| 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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So that shield enchantments are back to giving 1 (displayed)
SH, and SH generally is somewhat more in line with AC/EV;
1 SH should be very roughly as good as 1 EV, against things
they affect.
This also tweaks the 'bone plates' mutation slightly, for
rounding reasons; the first level is buffed very slightly,
and the third is very slightly nerfed.
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a terrible price. (It's not that terrible!)
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This means that:
A) More statuses should be searchable with Sequell.
B) We don't have to add durations here every single time we add one.
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If your equipment would have been corroded under the old system, you now
get a temporary (but stacking) -5 AC and -3 weapon damage. Corrosion
against armour-wearing monsters instead halves their AC.
Committer's notes:
Fixed whitespace and fit to Trunk
Added Corrosion entry to hiscores.cc
The original patch showed the slaying malus on the weapon, which may
be preferable to a status light.
gammafunk noted that ouch.cc iterates over equipment when deciding
when to corrode, this might make less sense under the new system.
-reaverb
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Cardinals can't be negative, silly! And it definitely shouldn't overlap.
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For every fresh pile of gold in LOS of a monster when they're acting,
they have a 5% chance of doing nothing that turn.
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Taking damage from an elemental attack sometimes causes you to gain a
temporary point of resistance in that element (overriding the other
temporary resistances). This includes "earth attacks", i.e. physical
damage, which give you a 3 AC boost.
Thanks again to mikee for initially suggesting this idea.
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Spend 3000 gold for a chance of temporarily turning some of the
inhabitants of a branch good neutral, or possibly even friendly. Bribes
are only effective against newly generated monsters (i.e. on level
creation or monsters that spawn afterwards); the fund times out over
time and more quickly with the number of enemies affected, upon which
neutral enemies turn hostile again; friendly followers will continue to
follow the player subject to occasional follow-up payments.
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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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It was insignificant after the early game and led to strange behavior for
the extremely small subset of games that cared about optimizing early game
score (gold acquirement, not purchasing from shops).
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Log the long version (including git revision) in logfiles and milestones for
Sequell.
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Set EXPERIMENTAL_BRANCH and log explbr to logfile and milestones on
experimental branches.
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Instead of shattering potions, player-cast refrigeration prevents
potion use for 7-15 turns, with duration of repeated casts capped to
15 turns. Monster refrigeration is unaffected.
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Phantom Mirror
There was quite a bit of special case code for the 'fake' monsters
which Mara and other rakshasa would create that can be subsumed
beneath the general Phantom Mirror effect (which can properly create
fake dummies of any type of monster in a unified way).
The main practical gameplay difference that will result (aside from
bugs introduced by this, of course) is that the true Mara will
actually be disguised when he splits, instead of the player knowing
for sure which one he is (until two of them blink in the same turn,
anyway). This is a Mara buff, but it seems to me that an illusion
spell of this nature shouldn't have been so easy to see through in
the first place and that this is an overall better state of affairs.
(Also, the clones do have less hp than before, if you end up killing
the wrong one first).
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Previously, the card's effects were more desirable the lower the
power. This removes the card-specific DUR_SLAYING and moves the
might effect to the higher powers, with agility as well at power 2.
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This a late-game octopode monster with a new throw ability as well as
throw icicle. It's meant to be a bit tougher than the late-shoals
merfolk it can spawn with in the Depths water population (it replaces
ordinary octopodes there).
New ability: Throw. A 2 in 5 chance to hurl a victim that's currently
being constricted by the crusher for undodgable, AC-checking damage,
preferably "into" (i.e. adjacent to) a solid feature for 50% increased
damage. The base throw damage is currently HD * 3. The landing site
must be at distance of at least 4 from the thrower, is always
habitable for the victim, and the feature site must be visible to the
thrower if the damage increase is to apply. If no landing site
adjacent to a solid feature can be found, any habitable landing site
in LOS is used, but then only the base damage applies.
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You now get terse "blasted by themself (static electricity)" and verbose
"Killed by their own static electricity".
This also adjusts the self-LRD death source to "you" to employ this new
handling.
