| Commit message (Collapse) | Author | Age | Files | Lines |
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The launcher brand is still there, currently on the storm bow and 1/5 of
branded (ie, 1/3 of them) randart crossbows.
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Change Fedhas ability order to:
decomposition - evolution - sunlight - growth - spores - rain
and adjust the activation cost/casting difficulty of evolutino to be
more reasonable for a low level ability. Also change the corresponding
religion titles for these abilities.
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This replaces "protection" on all ranged weapons, and will only generate
on those.
This commit also fixes shopping values for the new needle brands.
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The numbers and the names will likely need tweaking. Better throwing
skill and blowgun enchantment will increase the duration of most of the
effects, except for sleep and rage.
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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saving RNG state.
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Adds a line to the monster description screen that tells you how
resistant it is to magic. Uses the same scale as player MR (eg on the
% screen) except it skips "not resistant" levels of (non-)resistance.
Uploaded a new version of the patch; now includes experimental MR
display rescaling for both players and npcs. Try it out on the %
screen, or examine a creature. Adverbs stolen from the stealth
display, crazy resistant creatures are described as "almost entirely
resistant".
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Fixes staffs showing stats in a different order from weapons, and
makes the description safe from future stat changes.
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fire / frost / electric / reaping are not auto mulch flame has chance to
save reduced by 2 frost has chance to save reduced by 1 reaping has
chance to save reduced by 3 electric has standard chance as it only
procs 1 in 3 added was_missile to beam properties in order to not auto
mulch other beam types than BEAM_MISSILE
Signed-off-by: Matthew Cline <zelgadis@sourceforge.net>
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Chaotic things are now shapeshifters, mutators, etc., while unclean
things are diseasing things, rotting things, etc.
Zin still hates both. As good gods treat both unholy and evil monsters
as evil, he'll treat both unclean and chaotic monsters as chaotic.
Note that silver will only do extra damage to chaotics, as before.
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Specifically, protect from rotting, disease, and miasma, since the first
of them is tied to the other two, and all three are chaotic. Since
negative energy resistance no longer provides rotting resistance, this
fills in the gap left by TSO.
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Ponderous items stack * The ponderous brand can be placed on all armour.
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git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref
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Missile Changes
--
electricity missiles are now an option - they are always destroyed
reaping / dispersal ammo is now always destroyed as it can be created by players
poison ammo can again affect rocks / bullets etc - still no nets. Apparently
this is a contact poison, but mainly it's to close the gap between sling users
and archers.
SKILLS
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Ranged weapon 3
Dodging 2
Spellcasting 2
Enchantments OR Translocations 3
EQUIPMENT
--
Robe
Ration
Scroll of blink
Some ranged weapon options as Hunter
No melee weapon!
Either book of elemental missiles or warped missiles
The book of Elemental Missiles
Spells Type Level
a - Corona Enchantment 1
b - Swiftness Enchantment/Air 2
c - Repel Missiles Enchantment/Air 2
d - Flame Ammunition Enchantment/Fire 3
e - Frost Ammunition Enchantment/Ice 3
f - Poison Ammunition Enchantment/Poison 4
The book of Warped Missiles
Spells Type Level
a - Apportation Translocation 1
b - Portal Projectile Translocation 2
c - Repel Missiles Enchantment/Air 2
d - Blink Translocation 2
e - Returning Ammunition Enchantment/Translocation 3
f - Warp Ammunition Enchantment/Translocation 5
The book of Devastating Missiles
Spells Type Level
a - Poison Ammunition Enchantment/Poison 4
b - Warp Ammunition Enchantment/Translocation 5
c - Shocking Ammunition Enchantment/Air 5
d - Haste Enchantment 6
e - Deflect Missiles Enchantment/Air 6
f - Exploding Ammunition Enchantment/Fire/Air 7
g - Reaping Ammunition Enchantment/Necromancy 7
Signed-off-by: Stefan O'Rear <stefanor@cox.net>
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angels.
Neither cause additional mulching of ammo, since both the charge and blessing
is temporary. Blessing and reaping cancel each other.
Holy wrath launchers are a lot weaker than silver ammo, but these two stack.
Plus, they're permanent while ammo is scarce.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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