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* Actually start warpers with dispersal brand dispersal.Neil Moore2014-08-121-1/+1
| | | | | This was intended in 0.15-a0-1170-g8301c1d, but we were giving the brand to an empty item slot instead.
* Autopickup tomahawks for warpers.Neil Moore2014-08-121-0/+1
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* Revert "Don't autopickup arrows for transmuters (SamB)" (minmay)Neil Moore2014-07-311-0/+3
| | | | This reverts commit 8d22a55ae2010b9e9c3d738e2203627379459e95.
* 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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* Remove base max MP adjustment.Neil Moore2014-07-261-3/+2
| | | | | Only the 2 MP tutorial bonus used it; combine that with the max MP decrease from self-restoration and device recharging.
* Further rename you.mp_max_*.Neil Moore2014-07-261-2/+2
| | | | Because mp_max_temp is in fact permanent.
* Rename player::[hm]p_max_{perm,temp} (reaverb)Neil Moore2014-07-261-3/+3
| | | | | To reflect that they are adjustments, not actual mhp values. Also change one reference to use player_rotted instead.
* Make sling hunters autopickup stones by default (Happylisk)Nicholas Feinberg2014-07-171-0/+2
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* Pull some functions into species.ccNicholas Feinberg2014-07-161-4/+1
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* Rebalance crossbowsNicholas Feinberg2014-07-131-2/+3
| | | | | | | | | | | | | | | | | | | | | | 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.
* Refactor weapon_skill()Nicholas Feinberg2014-07-131-1/+1
| | | | | | | | | | | | | | 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.
* Rebalance slingsNicholas Feinberg2014-07-091-2/+3
| | | | | | | | | | | | | | | 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!
* Simplify blood potion initializationNicholas Feinberg2014-07-041-1/+0
| | | | | The back-compat code was hardly needed when it was added, much less now.
* Move blood rotting into a new fileNicholas Feinberg2014-07-011-1/+1
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* Plus2: Merge plusses in items given at new-game setup.Chris Oelmueller2014-06-141-22/+18
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* Shuffle halfling stats (crate).Shmuale Mark2014-06-091-2/+2
| | | | | | 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.
* Remove darts from backgrounds.Shmuale Mark2014-05-301-14/+2
| | | | | Warpers get 5 tomahawks of dispersal instead. Enchanters have their starting stealth increased to 3.
* Turn Gr and VS rot immunity into an innate mutationreaverb2014-05-241-0/+2
| | | | | | 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.
* Chance function(void) to function()reaverb2014-05-241-1/+1
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* Make no device heal a normal 3-level mutation.Shmuale Mark2014-05-231-1/+1
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* Remove Ce and Ha special dietsreaverb2014-05-211-3/+0
| | | | | | | | | | | | | 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.
* Make cold-bloodedness go away in transformations (#8496).Shmuale Mark2014-05-181-0/+3
| | | | | | | 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.
* Use you.innate_mutation rather than you.innate_mutationsreaverb2014-05-141-1/+1
| | | | Ditto for you.temp_mutation.
* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+4
| | | | | | | | | | | | | | | | 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).
* Remove Saprovorous from Ko, LO, HO, and Ogreaverb2014-05-121-6/+0
| | | | | | It didn't really do anything interesting, outside of Gh and Tr conducts. Also removes Fast metabolism from Ogres as compensation.
* Make MUT_NO_DEVICE_HEAL a normal bad mutation with 2 levelsreaverb2014-05-081-1/+1
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* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-2/+2
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Remove a reference to Sludge Elves (ChrisOelmueller).Shmuale Mark2014-04-251-1/+0
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* ID curse scrolls on game start.Shmuale Mark2014-04-131-0/+5
| | | | Not doing so was messing with the "ID the last item of a type" code.
* Don't crash when starting with a shield and no weapon.Neil Moore2014-03-221-1/+4
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* Don't let Wanderers start with a 2h weapon and shield equipped (#7929).Shmuale Mark2014-03-181-0/+3
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* Give Fighters a starting potion of mightDracoOmega2014-03-121-0/+1
| | | | | | | | | | 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)
* Potion of speed => Potion of hastereaver2014-03-101-1/+1
| | | | | | 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).
* Remove pre-identification of unpossessed scrolls/potions by Ar/Wn.elliptic2014-03-091-10/+0
| | | | | | | | | | | | | | 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.
* Give AK a +1 weapon instead of +2 at start.elliptic2014-03-061-1/+1
| | | | Same as DK now.
* Don't weight Nemelex decks based on the item type sacrificedChris Campbell2014-03-061-4/+0
| | | | | | | 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.
* Fix useless items not being cleared on new gameChris Campbell2014-03-061-0/+10
| | | | It was hidden in _racialise_starting_equipment for whatever reason.
* Don't generate racial armourChris Oelmueller2014-03-061-26/+0
| | | | | | | | [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]
* Remove Fo exoskeleton mutation.pubby2014-03-011-1/+0
| | | | | 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.
* Remove djinn.wheals2014-02-241-0/+2
| | | | | | | 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.
* Delay regen II to xl6, and regen III to xl12.Sage2014-01-261-1/+1
| | | | | | | 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.
* Reduce vine stalker starting regen to II, upgrades to III at xl8.Sage2014-01-261-1/+1
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* Vine stalkers added.Sage2014-01-261-0/+8
| | | | | | | | | | | | | 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
* Use autopickup_exceptions for rune autopickupChris Campbell2014-01-231-3/+0
| | | | To allow the default to be changed, instead of forcing it always.
* Autopickup runes by default.Raphael Langella2014-01-231-0/+3
| | | | Is it really the proper way to set it?
* Remove caps; rename wizards hats "hats."wheals2014-01-121-2/+2
| | | | | | | | | | | | | | | | 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.
* Rename abl-show.{cc,h} to ability.{cc,h}Adam Borowski2013-12-241-1/+1
| | | | The old name was quite puzzling...
* Simplify starting stat assignments.Adam Borowski2013-12-171-35/+34
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