| Commit message (Collapse) | Author | Age | Files | Lines |
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They now give significantly more glow per turn, reaching yellow
glow within 2-4 turns. Previously, they would on average give
yellow glow at minimum 5 turns, average 9 turns, which was...
not a meaningful danger.
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All the other player-relevant checks in actor_cloud_immune care only
about the cloud type, so this isn't an information leak.
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As part of a wider scheme to make draining temporary.
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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They have stats similar to fire crabs but slightly stronger. Instead
of fire clouds, they breathe clouds of ghostly flame, the spell that
revenants have.
I think that they combine two fairly unused monster mechanics -- the
"big cloud" that crabs have and the otherwise-unused ghostly flame --
to create a monster that is fairly understandable based on previous
ones but has interesting gameplay. Unlike revenants, they are not
spellcasters, and the cloud is more about bringing fellow monsters
to beat you up, since it does less damage, their HD being lower. They
also contribute a few more non-undead to Crypt, which I think is good
to have.
I'm not certain about the spawn weight, but in tests they seemed to show
up once or twice a level on Crypt:1 which seems about right. They simply
replace mummies in Tar; this doesn't seem very controversial.
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Ghostly Flame spectrals, and Crypt level-gen zombies. For the latter, also
respect M_NO_ZOMBIE just as we respect M_NO_SKELETON.
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To refactor out the several calls to find_agent() in cloud.cc.
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Given the comment in c95cc8d about distracted monsters, and that
find_stab_type only returns STAB_DISTRACTED for player agents, pass the
cloud's agent (rather than NULL) to res_holy_energy.
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Mostly this just merges res_holy_energy and res_holy_flames, keeping
Djinn's special-case immunity to the latter but not the former. The only
gameplay change should be that (a) demons will take slightly more damage
from holy flames and (b) distracted monsters will be immune to them.
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This reverts commit 7e81480cda18144ff185f5248639a072b654deff.
Turns out I missed some calls to random_choose_weighted(), this change
might not even be worth doing.
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For consistency with random_choose().
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See for example:
http://dobrazupa.org/morgue/Sanddman/crash-Sanddman-20140606-181118.txt
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and also change a temporary variable name to avoid overshadowing
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Since scroll/potion conservation is no longer relevant, I've split the
flame/freezing cloud immunities that were part of icemail/fire blood
into their own mutations. We now give these as the second mutation in
both the tier-2 and tier-3 fire/ice mutation sets.
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Now that inventory weight and player burden states are gone, item
destruction doesn't serve one purpose it clearly accomplished: help
prevent the player from being at or next to burden capacity at all
times. Outright destruction of strategic consumables encourages more
needless inventory management, so we'd like to exclude these from any
form of destruction and possibly prevent them from taking up inventory
space at all. Denial of tactical consumables, either temporarily or
permanently, is something we're going to look into later on, possibly
in the release after next, since it can create interesting and
generally not frustrating gameplay if done correctly. Needless to say,
item destruction wasn't a player favorite and may have a sparsely
attended funeral. RIP in peace.
For now we aren't adjusting the rate of consumable generation to
compensate for no item destruction, but that balancing will happen
after play-testing shows how much adjustment is necessary.
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resistance
With temporary corrosion being more abstracted than permanent corrosion,
having items resist individually was a little strange since an artefact
or +9 weapon could still be "corroded" by swapping from something else to
it, or by having your armour be the target of the acid.
Corrosion now just looks at equipped/empty slots to determine the chance
of applying the debuff and how much damage to do with the acid splash,
and is less likely to apply the debuff (compared to low-enchantment
items). Item enchantment (or artefact status, or crystal plate armour-ness)
no longer has an effect. The debuff also now can't be applied multiple times
from one acid splash.
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CLOUD_NEGATIVE_ENERGY
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This fixes all the instances caught by unbrace.
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The message "Lightning arcs down from a storm cloud!" only indicates to the
player that a loud noise just happened, and Q worshippers can just assume
that loud noises are happening around them very frequently rather than
be distracted by the message every few turns.
This change can be justified by saying that Q worshippers are so used to
being around a storm that they don't notice the thunder and lightning
(unless lightning actually strikes a monster).
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Because getting trampled into your own clouds is terrible.
Also disables this when under penance, which was an oversight for the
former.
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In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
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The conduct number here is consistent with poisonous clouds.
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Trees are in some ways yet another type of transparent wall, and, as
MarvinPA has said, "in general having areas full of trees where you
can see lots of enemies but not target them just plays badly."
