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* Change Gr +1 melee apts to +0reaverb2014-05-251-3/+3
| | | | | | | | Uneven melee aptitudes reduce decision space for choosing a weapon. Since Gr are already fairly powerful, their high aptitudes were nerfed instead of their lower aptitudes buffed. The original suggestion was for the +1 aptitudes to be moved to -1, but wheals objected for flavor reasons. The aptitudes can always be moved to -1 later.
* Nudge halfling apts slightly.Shmuale Mark2014-05-251-4/+4
| | | | | | | The goal is to make them a bit more distinguished from kobolds, by focusing a bit more on defenses (especially armour more) and lowering the stealth apt fairly significantly. If Armour +1 is too good it could be lowered, though.
* Flatten some apts.Shmuale Mark2014-05-251-3/+3
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* Melt away lava orcs.Steve Melenchuk2014-05-141-5/+1
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Remove Formicid giant club wielding, reduce shield penalties, apt tweaksDracoOmega2014-03-121-4/+4
| | | | | | | | | | | | | | | | | | | | | | Giant spiked clubs were stronger than other weapons to such a degree that they commonly eclipsed the more unique formicid mechanic of using a two-hander with a shield. There is already a race whose weapon choice centers around giant clubs, so I think it better for formicids to lose this ability so as to hilight the more interesting one. In the same vein, formicids now recieve the same reduced shield penalties that large races do (a perk of effectively having more limbs to juggle everything with), which should make shield usage further encouraged earlier on, where they have yet to gain enough xp to otherwise benefit from using them with a two-hander (and the race is considered weak enough that a few buffs like this feel perfectly safe). Additionally, there are a couple apt tweaks: Fighting 0 -> +1 Short Blades +1 -> 0 Armour +2 -> +1 Shields 0 -> +2
* Remove djinn.wheals2014-02-241-6/+4
| | | | | | | Djinn games can't be started (hopefully including using the rcfile), and djinn code should be removed on save-compat bump. Also, schedule a few SE things to be removed.
* Reduce vine stalker Fighting aptitude by 1.Sage2014-01-261-1/+1
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* Vine stalkers added.Sage2014-01-261-0/+39
| | | | | | | | | | | | | Weirdness and Mutations: - Fangs II (Becomes III at xl8) - Antimagic bite (Much stronger than standard bite, bites every turn, applies antimagic brand, and restores your mana) - Potions and wands cannot restore your HP - Regen III - Unbreathing - Spirit shield - HP -3 - MP +1
* Buff Formicids.pubby2014-01-201-1/+1
| | | | | | HP to -1 and Spellcasting to 0. Because of this change, their exoskeleton mutation no longer provides extra HP.
* Unbreak formicid aptitudes for versions > 34.Adam Borowski2013-11-121-1/+6
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* Merge branch 'dwants'. Bring some Raid.Adam Borowski2013-11-061-0/+34
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| * Merge branch 'master' into dwantsAdam Borowski2013-11-011-1/+1
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| * \ Merge branch 'master' into dwantspubby2013-08-311-15/+87
| |\ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/docs/crawl_manual.reST crawl-ref/source/abl-show.cc crawl-ref/source/dat/descript/ability.txt crawl-ref/source/delay.cc crawl-ref/source/enum.h crawl-ref/source/main.cc crawl-ref/source/mon-cast.cc crawl-ref/source/mon-gear.cc crawl-ref/source/mon-spll.h crawl-ref/source/mutation-data.h crawl-ref/source/mutation.cc crawl-ref/source/ng-restr.cc crawl-ref/source/ng-setup.cc crawl-ref/source/output.cc crawl-ref/source/player-act.cc crawl-ref/source/player.cc crawl-ref/source/species.cc crawl-ref/source/spl-data.h crawl-ref/source/wiz-you.cc
| * | | Fix whitespace.Neil Moore2013-08-281-1/+1
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| * | | Tweak formicid aptitudes.pubby2013-08-281-3/+3
| | | | | | | | | | | | | | | | | | | | Lessened armour and shields by one as their defences were too high. Set tloc to -1 because it makes sense flavor-wise.
| * | | Create Formicid species and monsters.pubby2013-08-251-0/+34
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Tavern post: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298 Wierdness & mutations: - poison weakness - retractable antennae (can wear headgear and ignore mutation) - chitin skin (+3 AC) - most weapons 1-handed, big weapons 2-handed - permanent stasis - ability to shaft self - ability to dig - Starts with 2 curing pots 3 monster versions of formicids were added: formicid, a weak fighter formicid drone, a stronger fighter formicid venom mage, a magician with olgreb's and mass cure poison [ Pushing to a branch for experimental playtesting on CSZO. Also optimised the new tiles. -nfm ]
* | | | Set aptitudes for removed skills to -99 (N/A).Adam Borowski2013-11-021-71/+71
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* | | Dj: strongly nerf Invo aptitude (+1 -> -1).Adam Borowski2013-11-011-1/+1
| |/ |/| | | | | | | | | | | | | | | | | | | Theme: even in the Koran they don't strike me as overly religious beings, and the top bad guy, Iblis, happens to be a djinni. In secular fiction, they tend to be obsessed with magic instead. Balance: healers are all about food, going wild with Makhleb is food-intensiveas well. It's a pity to hurt TSO and Lugonu, but they'll manage. Dj^Sif sucked even before this series of commits but that can be quite easy to adjust.
