| Commit message (Collapse) | Author | Age | Files | Lines |
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They don't have much use outside the first level of D (possibly
also the second): popping spores, killing slow things, waking up
sleeping monsters, etc. are all served just as well by stones,
and anybody who really wants to do damage with throwing would be
better served with tomahawks before they find javelins. For one
case where they could be useful (dispersal), tomahawks have been
given a chance at the dispersal brand.
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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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Effectively a wide-area Upheaval.
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Causes clouds arounds you to coalesce into elementals, with friendliness
depending on the source of the cloud.
Thanks to dpeg for suggesting this be an active ability.
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Smite-targeted attack; blasts a small area with magma, ice, wind, or
rubble. Magma can temporarily create lava; ice flash-freezes enemies;
wind creates storm clouds; rubble can destroy walls.
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At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
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For Shadow Step it's just a (fairly low) fail rate check; for Shadow
Form it's a rather high threshold and also determines the duration of
the transformation.
All your favorite passive abilities are still entirely piety-based -
rejoice!
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Slimify was the only ability that used it for anything other than success
rate, and even then power was only of very marginal use and more than a
few points of invocation was never necessary. Base success rate and
slimify power on piety instead.
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The name is somewhat problematic, as real tomahawks were fit for melee
(just like hand axes...). It's mostly because a few bailey_axe vaults
want something that resembles an axe, but I'd rather axe or redesign
those vaults than have them block better alternatives.
The balance purpose is to have something between darts (damage 2) and
javelins (damage 10), for use by orcs, orc warriors and merfolk.
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This should hopefully make games from the same seed proceed the same on all
architectures[1], as I can't think of anything else that behaves differently
based on pointer size, endianness or exact pointer values.
I used a NIH implementation instead of passing a third argument to
random_shuffle, as the interface is so much nicer.
[1]. This will be affected by terminal size (elemental colours are not
resolved outside the screen), tile windows size (random animations),
tiles/non-tiles and possibly others.
Also, I don't think we use STL hashes anywhere, but if we'd do, the STL
implementation will matter. Please don't make this stop you: this commit
is only to make test cases from my stress tests portable which is a small
benefit, perhaps even smaller than the nicer call interface.
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Making it require investment in evocations to use as well as a turn to
activate adds a little more thought to the process of using it.
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Per one of proposals, its effect is now an average of the weapon skill
and Stealth. Stabbing tiers remain as before:
* daggers
* other short blades
* long blades, spears, small club
* other stuff
Let's see how this works. We can always change the formulas, and at
least the skill is gone.
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Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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This is incomplete, partially because of me getting bored, partially because
of doubts about the point of leaving simple addition/etc in parentheses.
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The only relevant use left, silently opening doors, is now 100% Stealth
(and DEX), rather than 50% Stealth 50% T&D.
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These accumulate but never get removed; no wonder compilation times keep
rising.
The includes.sh script has lots of false negatives (and positives...), and
can't check .h files which cause the biggest slowdown, it'd be nice to run
multidelta on those somehow.
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You draw four cards from the top of the deck and play them immediately
(in sequence, but taking a single turn). To balance this:
* It doesn't work on marked decks.
* The MP, piety, and hunger costs are quite high.
* The rest of the deck is destroyed.
* If there weren't enough cards, you "get to" deal a card from the deck
of punishments (just one, not the number of cards you lacked).
This probably needs more tweaking. In particular, the MP cost is high
(to limit spamming the ability in combat), but it may be so high as to
cause a problem for non-casters of certain races.
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Triple Draw and Stack Five make it fairly redundant (and are more
interesting/core abilities).
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It has been gone for players since forever, has no effect on monsters
except for a redundant check, needs to be kludged around to exclude.
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This is a partial revert of a664e83. Apparently, the placeholders need
to be handled in order for abil_skill() to deal with them properly.
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* players lose an extra DEX bonus
* monsters get a 1/5 chance of avoiding unknown traps
* monsters get to shield block
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Wizards cutting their way through plants doesn't mean they care about the
weapon -- and if they do, they'll hit actual popcorn monsters too.
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Again, it was a change from 3.30, "Linley's Last" [30.03.1999].
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It's essentially just a very low duration step from time, with the
result that monsters will approach the player, possibly bringing them
into range for Bend Time and allowing the player to spend less turns
being pelted by missiles. Probably needs lots of testing and tweaking!
Additional changes: Bend Time moved to the 1* piety level, bonus
resistances removed (now Chei worshippers can wear randarts there's
not as much justification for them).
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There's no more restriction on training unknown skills. By default, they are
disabled in manual mode and enabled in auto mode, but they can be freely
toggled if restrictions are met.
A skill can be trained if there's any available mean of exercising it.
Fighting, throwing, dodging, stealth, stabbing, T&D, UC and spellcasting can
always be trained.
Weapon skills require carrying a weapon of the type.
Armour requires wearing an armour with an evasion penalty.
Shields needs either wearing a shield, knowing condensation shield or being able
to cast it from a rod of warding or having the divine shield ability.
Evocations requires carrying an evocable item, or having a Nemelex ability.
Spell schools require knowing a spell of the school (Necromancy can be trained
with having a Kiku ability).
Invocations requires having any divine ability that exercises it.
For edge cases, requirements are a bit loose. No need to carry missiles to
train throwing (or it disables itself when you run out), no minimum spell
success, no cap on skill level with buckler and leather for example.
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little (#4591)
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The exercise check is based on armour mass. Any armour heavier than animal skin
has a chance off exercising armour. This change only affect steam dragon armour
which is slightly heavier than animal skin but still has an EVP of 0.
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Almost all uses have been converted, the only major one is unarmed base damage.
For users of raw you.skills[], hp and mp calculations have been changed as well.
you.skill() doesn't actually return partial values yet.
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The ones dealing the less damage (darts and slings) trained the faster,
which is the opposite of what I did with melee weapon. Let's start by
reducing them all to 1 exercise per firing and we'll see if a similar
mechanism to melee weapon is needed.
Throwing stones and large rock only exercised half the time, this hasn't
been increased.
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Since those spells are usually cast very often, their schools tend to get an
unnatural high training. Chance to exercise the skills is higher for multi
school spells.
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In auto mode, it should train at about half the speed of the magic school skill
for single school spells, and same speed for dual-school spells.
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from 1/3 to 1/2. Should make it easier to gain and give better results in auto
mode.
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Exercised are stored in a queue and skills are trained immediately when XP is
gained. There's a manual mode in which only the selected skills are trained.
No XP pool. No victory dancing.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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There's usually no need to use Receive Corpses often until Pan, so the only
ways to get Invo 27 for high-end corpses were extreme victory dancing or
using another god.
For this reason I didn't make Torment require skill before, it does so now.
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A double speed boost (rather than mere 1.5x), but affects only combat
(melee and ranged). This is a part of Okawaru's nerf.
The ability doesn't need as much victory dancing of Invocations.
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It increases all non-magic skills by 10 (we might need to adjust this number).
Evoc and Invoc count as magic here. No skill is increased past 27.
HP bonus from Fighting is not affected.
Because gains from weapon skills taper off, this ability is very useful early
on but weak later, up to uselessness with all relevant skills maxxed (when you
actually are a "hero").
Unlike Might, there are fun possibilities like using this to briefly use a
weapon you are unskilled in -- and it doesn't duplicate a potion.
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I did review it manually to find places where they made sense (like some
tables), but for a massive sed job like this there might be places that
I missed.
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