| Commit message (Collapse) | Author | Age | Files | Lines |
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Unused mutations still need a placeholder entry, or else the vampire
mutation capping gets very confused.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Mapping still exists on cards, scrolls, Xom, and as the passive mutation.
The ball of seeing exists, but will have to be dealt with.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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As you explore, a halo of mapping tracks you. The halo includes a
percentage of tiles within a distance of every seen tile; optimal
play dictates seeing every tile, which just happens to be what
autoexplore does. Added as random generation and to the demonspawn
tier-2 list.
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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The mutation comes in three levels and blocks 20%, 40%, or 60% (shown
to the user) of torments. Right now, you can cast Symbol of Torment
with it; I doubt this is too good. It is on the tier-1 list for
demonspawn mutations, and I expect it to be balanced appropriately.
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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After concerns from James Meickle and watching a few characters on CDO, I've
instated two small nerfs:
* It is not possible to have a long run of mutations in the early game; you
are capped at 3 mutations per 4 levels.
* Tier 1 mutations do not start to appear until level 12; tier 2 mutations
do not start until level 6.
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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This generator divides facets into body, awesome, great, and good ranks
and assigns a fixed number of each.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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All demonspawn mutations are now stored in the player data, and are
determined at the same time. This makes a lot of things a lot simpler.
On the other hand, it means that the influence of skills and gods on
demonspawn mutations is now broken.
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This reverts commit 6d62ab1b7cf0fbf6dda50f86f27822a9551da8ae.
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Demonspawn gain all mutations at level 1, and the levels increase
over time, such that at level 27 5 mutations are level 3 and the
6th is level 2.
At 17 (6 * 3 - 1) randomly chosen levellups, the PC gains one level
in a current or new mutation; the chance of raising an existing
mutation is (# of demon mutations) / 6, so the number of total
mutations will reach 6 around level 15 and stay there, but the levels
of the mutations will increase.
This is the first part of the DS rework; it is applicable as is, and
has been tested (raising 8 demonspawn to level 27 in debug mode and
sanity checking the results). However, it is not fully balanced as
is for two reasons:
1. Not all demonspawn mutations have 3 levels yet, so you sometimes
run out of available mutations before level 27. When this happens,
this patch gives a bonus mutation.
2. Some demonspawn mutations are very broken at level 3, such as fire
resistance and teleport at will (level 3 is instantaneous).
So demonspawn will get a lot stronger until the rest of the changes
come in.
Signed-off-by: Stefan O'Rear <stefanor@cox.net>
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Fix a bug where getting a mutation that restricts equipment slots could
cause permanent stat loss by subtracting the stat bonuses from a piece
of equipment being removed twice.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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cloud.cc:45: warning: "bool _killer_whose_match(kill_category, killer_type)" defined but not used
mutation.cc:1923: warning: "bool _is_random(mutation_type)" defined but not used
ouch.cc:891: warning: "void _wizard_restore_life()" defined but not used
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Compilation of console crawl on Linux succeeds;
please complain if other platforms break.
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give_bad_mutation doesn't heed the probabilities in mutation_defs,
so MUT_SLOW_HEALING could be obtained but not cured.
This is a quick fix; give_bad_mutation should reallly be integrated
with mutation_defs at some point.
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* patch 2849505 by weyrava: make submerged monsters use the correct colour
* patch 2857771 by caotto: another Feawn update
* patch 2838771 by camedo: add potions of brilliance/agility
* BR 2841651 by bookofjude: allow Merfolk to control-tele into deep water
Now we need tiles for the new potions!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10669 c06c8d41-db1a-0410-9941-cceddc491573
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to Deep Dwarves.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10606 c06c8d41-db1a-0410-9941-cceddc491573
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destruction" mutation, since Vehumet only restores MP.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10523 c06c8d41-db1a-0410-9941-cceddc491573
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* Check for mummy genus rather than species, in the can_drink_potion check.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10492 c06c8d41-db1a-0410-9941-cceddc491573
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of immunity, as e.g. Venom Bolt can poison you in spite of it.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10431 c06c8d41-db1a-0410-9941-cceddc491573
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* Make monsters of I_ANIMAL or higher and vulnerable to a cloud type
avoid to enter such clouds. For example, for fire clouds, this affects
ice beasts and mummies.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10426 c06c8d41-db1a-0410-9941-cceddc491573
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retribution only removes good mutations, by adding a parameter to
delete_mutation() to disallow mismatches of random good and bad
mutations.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10287 c06c8d41-db1a-0410-9941-cceddc491573
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mutations.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10207 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10199 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10197 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10195 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10193 c06c8d41-db1a-0410-9941-cceddc491573
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* Have Ghouls' mutation screen mention the claws
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10191 c06c8d41-db1a-0410-9941-cceddc491573
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blessings) to remove all mutations.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10173 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10157 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10155 c06c8d41-db1a-0410-9941-cceddc491573
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god-gifted mutations now ignore it.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10153 c06c8d41-db1a-0410-9941-cceddc491573
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