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If the shadow kills something, it's possible for it to still be around
when the code is called for this assert; this was seen with terrain
change reversions.
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This hijacks the Dith shadow mimic code to fling monster conjurations at
the player, scaling with XL.
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While active, all shots are portalled at the cost of 1MP per shot.
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"Slain by" just doesn't cut it, much like "blown up by" didn't.
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With the forest dispersal work done, and with everything working up to
the original designer's standards, this is ready for trunk.
Conflicts:
crawl-ref/source/beam.cc
crawl-ref/source/dat/des/branches/pan.des
crawl-ref/source/enum.h
crawl-ref/source/hiscores.cc
crawl-ref/source/melee_attack.cc
crawl-ref/source/mgen_enum.h
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-data.h
crawl-ref/source/mon-ench.cc
crawl-ref/source/mon-info.cc
crawl-ref/source/mon-info.h
crawl-ref/source/mon-place.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mon-stuff.cc
crawl-ref/source/mon-util.cc
crawl-ref/source/mutation.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/spl-data.h
crawl-ref/source/status.cc
crawl-ref/source/wiz-you.cc
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Based on Punishment of Excess from the proposal.
Casting spells while afflicted by this hex progressively hinders your
spellcasting success (or adds antimagic enchantment levels if you are a
monster).
Technically this could be extended to have an effect specific to
individual spell schools, but that would result in a lot of duplication
of durations and the like.
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The support spells are Orb of Electrocution (as a monster spell),
Explosive Bolt (seen on the proposal as Bolt of Fireball), and Flash
Freeze.
The monster takes 10 damage to cast one of Orb of Electrocution, Crystal
Spear, Orb of Destruction, Ghostly Fireball, Explosive Bolt, or Flash
Freeze (not all equally weighted).
Some of the messaging could be improved, but the underlying framework is
present and accounted for.
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This is a hex whose effect is twofold. First, it multiplies the amount
of poison already in the target's system (this cannot be resisted), then
attempts to apply a level of poison vulnerability (which can be resisted
via MR)
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These were a fairly unnotable monster, especially so in Shoals
(though usually barely worth noticing in D, either). They now fly
(which one might expect from the wings, and helps them become stranded
less frequently in Shoals), move at speed 8 instead of 7 and act at
normal speed. Their melee is considerably improved, as well as the
accuracy of their spikes.
The spikes get a new effect. When they hit the player and inflict damage,
the barbed spikes become embedded in your body and will cause further
damage with every step you move. Resting for a few turns will remove the
spikes, but other actions will not (nor will thet wear off while asleep/
paralyzed/etc.). Moving will eventually cause them to snap off, but this
is much less quick than resting (and incurs non-trivial damage during that
length of time).
The idea is to create an impairment that limits the player primarily via
damage and is overwise inobtrusive. If you are in no danger, then you can
simply charge the manticore and accept the extra damage. But in more dicey
situations, it makes running away not so automatically a correct answer
and could hopefully cause tension between flight and standing your ground.
Numbers are provisional and will likely need further adjustment following
playtesting.
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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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Miasma is gone; miasma is more strongly associated with necromancy
than anything related to darkness or shadows - see e.g. Corpse Rot,
death drakes, etc. Fog still fires on every form of taking damage.
Instead, the player is invisible when they are in shadow form (there's
no glow cost for this; the costs of activating/maintaining the ability
are supposed to be a sufficient counterbalance, but they might need to
be adjusted further to make this so).
The transformation power has been halved; on average now it lasts around
70 turns instead of lasting around 100 turns. This may need to be
adjusted downwards further.
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"Killed by their own shadow" is a death message everyone should strive
for!
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They're on every list of problematic Forest monsters, and neither of Forest
proposals has a place for them. Plus, even worse, they're summoners.
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I left them only where the contents is not indented, like in a namespace
or a template.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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It was a pure interface screw, and even worse, required a large amount of
support code that's a maintenance burden, causing crashes we need to fix
from time to time.
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See Mantis for discussion.
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This fixes issues with the wrong UC title appearing sometimes if str > dex
but base str < base dex (or the reverse).
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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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