00:07:19 <06m​umra> Right, because branch ends use PLACE so they don't want a default-depth applied 00:08:03 <02D​arby> because of this other git problem it may be a long time before I can do anything at all with git again so it may be faster for someone else 00:08:36 <02D​arby> although... maybe this will work anyway, hopefully 00:10:11 <02D​arby> (still having serious problems so I'm just kind of praying that works) 00:10:18 03Darby02 07* 0.34-a0-1018-g9bf671e83b: Prevent Lair ends from placing on prior floors 10(3 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/9bf671e83b98 00:55:35 Monster database of master branch on crawl.develz.org updated to: 0.34-a0-1018-g9bf671e83b 00:59:03 -!- indigaz29 is now known as indigaz2 01:01:14 <06m​umra> What is the git problem? 01:02:54 <02D​arby> probably something simple already fixed by the brute force method of cloning my repo from scratch 01:41:28 <06m​umra> I've found occasionally git gets in a broken state with the crawl repo 02:24:21 New branch created: pull/4849 (1 commit) 13https://github.com/crawl/crawl/pull/4849 02:24:22 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4849 * 0.34-a0-1019-gd9de159487: Separate hidden spells for divine exegesis 10(34 hours ago, 5 files, 23+ 2-) 13https://github.com/crawl/crawl/commit/d9de15948756 04:32:53 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:07:03 03Implojin02 07* 0.34-a0-1019-g1f94a36935: Add a clua bind: you.ability_available() (CarefulOdds) 10(15 minutes ago, 1 file, 21+ 0-) 13https://github.com/crawl/crawl/commit/1f94a36935d5 05:32:09 New branch created: pull/4850 (1 commit) 13https://github.com/crawl/crawl/pull/4850 05:32:10 03CrawlOdds02 07https://github.com/crawl/crawl/pull/4850 * 0.34-a0-1019-g222b9cd3f9: Fix log on zero contamination 10(69 minutes ago, 1 file, 4+ 3-) 13https://github.com/crawl/crawl/commit/222b9cd3f954 05:34:27 Unstable branch on crawl.akrasiac.org updated to: 0.34-a0-1018-g9bf671e (34) 08:20:23 <06m​umra> I've been toying around again with ideas for a level 9 hex; I have two competing ideas right now so I wanted to bounce these around and see if firstly either is workable but also which might work better in that slot. Both have some fairly sizeable implementation complexity so just wanting to sound things out first before thinking about prototype anything. 08:20:30 <06m​umra> The first is "Doppelganger". As can maybe be guessed, this creates an illusion of yourself, so it's somewhat like a player version of Mara/rakshasa illusions, with some tweaks. Whenever you move, the illusion makes the same move. If this moves them into a wall, the illusion ends. But if it makes them bump a monster, they attack the monster. They have the same stats/weapon/armour/as you except their HP is fairly fragile (say 10-20% of 08:20:31 yours? maybe rising with spell power). On creation of the illusion, monsters that were targeting you are split 50/50 between you and the illusion. They won't cast spells, but spells and other abilities that cause you to move will move them too, and any buffs you get will be applied to them. It must be cast in a bit of open space, no corridor casting. The illusion will be created on a non-orthogonal grid 1-2 tiles from you. Reaching attacks will be 08:20:31 copied if there's monster on the same relative tile, as would ranged/throwing (with illusory missiles). Some notes: - Initial idea was to create two illusions but I scaled it back to 1; this could still be entertained if a just one isn't powerful enough, but it seems simpler to understand and control in this form. Maybe allow casting it twice to get 2 (and cap there) ... - Pairs nicely with Discord allowing you to draw some extra heat away from 08:20:32 yourself and attack things - It's just a shame it's such a similar effect to one that already exists in terms of Mara/rakshasa - Also some unfortunate overlap with Paragon in terms of something that will attack as you attack (although the mechanics of this are very different really) - Obviously it's a little close to Summonings in flavour, but is distinctly splitting yourself in two rather than creating an independent entity, and the movement 08:20:32 mechanics make it completely different. They also wouldn't count as "allies" in terms of conducts. 