| Commit message (Collapse) | Author | Age | Files | Lines |
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They were only used in one place, and the relevant code was moved to
that one place in the previous commit.
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As part of a wider scheme to make draining temporary.
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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.
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Since it's supposed to be a lajatang-rarity weapon.
Objstat suggests this gives a little less than a 50% chance of
seeing a greatsling in Shoals, which seems more reasonable.
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If they're using slings.
This appears to have been intended, but the code was looking in
the wrong slot.
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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!
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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.
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The level given is very arbitrary; it might be simpler
to just use the current depth, but I have a vague feeling
that might be exploitable somehow...?
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[Committer's note: Merged a few commits into this.]
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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
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They automatically get their items set as MAKE_GOOD_ITEM, which
might not be enough to make up for the mediocre weapon types they
tend to start with, but it's the simplest solution for now. They're
also marked as MF_HARD_RESET so that you can't not pay and then take
their stuff.
Also, fix compilation: I'll fix this (so that git bisect works) while
merging into master.
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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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Elec and venom launchers already use the same brands, and with ranged
code more similar to melee code this change actually simplifies most
code. There should be no gameplay change though some weird brand picking
code for launchers was refactored, which might have some effect.
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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.
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Their only remotely distinctive feature was their
love of weapons, so let's play with that.
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This fixes all the instances caught by unbrace.
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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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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Complete with a bad tile, which could/should be replaced ASAP.
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It seems that the item would sometimes overwrite her old one, so
the simplest and most logical thing is to just not give her anything.
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There doesn't seem to be a very good place for these guys, as
attested to by their rather limited placement (1/4 of the time, in
a high-level spriggan band). They fill a similar niche as spriggan
enchanters, and, absent the Forest branch, aren't common enough
for their differences to be obvious.
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They were already out of distribution, it turns out.
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Formicid enemies may get a new implementation in the future, but it
won't be as a venom mage, despite that lovely dress.
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She was a very sad kobold without it.
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This fixes a bug with the last commit that caused Donald to generate
with only plain unbranded weapons, restores the guarantee of bonus
plusses to Maud and Frederick's weapons even if they are unbranded,
and adjusts Donald's weapon selection to have a chance for bastard
swords or eveningstars instead of demon blades and whips (as with
Maud and Frederick now).
Also simplify some of Margery's code so as to duplicate less of
hell knights' (the only meaningful difference is she gets more demon
weapons, after all).
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...both by reducing the weight of hell knights and the chance that they
get demon weapons.
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For consistency both with player gargoyles and war gargoyles (and
fewer messages), remove the bite and claw aux attacks from plain
and molten gargoyles and buff their primary attack a bit instead.
Improve their starting weapons (no clubs) and raise HD a little.
Also normalize resists among the three types (plain and molten get
their rPois+ upgraded to rPois+++ to match war gargoyles and other
constructs, while plain gargoyles' rElec++ is downgraded to rElec+
to match the others).
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Rakshasa were a monster that seemed to have little purpose. They
couldn't really hurt you (barring picking up a rod or something),
yet would duplicate in large numbers and make it rather hard to
make them go away. This is aimed at turning their basic behavior
into something that can present an actual threat, while
simultaneously being less obtrusive.
Rakshasa's new spellset consists of Phantom Mirror, IMB, and (less)
blink. Phantom Mirror can be used only on other monsters - not
themselves - allowing them to perform a support role by duplicating
other threats. When they are reduced to 50% hp, as a one-time effect
they will split into 3, but cannot otherwise copy themselves or do
so continuously (they only regain this ability after recovering to
full hp, which probably means you ran away and rested for a while).
This commit also gives them actual equipment.
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Mermaids: +1 HD, +2 damage
Merfolk: -5 hp, -2 damage
Impalers: -6 hp, -1 damage
Fauns: +1 HD, +4 damage
Satyrs: +2 damage, no longer can generate with slings or plain bows
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Spriggan enemies are changed from speed 16 to move speed 16, act 10.
