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* Re-enable Swamp, randomly disable one of the Swamp, Snake Pit, or Shoals ↵Darshan Shaligram2010-01-161-9/+13
| | | | instead of flipping between Swamp and Shoals only (rob, dpeg).
* An attempt to equalise bailey loot.David Ploog2010-01-161-13/+19
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* Sort potions alphabetically.Eino Keskitalo2010-01-161-10/+10
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Make Wayne a dwarf once again.Adam Borowski2010-01-151-1/+1
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* Tweak Aizul's spells and placement slightly.Jude Brown2010-01-151-1/+1
| | | | | | | Now found 14-20, and has Blink Other as an escape spell instead of a standard enchantment. I've also replaced one of the Poison Arrows with Venom Bolt instead. Hopefully these changes should help to allay fears that he's too powerful at his assigned depth.
* Tweak elf bailey (Jesse, Vsevolod).David Ploog2010-01-141-1/+2
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* Add no_monster_gen tag to the generic overflow altar vault. It could produce ↵Eino Keskitalo2010-01-141-1/+1
| | | | | | electric eels on D:2, and could produce lava snakes, I figure, which is a little nasty. (greensnark) Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Convert _city_level to Lua.Jude Brown2010-01-131-0/+125
| | | | | | | This commit translates the original C++ _city_level code into Lua. It opens up the way for nicer Vault layouts, using a series of subvaults. Hopefully it doesn't break anything too much! Should be reverted if it does.
* Update Chei's ability being called Slouch rather than Ruinous Time.Johanna Ploog2010-01-121-1/+2
| | | | This fixes part of BR 2909126, someone please review the descriptions!
* Tweak ring of regeneration's description.Johanna Ploog2010-01-121-1/+2
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* Some new Lua wrappers for dungeon building and ranges.Jude Brown2010-01-121-1/+9
| | | | | | | | | | | Introduces util.range(start, stop), returning an array consisting of the numeric values between start and stop inclusive. Also introduces "is_valid_coord" Lua wrapper, which does the same work as _valid_coord but does not generate an error message for invalid coordinates, "find_in_area" (a straight translation of the function in dungeon.cc), and "is_passable_coord" which checks the glyph at that location against traversable_glyphs.
* In trog_book, burn all books at the book location.Robert Vollmert2010-01-111-3/+2
| | | | | | | | | | | | Previously, it was possible to prevent the book from being burned by throwing an item on top. The timing of incineration has been a little unreliable in in my tests, but I believe (hope) this is not related to the change. Burning all books except just one so players can't throw away a junk book to get at a new one.
* Move Ely's white altar description back into alphabetic order.Johanna Ploog2010-01-111-4/+4
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* Add a perfunctory shaft description.Johanna Ploog2010-01-111-0/+4
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* Merge branch 'amulet-refactoring'Darshan Shaligram2010-01-111-6/+16
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| * Amulet of stasis, first cut.Darshan Shaligram2010-01-111-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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).
| * Amulet of Faith, mark I.Darshan Shaligram2010-01-101-6/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Make blue smoke blue in due_chaos_kobolds.Jude Brown2010-01-111-1/+1
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* | Remove accidentally committed test weight on glass_crypt.Jude Brown2010-01-111-1/+0
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* | Set the glass_crypt liches free when you get to the loot.Jude Brown2010-01-111-0/+20
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* Restore missing Crypt:5 vault.Darshan Shaligram2010-01-091-0/+34
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* Add -script option to Crawl to run a Lua script. Scripts are similar to ↵Darshan Shaligram2010-01-092-2/+57
| | | | | | tests, but can be parameterised. Add a script to generate 150 level at a named place and report on all the monsters generated there.
* Remove my Crypt:5 vault (glassed liches).David Ploog2010-01-081-34/+0
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* Anacondas are not pythons.Adam Borowski2010-01-081-1/+1
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* Tweak a vault (Mu).Jude Brown2010-01-081-1/+1
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* Unwrap monster descriptions (Zaba).Darshan Shaligram2010-01-081-4/+2
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* Add snapping turtles, alligator snapping turtles and sea snakes to the ↵Darshan Shaligram2010-01-081-1/+15
| | | | | | Shoals, remove yaktaurs, centaurs and stone giants. Snapping turtles get reaching attacks. Sea snakes get strong venom.
