| Commit message (Collapse) | Author | Age | Files | Lines |
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rCorr is less common with the removal of the preservation ego and
recently less effective at blocking the corrosion effect. Adding rCorr
to the potion increases the resistance's availability and falls
reasonably under the umbrella of "temporary natural resistances" of
the consumable. After the 0.15 release, we can consider if we want to
add rCorr as to artefacts or as an ego for e.g. cloaks, possibly
contingent on adding further monster acid attacks, in which case we
can reconsider the potion if need be.
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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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From 90% to 50%. (Though both of those percents are misleadingly
low - rCorr also reduces acid damage, which determines the chance
of applying corrosion.)
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As part of a wider scheme to make draining temporary.
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We had a template to compare pairs by their second member, and two
separate classes to do the same thing for specific pair types. Remove
the non-generic versions, and move the template to libutil.h.
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mons_is_conjured() covers all of these and some other monsters that
shouldn't follow orders (like vortices if they weren't always confused
anyway).
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And refactor a little.
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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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Since you can't pick them up anymore!
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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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Monsters falling asleep tended to promote scumming because it gives an
advantage for simply waiting. It also had a couple arguably good
effects, like letting players leave a difficult level and come back
later once things have cooled down, but these aren't really significant
enough to make this a good mechanic.
Monsters still begin wandering if enough time passes.
If there are unseen consequences this commit can easily be reverted.
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resistance
With temporary corrosion being more abstracted than permanent corrosion,
having items resist individually was a little strange since an artefact
or +9 weapon could still be "corroded" by swapping from something else to
it, or by having your armour be the target of the acid.
Corrosion now just looks at equipped/empty slots to determine the chance
of applying the debuff and how much damage to do with the acid splash,
and is less likely to apply the debuff (compared to low-enchantment
items). Item enchantment (or artefact status, or crystal plate armour-ness)
no longer has an effect. The debuff also now can't be applied multiple times
from one acid splash.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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This should make it more relevant.
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It rarely did anything more interesting than cause the player to ctrl-F for
the spell and relearn it.
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Including renaming it to _handle_magic_contamination and giving its old
name to a helper function.
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This fixes all the instances caught by unbrace.
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If you're hanging around in a branch, monster generation will eventually
exhaust the bribe, of course.
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Spend 3000 gold for a chance of temporarily turning some of the
inhabitants of a branch good neutral, or possibly even friendly. Bribes
are only effective against newly generated monsters (i.e. on level
creation or monsters that spawn afterwards); the fund times out over
time and more quickly with the number of enemies affected, upon which
neutral enemies turn hostile again; friendly followers will continue to
follow the player subject to occasional follow-up payments.
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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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It was a strange hidden effect, and holy word is very strong at its
regular power anyway. Also remove the fear enchantment which didn't
actually have an effect.
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Namely, aborting out in this fashion wastes the scroll, like other means
of aborting out; this was the case with the weapon selection prompt but
not the prompts added afterwards.
Also removes a FIXME comment which prompted this; some discussion on IRC
suggests that this patch generates the desired behaviour.
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Removes a bit of duplication, and makes shoutitis still increase shout
volume if transformed into something noisy/quiet.
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All of these could read scrolls (except wisp) and invoke god abilities,
and tree form could cast spells too. Disallowing those from what are
already some of the most limited forms seems hugely problematic, whereas
allowing speaking is unlikely to change much other than making the list
of form restrictions slightly simpler.
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It has been defaulting to `true` for a while now. That setting provides
a nicer interface overall and there is little reason to support alter-
nate input methods.
Some prompts asking for a letter have not been adjusted, for example
evoking a rod with multiple spells. Those are hopefully gone soon
anyways.
[Committer's note: The option had no known uses except by bots, and
those could work without it. And, of course, multi-spell rods are
gone.]
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Partly this is to (somewhat) make the Abyss a little easier. Teleports
still take longer than orbrun teleports to kick in on average, and
in general letting the player know what an action will do is a good
thing.
But the main reason is that, due to maprot, same-area abyss teleports
are a pretty awful interface screw. You are prevented from remembering
what monsters were around (this was quite annoying when being marked
was more common in the abyss), and though you can see for one second
what direction you came from, immediately after the screen refreshes
and you can't anymore.
Possibly this could lead to improving/removing altogether maprot.
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This includes identify, enchant armour, and recharging.
A lot of now-unnecessary code goes away with this.
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Previously the horn was a nearly useless item after unbarring the hells and
possibly opening a trove. This version keeps the summon hell beast theme
but turns it into a more useful xp-charging evocable. Evoking it when it's
charged summons 1-4 hell beasts, depending on evocations, each summon
having a small chance of being hostile, also depending on evocations. The
chance of getting a hostile hell beast is 7 in evocations * 10 (always
hostile at evocations 0). Two hell beasts get created 63% of the time at
10 evocations, three 63% of the time at 15 evocations, and 4 66% of the
time at 20 evocations, with always 4 summoned at higher than 23 evocations.
It could perhaps use an additional effect, but it's an always-generated
item that's relatively accessible in a 3-rune game, so some care has to be
taken there.
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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This introduces event timers that schedule the next time the code
handling one of these effects - including such things as hell effects,
glowsplosions, and divine retribution - to happen a random amount of
time after the current time the event runs.
Most things are called every 100-300 aut (or a multiplier thereof); a
minimum delay between instances seems appropriate, as does a maximum.
I'm not completely satisfied with this implementation, but it gets the
job done.
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The main thing it did was cause annoying prompts when you could hit
yourself or an ally with the arc. It was rarely relevant other than that,
and just made elec brand a bit more complicated unnecessarily.
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...Provided that you didn't know the scroll beforehand. Hostility on
unidentified ?HW encourages sending your mob away whenever you want
to read-ID, which is sort of silly.
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