This is not so much for parity with player spriggans (there are
already multiple exceptions to such things) or power reasons, but to
reduce message spam against packs (as discussed in -dev a little while
ago). This change is compensated for in various ways.
Most spriggans recieve boosts to their base damage, which should result
in damage output that is overall approximately similar to before. Also,
some recieved individual changes.
Riders: Lost blowguns, except where they would have come with curare.
Chance is probably slightly higher than before (still low),
but quantity also lower.
Berserkers: Start with better gear, and BiA can produce stronger
monsters than before. (Seeing as how SpBe BiA already
could produce things player BiA could not, I continued
the animal theme. This does result in more things that
player BiA will not produce, but I don't think this has
to be an inherant problem).
These should actually be somewhat stronger than their older
versions, but they were considered amonst the more harmless
of their set, so this is intentional.
Air Mages: Gained the Haste spell, and lost cantrip Shock.
In testing, this seems to come out similar to old threat
levels, even if it looks on paper like it might be stronger.
While a hasted air mage with a less dilute spellset is more
dangerous than old air mages, in practice they are often
rather delayed in hasting themselves at all, until which
point they are definitely less scary - I think it works out
similarly in the end.
Enchanters: Gained a copy of Haste.
Defenders: These remain unchanged. I felt that 'rapid attacks' was a
more fitting niche for them than simply raising their base
damage still further with an action speed of 10, but giving
them 2 attacks and speed 10 polarized their danger against
low/high AC more than I liked.
There are several other examples of monsters with faster
attack speeds than other members of their species (ie:
blademasters or impalers), so I think this is probably not
an inherant problem.
The Enchantress: Did not actually recieve the base damage boost that
others did (and already had Haste). Instead, I gave
her rF/rC from the 'protective enchantments' her
description says surround her. This should leave her
a fair bit slower at stacking disables on you (and
dealing less damage in general), but more durable
to some of the attacks that were especially good
against her.
Also, (almost) all spriggans recieved a cut to their EV and boost to
their hp, sometimes appreciable.
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They're not really interesting in bands, either.
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[It had much the same problems as racial weapons, with only very slightly more
significant effects. Some of the old effects of racial armour could potentially
be rethought and made into a new armour ego. Beogh still gives a (slightly
smaller than before) bonus for armour use, without the orcish requirement.
-MarvinPA]
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They're now basically miniature war gargoyles, exactly as you'd hope.
Gargoyles now reappear in D at a smallish chance in troll depth (D:9-17);
molten gargoyles are now lava spawns in more places.
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It had OTR (available through staff of Olgreb), Poisonous Cloud (sort
of available through the rod of clouds), and Poison Arrow. A multi-spell
rod which duplicates effects of other items and whose sole remaining spell
is itself a normal spell does not need to exist.
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He has struggled to be provide much danger to the player since the removal
of his large shield. He now gets a medium shield to give him some blocking
ability, as well as haste. In my play-testing, he puts up a good fight
against melee chars that have the more well-developed defenses expected
post-lair/orc. Ranged attackers can still blow him away, but maintaining
distance and escape are now less trivial. Looking at the difficulty and
spell sets of other uniques with his depth, he should stack up well now.
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So to speak.
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The effects of racial weapons were very minimal and unlikely to be
noticed. Even if they were made significant, they would only apply to a
very small subset of races. The only somewhat notable effect was Beogh's
slight slaying bonus (and even that was very minor), this could be
compensated for in some other way if necessary.
Racial armour has slightly more noticeable effects and currently still
remains, but could probably be removed too (potentially replacing the
racial effects with armour egos instead).
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It's one of the various uninteresting multi-spell rods, with Deflect
Missiles as the only notable spell most of the time, and DMsl doesn't work
as a rod spell with its recent changes (and probably shouldn't be a rod
spell even if it did work properly).
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cf. Arachne and the staff of Olgreb.
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