| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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.
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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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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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You could still select FeWn if you selected Fe first.
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Recommending M&F and restricting everything else feels more sensible.
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Since they can't upgrade to longbow.
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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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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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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.
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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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Since they can actually use the starting kit now.
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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
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FoBe is very good, while FoMo is not.
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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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* 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
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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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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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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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In light of apt and other changes, recommend fighter, gladiator, and
berserker, and unrecommend transmuter.
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Spirit Shield doesn't work, Infusion serves no purpose but killing yourself,
other spells are no better than for other races.
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Djinn suck at unarmed and their Tmut is at 0.
They're good with some weapons, have good armour and ok invoc.
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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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Quite good with a crossbow.
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Since they're unliving, there's no point in calling them something else.
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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.
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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
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Waiting for Grotesks and the Forest to go live!
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This includes their:
* starting screen description
* starting mutations
* restricted classes/gear
* aptitudes
* orcishness (genus)
* monster version
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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.
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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.
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Remove Jesters.
Make pies stop spawning.
Fun is bad.
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They can't worship Nemelex. But Xom can still be angry.
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Restrict Felids because of no equipment use.
Restrict Trolls for bad evoc.
Unrestrict everything else.
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A new Nemelex follower background.
Begins under penance from Xom.
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These combos all gained significantly from conjurer changing from ice/air
to hex (with a little charms).
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Even though they can use shields (unlike spriggans, which already received
bucklers), SIZE_SMALL species are clearly better suited to use bucklers.
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