* Remove floor surrounded by deep water in Ilsuiw's hut.Darshan Shaligram2010-01-081-2/+1
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* Unnerf Dowan.Jude Brown2010-01-071-1/+1
| | | | | | | | | | | | | | The previous incarnation basically made it a necessity to kill Duvessa first, otherwise she would go berserk and easily kill the player; this is both spoiler-ridden and unbalanced. Instead of making Dowan run away in fear, he'll be temporarily hasted, and receive an upgrade of spells. Fireball will replace both of his conjurations, and Corona and Haste Other are replaced by Blink and Haste respectively. Fireball tracers currently don't seem to work properly, meaning that Dowan can kill himself with his own Fireball. This is undesirable.
* Crawl now checks for the availability of branch ending vaults before ↵Darshan Shaligram2010-01-071-0/+17
| | | | starting up.
* Add test case to generate branch ends and verify that runes and orb exist.Darshan Shaligram2010-01-072-2/+13
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* Change Mara's depth (greensnark)Jude Brown2010-01-061-1/+1
| | | | | | He's not much of a threat at 22+. Made his depth slightly less than Margery's, as he does not come with a band of hell knights, and he is slightly less buff than her.
* Fix Shoal:$ generation bugs: stairs could be surrounded by deep water, hut ↵Darshan Shaligram2010-01-053-5/+68
| | | | | | entrances could be blocked by rock. shoal-hut.lua test generates 1k Shoal:$ levels and verifies that the levels pass sanity tests.
* A small overflow altar for Yred.Eino Keskitalo2010-01-031-0/+15
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Temple overflow altar vaults for Elyvilon.Eino Keskitalo2010-01-031-0/+101
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Move a non-overflow altar out of the overflow section.Eino Keskitalo2010-01-031-13/+12
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Tweak sling bullet description. (Vandal)Eino Keskitalo2010-01-031-1/+1
| | | | | | It's now a bit more informative about the bullets being better than stones. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Desc fix: Chei rewards only being full+, not merely satiated.Adam Borowski2010-01-031-1/+1
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* D:3 is too early for an iron golem, patrolling or not (##crawl).Jude Brown2010-01-031-2/+2
| | | | | They do 32 damage in one hit. This is basically instant death, especially if you round a corner and don't see it in time.
* Don't refer to Cheibriados as "he". (Mu)Jude Brown2010-01-031-1/+1
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* Make sure an ossuary entry isn't hidden.David Ploog2010-01-031-1/+1
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* Tweak vault8_construction monsters (Mu).Jude Brown2010-01-031-1/+1
| | | | | A swap in the SUBST lines was causing monsters in the "construction" area to never actually be assigned.
* Describe red wasp attack (dpeg)Stefan O'Rear2010-01-021-1/+1
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* Corruption changes (dpeg). Corruption is now usable only once-per-level, but ↵Darshan Shaligram2010-01-021-4/+4
| | | | | | produces only neutrals, no hostiles, and applies all corruption effects close to the player instead of using random seed points scattered over the level. The Zot orb antechambers get a little more protection from being short-circuited completely by Corruption.
* Fix feat library errors here, too (sorear).Jude Brown2010-01-021-3/+3
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* Change badly worded description (doy)Jude Brown2010-01-021-1/+1
| | | | "Tummy" (and "tummies") are inappropriate in this context.
* Tweak open sea sewer mermaids. (Keskitalo)Jude Brown2010-01-021-2/+8
| | | | | | De-buff them slightly, as mermaids have been given a buff recently. Also mark them as either sickly or diseased (malarious) in order to emphasise that they are weaker than normal mermaids would be (which they now are).
* Continuation of the range combat overhaul: branding spells.Jude Brown2010-01-012-13/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Guarantee a small guard around the shoal rune.Darshan Shaligram2010-01-011-3/+10
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* And give that statue a nice tile.Jude Brown2010-01-011-1/+1
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