| Commit message (Collapse) | Author | Age | Files | Lines |
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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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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Draining is now limited, based on your level. If you get drained
further when you're already very heavily drained, you take
very sizeable amounts of damage. Hopefully this will kill you.
The death messaging seems to work, but it's not ideal. Possibly
someone can adjust that.
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As part of a wider scheme to make draining temporary.
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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To include some cards that are appropriate in non-gifted decks (Focus,
Mercenary, Helix), and to make the rest of the deck less similar to
the deck of battle.
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It was only in Wonders and only duplicated potion effects (which were
already duplicated by other cards such as Potion in other decks).
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[Committer's note: Merged a few commits into this.]
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The problem with monster pickup of the type that this branch removes
is that it encourages tedious behaviour to achieve the optimum result.
While in general people don't bother to pick up every weapon and armour
and stuff it upstairs, that would be a way to prevent monsters from ever
picking up items you've seen. With Apportation, you don't even have to
reach the item, and on a mummy, say, you don't even have to worry about
the infintesimal food cost. People do already do this for chaos and
distortion weapons, and it is not a very good thing.
Not allowing allies to pick up items is related, in that it means that the
code can be simpler, but it also has problems of micromanagement,
weirdnesses with the ctrl-T command, and allies already have their share
of problems. I hope that the compensations for Beogh and mercenaries make
up for what is lost in terms of fun.
Conflicts:
crawl-ref/source/tag-version.h
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Since the former are now MF_HARD_RESET, so their ammo instantly mulches
and can't be replenished.
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They automatically get their items set as MAKE_GOOD_ITEM, which
might not be enough to make up for the mediocre weapon types they
tend to start with, but it's the simplest solution for now. They're
also marked as MF_HARD_RESET so that you can't not pay and then take
their stuff.
Also, fix compilation: I'll fix this (so that git bisect works) while
merging into master.
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This reverts commit 7e81480cda18144ff185f5248639a072b654deff.
Turns out I missed some calls to random_choose_weighted(), this change
might not even be worth doing.
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For consistency with random_choose().
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Avoid a bounds error (which gave me adders in my testing, but it sure
would be fun if you happened to have MONS_CEREBOV in that memory
location). Also restore the restriction of yellow wasps to power level
1 and red wasps to power level 2.
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Outside of vaults, they existed only from spriggan rider death,
and as a fairly rare spawn in Swamp. Their stats were overall very
similar to 'spider,' and their special ability was not too noticeable.
Spriggan riders now ride vampire mosquitoes instead, as a more swampy
substitute.
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Though they both replicate other spells, Hammer is ceratinly simpler
and doesn't have the targetter issues that a card that sometimes has
is_beam == true and sometimes false has.
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There isn't much linking it to fire specifically now and it makes
a false symmetry with the Frost card, which does rather different
things.
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It was bad for the same reason Experience and such were bad - it's a
strategic card. Who wants to dig through decks just to get a particular
effect? The effect is just 50% acquirement or 50% bad potion effects, so
it isn't worth moving somewhere else.
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Now the player illusion won't be deck bashing if the deck was wielded
and evoked.
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It tries to polymorph monsters into weaker ones.
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Add it to the deck of emergency and remove the deck of enchantments
from the deck of war. Also change the status colours to green
and blue to match the bars.
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It hastes the slow and slows the hasty, with higher power
more likely to benefit the player.
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Summons an illusion of the player (like Mara's ability).
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The other effects are all duplicated (by other cards, even!), while
shafts have uses both on the player and on monsters.
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Rain (shallow water), swiftness and a short lived tornado at high power.
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It grants damage shaving along with a strength boost, as Battlelust
is likely not to make it into Nemelex's decks.
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It now creates flame clouds around (but not under) the player.
With higher power it is more likely to place clouds under hostiles.
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Decks of war and decks of escape are now Nemelex' decks; decks of
wonders contain the cards that Nemelex doesn't gift. Some cards have
been move to fit this.
Warp (blink) and Portal (teleport) cards are removed.
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Peek at two now reveals the top two cards (no shuffling of the deck);
however, decks that have been peeked cannot be used with Nemelex
abilities. Hopefully this should make it something that isn't used
on every deck, while still being useful early on when you don't have
other abilities.
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Nemelex no longer accepts sacrifices or grants piety for using
decks.
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Make Tukima's Dance weapons (almost) only attack their
original owner. Removes the last reason to do fiddly weapon-swapping.
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(Committer's note: The old Tukima's Dance was fiddly and
not well-liked. Changing it into something hexier seemed
like a popular & reasonable idea.
I refactored the spell code & fixed a few small issues.)
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Spriggan riders have nonobvious item use restrictions, and it's
weird to end up with a giant firefly mercenary. The base demonspawn
can't grow into anything yet since the effects/power of the nonbase
types' on a friendly player would have to be examined.
Also fix a bug where nagas actually grew into mages 100% of the time,
rather than 50%.
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This fixes all the instances caught by unbrace.
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It was an interesting effect unlike Experience/Sage etc, but unfortunately
doesn't really work in a deck intended to contain mostly-tactical effects,
and also wouldn't work in a deck like Oddities or Punishment (since in
Wonders it's always a known possibility for willingly blind-drawing from
that deck).
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Make the deck slightly more common, make wild magic/focus/shuffle rarer,
especially in legendary decks.
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Decks of dungeons were no longer gifted and only generated very rarely.
Most of the cards in it (as well as some cards just removed from wonders)
were either uninteresting or problematic for various reasons. The removed
cards are Experience, Sage, Water, Glass, Trowel, Minefield.
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Power 0: replace paralysis with decay and adjust weighting of curing/
agility/might/brilliance.
Power 1: resistance/haste
Power 2: magic/heal wounds
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Remove experience, helix, sage and trowel. Add dowsing, battlelust, helm
and shadow cards, hopefully making wonders cards significantly less
worth drawing outside of combat and more worth drawing in combat.
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They were almost identical to polar bears, which at least had the
distinguishing (from black bears) to swim and be at home in an ice
cave.
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From Dance card.
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Always confused, permanently invisible monsters that only know how to
check your electricity resistance are not very fun to fight. For
vaults, I've replaced many instances of vapours with wind drakes where
the "air" is the theme, replaced a couple instances with lightning
spires where the theme was electricity or with thorn hunters if the
theme is merely swamp. Other instances have been outright removed. For
the cloud mage wizlab, I've replaced vapours with wind drakes but have
down-weighted them relative to air elementals and insubstantial wisps.
For the foxfire card, I've moved vampire mosquitos into the position
where vapours were, put insubstantial wisps as lower-power summons
behind fireflies, since the latter got a buff some time ago, and added
killer bees in between insubstantial wisps and fireflies to keep the
number of summon types the same.
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Make the Wraith card cause draining based on card power instead of
reducing XL, remove the Portal card, make the Damnation card rarer, reduce the
duration of the Swine card (for the power rescaling).
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