| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Weapons: both type and brand is handled, separately. This means,
once you've seen any lajatang, there is no more any bonus to
get them -- you'll get 5 times as many quarterstaves, brand
repeat protection comes only within the type.
Armour: currently only brand is handled, type will have to be merged
with the old code which suffered from no information about stash.
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I discussed this with dpeg a while ago when doing a slings Kobold Arcane
Marksman. Sling bullets generate too sparsely for slings to be a viable
build, and using stones is too underpowered.
In combination with the previous commit, this should hopefully go some
way to improving sling builds.
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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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Only crossbows may generate with penetration, and only bows may generate
with reaping. I have also decreased the chances of vorpal appearing on a
launcher.
Hopefully I haven't broken the logic here too much.
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Artefacts and unrands can still use the speed brand, but this will now
only show up on those, rather than on normal ego weapons.
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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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As per http://crawl.develz.org/wiki/doku.php?id=DCSS%3Aissue%3A41. This
means that the following combinations of missile and brand are the only
allowed combinations:
Needles: poison, curare (as now).
Stones: Never generated with brands, but slings can be branded.
Large Rocks: No brands whatsoever.
Javelins: Returning, Penetration, Steel, Silver, Chaos.
Nets: Steel, Silver, Chaos.
Darts: All brands except for Returning, Penetration.
Bullets: Flame, Frost, Poison, Chaos, Steel, Silver, Exploding.
Arrows: Flame, Frost, Poison, Chaos, Reaping, Dispersal.
Bolts: Flame, Frost, Poison, Chaos, Steel, Silver, Penetration.
Non-missile weapons can be branded as per spells.
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Centaurs with steel ammo seem to do an average of 17 to 20 damage, as
opposed to another with flame ammo, which did between 5 and 10 damage
per hit. At low levels, this is an instantaneous kill.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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The spell is automatically balanced to some extent by preventing
the caster (who will have invested heavily in magic) from casting
anymore. This is not at all the case for the scroll.
Could remove, but balancing by rarity instead.
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This is shorter, consistent with the other demon-converted weapon, and
consistent with its always getting the holy wrath brand.
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As with daggers, the chance is 1 in 12, and it's at the top, so it can
be overridden by any other brand.
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them.
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Ponderous items stack * The ponderous brand can be placed on all armour.
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Such grand changes should not be made out of the blue. There was not a single
mention of it before, save a line in a long brainstorm FR. It has a large
impact (badly hurting short blade users, making axes far more a non-brainer
over long blades/polearms, and so on). We may decide this is the way to go,
but a discussion needs to be done first.
And, re-reverting it is a single command so no work is lost...
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They're the best weapon in the game for the races that can weild them,
it makes no sense to exclude them from acquirements.
Also give mundane items generated by acquirement enchantments and
artifact status.
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angels.
Neither cause additional mulching of ammo, since both the charge and blessing
is temporary. Blessing and reaping cancel each other.
Holy wrath launchers are a lot weaker than silver ammo, but these two stack.
Plus, they're permanent while ammo is scarce.
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Also add a few previously indirect includes.
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That'll teach me to copy and paste code!
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Appears from D:4 through D:9, and comes with a band of human slaves.
They will turn neutral (and be pacified, granting 1/2 EXP) if you
destroy Pikel before destroying them. Pikel generates with a whip
(either flaming or pain), and a black robe.
The "pikel_band_neutralise()" function is quite hacky and assumes that
all MONS_HUMANS with MF_BAND_MEMBER are part of Pikel's band. This
should be changed as soon as there is a better way of tracking who is in
what band.
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New class flags: M_NO_WAND. Do not give this unique a wand. Currently
applied to Gastronok, removing the hard-coded exception. M_NO_HT_WAND:
don't give a high-tier wand to this monster, even if their HD is 5 or
higher.
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