01:00:01 -!- indigaz24 is now known as indigaz2 03:32:20 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 04:25:14 -!- wvc1 is now known as wvc 08:37:09 <07a​crobat> https://cdn.discordapp.com/attachments/747522859361894521/1386731814567149569/1.mp4?ex=685ac624&is=685974a4&hm=0f22fb18625c0e54560e39aa02f7d69ffc4f50161e1c66d92435ebb4414408b8& 08:37:10 <07a​crobat> https://cdn.discordapp.com/attachments/747522859361894521/1386731814919475230/2.mp4?ex=685ac624&is=685974a4&hm=23b69e339bdcbe68fb0907fd6adf2b7ae3d03e204cc544704b62bd02b45c8b86& 08:37:31 <07a​crobat> found something interesting. when player get howl debuff, monsters do not spawn if there is no space in the surrounding 3x3 tiles. I am uncertain how devs would consider this, but it seems like an exploit to me. 08:45:03 <07a​crobat> other summoning (or similar) effects do not work when there are no space in 5x5 tiles, rather than 3x3 tile, so it is also inconsistent. 09:30:18 <02M​onkooky> incredible tech 10:57:19 <09h​ellmonk> They're probably coded to spawn adjacent 10:58:17 <09h​ellmonk> I'm actually tempted to say it's not a bug, tho it is a bit cheesy 11:31:23 03hellmonk02 07[greathelmet] * 0.34-a0-164-g14b208e86a: Remove rings of fire and ice 10(4 days ago, 25 files, 50+ 111-) 13https://github.com/crawl/crawl/commit/14b208e86a7a 12:25:56 03hellmonk02 07[thirstyforspells] * 0.34-a0-75-g78c46c15a3: Adjust parchment generation. 10(3 minutes ago, 2 files, 20+ 11-) 13https://github.com/crawl/crawl/commit/78c46c15a3bf 12:25:56 Branch pull/4578 updated to be equal with thirstyforspells: 13https://github.com/crawl/crawl/pull/4578 12:26:03 <09h​ellmonk> this should be about ready to go, dunno what your exact plan was for the tiles 13:46:40 <04d​racoomega> It's actually easy these days (as of maybe 8 months?) to make summoned monsters have a 'fallback' distance they will place in if the 'desired' distance is unavailable. (ie: 'try to place this adjacent, but keep expanding radius until we find somewhere'). We use this for god wrath summons now, among a few other things. Probably makes sense to use for Doom Howl, too 15:36:55 Krumphau (L8 MiFi) Crash caused by signal #6: Aborted (D:6) 15:37:35 geewiz (L13 OpSh) Crash caused by signal #6: Aborted (Lair:4) 16:48:20 ??bazaar 16:48:20 bazaar[1/4]: A portal with several shops. Portals to bazaars appear on random levels and disappear after a set amount of time. Once you leave the bazaar you can't return. 16:48:31 ??bazaar[2] 16:48:31 bazaar[2/4]: Prior to 0.32, some bazaars where unannounced and had no timer. 16:48:39 ??bazaar[3] 16:48:40 bazaar[3/4]: < Garhauk> bazaar on d:27 and only 11 portals to check! < Garhauk> ok nvm it was the 2nd one < Henzell> Garhauk the Eviscerator (L21 FeBe) entered Wucad Mu's Monastery on turn 90470. (D:27) 16:48:57 ??bazaar[4] 16:48:58 tempmfcr[1/7]: < Henzell> TempMfCr the Impaler (L20 MfCr) entered The Hall of Woapnodd the Hellbinder on turn 64726. (Vault:7) < TempMfCr> the hall of who? < TempMfCr> Oh fuck, this isn't a bazaar! 17:14:16 ??ice 17:14:16 I don't have a page labeled ice in my learndb. Did you mean: ce, ie. 17:14:31 ??ice cave 17:14:31 ice cave[1/1]: An ice-themed portal that places on D:11-13, Lair, or Orc. Expect freezing clouds, ice-themed monsters (e.g. ice statues) and loot (e.g. ring of ice or manual of ice magic). Prominent top-end threats include ironbound frosthearts, bog bodies, a frost giant, or an ice dragon. The {glacial chasm} is a harder version of this portal. 21:56:11 03hellmonk02 07[greathelmet] * 0.34-a0-165-g831e520ded: Two new amulet types. 10(7 hours ago, 14 files, 74+ 1-) 13https://github.com/crawl/crawl/commit/831e520ded3c 21:56:11 03hellmonk02 07[greathelmet] * 0.34-a0-166-g70ffe06879: Rings of conjuration 10(5 hours ago, 8 files, 17+ 5-) 13https://github.com/crawl/crawl/commit/70ffe0687901 21:56:11 03hellmonk02 07[greathelmet] * 0.34-a0-167-gee79963cfe: Archery ego for heavy body armour 10(4 hours ago, 12 files, 36+ 12-) 13https://github.com/crawl/crawl/commit/ee79963cfef7 21:56:11 03hellmonk02 07[greathelmet] * 0.34-a0-168-ga00a4abdbc: missing tiles 10(3 hours ago, 2 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/a00a4abdbcd9 21:56:11 03hellmonk02 07[greathelmet] * 0.34-a0-169-gb1f712cd6a: Armour of Command 10(3 hours ago, 10 files, 23+ 1-) 13https://github.com/crawl/crawl/commit/b1f712cd6ac3 21:56:11 03hellmonk02 07[greathelmet] * 0.34-a0-170-g63aa1a0410: Armour of death 10(2 hours ago, 13 files, 35+ 1-) 13https://github.com/crawl/crawl/commit/63aa1a041042 21:56:11 03hellmonk02 07[greathelmet] * 0.34-a0-171-g2bdbdbb226: Armour of resonance 10(27 minutes ago, 13 files, 32+ 3-) 13https://github.com/crawl/crawl/commit/2bdbdbb2265a 21:56:11 03hellmonk02 07[greathelmet] * 0.34-a0-172-g0f9b07d5f1: Reweight armour egos 10(2 minutes ago, 2 files, 29+ 26-) 13https://github.com/crawl/crawl/commit/0f9b07d5f1b2 21:56:12 <09h​ellmonk> shat out some more stuff for ego branch 22:40:28 <04d​racoomega> Initial thoughts looking these over: -I like how the heavy-armour spell-enhancer armours all do this in thematically different ways. Not entirely