| Commit message (Collapse) | Author | Age | Files | Lines |
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Give a message whenever we make permanent any level of a temporary
mutation, not just the last one.
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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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Not sure how I missed this in 0.15-a0-2194-g98569aa.
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It's confusing to players, some of whom think the * means the mutation
is currently suppressed. Worse, it didn't even pay attention to
whether the form spells you know actually would suppress the mutation.
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In only a few cases were the strings different, and in even fewer were
they significantly so. In general, I used the short_desc for the combined
one, since someone running wizmode can presumably look at mutation-data.h,
except that "large and strong wings" got changed to "big wings", and "life
protection" to "negative energy resistance".
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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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Make it a badmut (since it is!), and give it a new name
better suiting its new status.
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If you had an innate mutation at non-maximum level, then gained the last
level as a non-innate mutation, how_mutated was counting all the levels,
including the innate ones. This meant that a minotaur who got Horns
from !benemut would take three times as much silver damage as one who
got, say, scales.
This doesn't affect demonspawn, whose innate mutations do count for
purposes of silver damage.
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Add Contemplative, the inverse of Wild Magic.
Makes spells easier to cast, but with lower power.
I've flagged it as a badmut for now. Perhaps Wild Magic should also be flagged as bad.
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Most of the code that was replaced by _get_mut_with_use did not care
whether the mutation was acceptible, and some of the code was broken by
the change. In particular, _delete_random_slime_mutation indexed
you.mutations directly with the result, causing a crash when the
selected mutation was unacceptible [1]---and even if the crash were
fixed, the behaviour would be wrong because it would never select a
maxed-out slime mutation.
Move the _accept_mutation call out of _get_mut_with_use and into the one
caller that needed it, _get_random_mutation.
[1] For example,
http://crawl.akrasiac.org/rawdata/DreamWalker/crash-DreamWalker-20140611-033210.txt
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This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64.
It turns out player_mutation_level() is not just a wrapper for
you.mutation, so this could cause some odd bugs like being transformed
influencing acquirement or not properly updating saves, it's probably
best to just reapply places where we know the usage is correct.
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Before, there was a giant list of which mutations Xom did and didn't
like. This list was spoilerly and rarely updated for new mutations, so
it has been replaced by just checking if the mutation is good or bad.
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It's still inconsistant, but at least some more non setting uses are now
using player_mutation_level().
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Since scroll/potion conservation is no longer relevant, I've split the
flame/freezing cloud immunities that were part of icemail/fire blood
into their own mutations. We now give these as the second mutation in
both the tier-2 and tier-3 fire/ice mutation sets.
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Sickness is really rare and might even be removed, and giving a buff to
it's recovery time is unlikely to make players act differantly. This
mechanic isn't worth the line on the mutations screen.
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They already received it at Foul Stench 1, but Saprovore is a minor
enough effect just moving rot immunity earlier is fine compensation.
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It was treated as one for all practical purposes - showing up on the "A"
screen, being an immutable part of the species, etc, but was not
actually a mutation for some reason.
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Since they can now be mutated normally at all levels, also remove the
distinction between physical and non-physical mutations. This was
particularly complicated (specific mutations being suppressed by varying
degrees depending on hunger level).
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They're already distinct from other undead in that they can mutate sometimes,
and thematically they're all about changing state and form. They could already
mutate while starving via benefical mutation, even.
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It was an effect that only noticeably applied to a few types of potion, and was
generally fairly overcomplicated (since things like might and resistance had
their duration but not their effect reduced, other potions like magic and
restore abilities were just unchanged, and so on).
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This was accomplished by using a new mutation, MUT_COLD_BLOODED,
rather than a simple check for race. There's a bit of a hack to get
it to still be greyed out with rC but that's probably better than
the special case based on genus.
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Ditto for you.temp_mutation.
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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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Three variants:
1) throw some elementals at you, with their HD equal to your XL.
2) Temporarily create lava around you (intended to limit your movement).
3) Temporarily mutate an elemental vulnerability (rF--, rC--, rElec-, or
deformed body i.e. AC-).
More elemental terrain changes could be nice, but this suffices for now.
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In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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Before we were letting the player detect all invisible enemies in LOS
if they had antennae, regardless of mutation level, and were not
checking either Ashenzari's detection radius nor that from the boots
of the assassin at all. This commit also cleans up and documents a few
related functions.
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Giant spiked clubs were stronger than other weapons to such a degree
that they commonly eclipsed the more unique formicid mechanic of using
a two-hander with a shield. There is already a race whose weapon choice
centers around giant clubs, so I think it better for formicids to lose
this ability so as to hilight the more interesting one.
In the same vein, formicids now recieve the same reduced shield
penalties that large races do (a perk of effectively having more limbs
to juggle everything with), which should make shield usage further
encouraged earlier on, where they have yet to gain enough xp to
otherwise benefit from using them with a two-hander (and the race is
considered weak enough that a few buffs like this feel perfectly safe).
Additionally, there are a couple apt tweaks:
Fighting 0 -> +1
Short Blades +1 -> 0
Armour +2 -> +1
Shields 0 -> +2
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The mutation was added to compensate for their low HP in the early game,
but since they have normal HP now it's not really needed.
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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