00:59:35 -!- indigaz24 is now known as indigaz2 02:30:10 <04d​racoomega> @hellmonk Those gloves of deflection are actually somewhat similar to an item concept I had kicking around for a while in past. Was originally an unrand, 'Blademaster's Grips' that gave SH based on your weapon skill while wielding a two-hander. Then I did actually consider making a weaker version of that for a normal glove ego. Just hadn't gotten around to doing so. You say you'd rather call them Parrying if not for the coglin 02:30:11 gizmo RevParry. But to be honest, I'd probably rather rename the latter, if it came to it. A lot more games will see the gloves than a specific coglin gizmo. 02:32:05 03DracoOmega02 07* 0.34-a0-323-g4f5a5d9d27: Fix knowledge of which orb type Zot gets being lost on reload (Dhd) 10(33 seconds ago, 2 files, 9+ 0-) 13https://github.com/crawl/crawl/commit/4f5a5d9d27a1 03:32:32 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 04:27:04 03DracoOmega02 07* 0.34-a0-324-g0396ba8ddb: Make notes in the log for gaining/losing banes 10(87 seconds ago, 8 files, 29+ 7-) 13https://github.com/crawl/crawl/commit/0396ba8ddbc2 04:27:04 03DracoOmega02 07* 0.34-a0-325-g9a6fec6d82: Don't double-note entering a Trove (regret-index) 10(70 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/9a6fec6d823c 04:43:51 04Build failed for 08master @ 9a6fec6d 06https://github.com/crawl/crawl/actions/runs/16141904080 05:34:38 Unstable branch on crawl.akrasiac.org updated to: 0.34-a0-325-g9a6fec6 (34) 06:44:28 <07a​crobat> Regarding throw klown pie, I'm not sure it is good to maintain fire vulnerability effect, since now it works with only one of three orbs. 06:44:29 <07a​crobat> https://cdn.discordapp.com/attachments/747522859361894521/1392139275671310376/1.PNG?ex=686e723c&is=686d20bc&hm=3af4c0698232cb27d9780783f3b15551e5d3e596f136c0a97a2735699f470708& 07:05:13 <04d​racoomega> This is a fair point (and someone already floated the idea of making a PR to make klown pies inflict an orb-appropriate resist malus, which seemed reasonable enough to me) 07:10:50 <07a​crobat> orb-appropriate resist malus? what resist is appropriate for orb of entropy? 07:10:54 <07a​crobat> rCorr-? 07:11:11 <04d​racoomega> Probably, yeah. (rN- gets a bit troubled when it comes to undead and whether they're still supposed to be immune or not) 07:17:08 <07a​crobat> I guess players still can get rCorr+ if they have two (or with !resist)? Otherwise, it may be somewhat harsh 07:17:49 <07a​crobat> or maybe it's fine even if it can't 07:18:10 <07a​crobat> orb of entropy is a bit weaker anyway 07:23:24 <04d​racoomega> Is it, I wonder? Less upfront damage, but it seemed like the corrosion could stack up fairly rapidly sometimes (and you can't get as resistant to acid as you can fire) 07:25:10 <04d​racoomega> (Apparently entropy has gotten 2 kills to winter's 1 and fire's 1 since the rotation was added. Though this sample size is obvious way too small to say anything about) 07:31:34 <07a​crobat> I played just one game with entropy orb (and some wiz mod test), so I'm not really confident about what I am saying. but their damage was somewhat lower than others, corrosion didn't stack very fast with rCorr(chance of corrosion is 50% or 67% I guess?), and ill-omen's amount of doom felt a bit low. (I'm really afraid of malmutation of oof) 07:33:17 <04d​racoomega> Yeah, also wonder if their doom is a little low, in practice (but I was somewhat mindful that one doing a 3-rune game is likely to have to carry it the rest of the game, whereas !mutation potions can theoretically fix batmuts quickly). 07:37:16 <07a​crobat> oh and you know that they don't use acidball if other enemy monster is adjacent to player, which also made them less scary imo (you can resist bolt of draining more than bolt of fire or flash freeze) 07:37:50 <04d​racoomega> I suppose that is true. (Like, fireball is certainly orb of fire's most scary attack also, but bolt of fire is still stronger than bolt of draining) 07:42:17 <04d​racoomega> It strikes me that if these were reversed (ie: Corrosive Bolt and Ghostly Fireball), the AoE would be usable around a lot more enemies (since liches, electric golems, and death cobs are all immune to it also). Though it was also a deliberate choice to put the more scary element in the scarier spell slot. In any case, I'll be keeping an eye on all of them for a while. 07:44:13 <07a​crobat> but undeads are immune to ghostly fireball. so... they can be too weak against necromancy spells? 