| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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.
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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).
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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
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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.
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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
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HP to -1 and Spellcasting to 0.
Because of this change, their exoskeleton mutation no longer provides
extra HP.
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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
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Lessened armour and shields by one as their defences were too high.
Set tloc to -1 because it makes sense flavor-wise.
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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 ]
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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.
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Being bad as some weapon types doesn't mean you're good at others.
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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.
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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.
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Since they're unliving, there's no point in calling them something else.
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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
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Waiting for Grotesks and the Forest to go live!
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This includes their:
* starting screen description
* starting mutations
* restricted classes/gear
* aptitudes
* orcishness (genus)
* monster version
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Increase Hexes. I'm leaving alone charms.
Nerf stealth. Set the racial mod on par with Centaurs and the like.
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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.
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Reduce most weapon aptitudes.
Boost UC.
Make Necromancy -3
Claws, Fangs, Talons. These probably overpower the race.
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A gargoyle-like species. Good at earth, bad at air.
Soon to have wings.
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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.
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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.
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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.
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Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
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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.
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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.
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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.
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The only relevant use left, silently opening doors, is now 100% Stealth
(and DEX), rather than 50% Stealth 50% T&D.
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There is a reason other swift races are terrible at summoning.
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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.
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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.
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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.
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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.
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"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.
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Earth, Tmut: -3 -> -2.
Charms, Hexes: -3 -> -4.
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