08:20:42 <06m​umra> Second idea is "Glamour". This is smite-targetted against a single foe, is checked against will, and swaps your visual appearance with that foe. So you now look like them and they look like the player doll. Enemies that see this (who are not already frenzied or in other ways unsusceptible e.g. clarity) have a % chance to be fooled and will start attacking that monster thinking it's the player. So while you need to pass a will check on 08:20:43 the target, it can still affect other will-immune beings. The chance to be fooled increases with spell power (and maybe also with target HD, i.e. higher HD targets are more fooling). Hitting more powerful targets has much more value overall but more chance for failure. Monsters that are going for the target are effectively distracted and therefore stabbable (but attacking them will causing them to turn on you again). When the target dies the glamour 08:20:43 ends and you return to normal appearance. Notes: - This has more overlap with Discord as it's a different variation of "get monsters to attack other monsters" but they are still useful in different situations and can still both be used together to good effect. This doesn't have the potential danger of Discord but can fail and is only good as long as the target lives. (If it needs more power, the glamour could continue on you a bit even after the target 08:20:44 dies, although this maybe makes using it on low willpower targets a bit too easy of a stab enabler) - Looking like a monster for a bit (while a bunch of monsters gang up on a copy of yourself) seems like a really cool visual effect generally, so I like this spell a bit more for that, coupled with how it's a little bit more novel generally. 08:20:46 <06m​umra> Perhaps if both of these are interesting in their own rights, one of them could be nerfed a bit and positioned around level 6-7 (maybe with added TLoc school), but at the same time I'm not sure if there's space for two separate "fool the enemy with illusions" spells as they both have a similar effect in terms of getting enemies to not attack you, something which they already both overlap with Discord on. Doppelganger is maybe the more 08:20:47 interesting for its focus on enabling you to attack multiple enemies at once with careful positioning. 08:35:50 <06r​egret-⸸nde※> Despite the flavour trying to lead it elsewhere, this mechanically feels 100% like something that needs to have an ally school involved, and when we have three ally schools already, I'd be heavily inclined to not try to add new space in a fourth. (In particular, the reliance on the player's movement and stats makes this strongly feel like Forgecraft.) The restriction on corridor casting is also a massive downside that makes 08:35:50 this not feel like it should be that high a top-level spell either, as Malign Gateway and Eringya's Noxious Bog both demonstrate in regularly failing in Crypt + Elf + Zot:1-4. 08:39:18 <06r​egret-⸸nde※> As enticing as it is to try to make a level 9 spell in every school, Hexes already has a much more pressing space that is much easier to design for in missing any level 6 spells. Enfeeble + Discord may not be the most fanciful designs for a school's top end, but they function fine for there being any top end at all, while the transition between Confusing Touch and Enfeeble for actually directly killing things is pretty sparse 08:39:18 outside of crossing over into Alchemy (Yara's) or Summoning (Mana Viper, Sphinx Sisters). 