There were two differences between trees and mangroves, besides LOS:
the latter didn't start forest fires and left shallow water when
destroyed. That behaviour is kept, instead checking whether
the tree (technically, the player) is in Swamp.
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Raise the flat damage componant of venom weapons (which was overlooked
in past adjustments and effectively much lower overall than 0.13
at the part of the game where it mattered), nudge minimum damage of
poison clouds a little, slightly boost AF_POISON_STRONG damage, and
make needle traps actually equal to poison needles.
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RIP secret tech.
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This is aimed at addressing a couple places where current poison
damage appears off (based largely on statistical data, augmented
by playtesting).
The scaling for AF_POISON is adjusted to make adders a bit less
dangerous while making some later things a bit more dangerous.
AF_POISON_STRONG in particular is boosted (redbacks seem to have
fared much worse since the change - probably getting lethal poisoning
during normal battles with them was not altogether uncommon in the
old system, but simply masked by a less clear indicator and copious
!curing). Poison needles are nudged up slightly, poison clouds
a decent bit more, and the variance for venom ammo smoothed a little.
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After several games' playtesting, I feel I was much too conservative
with numbers in several places, given that only a small percentage of
poisonous melee attacks will inflict poison at all. Also, the swift
rate of action combined with small quantities meant that poison damage
was often practically indistinguishable from the melee that applied it.
A larger amount of moderately slower-acting poison (still quicker than
old poison) should make the poison effect more visible where it does
occur, as well as making preemptive !curing a more appealing tactical
choice. I feel it may still be too mild on high HD creatures compared
to other attack flavours, but that this is closer to the mark than
before.
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This covers potions of (strong) poison, miscast effects, clouds,
needle traps, missiles, and curare.
Several of the less important ones have fairly arbitrary values that
seemed roughly reasonable. A bit more care was used with some things
whose poison damage could already be genuinely dangerous (such as
early poison needles), but definitely needs testing in a real game.
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Greatly reduce their chance of triggering with no target, and don't make
them spread further like rain clouds.
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Sprays clouds over a cone-shaped area in front of the caster. At low
power it gives rain, mist, or noxious fumes; mid-tier gives flames,
freezing vapour, or poison gas; high-tier gives one of three new cloud
types - acidic fog, negative energy, or storm clouds.
The targeter is from an experimental implementation of a spell called
"Scattershot", hence the name and some of the functionality it provides
which goes unused here.
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This is the oft-discussed and generally accepted solution to cloud
spells being able to kill things too effectively out of LOS. Let's see
how it works!
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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Just creating clouds at random times was problematic, and a more
reasonable version of this now exists as a passive Dithmengos ability
instead (emit smoke when taking damage).
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With the forest dispersal work done, and with everything working up to
the original designer's standards, this is ready for trunk.
Conflicts:
crawl-ref/source/beam.cc
crawl-ref/source/dat/des/branches/pan.des
crawl-ref/source/enum.h
crawl-ref/source/hiscores.cc
crawl-ref/source/melee_attack.cc
crawl-ref/source/mgen_enum.h
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-data.h
crawl-ref/source/mon-ench.cc
crawl-ref/source/mon-info.cc
crawl-ref/source/mon-info.h
crawl-ref/source/mon-place.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mon-stuff.cc
crawl-ref/source/mon-util.cc
crawl-ref/source/mutation.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/spl-data.h
crawl-ref/source/status.cc
crawl-ref/source/wiz-you.cc
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This moves the code to monster::expose_to_element() (where it should be)
and adjust cloud code to also call that function for monsters (not just
players).
Still to fix: enhancer staves not exposing targets to elements.
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Not only are the absolutely massive explosions of steam created by flame
clouds over water somewhat annoying to have to sit through whenever you
(maybe inadvertently) cause them, but it looks like they were probably
unintentional in the first place. The steam cloud's spread rate (in just
this one context) is left unfilled at a default of -1. Of course, spread_rate
is an unsigned 8-bit integer.... (it should be noted that steam's NORMAL
spread rate is 22)
If you use wizmode, you can see that even a single flame cloud can produce
steam at up to 15 or so spaces away from the original source, which is rather
insane. I have reduced the spread rate to normal (and increased the generation
rate just a touch), which I think produces far less intrusive effects.
I'm not fully sure of the numbers, which might need further adjusting, but
combined with the last commit, I think it's a definite quality-of-life
improvement in Swamp for both people being attacked by vapours and those using
fire and lightning themselves.
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Forest fires, Conjure Flame, and Ring of Flames now incur piety hits
properly, and the piety hits for everything else are much harsher
(you're probably going to get penance for trying to do anything
fire-related).
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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