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* Make the Mace of Brilliance into a(n) (evening)starNicholas Feinberg2014-07-261-3/+3
| | | | | | | | | 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.)
* Tweak triple crossbowsNicholas Feinberg2014-07-131-2/+2
| | | | | | | | | 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.
* Rebalance crossbowsNicholas Feinberg2014-07-131-5/+5
| | | | | | | | | | | | | | | | | | | | | | 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.
* Rebalance slingsNicholas Feinberg2014-07-091-3/+3
| | | | | | | | | | | | | | | 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!
* Inscribe Wyrmbane with "slay drac."Shmuale Mark2014-06-271-0/+1
| | | | Similar to how Undeadhunter has a "disrupt" inscription.
* Promote intra-cephalopod monarchy synergy.Shmuale Mark2014-06-221-1/+1
| | | | | Octopus king trident gets +1 for every octopus ring worn, ending at +16, naturally.
* Unnerf some unrands.Shmuale Mark2014-06-191-5/+6
| | | | And nerf Leech a bit more.
* Partially revert "Make BLOODLUST and SKULLCRUSHER a bit stronger (rchandra)"Chris Campbell2014-06-191-3/+4
| | | | | | | | +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.
* Make BLOODLUST and SKULLCRUSHER a bit stronger (rchandra)Nicholas Feinberg2014-06-181-4/+3
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* Remove the dragon slaying brandreaverb2014-06-181-1/+0
| | | | | | | | 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.
* Rename "vampiricism" to "vampirism" (ChrisOelmueller, #8435)reaverb2014-06-151-3/+3
| | | | | | | 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.
* Plus2: Update unrand weaponsChris Oelmueller2014-06-141-63/+61
| | | | | | Leech receives a buff to +8 and increased penalties (-2 instead of -1). [Committer's note: Tweaked some more.]
* Increase Dex and decrease slaying on the Fencer's GlovesChris Campbell2014-06-141-2/+2
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* Ruin Fencer's Gloves (and adapt the other unrands)Chris Oelmueller2014-06-131-13/+8
| | | | | | | 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.]
* Give Punk the correct brand (#8680)Neil Moore2014-06-131-1/+1
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* Reduce the shield of Resistance's enchantmentChris Campbell2014-05-311-1/+1
| | | | | To compensate further for the enchantment rescaling, especially since it's otherwise just generically good.
* Further unrand shield adjustmentsNicholas Feinberg2014-05-301-2/+2
| | | | | | | 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.)
* Double the SH bonus from shield enchantmentsNicholas Feinberg2014-05-291-2/+2
| | | | | | | | | | | | 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...)
* Remove jewelry and armour sources of conservationgammafunk2014-05-281-1/+1
| | | | | | 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+.
* Clarify one of the effects of the Majin-bo.Shmuale Mark2014-05-261-0/+2
| | | | Also mark it as demonic.
* Add the Majin-Bo, a new fixedart that offers power atNicholas Feinberg2014-05-251-0/+11
| | | | a terrible price. (It's not that terrible!)
* Modify unrands Chilly Death and Flaming Deathdrachereborn2014-05-251-1/+1
| | | | | | | | | | | 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.]
* Remove the Boots of the Spiderreaverb2014-05-091-0/+2
| | | | | Clinging was their only unique mechanic, now they're barely different from +2 Jump boots.
* Reduce the intelligence bonus on the orange crystal plateChris Campbell2014-05-091-1/+1
| | | | | Since the idea is to encourage you to overcome the armour's heavy penalties yourself, rather than to help you do so.
* Add orange crystal plate armour unrandNicholas Feinberg2014-05-091-0/+12
| | | | | Adds a new artefact designed to encourage players to cast in ultra-heavy armour.
* Revert "Rename the bow of Krishna to the longbow of Vishnu"Chris Campbell2014-05-061-4/+4
| | | | | | | Per greensnark: <PleasingFungus> I bungled my mythological research & I'm willing to admit it This reverts commit 8183b86013c63d1e608b77764b1699f4132bfdcb.
* Rename the bow of Krishna to the longbow of VishnuNicholas Feinberg2014-05-051-4/+4
| | | | | | | | | | | | | | | | 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.
* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-1/+1
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* A more fitting colour for the plutonium sword.Shmuale Mark2014-05-031-1/+1
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* The triumphant return of the blowgun of the Assassin.Shmuale Mark2014-05-031-2/+1
| | | | | | | 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.
* Replace rings of hunger/sustenance with loudness/stealth in-placeChris Oelmueller2014-04-301-1/+1
| | | | | 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.
* Remove ARTP_METABOLISMChris Oelmueller2014-04-301-7/+1
| | | | | 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).
* Rework ARTP_STEALTH akin to MR rescaleChris Oelmueller2014-04-301-16/+15
| | | | Now Stlth+ stands for a discrete step of +50 stealth, Stlth- for -50 and so on.
* Show "disrupt" in Undeadhunter's inscriptionChris Campbell2014-03-271-1/+2
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* Mark some unrands as unholy, not evil.Shmuale Mark2014-03-231-6/+6
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* Rescale MR artefact property from 35-99 range to 40/80 stepsChris Oelmueller2014-03-181-26/+25
| | | | | | | | | | | | | | | | | | | | | 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
* Badtiles for the latest unrands.Steve Melenchuk2014-03-071-2/+4
| | | | If only so that they can have *something* to show.
* Give the ring of Shadows an umbra.Shmuale Mark2014-03-031-4/+2
| | | | | | 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.
* New artefact: FirestarterSage2014-02-271-0/+10
| | | | +7 great mace of flaming. rF++, scrollcons, inner flames monsters on hit.
* Remove old TYPE: line from art-data.txt. (Grunt)Shmuale Mark2014-02-261-1/+0
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* The +7,+7 lajatang of Order {silver, rMut}wheals2014-02-261-0/+7
| | | | The code is mostly based off of Grunt's lajatang of the Silver Moon patch.
* Bloax's Lear's Hauberk doll tile (#8194).Steve Melenchuk2014-02-231-1/+1
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* Spellbinder floor tile (Bloax) and hand tile (mine).Steve Melenchuk2014-02-101-0/+2
| | | | Or, "how to draw better art at 2AM than Grunt can at 6PM".
* Arc blade tiles.Steve Melenchuk2014-02-101-0/+2
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* Unrand: the +3,+6 demon whip "Spellbinder" {antimagic, MR+}.Steve Melenchuk2014-02-101-0/+9
| | | | It inflicts miscast effects related to the target's spells on hit.
* Unrand: the +3,+5 arc blade {discharge, rElec}.Steve Melenchuk2014-02-101-0/+7
| | | | | It is a cutlass that casts Static Discharge centred on the target on one in three melee hits - effectively an amplified electrocution brand.
* Additional unrand tweaks to Snakebite and LeechChris Campbell2014-02-031-4/+4
| | | | | | 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.
* Make some unrands more interesting, bring back twowheals2014-02-031-17/+19
| | | | | | | | | | | | | * 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)
* Remove caps; rename wizards hats "hats."wheals2014-01-121-6/+6
| | | | | | | | | | | | | | | | 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.
* Don't generate blowguns with nonzero to-dam enchantment.Neil Moore2014-01-071-1/+1
| | | | | | | | 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.