| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Fight sim handles sets the simulated flag directly now.
|
|
|
|
|
| |
No longer handle reading enchant weapon on ammo stacks.
This has not been possible for a while: 0.11-a0-1800-gec45d1d
|
|
|
|
|
| |
Including skill descriptions, the skill menu flag, the penalty
multiplier constant, and a comment.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In particular, the potion and shop lists don't need to be generated in
advance of using the ability altogether; they only last as long as the
ability menu is present (thus they're still stored, as if you get a HUP
in the middle of it we want to present the same choices).
Since shop prices no longer depend on the generated shops, item
generation for the shops is left to the shops. (If we want to preserve
their item quality, we'll need a level_number paramter in shop specs,
but I doubt players will notice the difference at all.)
RIP item_def::to_spec; you will not be missed.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This commit has the following effects, which are sufficiently interconnected
that separating this into multiple commits seemed hard:
* Don't allow players to invoke potion petition unless they have enough gold
for the guaranteed porridge/blood potion.
* Don't allow players to invoke call merchant unless they have enough gold
to pay for any shop that might be offered.
* Tweak the formula for shop prices; now it really doesn't depend on the
shop type at all, and the maximum price will always be a nice round number.
* Display gold requirements in the ability screen. These numbers are slightly
misleading because the actual gold cost for potion petition or call merchant
will be a bit different from the displayed cost, but these numbers give the
player a way to tell whether an ability can be used without committing to
using it.
|
|
|
|
|
| |
You get a more than 50% chance of bribing some enemies now; I hope this
is enough.
|
|
|
|
| |
This should make the ability a bit more useful.
|
|
|
|
|
|
| |
They become un-bribed, and other bribed creatures that can see them also
become un-bribed; a permabribe increment for the creature is deducted
against the branch bribe score for this action.
|
|
|
|
|
| |
Prevents abuses like clearing out the Orc:$ end entirely offscreen; also
gives the opportunity for some nice dialogue.
|
|
|
|
|
| |
Prices are 2/3 what they would be otherwise, and removing the amulet
counts as two uses of the relevant ability for price purposes.
|
|
|
|
|
| |
When you spot monsters, Gozag can incite them against you, granting them
one of a handful of beneficial effects.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It's been said that the main effect is to turn your AC permanently
red. Although in a branch without fire attacks this wouldn't be as
true, the fact remained that it made optimal play waiting around
for 300 (!) turns after dissipation, the only cost being hunger.
Icemail is now binary, turning off when hit by fire, and after 300
aut (a reasonable rest time after a fight) coming back again with
all 10 AC. While active, it turns the AC display blue, and when
dissipated, normal; displaying like that seems to work well for
Lava Orcs. Casting fire spells will not disrupt it, or Condensation
Shield or Ozocubu's Armour; for the latter two, having to train both
fire and ice is enough of a deterrent to make it not a "no-brainer"
(as the comment called it).
|
|
|
|
|
|
|
|
|
|
| |
So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
|
|
|
|
|
|
|
|
|
|
| |
Listed in the proposal as Icon of Greatness.
A grand avatar behaves similarly to both a spectral weapon and a
battlesphere in that it attacks targets the caster and its nearby allies
either attack in melee or by battlesphere-triggered conjurations; it
is only guaranteed to attack if the triggerer does at least 15 damage,
though it may trigger randomly below that threshold.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
D is now 16 levels (the unsealed part was 14 levels previously), and the
Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell,
and Pan portals are available for the entire length of the branch.
Right now the monster set is identical to Vaults except for the absence
of Vaults-specific humans. D's monster set has also been truncated,
mainly on the out-of-depth front. It's my intent that this serve as a
starting point for figuring out what monsters we want to split between
the two branches.
|
| |
|
|\ |
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Tavern post:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298
Wierdness & mutations:
- poison weakness
- retractable antennae (can wear headgear and ignore mutation)
- chitin skin (+3 AC)
- most weapons 1-handed, big weapons 2-handed
- permanent stasis
- ability to shaft self
- ability to dig
- Starts with 2 curing pots
3 monster versions of formicids were added:
formicid, a weak fighter
formicid drone, a stronger fighter
formicid venom mage, a magician with olgreb's and mass cure poison
[ Pushing to a branch for experimental playtesting on CSZO.
