umra> Well, a spell that you didn't see anywhere yet is potentially more valuable than any randomly picked set of 6 spells, by the time you meet Nobody 14:32:17 <06m​umra> And not necessarily useless for melee chars recently unless they're with Trog 15:02:10 <06p​leasingfungus> yeah, as draco says, sigmund is already a huge boost if you kill em early 15:02:31 <06p​leasingfungus> it feels bonkers good to win that fight (great temptation for players to try it and die) 15:03:00 <06p​leasingfungus> i know nothing about nobody so can't opine on that specifically, but it does seem reasonable to give some flavour of reward 15:03:33 <06p​leasingfungus> think you want either a carrot or a stick. (the stick is making it nontrivial to flee the unique, ala nessos.) 15:04:22 <06p​leasingfungus> just don't think we're looking for a global, broad approach to unique rewards - since many of them have intentionally designed & flavourful rewards already 15:16:43 <02M​onkooky> I feel like it's only appropriate that they drop Nothing 15:19:07 <06m​umra> @hellmonk I noticed this in makeitem.cc, i think you wrote about 4 years ago // Don't let monsters use ?summoning too early if (item_level < 2 && item.sub_type == SCR_SUMMONING) item.flags |= ISFLAG_NO_PICKUP; I think this is obsolete now and monsters won't pick up or use scrolls at all, and can just be removed? 15:19:57 <09h​ellmonk> Possible? Don't remember the context for that at all. 15:23:20 <06m​umra> Allowing rare scrolls to spawn earlier. And obviously not wanting to murder the player on D:1 with such 15:23:27 <06m​umra> %git 35f977f 15:23:28 <04C​erebot> PleasingFungus * 0.31-a0-262-g35f977ffcd: Remove monster scroll use (1 year, 9 months ago, 5 files, 6+ 69-) https://github.com/crawl/crawl/commit/35f977ffcd31 15:24:03 <06m​umra> It's weird, that's a change i felt happened much longer ago 15:25:31 my recollection is that the older one was more targeted 15:26:11 in fact, the commit message says only ?summoning was left to monsters by that point 15:27:45 I recall monster use of ?fear being removed some time back, and separately monster use of scrolls in response to player ?fear 15:28:43 so I think we had a bunch of separate blocks and eventually one that removed it completely 16:23:31 03mumra02 07* 0.33-a0-1140-g04438170c2: Remove a last vestige of monster scroll use 10(53 minutes ago, 1 file, 2+ 7-) 13https://github.com/crawl/crawl/commit/04438170c2c4 16:23:31 03mumra02 07* 0.33-a0-1141-g12c12526e9: Fix a comment 10(50 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/12c12526e990 16:39:11 Unstable branch on underhound.eu updated to: 0.33-a0-1139-ga6697884fe (34) 18:05:01 03mumra02 07https://github.com/crawl/crawl/pull/3817 * 0.33-a0-1142-gdd037525f6: Add a separate band type for Yaktaur Captains 10(3 days ago, 2 files, 4+ 2-) 13https://github.com/crawl/crawl/commit/dd037525f615 18:05:01 03mumra02 07https://github.com/crawl/crawl/pull/3817 * 0.33-a0-1143-g4f1ab209d7: Circle of Glyphs: monster version of binding sigil 10(10 days ago, 16 files, 305+ 90-) 13https://github.com/crawl/crawl/commit/4f1ab209d7c1 18:05:01 03mumra02 07https://github.com/crawl/crawl/pull/3817 * 0.33-a0-1144-g1366066cd9: Yaktaur Scribe: new monster 10(24 hours ago, 11 files, 79+ 7-) 13https://github.com/crawl/crawl/commit/1366066cd910 18:05:01 03mumra02 07https://github.com/crawl/crawl/pull/3817 * 0.33-a0-1145-g403008afa5: Give scribe a chance to drop some scroll loot 10(48 minutes ago, 3 files, 20+ 1-) 13https://github.com/crawl/crawl/commit/403008afa5ca 21:32:04 -!- khadgar5 is now known as khadgar 23:13:32 Unstable branch on cbro.berotato.org updated to: 0.33-a0-1141-g12c12526e9 (34) 23:35:44 Unstable branch on crawl.develz.org updated to: 0.33-a0-1141-g12c12526e9 (34) 23:59:06 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-1141-g12c12526e9