| 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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Setting tile_show_player_species replaces the normal doll with the
player's race's monster tile.
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Again as a result of the ranged weapons rebalance, crossbows
needed to change. The analogy here is long blades' to bows'
m&f; better return on skill investment & a higher power cap,
but rarer.
Hand crossbows are added as a starting type, "something like an
armour-piercing dagger"; crossbows are upgraded to arbalests
(a little worse than a glaive), and a new rare triple crossbow
type is added on the top end (a little worse than a bardiche,
though with a lower skill cost.) Please note that the triple
crossbow historically existed & is extremely verisimilitudinous.
Hellfire is now an arbalest, and Sniper is now a triple crossbow
(well, a "heavy crossbow", since it has mindelay of 27 instead of
22, and since I didn't want to have to change the sprite).
All crossbows have a mindelay of at least 1.0; this is an attempt
to differentiate them. Possibly something more ambitious will be
attempted in 1.6, but this is a first step.
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Slings numbers (along with the other launchers') needed to be
rebalanced after the recent ranged combat rework. The approach
here is essentially analogous to the staves skill; good return
for xp investment, but a limited power cap, especially if you
don't find the rare upgrade weapon type.
Slings renamed to 'hunting slings' and upgraded from 2->5 base
damage (and 12 base delay); new, rare "greatsling" added, with
8 base damage and 14 base delay. Punk upgraded to the latter
type.
Thanks to Lasty for providing a baseline math suggestion!
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Since pickup_menu = true was basically identical to pickup_menu_limit =
1 (or 2, actually), there isn't much need for two separate options. The
new default for pickup_menu_limit is 1, so there is no change in the
defaults.
However, if you pickup_menu_limit is now exclusive, not inclusive. This
fixes the weirdness that 1 and 2 meant the same thing, since you can't get
a menu with only one item on it. So, if you had pickup_menu = false, there
probably is a change in behaviour.
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There's really no reason not to show the line; in other options, having
the default always be the case can be annoying, but if you don't want
to look at the gold/turns display, you can just not.
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Use `-iters N' to set the number of iterations for -mapstat and
-objstat. This allows setting both the range of level generation as
well as the number of iterations. Now those options will either
generate the whole dungeon when given no arguments, or will generate
over the given level ranges.
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The -objstat command-line option will generate iterations of the given
levels, compiling stats on every item and monster generated, and
average the results over the iterations. It's only available in debug
builds and uses the same map specification format as -mapstat. The
default number of iterations is 100.
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The problem with monster pickup of the type that this branch removes
is that it encourages tedious behaviour to achieve the optimum result.
While in general people don't bother to pick up every weapon and armour
and stuff it upstairs, that would be a way to prevent monsters from ever
picking up items you've seen. With Apportation, you don't even have to
reach the item, and on a mummy, say, you don't even have to worry about
the infintesimal food cost. People do already do this for chaos and
distortion weapons, and it is not a very good thing.
Not allowing allies to pick up items is related, in that it means that the
code can be simpler, but it also has problems of micromanagement,
weirdnesses with the ctrl-T command, and allies already have their share
of problems. I hope that the compensations for Beogh and mercenaries make
up for what is lost in terms of fun.
Conflicts:
crawl-ref/source/tag-version.h
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Including the default_friendly_pickup option.
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When enabled, you will always be prompted to choose a hand/tentacle when
equipping a ring, even if you currently have some empty slots, or if one ring
is cursed, etc. As a result, "Px>" should always result in "put ring x on
right hand", and never "put on ring x, then go downstairs", for example.
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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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This fixes all the instances caught by unbrace.
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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See the Mantis issue for details on the problems it was causing.
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This was accomplished by adding a new message channel, MSGCH_DGL_MESSAGE.
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If set to false, travel will stop in front of doors (much like the
previous behavior if easy_open was set to false).
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It didn't have a very clear use case and if you really want to
reproduce it, you can press ^C every so often.
