03:34:25 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 11:31:45 03Hellmonk02 {GitHub} 07* 0.35-a0-1080-g7da681cacf: New unrand, ghost crab claws (pdpol). (#4350) 10(48 seconds ago, 9 files, 70+ 2-) 13https://github.com/crawl/crawl/commit/7da681cacf34 11:36:12 <09h​ellmonk> is there any interest in #5381 or would we prefer to keep ostracism player only (this has a million merge conflicts so I'll just reimplement if we want it) 13:15:49 <06d​olorous_84348> The concept is interesting, but where/how often is monster ostracism going to show up in-game for it to be worth the effort? (If there's a way to, say, hit an orc priest with ostracisation to keep it from smiting you to death, it would be memorable, but how does that actually happen?) 13:17:23 <06d​olorous_84348> Also, are there any objections to #5419 (the new welcome messages)? 13:20:01 <09h​ellmonk> I intend to add a few more ostracise monsters eventually, so it may be relevant in a monster vs monster capacity with eg yred bound soul 13:21:04 <06d​olorous_84348> That definitely adds some possibilities. Call me interested in it, then. 13:54:48 New branch created: pull/5453 (1 commit) 13https://github.com/crawl/crawl/pull/5453 13:54:49 03Aliscans02 07https://github.com/crawl/crawl/pull/5453 * 0.35-a0-1081-g0630e81c3e: Only ask "attack unarmed?" if the player is in a weapon-using form. 10(19 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0630e81c3ea5 15:46:58 Unstable branch on underhound.eu updated to: 0.35-a0-1080-g7da681cacf (34) 18:40:01 <04d​racoomega> My Tomb rework branch has an AoE ostracism aura (ie: You count as 0 piety while inside it and can't use god abilities) that I believe already does work on monsters (because of being able to charm something, mostly). Making regular ostracism have the same effect is something I've been slightly more unsure of (perhaps mostly because it means that what is a minor effect on a player ends up as an immediate very strong effect on a 18:40:02 monster - but making it take a while to build up would also feel awfully weak), but maybe it's fine? (Perhaps worth noting that Solitude just prevents monsters from attempting to use priest spells, rather than allowing them to try and then fail.) 18:41:46 <09h​ellmonk> We can use an antimagic style duration remaining chance or something, but the effect against monsters is relatively narrow in terms of number of things affected, I think 18:42:59 <09h​ellmonk> It made more sense to me as an antimagic analogy so that the player doesn't have to think about changed action probabilities if they do have access to it somehow 18:46:35 <04d​racoomega> I'm not the hugest fan of antimagic's formula as it is, so I'm not terribly enthusiastic about changing this to do something similar. I agree the effect of ostracism on monsters is pretty narrow (and mostly this isn't likely to come up), so I don't know that level of intricacy is warranted, either. I guess I was wondering about the 'try and falter' here versus 'don't try' for Solitude, but I guess that's kind of how silence and 18:46:36 antimagic work right now (when comparing this to the Solitude aura). 18:46:49 <04d​racoomega> (Or it could just be a high flat chance to fail, but not 100%, I suppose) 22:37:35 Unstable branch on crawl.develz.org updated to: 0.35-a0-1080-g7da681cacf (34) 23:03:07 Windows builds of master branch on crawl.develz.org updated to: 0.35-a0-1080-g7da681cacf 23:41:13 Unstable branch on cbro.berotato.org updated to: 0.35-a0-1080-g7da681cacf (34) 23:59:04 Monster database of master branch on crawl.develz.org updated to: 0.35-a0-1080-g7da681cacf