| Commit message (Collapse) | Author | Age | Files | Lines |
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This is useful for when you get the "Partly explored, can't reach some
places." message, but have no idea where the part that's unexplored
actually is (because it's in a corner behind a plant or something). It's
also useful if you don't actually want to use autoexplore (because there
are dangerous monsters out of line of sight, for instance), but you do
want to know which part of the level you still need to (carefully)
explore.
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As part of the continuing quest to add more acid to more places.
For now, it's on deep elf sorcerers (replacing b. draining),
tengu reavers (replacing one of the venom bolts in one of their
spellbooks), and a./liches (replacing the bolt of draining in one
of their spellbooks).
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zap_type isn't marshalled anywhere, so doesn't need save compat.
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Also improve a comment by making some examples less ambiguous.
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Its place by sealed stairs makes sense; presumably it was moved up earlier
back when it had DCHAR_ARCH.
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The hit dice-reduction effect of draining has historically had
several problems. It reduced monsters' maximum hp, which made it
look like they were getting *less* injured, since they had a
higher proportion of hp remaining. It lowered monster XP & piety
gains, which was irrelevant but misled new players who somehow
learned about it. It occasionally led to "degenerate" hit-and-run
tactics.
And most damningly of all, it hardly ever mattered - it
triggered on ~13% of hits, which meant that on low HD monsters
the extra damage would kill them before the effect was
noticeable, and against high HD monsters, the effect would only
ever be noticeable at all with the aforementioned hit-and-run
tactics.
So, to fix those problems, draining now gives a "drained" status,
that reduces monster HD for most combat-related purposes
(spellcasting, accuracy, damage, etc.), but not max hp, xp, or
piety. This is temporary, but will last 20-30 turns, and
refreshes every time the drain triggers - essentially, it should
last until you kill the monster, unless you run away.
The temp-status is now applied to the monster every time they get
drained; the chance of the drain brand activating has been reduced
to 1/2, from 2/3. This should focus the effects of the brand more
on the unique part of it, the draining/weakening effect.
As a bonus, this also means that players can no longer have their
followers permanently weakened by draining effects. Beogh buff!
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A simple resistance is a very boring capstone gift, especially compared
to Qazlal's existing temporary resistances which have much more
interesting interactions, and the powerful active abilities. Allowing a
choice of resistance also resulted in AC almost always being the best
option.
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They had all the same problems as big fish or other melee liquid-only
monsters.
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Lava Worms had all the problems of Big Fish and Sharks, and furthermore
only appeared in a few volcano vaults and a serial vault.
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!para was sort of problematic in that in combat, it would basically be a
game-over effect, especially at the low HP people generally panic-quaff
at, and almost entirely harmless outside of combat. Neither effect is very
interesting. Dispelling has the potential to be bad, if you hadn't
identified it and had used some other buffing potions, and lends itself
to many more interesting tactical situations.
"Cancellation" is just the first thing that popped into my head; feel free
to send buckets of paint to recolour the bikeshed with.
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Their peculiar depth restriction meant that when you found them, they were
quite harmless. Even if the restriction were removed, they would be
basically the same as potions of poison, since when they might be harmful
the player would have little enough HP that the weaker potion could kill
them.
Their weight is distributed evenly among all other potions -- a very
slight buff seems like a fine thing to do, especially since potion
generation at D:2-10 isn't considered too good.
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Since the removal of ally pickup modes, the flag has still been tracked
but never actually read.
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Allow iteration with +-, and auto-abort if there are no
valid targets in LOS.
It'd be nice if this still included the "valid target"
highlight that the last version had...
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Make it a badmut (since it is!), and give it a new name
better suiting its new status.
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Cigo's now has simple shapeshifters, which seem to work all right.
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The idea behind them seems to be a simple upgrade to a jelly, rather
than getting one of the more complicated and harder monsters like
acid blobs/death oozes/azure jellies. The thing is, they generate only
in Slime, outside vaults, and by then they're not very different from
jellies, being mostly just "weak things that corrode." Even in the Slime
entrance with 4 of them, which is all of them most games will see, they're
already pretty weak. Slime itself has plenty of enemy variety and can
stand the removal.
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Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now
combines both Acc+ and Dam+ bonuses.
Bracers of archery are +4 now instead of +5,+3.
[Committer's note: fixed a description and cleaned up various other
small issues.]
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Monsters should now try to escape from Arachne's
ensnare immediately (on whatever incredibly rare
occasions that is relevant), and shouldn't try to
break out of net traps on the turn they get netted.
This technically breaks save compat with the old
newly_webbed prop, but in a harmless way.
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They have stats similar to fire crabs but slightly stronger. Instead
of fire clouds, they breathe clouds of ghostly flame, the spell that
revenants have.
I think that they combine two fairly unused monster mechanics -- the
"big cloud" that crabs have and the otherwise-unused ghostly flame --
to create a monster that is fairly understandable based on previous
ones but has interesting gameplay. Unlike revenants, they are not
spellcasters, and the cloud is more about bringing fellow monsters
to beat you up, since it does less damage, their HD being lower. They
also contribute a few more non-undead to Crypt, which I think is good
to have.
I'm not certain about the spawn weight, but in tests they seemed to show
up once or twice a level on Crypt:1 which seems about right. They simply
replace mummies in Tar; this doesn't seem very controversial.
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If a monster has a weapon, and you press ctrl-t (by default), you
will see, instead of its normal glyph, the glyph for the weapon it
is holding. Since this information is already available with 'x' and
even more easily in tiles, it's just an interface improvement, and as
far as I can tell in my tests there is no information leaked.
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Add Contemplative, the inverse of Wild Magic.
Makes spells easier to cast, but with lower power.
I've flagged it as a badmut for now. Perhaps Wild Magic should also be flagged as bad.
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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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It can only be used once per monster, and only on named followers.
This should hopefully replicate some of the fun of equipping your
friends while not having micromanagement or the problems with letting
them pick up whatever off the ground.
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Including the default_friendly_pickup option.
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But still allow x* to cycle through all object stacks. For now * and +
do the same thing when targetting apportation, but maybe it makes sense
to have * keep the old behaviour.
Note that SPFLAG_TARG_OBJ now uses the new DIR_MOVABLE_OBJECT
targeting_type. If we add a new object-targetting spell that *can*
affect corpses, we'll have to separate SPFLAG_TARG_OBJ into two flags.
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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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The complaints against the branch are well documented, mostly stating
Dancing Weapons are awful enemies and the Hall of Blades is filled with
them.
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Monsters are now distracted for 1-5 turns on a 3% chance per pile of
gold in LOS.
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Slow melee-only monsters are awful, and nobody objected to removing
these. Next to be removed: elephant slugs.
Somebody might want to look over my vault edits, as ususal.
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This mutation acts as an anti-faith, making piety gain slower. This
probably doesn't work well with wretched stars, but it seems like a
good, long term, strategic effect.
This idea has been floated around before as a species mutation. It could
be added to one of the blander species, or given to a new species.
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