| Commit message (Collapse) | Author | Age | Files | Lines |
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And improve a comment.
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Also remove the small chance of getting SPWPN_NORMAL, which I
suspect was unintentional.
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Ugly things now have the stats of old very ugly things; very
ugly things are now... miniature elemental dire elephants, more
or less. (A little weaker.) They've been adjusted to not spawn
in bands below a certain depth (d:13 for ugly things), ala
the famous d:1 gnoll.
Ideally, they'll be potentially threatening in Vaults/Depths
now. (Their primary spawning spot.)
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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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Move the chance for the a pan lord to cast spells closer to the things
it effects, etc.
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There are some very minor changes to the distribution of some pan lord
spells.
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This function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
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Generally it doesn't create interesting decisions because dragons are
such a small group and are mostly a subset of monsters slowed by the
freezing brand. In addition, it has rather arbitrary effects against
players, hitting some for an degenerate amount of damage while ignoring
others.
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Elec and venom launchers already use the same brands, and with ranged
code more similar to melee code this change actually simplifies most
code. There should be no gameplay change though some weird brand picking
code for launchers was refactored, which might have some effect.
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The reasoning in comments seemed to be that it rewarded investing
in strength to lug around heavy weapons, but if item weight does
not exist there doesn't seem to be much reason to keep that around.
This also nerfs dancing weapon defenses, on the whole, but that
seems fair.
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Sickness does not work very well on melee attacks, and is hard to
make interesting at all. Purple ugly things get bonus melee damage
over their relatives to keep them distinguished.
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Ditto for you.temp_mutation.
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It was fairly fiddly and unclear in its mechanics, and elemental
summoning is now covered by the elemental evokers (and possibly the storm
god at some point in the future too)ยท Moved Summon Forest from the book
of the Warp to replace it in the book of Summonings, and added Dispersal
to replace it in the book of Wizardry.
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Some discussion with the other devs suggests the previous concerns with
this (scummability, etc.) are edge cases at best; it's early enough in
trunk that I think we can get away with seeing what happens here.
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If spells[3] or spells[4] couldn't be found in the misc list, instead
it looked at the conjuration list. The problem was that it started
over instead of skipping the ones in the list that spells[0] and
spells[1] had taken. This probably led to less spell variety on
ghosts.
This also cleans up the code a lot and documents it.
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Also only use the fallback list if there's neither primary nor
secondary spells otherwise (or we could end up mixing fireball and
magic dart into one servitor).
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1/4 instead of 1/3 of pan lords.
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Previously they did 90% of the time.
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Player ghosts can now have dazzling spray, which sets confusion based
on an XL check that's the same as used when blinding monsters.
This commit is mostly based on Grunt's commit 0d12a004 in the
glaciate-testing branch and cleaned up some for trunk, with some
aspects reorganized.
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This removes AF_POISON_MEDIUM, leaving only AF_POISON and
AF_POISON_STRONG as the normal poison attack flavours, but basing
poison damage inflicted by attacker HD instead (AF_POISON_STRONG
inflicts more per HD, but importantly partially ignores rPois as
it presently does). Also it simplifies some of the random checks
for whether poison is inflicted at all.
In effect, this means that high HD monsters should inflict amounts
of poison that are more tactically relevant than present (which
seem generally desirable to me) while simplifying how they do so,
and keeping the poison damage from early creatures lower (as they
also have low HD).
Many creatures seem to fit a natural progression with this new
system, but there are several cases where monsters of the same HD
were explicitly differentiated by poison severity (such as scorpions,
with the same HD as adders but worse poison, or wolf spiders, with
more HD than any other spider but explicitly weaker poison). Some
of these will likely need individual changes.
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Less boring, at least.
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With the idea of introducing more summoning spells that a bit
unique in some way, this is a level 7 Summoning/Conjurations spell
which summons a single golem-like being that possesses a subset of
the caster's own conjurations.
The spell list is assembled deterministically, somewhat similar to
player ghosts (though different in a number of regards). The first
3 spell slots draw from a 'primary' list containing direct
conjurations like bolt of cold or poison arrow, while the next 2
are from a 'secondary' list which tends to contain AoE effects and
cloud spells, as well as things like airstrike. Spells are selected
roughly in order of level and power, with the player's higher spell
skills having a small effect. In practice, I think the servitor
will fairly transparently possess a selection of the player's better
spells, without anyone needing to think much on how it arrived at
this list.
