| Commit message (Collapse) | Author | Age | Files | Lines |
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This was intended in 0.15-a0-1170-g8301c1d, but we were giving the brand
to an empty item slot instead.
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This reverts commit 8d22a55ae2010b9e9c3d738e2203627379459e95.
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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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Only the 2 MP tutorial bonus used it; combine that with the max MP
decrease from self-restoration and device recharging.
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Because mp_max_temp is in fact permanent.
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To reflect that they are adjustments, not actual mhp values. Also
change one reference to use player_rotted instead.
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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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This function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
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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 back-compat code was hardly needed when it was added,
much less now.
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This gives them the same stats as merfolk, though Ha is still
guaranteed Dex on levelup. A point of Kobold str is moved to dex,
to try to keep them still somewhat different.
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Warpers get 5 tomahawks of dispersal instead. Enchanters have their
starting stealth increased to 3.
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It was treated as one for all practical purposes - showing up on the "A"
screen, being an immutable part of the species, etc, but was not
actually a mutation for some reason.
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Both of these diets would need to be specially handled by the upcoming
chunk eating removal/food simplification.
Ce diet was far more effective at annoying players than balancing the
species, but if necessary than Ce could easily take a nerf. A simple
solution would be to change their Bows apt to +2
Ha diet was mostly a convenience for all it affected the game. (See:
fdf79a466cf6 removing it from Gr) Hopefully all species will be more
convenient than current Halflings by 0.15's release.
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This was accomplished by using a new mutation, MUT_COLD_BLOODED,
rather than a simple check for race. There's a bit of a hack to get
it to still be greyed out with rC but that's probably better than
the special case based on genus.
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Ditto for you.temp_mutation.
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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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It didn't really do anything interesting, outside of Gh and Tr conducts.
Also removes Fast metabolism from Ogres as compensation.
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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Not doing so was messing with the "ID the last item of a type" code.
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The bugfix that made heavy armour properly penalize melee weakened
fighters somewhat in comparison to gladiators, and besides: consumables
are fun!
(Plus I think this is a thematic complement to the gladiator's starting
consumable - ie: throwing nets - which could add just a touch further
distinctiveness between the two)
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Changes everything, including vaults, the enum (now POT_HASTE) and the
.txt files in /dat/descript (things like hints.txt and foreign language
description files).
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This behavior is confusing and of very little importance, and these were
the only two offenders.
Ar doesn't get anything in compensation for not having ?recharging IDed.
There was some talk in IRC of actually giving it one at start (and
removing charges from the wands as compensation), which I guess would
work if the wands are sufficiently fully charged still that startscumming
for the turn 1 recharge would be bad.
For Wn, preIDing was replaced by receiving an extra scroll/potion in one
case, and replaced by nothing in the other case.
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Same as DK now.
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Instead just have a fixed weighting for deck types (currently:
40% Destruction, 30% Summoning, 20% Escape, 10% Wonders). Removes the
secret tech from Nemelex's ^! screen, and improves the rest of the
description there.
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It was hidden in _racialise_starting_equipment for whatever reason.
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[It had much the same problems as racial weapons, with only very slightly more
significant effects. Some of the old effects of racial armour could potentially
be rethought and made into a new armour ego. Beogh still gives a (slightly
smaller than before) bonus for armour use, without the orcish requirement.
-MarvinPA]
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The mutation was added to compensate for their low HP in the early game,
but since they have normal HP now it's not really needed.
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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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The early game should be harder now that creatures can damage vine stalkers
through their regeneration, and this shouldn't contribute to run-
regeneration tedium since, if a vine stalker tangles with an orc warrior or
ogre early on, they'll likely be smashed.
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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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To allow the default to be changed, instead of forcing it always.
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Is it really the proper way to set it?
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In the spirit of the glove/gauntlet and helmet types distinction removal, there
doesn't seem to be much reason to have both caps and wizard hats. Hats are more
common among unrands and wizards starting with hats is more "thematic" than
some gladiators starting with caps. on the other hand, those gladiators starting
with wizard hats would be pretty weird, so wizard hats are just hats now.
Caps not removed:
- Caps existing in old saves
- Summon cap
- Level cap
This changes the percentages of hat brands from 2/3 MR and 1/3 int to 1/3 MR,
1/3 int, and 1/3 spirit shield.
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The old name was quite puzzling...
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