08:43:39 <06m​umra> Yes I did note the missing gap at level 6 as well (and hence the comment about repositioning one of these around that level) I also note there are no Hexes/Conj nor Hexes/Earth 08:45:50 <04d​racoomega> Doing illusion-style things is a potentially interesting space, and 'move a secondary ally via your own movement in some fashion' I think also has the potential to be interesting. But the many limitations you lay out for the spell (ie: 'extremely low HP', 'can't be used in corridors', 'disappears immediately if it touches a wall because of your movement') feels quite dubious to me as a level 9 spell. That's one level above the 'makes 08:45:51 entire enemy groups kill themselves from off-screen' spell! The misdirection combined with the fragility does seem like a recipe for it to die rapidly, too. Also, anything that's effectively 'weird ally who you mostly cause to perform direct melee attacks' feels like it can't be pure hexes, either. I'm not sure it's too similar to Paragon to exist at all, but I do hesitate at the idea of trying to fit that into another spell of the same level (like, 08:45:51 they both do extra melee damage as you attack, are both placed at a chosen location - though paragon is more flexible, both give an immediate defensive bonus to having them out...) It does remind me slightly of Brogue's Staff of Entrancement, which was pretty fun to use, though. (I have no idea if you're familiar with it, but it connects your movements up to an enemy, who will helplessly move as you move. Though in that game, one of its strongest 08:45:52 uses is things like "Make the enemy walk into lava"....) 08:45:58 <04d​racoomega> Glamour is... Well, first of all, it reminds me a decent bit of a weaker Shadowslip (a misdirecting effect on another monster that lasts a short while or until it dies). It is, of course, repeatable for no long-term cost, but having to overcome something's Will (and then maybe fail to distract other things anyway) is a fairly significant downside. (Also, probably in many cases the things with the most doable will checks might die 08:45:58 very quickly?). I'm not sure how interesting I feel the end result of playing with it is, aside from visuals (which might be cool, though I do worry - perhaps needlessly - might be confusing to the player?). Like, it doesn't seem a very reliable way of killing something, has a moderate chance to do nothing at all when cast, and even when it succeeds is probably a 'weaker enfeeble' against a couple targets (in terms of stabbing opportunity) or an 08:45:59 often-weaker ?fear (in terms of letting you try to run away - like it works on fear-immune things, but sounds like it has a lower success chance in practice and ends if your illusion dies) 08:45:59 <04d​racoomega> I don't want to sound too critical and high-level hexes are... a very hard design space. It's not like I've had specific ideas for a level 9 hex, either. (Though I'm not sure that not having one is a problem, per se.). 08:48:25 <04d​racoomega> (Debuff-wise, it's hard to top 'can instantly kill the thing' or 'will kill other enemies for you', after all ^^; ) 08:49:36 <06m​umra> I know, it nevertheless feels like 3 of the spell schools are incomplete with nothing at level 9, whether it is strictly necessary or not 🙂 08:52:46 <06r​egret-⸸nde※> I'd much rather have the full practical curve for casters feel smoother (as Hexes and Summoning could with help on) much more than we Need to come up with anything- level 9 spells haven't been any more immune to repeated reworks and removes than any other level, as Absolute Zero and Singularity both show. 08:53:33 <04d​racoomega> Fulsome Fusillade is basically a level 9, due to the two schools thing. (And translocation's level 8 has already struggled to be worth it for many years) 08:53:49 <04d​racoomega> (I have specific plans to replace Disjunction this version, in fact) 08:54:13 <04d​racoomega> Just lagging behind all of the other stuff that I'm doing >.