| Commit message (Collapse) | Author | Age | Files | Lines |
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For clarity.
The spell remains the slightly punchier "Corrosive Bolt", which
I don't *think* will cause any confusion.
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As part of the continuing quest to add more acid to more places.
For now, it's on deep elf sorcerers (replacing b. draining),
tengu reavers (replacing one of the venom bolts in one of their
spellbooks), and a./liches (replacing the bolt of draining in one
of their spellbooks).
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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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Swap wolf spiders out for tarantellas, which might theoretically
do something (and lower their weight in favor of orb spiders,
because orb spiders are never not great), swap out iron trolls
for stone giants as a belated part of the great Iron Troll
Removal Campaign, and swap torpor snails in for death yaks, now
that the slow from the former ends properly.
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34a3de9 actually only made smitey hellfire lightred, and the commit it
references only affected player hellfire! Unless there is a secret 4th
hellfire codepath this should now work properly.
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As part of a wider scheme to make draining temporary.
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This is currently predicated on DEBUG_MONSPEAK, since all the relevant
messages are.
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Hellfire was changed from red to lightred to distinguish it from normal
fire in 3c4ea9ef4, but hellfire burst was unchanged and still red.
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If a monster is constricting a victim, don't allow it to use a spell
or ability that would knock the victim back, thus breaking the
constriction.
I made this commit when I was considering giving op crushers primal
wave, an idea that I dropped, but the check should still be there, and
this does move otherwise duplicated code to a single method.
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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 were calculating (with _thunderbolt_tracer or mons_should_cloud_cone)
whether the monster should fire---then ignoring the result for those two
spells and always firing. Furthermore, mons_should_cloud_cone used a
foe_ratio of zero, meaning it wouldn't care about collateral hits at all.
Always use the result of the tracer to decide whether to zap,
refactoring the surrounding code a bit in the process. Also, have
mons_should_cloud_cone set a foe_ratio (the default 80), as well as a
few other bolt members used by mons_should_fire.
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This reverts commit 7e81480cda18144ff185f5248639a072b654deff.
Turns out I missed some calls to random_choose_weighted(), this change
might not even be worth doing.
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For consistency with random_choose().
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They never really worked as enemies - their only unique aspect, partner
resurrection, was just annoying.
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This fixes all the instances caught by unbrace.
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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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It was fairly fiddly and unclear in its mechanics, and elemental
summoning is now covered by the elemental evokers (and possibly the storm
god at some point in the future too)ยท Moved Summon Forest from the book
of the Warp to replace it in the book of Summonings, and added Dispersal
to replace it in the book of Wizardry.
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The monster. It didn't really exist anywhere, nor did the idea seem
to add too much to the good-sized danger that spriggans already posed.
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They were almost identical to polar bears, which at least had the
distinguishing (from black bears) to swim and be at home in an ice
cave.
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Sticky flame damage is hardly noticeable in D, and basically
non-existent in Crypt -- the only thing an average game noticed
about these monsters was that they liked to destroy scrolls. It was
nice for some vaults to have an undead counterpart to simulacra but
there are plenty of other evil fiery monsters.
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Both of their spells work by dealing ridiculous amounts of damage to a few,
vulnerable species and little or no damage otherwise, which does not make for
an interesting monster.
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mons_is_conjured() wasn't checked when actually casting the spell; thus
rakshasas who could see, say, orbs of destruction or battlesphere while
also seeing another nearby target could clone the former.
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Prevents "blown up by lich" (sic) and "blasted by (bolt of fire)".
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So that they can be cast without being in LOS of the player under
appropriate circumstances; thus a check for being in LOS of the player
for these and a few other spells are gone.
The major candidate here is Symbol of Torment, which can now be used
against your allies even if you're torment-immune or you're not in LOS;
spells which previously didn't have a tracer of some sort that do now
are Chain Lightning and Chain of Chaos (for whatever good it does), and
spells that can now be cast anywhere are Ozocubu's Refrigeration,
Tornado, and Shatter.
Related is a fix for getting a more if Chain Lightning is cast anywhere
by anyone regardless of if you saw it or not (now you only get the more
if you saw the lightning arc at all).
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Always confused, permanently invisible monsters that only know how to
check your electricity resistance are not very fun to fight. For
vaults, I've replaced many instances of vapours with wind drakes where
the "air" is the theme, replaced a couple instances with lightning
spires where the theme was electricity or with thorn hunters if the
theme is merely swamp. Other instances have been outright removed. For
the cloud mage wizlab, I've replaced vapours with wind drakes but have
down-weighted them relative to air elementals and insubstantial wisps.
For the foxfire card, I've moved vampire mosquitos into the position
where vapours were, put insubstantial wisps as lower-power summons
behind fireflies, since the latter got a buff some time ago, and added
killer bees in between insubstantial wisps and fireflies to keep the
number of summon types the same.
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Oops!
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Use normal beam messages for flame tongue, adjust Arachne messages
(PleasingFungus), make Rupert's targeted spells more generic so that they
are still accurate when resisted.
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Remove code references to removed monsters, except where needed for
save compatibility, as well as quotes/descriptions references, and
move the related tiles to UNUSED. RIP gnomes.
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Relevant for Natasha.
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One of the most obvious problems with Spellforged Servitor is that the
normal monster spellcasting frequency is rather low and this is all the
servitor can meaningfully do. Due to this, it was prone to spending long
periods appearing to do nothing (to the point that it wasn't even
obvious to players that it was 'attempting' to attack any monsters at
all, leading more than a few to reissue their attack orders - to no
effect). Even aside from a lack of meaningful feedback, casting a level
7 spell only for it often do nothing is underwhelming (even if it was
quite effective on the ocassions it would decide to cast rapidly).
Given that the servitor's role is purely confined to this spell, I
think it's fine to bend the rules for it.
Instead of the standard chance to cast a spell each action, servitors
will ALWAYS attempt to cast a spell, but the energy cost of this
spell is randomized (from between 10 and 25 energy currently) to
simulate turns spent idling instead of casting, without allowing the
chance of protracted periods where they don't seem to be doing anything
(which even a very high standard frequency would permit on a series of
unlucky rolls). It's arguably a touch on the fast side (but it IS a
level 7 dual-school spell that requires multiple other spells learned
for support), but it feels a lot better and more active in play.
(The implementation is a touch hacky, but in absense of a more full and
adjustable spell frequency system, I'm not sure there's any cleaner
way to do this.)
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On moderately high HD casters, it was roughly as damaging as bolt
of fire/cold while also being considerably more accurate (and
blinding/confusing things!). This lowers its power considerably
to something more in line with what you might expect for its level,
compared to similar monster conjurations.
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For a couple of reasons, monsters would fail to fire them at other
monsters (only players).
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Make monster OTR last longer, but prevent monsters from refreshing it
while active (which should make them a bit more effective, and also
flash the screen much less). Increase the amount of poison damage
inflicted by it upon players.
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