| Commit message (Collapse) | Author | Age | Files | Lines |
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And improve a comment.
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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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Generally it doesn't create interesting decisions because dragons are
such a small group and are mostly a subset of monsters slowed by the
freezing brand. In addition, it has rather arbitrary effects against
players, hitting some for an degenerate amount of damage while ignoring
others.
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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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New item is just called "scroll of enchant weapon". It increases both accuracy
and damage by 1.
Enchant weapon III scrolls have been converted to stacks of 2 enchant weapon
scrolls where placed in vaults, and if already generated will act like a common
"scroll of enchant weapon" as well for sake of simplicity.
Scroll weights have been adjusted a bit; this almost certainly
needs to be revisited.
[Committer's note: merged a few commits into this, where it seemed sensible.
Also reworked the scroll weights, but yeah, that needs another pass.]
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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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And document that enum order matters.
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I'm really not sure what a good chance would be, but I think that
given the number of monsters your orcs will kill, a high rate will
get them all wearing large shields and plate too quickly. This might
be paranoia, and HD/250 could end up being way too low.
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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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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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The amulet of conservation and cloaks of preservation are no longer
necessary without item destruction. Maxwell's patent armour now has
the resistance ego and grants rF+ and rC+.
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Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples,
apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas,
and cheese.
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The name works just as well with bee themes, but also fits with the
occasional jelly theme that vaults have. I also feel that it's a bit
more iconic.
Thankfully the bikeshed doesn't even have to change colour -- they
were always both yellow.
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Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as
giving the effect to !magic have been proposed.
Once again, somebody might want to review my vault edits. I mostly
replaced ambrosia with honeycombs.
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Somebody else might want to review my vault changes - I mostly replaced
them with honeycombs, which might be a problem, for example, in the
Jiyva vaults.
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Decks of dungeons were no longer gifted and only generated very rarely.
Most of the cards in it (as well as some cards just removed from wonders)
were either uninteresting or problematic for various reasons. The removed
cards are Experience, Sage, Water, Glass, Trowel, Minefield.
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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Those give one level of -50/+50 stealth each. Stealth is priced at old
sustenance level (but often comes cursed), loudness around 50-60 after curses.
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Having rods of both Destruction and Fiery Destruction was a bit
awkward in much the same way that Fiends and Dragons were awkward
before they each discovered their respective adjectives.
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It had OTR (available through staff of Olgreb), Poisonous Cloud (sort
of available through the rod of clouds), and Poison Arrow. A multi-spell
rod which duplicates effects of other items and whose sole remaining spell
is itself a normal spell does not need to exist.
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Weaves shadow creatures roughly from D:<evocations power> (including
out-of-depth D depths).
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Sprays clouds over a cone-shaped area in front of the caster. At low
power it gives rain, mist, or noxious fumes; mid-tier gives flames,
freezing vapour, or poison gas; high-tier gives one of three new cloud
types - acidic fog, negative energy, or storm clouds.
The targeter is from an experimental implementation of a spell called
"Scattershot", hence the name and some of the functionality it provides
which goes unused here.
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The effects of racial weapons were very minimal and unlikely to be
noticed. Even if they were made significant, they would only apply to a
very small subset of races. The only somewhat notable effect was Beogh's
slight slaying bonus (and even that was very minor), this could be
compensated for in some other way if necessary.
Racial armour has slightly more noticeable effects and currently still
remains, but could probably be removed too (potentially replacing the
racial effects with armour egos instead).
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It's one of the various uninteresting multi-spell rods, with Deflect
Missiles as the only notable spell most of the time, and DMsl doesn't work
as a rod spell with its recent changes (and probably shouldn't be a rod
spell even if it did work properly).
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In the spirit of the glove/gauntlet and helmet types distinction removal, there
doesn't seem to be much reason to have both caps and wizard hats. Hats are more
common among unrands and wizards starting with hats is more "thematic" than
some gladiators starting with caps. on the other hand, those gladiators starting
with wizard hats would be pretty weird, so wizard hats are just hats now.
Caps not removed:
- Caps existing in old saves
- Summon cap
- Level cap
This changes the percentages of hat brands from 2/3 MR and 1/3 int to 1/3 MR,
1/3 int, and 1/3 spirit shield.
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Bad Star Wars are bad. mm'kay?
These multiple swords were an insult to anyone with the slightest clue about
how RL weapons work. When it comes to swords, it's all about length-vs-weight.
