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* Remove Hall of Bladesreaverb2014-06-071-1/+2
| | | | | | The complaints against the branch are well documented, mostly stating Dancing Weapons are awful enemies and the Hall of Blades is filled with them.
* Make Crypt three levels; place Tomb entrance only on Crypt:3 (MarvinPA).Steve Melenchuk2014-04-261-2/+2
| | | | Includes adding the entrance to Crypt:$ encompass vaults.
* Don't try to place Depths' zig entrance on Depths:6.Steve Melenchuk2014-03-121-1/+1
| | | | Since it only exists for out-of-depth purposes now.
* Move the Vaults entrance up a level (elliptic).Steve Melenchuk2014-03-111-1/+1
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* Reduce D to 15 levels.Steve Melenchuk2014-03-111-2/+2
| | | | Nobody's really going to miss an extra level of D.
* Reduce Depths to 5 floorsDracoOmega2014-03-111-2/+2
| | | | | | | | | Depths contained as much xp as all of 0.13 combined, and it has been generally agreed that it is better to cut length than dilute the existing length with fodder monsters to lower its concentration. (Incidentally, just one floor here has about as much xp as a whole Lair rune branch).
* Purge some references to Forest.Shmuale Mark2014-03-031-1/+2
| | | | In particular, ctrl-O should no longer mention the branch.
* Paint Sewer walls blue.Adam Borowski2014-01-271-1/+1
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* Generate exactly 0 zig portals in D, and 1 in Depths.Adam Borowski2013-12-191-1/+1
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* Make portal entrances and exits proper features on their own.Adam Borowski2013-12-181-10/+10
| | | | | Overloading made it impossible to redefine them, assign colours, made it hard to do stuff on C++ side, and stank of elderberries.
* Don't let Bailey rock masquerade as stone.Adam Borowski2013-12-081-1/+1
| | | | | The new colour is ugly, but at least doesn't require using 'x' in the default config.
* Shorten DNGN_ENTER_FOO/DNGN_RETURN_FROM_FOO enums.Adam Borowski2013-11-251-7/+7
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* Push the "O harder than L" thing.Adam Borowski2013-11-201-1/+1
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* Limit the Lair entrance to D:8-11.Adam Borowski2013-11-201-1/+1
| | | | There's a huge difference between D:8 Lair and D:13 one.
* Move the Vaults entrance to D:14-15.Adam Borowski2013-11-201-1/+1
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* Bump Depths' absdepth.Steve Melenchuk2013-11-131-1/+1
| | | | This is mostly for vault functionality.
* Move Vaults entry to Depths:1-3 (was 2-5).Steve Melenchuk2013-11-131-1/+1
| | | | | Consensus is that Depths is pretty scary, and having the entrance appear in a place that could be considered the equivalent of D:26 is too deep.
* Transform the lower half of D into a new branch: the Depths.Steve Melenchuk2013-11-121-11/+9
| | | | | | | | | | | | D is now 16 levels (the unsealed part was 14 levels previously), and the Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell, and Pan portals are available for the entire length of the branch. Right now the monster set is identical to Vaults except for the absence of Vaults-specific humans. D's monster set has also been truncated, mainly on the out-of-depth front. It's my intent that this serve as a starting point for figuring out what monsters we want to split between the two branches.
* Re-letter the Vestible to 'H' (was: 'U').Steve Melenchuk2013-11-121-1/+1
| | | | So you can (G)o to 'H'ell. Hooray.
* Shorten branch enums.Adam Borowski2013-11-031-17/+17
| | | | | Seriously, even preparing this commit gave me a pain in the triangle between the thumb and index finger's bases and the wrist.
* Don't let --mapstat try to build Dwarf maps.Adam Borowski2013-07-181-1/+1
| | | | With all layouts being opt-in, there's none for it, which causes a crash.
* Remove the Dwarven Hall.Adam Borowski2013-07-101-0/+2
| | | | It's easy to re-add it if we'd have a better idea for it after all.
* Properly set the enums for proper hell branch exits.Adam Borowski2013-06-211-4/+4
| | | | | This is mostly to let us more easily assert the existence of a portal back home, although it has a side effect: there's only one entry.