Also optimised the new tiles. -nfm ]
|
| |/
|/|
| |
| |
| |
| | |
There's not much preventing normal monster generation algorithms from
being used here, so they're used now; this has the benefit of
simplifying some vault syntax as well.
|
| |
| |
| |
| |
| | |
You need a rune to go to D:15. Downstairs of D:14 could be recoloured or
replaced by a portal (maybe more consistent with D:27 zot portal).
|
|/
|
|
| |
This introduces a new pseudo-agent, akin to ANON_FRIENDLY_MONSTER.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
HP and MP are unified as "essence". Per elliptic's suggestion, 1MP=2EP,
to avoid chain-casting 30 Fire Storms (15 is still pretty good...). If
that's not enough, the rate can be modified easily.
The display looks iffy with a two-line bar, having it in one line would
require shifting the HUD -- and that would require massive changes to HUD
code (long overdue, though).
Balancing the healer god (and I'm not talking about Elyvilon) is another
issue. If messing with glow is not enough, perhaps MP gains should give
EP at 1:1 rather than 1:2?
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Now no L8/9 spells are gifted for the first 12 gifts, and then the final
three spells are gifted at the same time and are all L8/9. This addresses
issues with being "forced" to memorize L8/9 spells when they are quite
uncastable, since the final spells offered never time out. In addition,
this should make the final gift feel more special than it did.
Also, gift timing was tweaked a little and gifts try harder not to
repeat earlier gifts now.
The part of this commit enabling multigifting was partially written by
elliott.
|
|\ |
|
| |
| |
| |
| |
| | |
This way if you reject a spell because you don't have the slots, you have at
least some chance of being offered it again.
|
| |\ |
|
| | |
| | |
| | |
| | |
| | | |
Also, use it as a queue and drop older entries when max size is reach (10)
instead of aging the queue manually.
|
| |\ \
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Conflicts:
crawl-ref/source/dat/descript/ability.txt
crawl-ref/source/dat/descript/gods.txt
crawl-ref/source/religion.cc
|
| | | |
| | | |
| | | |
| | | | |
algorithm. still no saving, and a lot of other // TODO: 's
|
| |_|/
|/| |
| | |
| | | |
more information.
|
| | |
| | |
| | |
| | | |
Their names were somewhat too generic.
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
actor::constricting is now a pointer to a map from mids to durations;
if the actor is not constricting anything, we use a NULL pointer rather
than an empty map to save memory.
Save compatibility: Because constrictees might be loaded after
constrictors (and vice versa), we cannot convert the old constriction
arrays (which use mindex) until all the monsters have been loaded.
Instead, save the constriction data temporarily, and create the maps
at the end of tag_read_level_monsters().
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Having both it and LOS_RADIUS is misleading, especially as they're
arbitrarily used. This distinction doesn't make sense anyway, as any
LOS changes need to be done at runtime, only the max matters during
compilation.
|
| |/
|/|
| |
| |
| |
| | |
That new autopickup menu blindly assumed a fixed number of 50 item types,
only because any item class with globally identifiable types has less than
50 of them. which is not true for weapons (53).
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
On osso-xterm, there's a huge jump in readability between this font size and
the next smaller, and I find myself developing on N900 way too much to stand
constant switches.
I wonder what the tinyterm crowd will do now that 80x24 is not the smallest
possible anymore. They'll have to declare that "hugeterm" and skip all old
games, probably.
|
| | |
|
|\ \ |
|
| | | |
|
| | | |
|
|/ /
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Per discussion on ##crawl-dev, setting the equivalent of the former two to 24
(was whenever you were banished from, or which Pan portal you took). Thus, if
you wanted easiest Abyss, you could unwield distortion on D:1, or for Pan,
enter the shallowest portal (nearly everyone unknowingly did the latter).
It didn't change much (deeper water, more lava; more traps, more damage from
traps, harder to find them; better items, especially on monsters; misc stuff
here and there) but it was still a difference.
Items in the Abyss were the only thing that actually used DEPTH_ABYSS as a
number rather than as a magic cookie. In Pandemonium, most of good loot comes
from '|' in vaults rather than floor spawns. Thus, you were basically always
better off entering either of these places from as small LEVEL_DUNGEON depth
as possible.
As for monster selection in general: this commit merely changes the interface,
calculations inside are still overwhelmingly done using absdepth.
|
|/
|
|
|
|
| |
If even a dagger is too short to cut them off, regular claws are certainly
way too short to do more than surface damage. This may be enough to, say,
rip a hole in the throat, but not to cut off a head outright.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|