| Commit message (Collapse) | Author | Age | Files | Lines |
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Shoals, remove yaktaurs, centaurs and stone giants.
Snapping turtles get reaching attacks. Sea snakes get strong venom.
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merfolk types.
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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The tile is left untouched for now.
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In preparation for the guardian naga -> guardian serpent change. A
compromise of sorts.
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A blood-sucking amphibious 'w'-glyph. It also submerges, much like swamp
worms, but will follow you onto dry land.
It has a tile, but after a quick play through of Swamp and using wizard
mode to create some, it's quite difficult to see. Hopefully someone can
improve the tile for me!
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This brings it in line with all the other "drake" monsters: "swamp
drake", "death drake", etc. I don't believe this change is contentious,
and I hopefully haven't broken tiles build.
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Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12.
They also get a bonus to moving compared to other actions (move cost 60%).
Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers
only look small.
Also, electricity heals them! It won't bring the back from over the edge
if physical part of damage got them to 0 hp or less, in this case, they'll
explode instead.
Keeping with the long tradition of Crawl's demon names, the credit for this
one goes to timecircuits' cat.
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Identical stats to a normal human, but start with an animal skin and a
different description. They should probably spawn with a weapon too.
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With 30 kills to 5696 deaths, Michael just isn't unique enough.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Yiuf still only appears in his cottage (generated from D:2-7), still
generates with a quarterstaff of chaos and a cloak, but is now randomly
coloured at the start of the game, and has randomised speech. You leg
down broken song!
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Appears from D:4 through D:9, and comes with a band of human slaves.
They will turn neutral (and be pacified, granting 1/2 EXP) if you
destroy Pikel before destroying them. Pikel generates with a whip
(either flaming or pain), and a black robe.
The "pikel_band_neutralise()" function is quite hacky and assumes that
all MONS_HUMANS with MF_BAND_MEMBER are part of Pikel's band. This
should be changed as soon as there is a better way of tracking who is in
what band.
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Casts Venom Bolt, Blink Other, Ensorcelled Hibernation, Slow and heals
himself. Comes with a ruby-red naga barding, a shield, and a chance of a
very nice weapon. Can appear on Snake:4 and Snake:5, and also on similar
dungeon levels to Margery and co.
Backstory: the guardian of a horde of treasure who fell asleep on the
job. Thieves raided the place, and he was disgraced and kicked out.
Turned to the role of a warrior, seeking redemption through battle.
Currently, there's something weird with the debug build at 'xv' for
monster description not displaying the right information all the time.
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Small, blinking, and fast, these eyes come in packs and are found
natively in Slime (though somewhat rarely). Their confusion ability does
check MR before passing, however, and can be completely avoided by
having Clarity.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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and are much easier to set on fire than trees.
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He will blink and teleport away any allies, and resort to blinking
himself only if there's something else blocking the tomb.
The tomb is dropped when he emerges from it, as teleporting out could
leave the player stranded and having unlimited means of digging
shouldn't be mandatory.
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shouldn't be evil.
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beaks.
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used by some birdlike monsters as an alternative to "claw". The latter
is currently used only by chaos spawns and (very) ugly things, although
it could be useful if non-draconian monks are added. Also, rename
AT_BUTT to AT_GORE, as it's described as "gore" anyway.
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Equipment: a cloak, a dagger or short sword, and some gold.
Spells : Blink, Invisibility, Teleport Self
Most importantly, in melee combat Maurice will try to steal items from
the player. Due to technical limitations he can only steal item types
monsters can carry and only if said item slot is still free. All
applicable items get weighted by item value, and if nothing is
applicable he will steal some gold instead. If even that isn't possible,
he'll complain a bit and teleport away.
Maurice is placed in the same depth as Gastronok. He's not actually
hard (except for the occasional weapon brand or wand), but rather
annoying. :p
Stealing from monsters hasn't been implemented, and I don't think it's
as interesting. Maurice is currently prevented from stealing items the
player has equipped, though I'm considering allowing him to steal a
wielded weapon, at least.
The limitations of monsters' inventories means that Maurice will never
attempt to steal armour (slot already filled) or jewellery (missing
slot). Maybe we could try to force valuable items into inappropriate but
rarely used slots, e.g. MSLOT_MISC.
Other than in the FR (see 2838375) Maurice does not disappear from the
level, so you can still hunt him down. He also doesn't get a crossbow or
blowgun yet, though that's an interesting idea. However, handing out a
secondary weapon would mean that he couldn't steal weapons either.
Doesn't have a tile yet, and I have no image of him in my head either.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10776 c06c8d41-db1a-0410-9941-cceddc491573
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tweaks to make his speech and casting work correctly. Turns up around the same
time as Erolcha and Grum.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10774 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10763 c06c8d41-db1a-0410-9941-cceddc491573
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types/flavors for ugly things. They now use the ghost_demon struct,
expanded to account for these characteristics.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10709 c06c8d41-db1a-0410-9941-cceddc491573
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Might still need some tweaks but overall looks great!
And... we need more tiles (kraken head + tentacles).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10691 c06c8d41-db1a-0410-9941-cceddc491573
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* Much better descriptions for several uniques (including removal of "evil" if not really evil)
* Jessica gets Pain instead of Magic Dart (so she's actually evil now, in the Crawl sense of the word) - might make her more dangerous
* More diverse eating habits for Prince Ribbit
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10622 c06c8d41-db1a-0410-9941-cceddc491573
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Dowan. I'll do the tiles later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10578 c06c8d41-db1a-0410-9941-cceddc491573
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Also added a tile for Menkaure, and made him generate in the dungeon.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10515 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10127 c06c8d41-db1a-0410-9941-cceddc491573
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Obviously, this might affect food balance and Necromancy. Tweaks may be
necessary, but overall this looks good.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10077 c06c8d41-db1a-0410-9941-cceddc491573
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Also added a preliminary tile.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10070 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10069 c06c8d41-db1a-0410-9941-cceddc491573
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This includes a new transformation TRAN_PIG that the player can not end
at will but rather will have to time out. Pigs (or rather hogs) are fast
but cannot use any equipment except amulets, or cast spells.
If the transformation would cause death by stat loss (due to equipment
loss) the player is paralysed instead.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10061 c06c8d41-db1a-0410-9941-cceddc491573
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Also apply my two previous commits to trunk.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9995 c06c8d41-db1a-0410-9941-cceddc491573
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description for Sigmund.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9990 c06c8d41-db1a-0410-9941-cceddc491573
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