Also clean up the options documentation a bit.
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Specifically player_reacts, decrement_durations, and various helper
functions.
[Committer's note: updated the xcode and MSVC project files too; I don't
guarantee that they work.]
Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
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The CLua console and --no-save were partially but not completely
contained in #ifdef WIZARD. Make them both work without WIZARD.
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People who like setting force_mores on this can thus do so with one line
for all possible variants on the message.
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They just existed to replicate some ancient behaviour that is very unlikely
to actually be desirable now.
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Most translations probably aren't ready to be enabled by default.
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You can still get it back with language = grunt, of course.
This reverts commit a771cbda9e4ae13f2207b6dc09030e741865d5c9.
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Also add swedish language.
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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Can't let the people who don't experience nostalgia not have any fun,
after all.
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[Committer's note: You squash Grunt's and pubby's patches like
a feature!!!!!]
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It went missing in 0.1.4 but has been in the documentation ever since.
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Add a third, default, value for show_inventory_weights, to enable
weights for pick-up and drop menus only.
Ctrl-W continues to toggle weight display in the current menu, but is
no longer persistent from one menu to the next.
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It has been defaulting to `true` for a while now. That setting provides
a nicer interface overall and there is little reason to support alter-
nate input methods.
Some prompts asking for a letter have not been adjusted, for example
evoking a rod with multiple spells. Those are hopefully gone soon
anyways.
[Committer's note: The option had no known uses except by bots, and
those could work without it. And, of course, multi-spell rods are
gone.]
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As discussed in IRC, these options don't seem that unreasonable nowadays:
cutlass, flail, war axe, trident, long sword, quarterstaff (Gl only). This
should make trident a less dominant option and make Fi/Gl more competitive
with other backgrounds.
Starting weapon recommendations are the same as with the lower tier weapons.
At some point someone should go and make sure these recommendations actually
make sense...
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So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
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This should stop ghosts from spawning in seeded games.
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Old defaults were:
tile_player_col = white
tile_monster_col = red
tile_neutral_col = red
tile_peaceful_col = lightred
tile_friendly_col = lightred
tile_plant_col = darkgreen
tile_item_col = green
tile_unseen_col = black
tile_floor_col = lightgrey
tile_mapped_floor_col = lightblue
tile_wall_col = darkgrey
tile_mapped_wall_col = blue
tile_door_col = brown
tile_downstairs_col = magenta
tile_upstairs_col = blue
tile_branchstairs_col = magenta
tile_feature_col = cyan
tile_trap_col = yellow
tile_water_col = grey
tile_lava_col = grey
tile_excluded_col = darkcyan
tile_excl_centre_col = darkblue
tile_window_col = yellow
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Documentation claimed that branch stairs were coloured with upstairs and
downstairs colours, but they were coloured like other non-stair
features. Now branch exits are coloured with tile_upstairs_col and
entrances with tile_branchstairs_col which has the same default as
tile_downstairs_col.
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This changes the default WebTiles minimap colours to match local tiles.
To get the previous default values use:
tile_floor_col = #a9a9a9
tile_door_col = #a52a2a
tile_item_col = #008000
tile_friendly_col = #ee9090
tile_peaceful_col = #ee9090
tile_plant_col = #006400
tile_upstairs_col = #0000ff
tile_downstairs_col = #ff00ff
tile_excl_centre_col = #00008b
tile_excluded_col = #008b8b
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The setting itself went largely unused with a few exceptions for bot
configurations, and the toggle (either @ or Ctrl-D in the drop menu)
added nothing to the interface: It was intransparent and probably not
known to a single player out there. Like with the pickup menu, what was
old `multi` is the far superior interface, and unlike with pickup it
also has been the default for a long time.
For quickly (interface-wise) dropping items, there still exists `D` to
drop your last pickup, but even that is rather prone to input errors.
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Hopefully this helps with the sluggishness of heavy water areas, like
Shoals and Swamp.
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