Many of the highest level spells (like fire storm and shatter) are
excluded not only for power reasons, but also because a servitor
using these could be downright dangerous to its caster. The main
exception I made here was CBL, which is allowed (being both
lower-level and often similarly dangerous when the player uses it,
though I open to changing this).
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Summon Ugly Thing was never a particularly impressive spell and the
summon cap changes have left it even more underwhelming these days.
Still, there is a need for a solid midrange summon available to good
god worshipers, and this is a shot at assembling one that might be
more interesting than the ubiquitous ugly things.
The spell can summon either a manticore, lindwurm, harpy (multiples
at higher power), or a sphinx (much rarer except at high power), which
I feel are solid midrange creatures with a shared mythological theme
and some relatively unobtrusive gimmicks (and more of an emphasis
on ranged combat than its immediate 'upgrade' in Summon Hydra).
Somewhat similarly to Shadow Creatures, multiple harpies count as a
single creature for the purposes of the spell's cap, and the creatures
also receive a modest HD boost based on high spellpower (I'm still
somewhat divided on this, unlike with Ice Beast, but it does help the
spell scale more strongly with spellpower that it otherwise would;
perhaps there is some higher-tier creature accessible with high power
that could help bridge this gap on its own?)
As a natural consequence of Summon Ugly Thing being replaced, Kirke
also acquires this spell. This is effectively a buff for her, but as
one of the least dangerous midgame uniques, I am sure she can handle it,
and a selection of Greek mythological beasts are surely at least as
suitable things for her to summon as... whatever ugly things are.
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This was neither a popular nor powerful nor especially interesting
spell, which was basically 'Call Imp, except a lot more of them'.
Making the demons more individually powerful only further steps on
the toes of the many other demon summoning spells that already
exist, so I think it is fine to simply trim it.
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(Also raise the cap slightly, now that it's monster-only)
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This reverts commit e1cf388e90bd9bfeff688d24233e356a16cfecc5.
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Nasty poison was a strange extra type of poison (inflicting 2 levels of
poison on every hit) used only on a few monsters. Replaced with whichever
of medium (weaker) or strong (weaker on average but still poisons through
resistance) seemed vaguely more appropriate in each case.
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Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice
around a specified target. The minimum range of the cone is 3, and the
maximum is LOS at maximum spellpower; damage within a minimum-range cone
is equivalent to Ice Storm, and falls off with the square of the distance
for larger cones.
Leaves freezing clouds over the affected area, like Ice Storm; they
dissipate really quickly over large areas, though.
Targets hit with Glaciate are flash-frozen; they are subject to slow
movement for three turns.
Targets killed with Glaciate have a 3/5 chance of becoming a block of
ice (similar to a pillar of salt).
Also contains a monster-castable version of the spell.
Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is
TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster
version.
Large chunks of this either originate from a patch from Keanan Smith
(Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or
from the following discussion on Tavern:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
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It's already been replaced in the Summoner starting book, and is one of
the summon spells that mostly just relies on spamming large numbers of
monsters. Alistair's Intoxication is shuffled around in a couple of books
to replace it in Envenomations.
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Allowing cheap, infinite digging out of combat is problematic, and with
Felids now able to use wands it's possible for them to dig in places
where they really need to for whatever reason, without needing the spell
to still exist.
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Hand newly-spellified orb of electricity to pan lord in the same
slot they get extra rare chances for storms and hellfire. It's still
highly damaging and direct even with the collateral damage, so
it should be fine compared to the blocked Conjure Ball Lightning
and Ozocubu's Refrigeration; ice storm is still in the list, etc.
Also, since extra IMB is really silly on a Pan Lord, give them
one of the few nasty "spare" monster spells left, quicksilver
bolt, for extra rather rare terror, instead.
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Right now it's just ghosts that will cast it, but I have at least two
seemingly viable ideas for this functionality - one involving a new
enemy and one involving an unrand.
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Too bad/good to give randomly. Also, a blocker for time-based scoring.
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Sabres are a massive category that, while including even short stuff (like
cutlasses!), is nowhere near the low end of "long blades" on the average.
So we had a "short blade" item whose name included the longest 1-handed
long blade...
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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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