00:03:18 <02M​onkooky> I think this does boring things to weapon choice- you probably want to be wielding a statstick on every character, and attacking with your holstered weapon instead 00:23:52 <06m​umra> Hmm yeah. Maybe restrict holster slots to specific weapon types (melee, ranged, dagger, stave). But that's arbtrarily more limiting. As i said, not perfect 00:31:58 <06d​olorous_84348> Possible idea to make Undeadhunter a bit more interesting: when undead take extra damage from it, there's also a vampiric effect for the wielder, but for MP instead of HP. The idea is that it disrupts the magical energies holding undead together and converts them into magical energies suitable for spellcasting. It could add to the flavor in that the reason only one weapon with that brand is left is that the others were 00:31:59 destroyed by the undead due to wielders' getting greedy and mass-killing undead solely to power themselves up more. Although that effect obviously wouldn't occur if a monster was wielding it, since monsters don't have MP in the same way players do. 00:50:03 <06m​umra> Hmm yeah. Maybe restrict holster slots to specific weapon types (melee, ranged, dagger, stave). But that's arbtrarily more limiting. As i said, not perfect 00:55:50 Monster database of master branch on crawl.develz.org updated to: 0.34-a0-1048-g5e2657f105 00:59:41 -!- indigaz28 is now known as indigaz2 01:37:38 <06m​umra> Hmm, this description sounds odd when I encounter this monster in a Zig 01:37:40 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1433736672016597002/image.png?ex=6905c6d4&is=69047554&hm=ed9c67b969252e06974eec788efc7b611e3308a5e234a9ccbe08bcf456071fac& 01:42:33 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1433737900343689338/image.png?ex=6905c7f9&is=69047679&hm=e4df1371d5dd9727bd5d857e4040c81d172b4ba3b361467e5f85d97d75a17d93& 01:42:39 <06m​umra> ok vscode, no need to shout 01:43:18 <06m​umra> (it uses markdown formatting when it infers docs from comments so this turns into a heading) int reflections = 0; // # times beam reflected off shields 04:17:32 <04d​racoomega> Regarding my own opinion on do people think "swapping weapons for resists" is really good gameplay or something that would actually be better got rid of (or at least made slower) were it possible? I'm not sure 'swapping weapons for resists' is a thing that happens often enough to be worrisome overall. I think swapping primary weapon based on enemy or situation is something that, in most cases, happens infrequently enough that it's 04:17:33 fine and even potentially interesting to me (ie: carrying around a decent holy wrath weapon for vulnerable targets, or using vamp as your main weapon but with a freezing backup weapon for immune targets.) One tends not to have a large stockpile of applicable weapons that are competitive enough with your main weapon, and almost always this is something you wouldn't want to change multiple times per battle anyway. I think that swapping a magic staff 04:17:33 for casting and then a different melee weapon for close range is at least 'okay' (and again, tends to be a 'once per battle, at most' thing), but I could see this maybe benefitting from some automation in some fashion. But swapping between multiple magic staves for different spells that you have is something that's repeatedly come up as troublesome (I know Index hates this) and we've talked in past about using some sort of attunement system so that 04:17:34 you only gain the benefit of one magic staff at a time and can only change this while out of battle. I've never been 100% sure how this should be implemented mechanically, so I hadn't gotten to it yet, but am broadly in favor. (The problem here, I feel, is that the answer to what staff you want to use for any given spell is 'obvious' and applicable casters may want to perform all of these 'obvious' swaps multiple times in every fight, at which point the 04:17:34 experience gets more fiddly than I feel is positive.) 