07:47:17 <04d​racoomega> Er, I'm not sure what you mean? I was just saying that when I was putting acid+neg on orbs of entropy, I chose acid for the ball attack, since that is generally the scarier spell and that is the element players can't gain immunity to. But by the same token, negative energy explosions are something they could use more freely in Zot since a number of monsters are immune to rN there, but nothing else but orbs of entropy are immune to 07:47:17 acid 07:47:42 <04d​racoomega> However, that is likely still less scary overall 07:47:51 <04d​racoomega> Due to being able to gear rN+++ against it 07:49:06 <07a​crobat> > It strikes me that if these were reversed (ie: Corrosive Bolt and Ghostly Fireball) I mean about this. if you give them corrosive bolt and ghostly fireball, necromancer with rcorr + some ev (+rmsl) can kill them very easily probably 07:51:03 <04d​racoomega> Oh, huh. I kept being like "Why are necromancers more likely to be immune to negative energy than anyone else?" but you meant throwing zombies are them 07:51:07 <04d​racoomega> (Or other undead) 07:52:16 <04d​racoomega> Certainly also true, now that you mention it 07:58:47 <04d​racoomega> Unrelatedly, I have been reviewing Crawl's inventory backend a bunch these last couple days, planning out how to implement consumable inventory. Somewhat bugged that the approach I am increasingly feeling is the most practical approach is also somewhat ugly: just add more size to you.inv[], chosen to be large enough for all current consumables (with a little extra headroom), and reserve that end of the array for consumables and the 07:58:47 current region for equipment. Earlier drafts involved separate vectors for each inventory category (ie: gear / potions / scrolls / evocables) that grew dynamically, but given how a lot of existing code is structured, there's a lot of advantages to still being in the same array, I think (instead of using a new layer of indirection to map an item index or 'letter+operation' to a member from the proper vector). I guess what bothers me a bit is how many 07:58:47 'dummy' items will end up in there, padding out the maximum possible size while never practically being used (unlike the 'dummy' items used currently, since hitting 52 items happens constantly.) Probably, in practice, this doesn't actually matter? And as much as I dislike numerous ancient things about our item handling, even the janky parts of it are very well-tested at this point, which is probably an argument against trying any deeper tidying not 07:58:48 actually required for the new feature. 08:01:08 <04d​racoomega> But there's a fair bit of difference between 'the total number of different types of consumables a player can actually encounter in a normal run' with 'the total number of different types of consumables a player could obtain under the most specific circumstances (including wizmode and version updates).' 08:03:07 <04d​racoomega> Like the various wand sets (and how Xom sometimes still ignores the evoker items sets when gifting them to you - which was probably unintentional, but sort of upgraded to a feature). And at any rate, in wizmode you should be allowed to have every evoker at once (including the umpteen new ones we'd theoretically like to design) 08:08:05 <04d​racoomega> Which basically suggests having a solid amount of headroom that will never be used - just in case. 08:19:16 <04d​racoomega> Although, hmm.... does webtiles send the entire inventory regularly (including all the non-items)? It... sort of looks like maybe it does? 08:19:48 <04d​racoomega> What is it doing with it, I wonder? 08:20:22 <04d​racoomega> I know some of it's for the action panel, but that can't include all of this 08:29:43 03regret-index02 07* 0.34-a0-326-gad3b09032c: Fix a rare temple entry removing its own orb statues (Darby) 10(4 hours ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/ad3b09032c70 08:29:43 03regret-index02 07* 0.34-a0-327-gbb4d5816a9: Nudge up devourer's traps 10(54 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/bb4d5816a9fe 08:29:43 03regret-index02 07* 0.34-a0-328-g7335e6a58e: Recent tile adjustments 10(54 minutes ago, 9 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/7335e6a58e33 08:29:43 03regret-index02 07* 0.34-a0-329-gc8829d1dcf: Add a Sentinel's Mark icon, display it on players by default 10(28 minutes ago, 5 files, 4+ 2-) 13https://github.com/crawl/crawl/commit/c8829d1dcfce 08:29:43 03regret-index02 07* 0.34-a0-330-ga00341b0ce: Changelog updates for 0.34 10(20 seconds ago, 1 file, 231+ 0-) 13https://github.com/crawl/crawl/commit/a00341b0ceeb 08:47:45 <04d​racoomega> Hmm... it might actually just be for the inventory panel and the place that lists your current weapon on the sidebar. 