| Commit message (Collapse) | Author | Age | Files | Lines |
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A more prepossessing base type, and thematically appropriate, too.
+5 -> +1 to partially compensate, since it's still intended to be
a relatively defensive artefact.
(Also tweak the description slightly.)
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Set the base delay to 23 (26 skill required for mindelay), to
make them a little less superior to bardiches. Also tweak the
base damage up by 1.
Sniper stays at 27 base delay & goes back to +15; it was looking
a little sad at mindelay 13 (really 13.5) as a "mere" +10.
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Again as a result of the ranged weapons rebalance, crossbows
needed to change. The analogy here is long blades' to bows'
m&f; better return on skill investment & a higher power cap,
but rarer.
Hand crossbows are added as a starting type, "something like an
armour-piercing dagger"; crossbows are upgraded to arbalests
(a little worse than a glaive), and a new rare triple crossbow
type is added on the top end (a little worse than a bardiche,
though with a lower skill cost.) Please note that the triple
crossbow historically existed & is extremely verisimilitudinous.
Hellfire is now an arbalest, and Sniper is now a triple crossbow
(well, a "heavy crossbow", since it has mindelay of 27 instead of
22, and since I didn't want to have to change the sprite).
All crossbows have a mindelay of at least 1.0; this is an attempt
to differentiate them. Possibly something more ambitious will be
attempted in 1.6, but this is a first step.
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Slings numbers (along with the other launchers') needed to be
rebalanced after the recent ranged combat rework. The approach
here is essentially analogous to the staves skill; good return
for xp investment, but a limited power cap, especially if you
don't find the rare upgrade weapon type.
Slings renamed to 'hunting slings' and upgraded from 2->5 base
damage (and 12 base delay); new, rare "greatsling" added, with
8 base damage and 14 base delay. Punk upgraded to the latter
type.
Thanks to Lasty for providing a baseline math suggestion!
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Similar to how Undeadhunter has a "disrupt" inscription.
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Octopus king trident gets +1 for every octopus ring worn, ending at
+16, naturally.
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And nerf Leech a bit more.
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+10 strength is a little excessive, and both of these randarts are already
strong and unique. Leave Skullcrusher with slightly more strength than
before.
This partially reverts commit be977e419681aac4b57322b9a37f7aae11c598f8.
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Generally it doesn't create interesting decisions because dragons are
such a small group and are mostly a subset of monsters slowed by the
freezing brand. In addition, it has rather arbitrary effects against
players, hitting some for an degenerate amount of damage while ignoring
others.
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Chris Oelmueller made an excellent patch for this, but unfortunately it
was rather rotted by the time somebody decided to look at it. It was
easier to recreate than update. I've also added some tiles stuff which
was missed in the original patch.
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Leech receives a buff to +8 and increased penalties (-2 instead of -1).
[Committer's note: Tweaked some more.]
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Mostly replaced Dam+x and Acc+y with (x+y)/2. Fencer's record a
significant flavor loss here, and might want to be looked at later.
[Committer's note: ruined Fencer's Gloves slightly further.]
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To compensate further for the enchantment rescaling, especially since it's
otherwise just generically good.
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Tweak the Shield of the Gong back up a little more
(because it's great), and adjust the Shield of Ignorance
marginally downward. (Ironically, the reason I'd not
touched in the last commit was because I'd forgotten it.)
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Shield enchantments have been irrelevant ever since
SH was rescaled. This was particularly annoying because
enchant armour scrolls could still be used on them, even
though you'd never want to - a 'newbie trap'. This should
go some way toward fixing that.
(You could halve all other sources of SH and re-do the
calculations, but then you'd have the same problem as before,
that SH isn't on the same scale as AC and EV...)
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The amulet of conservation and cloaks of preservation are no longer
necessary without item destruction. Maxwell's patent armour now has
the resistance ego and grants rF+ and rC+.
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Also mark it as demonic.
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a terrible price. (It's not that terrible!)
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Chilly Death now has flash freeze
Flaming Death now has sticky flame (1 in 3 chance)
Chilly Death's slaying is also buffed (+8, +10)
[wheals: tweaked chilly death description to make it clear it only
affects movement speed, and used increase_duration on MarvinPA's
suggestion.]
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Clinging was their only unique mechanic, now they're barely different
from +2 Jump boots.
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Since the idea is to encourage you to overcome the armour's heavy penalties
yourself, rather than to help you do so.
