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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 Feinberg2014-07-091-1/+1
| | | | | | | | | | | | | | | 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!
* Nudge halfling apts slightly.Shmuale Mark2014-05-251-0/+1
| | | | | | | The goal is to make them a bit more distinguished from kobolds, by focusing a bit more on defenses (especially armour more) and lowering the stealth apt fairly significantly. If Armour +1 is too good it could be lowered, though.
* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+14
| | | | | | | | | | | | | | | | 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).
* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-1/+1
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Unban Wn -> Fe (Sequell).elliptic2014-04-161-2/+0
| | | | You could still select FeWn if you selected Fe first.
* Do not recommend polearm starts for OgChris Oelmueller2014-03-061-1/+0
| | | | Recommending M&F and restricting everything else feels more sensible.
* Restrict starting with bow for spriggans.elliptic2014-03-061-0/+1
| | | | Since they can't upgrade to longbow.
* Give Fi/Gl more starting weapon upgrades than just trident.elliptic2014-03-061-29/+8
| | | | | | | | | | | 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...
* Remove djinn.wheals2014-02-241-23/+1
| | | | | | | 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.
* New species/background recommendations.elliptic2014-02-141-493/+243
| | | | | | | | | This provides a list of 6-8 (9 for DE) recommended backgrounds for each species, and also a list of 6-7 species for each background. The lists were developed in a group effort on IRC involving many players. We tried to balance two main goals when coming up with this list: picking strong combos and providing some variety of choices.
* Allow job and species recommendations to be independent.Steve Melenchuk2014-02-141-2/+527
| | | | | | | | | | 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.
* Allow felids to start as artificersDracoOmega2014-02-141-1/+0
| | | | Since they can actually use the starting kit now.
* Vine stalkers added.Sage2014-01-261-0/+4
| | | | | | | | | | | | | Weirdness and Mutations: - Fangs II (Becomes III at xl8) - Antimagic bite (Much stronger than standard bite, bites every turn, applies antimagic brand, and restores your mana) - Potions and wands cannot restore your HP - Regen III - Unbreathing - Spirit shield - HP -3 - MP +1
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-2/+2
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* Don't recommend FoBe (SamB)Neil Moore2013-11-121-0/+1
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* Change recommended Formicid classes.pubby2013-11-101-1/+1
| | | | FoBe is very good, while FoMo is not.
* Merge branch 'master' into dwantsAdam Borowski2013-11-011-1/+3
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| * Clean up checks for disabled species/jobs when starting a new game.elliptic2013-10-141-0/+3
| | | | | | | | | | | | | | 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.
| * Evokable Jump attack abilitygammafunk2013-10-011-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Player chooses a monster target within range where there's at least one valid landing site adjacent to the target. * There must be a monster to target to use the ability, but the monster can be friendly or neutral. * A random valid landing site is chosen, the player is moved to that square, and weapon melee occurs against the target at the landing site. * Jump attacks are melee with the wielded weapon and get a 20% damage bonus * Valid landing sites are always habitable squares with no monster and no thing that's dangerous to the player. * Flying monsters or giant monsters not standing in deep water or lava can 'block' the path of a landing site by being in the ray path from the player to the landing site. * If a visible monster blocks the path to a landing site, it won't be considered as a valid landing site. * If something invisible blocks a landing site, the site will be shown as valid and can be randomly chosen, in which case the player 'rebounds off something unseen' and never leaves the starting square, but wastes a turn (delay 10aut). * If the player is adjacent to the monster, sites adjacent to the player are not valid; you have to 'jump over' the monster in this case. * Player can't jump if exhausted or standing in water/lava/liquefied ground * Exhaustion duration is set after jump (regardless of success) to prevent a second jump, with a duration formula that's the same as the breath duration. * The usual melee checks wielded weapon/friendly etc. checks are performed for the jump melee. * If any of the valid landing sites would cause problems with self-electrocution or sanctuary violation, the player is warned first. * Range is determined by evocations training; starting attack range is 3 (movement 2), and it increases by one at evocations 5 and 10. * The cost of the jump is 2MP and a hunger cost using the same calculation as for flame breath. * The delay of a successful jump is the same as melee delay. * Fail rate for the ability calculation based on evoke taken from breath fail rate code
* | Merge branch 'master' into dwantspubby2013-10-011-27/+1
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * Unify NG thrown weapon handling; give small throwers tomahawks.Steve Melenchuk2013-09-251-24/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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).
