| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Since it claims that it will do so and prevents casting Ozo's Armour and
Condensation Shield.
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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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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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To catch typos at compile time.
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This a late-game octopode monster with a new throw ability as well as
throw icicle. It's meant to be a bit tougher than the late-shoals
merfolk it can spawn with in the Depths water population (it replaces
ordinary octopodes there).
New ability: Throw. A 2 in 5 chance to hurl a victim that's currently
being constricted by the crusher for undodgable, AC-checking damage,
preferably "into" (i.e. adjacent to) a solid feature for 50% increased
damage. The base throw damage is currently HD * 3. The landing site
must be at distance of at least 4 from the thrower, is always
habitable for the victim, and the feature site must be visible to the
thrower if the damage increase is to apply. If no landing site
adjacent to a solid feature can be found, any habitable landing site
in LOS is used, but then only the base damage applies.
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These were a fairly unnotable monster, especially so in Shoals
(though usually barely worth noticing in D, either). They now fly
(which one might expect from the wings, and helps them become stranded
less frequently in Shoals), move at speed 8 instead of 7 and act at
normal speed. Their melee is considerably improved, as well as the
accuracy of their spikes.
The spikes get a new effect. When they hit the player and inflict damage,
the barbed spikes become embedded in your body and will cause further
damage with every step you move. Resting for a few turns will remove the
spikes, but other actions will not (nor will thet wear off while asleep/
paralyzed/etc.). Moving will eventually cause them to snap off, but this
is much less quick than resting (and incurs non-trivial damage during that
length of time).
The idea is to create an impairment that limits the player primarily via
damage and is overwise inobtrusive. If you are in no danger, then you can
simply charge the manticore and accept the extra damage. But in more dicey
situations, it makes running away not so automatically a correct answer
and could hopefully cause tension between flight and standing your ground.
Numbers are provisional and will likely need further adjustment following
playtesting.
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For 9 MP, 10 piety, and skill drain, you transform into a swirling mass
of dark shadows with immunity to poison, draining, torment, and hostile
enchantments as well as 50% damage reduction and a transformation of
your bled smoke into miasma (guaranteed on hit). However, you also only
deal 50% melee damage and suffer a double-strength spell anti-enhancer.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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See Mantis for discussion.
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The translation project is stalled, but this makes all of such static strings
trivially gatherable without any extra work.
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Unlike in-inventory destruction, which, controversially, causes meaningful
decisions (have consumables that can save your life with you or not),
on-ground destruction merely requires paying constant attention if you
use spells that can do so.
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Instead of permanently reducing player xp (and xl), draining attacks
now inflict a temporary reduction in all skill levels (similar to Ash
wrath) which is worked off by gaining xp. The xp used to overcome the
penalty is not actually deducted, so draining does not reduce long-term
xp totals. Draining causes both a flat and (smaller) percentile reduction
(meaning that higher level skills are somewhat more strongly affected
than low ones).
The amount of draining inflicted by an attack scales with the damage
taken, meaning that low EV, high AC characters will be less
proportionately vulnerable to draining than their inverse counterparts,
at least compared to the present situation.
The xp cost of removing a point of draining decreases the more heavily
drained the player is, so that it is a bit easier to dig yourself out
of a deep hole if you manage to end up in one.
The numbers are provisional, but should hopefully be fairly sane. Ideally,
I think it would be good if draining had a noticable enough impact to
encourage wearing rN more often than is presently done, as a counter to
it, but let's see how it plays.
For the time-being, draining still works the same against monsters as
it always has.
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When a deferred_damage_fineff is used, ::hurt is called twice. Once for
the original target, and a second time for the shared target. Both
calls would apply effects such as weakening from wretched and QUAD
DAMAGE. While SIXTEEN TIMES damage is funny, the attacker's effects
should only be applied once.
Now ouch/hurt functions and the deferred_damage_fineff have an
'attacker_effects' parameter, which defaults to true. If false, then
damage effects from the attacker are assumed to have already been
applied. All existing uses of deferred_damage_fineff have been
appropriately updated. Also applied to spectral weapon damage sharing.
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Inspired by the recent change to acid death attribution.
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It's not 100% ready, but should be functional enough, and 0.12 coming soon,
let's test it at least a bit. The numbers are probably totally out of
whack, but that's what trunk players are for. At least the code should be
sound.
This does include the jelly form that I'm strongly inclined to remove, yet
it's easy to axe without affecting save compat (as no player can be in that
form currently). All the code can be found by grepping for TRAN_JELLY,
except for one commit that's not bad to have (some refactoring of eating).
Generally, the jelly suffers from being abusable for nutrition, would need
some code for item [non-]use, and would make the player screwed as it can
neither take/deal damage (tree), avoid it (wisp) or run away (wisp, pig,
bat, porcupine).
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This makes monsters suffer acid when attacking a monster jelly, too.
I removed the message when an item resists acid: it was given in some
cases but not others.
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KILLED_BY_REFLECTION was intended for shields of reflection, and
produced awkward messages for mirror damage deaths.
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Like with monsters, negated by any positive rC.
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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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This allows us to make the obituary have a reasonable wording: beams are all
about hitting stuff from afar, rolling boulders not so.
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it public facing so that high scores could get the morgue file name rather than rebuilding it itself.
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This mostly reverts 78d8ab06 which replaced Commonwealth "targetting" with US
"targeting", although there's also "cancelLing", "levelLing", "travelLing".
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Use the time scaling code which was used for clouds.
Should fix #5168, at least for player constriction. I'm not sure if it's
right for monsters. It doesn't check the actual energy used, just the base
monster speed.
It should bring back anaconda to a more reasonable threat level. It does
raise slightly the damage for nagas.
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This makes an already very dangerous monster even more deadly though,
encouraging kiting. We may want to investigate this. This commit provides
consistency with players, though.
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The instadeath thing was an ugly remnant of the times when trying to walk
into lava would kill you, etc.
Passwall is still buggy, though: it assumes nothing changes. If the wall
disappears, turns into metal, lava or feathers, you'll happily passwall to
the original destination.
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Duration is reduced by damage * 10. When casting fire spells, duration is
reduced by spell_power * 3. Those numbers probably need to be adjusted.
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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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This adds fields "sdam" and "tdam" to the score file.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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There's a new dungeon_feature_type DNGN_SLIMY_WALL that behaves
like DNGN_ROCK_WALL in most ways (I'm sure I missed some things).
The player and non-slime monsters are damaged proportionally to
the number of walls they're next to.
This currently goes through splash_with_acid for the player,
which means they're immune if fully equipped, which is suboptimal.
No item corrosion at the moment.
For monsters, the damage doesn't take equipment into account, and
is roughly the same as player damage.
But this is easy to adjust: Just edit effects.cc:slime_wall_damage.
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And take care of capital letters. This seems to be problematic,
bit I learned that it's "targeting" from Darshan :)
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10403 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix Xom being amused about rotten corpses being butchered. (As opposed
to clean corpses becoming rotten while butchered, which is how it was
originally intended.)
* Xom no longer is amused if you deliberately hit yourself with a
missile/wand/spell in safe surroundings. (Identifying wands that way
or zapping /random effects is still considered amusing.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9519 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9407 c06c8d41-db1a-0410-9941-cceddc491573
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monster draining take multiple levels of negative energy resistance into
account, and only set the necromancy conduct if draining actually took
place, as with draining beams.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8551 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8324 c06c8d41-db1a-0410-9941-cceddc491573
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