| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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Suppression is a hugely complicated and inconsistent mechanic. Its
original purpose was to be a way of overriding rPois in Spider but
there are now plenty of monsters that do this effectively (and much more
simply).
[1KB: I moved this to trunk, as it made an already extremely hard to review
branch massively more so. There's nothing but a single enum to preserve,
so compat break doesn't make this removal any easier or harder.]
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They costed us complex bookkeeping every turn if there were any lost souls on
the level. Instead, just check the "hard way" (faster than one turn worth
of aura processing) whenever a monster dies.
No functional changes.
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These are wandering confluxes of necromantic power that have no offense
of their own, but can sacrifice themselves to 'revive' allied monsters
near them at the moment they are killed.
If a non-zombified undead is killed while in LoS of an allied lost soul,
the soul will die instead and the undead will be restored to full hp (and
have its status effects reset). If a zombifiable living creature dies while
in LoS of an allied lost soul, instead the soul will assume its likeness,
turning into a spellcasting spectral of the same type with 'fake' (as with
shadow creatures) copies of the original's gear.
Lost souls move quickly and attempt to maintain range, but are otherwise
fragile. If they find themselves near foes but no allies they could aid,
they will flicker out of the living world and reappearing near some other
ally elsewhere in the level (and temporarily submerge into the air there).
Tactically, they can serve to augment singular threats and also create
situations where the player might rather choose to ignore the most
threatening creatures so as to force the lost soul to sacrifice itself
for a harmless one, or to kill the soul directly.
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Level 8 translocation spell.
Blinks away everything with diminishing probability with:
P(~blink) = 0.8^(1/(dist+1)/(dist-1))
Over 10 ticks, a monster adjacent to the caster will blink with probability 0.9.
Monsters may be blinked repeatedly.
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It's the same radius, only all blue instead of mutagenic.
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Profane servitor: An angel twisted into an undead monster by
Yredelemnul. He gifts these as a new tier above bone dragons. They are
in Yred's elemental colors, generated wielding a demon whip, probably
slightly better than a bone dragon in melee, and have res holy instead
of holy vuln like most undead. It also generates an umbra. Only Yred
gifts spawn them currently though they'd be great for some vaults.
umbra: An 'antihalo' composed of flickering darkness, which is the
opposite of a halo. Creatures in an umbra are harder to hit with both
ranged/melee, but get a stealth bonus. Currently only profane servitors
generate an umbra. Demons, undead, and worshipers of Yredelemnul
(at **+ for players, but all monsters) aren't harmed by an umbra but
still get the stealth boost.
The patch also changes the "Glow" status light to "Contam", and displays
"Glow" when actually backlit (for whatever reason: halo, sticky flame,
corona).
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No tiles yet, fixed radius and an ugly random colour scheme.
Pushing so we can play with variants.
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This one's gone through a couple of iterations during discussions.
Finally, though, we have this: an area of effect slowing. It's a circle
around you that slows you and anyone not insubstantial and not flying
who crosses into that circle.
The slowing effect is implemented as though it were ponderousness (well,
slightly more than ponderousness), rather than as ENCH_SLOW. For
monsters, when cast by the player, it counts as a slightly less speed
malus than standard ENCH_SLOW. Reasoning: the monster casting it has
more stability for being at the centre of the effect.
Currently, I've stolen the colouring from KiloByte's _etc_tornado. It's
implemented using areas, which I've written some additional code for
that finds the "centre" of an area from a coordinate within that area.
Greensnark had a quick look over it for me earlier, but I'd appreciate
further checks for quickness, saneness, etc.
It appears in the Book of the Earth.
Finally: no tile (yet). I attempted to do one up, spent an hour or so
tweaking it, and then compared it to our current spell tiles and decided
that I can't make spell tiles. :-)
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Also move the call to areas_actor_moved to actor::set_position.
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That includes monsters moving (those with halo or silence),
LOS changing, TSO piety changing, silence durations changing.
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Haloed and silenced squares are now tracked in an array _agrid in
areas.cc, which is recalculated on demand and will be invalidated
when relevant things change.
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Also (re?) introduce bool haloed(p) that just checks
the player halo when drawing the map.
The naive implementation of monster haloes was a
little too expensive.
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areas.cc is meant to collect all area effects like sanctuary,
silence, halo, pending future unification.
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