* Remove include guards from *-data.hAdam Borowski2013-06-141-6/+2
| | | | | Their content results in actual code (rather than prototypes or templates) and thus trying to include them twice should result in a fatal error.
* Greatly increase ambient noise in CryptDracoOmega2013-06-061-1/+1
| | | | | | | | | | | | | | Crypt had an extremely low level of ambient noise, effectively making everything the player did super loud. Particularly with the new monster set, this had the effect of often making the majority of the level swarm the player whenever they got into a fight, not entirely unlike being perpetually marked (except with worse pathfinding). In practice, this mostly plays very poorly, frequently fighting a considerable portion of a level at its stairs, then wandering through many now-empty chambers. Hopefully this will improve things somewhat. Whether ambient noise should remain a thing at all is a good question, but I'm opting for something more subdued at first.
* Alternate Forest with Crypt.Steve Melenchuk2013-05-261-1/+1
| | | | | | | Forest's entrance depth and absolute depth are now the same as Crypt's. This also adds functionality to move Tomb's entrance to Forest if Crypt isn't placed in the game, so Tomb always exists (at present).
* Choose Pan floor/wall colours randomly instead of basing them on monstersChris Campbell2013-04-221-1/+1
| | | | | | | This could be abused to identify the presence of particularly dangerous monsters in advance (for example by recolouring lots of demons, see #5985). Removed dgn_set_colours_from_monsters(), since the Abyss also already has its own way of picking colours.
* #5464 Don't create shafts on Crypt:4Pete Hurst2013-03-291-1/+1
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* Merge branch 'master' into mon-pickAdam Borowski2013-02-241-0/+10
|\ | | | | | | Sorry for merge commits, but rerere is pretty limited.
| * Restore save compatibility with 0.11 final.Adam Borowski2013-01-261-0/+11
| | | | | | | | | | | | | | This does not include trunk versions older than some time after 0.11 branching, although you can upgrade such saves in two steps, by loading in 0.11 and then in current trunk. I doubt this will lead to any troubles as 0.10 saves are not compatible anyway.
* | Axe a few invalid comments.Adam Borowski2013-01-131-6/+5
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* | Merge branch 'master' into mon-pickAdam Borowski2013-01-091-2/+2
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| * Save compatibility for abyssal stairs.Neil Moore2012-12-301-1/+1
| | | | | | | | | | | | Put them at the end of the feature enum list until the next save compatibility bump. Also, increase the Abyss depth when loading an old save.
| * The 27 levels of the abyssBrendan Hickey2012-12-301-1/+1
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| * Don't let the Crypt entrance generate on Vaults:4.elliptic2012-11-111-1/+1
| | | | | | | | | | | | Generating on Vaults:2-3 is more in line with the Crypt generation in old 8-level Vaults. Crypt is far, far easier than Vaults:$, we shouldn't have stairs to it on the same level as stairs to Vaults:$.
* | Merge branch 'master' into mon-pickAdam Borowski2012-11-041-2/+2
|\| | | | | | | | | Merge commits instead of rerere suck, but not being able to comfortably use the test rig sucks even more.
| * Shorten Vaults to 5 levels.Michael Gagno2012-08-201-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is done for a few reasons: 1. It's been discussed for quite a while now. 2. With the redone layout, now seems like a good time to make this change. 3. The new layout is much denser in terms of XP and Loot. Cutting the branch to 5 levels compensates for this (actually overcompensates a bit, at least in terms of XP). This also increases its absdepth by 3 (keeping Vaults:5 at the same depth as the old Vaults:8), and moves the entrance slightly deeper in the Dungeon. Unique depths have been tweaked. Crypt and Blade are unchanged, though maybe they should get their depth boosted too.
