| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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It tries to polymorph monsters into weaker ones.
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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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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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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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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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Pay half the value of items in one of three randomly generated shops to
generate that shop on a level that can generate shops that you haven't
visited yet. This shop appears on the Overview screen with a darkened
level name so you know exactly where it appeared, and is announced (and
its location marked) when you arrive on the level so long as you are
still following Gozag at the time.
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Punishment cards now get their own flag, and base their card power on
experience level rather than evocations skill (in order to scale more like
other god wraths). Also makes punishment draws amuse Xom.
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Its effect would probably work better as an attribute (lasting until you buy
something) than a duration, but even then it just acts like a bit of extra
gold, really.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Besides not depriving the player of a draw during bona fide disconnects,
this also fixes two cheats:
* you had a way out from getting three Wild Magics
* a crash on demand has plenty of uses
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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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The problematic spells happen to be the same that add a massive number of
enchantments and alter save structure, adding save compat for those would
require a lot of work and be risky.
Thus, it's easier to rewind, and then re-apply parts that we do want to
keep.
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Silly Brits, silly Americans.
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Added to the deck of battle, so it won't be gifted by Nemelex but can
appear in random decks (changes, defence and war). An ally is chosen
randomly from a list, with higher card power allowing stronger allies.
The fee it asks for is based on its XP value. Paying makes it
permanently friendly, if you choose not to or are unable to pay it
remains hostile.
It's rare and unreliable, but balance might be crazy (or not) so tweaks
to the monster list/order/fees/anything are welcome.
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This fixes unspoiled players being cheated out of legendary ones, and
doesn't allow people to get out of that crystal statue trouble.
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You draw four cards from the top of the deck and play them immediately
(in sequence, but taking a single turn). To balance this:
* It doesn't work on marked decks.
* The MP, piety, and hunger costs are quite high.
* The rest of the deck is destroyed.
* If there weren't enough cards, you "get to" deal a card from the deck
of punishments (just one, not the number of cards you lacked).
This probably needs more tweaking. In particular, the MP cost is high
(to limit spamming the ability in combat), but it may be so high as to
cause a problem for non-casters of certain races.
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Triple Draw and Stack Five make it fairly redundant (and are more
interesting/core abilities).
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Also reduced legendary Trowel weight so it doesn't become more common,
but it should probably be removed soon anyway.
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An imperial buttload of places assumes these to be 8 bits, which makes it
impossible to add support for 256 (or more!) colours. This commit tries
to allow expanding it in the future; sadly, it is badly incomplete. At
least, new code can use the new type.
Also, beware of "branded" colours which use bits above 8 for inverse,
underline, etc.
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This really didn't work very well... it is too hard to detect legitimate use
of destruction decks, and doing so would just encourage people to scum through
them against harmless enemies anyway.
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Also, deck rarity was rolled at the time of parsing .des file.
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Power 0: orb of energy.
Power 1: orb of destruction.
Power 2: several orbs of destruction in a star burst.
The orb burst:
* in closed areas:
* single opponent, adjacent: immature IOOD, weak damage
* single opponent, far away: most likely not hit at all
* multiple opponents, adjacent: immature IOODs
* in 100% open:
* single opponent, adjacent: immature IOOD(s), returning orbs can score
multiple full hits -- more likely to hit you rather than the foe!
* single mobile opponent, far away: hit by 1 or 2 orbs, returning orbs
pretty unpredictable, without dodging more dangerous to you than foe
* single immobile opponent, edge of LOS: foe utterly annihilated as all
orbs have time to lock in onto target and turn around.
* multiple opponents, sparsely spread: joy, good damage and with enough
care avoiding the orbs is quite easy
Please test the mechanics, the fireworks are exquisite. The numbers are
way, way off: an easy but lame solution would be to cut the spell power by
a lot. If it turns out impossible to balance, we can always use this
goodness for a separate spell.
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In the process, make it properly use the generalized checks for
unavailable gods and the random god function wrapper.
Also, mark Fedhas as an unavailable god in ZotDef. Combined with the
above, this fixes an inconsistency where ZotDef's "create altar" ability
would block Fedhas, but Nemelex's "create altar" ability through his
Trowel card would not. As a side effect, if any altars to Fedhas are
placed in Zotdef maps, they'll now be replaced with floor, just as
altars to Jiyva are if Jiyva is dead.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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The Alchemist transmutes some of your gold into health and magic,
usually spending more gold at higher power, as well as having a more
effecient gold to hp ratio.
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Much manual merging, and a few fixes for changes in the code (particularly
monsters->monster and the like). Now compiles and seems to work. Zot Def
added to start menu.
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release branch. Quite a few edits required...
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This should help against the signed char problems, and is good for
code readability. Now, if you have a char, it's either an untyped
in-memory byte, or a symbol inside a string. Small numbers are instead
[u]int8_t, ints, an enum type, or, in so many cases, bools.
I didn't touch any of the tiles code, as it's currently broken and I don't
want to risk making it unbroken harder.
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Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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