| Commit message (Collapse) | Author | Age | Files | Lines |
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Ideally, we wouldn't be using special for unrands totally different from
how items of the same type do, but that's less trivial than this commit.
A centralised place to check for being an unrand should at least make such
a change easier.
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Chris Oelmueller made an excellent patch for this, but unfortunately it
was rather rotted by the time somebody decided to look at it. It was
easier to recreate than update. I've also added some tiles stuff which
was missed in the original patch.
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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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Since he doesn't hate *Rage, and as 4984cdbba notes,
the ability menu can indicate that using a +Rage
ability is a bad idea. Rage amulets are still marked
forbidden since they're not good for much else, and
it seemed more misleading to mark them OK.
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Now that the ability menu marks disallowed abilities as such, there
doesn't seem to be much reason to claim that they are disliked.
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Both of their spells work by dealing ridiculous amounts of damage to a few,
vulnerable species and little or no damage otherwise, which does not make for
an interesting monster.
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...since it gives negative energy clouds and clouds of flame.
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Sunray had a number of quirks that were rather non-transparent if
uninformed about them, and not usually very interesting from a
tactical perspective (namely: it ignored repel missiles, did bonus
damage to vampires and shadows, and couldn't hurt things that were
invisible). There seemed a general agreement that it probably ought
to simply be removed.
Stone arrow replaces it in the spriggan druid spellbook.
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Changes everything, including vaults, the enum (now POT_HASTE) and the
.txt files in /dat/descript (things like hints.txt and foreign language
description files).
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Or other vorpal weapons, for that matter.
Broken by 1822766.
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This is consistent with the good gods' treatment of chaos weapons.
This patch marks chaos weapons as "disapproved" by Dithmenos and adds
piety loss for all flame branded attacks rather than only attacks
with flame branded weapons.
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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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The rod of destruction {lightning bolt, fireball, iron shot} is pretty boring,
especially compared to the number of rods with unique spells. The new rod of
of destruction has only one (L5) spell, "Random Bolt," which zaps a random
bolt from the list of venom, draining, fire, cold, quicksilver, lightning,
or crystal.
The rod will prompt for self-harm if it could bounce, even if the bolt that
comes out won't bounce (e.g. fire on rock). This isn't optimal but there's
no really other way to do it, as far as I can tell.
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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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Don't care about minor sources of glow (mutagenic glow, glowing unrands).
For illumination conducts, just look for halos and spells (corona, sunray,
etc).
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Also add Starlight to the list of hated items.
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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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It's weird magical toxic energy, not light.
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I'm going to say it's not enough of of a glow for Dith to care.
Holy weapons are another matter entirely.
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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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They're very rarely useful, and there are now plenty of other much more
interesting misc items.
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It allows voluntarily assuming the tree form. Like berserk, this usually
enhances one's combat ability, while limiting options. In this case, it makes
you pretty bad at running away.
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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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It's chaotic and magical; this flags it as such and
causes penance if you use it. The chimera will also
become unfriendly.
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A lot of checking for god-hated items depends on the type of the item
being known; in addition to adding in one last check for uselessness /
god-hatedness, this temporarily marks the type as known for the purpose
of determining if an acquired item is a god-hated item.
This also fixes an infinite loop when trying to generate a weapon whose
only eligible good brand is holy wrath where holy wrath is not wieldable
by the player.
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Replace potions of gain stat with potion of vicissitude.
This potion grants a good mutation when quaffed.
Thanks to ontoclasm for the tile.
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The spell was evidently only flagged unholy originally in response to
the spell description stating that the creatures were made from Abyssal
matter, a fact not at all not transparent in-game, nor which seems to
match how the spell behaves in other ways. For example, TSO still penalizes
unchivalrous attacks against intelligent living creatures created by the
spell, which seems dubious if they're just unholy matter in the first place,
vampiric draining works against them if they're living, and so forth.
Now that the spell will no longer summon creatures opposed by your god
anyway, it seems sensible that they would not disapprove of it.
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The small abomination created by scrolls of unholy creation was effectively
useless past the very early game, and often not even worth the trouble of
having it around. Instead, scrolls of summoning now summon 2d2 shadow
creatures (with slightly increased duration compared to the spell). This
should hopefully make them a consumable worth actually using, commensurate
with their rarity.
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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Previously *Rage weapons caused berserk 50% or more of the time,
rendering them near-useless without clarity or stasis. ARTP_ANGRY is
now the percentage chance of causing berserk, with a value of 1-9 on
random artefacts (the same probability range as used by the berserkitis
mutation).
Players and monsters wearing the amulet of Bloodlust (or other *Rage
equipment, should any of it come into existence) are also now handled
correctly.
The Wrath of Trog retains its intentional 50% chance of berserking,
now handled through ARTP_ANGRY so it gets an autoinscription.
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Two big offenders are mut_data and mondata, they are modified by
fixup_mutations() and Mara's clone spell, respectively. The former
is even not restored back!
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The god acquirement checking added by 0f3324d521cd was resulting in
spellbooks being checked before they had a properly defined type, and
the code doing the checking did not pick up that the book was in the
process of being acquired, thereby trying to look up spells in an
undefined book.
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Since is_useless_item takes religion into account, acquirement is already
affected by religion, but in an inconsistent way.
For example, with TSO, invisibility is useless and poison/evil is forbidden. You
can acquire the latter, but not the former, which doesn't make much sense.
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_is_bookrod_type() was being called on an item_info with sub_type ==
NUM_RODS. Handle this and the corresponding case for spellbooks.
This happened only in tiles (where autopickup highlighting is determined
based on item_infos from map_knowledge), but could probably be triggered
by other uses of map_knowledge.
Fixes #5792.
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