00:25:14 Unstable branch on cbro.berotato.org updated to: 0.34-a0-1587-g40ba7039b0 (34) 00:55:44 Monster database of master branch on crawl.develz.org updated to: 0.34-a0-1587-g40ba7039b0 01:20:59 03WizardIke02 07* 0.34-a0-1588-gcf93559967: Fix sometimes getting incorect monster leaves view messages 10(27 minutes ago, 4 files, 9+ 2-) 13https://github.com/crawl/crawl/commit/cf93559967e9 02:18:28 <06m​umra> @hellmonk Rather than just checking for a single adjacent construct, what about basing the % effectiveness on total constructs and their proximity using some inverse law? Less annoying to set up but you are still encouraged to stay close to your constructs. Fits the name "resonance" even better when it's a cumulative effect too. 04:31:46 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:25:47 Unstable branch on crawl.akrasiac.org updated to: 0.34-a0-1588-gcf93559 (34) 05:40:22 -!- wvc7 is now known as wvc 08:51:00 <08n​icolae> it's nice when the inspiration comes in and i make a bunch of overflows 😌 08:58:09 <08n​icolae> some of them do go a little wild with the colors but maybe that's okay for god altars 09:08:30 <06d​olorous_84348> 👍 11:23:04 <09h​ellmonk> I fear making the effect too complex to be understood, but it might be worth trying 11:53:41 <06m​umra> Yeah that is the main problem, the formula would be fairly opaque. You'd have to communicate total % in your damage stats. But "more constructs closer to you = better damage" is still understandable. Maybe keep halving the contribution for each unit of distance. Adjacent units are worth 50% so two adjacent units gives you 100%. Units at 2 distance are 25% so you need 4 units at 2 distance to equal 100%. One adjacent unit plus 2 at 2 11:53:41 distance also comes to 100%. Seems fairly straightforward to at least maintain a high percentage which is the main thing you're interested in. (I am also thinking that phalanx beetle makes it too easy to get 100% if it's a single adjacent unit so with this change phalanx gets you a reliable 50% but you still have to do a bit of work to get 100%) 12:08:09 <06m​umra> Alternate simplification, base the bonus on having up to 4 units in a 2 tile radius with each unit giving 25% bonus. So there is still positional thinking but it's a bit less frustrating and still pushes to having multiple units rather than trying to remain adjacent to a single one... 16:39:48 Unstable branch on underhound.eu updated to: 0.34-a0-1588-gcf93559967 (34) 18:48:25 <04d​racoomega> I am not sure what the benefit of making the construct interaction a lot more complicated here is. Like, what is the actual problem you're attempting to solve by doing this? I think the binary nature makes it very understandable and 'your allies are next to enemies' is a state you normally want things to be in anyway. (I do wonder if the bonus wants to be bigger than the old numbers, though, accounting for 'percentage of time 18:48:26 the condition will not be met'. Maybe some flat part to the bonus so that it starts doing something relevant earlier?) 21:52:27 03regret-index02 07* 0.34-a0-1589-g38ba4db094: Yet further very brief vault review 10(88 seconds ago, 10 files, 58+ 47-) 13https://github.com/crawl/crawl/commit/38ba4db09433 23:35:34 Unstable branch on crawl.develz.org updated to: 0.34-a0-1589-g38ba4db094 (34) 23:58:34 Windows builds of master branch on crawl.develz.org updated to: 0.34-a0-1589-g38ba4db094