| Commit message (Collapse) | Author | Age | Files | Lines |
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by just looking at them.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Added: phantom, flayed ghost, fake rakshasa, wraith, freezing wraith, spectral warrior, spectral thing.
Removed: giant spore, chaos spawn. The latter sounds more like an ooze than an immaterial being, and oozes aren't M_INSUBSTANTIAL.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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turtles, sea snakes.
Merfolk impalers: 28->26 dam, 23->18 EV.
Alligator snapping turtles: 8->10 action cost.
Sea snakes: 14->12 speed.
Harpies are now more common.
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You can override that, both the colour and the glyph. The code
is exceedingly hairy (the check is tripled!), thanks to glyphs
sometimes stored as character:colour, sometimes as type:colour.
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Therefore, make Rakshasas and Mara likewise immune.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Shoals, remove yaktaurs, centaurs and stone giants.
Snapping turtles get reaching attacks. Sea snakes get strong venom.
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(dolorous caught)
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18:58 < Eronarn> All of these are "weird creature with random described attacks"
18:58 < Eronarn> Chaos spawn get a random brand, abominations get random speed,
ugly things get the color thing. This is good differentiation
18:58 < Eronarn> Making ugly things able to have random speed too just blurs
them together
I agree with this line of reasoning. Also, it prevents using speed differences
to separate packs.
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experience overdose in the Shoals.
Weaken impalers and javelineers. They should still be a threat, but more in line with the Shoals depth.
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Yellow scorpions work better with brown giant cockroaches, now that they
are on the same glyph, and they represent large threats than
cockroaches; they also are no longer visually similar to wolf spiders,
who are a completely different type of threat.
This commit also includes a new settings file based on the
034_monster_glyphs.txt file, instead using the recent changes since
0.5.2: this includes the demon tier and colour changes, as well as the
recent insect changes. Hopefully I've formatted it correctly, as I
haven't worked out how to test it yet. :-)
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res. (Ero)
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and sirens extra HD, remove ettin and sheep from Shoals.
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Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
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merfolk types.
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Boost kraken and tentacle damage. Force the tentacles to stay close to the body of the kraken to make the creature look more like a unit.
Tentacles are now amphibious and can reach out onto land, although they cannot stray too far from the main body.
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* Queen bees become yellow 'k'.
* Bees become brown 'k'.
* Queen ants become lightred 'a'.
* Minotaurs become lightred 'H'.
* Trapdoor spiders become lightcyan 's'.
* Wolf spiders become white 's'.
* Giant cockroaches become brown 's'.
Of all of the changes, the most disconcerting may be the minotaur and
the cockroach; the minotaur is not often seen, and as it is actually a
hybrid, is more properly represented on the 'H' glyph.
The giant cockroach is seen regularly throughout the early game, and it
may cause confusion to old players who are used to brown 's' being
either trapdoor spiders of wolf spiders. However, there are currently
more insects on the 's' glyph than there are on the 'a' glyph, which
itself is described as being dedicated to insects.
As queen bees have been moved onto 'a', it makes more sense for them to
be on their own on this glyph, similarly to the fact that bees are on
their own on the 'k' glyph.
This now means that the following glyphs are empty: 'i', 'Q', 't', '6'.
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After watching some people fight against him on CDO, I've reduced his
magic resistance as HD adjusts this considerably (giving him an MR of
around 260) to around 210. His HP and HD remain the same, but I've also
reduced AC and EV back to those of a normal Rakshasa. (10 and 14
respectively).
I've also increased his depth to 22-27 and tweaked the EXP modifier
slightly (though this may be too much and require adjusting back down in
future).
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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The tile is left untouched for now.
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In preparation for the guardian naga -> guardian serpent change. A
compromise of sorts.
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