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* makhleb's summons should also go hostile on excommunication (6124)Jesse Luehrs2014-08-161-0/+1
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* Clarify a comment.Shmuale Mark2014-08-031-1/+1
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* add map view command to find the next explore targetJesse Luehrs2014-08-021-0/+2
| | | | | | | | | | 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.
* Add the new monster spell 'Corrosive Bolt'Nicholas Feinberg2014-07-311-0/+2
| | | | | | | | | 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).
* Remove some vestiges of Ice Storm.Neil Moore2014-07-201-3/+0
| | | | zap_type isn't marshalled anywhere, so doesn't need save compat.
* More code to data: pronoun declensions.Neil Moore2014-07-151-0/+1
| | | | Also improve a comment by making some examples less ambiguous.
* Move more feature name data to feature-data.h.Shmuale Mark2014-07-141-5/+1
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* Move feature name data to feature-data.h.Shmuale Mark2014-07-141-6/+4
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* Separate feature data into feature-data.h.Shmuale Mark2014-07-141-2/+2
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* Don't move the abyssal stair enum on save bump.Shmuale Mark2014-07-141-4/+1
| | | | | Its place by sealed stairs makes sense; presumably it was moved up earlier back when it had DCHAR_ARCH.
* Add an icon for drainingNicholas Feinberg2014-07-131-0/+1
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* Make draining temporary (for monsters)Nicholas Feinberg2014-07-131-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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!
* Remove Qazlal's permanent resistance giftChris Campbell2014-07-131-0/+2
| | | | | | | | 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.
* Remove sharks from the gamereaverb2014-07-121-0/+2
| | | | | They had all the same problems as big fish or other melee liquid-only monsters.
* Remove Lava Wormsreaverb2014-07-071-1/+1
| | | | | Lava Worms had all the problems of Big Fish and Sharks, and furthermore only appeared in a few volcano vaults and a serial vault.
* Remove an unused MB and ENCH.Shmuale Mark2014-07-071-0/+2
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* Replace potions of paralysis with potions of cancellation.Shmuale Mark2014-07-061-1/+1
| | | | | | | | | | | | !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.
* Remove potions of strong poison.Shmuale Mark2014-07-061-0/+2
| | | | | | | | | | | | 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.
* Remove ISFLAG_DROPPED_BY_ALLY.Neil Moore2014-07-061-1/+3
| | | | | Since the removal of ally pickup modes, the flag has still been tracked but never actually read.
* Track eating in action counts.Neil Moore2014-07-051-0/+1
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* Remove Big Fish from the gamereaverb2014-07-011-1/+1
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* Improve beogh gift-giving UINicholas Feinberg2014-06-291-0/+1
| | | | | | | | 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...
* Adjust the Contemplative mutationNicholas Feinberg2014-06-201-1/+1
| | | | | Make it a badmut (since it is!), and give it a new name better suiting its new status.
* Replace randomly-generate teleport traps with 1-shot versionsNicholas Feinberg2014-06-171-0/+4
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* Remove pulsating lumps.Shmuale Mark2014-06-171-0/+2
| | | | Cigo's now has simple shapeshifters, which seem to work all right.
* Remove brown oozes.Shmuale Mark2014-06-171-1/+1
| | | | | | | | | | | 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.
* Ruin some comments.Shmuale Mark2014-06-171-2/+2
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* Add torpor snailsNicholas Feinberg2014-06-151-0/+3
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* Simplify some code now that slaying only uses item.plusChris Oelmueller2014-06-131-0/+2
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* Combine plus/plus2 for rings of slaying, and Acc+/Dam+ on artefactsChris Oelmueller2014-06-131-1/+3
| | | | | | | | | | 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.]
* Tidy up some web/net behaviourNicholas Feinberg2014-06-131-1/+1
| | | | | | | | | | 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.
* Ghost crabs (PleasingFungus, floatingatoll).Shmuale Mark2014-06-131-0/+5
| | | | | | | | | | | | | | | | | | | 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.
* New command: show weapons in viewport.Shmuale Mark2014-06-121-0/+1
| | | | | | | | 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.
* Make BATTLELUST card use _do_weapon_swap(), remove DUR_BUILDING_RAGE.Shmuale Mark2014-06-121-1/+3
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* Mutation: ContemplativeBrendan Hickey2014-06-121-0/+1
| | | | | | | 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.
* Remove the unused BEAM_DEVOUR_FOODreaverb2014-06-111-0/+2
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* Rename BEAM_NAPALM to BEAM_STICKY_FLAMEreaverb2014-06-111-1/+1
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* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-12/+2
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * Add a "Give item to follower" invocation for Beogh (evilmike).Shmuale Mark2014-05-281-0/+1
| | | | | | | | | | | | | | 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.
| * Remove the now-superfluous friendly_pickup command suite.Shmuale Mark2014-05-281-9/+0
| | | | | | | | Including the default_friendly_pickup option.
| * The start: don't let monsters pick up items you've seen.Shmuale Mark2014-05-281-3/+1
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* | Don't cycle through corpses with Apportation (#8622)Neil Moore2014-06-091-4/+5
| | | | | | | | | | | | | | | | | | | | 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.
* | Remove giant fireflies.Shmuale Mark2014-06-091-0/+2
| | | | | | | | | | | | | | | | | | 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.
* | Remove Hall of Bladesreaverb2014-06-071-0/+6
| | | | | | | | | | | | The complaints against the branch are well documented, mostly stating Dancing Weapons are awful enemies and the Hall of Blades is filled with them.
* | Add recall icon for convokersNicholas Feinberg2014-06-071-0/+1
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* | Rename BEAM_NUKE to BEAM_DEVASTATIONreaverb2014-06-051-1/+1
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* | Adjustments to Gozag's gold distraction (dpeg).Steve Melenchuk2014-06-031-0/+1
| | | | | | | | | | Monsters are now distracted for 1-5 turns on a 3% chance per pile of gold in LOS.
* | Remove Giant Slugsreaverb2014-06-011-1/+1
| | | | | | | | | | | | | | 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.
* | Remove an unused durationChris Campbell2014-05-311-2/+0
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* | New mutation: Forlornreaverb2014-05-311-0/+1
| | | | | | | | | | | | | | | | | | 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.