* | Merge branch 'master' into dwantspubby2013-08-311-6/+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
| * Falchion no longer OP; don't ban as a starting weapon for anyone.Samuel Bronson2013-08-221-2/+0
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| * Adjust gargoyle class recommendationsDracoOmega2013-07-101-3/+1
| | | | | | | | | | In light of apt and other changes, recommend fighter, gladiator, and berserker, and unrecommend transmuter.
| * MuSu be hard now (Lightli)Samuel Bronson2013-06-251-0/+1
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| * Unrecommend DjSk.Adam Borowski2013-06-251-0/+1
| | | | | | | | | | Spirit Shield doesn't work, Infusion serves no purpose but killing yourself, other spells are no better than for other races.
| * Unrecommend DjTm, recommend DjDK.Adam Borowski2013-06-141-1/+1
| | | | | | | | | | Djinn suck at unarmed and their Tmut is at 0. They're good with some weapons, have good armour and ok invoc.
| * Unrestrict staves for gargoyles.Neil Moore2013-06-131-0/+1
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* | Create Formicid species and monsters.pubby2013-08-251-0/+21
|/ | | | | | | | | | | | | | | | | | | | | | | 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 ]
* More completely remove priests.Neil Moore2013-06-101-29/+0
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* Don't recommend gargoyle necromancers (snow)Neil Moore2013-06-011-0/+1
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* Unrestrict DjHu.Adam Borowski2013-05-311-1/+0
| | | | Quite good with a crossbow.
* Weapons recommendations for Grotesks.Adam Borowski2013-05-311-0/+2
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* Djinn: weapon recommendations.Adam Borowski2013-05-311-1/+11
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* Grotesk -> GargoyleBrendan Hickey2013-05-301-6/+6
| | | | Since they're unliving, there's no point in calling them something else.
* Mark grotesks as artificial beings (prohibiting their being Death Knights).David Lawrence Ramsey2013-05-301-0/+1
| | | | | | They're described as being made of stone, as statues are; as being gargoyle-like, as gargoyles are; and the code to convert player species to monster species displays them as gargoyles anyway.
* Increase Grotesk class restrictionsBrendan Hickey2013-05-291-0/+3
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* Merge branch 'master' into gargoyle_mergeBrendan Hickey2013-05-291-0/+27
|\ | | | | | | | | | | | | | | | | Conflicts resolved: crawl-ref/source/enum.h crawl-ref/source/ng-restr.cc crawl-ref/source/player.cc crawl-ref/source/species.cc crawl-ref/source/tag-version.h
| * Merge branch 'lava_orcs' into lava_djinnAdam Borowski2013-05-291-0/+17
| |\ | | | | | | | | | Waiting for Grotesks and the Forest to go live!
| | * Merge branch 'master' into lava_orcsAdam Borowski2013-05-291-4/+0
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| | * | Initial implementation of lava orcs.Eronarn Palazzo2013-01-071-0/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This includes their: * starting screen description * starting mutations * restricted classes/gear * aptitudes * orcishness (genus) * monster version
| * | | Djinni Job RestrictionsBrendan Hickey2013-04-281-0/+10
| | |/ | |/| | | | | | | | | | | | | | | | | | | Restrict the obviously bad choices: ice and earth elementalists. Restrict some borderline cases: gladiator, monk, assassin, berserker and so on. Basically anything negative modifiers in the primary skills. This probably deserves some revision.
* / | Grotesk Stat Damage and add-on effectsBrendan Hickey2013-05-111-0/+2
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | Grotesks risk stat loss upon petrification expiry. At most you can lose 4 points, distributed at random. Per point risk is equal to (damage reduction of the hardest hit) / (max hp). Preserve abilities reduces the total risk to 3 points. Tentatively do not decrease Grotesk speed while petrifying. Decrease mv to compensate. Exiting petrification confers exhausted and exhaustion blocks petrify self. At the moment it's possible to use `petrify self` followed immediately by `berserk`, while this is quite the party, I just haven't gotten to blocking berserk while petrification is under way. Discourage Grotesks from being Air Elementalists and Berserkers.
* | Remove Jesters.Brendan Hickey2013-04-071-10/+0
| | | | | | | | | | | | Remove Jesters. Make pies stop spawning. Fun is bad.
* | Nerf Demigod JestersBrendan Hickey2013-03-311-0/+1
| | | | | | | | They can't worship Nemelex. But Xom can still be angry.
* | Weaken Jester restrictionsBrendan Hickey2013-03-311-0/+8
| | | | | | | | | | | | Restrict Felids because of no equipment use. Restrict Trolls for bad evoc. Unrestrict everything else.
* | JestersBrendan Hickey2013-03-271-0/+1
| | | | | | | | | | A new Nemelex follower background. Begins under penance from Xom.
* | Unrestrict FeCj, HOCj, SpCj.elliptic2013-01-281-3/+0
| | | | | | | | | | These combos all gained significantly from conjurer changing from ice/air to hex (with a little charms).
* | Give HaFi and KoFi bucklers, unrestrict HaFi.elliptic2013-01-251-1/+0
|/ | | | | Even though they can use shields (unlike spriggans, which already received bucklers), SIZE_SMALL species are clearly better suited to use bucklers.