> 08:54:48 <06m​umra> The corridor/wall restrictions with doppelganger were there sort of by necessity to make things naturally lead to "advancing as a front" and meleeing multiple enemies simultaneously, while they're attacking the multiple yous; bunching up in a line in a corridor doesn't seem very interesting 08:56:33 <04d​racoomega> I agree, but like... level 9 spells also need to feel very strong (and often get to ignore limitations lower spells might not). And if the 'straightforwardly powerful' version of this particular effect ends up kind of boring (which I agree it might), that might be a sign that it's an awkward fit at that level 08:57:29 <06m​umra> Perhaps some variation of doppelganger though could be Level 6 Hexes/Necro, letting it more naturally be an ally spell 09:02:19 <04d​racoomega> I wonder if there's more interesting things for it to do besides hitting stuff with a weapon 09:02:50 <04d​racoomega> Force a monster to take an action as if it were an ally that turn? 09:03:09 <04d​racoomega> (Or even several actions at once) 09:04:00 <06m​umra> I mean that is more the idea of Glamour, that you're fooling monsters into being briefly allied with you 09:04:16 <04d​racoomega> Flavor it as if this external projectile of yourself that you're moving around was controlling things 09:05:18 <04d​racoomega> How it is like glamour? I don't mean in terms of distracting other monsters. I mean in terms of 'bump projectile into monster to have that monster immediately attack a nearby thing or cast a spell or otherwise do some instantly useful things'. Other monsters don't react as if it's not an ally - you're just hitting them with it. 09:05:37 <04d​racoomega> Instead of via your own attacks 09:05:45 <04d​racoomega> Which feels automatically way more hexy and unique to me 09:06:29 <06m​umra> Right i see 09:10:33 <04d​racoomega> There's some overlapping design space with Aphotic Marionette, but I think by things you're 'controlling' being able to move and use melee attacks (and not able to give you buffs) along with the unique way of aim, and its repeatability, it distances itself sufficiently far away (and also it isn't quite Charm either) 09:10:50 <06m​umra> What i'm wondering about here is Hexes/Forgecraft (which is also a pairing that doesn't exist, and as index already said it felt more forgecraft-y) So you're forging a doppelganger which is imbued with hex magic which can hex other things (At this point the "doppelganger" part seems fairly irrelevant, it's just some automaton that is copying your movements, but I wonder about folding in the glamour idea and making it a doppelganger of 09:10:51 a random monster in LoS just to make it make more sense that it is convincing other monsters to do stuff) 09:12:19 <04d​racoomega> I didn't feel it was 'convincing' monsters to do stuff (and it isn't really a doppleganger - I just didn't know what to call it yet), but rather magically compelling them to do it. It's not an illusion so much as a curse 09:13:04 <04d​racoomega> (Like, regardless of whether it's trying to convince anything it's you or not, the unique way of moving something around could have interest, imo) 09:17:11 03dolorous02 07* 0.34-a0-1020-g6459b0655c: Add three more orc names. 10(3 minutes ago, 1 file, 6+ 0-) 13https://github.com/crawl/crawl/commit/6459b0655c20 09:25:02 <04d​racoomega> In other news, I am successfully fixing yet more behavior today that's been broken for many years (and possibly forever). 09:25:53 <04d​racoomega> It's a little more complex than this (and fixing it certainly has been), but one can boil down a major part of it to "monsters with polearms ignore most pathfinding behaviors since they think they can attack you from anywhere in LoS" >.