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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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* A lone statue that launches orbs.Adam Borowski2009-12-311-1/+27
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* Merge branch 'iood'Adam Borowski2009-12-312-0/+14
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| * Merge branch 'master' into ioodAdam Borowski2009-12-3011-60/+1900
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| * | Spell description for [i]ood.Adam Borowski2009-12-271-0/+6
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| * | Set the visible name to just "Orb of Destruction", "IOOD" is too long.Adam Borowski2009-12-271-1/+1
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| * | Merge branch 'master' into ioodAdam Borowski2009-12-2714-54/+316
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| * | | IOOD as a monster spell.Adam Borowski2009-12-201-0/+8
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* | | | Remove hand crossbows.Jude Brown2009-12-312-6/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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!
* | | | Reduce monster count in Shoal huts.Darshan Shaligram2009-12-311-5/+6
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* | | | Some vault tweaks (Mu).Jude Brown2009-12-312-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Hourglass is supposed to look like an hourglass, with the gold in the bottom, hence it should have the no_hmirror tag (it already has no_rotate). Likewise, with the glyph change of giant cockroaches, the special (low-chance) 'C/crawl' starting vault would occasionally read 'C/crswl'. Removed the giant cockroach from the moster list.
* | | | Fix "shallow water" -> "shallow_water".Jude Brown2009-12-311-2/+2
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* | | | Properly comment out unfinished WizLabs. (Sticking)Jude Brown2009-12-311-51/+51
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* | | | Minor changes to sewer_kobolds.David Ploog2009-12-301-10/+11
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* | | And actually provide depths for the maps.Jude Brown2009-12-301-0/+2
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* | | Preparation for merging into master.Jude Brown2009-12-301-13/+15
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* | | Further tweaks.Jude Brown2009-12-301-185/+3
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* | | Add another new map by Mu.Jude Brown2009-12-301-0/+97
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* | | Merge branch 'master' into wizlabJude Brown2009-12-305-34/+60
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| * | | Readjust Ilsuiw's minivault.Darshan Shaligram2009-12-301-9/+10
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| * | | Remove shoal decoy huts. The rune huts are now also used as decoys, with the ↵Darshan Shaligram2009-12-301-22/+6
| | | | | | | | | | | | | | | | rune replaced by |
| * | | Add a Shoal:$ Ilsuiw minivault to (almost) guarantee her showing up on ↵Darshan Shaligram2009-12-301-0/+20
| | | | | | | | | | | | | | | | Shoal:$ if she hasn't already appeared.
| * | | Give Shoals huts a guard of shoals monsters, remove plants from Shoals ↵Darshan Shaligram2009-12-301-10/+10
| | | | | | | | | | | | | | | | random gen - the terrain builder will place lots of plants as scenery anyway.
| * | | Merge branch 'shoals++'Darshan Shaligram2009-12-291-1/+13
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| | * | | Add merfolk javelineers to the Shoals, add descriptions for the three new ↵Darshan Shaligram2009-12-291-1/+13
| | | | | | | | | | | | | | | | | | | | merfolk types.
| * | | | Make clarity allow intentional berserk.Adam Borowski2009-12-291-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * | | | Add light and dark vine-covered statue bases.Jude Brown2009-12-292-9/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Also, convert the weapons wielded by the current statue into overlays, and add relevant combination lines to dc-mon.txt to generate. The names may require changing if they cause confusion, or if unneeded, the section could be commented out. Also update the relevant vaults.
* | | | | Rename clouds to "white fluffiness".Jude Brown2009-12-291-1/+1
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* | | | | Merge branch 'master' into wizlabJude Brown2009-12-294-9/+90
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| * | | | Update Fulsome descriptionStefan O'Rear2009-12-281-1/+1
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| * | | Inventory and stash iterators for lua.Jude Brown2009-12-281-0/+72
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| * | | Add the long description to ossuary.des.Vsevolod Kozlov2009-12-281-1/+8
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| * | | Ensure that Vault:8 has a loot rich quadrant.David Ploog2009-12-281-7/+9
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* | | | Add a note about Cloud vault, tweak.Jude Brown2009-12-291-1/+2
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* | | | Further tweaks to Mu's cloud wizard vault.Jude Brown2009-12-281-45/+71
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* | | | Merge branch 'master' into wizlabJude Brown2009-12-283-24/+49
|\| | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/rltiles/dc-mon.txt
| * | | Minor modifications of cavernous ossuary (Lordsloth).David Ploog2009-12-271-17/+27
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| * | Customisable clouds!Jude Brown2009-12-281-3/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | cloud_struct now has members for colour, name, and tile; colour will be used instead of the default colour of the cloud type, and will be used to recolour the tile of the cloud (if it exists). Name will be used to rebrand the cloud's description, and also alter the message generate while standing in a cloud. Finally, tile can be used to completely customise the tile used for the cloud. The value is stored as a string in order to maintain save compatibility across ASCII and tiles. A random tile (found using tile_main_count) from that set will also be used, however, no duration effects will be applied. Recoloured cloud tiles using just the colour code should be possible, though aren't yet fully tested. This commit bumps TAG_MAJOR_VERSION: changing marshalling of the FogMachine Lua code causes nasty crashes on reloading saved games. Otherwise, I don't think I broke anything else. :-)
| * | Merge branch 'shoals++'Darshan Shaligram2009-12-271-4/+4
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