08:48:15 <04d​racoomega> So it would need refactoring anyway and likely doesn't need to send this much anyway 08:48:41 <04d​racoomega> (I might be wrong, but that is my initial impressions of investigating this) 09:34:44 New branch created: pull/4643 (1 commit) 13https://github.com/crawl/crawl/pull/4643 09:34:45 03RypoFalem02 07https://github.com/crawl/crawl/pull/4643 * 0.34-a0-326-g9044575aea: fix: equipment truncation with show_resist_percent (adinsx) 10(13 minutes ago, 1 file, 4+ 2-) 13https://github.com/crawl/crawl/commit/9044575aea7e 09:50:02 <08n​icolae> dang, lotta changes. somehow i missed the massive trove retheming 10:23:48 03RypoFalem02 {Implojin} 07* 0.34-a0-331-g92974b8de6: fix: equipment truncation with show_resist_percent (adinsx) 10(62 minutes ago, 1 file, 4+ 2-) 13https://github.com/crawl/crawl/commit/92974b8de617 10:38:42 03DracoOmega02 07* 0.34-a0-332-gf559632a36: Fix sometimes knowing Zot orb monster at game start (hyperactiveChipmunk) 10(49 seconds ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/f559632a36f9 10:42:59 03DracoOmega02 07* 0.34-a0-333-g740026549f: Let vampire bloodprinces fly (Lightli) 10(61 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/740026549f8b 10:45:36 <06d​olorous_84348> Given the recent adjustments to contamination and the addition of banes, I have a possible idea. Bane of Radioactivity: adds a constant multiplier to all sources of mutagenic energy, which will make the player hit the maximum level of contamination faster than normal. I'm not sure what multiplier would work well, or if it's too harsh or too niche, though. 10:47:16 <08n​icolae> and then, the reverse, a mutation that makes banes take longer to dissipate 10:47:26 <06d​olorous_84348> How evil 🙂 10:47:31 <08n​icolae> it's just synergy 10:47:43 <08n​icolae> i would never do anything evil 😈 i mean 😇 10:48:33 <06d​olorous_84348> How synergistic, then 😈 10:51:49 <04d​racoomega> I think that at least currently, contam just isn't a relevant factor for most characters for most parts of the game, and thus even if the modifier was very high, it wouldn't do much in the span of a bane 10:52:23 <04d​racoomega> Like, Irradiate and Slime get way worse, possibly radroaches and progenitors specifically and... then what? 10:53:18 <09h​ellmonk> high% miscasts get worse 10:53:24 <09h​ellmonk> i guess 10:53:40 <09h​ellmonk> weren't we going to add some more contam sources this version? 10:56:11 <04d​racoomega> I mean, yes that would be good. (And I want to do some stuff with miscasts as well, though probably not in the form of mucking with their contam all that much.) 10:57:37 <04d​racoomega> (But I am not sure that even then it will be prevelent enough for a bane that specifically interacts with it to be a good idea) 10:59:00 <04d​racoomega> I actually think a mutation would make more sense for this sort of thing (even if, in this case, it could also end up with a bit of a feedback loop). Like, 'somewhat niche penalties' work better when they're long-term things, so that you might actually run into the situations where they apply. Also, all badmuts don't have to be super noticeable, either (but banes, imo, should be noticeable) 11:00:28 <06d​olorous_84348> Much like, say, the mutation that makes recovery from draining last twice as long? 11:03:37 <04d​racoomega> Kinda, yeah 11:04:44 <06d​olorous_84348> I can look into making it a mutation, then. 11:16:24 <08n​icolae> maybe it could be in the pool just to give players a little bit of hope. they get it and go, oh, whew, a bane i can live with. that's when you hit them with the Bane Of Stairs Kill You 11:20:01 <04d​racoomega> In general, banes take enough effort to get (and are overall not that long in duration) that I'd like it if even the weakest of them still feels like it does something to most characters. Like, I feel there's a certain 'floor' to it that doesn't apply to badmuts. 11:22:31 <08n​icolae> wasn't there a bug eons ago where the noise attenuation got fucked up and made things louder the more walls the sound went through? 11:22:35 <08n​icolae> Just Sayin' 11:23:20 <04d​racoomega> Haha. Sounds vaguely familiar? 11:23:36 <08n​icolae> Bane of the Klutz: when you take a stairs or other sort of portal, chance to trip and end up one or two squares away from the destination tile. can't stairdance with two left feet. 11:26:54 <08n​icolae> if your username is nicolae you start the game with that bane 11:37:03 remember falling down stairs? 11:38:13 <08n​icolae> bringing it back 12:09:28 New branch created: pull/4644 (1 commit) 13https://github.com/crawl/crawl/pull/4644 12:09:28 03dolorous02 07https://github.com/crawl/crawl/pull/4644 * 0.34-a0-334-g5f75b6ce8a: New mutation: persistent contamination. 10(47 minutes ago, 7 files, 24+ 3-) 13https://github.com/crawl/crawl/commit/5f75b6ce8ac4 15:18:07 <09h​ellmonk> Orb that gives a conj enhancer and applies a % of that enhancer to all schools depending on your conj skill 15:39:20 Unstable branch on underhound.eu updated to: 0.34-a0-333-g740026549f (34) 18:49:27 03dolorous02 07https://github.com/crawl/crawl/pull/4644 * 0.34-a0-334-g4771a2c375: New mutation: persistent contamination. 10(7 hours ago, 7 files, 26+ 3-) 13https://github.com/crawl/crawl/commit/4771a2c375d5 22:18:18 -!- indigaz28 is now known as indigaz2 22:22:54 -!- indigaz28 is now known as indigaz2 22:35:25 Unstable branch on crawl.develz.org updated to: 0.34-a0-333-g740026549f (34) 22:58:22 Windows builds of master branch on crawl.develz.org updated to: 0.34-a0-333-g740026549f 23:35:16 Unstable branch on cbro.berotato.org updated to: 0.34-a0-333-g740026549f (34) 23:55:32 Monster database of master branch on crawl.develz.org updated to: 0.34-a0-333-g740026549f