> 09:26:22 <04d​racoomega> And thus will be content sitting anywhere in sight of you 09:29:25 <06m​umra> I would sorta prefer them to remain illusory in some way, the original intention is that if you were moving extra spaces (like with rampage, or god abilities) they would keep up with you and stay in formation, and then also the fact they share buffs with you meant you could pair it with e.g. confusing touch or detonation catalyst and then you're hitting multiple things at once with those effects. You could still explain those behaviours 09:29:26 of course as simply having some magical link with you (but the buff sharing is a lot less relevant if they're not actually doing melee) 10:41:01 <06m​umra> While googling a bit for alternate names for this I bumped into the word Homunculus. Now the long ago proposed version of that was more an alchemical spell (before Alchemy existed of course) but homunculii could perhaps be flavoured as Necro if we say you're growing the homunculus from a piece of yourself. (Maybe reduces your MaxHP while it's alive) It can start weak and grow stronger each time it successfully bites something (inflicting 10:41:01 this status as it does so, which I guess is like a brief monster Vexation but aimed at allies only?) This version obviously won't despawn when bumping walls, but it still seems a bit awkward how it'd behave in corridors (and what do targets do if there's no other allies to attack?...) 10:54:00 03dolorous02 07* 0.34-a0-1021-g3efdd9a134: Remove duplicate "extra" tag. 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/3efdd9a13470 11:02:31 03dolorous02 07* 0.34-a0-1022-gded6fd1253: Checkwhite. 10(2 minutes ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/ded6fd12531e 11:14:14 03dolorous02 07* 0.34-a0-1023-gfa14095d15: Add another Crazy Yiuf line. 10(4 minutes ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/fa14095d15d7 11:37:17 <09g​ammafunk> yeah, iirc PleasingFungus even implemented this? it might be sitting around in a branch somewhere 11:37:25 <09g​ammafunk> I seem to recall testing it 11:39:33 What software powers this bridge? 11:47:43 <06m​umra> It has the odd distinction of existing in axed monsters and axed spells in master despite apparently never having actually existed in master 😂 11:49:44 <06m​umra> I can't see a branch for it (unless PF had it in a fork) 11:56:04 <06m​umra> The original design would never live up to today's design sensibilities of course. Was a permanent ally you made from a potion and grew over a certain period of time in your inventory https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:spells:propose:homunculus 12:00:46 VagabondTruffle, some JS thing that gammafunk has extended in various ways. it's not very good; he and I had a discussion a few months abo about alternatives, but I don't think he's had time to look into them 12:01:38 I wrote one that's working in RLD these days and I updated a few days ago if you want more options 12:01:45 Was mostly curious to see the code here 12:03:22 https://github.com/gammafunk/discord-irc I think 12:03:46 aha I rewrote the upstream of that in 2023 12:05:29 if you want it, it's yours: https://github.com/aronson/discord-irc 12:10:38 <09g​ammafunk> yeah, I should probably look into that sometime in the near future 12:12:17 <09g​ammafunk> the one described here in the wiki predates the one I tried, I think. But honestly i'm so hazy in terms of my memory of testing this thing 12:13:12 your old config should work drop-in, unless I messed something up. You know who to reach out to (Heni) if you have issues <3 12:14:00 <09g​ammafunk> well, I have extended the functionality slightly, along with config changes for that, so it might not be quite that straightforward, but I need to refresh my memory about that 12:14:11 <09g​ammafunk> %git 0ece95b4b3bcbf31b51946cfea299a72aff16068 12:14:12 <04C​erebot> due * 0.8.0-a0-4385-g0ece95b4b3: Add the necessary enums, etc, for Homunculus spell. (15 years ago, 3 files, 7+ 1-) https://github.com/crawl/crawl/commit/0ece95b4b3bc 12:14:22 <09g​ammafunk> this seems to be why you're seeing those axed enums 12:14:40 <09g​ammafunk> heh: > Just storing this now so when I start work on it, I don't need to wait > for all the enums to compile. Yay enums! 