04:17:38 <04d​racoomega> Like, I can understand the advantage of slow-swap weapons in general, however I feel like systems like that tend to result in just always using the 'best general-purpose' one you can get your hands on, and I feel there's actually lots of situations where having a few options at your disposal - so long as you're not rapidly changing back and forth on a regular basis - opens up a lot more room to have options that are useful 04:17:39 sometimes instead of just picking the best one-fits-all and sticking with it forever. The natural incentives of Crawl weapon investment already cause the latter to happen a lot of the time. 04:33:45 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:31:10 Unstable branch on crawl.akrasiac.org updated to: 0.34-a0-1048-g5e2657f (34) 06:02:05 <02M​onkooky> I don't think 'best general purpose' is at all an incorrect state for weapons to be in 06:03:08 New branch created: pull/4867 (1 commit) 13https://github.com/crawl/crawl/pull/4867 06:03:08 03Andrew02 07https://github.com/crawl/crawl/pull/4867 * 0.34-a0-1035-g702eba5fa9: Tweak putting on orb text 10(4 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/702eba5fa92a 06:10:33 <04d​racoomega> I think there's some mild interest created by being able to have situational weapons, like a backup for when your venom weapon won't work, or a freezing weapon you sometimes break out for cold-blooded monsters, and so forth. 08:56:59 New branch created: pull/4868 (1 commit) 13https://github.com/crawl/crawl/pull/4868 08:56:59 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4868 * 0.34-a0-1049-g385eaace01: Add check for targets in plasma beam 10(29 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/385eaace01bf 09:33:15 <08n​icolae> to reduce weapon swapping simply implement a mechanic to smush weapons together into one 09:33:22 <08n​icolae> staves too 10:01:08 03CrawlOdds02 {dolorous} 07* 0.34-a0-1049-ge89435198a: Add check for targets in plasma beam 10(2 hours ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/e89435198add 10:05:59 <06d​olorous_84348> "What do you do with all these daggers lying around?" "I merge them with all my ranged weapons to give them bayonets!" 10:30:38 <08n​icolae> also, on behalf of a friend of mine, i told them i would ask for sacks of spiders to be buffed with buffed spiders. i do not expect much change to spiders but i did say i would ask and i have kept that promise 10:35:00 <06d​olorous_84348> "Why do all the spiders from the sack suddenly have much more muscular legs in tiles mode?" "That isn't what you meant by buffed spiders?" 10:35:06 <04d​racoomega> Well, reexamining the formulas involved was on the table for that eventual evoker pass 10:35:54 <04d​racoomega> (But don't expect that until a ways into 0.35 at the very least) 10:38:33 03CrawlOdds02 {dolorous} 07* 0.34-a0-1050-g16059fb7c2: Allow igniting poisoned allies 10(3 days ago, 3 files, 40+ 9-) 13https://github.com/crawl/crawl/commit/16059fb7c26f 10:58:55 03regret-index02 07* 0.34-a0-1051-g2e23940ace: Cut Reckless's SH penalty in half (DracoOmega) 10(5 days ago, 3 files, 7+ 7-) 13https://github.com/crawl/crawl/commit/2e23940aceb2 10:58:55 03regret-index02 07* 0.34-a0-1052-g143df15cc6: Remove berserkitis (DracoOmega) 10(7 minutes ago, 10 files, 7+ 30-) 13https://github.com/crawl/crawl/commit/143df15cc60f 10:58:55 03regret-index02 07* 0.34-a0-1053-g42ad3b43e5: Let wizmode make food caches (Monkooky) 10(5 days ago, 29 files, 128+ 128-) 13https://github.com/crawl/crawl/commit/42ad3b43e56a 10:58:55 03regret-index02 07* 0.34-a0-1054-g83739b9f38: Tweak some monster elemental spell text 10(17 hours ago, 13 files, 26+ 20-) 13https://github.com/crawl/crawl/commit/83739b9f3835 10:58:55 03dolorous02 {regret-index} 07* 0.34-a0-1055-g108ed1e39b: Add another Nemelex overflow altar (#4852) 10(5 days ago, 1 file, 23+ 0-) 13https://github.com/crawl/crawl/commit/108ed1e39bc0 11:00:00 03CrawlOdds02 {dolorous} 07* 0.34-a0-1056-g400cb8a32e: Fix log on zero contamination 10(5 days ago, 1 file, 4+ 3-) 13https://github.com/crawl/crawl/commit/400cb8a32e11 12:32:51 New branch created: pull/4869 (1 commit) 13https://github.com/crawl/crawl/pull/4869 12:32:51 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4869 * 0.34-a0-1049-geb0fc2acc6: Improve ranged combat tabbing 10(11 minutes ago, 1 file, 55+ 0-) 13https://github.com/crawl/crawl/commit/eb0fc2acc69d 12:41:25 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4869 * 0.34-a0-1049-g1db753ecd8: Improve ranged combat tabbing 10(19 minutes ago, 1 file, 56+ 0-) 13https://github.com/crawl/crawl/commit/1db753ecd803 13:43:20 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4869 * 0.34-a0-1049-gd98d074e07: Improve ranged combat tabbing 10(81 minutes ago, 4 files, 64+ 0-) 13https://github.com/crawl/crawl/commit/d98d074e079e 13:52:56 03dolorous02 07* 0.34-a0-1057-g7f5091ce2d: Fix FTILE entry. 10(7 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/7f5091ce2db4 14:26:04 03dolorous02 07* 0.34-a0-1058-gc4a3910f1f: Identify items created via &% in wizmode. 