Having two blades attached to a single hilt doubles the weight, makes handling
clumsy (as the orientation suddenly matters), increasing air resistance, and
all that to... _reduce_ damage -- as two shallow cuts are less deadly than one
deep one, especially if any armour is involved. Against armour, glancing hits
don't really matter, and a double sword can only do those.
Such arguments about realism might seem like busy work to people brought up
on MMORPGs, but some of us do care.
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20 dam, -4 acc, 20 delay.
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Sabres are a massive category that, while including even short stuff (like
cutlasses!), is nowhere near the low end of "long blades" on the average.
So we had a "short blade" item whose name included the longest 1-handed
long blade...
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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 broke save compat, and has some other issues, like using a fake ring type
that causes problems with tiles and creating the item in wizmode.
This reverts commit 5ab011e9deb7a9e8b6d522446911319bdea28658.
This reverts commit 2b49d2d24af5cf060a8476369b60fc6d3bbd6fe7.
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An unrand ring: {rMut contam MR}
rMut ceases to function if you murder Jiyva.
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This reverts commit 7f8b6d85697774a182b3f40aca21e2286d5c32a3.
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Also add a couple of asserts so these are less likely to go out of sync
in the future.
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It only appeared on whips, so was hardly ever relevant. Reaching as a polearm-
only effect works just fine.
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The jump enums (two abilities, arte prop, mutation) were previously not added to
the proper location, which would break save compat with trunk. Also add a bit
of save compat code to give Fe innate jump if loading from a save where they
don't have it.
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* Player chooses a monster target within range where there's at least one valid
landing site adjacent to the target.
* There must be a monster to target to use the ability, but the monster can be
friendly or neutral.
* A random valid landing site is chosen, the player is moved to that square, and
weapon melee occurs against the target at the landing site.
* Jump attacks are melee with the wielded weapon and get a 20% damage bonus
* Valid landing sites are always habitable squares with no monster and no
thing that's dangerous to the player.
* Flying monsters or giant monsters not standing in deep water or lava can
'block' the path of a landing site by being in the ray path from the player to
the landing site.
* If a visible monster blocks the path to a landing site, it won't be considered
as a valid landing site.
* If something invisible blocks a landing site, the site will be shown as valid
and can be randomly chosen, in which case the player 'rebounds off something
unseen' and never leaves the starting square, but wastes a turn (delay 10aut).
* If the player is adjacent to the monster, sites adjacent to the player are not
valid; you have to 'jump over' the monster in this case.
* Player can't jump if exhausted or standing in water/lava/liquefied ground
* Exhaustion duration is set after jump (regardless of success) to prevent a
second jump, with a duration formula that's the same as the breath duration.
* The usual melee checks wielded weapon/friendly etc. checks are performed for
the jump melee.
* If any of the valid landing sites would cause problems with self-electrocution
or sanctuary violation, the player is warned first.
* Range is determined by evocations training; starting attack range is 3
(movement 2), and it increases by one at evocations 5 and 10.
* The cost of the jump is 2MP and a hunger cost using the same calculation as
for flame breath.
* The delay of a successful jump is the same as melee delay.
* Fail rate for the ability calculation based on evoke taken from breath fail
rate code
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That is, small species that would otherwise get javelins for a throwing
weapon now get tomahawks instead of darts; this impacts spriggan,
halfling, and kobold hunters, arcane markspeople, and gladiators.
Enchanters and warpers still get darts.
Where the base class would get five javelins, small throwers get eight
tomahawks (~= 10/6 * 5, the 10 and 6 being the damage of javelins and
tomahawks respectively), and where the base class would get six
javelins, the small thrower gets ten. Gladiators get six (they used to
get 15 darts, whereas the base amount was 20, so this keeps it as 3/4
the base amount).
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The name is somewhat problematic, as real tomahawks were fit for melee
(just like hand axes...). It's mostly because a few bailey_axe vaults
want something that resembles an axe, but I'd rather axe or redesign
those vaults than have them block better alternatives.
The balance purpose is to have something between darts (damage 2) and
javelins (damage 10), for use by orcs, orc warriors and merfolk.
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Rods now have a dedicated base item, like staves. It has the same stats as
a club but doesn't have stab nor stun (not a change; more obvious this way),
for now the only benefit is rod melee being listed correctly in character
dumps.
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