12:14:49 you should be able to ask github for diffs against the upstream 12:15:04 or at worst, add it as a remote and diff locally 12:15:43 <09g​ammafunk> no I know how to examine the differences, I'm just saying that it's not the case that I can simply drop in this new upstream 12:16:01 I'd be happy to integrate the commits if you need 12:16:09 <09g​ammafunk> because it won't have some of my patches (and relevant config changes) 12:16:50 huh I don't see any actual breaking changes in the github diff... 12:17:13 Just a node upgrade, hmm. Maybe it's in another branch or something 12:17:50 <09g​ammafunk> yes I probably have a local live branch 12:17:53 ahhh OK 12:18:11 <09g​ammafunk> but anyhow, I can integrate my changes, I just need to see what of mine needs to be integrated 12:18:28 I uhm may have bad news about how hard I rewrote the internals 12:18:33 <04d​racoomega> But didn't we break save compat in like... 0.10 or something? 12:18:51 <04d​racoomega> (Maybe I am misremembering when it was) 12:18:56 <09g​ammafunk> did we actually removed that old code when save compat was broken? 12:19:05 <04d​racoomega> I guess not 12:19:10 <04d​racoomega> They weren't tagged out, so maybe nobody noticed 12:19:52 <02M​onkooky> Should CarefulOdds get an invite now that they're contributing? 12:19:59 <09g​ammafunk> to be fair, I have no idea about the 0.8 version of homunculus (amusingly the wiki is titled "homonculus" bit in the wiki contents and the actual spell, it's "homunculus") 12:20:34 <09g​ammafunk> I just really seem to recall a homonculus spell that I tested at one point and I feel it was a PleasingFungus joint 12:23:13 <09g​ammafunk> so my discord-irc changes are a merge of these two branches and upstream master circa 2021: https://github.com/gammafunk/discord-irc/tree/discord-names-command https://github.com/gammafunk/discord-irc/tree/url-preview-config 12:24:15 <09g​ammafunk> VagabondTruffle: so if you want to make a version of your fork with those merged or if those are somehow obviated by your changes (because you've merged), that'd be fine, but I can just sit down with your branch and take a look myself later this week 12:24:32 <09g​ammafunk> the second branch is one I wrote, it just uses markdown to disable url previews discord-side 12:24:44 <09g​ammafunk> because those get really invasive over the bridge 12:25:09 <09g​ammafunk> and the name branch is from a contributor to upstream so people can see a list of people in channel irc-side 12:25:33 <09g​ammafunk> again, I'm not sure if that bridge geekosaur pointed me to like a year ago is just much better than all of this, I never did look at it 12:26:33 Jarek1 (L6 DrSh) ASSERT(you.form == you.default_form) in 'transform.cc' at line 2218 failed. (D:4) 12:26:45 <09g​ammafunk> yeah I wouldn't object, but we can discuss in our dev star chamber and send an invite if all is well 12:27:19 I'm workin on another IRC bot project right now, so if you're willing to work on the new codebase go for it! I also added in the names command PR ages ago so that's in there already. Markdown URL stripping is pretty easy to add with an optional boolean in config and a regex in code. The main concern is I ported to TypeScript and Deno and added a bunch of extra stuff to parse configuration 12:27:57 !crashlog Jarek1 xl=6 DrSh place=d:4 12:27:58 1. Jarek1, XL6 DrSh, T:3598 (milestone): https://underhound.eu/crawl/morgue/Jarek1/crash-Jarek1-20251026-192632.txt 12:28:30 uh? when did cue start requiring auth to see morgues? 12:29:51 <02M​onkooky> someone started crawling it to train AI 12:29:58 The project home is on libera at #discorcirc and there's a Discord server invite for it in the topic that's bridged there if you want to move discussion so I don't clog up your dev chat 12:30:04 * #discordirc 12:31:37 <09g​ammafunk> Thanks! 