* | Don't give Djinn any positive weapon aptitudes.Adam Borowski2013-08-271-3/+3
| | | | | | | | Being bad as some weapon types doesn't mean you're good at others.
* | Adjust Gargoyle air/earth apts to -2/+2Chris Campbell2013-07-281-4/+4
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* | Remove the Traps skill.Adam Borowski2013-07-171-0/+72
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* | Nerf Dj slings and crossbows apts.Adam Borowski2013-07-151-2/+2
| | | | | | | | | | | | | | | | No reason for them to be superior crossbowmen. My theme is for them to be non-dextrous, which makes them bad at bows and throwing, but this doesn't mean they should be better at crossbows than humans. An elevated position might help, but not by much.
* | Gargoyle apt adjustmentsDracoOmega2013-07-101-8/+8
|/ | | | | | | | | | To go with their AC defensive focus, give them good armour and shield apts, but worse dodging. Also make them a little better at charms and necromancy, while worse at transmutations, and make fire and ice apts neutral. There are a few more changes I might consider making, but I think this is enough for the moment.
* Tweak Gargoyle AptitudesBrendan Hickey2013-06-011-4/+4
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* Grotesk -> GargoyleBrendan Hickey2013-05-301-34/+34
| | | | Since they're unliving, there's no point in calling them something else.
* Merge branch 'master' into gargoyle_mergeBrendan Hickey2013-05-291-0/+71
|\ | | | | | | | | | | | | | | | | Conflicts resolved: crawl-ref/source/enum.h crawl-ref/source/ng-restr.cc crawl-ref/source/player.cc crawl-ref/source/species.cc crawl-ref/source/tag-version.h
| * Merge branch 'lava_orcs' into lava_djinnAdam Borowski2013-05-291-3/+37
| |\ | | | | | | | | | Waiting for Grotesks and the Forest to go live!
| | * Merge branch 'master' into lava_orcsAdam Borowski2013-05-291-0/+66
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| | * | Initial implementation of lava orcs.Eronarn Palazzo2013-01-071-0/+36
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This includes their: * starting screen description * starting mutations * restricted classes/gear * aptitudes * orcishness (genus) * monster version
| * | | Tweak Djinn aptsBrendan Hickey2013-05-011-3/+3
| | | | | | | | | | | | | | | | | | | | Increase Hexes. I'm leaving alone charms. Nerf stealth. Set the racial mod on par with Centaurs and the like.
| * | | Djinn: improve M&F (-1 -> 0) and Staves (0 -> +1) aptitudes.Adam Borowski2013-04-301-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | My logic for their weapon apts is that if you're above the ground yet your hands are merely human sized, you have trouble doing fine manipulation to ground-based enemies. For M&F though, no one uses sap-like clubs -- it's always a demon scourge, ${TIME_OF_DAY}star or a great mace, which not only have decent reach but also benefit extra from hitting from the above. Not sure if the apts make sense even with this adjustment, but you guys will tell me what's wrong, right? bh: feel free to adjust magic ones, even with no discussion.
| * | | Gather some smokeless fire, and call in DJ Inn.Adam Borowski2013-04-281-0/+37
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* | | Grotesk Aptitude / Mutation tweaksBrendan Hickey2013-05-131-9/+9
| | | | | | | | | | | | | | | | | | | | | | | | Reduce most weapon aptitudes. Boost UC. Make Necromancy -3 Claws, Fangs, Talons. These probably overpower the race.
* | | GroteskBrendan Hickey2013-05-071-0/+37
|/ / | | | | | | | | A gargoyle-like species. Good at earth, bad at air. Soon to have wings.
* | Revert "Reduce everyone's Stealth and Short Blades aptitudes by 1."elliptic2013-04-011-64/+64
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 338d957016b8cd57877d58ad8051c252b310c68b. I'd say the stabbing changes were a *nerf* to stabbers, not a buff... sure, in the long run you use somewhat less xp, but in the long run there's plenty of xp anyway. In the early game, which is where xp is tight, you need to train two skills instead of one to stab things now. In addition, plenty of non-stabbers use short blades early on... let's not mess up general weapon category balance for no reason. If a change is needed, it would make more sense to make it in the stabbing formulas, not in these more generally relevant aptitudes.
