| 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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Not ideal, but a little less of a run-on sentence.
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From spells.txt, for consistency & style's sake. (Also clean up
a few other things.)
Please note that this is NOT the first person!
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It didn't mention the injury bond in its description! A bit of
an oversight.
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Following player feedback, infiniplex & I agreed this wasn't
quite ready for 0.15.
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In general portals sounds were quite a mess. Ossuary and wizlab in
particular went from quick -> slow, the opposite of all the other sounds.
Sewer, volcano, labyrinth, and bazaar messages are unchanged. Ossuary now
uses the sewer/volcano set of messages, and wizlabs use the lab/bazaar
ones. Bailey and icecaves, which were already almost identical, are merged
and have an edit so that no one word is ever used in more than one time slot.
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It's not necessary to have a reward in the branch end (Swamp has none, and
Snake has only the gear of the nagas), royal jellies aren't very connected
to Spider, and food isn't very good loot anyway.
The main reason the vaults got ambrosia replaced with royal jelly was
pending a review, so here one is.
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No shift required.
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Arguably it might be easy to miss something because of this.
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(no shift necessary).
Thanks to my three year old daughter for user testing!
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Not needed now that we've branched 0.15.
This reverts commit 8064468542592958c6ace5dc27aa0fd88cce04a9.
This reverts commit 0f053f10eb5bf6e8df296044933b8f82496ce8d3.
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There's a general agreement that Gozag isn't ready for 0.15;
he needs a significant amount of design work. For now he will
languish in trunk, like the lava orcs of yore. (Unlike them, he
will almost certainly be in 0.16.)
This commit is extremely ugly & hacky & should be reverted as
soon as we branch.
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it seems to be intentional that they are considered safe during travel
and explore, but they certainly shouldn't be considered safe when you're
actively fighting monsters.
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This is useful for when you get the "Partly explored, can't reach some
places." message, but have no idea where the part that's unexplored
actually is (because it's in a corner behind a plant or something). It's
also useful if you don't actually want to use autoexplore (because there
are dangerous monsters out of line of sight, for instance), but you do
want to know which part of the level you still need to (carefully)
explore.
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As part of the continuing quest to add more acid to more places.
For now, it's on deep elf sorcerers (replacing b. draining),
tengu reavers (replacing one of the venom bolts in one of their
spellbooks), and a./liches (replacing the bolt of draining in one
of their spellbooks).
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The Majin-Bo and Sniper (as unrands of questionable benefit),
and Firestarter (as a Very Fun Unrand).
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Zot/Geh/Coc/etc characters can probably handle a few miniature
elemental dire elephants.
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Since they try to place in encompass vaults, and subsequently veto on
exit connection checks, preventing encompass vaults from being placed.
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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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This reverts commit 8f19928e55d6101126649978129211e30a3bc92b.
It is extremely cool and good, to be able to find the ancient
secrets of demonic lords. (Of course they wouldn't *teach* you
those secrets: that's why you're looting them from forgotten
libraries!)
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Not only did it still refer to item weight, but it didn't take into
account grasping roots, which can ground a bat.
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A more prepossessing base type, and thematically appropriate, too.
+5 -> +1 to partially compensate, since it's still intended to be
a relatively defensive artefact.
(Also tweak the description slightly.)
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Heavy draining already recovers quickly, such that it should be possible to
recover even when killing low-XP monsters. If very heavy draining is still
problematic, it might be better to scale down draining when already heavily
drained, rather than making it behave in a different way entirely past a
certain point.
This reverts commit bc4cca05f1829bd4bb812008c01682b204ee4975 and commit
1c0d6e64a9a9.
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For Ozocubu's Armour, Condensation Shield, Stoneskin, and Death's
Door - all the spells which referenced being powered by skill in
their descriptions.
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It could cause .des errors if you cleared the .des cache
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A layout for Dis:1-6 consisting of many overlapping boxes aligned on a
grid of blocks. The only change I've made it to properly include a
necessary lua file. This layout can produce some quite simple
maps--nothing more than aligned, randomly connected rooms that are
mostly square with some rectangular ones, but such maps still feel
thematic for Dis and the layout itself is at low weight.
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Having a spell work in two completely different ways depending on context
is unintuitive, and self-casting it is the much more interesting use.
Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul,
Mummy). Species that can't bleed get both level 1 spells from the first
Kiku gift. Has some ugly duplication of lists of species that can't bleed,
because using player::can_bleed won't correctly handle statue- or lich-
formed players even with allow_tran = false, due to them changing the
player's holiness.
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