12:32:06 <09g​ammafunk> Glad this thing has a maintainer again 12:38:03 <3 12:39:30 <06m​umra> (This seems a little surprising btw, as I am certain I have been chased down by polearm-wielding gnolls, wights and many others) 12:43:57 <02M​onkooky> I've definitely cheesed gnolls doing this 12:44:25 <02M​onkooky> you can see it pretty regularly in the gnoll fort surrounded by a moat vault 12:45:06 <02M​onkooky> never put together why this stupidity was happening, just that water often breaks pathfinding 12:58:27 <04d​racoomega> I mean, they pursue you normally while out of sight, and approach in-sight in the normal way if there's no particular obstructions, but once more serious pathfinding is needed, they effectively don't do anything. (This also means they don't retreat from you when you hit them with ranged attacks while they can't reach you) 12:59:37 <06m​umra> Ah yeah i see 13:00:03 <04d​racoomega> (It wasn't just polearms users that had this issue, but it was the most obvious disconnect of equating 'Can reach beyond range 1' with 'Is always in range') 13:00:19 <04d​racoomega> Since 2 is wildly less than 7 13:01:39 <04d​racoomega> And now monsters can much better evaluate their 'threat range' and pathfinding will respect that if they can't actually reach their intended target (ie: they will try to get close enough to do whatever it is they do) 13:09:30 <09h​ellmonk> has it "always" been like that or was it broken at some point 13:09:42 <04d​racoomega> If not 'always' then 'a very, very long time' 13:09:44 <09h​ellmonk> my memory of oldcrawl pathing is too fuzzy to remember 13:16:39 <04d​racoomega> I loaded up some ancient versions out of curiousity and realized I had gone back before polearms had reaching >.> 13:17:27 <04d​racoomega> (And then when I moved a few versions forward, they were apparently too dumb to bother attacking across water when I was already in range, if they could instead take a really long way around, so I am not sure if we can say that this behavior is more or less buggy :P) 13:23:31 <04d​racoomega> So I am not sure when monsters became smart enough to actually attempt to attack you across water, so that they could then become dumb enough to think they could always attack you across any amount of water (but the latter seems present from at least 0.22 and probably earlier - I didn't bother exhaustingly checking between 0.12 and that ^^; ) 13:51:44 <02M​onkooky> Hrm 13:51:44 <02M​onkooky> https://cdn.discordapp.com/attachments/747522859361894521/1432109464101851136/image.png?ex=68ffdb5f&is=68fe89df&hm=05e2d0594327849e2e6fae7577e5b01677e6876e340c837271ddffc3b2ded3f2& 13:52:41 New branch created: pull/4852 (1 commit) 13https://github.com/crawl/crawl/pull/4852 13:52:42 03dolorous02 07https://github.com/crawl/crawl/pull/4852 * 0.34-a0-1024-gb0912b2bcf: Add another Nemelex overflow altar. 10(2 hours ago, 1 file, 26+ 0-) 13https://github.com/crawl/crawl/commit/b0912b2bcffd 13:53:03 <02M​onkooky> I could have sworn there was a way to do this in the past, but the autoinsertion of underscores seems to be mucking up the wizmode command to spawn features 13:56:19 <04d​racoomega> Oh, the internal name seems to be missing the underscores 14:00:24 <04d​racoomega> Apparently vaults place it without the underscores just fine 14:02:12 <06r​egret-⸸nde※> ...Looks like I'll have to edit vaults to use underscores if we want wizmode to also just make the feature, though that is more consistent with how we use e.g. dry_fountain or stone_stairs_down_i; I can fix this up. 14:09:04 <02M​onkooky> bah, this might be more involved than I thought. I was hoping I could leave dungeon features untouched, but replace the appearance and messages of food caches with candy piles 14:14:02 <02M​onkooky> Hm I think this might still be correct, but this might tip the code into too hoary to be acceptable for a once a year gag 14:20:21 hm. modified gozag, turn corpses into candy piles? 