10(5 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/c4a3910f1fb3 14:36:23 04Build failed for 08master @ c4a3910f 06https://github.com/crawl/crawl/actions/runs/18985629862 15:23:44 03dolorous02 07* 0.34-a0-1059-g37a67de41f: Destroy shafts when pacified monsters use them. 10(12 minutes ago, 3 files, 16+ 10-) 13https://github.com/crawl/crawl/commit/37a67de41fae 15:31:03 <04d​racoomega> But it was funny to see a pile of orcs all go jump in a pit together... T.T 15:33:22 <02D​arby> worry not, for they remain happy to go to hell (or the abyss, or whatever your local demon dimension is) 15:34:42 <06d​olorous_84348> And making maybe_destroy_shaft() non-static could also enable Xom to patch up holes in the floor instead of making holes in it. Only making holes gets boring after awhile, right? 15:35:54 <06d​olorous_84348> Also, shouldn't Ely be concerned about a pile of orcs trying to all run down the same set of stairs or whatever, as well? Having them all fall down the stairs and break their necks goes against the whole healing thing. 15:45:06 03dolorous02 07* 0.34-a0-1060-g97ec47c46e: Add another real song to the Singing Sword. 10(2 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/97ec47c46e00 15:45:59 <06d​olorous_84348> And your mentioning orcs and pits/shafts gave me an idea; thank you. 15:49:02 <06m​umra> As i already started work on some ranged unrands, this makes me wonder. An unrand bayonet that's like a 2-hander hand cannon but can also reach stab? 15:49:36 <06d​olorous_84348> Sounds interesting! 16:07:02 <02M​onkooky> is the _spell_damage in spl-cast.cc used anywhere outside spell_damage_string? 16:23:15 <09g​ammafunk> apparently it's the name to two different static functions 16:23:39 <02M​onkooky> yeah, that's why I specified 16:24:57 <09g​ammafunk> for the static function in spl-cast.cc, no, it's only used in that function 16:26:08 <09g​ammafunk> certainly looks like that TODO comment is right and there should be one non-static function 16:26:45 <09g​ammafunk> also 16:27:30 <09g​ammafunk> cpp if (spell == SPELL_FORCE_LANCE) { return make_stringf("%dd%d(+%dd%d)", _spell_damage(spell, hd, pow).num, _spell_damage(spell, hd, pow).size, default_collision_damage(pow, false).num, default_collision_damage(pow, false).size); } that's not how you save cpu! 16:29:16 <09g​ammafunk> that function needs a slight refactor in general 16:29:27 <09g​ammafunk> lots of good comments in there seemingly written by DracoOmega 16:33:44 -!- theWeaver is now known as Amorphia 16:39:06 <04d​racoomega> There's a little awkwardness with how one of those is for player spells and one for monster spells and there are definitely places where spells castable by both will have different numbers (in a way that zap_damage won't handle automatically) 16:39:54 <04d​racoomega> Not insurmountable, of course, but... 16:40:25 Unstable branch on underhound.eu updated to: 0.34-a0-1060-g97ec47c46e (34) 16:43:58 <02M​onkooky> I do wonder to some degree how useful _spell_damage even is 16:46:00 <02M​onkooky> As written, it kind of just puts half the cases from the switch (spell) { in spell_damage_string in a different function 17:33:57 03dolorous02 07* 0.34-a0-1061-g47010ebcb2: Allow &% in wizmode to produce excluded items. 10(25 minutes ago, 3 files, 9+ 7-) 13https://github.com/crawl/crawl/commit/47010ebcb264 18:26:33 <02M​onkooky> Is there still a reason enemy zombies shouldn't follow the player? 18:26:43 <02M​onkooky> I don't remember what the reason was to begin with 18:29:05 -!- MakMorn_ is now known as MakMorn 19:54:01 <04d​racoomega> I mean, originally because player ones also worked the same way (back when they lasted forever, but just couldn't follow between floors). Of course now player ones just crumble when you leave and you could argue that means monster ones are different anyway, but it seems harmless for a few of the especially mindless undead to have quirks like that (it applies to all derived undead, of course) 19:54:52 <04d​racoomega> Also: it may have taken all day, but nets should be significantly more sane now 19:55:31 <04d​racoomega> (I like how much larger the diff is on this one commit than most of what I've been working on here >.>) 20:06:07 ~one small bug fix~ 20:06:13 ~every source file touched~ 23:35:30 Unstable branch on cbro.berotato.org updated to: 0.34-a0-1061-g47010ebcb2 (34) 23:35:37 Unstable branch on crawl.develz.org updated to: 0.34-a0-1061-g47010ebcb2 (34) 23:58:39 Windows builds of master branch on crawl.develz.org updated to: 0.34-a0-1061-g47010ebcb2