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Adds a new artefact designed to encourage players to cast in
ultra-heavy armour.
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Per greensnark:
<PleasingFungus> I bungled my mythological research & I'm willing to admit it
This reverts commit 8183b86013c63d1e608b77764b1699f4132bfdcb.
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Bad Dungeons and Dragons are bad. mm'kay?
This weapon name was an insult to anyone with the slightest clue about
how RL Hinduism works. When it comes to gods, it's all about name-length-
vs-weight. Having two gods attached to a single bow doubles the weight,
makes referring to it clumsy (as the context suddenly matters), increases
air resistance, and all that to... _reduce_ accuracy -- as two mythological
references are less deadly than one deep one, especially if any theology is
involved. Against religion, glancing hits don't really matter, and a double
reference can only do those.
Such arguments about realism might seem like busy work to people brought up
on MMORPGs, but some of us do care.
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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It now has a chance to effect a stab versus a target (with the same
effects as a usual stab with a needle) even when the victim is aware.
Now that being invisible while shooting needles actually helps a bit,
the +Inv isn't quite as weird, either.
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Those give one level of -50/+50 stealth each. Stealth is priced at old
sustenance level (but often comes cursed), loudness around 50-60 after curses.
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Convert existing ones into a negative level of ARTP_STEALTH, or in the case of
Black Knight's barding, to rPois (mostly for flavor reasons).
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Now Stlth+ stands for a discrete step of +50 stealth, Stlth- for -50 and so on.
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Easier to compare to other MR items, more clear in the interaction with
MR resistance line on %, gets rid of shops approximately leaking the
amount of MR, and also removes a special-cased inscription handling.
{MR+} now indicates 40 MR across the board, {MR++} stands for 80.
Almost all MR unrands had to be adjusted one way or the other. Several
of them had MR in the range 30-50 and were converted to {MR+} (40 MR).
Exceptions and other changes are listed below:
- Bear Spirit: buffed to 80 from 50
- Chilly/Flaming Death: buffed to 40 from 20
- Elemental Staff: buffed to 80 from 60
- robe of Folly: buffed to -80 from -100
- Four Winds: buffed to 120 from 100
- Jihad: loses its 20 MR
- ring of the Mage: buffed to 80 from 50
- Spriggan's Knife: buffed to 40 from 20
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If only so that they can have *something* to show.
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The size is equivalent to Brilliance's halo, and the stealth modifier
is 1.5. It loses +4 EV and -4 Acc since lower accuracy is an inherent
trait of an umbra.
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+7 great mace of flaming. rF++, scrollcons, inner flames monsters on hit.
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The code is mostly based off of Grunt's lajatang of the Silver Moon patch.
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Or, "how to draw better art at 2AM than Grunt can at 6PM".
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It inflicts miscast effects related to the target's spells on hit.
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It is a cutlass that casts Static Discharge centred on the target on one
in three melee hits - effectively an amplified electrocution brand.
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Make Snakebite a regular whip again, but increase to-dam and apply curare
on 2/5 hits, and reduce Leech's to-dam in exchange for the guaranteed
vampiric effect.
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* Make Zhor have rC+++ (as it is it has some trouble competing with a robe of
resistance)
* Make Leech drain hp on all hits, rather than 3/5ths like other vampiric
weapons
* Bring back Sniper: it's a +15 vorpal crossbow with slower fire (ranged dark maul)
* Bring back Snakebite: it's a +5 venom dwhip that curares the defender on 1
out of 5 hits
* Make the Singing Sword a bastard sword (this is fairly big buff, but it still
has no brand)
* Remove Bullseye, give Gong 21 more SH and 5 less EV (remaining a normal-sized shield)
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In the spirit of the glove/gauntlet and helmet types distinction removal, there
doesn't seem to be much reason to have both caps and wizard hats. Hats are more
common among unrands and wizards starting with hats is more "thematic" than
some gladiators starting with caps. on the other hand, those gladiators starting
with wizard hats would be pretty weird, so wizard hats are just hats now.
Caps not removed:
- Caps existing in old saves
- Summon cap
- Level cap
This changes the percentages of hat brands from 2/3 MR and 1/3 int to 1/3 MR,
1/3 int, and 1/3 spirit shield.
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The enchantment worked but was hidden, revealed only by the chance of
the item having a runed appearance.
Also fix up the slated-for-removal blowgun of the assassin, just in
case someone gets ideas.
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