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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .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!
* Move letter <-> index from stuff.cc to prompt.cc (wheals)Nicholas Feinberg2014-07-281-0/+1
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* Add end.ccNicholas Feinberg2014-07-281-0/+1
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* Rebalance crossbowsNicholas Feinberg2014-07-131-1/+1
| | | | | | | | | | | | | | | | | | | | | | 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.
* Rebalance slingsNicholas Feinberg2014-07-091-2/+2
| | | | | | | | | | | | | | | 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!
* Prompt for weapon choice if preselection was bad (#8577)Neil Moore2014-06-131-17/+7
| | | | | | | | | 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
* Fix "if(" and friends.Neil Moore2014-05-121-1/+1
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* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-1/+1
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Fix the tutorial not loadingChris Campbell2014-04-071-1/+1
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* Use blue as a menu highlighting colour instead of dark gray.gammafunk2014-03-181-22/+22
| | | | | | 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.
* Improve the colours of the species and background selection menus (dpeg)gammafunk2014-03-181-35/+25
| | | | | | | | 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.
* Formatting fixes.Neil Moore2014-03-071-4/+0
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* Give Fi/Gl more starting weapon upgrades than just trident.elliptic2014-03-061-1/+31
| | | | | | | | | | | 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...
* More character selection menu colour adjustmentsChris Campbell2014-02-201-43/+43
| | | | | | | 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.
* Adjust highlighting on species selection menuChris Campbell2014-02-181-2/+0
| | | | Don't highlight the entire column, for consistency with other menus.
* Lightblue instead of blue for newgame titlesontoclasm2014-02-161-1/+1
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* Change the newgame menu titles to blueontoclasm2014-02-161-1/+1
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* Change newgame menu colorsontoclasm2014-02-161-10/+10
| | | | | Previously restricted and banned classes were both darkgray, which was misleading.
* Pick job first for random characters half the time (elliptic).Steve Melenchuk2014-02-141-2/+12
| | | | Since recommendations are no longer bidirectional.
* Allow job and species recommendations to be independent.Steve Melenchuk2014-02-141-8/+8
| | | | | | | | | | 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.
* Handle quitting before character creation for WebTiles exit dialog.Pekka Lampila2014-02-111-1/+30
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* More formatting fixes for return (...);Neil Moore2013-11-151-7/+7
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-5/+5
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* Merge branch 'dwants'. Bring some Raid.Adam Borowski2013-11-061-1/+1
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| * Merge branch 'master' into dwantsAdam Borowski2013-11-011-21/+11
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| * \ Merge branch 'master' into dwantspubby2013-10-011-30/+30
| |\ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * \ \ Merge branch 'master' into dwantspubby2013-08-311-33/+5
| |\ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * | | | Create Formicid species and monsters.pubby2013-08-251-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 ]
* | | | | Axe a buttload of useless #includes.Adam Borowski2013-11-031-1/+0
| |_|_|/ |/| | | | | | | | | | | | | | | Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests it's unlikely they're affected.
* | | | Increase the size of the description box in species/job selection menu.Raphael Langella2013-10-301-3/+7
| | | | | | | | | | | | | | | | | | | | 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.
* | | | Clean up checks for disabled species/jobs when starting a new game.elliptic2013-10-141-18/+4
| |_|/ |/| | | | | | | | | | | | | | | | | 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.
* | | Don't leave space for disabled races.Neil Moore2013-09-291-6/+9
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* | | Unify NG thrown weapon handling; give small throwers tomahawks.Steve Melenchuk2013-09-251-20/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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).
* | | Make Dj and LO trunk-only.Adam Borowski2013-09-151-0/+6
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* | | Add a new "ORDER:" map header for sorting game-mode maps.Neil Moore2013-09-051-3/+5
| |/ |/| | | | | | | | | | | | | | | | | | | 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.
* | Consolidate and simplify job and species validity checks.Neil Moore2013-06-131-27/+5
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* | Don't disable LO on release (gammafunk)Neil Moore2013-06-131-6/+0
|/ | | | | Maybe they need to be, but it causes problems for people who have made funny tags in their local repositories.
* Assert if we randomly choose a removed job.Neil Moore2013-06-101-0/+1
| | | | | | | 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.
* Let priests of Zin follow Beogh.Adam Borowski2013-06-011-2/+2
| | | | To the stalkerdom!
* Merge branch 'master' into lava_orcsAdam Borowski2013-05-291-2/+7
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| * Pressing ? displays List of Character Backgrounds during background selection.Kyle Fox2013-04-291-1/+1
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| * Don't randomly select Jester as a backgroundChris Campbell2013-04-081-1/+1
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| * Remove Jesters.Brendan Hickey2013-04-071-1/+1
| | | | | | | | | | | | Remove Jesters. Make pies stop spawning. Fun is bad.
| * Don't select Stalker as a random backgroundChris Campbell2013-04-071-0/+5
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| * Jester TweaksBrendan Hickey2013-03-281-1/+1
| | | | | | | | | | | | | | | | | | 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.
| * JestersBrendan Hickey2013-03-271-1/+1
| | | | | | | | | | A new Nemelex follower background. Begins under penance from Xom.
* | Tentatively, mark Lava Orcs as trunk-only.Adam Borowski2013-01-081-3/+2
|/ | | | | There's probably enough time before 0.12, but it's less harsh to enable rather than deny something just before the release.
* Indentation fixes.Adam Borowski2012-12-051-3/+3
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* Fix prompts asking for 'I' in Turkish locales.Adam Borowski2012-11-221-2/+2
| | | | | | | 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.
* Disable the DGL tournament warning.Adam Borowski2012-11-041-4/+3
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