| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Or other monsters; Boris's dignity was just most injured.
|
|
|
|
|
|
|
|
|
|
|
| |
Ugly things now have the stats of old very ugly things; very
ugly things are now... miniature elemental dire elephants, more
or less. (A little weaker.) They've been adjusted to not spawn
in bands below a certain depth (d:13 for ugly things), ala
the famous d:1 gnoll.
Ideally, they'll be potentially threatening in Vaults/Depths
now. (Their primary spawning spot.)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
Somebody might want to look at my sprint edits, I had PleasingFungus
look them over but I'm still unsure how well they work.
|
|
|
|
|
|
| |
Dithmenos vaults have been edited to not use darkgray and not smoke out
the altar 100% of the time, and there are a couple of minor formatting
fixes as well.
|
|
|
|
|
| |
Uniques were spawning in the back & getting stuck. (Also, it
looked terrible.)
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
The idea behind them seems to be a simple upgrade to a jelly, rather
than getting one of the more complicated and harder monsters like
acid blobs/death oozes/azure jellies. The thing is, they generate only
in Slime, outside vaults, and by then they're not very different from
jellies, being mostly just "weak things that corrode." Even in the Slime
entrance with 4 of them, which is all of them most games will see, they're
already pretty weak. Slime itself has plenty of enemy variety and can
stand the removal.
|
|
|
|
|
|
|
| |
Elec and venom launchers already use the same brands, and with ranged
code more similar to melee code this change actually simplifies most
code. There should be no gameplay change though some weird brand picking
code for launchers was refactored, which might have some effect.
|
|
|
|
|
| |
Mainly so that more extra vaults can place there, diluting the
appearance of e.g. bh_autumn_forest_stairs.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Some content changes from the original submission:
* cheibrodos_hippocracy: Removed the mirroring limitations (these make
it harder to place), added a demonic crawler to the loot pile
blocked by water.
* cheibrodos_swamp_tower_of_moss: Made it have the same wall/floor
theme as the other "ruined structure" vaults in swamp.
* cheibrodos_crypt_eye_of_stone: Place the granite statues only when
placing the giant eyeball, since the statues/skull can't be
disintegrated or otherwise instakilled.
* cheibrodos_slime_lost_civilization_1: Increased open area in the
vault to not require quite as much potential walking next to slime
walls.
* cheibrodos_slime_lost_civilization_3: Substituted some of the water
for floor. Also added a no_monster_gen KMASK for water, since we
don't want water enemies in slime.
Some other cleanups include removing extra newlines and trailing
whitespace, consistent use of tags, using { or } for the first set of
stone stairs, fixed usage of 'g' to be 'G'.
|
|
|
|
|
|
|
|
| |
Someone who understands food vaults better might want to look over
the food.des changes, though I tried to keep them the same.
This also makes blue_anna_fruit_fields unrand and moves it to food.des,
since there are Lair vaults with fruits anyway.
|
|
|
|
|
|
|
|
|
| |
The idea behind the miasma death explosion is interesting, but in
general miasma can be extremely annoying and the cloud rather easy
to avoid. This is especially true in the layout of Crypt, which is
the only place they show up outside of vaults. The retching attack
gave a rare special case that very rarely mattered and didn't help
to distinguish them all that much.
|
| |
|
|
|
|
|
|
|
|
| |
Don't worry; the whole point of this set of commits is to fix the problems
with them and their companion statues.
This partially reverts commit b4c3b502143418fb4fdb3faaa29a2ef6e9eabce5.
This reverts commit e1156a91a6a0b1bb26c7e7ee63710c3eefbd2739.
|
|
|
|
|
| |
I also moved gammafunk_depths_water_palace to float.des, since
larged_themed.des is for orientations other than float.
|
|
|
|
|
|
|
| |
They have all the usual problems of summoners, stationary monsters,
and special-cased interactions (with disintegration). Almost every
single vault that had them was "OCS / silver statue / ice statue"
or something like that, so fairly few actual changes had to be made.
|
| |
|
|
|
|
|
| |
They were so annoying they were removed from holy zigs, reducing their
appearnces to just a few vaults.
|
| |
|
|
|
|
|
|
| |
They were almost identical to polar bears, which at least had the
distinguishing (from black bears) to swim and be at home in an ice
cave.
|
|
|
|
|
|
|
|
| |
Sticky flame damage is hardly noticeable in D, and basically
non-existent in Crypt -- the only thing an average game noticed
about these monsters was that they liked to destroy scrolls. It was
nice for some vaults to have an undead counterpart to simulacra but
there are plenty of other evil fiery monsters.
|
| |
|
|
|
|
|
|
| |
Both of their spells work by dealing ridiculous amounts of damage to a few,
vulnerable species and little or no damage otherwise, which does not make for
an interesting monster.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Always confused, permanently invisible monsters that only know how to
check your electricity resistance are not very fun to fight. For
vaults, I've replaced many instances of vapours with wind drakes where
the "air" is the theme, replaced a couple instances with lightning
spires where the theme was electricity or with thorn hunters if the
theme is merely swamp. Other instances have been outright removed. For
the cloud mage wizlab, I've replaced vapours with wind drakes but have
down-weighted them relative to air elementals and insubstantial wisps.
