| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Surrounding the player with webs requires the player to have a
controlled form of blink to use the sack safely in many
instances. Instead of placing nets everywhere within the radius, the
item now only attempts to place them on monsters and then triggers the
web. The chance that the monster will spend a turn trapped in a web
and vulnerable is smaller now, since the web triggers on the turn the
sack is used, instead of when the monster moves onto the web. This
change doesn't seem to be a significant buff to the item overall, so
leaving e.g. chance of web placement and number of uses unchanged for
now.
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and also change a temporary variable name to avoid overshadowing
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Now that inventory weight and player burden states are gone, item
destruction doesn't serve one purpose it clearly accomplished: help
prevent the player from being at or next to burden capacity at all
times. Outright destruction of strategic consumables encourages more
needless inventory management, so we'd like to exclude these from any
form of destruction and possibly prevent them from taking up inventory
space at all. Denial of tactical consumables, either temporarily or
permanently, is something we're going to look into later on, possibly
in the release after next, since it can create interesting and
generally not frustrating gameplay if done correctly. Needless to say,
item destruction wasn't a player favorite and may have a sparsely
attended funeral. RIP in peace.
For now we aren't adjusting the rate of consumable generation to
compensate for no item destruction, but that balancing will happen
after play-testing shows how much adjustment is necessary.
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Certain issues with player delays make changing you.time_taken an
undesirable system. The random chance version of blurry vision is still
not good, but the consensus is that it's tolerable until these issues
are worked out.
The removal of the effect of blurry vision on trap detection remains.
This reverts commit 94537065d378a10efb3c0ace0ae552999f5b43c4.
This reverts commit 6408390c0a71c47526449d54ecf58905d96b9575.
This reverts commit becff2d3de3a8f051d38f2be104411722b6b89f4.
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Instead of the awful random chance of failure, which made you press r
over and over.
Currently adds a half turn per level, affected by Haste and Slow.
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This fixes all the instances caught by unbrace.
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The implementation is done; from here on out it's all balance work, and
that's better done in trunk.
Release the ogre hordes!
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Moves the delay calculations into player and monster respectively so
that it can properly be done at the start of the ranged attack; it
doesn't make sense to have them in attack or ranged_attack.
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They were almost identical to polar bears, which at least had the
distinguishing (from black bears) to swim and be at home in an ice
cave.
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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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That is, the only features it can flood are floors and (for whatever
reason) shallow water; this prevents it from overwriting stairs.
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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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Rods can be evoked regardless using "V" (similar to spells with z and Z).
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With bugfixes and more general balancing out of the way, and with the
generally positive reception this has had to this point, it's time for
fine-tuning the balance by way of the widespread feedback bringing this
to trunk will yield.
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This should be a little more clear for players, besides which there's
been some hesitation expressed about the latter.
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Dithmengos hates items, spells, and monsters that cause illumination,
and particularly appreciates kills of the latter. This hatred extends to
most forms of fire (enemy of the darkness since ancient times).
There's a few questionable things in here which could stand to be looked
at (I'm including items that only glow through their description, most
notably freezing-brand melee weapons).
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It was just a spoily ritual with no balance effect other than "don't use
Tornado, and remember to unwield distortion for this fight".
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See Mantis for discussion.
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They're very rarely useful, and there are now plenty of other much more
interesting misc items.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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All damaging targeted evocables now have target fuzzing when the player is
confused. This commit adds target fuzzing to the lamp of fire, phial of floods,
and the targeted damage cards from the deck of destruction. Also, the warp card
now always does a random blink when the player is confused.
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Suppression is a hugely complicated and inconsistent mechanic. Its
original purpose was to be a way of overriding rPois in Spider but
there are now plenty of monsters that do this effectively (and much more
simply).
[1KB: I moved this to trunk, as it made an already extremely hard to review
branch massively more so. There's nothing but a single enum to preserve,
so compat break doesn't make this removal any easier or harder.]
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DRAGON now genus-only.
Brief discussion history in 4d5c11a304968c3635d8b60075a0ab9b39d71d43.
Summary of current brainstorm session:
"Dragon" means "fire-breathing dragon" in European mythology because
the other kinds never existed. In the world of Crawl however, there
are many kinds of dragons - so it seems that people would have given
the fire-breathing one a more distinctive name.
Producing "fire dragon armour" from "fire dragon hide" also means less
player confusion if a "fire dragon" dropped that hide.
Red draconians and fire drakes also both get a fire-y qualifier.
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It was really weird: working on a square, but in almost all cases
restricting it to your view (a circle). Note this is _your_ view rather
than from the iterator's center -- which hasn't been used once in the
obvious interesting way.
As usual, this commit fixes a load of "act through glass" bugs, ando/or
using los modes that don't make sense in the context.
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
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It degenerated to a simple loop over menv, hardly worth any syntactic sugar.
I kept it for now, though.
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Does the "in view" part of functionality of monster_iterator, is simpler,
allows using los models other than LOS_DEFAULT, and gets rid of a lot of
uses of get_los().
The code is nearly identical as actor_near_iterator, but the old delegation
used more code than either of those. Still, perhaps templating could work?
This commit also fixes a buttload of ignoring invis / see invis / sense invis
(ie, visible_to()) and act-through-glass bugs.
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Consider the following situation, with a monster at m and
a wall at %.
....^%##
....m#!
...*.#
...*.#
..*..#
.@...#
The previous code, on seeing that % was blocked, would look for a new
spot adjacent to % and equidistant from @ (compared to %). The spot
marked ! satisfies the constraints, despite being disconnected from m,
so the monster could be shoved to ! across a wall.
Now we look for spots adjacent to both m and % (and equidistant from @
compared to %). That way the monster moves step-by-step without
skipping over any potential walls. In this case, the spot marked ^
is a candidate.
This should also fix some cases of monsters "bouncing" off walls. Now
if the blast is at a shallow angle (less than 45 degrees, as in the
example above), the monster will slide along the wall; if the angle
is deeeper, the monster will be stuck in place against the wall.
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