| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Identical stats to a normal human, but start with an animal skin and a
different description. They should probably spawn with a weapon too.
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Adds warper back and moves arcane marksman close to hunter in selection
screen. Changes spell level of exploding ammo to 5. Fixes abbreviation of
Am. Removes scroll of blink from AM starting equipment.
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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SPELL_BLINK_OTHER_CLOSER: draw the target closer to caster.
SPELL_BLINK_AWAY: try to blink away from the player.
SPELL_BLINK_RANGE: try to keep target at distance but in view.
SPELL_BLINK_CLOSER: try to blink close to the target.
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Missile Changes
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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
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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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This changes the mechanics of naming slightly, allowing you to give a
monster a name that is a descriptor and will be treated with the usual
articles (your, the, a, etc) rather than as a name. See documentation.
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Unlike Ensorcelled Hibernation, Sleep checks MR only, rather than MR and
cold resistance. It also does not check monsters having SLEEP_WEARY. It
will not act on something that is already sleep.
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New MF_GOING_BERSERK flag: monsters with this flag will go berserk the
next turn after they see you.
Remove sight limitations from Dowan/Duvessa death effects. Flavour
messages will now always occur, as will Dowan's fear effect, even if you
cannot see him.
Duvessa's berserk effect is only triggered if you are in her line of
sight upon Dowan's death. If you are not, she's given the
MF_GOING_BERSERK flag, and will go berserk when she next sees you.
Reasoning is that they have some magical ability to sense the other's
death.
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Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
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This is quite a hack: Hitting 'R' on the level map in
wizard mode will silently read a number that specifies
the exclude radius. If you have an idea for making this
nicer, please improve or tell me.
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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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New events for the first time seeing a zero-experience monster and for
first seeing a toadstool.
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Yiuf still only appears in his cottage (generated from D:2-7), still
generates with a quarterstaff of chaos and a cloak, but is now randomly
coloured at the start of the game, and has randomised speech. You leg
down broken song!
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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.
env.map has been renamed to env.map_knowledge. It should really
be moved into player.
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They were wildly inaccurate.
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Namely introduction.txt, syntax.txt, advanced.txt all inside of
docs/develop/levels.
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Appears from D:4 through D:9, and comes with a band of human slaves.
They will turn neutral (and be pacified, granting 1/2 EXP) if you
destroy Pikel before destroying them. Pikel generates with a whip
(either flaming or pain), and a black robe.
The "pikel_band_neutralise()" function is quite hacky and assumes that
all MONS_HUMANS with MF_BAND_MEMBER are part of Pikel's band. This
should be changed as soon as there is a better way of tracking who is in
what band.
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Casts Venom Bolt, Blink Other, Ensorcelled Hibernation, Slow and heals
himself. Comes with a ruby-red naga barding, a shield, and a chance of a
very nice weapon. Can appear on Snake:4 and Snake:5, and also on similar
dungeon levels to Margery and co.
Backstory: the guardian of a horde of treasure who fell asleep on the
job. Thieves raided the place, and he was disgraced and kicked out.
Turned to the role of a warrior, seeking redemption through battle.
Currently, there's something weird with the debug build at 'xv' for
monster description not displaying the right information all the time.
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It's somewhat hackish; the monster summon system could do with a bit of
an overhaul, but that should wait until after the summoning nerf.
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Rename MF_NAME_NO_THE to MF_NAME_ADJECTIVE, since that's what it does.
Make description_level_type apply properly to monsters with MF_NAME_FOO
flags set.
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MST_DISSOLUTION.
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Though do not actually give him the actual_spells flag. Instead, treat
the slimes as gifts from Jiyva. Flavour messages could use a tweak.
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In mon-data.h, remove the M_FLIES and M_LEVITATE flags, and instead use
a flight_type variable indicating flight status.
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Summons from a (weighted) selection of: giant eyeballs, eyes of
draining, golden eyes, shining eyes, great orbs of eyes, and eyes of
devastation. Does not summon giant orange brains, as those aren't really
eyeballs.
Currently programmed only as a monster spell, and the only monsters who
can get it are Pan Lords.
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Small, blinking, and fast, these eyes come in packs and are found
natively in Slime (though somewhat rarely). Their confusion ability does
check MR before passing, however, and can be completely avoided by
having Clarity.
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env.show is now a class show_def that stores tagged
unions of type show_type. For the moment, there's also
env.show_los for use in LOS determination, but that
should become an array of boolean at some point.
This breaks save compatibility.
Tiles and console version build and appear to work
fine, but this kind of change is likely to have
some side-effects.
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Vaults can now override monster spell sets, or give non-casting monsters
spells, and mark monsters as wizard or priest types.
The M_ACTUAL_SPELLS, M_SPELLCASTER and M_PRIEST monster class flags are
converted into MF_* flags at monster creation/polymorph time, and only the
per-monster flags are checked when determining wizard/priestliness. See caveats
in level_design.txt.
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Fixed MONS_NO_MONSTER == NUM_MONSTERS + 1, which was a problem because
MONS_NO_MONSTER can end up in savefiles, meaning that when NUM_MONSTERS
increased old save files would become broken.
unmarshall_monster() has a temporary hack to preserve compatibility with
old save files, and will fail a COMPILE_CHECK() when NUM_MONSTERS
increases beyond its current value.
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