| Commit message (Collapse) | Author | Age | Files | Lines |
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This fix multiple bugs, including one reported on SourceForge that
Poison Weapon wasn't working properly for any launchers; that has now
been fixed.
This commit should also solve the issue with "poisoned poison arrow" and
"arrow of flame of flame". Hopefully we won't see any more of them.
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The launcher brand is still there, currently on the storm bow and 1/5 of
branded (ie, 1/3 of them) randart crossbows.
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This commit fixes "poison poisoned arrow of flame hits you" (#388, Core
Xii).
This commit also removes the ability to combine venom-branded bows with
branded ammunition, except for Nessos, who is given an exception. In
other words, he can shoot "poisoned arrow of flame", but you can kill
him, pick up his bow and arrows, and only shoot "poisoned arrows".
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I dropped "great" from "great ineptitude", though.
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Amulets of stasis blocks:
- Teleport self
- Blink in all forms
- Slowing
- Hasting
- Paralysis
- Petrify
- Berserker rage
The amulet auto-ids the first time it triggers.
The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
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Amulets of faith have these effects:
- Piety gain is 1/3 faster.
- Gods that protect from harm are more likely to do so (your piety is 1/3rd
higher for such checks).
- Xom piety walk is 1/3 faster.
- Xom is more likely to act.
- Removing the amulet leaches away some piety, but will never cause
excommunication, or drop piety too close to excommunication.
Amulets auto-id if the player already has a religion, or when the player
acquires a religion while wearing the amulet.
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Using slings also trained throwing; slings and their uses don't work at
all off the throwing skill, so it seems utterly pointless to do this. I
am assuming the reasoning is that slings use stones, and stones use
throwing, but I think that's a bit confusing.
It also means that extraneous EXP is sunk into throwing with really
using throwing.
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This introduces a new monster enchantment: ENCH_INSANE (or frenzy),
sends the monster neutral and berserk at the same time. The needle now
has the effect of causing this enchantment, instead of just sending
monsters berserk.
It now actually has some use, even if it is slightly risky.
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Using the bolt terminology provides confusion if the weapon in question
is a sling or a bow and not a crossbow, and as the relevant brands are
"frost" and "flame", it causes confusion with "bolt of cold" and "bolt
of fire".
The relevant bolt names for wands of flame and frost are "puff of flame"
and "puff of frost".
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The previous behaviour of venom weapons was to automatically brand the
ammunition regardless. This meant that temporarily branded weapons (now
using Poison Weapon) permanently branded the ammunition as such.
Instead, now check for temporary brands; the behaviour will remain the
same as before for permanent venom branded weapons.
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The current needle brands are overpowered in the fact that you can
practically paralyse or confuse anyone (including Cerebov) with little
or no effort.
Twinge has kindly provided a workable formula: it includes a 2% chance
of automatically applying the brand to monsters with less than 15 HD.
The raw formula is:
2 + random2(4 + throwing skill + blowgun to_hit) > monster HD.
Twinge also provided the following statistics of success: With no skill
you're still at 100% to proc on HD1 or HD2 (gnoll, D1 monsters), 75% on
HD3 (Sigmund), 50% on HD4 (Divessa), and 25% on HD5 (ogre). With say 4
skills as an early Assassin, you're up to 56% on an Ogre, or 33% on a
Yak.
We still may need to investigate the possibility of resistances; with
this code, there is still a chance of confusing or paralysing Cerebov,
but one would need a high Throwing skill and an extensively enchant
blowgun to achieve.
Eronarn has suggested re-using the multiple levels of resist poison, or
possibly using a new type of multi-level resistance to "organic
compounds".
Finally, descriptions will need to be updated somewhere to include
information about high skills and enchantments allowing you to overcome
monsters' resistances; this currently does not include poison or curare,
though.
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A temporary change at the minute; this is to prevent needles of wrath
being used as a re-usable source of berserk by having the player throw
it at themselves.
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Poisoned missiles shot by the player have been much weaker since pre-Soup
days, and the best explanation I know is that this is to compensate for
the existance of permanent branding spells. Now that those are gone, we
don't need the confusing power disparity.
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This replaces "protection" on all ranged weapons, and will only generate
on those.
This commit also fixes shopping values for the new needle brands.
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The numbers and the names will likely need tweaking. Better throwing
skill and blowgun enchantment will increase the duration of most of the
effects, except for sleep and rage.
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(Xom being amused by the player zapping beneficial wands at himself.)
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calc_mp() only seemed to be called when games are loaded, meaning that
putting on the unrand Hat of Pondering did not cause the player's max MP
to immediately increase.
Saving and reloading fixed this. The same happened with removing the
hat: the player's max MP stays at the same value as when the hat was
worn. Saving and reloading also fixed this.
Fixed this by calling calc_mp(), and also cleaned up the code slightly.
It still doesn't seem to be printing the "Your magic
increases/decreases" messages, however.
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This specifically allows for the combination of poison + flaming arrows,
so that Nessos is not unfairly nerfed. Otherwise, launcher brands will
not affect ammunition at all. They will only apply to unbranded
ammunition.