For the foxfire card, I've moved vampire mosquitos into the position
where vapours were, put insubstantial wisps as lower-power summons
behind fireflies, since the latter got a buff some time ago, and added
killer bees in between insubstantial wisps and fireflies to keep the
number of summon types the same.
|
|
|
|
|
| |
It was kind of excessive, and G effects don't work through glass
now anyway.
|
|
|
|
| |
There may still be some vaults that rely on trees to act like glass.
|
|
|
|
|
|
| |
Remove code references to removed monsters, except where needed for
save compatibility, as well as quotes/descriptions references, and
move the related tiles to UNUSED. RIP gnomes.
|
|
|
|
|
|
|
|
|
| |
With the special lua stripped out and the monsters re-arranged,
the original concerns of the vault being a spoilery death trap
should be absolved. Of course, this still features fun early
Tomb mummies, but mummy priests are slow, and there's precedent
in minmay_librarian and lemuel_minitomb for non-Tomb Tomb mummies.
As always, one doesn't have to fight _everything_ immediately, or at all.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
(I wanted to take my own spin on most of these vault changes,
but the issue served as a base on finding and weeding out
all of these monsters that shouldn't really spawn in places
as threats for the sake of simplicity and avoiding redundancy.
Of course, humans are special due to being too bloody ubiquitious
to cleanly remove half as easily, and items / display cases are fine.)
(Also, this cuts octopodes, as they've been recently de-spawned,
fits in a few random dumb hd redefinition clearings, and removes
not-really-available-for-comparsion formicid, octopode, and deep dwarf
zombies from the extended zombies player-species list.)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The golem archetype - slow, omni-resistant, melee-only, and with titanic
defenses and health - hardly needs to be around as much, as exaggerated
as it is, or with as many different types as it currently has.
This forms the last push of vault revisions on vaults containing stone,
clay, or (some) iron golems. The last of these is preserved for the flavour
and function for Dis, where it can have enough ambient support to work;
the other two have been phased out by appropiate other earth-themed monsters.
Earth elementals are still based off of the golem archetype, but already
serve purposes beyond vault placement, and have much less extreme health;
for the most part, they've replaced many of the earth and clay golem uses,
alongside the revamped and equally flimsy gargoyles.
(Also, adjust crystal golem speech and banish iron elementals back to Sprint.)
|
|
|
|
|
|
|
|
| |
* Fix some vaults requesting for D:15-, !D:$ placement, and other such
cases leftover from cutting D and Depths by one level each.
* Throw out some statue minivaults from Depths, statues are no threat
compared to their surroundings by that point and are just providing
essentially-free loot for the depth.
|
| |
|
|
|
|
|
|
| |
[Committer's note: kept them around in Ossuary and Tomb as well;
they're a pretty iconic feature of the two placecs and confining
the traps to one portal vault and one branch seems fine.]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For vaults that _have_ to be traversed in every successful game, the draconian
numbers in Zot entry vaults have started to become very exaggerated. They've
become a maligned cap-off of the long and ardous journey through Depths, and
such a concern was the impetus for a bit of review and quite a few edits.
* Reduce what has become a flood of draconians over time in most Zot entries,
both in some dilution with some appropiate Depths representatives as well
as a general flattening of Zot entry vault monster numbers.
* Edits for several other large vaults that also (can) contain Zot entrances:
* profane_halls's population excesses have been cut down further.
* spin_cycle and slaughterboxes now place on U:$ and (very rarely) D:$.
* spin_cycle, crystal_crosses and pleasuredromes got general saner set
tweaks, plus lost random base draconian placement for the last two.
* lemuel_castle_with_subvaults got set vs. depth adjustments (including
a new set of giants) and much less excessive draconian settings.
* Grunt's floating 098 vaults mostly place much less draconians on Depths:$;
they're pretending to be Zot entries and thus fall under above standards.
* Tweak the Depths entrances some more due to population changes past them.
* Wizlabs no longer have any chance for D:$ placement, due to the significant
gap between there and the other possible depths combined with being much
easier to delay than most portal vault locations.
|
|
|
|
| |
This wasn't changed correctly with the removal of deep dwarf berserkers.
|
|
|
|
|
|
|
| |
Move some common functionality to a dlua file so it doesn't appear in
more than one place, and do away with kennysheep.des as a consequence.
Move a floating vault incorrectly placed with the minivaults.
|
|
|
|
|
|
| |
[Committer's note: a few adjustments.]
Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
|
|
|
|
|
|
| |
Changes everything, including vaults, the enum (now POT_HASTE) and the
.txt files in /dat/descript (things like hints.txt and foreign language
description files).
|
|
|
|
|
|
| |
This was turning up in Lair in basically every game. Now it shouldn't,
given that the tags are there to get it to do the thing that originally
caused it to be a full vault and not a minivault.
|
|
|
|
|
|
|
| |
Adjustments as usual.