* | Reduce everyone's Stealth and Short Blades aptitudes by 1.Adam Borowski2013-04-011-64/+64
| | | | | | | | | | | | This compensates for stabbers needing one less skill. To be fair, they should lose 2 from each, but there are non-stabber builds who want some stealth.
* | The Stabbing skill went to a dark alley, and, you know...Adam Borowski2013-04-011-0/+66
|/ | | | | | | | | | | | Per one of proposals, its effect is now an average of the weapon skill and Stealth. Stabbing tiers remain as before: * daggers * other short blades * long blades, spears, small club * other stuff Let's see how this works. We can always change the formulas, and at least the skill is gone.
* Merge branch 'master' into glasnostAdam Borowski2012-08-311-133/+133
|\ | | | | | | Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
| * HO apt changes: Exp +1 -> 0, Axes +2 -> +3.elliptic2012-08-271-1/+1
| | | | | | | | | | | | They were stepping on human toes with Exp apt +1 (Ko and Ha aren't really directly comparable to Hu, being small). In exchange, give minotaurs a bit more competition with melee.
| * Swap Earth and Air apts for Deep Elf.elliptic2012-08-271-2/+2
| | | | | | | | | | | | Their description even says they are especially good at earth magic, and it makes sense given they live underground. Besides, we already have one type of elf better with air than earth.
| * Remove the hidden special cost of some skills, adjust aptitudes.Raphael Langella2012-08-271-130/+130
| | | | | | | | | | | | Spellcasting was cost 130%, Stealth, Evocations and Invocations 80%. All species had their aptitudes adjusted to compensate (-1 Spc, +1 Sth, +1 Inv, +1 Evo). The only significant balance change is Naga staying at +5 Sth.
* | Traps&Doors -> Traps.Adam Borowski2012-07-111-33/+33
|/ | | | | The only relevant use left, silently opening doors, is now 100% Stealth (and DEX), rather than 50% Stealth 50% T&D.
* Nerf felid Summ aptitude: +1 -> 0Adam Borowski2012-05-101-1/+1
| | | | There is a reason other swift races are terrible at summoning.
* Improve felid UC and Fighting apts.elliptic2012-05-091-2/+2
| | | | | | These apts were nerfed in the first place to combat the 0.8 FeBe menace, but the berserk nerfs in 0.9 probably had a much larger effect... and most felids aren't berserkers.
* Make felids better with evocations.elliptic2012-05-091-1/+1
| | | | | Just because they can't hold a wand or rod doesn't mean they can't evoke the powers of jewellery or misc items well.
* Make Grey Draconians more earth-themed.Michael Gagno2012-04-301-2/+2
| | | | | | | | | | | They get +2 to Earth and -2 to Air. This is motivated by the recent changes that make Grey Draconians have iron-like scales, and also because this means all four elements are now represented by a Draconian with +2 and -2. Symmetry is nice. No other changes have been made. There's been talk about them getting -2 to dodging or stealth, but I've thought about it for a few days and I'm not fully convinced. More opinions would be good.
* Drop TAG_MAJOR_VERSION == 32 ifdefs.Adam Borowski2012-04-251-37/+0
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* Grey draconian changes.elliptic2012-04-181-3/+3
| | | | | | | | | | | | | Grey draconians were generally regarded as the weakest colour, and for good reason - in exchange for a breath weapon and a resist, you just got better Stealth/Stabbing apts (irrelevant in the vast majority of games and not important enough to build a character around) and breathless (very situational, mainly just used for traveling across water and self-meph). Now they are themed more like iron dragons - still no breath weapon, and the Stealth/Stabbing apts are normal now, but the scales are iron-like, giving 5 extra AC over other dracs. Also, the iron scales give them extra mass, helping them to balance properly to attack in water without penalty.
* Rename Kenku -> Tengu.Jude Brown2011-11-061-34/+34
| | | | | | | | | | | | | | | "Kenku" itself seems to be a name and a concept specifically from D&D. Our kenku (now tengu) were alike these in that they were quite weak ("glass canon" about sums it up), but ours can fly, and D&D kenku cannot. This is really only the first step in properly differentiating then. D&D kenku are based on the Japanese folk creature of the tengu, so it seems sane to return to the roots; this is where NetHack tengu come from. Should retain save compatability. There might be a possible issue with the renamed tiles, but the order of the tiles file hasn't changed at all, so presumably these will be safe.
* Tweak minotaur apts slightly.elliptic2011-10-281-4/+4
| | | | | Earth, Tmut: -3 -> -2. Charms, Hexes: -3 -> -4.