sure what I think of the ' boost scales with armour skill' from Command being in exactly one place now. Not that I think the other armour enhancers here need that, to be clear - I genuinely think their differences are interesting - but more that I wonder if that base mechanic could use 22:40:28 being on some other ego in some form also? -Immediately mildly wary at the degree of wizardry offered by Resonance; I know that this is the same as the school-specific wizardry I added for various forms, but with some of those, it was specifically to try and make appealing something you otherwise wouldn't do while in a high-commitment form. Not only is your body armour lower commitment, but the only people using this will want to raise their 22:40:29 Forgecraft a lot. But also, obviously it is trying to counterbalance the weight of the armour itself, so maybe it's entirely fine. Just a 'I'd keep my eye on this' sort of thing. -Amulet is a higher-value slot than most aux armours, I think, so I wonder if amulet of alchemy wants some minor side benefit beyond just an alchemy enhancer? Not immediately sure what this is, though. -Wildshape is interesting. Not certain it needs its bonus capped by your 22:40:29 current shapeshifting? Like, I guess the idea is to keep the player from training extremely little and then wearing the amulet to make up most of it, but low-tier forms are not usually super appealing past earlygame anyway, and it seems kind of fun if one sometimes could do that? It reaches its max bonus at 12 shapeshifting, which is already enough to immediately jump to a tier 4 form. (Really, even without being capped by your shapeshifting skill, 22:40:30 it's already worth more at higher level due to the benefit of going, say, 20->26 being so much more XP than 0->6. (I wonder if it could just be a flat +5 skill or something?) 22:40:30 <04d​racoomega> -I share some of the concerns Index expressed in the other channel about ring of conjuration. I realize staffs are already fast-swap items and so one can already do swapping for spell enhancers, and 'situationally swapping rings' is already a thing that I myself have defended several times, but I at least feel like 'change gear in response to what type of enemies show up' is a more 'reactive' action (that you do differently 22:40:31 depending on which enemies you're running into) whereas a conj enhancer risks being more like 'swap off when enemies get too close for iood and then swap back on afterward'. Worth noting that the UI for swapping an enhancer ring on/off is a lot slower than doing it for a staff - potentially 4 buttons instead of 1! -I am not like... dead-set against this, to be clear. Conjurations is more widely applicable than most of these enhancers, but also less 22:40:31 central these days - crowd favorites like plasma beam and permafrost don't use it at all, after all - but I am also slightly wary of it as a general pool item instead of an artefact? -Moreover, I guess I don't see that we have to immediately replace the fire/ice rings with anything if we don't have designs we're happy with (and even you seemed on the fence about this one)? (I know it makes adjusting drop rates a bit easier, but...) -Armour of 22:40:32 Archery is very much a 'Any potential buffs-or-not to ranged combat at the moment feel like a drop in the bucket of the general state of ranged combat' so it's probably fine enough. I've expressed general dissatisfaction with the overall state before, but it's not something I am going to be in a position to try to do anything about this version (or next?), and item variety is at least conceptually good here. 22:43:22 <09h​ellmonk> Thanks. I haven't done any testing with the wiz numbers, really, but should be easy to adjust before slamming this in trunk (also want to add orb stuff before doing that). Open to whatever changes you think would be worthwhile 22:45:40 <04d​racoomega> Does this orb stuff include the evo scaling things? Or just a few new/changed egos that you feel would work in the meantime? 23:00:43 <04d​racoomega> (I am unrelatedly poking at some itemspec code for Index's trove plans and have been reminded of that fundamental problem with ISPEC_RANDART and similar ignoring item level for picking base type and just rubbing my forehead here. A lot of this code is fairly tangled.) 23:01:08 <04d​racoomega> But apparently if you ask it for an item and specify an ego, that item can never become a randart 23:01:34 <04d​racoomega> (Unless you manually tell it to be a randart, which does work. But then you also need to specify the base type since 'any randart weapon' also doesn't work properly) 23:02:28 <04d​racoomega> And I kind of feel there aren't easy fixes here without more refactoring than I would like to do at the present moment 23:02:42 <04d​racoomega> (When so much stuff I've been working on for over a month is still waiting in the wings here) 23:46:48 Monster database of master branch on crawl.develz.org updated to: 0.34-a0-163-g732661e595 23:48:28 <09h​ellmonk> Whatever I or you or someone else comes up with in the next week or two