| Commit message (Collapse) | Author | Age | Files | Lines |
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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Their concept was "transmutation-based stabber" but they don't actually
achieve that at all, mainly just relying on Fulsome Distillation and
Evaporate. Earth Elementalists already have Petrify and Passwall and so
are just as good for Tmut stabbing.
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For way too paranoid and underinclusive values of "simple".
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Halflings are strongly railroaded into a single weapon type, but that one
happens to be the best one for distortion branding. Also, the banishment
invocation is a powerful stick against anything tough you fail to stab.
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With their good invocations apt, good HP (useful when one of your abilities
has a maxhp cost) and good melee apts, hill orcs are actually one of the
better races for AK. No reason for them to be greyed out when starting a new
game.
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"Kenku" itself seems to be a name and a concept specifically from D&D.
Our kenku (now tengu) were alike these in that they were quite weak
("glass canon" about sums it up), but ours can fly, and D&D kenku
cannot.
This is really only the first step in properly differentiating then. D&D
kenku are based on the Japanese folk creature of the tengu, so it seems
sane to return to the roots; this is where NetHack tengu come from.
Should retain save compatability. There might be a possible issue with
the renamed tiles, but the order of the tiles file hasn't changed at
all, so presumably these will be safe.
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Similarly to Merfolk who used to get their spears upgraded to tridents
for free, it just doesn't really make a lot of sense.
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With no Evap/Fulsome, these are pointless since these races cannot transform.
And for Tmut spells that don't deal with transformations, St is over there.
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I don't personally believe they are differentiated enough from Fi, beyond
being strictly better, which I guess is the primary reason people want them.
Still, the free piety argument is something I can't dismiss outright, so
here you go.
FeFi: Fi 2.7, UC 3.6, Dod 4.0
FeMo (old): Fi 2.7, UC 3.6, Dod 4.0, Sth 2.7
FeMo (new): Fi 1.8, UC 2.7, Dod 4.0, Sth 2.7, +20 piety
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Fighters don't get this because they are much more focused on shield usage,
and the flavor seems a bit better for gladiators anyway.
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Also adjust their weapons to be the same as those that hunters get,
since they don't rely on branding a launcher now (but with +0 ammo
instead of +1). If/when hunters are changed to have a weapon selection
menu, the same thing could be used for AM.
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Every hunter gets to choose from 3 weapons: throwing (large rocks for large
species, javelins for medium ones, darts for spriggans).
All missiles are +1, weapons are +0.
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They are two-handed and thus unusable with a shield; with no shield you
are better off as a Warper or Skald.
Strictly speaking, halflings and kobolds can wield spears 1.5-handed, but
they're bad while all upgrades are 2-handed (tridents) or unwieldable
(halberds, glaives, bardiches).
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With the theme justification that there are no temples to Zin in the
orcish lands, or something. Since previously they were only used for
HOPr to choose between Zin and Beogh, this allows the removal of god
selection menus on character creation.
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This doesn't of course affect TSO ("crusader god"). Rupert is left, but he
doesn't follow Skald rules or theme anyway: berserk while using magic,
haste, etc.
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This is another move towards simplifying the startup procedure; now you never
need to choose a book (and the book menu code has been gutted). The Fire/Earth
book was the one removed, because it had become far too similar to the Book of
Flames; the Ice/Air book gives much more unique gameplay.
One possibility for addressing the slight imbalance this creates between
Ice/Air and Fire/Earth would be to bring back Reaver with a Fire/Earth-themed
book.
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Also don't recommend FeCr any more.
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I did not change this when the species' name was in flux, but it's kind of
set in stone now, so let's be consistent.
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Reverts commits 9e8621d460, 13d79a5e24 and 0f198270be, and partially
reverts c0dc4f46d8.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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A monk's fighting style strongly relies on a humanoid body's properties,
both for karate-like and judo-style variants. The former relies on putting
the whole body's strength into blows (even for hand techniques, a good part
of power comes from legs and hips, unlike boxing where legs are used solely
for movement). I don't know about the latter, but throws are even more
unfeline.
A cat fights by reaching out with its teeth or claws, similar to weapon
combat. Thus, out of the three redundant backgrounds, Fi seems far more
thematic than Mo.
I've set FeFi's UC to 4, since they're supposed to be strongest among melee
backgrounds. The full list of skills for those is:
Fi: Fi 3, UC 2, Dod 3.8
Gl: Fi 2, UC 5, Dod 2.6
Mo: Fi 3, UC 4, Dod 3.8, St 2.6
As: Fi 2, UC 2, Dod 1.8, St 3.8, Stab 3
Be: Fi 3, UC 3, Dod 5
CK: Fi 4, UC 2, Dod 3.8
DK: Fi 2, UC 2, Dod 2.6, Invo 2.6
Pr: Fi 2, UC 3, Dod 1.8, Invo 4.4
Cr: Fi 2, UC 2, Dod 2.6, Spc 2, Hex 3, Chrm 2.6
Wr: Fi 1, UC 3, Dod 3.8, Spc 2, Tloc 3.8
Tm: Fi 1, UC 3, Dod 2.6, Spc 2, Tmut 2.25
St: Fi 1, UC 1, Dod 2.6, St 2.6, Stab 3, Spc 1, Tmut 2.25
I did not alter the other of elliptic's contentious changes, removing As.
Using stealth can matter a lot for a species with great both aptitude and
racial bonuses, yet stalkers are probably enough. This goes against our
rule of never disallowing backgrounds unless outright impossible, though.
All the other changes (the massive overhaul of recommendations) are fine
as they are informative rather than restrictive.
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Thanks to elliptic's help, completely redid the species/background
recommendations from scratch. Tended towards not recommending something
when unsure. Humans remain recommended for most backgrounds, and
Wanderers and Chaos Knights of Xom are recommended for no species.
This includes banning FeFi, FeGl (redundant with FeMo) and FeAs (banned
for the same reason as FeAr already is - the background relies entirely
on items that cannot be used by Felids).
Also redid the book recommendations for Conjurers, with a book only not
being recommended if the species has a significant difference between
Fire/Earth and Ice/Air apts.
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Unarmed isn't recommended for DE, HE.
Staves aren't recommended for Ha, Mf, Sp, Tr, Vp.
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Wizards always start with this new book of Minor Magic, containing:
Magic Dart, Throw Flame, Blink, Call Imp, Repel Missiles, Slow, Mephitic
Cloud.
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Other classes which choose weapons don't get them (Merfolk can cope just
fine without a free weapon upgrade).
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In summary:
Chaos Knights worship Xom.
Priests worship Zin (and Hill Orcs can select Beogh).
Death Knights worship Yredelemnul.
Abyssal Knights worship Lugonu.
(Unchanged: Berserkers worship Trog, Healers worship Elyvilon).
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