| 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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[Committer's note: Merged a few commits into this.]
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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Improving wanderer starting kits by:
* Removing invocations starting skill
* Setting all weapons to +2.
* Improving Armour/Dodging/Stealth Good starting items.
* Giving consumables for Decent starting item options that
previously lacked them.
* Fixing a bug that involved having multiples of a consumable
in multiple slots.
(Committer's note: refactored consumable granting code to be cleaner.)
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Apparently this was overlooked when the other background-specific MP was
removed.
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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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map or set.count() can test the presence of a given key and return 0 or 1
outright.
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Added a few checks to newgame_make_item to prevent this. I only did the
minimum required to prevent this bug - it could reappear if exotic
wanderer items are added.
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Give them the book of Battle instead.
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It was used in a number of places as a fallback.
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I'm leaving book quotes as-is, although at least one purported use of
"armor" by a Scottish author is rather suspicious.
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And make it only ever summon one monster per cast. As a level one spell
it doesn't really need to suddenly double in efficiency at max power.
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Per one of proposals, its effect is now an average of the weapon skill
and Stealth. Stabbing tiers remain as before:
* daggers
* other short blades
* long blades, spears, small club
* other stuff
Let's see how this works. We can always change the formulas, and at
least the skill is gone.
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Conjurations book no longer has anything to do with Ice or Air skill, and
Minor Magic never had much to do with Fire skill.
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Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
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The only relevant use left, silently opening doors, is now 100% Stealth
(and DEX), rather than 50% Stealth 50% T&D.
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Nobody ever wanted to use one, and the distinction between
club/staff/quarterstaff didn't make much sense. Artificers now start with
a short sword instead, the same as hunters.
WPN_STAFF is still present in the code to provide the weapon stats for magical
staves.
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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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Mephitic, poison and miasma clouds from a level 2 spell just isn't
balanced at all (compare to Poisonous Cloud, a very strong spell at
level 6). Fulsome makes the first two of these completely unlimited
in practice, and miasma is absurdly strong even with decay corpses
being rarer.
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For way too paranoid and underinclusive values of "simple".
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Also, it's not vulnerable to changes to the underlying types.
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These accumulate but never get removed; no wonder compilation times keep
rising.
The includes.sh script has lots of false negatives (and positives...), and
can't check .h files which cause the biggest slowdown, it'd be nice to run
multidelta on those somehow.
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They still can get wands that the new artificers can't, but they only
get one, which the new artificers don't, and no one gets the rod of
striking anymore.
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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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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, get rid of that ridiculous +5000.
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Random increases to max when using healing effects is long gone, and this
muddles the code.
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Bug introduced by cff50aae.
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Updated some stuff on implicit butchering.
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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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Add it as an option for wanderers with Tmut skill, though.
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