* | Convert mon-pick data to a more readable scheme.Adam Borowski2012-08-271-34/+0
|/ | | | | | | | | | | | | | | | | | | | | | | | | Instead of a base level and a rarity, which then use a ridiculously obscure algorithm to accept or reject monsters, the new data includes: * minimal depth the monster can be found on * maximal depth * rarity at the center of the range * distribution type (flat, a linear triangle, something halfway between the two) * the monster's enum The results should be the same, with very minor differences: * distributions within allowed range are approximated by one of three shapes (FLAT, SEMI, PEAK), this shouldn't produce noticeable differences * effective rarity has been shoehorned into a 0..1000 range (out of 0..10201), using div_rand_round(). There's a number of monsters with 35/10201 rarity which ends up as 3 or 4, and strings of monsters of the same rarity end up randomly perturbed. * the once-in-the-life-of-universe chance to generate a monster outside the -5..+5 range is gone, you can now set arbitrary ranges and they're absolute. There's no actual code to use this data yet, merely an emulation of the old functions. It looks like ZotDef applies some complex rules to the monster's depth, it may take some thinking about how to convert it.
* Bump save compat, in order to recover from monster_spells.Adam Borowski2012-08-191-11/+0
| | | | | | | | | The problematic spells happen to be the same that add a massive number of enchantments and alter save structure, adding save compat for those would require a lot of work and be risky. Thus, it's easier to rewind, and then re-apply parts that we do want to keep.
* Hide Hive from gather_branches.Adam Borowski2012-08-151-1/+1
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* Purge the remnants of Hive.Adam Borowski2012-07-241-1/+3
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* Revert shoals colours and exploration limit.Raphael Langella2012-07-191-1/+1
| | | | | | | | | | This reverts commit 7f8c7b4f641a56ac897124dc63a1b6d2b3b5f935. This reverts commit 29c3559ac217a7c57c3e34814c8cdf7e5ed197dc. This reverts commit 5f7d03867298546a272c3db760c57ef0c6541415. This reverts commit a4184751df456850d7d5c312c54b62a427d06f3d. This reverts commit 410924b6f8f920b2b3f2f0b06a79b14e70e2f874. This reverts commit 12d28aa9d876c186e3ad7dceb6d11d20cd57d417. This reverts commit 35eb27d2ba502f201b5f67753fb646c338d0b344.
* Make the Shoals floor brown/yellow depending on height (wet sand).Raphael Langella2012-07-171-1/+1
| | | | | Brown floor means that it turns to water at high tide (wet sand). Yellow floor is dry, it stays sand at high tide.
* Fix level connectivity in Swamp.Michael Gagno2012-07-031-1/+1
| | | | | | If you happen to get a disconnected area, it will get a hatch now (this was occasionally a problem on Swamp:1). This is needed because the tweaked layout no longer guarantees that every level is a single room.
* Revert "Use brown for rock walls in Spider."Adam Borowski2012-06-241-1/+1
| | | | | There's no wax anymore. This reverts commit aa4b589aa5b5cf4fbad00652b1dd2b85a2685a81.
* Use brown for rock walls in Spider.Michael Gagno2012-06-171-1/+1
| | | | | | | | There are a number of "hive" vaults that can show up here, and they use wax (yellow). Thus, it is a bad idea to use yellow for rock walls. A brown/brown colour scheme is a bit dull looking, but I'm not sure what else it should be.
* There is no "standard" monster set anymore, rename it to "dungeon".Adam Borowski2012-05-301-1/+1
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* Increase absdepth of Swamp/Snake/Shoals/Spider by 1, adjust unique ↵elliptic2012-05-271-4/+4
| | | | | | | | | | | generation there. This is the old average absdepth; previously it was one lower because of rounding down for both Lair and the S branches, so this change gives a better approximation to the old state of matters. Also, Boris, Mennas, and others were sad at not getting to kill people on Swamp/Snake/Shoals/Spider:5 any more; now they can.
* Move the Swamp entrance to the same depth range as the other non-Slime Lair ↵elliptic2012-05-241-1/+1
| | | | | | | | | branches. It was Lair:2-5 and the others were Lair:3-6, with no apparent reason for this. This meant that a player who entered Lair:2 but not Lair:3 would see Swamp in the Ctrl-O screen but not any of the other Lair branches, even though they are all on the same footing.
* Use more consistent articles and capitalization in portal vault longnames.elliptic2012-05-151-7/+7
| | | | | Now they all use an indefinite article and aren't capitalized. Also changed "a tomb" to "an ossuary" to avoid confusion with Tomb.