| Commit message (Collapse) | Author | Age | Files | Lines |
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(Xiberia)
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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Also, partially inactive mutations are bracketed.
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This mostly puts && and || on the proper lines, per the style guide.
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Specifically, protect from rotting, disease, and miasma, since the first
of them is tied to the other two, and all three are chaotic. Since
negative energy resistance no longer provides rotting resistance, this
fills in the gap left by TSO.
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mutation (N78291)
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Also add a few previously indirect includes.
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This bug resulted in a crash, but only with -O2 and only on x86_64. Finding
this bug turned out to require two hours of staring at gdb disassembly output
and tracking the values of registers, since info locals didn't work. I think
my hacker level just went up.
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At 6am last night it all made sense, and except for the skill influence which
I'll need to confer with dpeg on, this is in. Rough outline:
1. Pick facets by tier, each facet consists of 1-3 mutations, tiers are
associated with mutation/level pairs.
2. Order mutations; you will not be gaining mutations for more than two
tiers at a time.
3. Schedule mutations, with some probability of overlap.
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Breaks saves.
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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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