| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
| |
Buff the hand crossbow & shortbow slightly to account for the
lack of ammo in the early-game (when they'll be used) - +1 base
dam apiece, and +1 base acc for the shortbow to make it 'feel' a
little more satisfying.
Adjust the triple crossbow very slightly downward - turns out the
'armour piercing' effect was more strong than expected, especially
when combining weapon & ammo brands. -1 base dam.
|
|
|
|
|
|
|
| |
Ideally, we wouldn't be using special for unrands totally different from
how items of the same type do, but that's less trivial than this commit.
A centralised place to check for being an unrand should at least make such
a change easier.
|
|
|
|
|
|
|
| |
.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!
|
|
|
|
|
|
| |
There's no reason for this function, called only a few times at
init, to be inline. More importantly, it used std::remove_if without
including <algorithm>.
|
| |
|
|
|
|
|
| |
Crossbow & sling bullet damage slightly down; longbow base delay,
also slightly down.
|
|
|
|
|
|
|
|
|
| |
Set the base delay to 23 (26 skill required for mindelay), to
make them a little less superior to bardiches. Also tweak the
base damage up by 1.
Sniper stays at 27 base delay & goes back to +15; it was looking
a little sad at mindelay 13 (really 13.5) as a "mere" +10.
|
|
|
|
|
| |
All the sequences of three or more blank lines. If they looked like
they separated sections, use two lines; otherwise use one.
|
| |
|
|
|
|
| |
Code, data
|
|
|
|
| |
In a desperate, doomed attempt to separate code and data.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
|
|
|
|
|
| |
Since they can't use longbows, there's not much else that compares
for launcher damage.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Instead of specifying HANDS_ONE or HANDS_TWO in Weapon_prop[]
(which were... misleading at best), there's now a min_2h_size
and min_1h_size field. The former controls the minimum size a
player or monster must be to wield the weapon at all; the latter
is the minimum size required to wield it with one hand.
This means that giants can now wield daggers (unlike before);
if necessary, a max_size field can be added, but this seems a
low priority to preserve.
This breaks formatting of Weapon_prop[] a bit; apologies.
|
| |
|
| |
|
| |
|
|
|
|
| |
Make is_range_weapon and is_ranged_weapon_type use the same code.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Like slings, bows needed tweaking after the ranged combat
rebalance. They're now analogous to M&F; very common (ammo
& weapons), and with high availability of the best type,
but a limited peak power & subpar returns on XP investment.
Specifically, shortbows have gone from 3+7 to 8 base damage
and 11->13 base delay; longbows have gone from 6+7 to 15 damage
& 12->18 base delay. They're comparable to tridents & glaives
respectively.
Thanks again to Lasty for stat suggestions!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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!
|
|
|
|
|
|
| |
Mainly relevant to chaos champions (should mean that melee_only
champions no longer spawn with slings, as a bonus), but also
in preparation for adding more weapon types.
|
|
|
|
|
| |
Mostly by joining short lines in places where that would let us remove
braces.
|
|
|
|
|
|
|
|
|
| |
A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now
combines both Acc+ and Dam+ bonuses.
Bracers of archery are +4 now instead of +5,+3.
[Committer's note: fixed a description and cleaned up various other
small issues.]
|
| |
|
|
|
|
|
| |
Don't keep the old brand on Tukima's, make ?bw make sense, and don't
allow rebranding a blessed weapon (this includes with the scroll).
|
|
|
|
|
|
|
| |
Toting around an unbranded weapon just to be able to swap to it
is no fun, and not even that much more of a difficulty; maybe it
just means getting pain out takes 0.7 more turns or so. You still
can't overwrite artefacts, of course.
|
|\
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| | |
|
| |
| |
| |
| |
| |
| | |
There was an info leak similar to the one fixed in the previous commit,
but it was masked by the fact that unidentified randarts claimed to be
enchantable even ignoring cursedness.
|
| | |
|
| |
| |
| |
| |
| |
| | |
Now that shield enchantments are potentially meaningful.
This may make shields & large shields slightly more
attractive.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| | |
Some of them were missing the /** (or /*!) that makes doxygen consider
the comment in the first place.
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It seemed that the amount of fruit generated after the change was
a bit too much, so the average stack size is being reduced while
increasing the nutrition to keep spriggans around the same while
trying to bring Fedhas back to around where things were before.
For reference, this is the old version, with, in order, nutrition,
herbivore III nutrition, occurence out of 100 (times stack size),
and average spriggan nutrition from it per 100 food items generated:
250 | 400 | 10*(d13) | 28000
and now:
850 | 1000 | 10*(d5) | 30000
|
|
|
|
|
|
|
|
|
| |
Moving corpses and skeletons to other levels or to other locations
within a level is tedious but may be optimal for corpse rot and god
abilities like Kiku's corpse prayer. This commit prevents the player
from picking up or apporting carrion. It generalizes the code used for
nets being stationary, and cleans up and documents various bits of
related item pickup code.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples,
apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas,
and cheese.
|
|
|
|
|
|
|
| |
Before some arrays were being initialized to size NUM_FOO, which meant
the checks the arrays were the right size did not actually work. Now if
somebody unknowingly deletes an entry it will fail to compile rather
than crash at runtime.
|
|
|
|
|
| |
I'll fix the documentation errors which caused this in the next day or
so.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|