| Commit message (Collapse) | Author | Age | Files | Lines |
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Change Fedhas ability order to:
decomposition - evolution - sunlight - growth - spores - rain
and adjust the activation cost/casting difficulty of evolutino to be
more reasonable for a low level ability. Also change the corresponding
religion titles for these abilities.
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Fedhas' evolution ability now uses (only) piety to upgrade fungi and
only fruit to upgrade plants. UI was changed to only affect monsters
adjacent to the player.
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Removing the piety cost at activation for growth since players already
lose piety when the plants die. Also switch the piety hit for plants
dying to just -1 per plant instead of a function of monster HD since
plant HD doesn't mean all that much.
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The ability is intended to be used for training invocations and it has
no piety cost so canceling mp cost/training when it doesn't hit
anything is unnecessary.
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Unknown potions of rage override it as well. This is a debatable thing,
but since other sources of involuntary berserk are caused by "being angry",
it makes sense a drug is not affected by merely being calm.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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there's a penalty to success rate.
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To the menu actions ACT_EXECUTE and ACT_EXAMINE add the third action
type ACT_MISC, for things like deleting menu entries. The member
"allow_toggle" has been changed to "action_cycle", with the possible
values CYCLE_NONE (default) , CYCLE_TOGGLE (allow_toggle == true), and
CYCLE_CYCLE (cycle through all three possible action types).
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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Add (and use) player methods for setting/increasing durations.
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Kiku corpse invocation now costs less piety and hunger.
Kiku accepts all forms of killing, now including demons.
Kiku wrath buffed severely; player can expect miasma, titan zombies,
and necromantic miscasts. Casting necromantic spells will also
incur miscast effects (but not cause the spell to fail).
Kiku '?/G' flavor text updated.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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Ponderous items stack * The ponderous brand can be placed on all armour.
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Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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Also add a few previously indirect includes.
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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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It's now smite targetted with maximum 6d26 damage. Have fun.
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Experimentally set the movement delay for walking on plants to
1.5 * normal movement delay. Maybe it should be higher?
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Mapping still exists on cards, scrolls, Xom, and as the passive mutation.
The ball of seeing exists, but will have to be dealt with.
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Based on FR 1801710
Bolt of Iron and Ice Bolt were both mechanically different from the other
"bolts" in that they didn't penetrate targets. In addition, Ice Bolt was
very easy to confuse with Bolt of Cold. So they got their names changed to
Iron Shot and Fling Icicle, respectively. This change is both external (in
the game output) and internal (how the code refers to the spells). This
commit also changes the names of the spells in the data files (ie. for
tiles) and the names of some data files themselves (tile images).
(See the file list.)
Note that Lemuel's comment about the concept (and tile art)of "bolt" not
fitting with the way the "bolt" spells behave is still valid, but that's
another issue. I think this stems from a confusion between lightning
"bolts" and crossbow "bolts."
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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The functions in the new ng-restr.cc are "pure": They don't
access global state; data is passed in via the new and
incomplete newgame_def.
Eventually, new_game should be split into something like
newgame_def choose_game();
that doesn't access "you", and
void setup_game(newgame_def);
that sets up the player.
Also get rid of player_size in favour of player::body_size. Rename
player_size_type to size_part_type since it's not really
player-specific (used in actor::body_size). Move parts of
player_genus, player::has_claws, body_size out into species.cc.
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