| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
instead of flipping between Swamp and Shoals only (rob, dpeg).
|
|
|
|
| |
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
|
|
|
| |
This fixes part of BR 2909126, someone please review the descriptions!
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Amulets of stasis blocks:
- Teleport self
- Blink in all forms
- Slowing
- Hasting
- Paralysis
- Petrify
- Berserker rage
The amulet auto-ids the first time it triggers.
The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Amulets of faith have these effects:
- Piety gain is 1/3 faster.
- Gods that protect from harm are more likely to do so (your piety is 1/3rd
higher for such checks).
- Xom piety walk is 1/3 faster.
- Xom is more likely to act.
- Removing the amulet leaches away some piety, but will never cause
excommunication, or drop piety too close to excommunication.
Amulets auto-id if the player already has a religion, or when the player
acquires a religion while wearing the amulet.
|
| |
|
| |
|
|
|
|
|
|
| |
Shoals, remove yaktaurs, centaurs and stone giants.
Snapping turtles get reaching attacks. Sea snakes get strong venom.
|
|
|
|
|
|
| |
It's now a bit more informative about the bullets being better than stones.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
| |
|
| |
|
|
|
|
| |
"Tummy" (and "tummies") are inappropriate in this context.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As outlined in dpeg's ranged combat overhaul, branding spells should no
longer be permanant, nor apply directly to the ammunition. This commit
removes all previous "<X> Ammunition" spells, including the original
"Poison Ammunition" spell.
Instead, branding ammunition is now done via the launcher and the
currently existent weapon branding spells. Currently, those that can be
applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon.
There is the capacity of Excruciating Wounds to also be applied, but
this would require the addition of the Pain ego for missiles, of which
the mechanics would need to be decided upon first.
Like temporary brands on weapons currently, these brands on launchers
are permanantly affixable by using a scroll of vorpalise weapon.
This commit also overhauls the Arcane Marksman class. It began by
removing the non-existent ammunition spells; this left Devastating
Missiles with two spells: haste and deflect missiles. On reflection, I
decided to delete the book instead.
The Book of Elemental Missiles was easily adjusted by replacing the
three branding spells by the existent (and aforementioned) branding
spells. As there are no (according to the 0.6 ranged combat overhaul
spec) spells intended for use with translocation effects on missiles,
this left The Book of Warped Missiles rather empty.
Attempts were made (with discussion with Eronarn on IRC) to work out
something else to fill up the Book of Warped Missiles with, but I made
the decision to get rid it instead, as the only good suggestions
basically made it the Book of Spatial Translocations, and in that case,
the player may as well select the warper class.
We also discussed whether or not to remove Poison Weapon from the
Elemental starting book; I decided it was best to leave it now, but
increase its level from 2 to 3, to give the book more of a range of
levels (starting a Spriggan Arcane Marksman had all the spells listed as
"excellent" or "very good"; more on this shortly). I also decided that
Repel Missiles is over-used in this context, and upon Eronarn's
suggestion and sorear's agreement, have replaced it with Cause Fear.
I think this will provide for interesting game play, and that the level
of the spell is suitably high enough for it to not be abused. I also
made the executive decision that "Elemental Missiles" was no longer an
appropriate title, as it didn't contain any ammunition-specific spells
any longer, and have renamed the book to the "Book of Brands".
It is now:
Book of Brands
Level 1, Corona
Level 2, Swiftness
Level 2, Fire Brand
Level 2, Freezing Aura
Level 3, Poison Weapon
Level 5, Cause Fear
As the Arcane Marksmen class is now launcher-specific, rather than
ammunition-specific, I have adjusted it to no longer give Hill Orcs,
Sludge Elves and Merfolk javelins and throwing nets (they get bows like
everyone else), and made the decision to ban Trolls and Ogres from the
class altogether.
The reasoning here is that they have bad launcher aptitudes, and as they
are described as "marksmen", it makes no sense to give them a book full
of launcher-specific spells and some large rocks and throwing nets. This
change could, of course, be reverted, and they could simply be given
bows, crossbows or slings as relevant, in line with all other races
being given launchers and ammunition.
I have adjusted the starting skill levels for enchantments, spell-
casting and dodging to that of Crusaders. I have also removed Poison
Ammunition from the Book of Envenomations, and replaced it with Poison
Weapon instead.
Finally, I have increased TAG_MAJOR_VERSION to 14.
|
|\ |
|
| |\ |
|
| | | |
|
| |/
|/|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
This involves a lot of changes, and also increments TAG_MAJOR_VERSION to
13. The unrand "Sniper" is now a crossbow (hopefully its current title
is still suitable for this task), and thieves no longer start with hand
crossbows (but still retain darts).
Wanderers with crossbow skills will now get a crossbow and bolts. This
may be overpowered, but I didn't want to change the code here too much.
It can always be adjusted.
This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in
the player.h quiver vector instead. Random elves that generated with
hand crossbows before no longer do so, and this has not been replaced by
normal crossbows.
I hope that's everything!
|
|\ \ |
|
| |/
| |
| |
| | |
merfolk types.
|
| |
| |
| |
| |
| |
| | |
Unknown potions of rage override it as well. This is a debatable thing,
but since other sources of involuntary berserk are caused by "being angry",
it makes sense a drug is not affected by merely being calm.
|
|/ |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
The tile is left untouched for now.
|
| |
|
|
|
|
|
| |
In preparation for the guardian naga -> guardian serpent change. A
compromise of sorts.
|
|
|
|
|
|
|
|
|
| |
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!
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
slings.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
|
|
|
| |
Fixes BR 2875554, but could use better wording.
|
| |
|
|
|
|
|
| |
This is shorter, consistent with the other demon-converted weapon, and
consistent with its always getting the holy wrath brand.
|
| |
|
|
|
|
| |
them.
|
|
|
|
|
| |
For tiles build, the open door description now notes how to close the
door using the mouse.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Identical stats to a normal human, but start with an animal skin and a
different description. They should probably spawn with a weapon too.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Kiku corpse invocation now costs less piety and hunger.
Kiku accepts all forms of killing, now including demons.
Kiku wrath buffed severely; player can expect miasma, titan zombies,
and necromantic miscasts. Casting necromantic spells will also
incur miscast effects (but not cause the spell to fail).
Kiku '?/G' flavor text updated.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
|
|
|
|
|
|
| |
weapons" but "ammunition".
The former would mean these spells work on bows themselves.
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|