See those entries for more details, especially #7433, where only a
subset of vaults have been added.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Depth adjustments, depth scaling, minimal minor loot placements,
header re-organizations and spacing, out-of-date or undesirable
vault tricks updated or replaced, non-random unknown things
pre-identified, definition placement order thrown around,
highly similiar vault consolidation, general "fixes".
Fun highlights: minivaults assuming D:17-27 still exists,
a vault that slipped in from a tutorial example, many golem cuts
and dummy-player-species-monster cuts, runed door reduction,
let lost-purpose late D also have more decorative vaults,
and (for now, while runed doors still block monster movements)
making all doorvault runed doors function as one door for the sake
of making it not so restrictive on opening door vaults.
|
| |
|
|
|
|
|
|
|
| |
All other player and monster smiting abilities are blocked by glass, so
there shouldn't be an exception here just because of the flavour as a
"gaze" attack. Only a few vaults still relied on this, changed them to
use grates instead of glass.
|
|
|
|
|
| |
Replaced with various combinations of adders, worker ants and giant mites
in the places that used them.
|
|
|
|
| |
So to speak.
|
|
|
|
|
|
|
|
|
|
|
|
| |
The effects of racial weapons were very minimal and unlikely to be
noticed. Even if they were made significant, they would only apply to a
very small subset of races. The only somewhat notable effect was Beogh's
slight slaying bonus (and even that was very minor), this could be
compensated for in some other way if necessary.
Racial armour has slightly more noticeable effects and currently still
remains, but could probably be removed too (potentially replacing the
racial effects with armour egos instead).
|
|
|
|
|
|
|
|
| |
They were almost identical to slime creatures except without the merging
ability, and barely appeared outside of a few vaults anyway. Split their
weight mostly between brown oozes and slime creatures in vaults and Slime
branch spawns. Removed a couple of Slime-only vaults that placed only
giant amoebae, possibly they would be fine with slime creatures instead.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Implementer's notes (Grunt):
The spell Crystal Bolt is player-castable for possible future use with the
"rod of bolts" (reworked rod of destruction), and crystal golems have been
replaced 1:1 in vaults that used them.
---
Designer's notes (tenofswords):
Not every golem can be cut without scarring many a vault, and golems are
very strongly themed to the point of reluctance with complete cuts.
Still, they're golems, slow melee-only monsters with extreme defenses and
excellent melee that thus encourage annoying tactics due to being unable
to kill patient players but also being very difficult to kill. We certainly
don't need nearly versions of this sort of monster as we currently do
(goliath beetle, slugs and snails, golems, iron trolls, iron imp/devil,
earth elemental); the only time this really works is in Dis, where
there are hell effects and very nasty company to make sure that there's
no time to use the slow strategies of avoiding being hurt much by golems.
This serves as another change to a slow, melee-only monster for preserving
some themes and flavours without outright cutting into the monsters available.
These new crystal guardians once more have good defense and even better
resists in exchange for bad health and zero EV, appear in numbers in most
vaults, are boosted (to normal) speed, and get a ranged option; in this
case, a bolt of fire or cold that happens to bounce off all walls, rather
than just crystal, easily resisted by the caster in ricchoets. This is
modelled off the decent-enough edits on minmay_guarded_unrand_dyrovepreva,
and the name originates from there, too.
Between crystal guardians and war gargoyles as less terrible material,
I've got plans to edit out stone golems, clay golems, and iron golems
out from basically everywhere but Dis:7 vaults, which should pave the
way for essentially removing these three and dealing a decent blow to
the multitudes of slow, melee-only, very difficult to destroy encounters
in sheer differences of monsters, though mostly by changing vault-specific
mediocre monsters rather than significantly impacting overall monster sets.
For now, the patch has a near 1:1 replacement use with crystal golems, aside
from most importantly adjusting (and upping) their use as rare D:12-16 OODs.
Needs a new tile.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For monsters partially representative of one of the strongest current
races plus primarily Dis:$ spawns, metal gargoyles are quite weak.
While low health and few resists lets them be much more palatable
as part of the group of slow, high defense pure-melee monsters, said
group is very full and these serve as autofight-material at best.
Thus, this patch gives them buffs to fit into a particular niche:
fast, high ac, low hp, nasty ranged.
This renames metal gargoyles and uses a flavour of explicit
smithing preperation to buff their speed, give them maces, and lets
them use a slightly weaker form of iron dragon metal splinters.
Of course, there are also a few general stat buffs: rough health
of deep troll shamans, the damage of merfolk impalers, see invisible.
Imagine them as stone giants with halved health and less melee damage
in exchange for haste, mild resists, weapons, and golem-level AC.
It also adjusts their vault uses, and puts them as rare Vaults OOD
spawns for both more V to D distinction and extra flavour.
Further monster gargoyle changes echoing this would be appropiate;
molten gargoyles with lava breath and higher HD for AF_FIRE to
address the low focus on fire damage in Gehenna, rare occasional
plain gargoyles a little harder hitting. Using these gargoyles to
replace most iron golem uses would also be worthwhile; this was
recently prompted by getting something to replace some vault golems
with.
TODO: Get a new tile that can show weapons or at least _a_ weapon.
|