14:32:48 <02M​onkooky> I think I'm gonna put up a pr with my descript changes and no way for them to show up in game. If somebody has a good idea how to make candy piles real, can work off that 14:37:21 New branch created: pull/4853 (3 commits) 13https://github.com/crawl/crawl/pull/4853 14:37:23 03Monkooky02 07https://github.com/crawl/crawl/pull/4853 * 0.34-a0-1007-g2257ba2bb1: Add candy pile decor lines 10(2 hours ago, 2 files, 33+ 1-) 13https://github.com/crawl/crawl/commit/2257ba2bb126 14:37:23 03Monkooky02 07https://github.com/crawl/crawl/pull/4853 * 0.34-a0-1008-g3b992be49e: make candy pile inaccessible 10(in the future, 2 files, 5+ 8-) 13https://github.com/crawl/crawl/commit/3b992be49e3a 14:37:23 03Monkooky02 07https://github.com/crawl/crawl/pull/4853 * 0.34-a0-1026-g6203330351: Merge remote-tracking branch 'upstream/master' into halloween-candy 10(in the future, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/6203330351d9 16:40:39 Unstable branch on underhound.eu updated to: 0.34-a0-1023-gfa14095d15 (34) 17:02:05 03dolorous02 07* 0.34-a0-1024-g585a46375a: Remove unneeded KFEAT. 10(3 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/585a46375a48 17:13:48 03dolorous02 07https://github.com/crawl/crawl/pull/4852 * 0.34-a0-1025-g4a7515aa45: Add another Nemelex overflow altar. 10(5 hours ago, 1 file, 26+ 0-) 13https://github.com/crawl/crawl/commit/4a7515aa459e 17:54:46 <09h​ellmonk> > const int base = you.fishtail > || you.has_mutation(MUT_ARMOURED_TAIL) > || you.has_mutation(MUT_WEAKNESS_STINGER) > || you.has_mutation(MUT_WEAKNESS_STINGER) > ? 6 : 0; 17:55:25 <09h​ellmonk> I think one of these mut_weakness_stinger in AuxTail should be MUT_STINGER? 18:03:34 <04d​racoomega> Oh no 18:04:30 <04d​racoomega> Or is it? 18:05:21 <04d​racoomega> No, it looks like the second one just shouldn't be there at all, reading the commit message 18:05:31 <04d​racoomega> -MUT_STINGER now gives +3 damage per level (and green dracs get 2). The poison can now apply even if the main hit doesn't do damage (ie: the same as venom weapons - and a large part of why those are even good), which also helps naga/felids who mutate this aux without the base damage of a tail slap behind it. 18:06:33 <04d​racoomega> So yes, I think the idea is that the stinger alone is just tiny damage + poison, and not intended to give you the full base damage of the tail slap 18:06:43 <04d​racoomega> And it's just some weird duplication in that code block 18:10:35 <09h​ellmonk> oh, ok 18:48:36 03Implojin02 07* 0.34-a0-1025-g0e37d8b8bd: Refactor abilities to be less confused (gammafunk) 10(15 minutes ago, 15 files, 75+ 123-) 13https://github.com/crawl/crawl/commit/0e37d8b8bd48 19:14:10 03dolorous02 07https://github.com/crawl/crawl/pull/4852 * 0.34-a0-1025-gc3af8fefa7: Add another Nemelex overflow altar. 10(7 hours ago, 1 file, 22+ 0-) 13https://github.com/crawl/crawl/commit/c3af8fefa7c7 19:24:49 03dolorous02 07https://github.com/crawl/crawl/pull/4852 * 0.34-a0-1026-gcc52e92f4b: Add another Nemelex overflow altar. 10(7 hours ago, 1 file, 20+ 0-) 13https://github.com/crawl/crawl/commit/cc52e92f4b8c 19:27:50 <06m​umra> FR: large rocks are replaced with giant pumpkins. When they smash they turn into small piles of putrid debris 19:40:58 <09g​ammafunk> good halloween gag 19:43:40 <09h​ellmonk> disable all living species for halloween 20:18:02 03hellmonk02 {Implojin} 07* 0.34-a0-1026-g5afa24a926: Dismiss monsters that are lured too far. 10(3 months ago, 8 files, 84+ 2-) 13https://github.com/crawl/crawl/commit/5afa24a92682 21:31:34 03hellmonk02 {Implojin} 07* 0.34-a0-1027-g1c17688385: Refactor weapon handedness description (projectNoob) 10(3 months ago, 1 file, 10+ 11-) 13https://github.com/crawl/crawl/commit/1c17688385b5 22:37:55 <06m​umra> Does anyone else find channeled spells sometimes cause you to accidentally lose a turn hitting '.' too many times? 23:03:11 New branch created: pull/4854 (1 commit) 13https://github.com/crawl/crawl/pull/4854 23:03:11 03dolorous02 07https://github.com/crawl/crawl/pull/4854 * 0.34-a0-1028-g888ff23dd3: Fix local tiles segfault w/placement.lua -dump. 10(9 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/888ff23dd35e 23:29:08 <08o​____0> Or I miscast and wait for no benefit 23:34:37 Unstable branch on cbro.berotato.org updated to: 0.34-a0-1027-g1c17688385 (34) 23:35:29 Unstable branch on crawl.develz.org updated to: 0.34-a0-1027-g1c17688385 (34) 23:58:37 Windows builds of master branch on crawl.develz.org updated to: 0.34-a0-1027-g1c17688385