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* Don't place Boris in a maze filled with freezing cloudsNicholas Feinberg2014-08-111-1/+1
| | | | Or other monsters; Boris's dignity was just most injured.
* Buff mutagenic cloudsNicholas Feinberg2014-08-111-4/+0
| | | | | | | 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.
* Make Crawl a little uglier (upgrade ugly things)Nicholas Feinberg2014-07-301-2/+2
| | | | | | | | | | | 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.)
* Make a vault branch-length-agnostic.Steve Melenchuk2014-07-261-1/+1
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* Chokoban fixupBrendan Hickey2014-07-261-2/+2
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* Add a nostalgic elevator vault.Brendan Hickey2014-07-261-0/+21
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* Rebalance crossbowsNicholas Feinberg2014-07-132-5/+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.
* Ruin some perfectly good vaultsNicholas Feinberg2014-07-131-6/+6
| | | | | | A number of the classic minivaults were really inappropriate for Lair, minivault_27 being perhaps the most obnoxious offender. ruin_lair seemed appropriate.
* Remove sharks from vaultsreaverb2014-07-122-5/+5
| | | | | Somebody might want to look at my sprint edits, I had PleasingFungus look them over but I'm still unsure how well they work.
* Rebalance slingsNicholas Feinberg2014-07-092-5/+7
| | | | | | | | | | | | | | | 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!
* Remove potions of strong poison.Shmuale Mark2014-07-061-1/+1
| | | | | | | | | | | | Their peculiar depth restriction meant that when you found them, they were quite harmless. Even if the restriction were removed, they would be basically the same as potions of poison, since when they might be harmful the player would have little enough HP that the weaker potion could kill them. Their weight is distributed evenly among all other potions -- a very slight buff seems like a fine thing to do, especially since potion generation at D:2-10 isn't considered too good.
* De-rune Jory's tower.Shmuale Mark2014-07-041-2/+2
| | | | | | The stuff in there is harmless enough that there's probably no need to worry about an autoexplore trap at Depths-depth, but just in case I stuck a W outside to warn the player.
* Remove Big fish from vaultsreaverb2014-07-011-2/+1
| | | | | Some sharks have also been removed from vaults where convenient, since sharks are next to be removed.
* Remove an obsolete tagNicholas Feinberg2014-06-281-1/+1
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* Bring back a classicNicholas Feinberg2014-06-281-0/+21
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* nicolae vaults (#8745).Steve Melenchuk2014-06-272-0/+60
| | | | | | 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.
* Remove a puzzle vaultNicholas Feinberg2014-06-261-26/+0
| | | | | | | | The diamond obelisk vault was added to demo Tornado, but in practice it's a spoily puzzle vault. The diamond obelisk is put to good use in a couple of decorative vaults, and at some point might be interesting in a vault that uses it as terrain instead of as a puzzle. This vault, though, has gotta go.
* Fixup a problem vault (Kvaak)Nicholas Feinberg2014-06-251-3/+3
| | | | | Uniques were spawning in the back & getting stuck. (Also, it looked terrible.)
* Better layout type namesinfiniplex2014-06-221-3/+3
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* Some cleanups to a vaultgammafunk2014-06-191-3/+3
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* Replace randomly-generate teleport traps with 1-shot versionsNicholas Feinberg2014-06-174-10/+10
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* Remove brown oozes.Shmuale Mark2014-06-172-11/+8
| | | | | | | | | | | 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.
* Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-3/+3
| | | | | | | 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.
* Allow (ruined) grunt_megastairs_* in Lair.Steve Melenchuk2014-06-091-3/+3
| | | | | Mainly so that more extra vaults can place there, diluting the appearance of e.g. bh_autumn_forest_stairs.
* Minor vault whitespace fix.Neil Moore2014-06-091-1/+1
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* Fix a vault syntax error.Neil Moore2014-06-091-2/+2
| | | | | Even correcting the \\ to a single backslash doesn't fix the problem: WEIGHT seems not to like backslash continuations.
* Remove giant fireflies.Shmuale Mark2014-06-091-1/+1
| | | | | | | | | Outside of vaults, they existed only from spriggan rider death, and as a fairly rare spawn in Swamp. Their stats were overall very similar to 'spider,' and their special ability was not too noticeable. Spriggan riders now ride vampire mosquitoes instead, as a more swampy substitute.
* New vault, a stationary monsters guardian a staircase.David Ploog2014-06-091-0/+64
| | | | | | This can specifically happen on Lair:1, Snake:1, Shoals:1 or Depth:1 and will create interesting decisions when it does come up. Monster selection and numbers are open for debate/change.
