| Commit message (Collapse) | Author | Age | Files | Lines |
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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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To reflect that they are adjustments, not actual mhp values. Also
change one reference to use player_rotted instead.
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Heavy draining already recovers quickly, such that it should be possible to
recover even when killing low-XP monsters. If very heavy draining is still
problematic, it might be better to scale down draining when already heavily
drained, rather than making it behave in a different way entirely past a
certain point.
This reverts commit bc4cca05f1829bd4bb812008c01682b204ee4975 and commit
1c0d6e64a9a9.
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Draining is now limited, based on your level. If you get drained
further when you're already very heavily drained, you take
very sizeable amounts of damage. Hopefully this will kill you.
The death messaging seems to work, but it's not ideal. Possibly
someone can adjust that.
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As part of a wider scheme to make draining temporary.
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Since it claims that it will do so and prevents casting Ozo's Armour and
Condensation Shield.
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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Now that inventory weight and player burden states are gone, item
destruction doesn't serve one purpose it clearly accomplished: help
prevent the player from being at or next to burden capacity at all
times. Outright destruction of strategic consumables encourages more
needless inventory management, so we'd like to exclude these from any
form of destruction and possibly prevent them from taking up inventory
space at all. Denial of tactical consumables, either temporarily or
permanently, is something we're going to look into later on, possibly
in the release after next, since it can create interesting and
generally not frustrating gameplay if done correctly. Needless to say,
item destruction wasn't a player favorite and may have a sparsely
attended funeral. RIP in peace.
For now we aren't adjusting the rate of consumable generation to
compensate for no item destruction, but that balancing will happen
after play-testing shows how much adjustment is necessary.
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It grants damage shaving along with a strength boost, as Battlelust
is likely not to make it into Nemelex's decks.
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resistance
With temporary corrosion being more abstracted than permanent corrosion,
having items resist individually was a little strange since an artefact
or +9 weapon could still be "corroded" by swapping from something else to
it, or by having your armour be the target of the acid.
Corrosion now just looks at equipped/empty slots to determine the chance
of applying the debuff and how much damage to do with the acid splash,
and is less likely to apply the debuff (compared to low-enchantment
items). Item enchantment (or artefact status, or crystal plate armour-ness)
no longer has an effect. The debuff also now can't be applied multiple times
from one acid splash.
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Since it now can use potions and scrolls.
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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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Exposed by some Qazlal code.
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This will be used for god wrath.
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Taking damage from an elemental attack sometimes causes you to gain a
temporary point of resistance in that element (overriding the other
temporary resistances). This includes "earth attacks", i.e. physical
damage, which give you a 3 AC boost.
Thanks again to mikee for initially suggesting this idea.
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Mainly to avoid the problem of piety being an unthing for Gozag, but
there's a bit of a bonus here too.
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Both of their spells work by dealing ridiculous amounts of damage to a few,
vulnerable species and little or no damage otherwise, which does not make for
an interesting monster.
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In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
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_print_resist_messages in fact passes the "bad" argument combination.
This reverts commit 940360b8b1c021b547c330e6c9fe1d2f112f8734.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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To catch typos at compile time.
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This function had three unused arguments, which I've removed.
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Previously "lethally poisoned" often didn't actually mean the poison would
be lethal if you rested it off, since it didn't take into account natural
regeneration. This made a lot of the poison display useless in many
situations.
This commit adds functions poison_is_lethal() and poison_survival(), the
latter of which returns the expected lowest that your HP will go based on
your current poison level and regeneration rate. This function is
occasionally off by one, hopefully always in the direction of surviving
with one more HP than expected... so occasionally "lethal" poison will
just leave you at 1 HP.
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Sunray had a number of quirks that were rather non-transparent if
uninformed about them, and not usually very interesting from a
tactical perspective (namely: it ignored repel missiles, did bonus
damage to vampires and shadows, and couldn't hurt things that were
invisible). There seemed a general agreement that it probably ought
to simply be removed.
Stone arrow replaces it in the spriggan druid spellbook.
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After several games' playtesting, I feel I was much too conservative
with numbers in several places, given that only a small percentage of
poisonous melee attacks will inflict poison at all. Also, the swift
rate of action combined with small quantities meant that poison damage
was often practically indistinguishable from the melee that applied it.
A larger amount of moderately slower-acting poison (still quicker than
old poison) should make the poison effect more visible where it does
occur, as well as making preemptive !curing a more appealing tactical
choice. I feel it may still be too mild on high HD creatures compared
to other attack flavours, but that this is closer to the mark than
before.
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Otherwise it becomes impossible to easily rest off known-safe poison
once you fall below your warning threshold (which is a very plausible
scenario following a battle). Given that there are already messages
being printed for it, the health bar is colored, and it is known that
it cannot kill you (plus any damage that CAN will trigger a warning
as normal), I think this is accetable behavior. Possibly some will
disagree; I invite them to suggest a better alternative that still
allows 5 to rest off known-safe poison without hitting it over and
over again.
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Damaging shaving interferes with being able to display an accurate
estimate of how much poison is in your system (since you will take
a random amount less than that) which is one of the whole points of
deterministic poison in the first place. Moreover, applying it in
the conventional fashion would cause them to take more damage when
acting slowly than acting quickly.
This is an attempt to approximate the current behavior with regard
to DD poison (effectively ignoring low severity poison completely,
but eventually taking steady damage if enough poison accumulates in
your system at once). It does this by pretending you have less
poison in your system than you actually do, and downscaling per-turn
damage proportionally, while allowing this damage to bypass damage
shaving (as it has already been 'shaved' beforehand). The effect,
gameplay-wise, should be similar to the old system, I believe, while
still allowing accurate shading of your health bar.
I am, however, not entirely happy with it since it feels a bit like
some seperate property to the otherwise-global damage shaving that
players would need to learn and be aware of. I'm not sure what else
to do that allows the health display to be accurate when stochastic
damage reduction would be applied to each tick, though.
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Again, there is no clear way to map old poison values directly onto
the new system, even if the intent were to preserve them as close as
possible (which I do not think is even intrinsically desirable), so
these are a first pass at new formulas.
The amount of lingering poison inflicted by poison beams is now based
on a randomized fraction of the pre-AC damage of the beam (meaning
greater naga venom bolt will leave more poison in your system than
deep elf mage venom bolt would). This is probably a buff to venom bolt,
but it was never the scariest spell in the first place, and damage
numbers on either side of the equation can be adjusted after testing.
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+7 great mace of flaming. rF++, scrollcons, inner flames monsters on hit.
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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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Basically, think of it splitting damage between HP and skills.
It may still be too powerful.
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At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
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Broken by b36e17b.
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