I'm not too sure on this myself. The idea that a flaming bow does not
affect a missile of frost, or vice versa, a freezing bow does not affect
a missile of flame is a little bit odd. It's possible that I
misunderstood, and if so, this commit should be reverted.
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As outlined in dpeg's ranged combat overhaul, branding spells should no
longer be permanant, nor apply directly to the ammunition. This commit
removes all previous "<X> Ammunition" spells, including the original
"Poison Ammunition" spell.
Instead, branding ammunition is now done via the launcher and the
currently existent weapon branding spells. Currently, those that can be
applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon.
There is the capacity of Excruciating Wounds to also be applied, but
this would require the addition of the Pain ego for missiles, of which
the mechanics would need to be decided upon first.
Like temporary brands on weapons currently, these brands on launchers
are permanantly affixable by using a scroll of vorpalise weapon.
This commit also overhauls the Arcane Marksman class. It began by
removing the non-existent ammunition spells; this left Devastating
Missiles with two spells: haste and deflect missiles. On reflection, I
decided to delete the book instead.
The Book of Elemental Missiles was easily adjusted by replacing the
three branding spells by the existent (and aforementioned) branding
spells. As there are no (according to the 0.6 ranged combat overhaul
spec) spells intended for use with translocation effects on missiles,
this left The Book of Warped Missiles rather empty.
Attempts were made (with discussion with Eronarn on IRC) to work out
something else to fill up the Book of Warped Missiles with, but I made
the decision to get rid it instead, as the only good suggestions
basically made it the Book of Spatial Translocations, and in that case,
the player may as well select the warper class.
We also discussed whether or not to remove Poison Weapon from the
Elemental starting book; I decided it was best to leave it now, but
increase its level from 2 to 3, to give the book more of a range of
levels (starting a Spriggan Arcane Marksman had all the spells listed as
"excellent" or "very good"; more on this shortly). I also decided that
Repel Missiles is over-used in this context, and upon Eronarn's
suggestion and sorear's agreement, have replaced it with Cause Fear.
I think this will provide for interesting game play, and that the level
of the spell is suitably high enough for it to not be abused. I also
made the executive decision that "Elemental Missiles" was no longer an
appropriate title, as it didn't contain any ammunition-specific spells
any longer, and have renamed the book to the "Book of Brands".
It is now:
Book of Brands
Level 1, Corona
Level 2, Swiftness
Level 2, Fire Brand
Level 2, Freezing Aura
Level 3, Poison Weapon
Level 5, Cause Fear
As the Arcane Marksmen class is now launcher-specific, rather than
ammunition-specific, I have adjusted it to no longer give Hill Orcs,
Sludge Elves and Merfolk javelins and throwing nets (they get bows like
everyone else), and made the decision to ban Trolls and Ogres from the
class altogether.
The reasoning here is that they have bad launcher aptitudes, and as they
are described as "marksmen", it makes no sense to give them a book full
of launcher-specific spells and some large rocks and throwing nets. This
change could, of course, be reverted, and they could simply be given
bows, crossbows or slings as relevant, in line with all other races
being given launchers and ammunition.
I have adjusted the starting skill levels for enchantments, spell-
casting and dodging to that of Crusaders. I have also removed Poison
Ammunition from the Book of Envenomations, and replaced it with Poison
Weapon instead.
Finally, I have increased TAG_MAJOR_VERSION to 14.
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Instances where Darts skill was previously check (such as blow guns,
throwing of darts, etc), now check the throwing skill instead. This
causes a few problems:
* missile acquirement is possibly skewed now
* aptitudes are now wrong, and should be adjusted
This doesn't include code to compensate for large monsters that used to
have a good throwing skills and bad dart skills now using the lower
throwing skill, and vice versa, but it's a major start.
TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't
broken anything too major, but if so, the commit can be reverted.
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This involves a lot of changes, and also increments TAG_MAJOR_VERSION to
13. The unrand "Sniper" is now a crossbow (hopefully its current title
is still suitable for this task), and thieves no longer start with hand
crossbows (but still retain darts).
Wanderers with crossbow skills will now get a crossbow and bolts. This
may be overpowered, but I didn't want to change the code here too much.
It can always be adjusted.
This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in
the player.h quiver vector instead. Random elves that generated with
hand crossbows before no longer do so, and this has not been replaced by
normal crossbows.
I hope that's everything!
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We now have much less duplication of logic, yay.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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and former behaviour).
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Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12.
They also get a bonus to moving compared to other actions (move cost 60%).
Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers
only look small.
Also, electricity heals them! It won't bring the back from over the edge
if physical part of damage got them to 0 hp or less, in this case, they'll
explode instead.
Keeping with the long tradition of Crawl's demon names, the credit for this
one goes to timecircuits' cat.
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Don't allow Deep Dwarves to use spirit shields as a free source of
regenerating HP.
However, this simply stops natural regeneration. Potions of magic,
crystal balls, staffs of channeling, and other God powers (Makhleb,
Vehumet and Sif Muna) are still acceptable methods.
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