| Commit message (Collapse) | Author | Age | Files | Lines |
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The complaints against the branch are well documented, mostly stating
Dancing Weapons are awful enemies and the Hall of Blades is filled with
them.
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Includes adding the entrance to Crypt:$ encompass vaults.
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Since it only exists for out-of-depth purposes now.
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Nobody's really going to miss an extra level of D.
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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).
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In particular, ctrl-O should no longer mention the branch.
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Overloading made it impossible to redefine them, assign colours, made it
hard to do stuff on C++ side, and stank of elderberries.
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The new colour is ugly, but at least doesn't require using 'x' in the
default config.
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There's a huge difference between D:8 Lair and D:13 one.
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This is mostly for vault functionality.
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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.
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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.
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So you can (G)o to 'H'ell. Hooray.
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Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
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With all layouts being opt-in, there's none for it, which causes a crash.
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It's easy to re-add it if we'd have a better idea for it after all.
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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.
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Their content results in actual code (rather than prototypes or templates)
and thus trying to include them twice should result in a fatal error.
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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.
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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).
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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.
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Sorry for merge commits, but rerere is pretty limited.
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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.
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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.
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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:$, we shouldn't
have stairs to it on the same level as stairs to Vaults:$.
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Merge commits instead of rerere suck, but not being able to comfortably use
the test rig sucks even more.
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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.
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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.
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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.
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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.
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Brown floor means that it turns to water at high tide (wet sand).
Yellow floor is dry, it stays sand at high tide.
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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.
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There's no wax anymore.
This reverts commit aa4b589aa5b5cf4fbad00652b1dd2b85a2685a81.
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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.
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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.
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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.
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Now they all use an indefinite article and aren't capitalized. Also changed
"a tomb" to "an ossuary" to avoid confusion with Tomb.
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