| Commit message (Collapse) | Author | Age | Files | Lines |
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Was "The goblin hits the goblin but does no damage."
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Have it take a parameter indicating whether reflexive is allowed, and
replace existing calls to defender_name() and def_name(DESC_THE).
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Hydras chopping their own heads off, and AF_PURE_FIRE creatures burning
themselves in melee.
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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.
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.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!
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The only place it was used.
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Direct damage resistance from 50% to 66%. Chance of preventing
poison from 90% to 66%. Chance of preventing curare from 80% to
66%. AF_STRONG_POISON (eg redbacks) no longer pierces rPois for
players. Wasps (AF_PARALYSE) now have their effects downgraded
one level by rPois (para -> slow, slow -> nothing) instead of
outright negated.
rPois should be a helpful resist to have, not a binary pass-fail
check for certain areas & enemies.
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Apparently, for the last four years, grey draconians had
trampling when and only when attacking from deep water into
a water tile.
Who knew?
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It would only apply if a monster had a 0-damage AF_DRAIN_XP
attack specification, which, as far as I can tell, can't happen?
(The only way it could occur was if a creature with a 0-damage
attack got spectralized... but I don't think we especially care
about giving those an extra-high drain chance?)
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As part of a wider scheme to make draining temporary.
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Now that door & fountain mimics are no more.
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But not centaur bardings, since those don't cover the feet.
This applies to both the kick attack and the stealth penalty.
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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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"This chunk gives you less nutrition" is not a very interesting effects,
and most of the time the only real effect is that you have to press 'e' a
few more times. If chunks on the whole are too common (which in the
current food environment is very hard to define) monsters in general can
give fewer chunks, or chunks can be less nutritious; no reason to make
some monsters special.
A good deal of code is still around because of the other less-nutrition
case, non-ghoul saprovores eating rotten chunks.
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The fact that lower-evp armour was better is nowhere obvious to the
player, and the spiny mutation is rare and low-impact enough that
most likely the player would never figure it out on their own. The
player now effectively wears ring mail all the time for trigger chance,
and a robe for damage.
There seemed to be an intention to make monster spines (only) ignore
half of AC, but since the argument was passed to the wrong place it
instead doubled the effective GDR; both are extremely marginal effects
and not worth keeping.
There was also a chance for monster spines to fail based on attacker
AC, in addition to checking AC normally for the damage; the chance
now depends only on the degree of monster spininess.
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It's been around since pre-DCSS times so I don't know the reason for
it existing, but if it's that rElec is rarer than other resistances,
that doesn't really seem to be the case.
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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.
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We're fairly consistent about saying 'bug' to the user meaning there's
something buggy going on. It's not an ironclad rule but I don't think
there's much of a cost to changing it.
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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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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.]
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The message is still somewhat awkward and could probably be improved.
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And update another comment to match it.
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Some of them were missing the /** (or /*!) that makes doxygen consider
the comment in the first place.
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Now that inventory weight and player burden states are gone, item
destruction doesn't serve one purpose it clearly accomplished: help
prevent the player from being at or next to burden capacity at all
times. Outright destruction of strategic consumables encourages more
needless inventory management, so we'd like to exclude these from any
form of destruction and possibly prevent them from taking up inventory
space at all. Denial of tactical consumables, either temporarily or
permanently, is something we're going to look into later on, possibly
in the release after next, since it can create interesting and
generally not frustrating gameplay if done correctly. Needless to say,
item destruction wasn't a player favorite and may have a sparsely
attended funeral. RIP in peace.
For now we aren't adjusting the rate of consumable generation to
compensate for no item destruction, but that balancing will happen
after play-testing shows how much adjustment is necessary.
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resistance
With temporary corrosion being more abstracted than permanent corrosion,
having items resist individually was a little strange since an artefact
or +9 weapon could still be "corroded" by swapping from something else to
it, or by having your armour be the target of the acid.
Corrosion now just looks at equipped/empty slots to determine the chance
of applying the debuff and how much damage to do with the acid splash,
and is less likely to apply the debuff (compared to low-enchantment
items). Item enchantment (or artefact status, or crystal plate armour-ness)
no longer has an effect. The debuff also now can't be applied multiple times
from one acid splash.
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Sickness does not work very well on melee attacks, and is hard to
make interesting at all. Purple ugly things get bonus melee damage
over their relatives to keep them distinguished.
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When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
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The idea behind the miasma death explosion is interesting, but in
general miasma can be extremely annoying and the cloud rather easy
to avoid. This is especially true in the layout of Crypt, which is
the only place they show up outside of vaults. The retching attack
gave a rare special case that very rarely mattered and didn't help
to distinguish them all that much.
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This fixes all the instances caught by unbrace.
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There's probably a bunch more obsolete code for this still lying around.
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It's an antimagic enchantment, borrowing the code from melee antimagic
(which now internally refers to the new beam type).
I have a vague notion that this might remove antimagic effects from the
caster at some point, but that's for later.
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Taking damage from an elemental attack sometimes causes you to gain a
temporary point of resistance in that element (overriding the other
temporary resistances). This includes "earth attacks", i.e. physical
damage, which give you a 3 AC boost.
Thanks again to mikee for initially suggesting this idea.
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Previously it would always attack the square directly opposite the target
first, now it targets that either first or last.
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Before, Red Wasps specifically could paralyze players during paralysis
or the cooldown after. This was unlikely to have any significant effect
on the game. Red Wasp paralysis/slow now lasts 1 more turn to
compensate.
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