* Some vaults from Cheibrodos (#8638)gammafunk2014-06-052-0/+111
| | | | | | | | | | | | | | | | | | | | | | | 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'.
* Modify the vaults which use to have giant slugs a little more.reaverb2014-06-031-2/+2
| | | | | The original edits weren't really liked, this one is mostly substituting goliath beetles for worms.
* Remove Giant Slugsreaverb2014-06-011-4/+4
| | | | | | | Slow melee-only monsters are awful, and nobody objected to removing these. Next to be removed: elephant slugs. Somebody might want to look over my vault edits, as ususal.
* Fix some vaults (geekosaur)Neil Moore2014-05-301-2/+2
| | | | Some KITEMs were inadvertently changed to ITEM in 0.15-a0-1171-gaafe2f6.
* Remove darts from vaults.Shmuale Mark2014-05-302-6/+6
| | | | | Most vaults (including the tutorial) get tomahawks or stones instead, except for one or two which were removed.
* Update vault tags for new layout classification system:reaverb2014-05-301-3/+3
| | | | | | | | | | | | | | | | | | This was unfortunately missed by both infiniplex and myself, but luckly the changes were easy enough to make. * layout_angular is just a better name for layout_misc, so this is just a substitution. * layout_delve -> layout_anastomotic was also a substitution. * All vaults with layout_cross already had layout_open, which is the new category of layout_cross layouts. The tag has just been removed. * Same situation as layout_cross and layout_open with layout_basic and layout_rooms. * layout_raniform was not very clear, so I have reverted to the name layout_caves for the layouts rather than changing the vaults. The name of layout_anastomotic should probably also be changed in retrospect, I have no ideas at the moment of what a new name could be.
* Removal of old food types in vaults.Shmuale Mark2014-05-267-24/+23
| | | | | | | | 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.
* Rename honeycombs royal jellies (PleasingFungus).Shmuale Mark2014-05-212-7/+7
| | | | | | | | | The name works just as well with bee themes, but also fits with the occasional jelly theme that vaults have. I also feel that it's a bit more iconic. Thankfully the bikeshed doesn't even have to change colour -- they were always both yellow.
* Remove royal jelliesreaverb2014-05-212-7/+7
| | | | | | Somebody else might want to review my vault changes - I mostly replaced them with honeycombs, which might be a problem, for example, in the Jiyva vaults.
* Adjust grunt_runaround to be able to place on D:$.Steve Melenchuk2014-05-191-0/+346
| | | | | | | Like a couple of other encompass vaults. Also leverages CLEAR: to make the door subvaults read more cleanly (CLEAR: didn't exist at the time I first created the vault).
* Move a couple of vaults to a more appropriate file.Steve Melenchuk2014-05-191-0/+273
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* Move a couple of Jiyva altar vaults deeper (elliptic).Steve Melenchuk2014-05-151-1/+1
| | | | | | This may or may not be as deep as was intended, but it matches the now-earliest time a Jiyva altar can place (barring one edge-case arrival vault that may need looking at).
* Adjust a large number of vaults for the just-made changes.Steve Melenchuk2014-05-152-5/+5
| | | | Mostly tags.
* Make mini_float the default; add a no_exits tag instead.Steve Melenchuk2014-05-152-107/+104
| | | | | | | | | | | There have been so many problems with minivaults not having exits that this is an easier solution than the alternative. You're still allowed to explicitly place exits, of course, in which case floating exits go away. There are a couple of other small tweaks to the level documentation here as well.
* Remove plague shamblers.Shmuale Mark2014-05-142-16/+1
| | | | | | | | | 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.
* Remove Shedureaverb2014-05-131-2/+2
| | | | | They never really worked as enemies - their only unique aspect, partner resurrection, was just annoying.
* Don't place fourteen orc warriors on D:4.Steve Melenchuk2014-05-111-6/+6
| | | | | | | | And generally normalise the threat/loot level of the relevant vault. One orc warrior on D:4 might still be excessive, but who doesn't remember that one time they fought an out-of-depth orc warrior on D:2 or D:3 or...
* Consistantly use "antimagic" instead of "anti-magic" (MarvinPA)reaverb2014-05-111-2/+2
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* Revert "Remove silver statues."Steve Melenchuk2014-05-104-23/+23
| | | | | | | | 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.
* A Depths vault from Cheibrodosgammafunk2014-05-102-76/+131
| | | | | I also moved gammafunk_depths_water_palace to float.des, since larged_themed.des is for orientations other than float.
* Remove silver statues.Shmuale Mark2014-05-094-23/+23
| | | | | | | 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.
* Some vaults from Cheibrodosgammafunk2014-05-081-0/+51
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