| Commit message (Collapse) | Author | Age | Files | Lines |
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Or other monsters; Boris's dignity was just most injured.
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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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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.)
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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.
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A number of the classic minivaults were really inappropriate for
Lair, minivault_27 being perhaps the most obnoxious offender.
ruin_lair seemed appropriate.
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Somebody might want to look at my sprint edits, I had PleasingFungus
look them over but I'm still unsure how well they work.
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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!
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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.
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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.
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Some sharks have also been removed from vaults where convenient, since
sharks are next to be removed.
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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.
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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.
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Uniques were spawning in the back & getting stuck. (Also, it
looked terrible.)
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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.
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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.
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Mainly so that more extra vaults can place there, diluting the
appearance of e.g. bh_autumn_forest_stairs.
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Even correcting the \\ to a single backslash doesn't fix the
problem: WEIGHT seems not to like backslash continuations.
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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.
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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.
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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'.
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The original edits weren't really liked, this one is mostly substituting
goliath beetles for worms.
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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.
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Some KITEMs were inadvertently changed to ITEM in 0.15-a0-1171-gaafe2f6.
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Most vaults (including the tutorial) get tomahawks or stones instead,
except for one or two which were removed.
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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.
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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.
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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.
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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.
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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).
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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).
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Mostly tags.
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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.
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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.
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They never really worked as enemies - their only unique aspect, partner
resurrection, was just annoying.
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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...
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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.
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I also moved gammafunk_depths_water_palace to float.des, since
larged_themed.des is for orientations other than float.
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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.
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