| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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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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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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Using Eronarn's proposed system. Rods get a baseline of 4 MP per 100
turns; every rod has an enchantment, which adds to this. On top of
that, you get the old Evocations bonus. At maxed Evocations with a
+9 rod, you gain 52 MP per 100 turns.
Unfortunately, all four of the multi-purpose fields were already used
for rods, so I had to spill enchantment into props.
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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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This means the knowledge menu is not affected by the
main inventory sort options. In particular, this
fixes item knowledge sort order breaking down once
you know a lot of items of a given type.
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This mostly puts && and || on the proper lines, per the style guide.
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Also don't use get_symbol.
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Missile Changes
--
electricity missiles are now an option - they are always destroyed
reaping / dispersal ammo is now always destroyed as it can be created by players
poison ammo can again affect rocks / bullets etc - still no nets. Apparently
this is a contact poison, but mainly it's to close the gap between sling users
and archers.
SKILLS
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Ranged weapon 3
Dodging 2
Spellcasting 2
Enchantments OR Translocations 3
EQUIPMENT
--
Robe
Ration
Scroll of blink
Some ranged weapon options as Hunter
No melee weapon!
Either book of elemental missiles or warped missiles
The book of Elemental Missiles
Spells Type Level
a - Corona Enchantment 1
b - Swiftness Enchantment/Air 2
c - Repel Missiles Enchantment/Air 2
d - Flame Ammunition Enchantment/Fire 3
e - Frost Ammunition Enchantment/Ice 3
f - Poison Ammunition Enchantment/Poison 4
The book of Warped Missiles
Spells Type Level
a - Apportation Translocation 1
b - Portal Projectile Translocation 2
c - Repel Missiles Enchantment/Air 2
d - Blink Translocation 2
e - Returning Ammunition Enchantment/Translocation 3
f - Warp Ammunition Enchantment/Translocation 5
The book of Devastating Missiles
Spells Type Level
a - Poison Ammunition Enchantment/Poison 4
b - Warp Ammunition Enchantment/Translocation 5
c - Shocking Ammunition Enchantment/Air 5
d - Haste Enchantment 6
e - Deflect Missiles Enchantment/Air 6
f - Exploding Ammunition Enchantment/Fire/Air 7
g - Reaping Ammunition Enchantment/Necromancy 7
Signed-off-by: Stefan O'Rear <stefanor@cox.net>
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Fix corpse names (and zombie names) for monsters which are named with
name_adjective, name_suffix or name_replace.
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Also add a few previously indirect includes.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Automatically update the shopping list if you see the same item for less
cost in another shop, or if you get an item identical to one on the
shopping list (currently only applies to jewellery, books and staves).
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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I didn't make them "new artifacts" either -- they're enchantable now.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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sync,
that caused autoexplore ignore butchering knives for nagas, many weapons being
randomly shown as useless while perfectly wieldable, and so on.
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The functions in the new ng-restr.cc are "pure": They don't
access global state; data is passed in via the new and
incomplete newgame_def.
Eventually, new_game should be split into something like
newgame_def choose_game();
that doesn't access "you", and
void setup_game(newgame_def);
that sets up the player.
Also get rid of player_size in favour of player::body_size. Rename
player_size_type to size_part_type since it's not really
player-specific (used in actor::body_size). Move parts of
player_genus, player::has_claws, body_size out into species.cc.
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surrounded by The Shining One's divine halo.
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
Signed-off-by: Charles Otto <ottochar@gmail.com>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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