| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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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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Previously we just aborted, which made the 'weapon' option kind of
difficult to use (anything except "random" or "viable" would prevent
selecting certain classes).
It would be nice if the player could specify multiple values for
the option, e.g. weapon = spear, trident, crossbow
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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Some terminals don't want to display a dark gray background
differently from a black background, and we use blue highlighting by
default elsewhere already.
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The visual distinction between light gray and white isn't very much,
which makes these menus still very busy for new players attempting to
decide upon a character. We now use white for recommended choices,
dark gray for those not recommended, and simply don't display the
banned choices (e.g. FeAM) at all.
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As discussed in IRC, these options don't seem that unreasonable nowadays:
cutlass, flail, war axe, trident, long sword, quarterstaff (Gl only). This
should make trident a less dominant option and make Fi/Gl more competitive
with other backgrounds.
Starting weapon recommendations are the same as with the lower tier weapons.
At some point someone should go and make sure these recommendations actually
make sense...
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Make unrecommended combos lightgrey-on-blue instead of lightgrey-on-yellow
(which was difficult to read), change the highlighting of the options
at the bottom of the screen (random species/background etc) for legibility
too. Also add full stops to a bunch of help text.
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Don't highlight the entire column, for consistency with other menus.
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Previously restricted and banned classes were both darkgray, which was
misleading.
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Since recommendations are no longer bidirectional.
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That is, CK -> Tr can be recommended where Tr -> CK might not be.
This functionality is inspired by an impending rewrite of the
recommendation list where it is necessary.
I may have gotten some of the species recommendations wrong, but they're
probably going to all be rewritten shortly anyway.
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Conflicts:
crawl-ref/source/dat/des/variable/mini_monsters.des
crawl-ref/source/enum.h
crawl-ref/source/itemprop.cc
crawl-ref/source/main.cc
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/newgame.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/rltiles/dc-player.txt
crawl-ref/source/spl-selfench.cc
crawl-ref/source/throw.cc
crawl-ref/source/tilepick-p.cc
crawl-ref/source/wiz-you.cc
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Conflicts:
crawl-ref/docs/crawl_manual.reST
crawl-ref/source/abl-show.cc
crawl-ref/source/dat/descript/ability.txt
crawl-ref/source/delay.cc
crawl-ref/source/enum.h
crawl-ref/source/main.cc
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-gear.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/ng-setup.cc
crawl-ref/source/output.cc
crawl-ref/source/player-act.cc
crawl-ref/source/player.cc
crawl-ref/source/species.cc
crawl-ref/source/spl-data.h
crawl-ref/source/wiz-you.cc
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Tavern post:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298
Wierdness & mutations:
- poison weakness
- retractable antennae (can wear headgear and ignore mutation)
- chitin skin (+3 AC)
- most weapons 1-handed, big weapons 2-handed
- permanent stasis
- ability to shaft self
- ability to dig
- Starts with 2 curing pots
3 monster versions of formicids were added:
formicid, a weak fighter
formicid drone, a stronger fighter
formicid venom mage, a magician with olgreb's and mass cure poison
[ Pushing to a branch for experimental playtesting on CSZO.
Also optimised the new tiles. -nfm ]
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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Most languages are not as concise as english, it's quite hard to fit
translations on 2 lines. Besides, there's plenty of room on the screen.
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It was possible to get around these checks in various ways. Hopefully this
stops all of those ways and will make it easier to maintain this code in the
future, since only is_species_valid_choice and is_job_valid_choice need
to be modified now.
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That is, small species that would otherwise get javelins for a throwing
weapon now get tomahawks instead of darts; this impacts spriggan,
halfling, and kobold hunters, arcane markspeople, and gladiators.
Enchanters and warpers still get darts.
Where the base class would get five javelins, small throwers get eight
tomahawks (~= 10/6 * 5, the 10 and 6 being the damage of javelins and
tomahawks respectively), and where the base class would get six
javelins, the small thrower gets ten. Gladiators get six (they used to
get 15 darts, whereas the base amount was 20, so this keeps it as 3/4
the base amount).
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The first step towards fixing #7383. Defaults to INT_MAX, so things
that do not set it explicitly will be last. If two maps have the
same ORDER:, they will be sorted by description/name as before.
Also change the des cache index format to store ORDER (necessitating a
minor version bump). Rather than leaving ORDER at its default value
when loading an des cache index from earlier versions, we throw out
the entire index so that it can be regenerated.
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Maybe they need to be, but it causes problems for people who have
made funny tags in their local repositories.
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Removed jobs should be marked as banned for all races. If they were not
banned, it would have been possible to get that job by choosing a race
and then requesting a random background, or by requesting a random
character.
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To the stalkerdom!
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Remove Jesters.
Make pies stop spawning.
Fun is bad.
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Remove permanent Xom wrath. Max penance will take a long time to expire.
Job choices shouldn't have special logic.
Club -> Quarterstaff.
Jester starts with darts.
Start with evocation skill.
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A new Nemelex follower background.
Begins under penance from Xom.
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There's probably enough time before 0.12, but it's less harsh to enable
rather than deny something just before the release.
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They have I<->ı and İ<->i.
Fortunately, people are quite unlikely to type capital letters in response
to prompts, perhaps save for the stat gain one.
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