| Commit message (Collapse) | Author | Age | Files | Lines |
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previously we were only clearing out a single character after the ac,
which is normally okay since it's not usually the case that the value
jumps by multiple orders of magnitude, but things like curing extreme
corrosion in wizmode could leave garbage behind
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Including your hands. This fixes the non-webtiles-specific parts of #8836.
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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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Colour SH red when incapacitated if the player has a magical shield or bone
plates mutation.
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There's really no reason not to show the line; in other options, having
the default always be the case can be annoying, but if you don't want
to look at the gold/turns display, you can just not.
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So that shield enchantments are back to giving 1 (displayed)
SH, and SH generally is somewhat more in line with AC/EV;
1 SH should be very roughly as good as 1 EV, against things
they affect.
This also tweaks the 'bone plates' mutation slightly, for
rounding reasons; the first level is buffed very slightly,
and the third is very slightly nerfed.
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This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64.
It turns out player_mutation_level() is not just a wrapper for
you.mutation, so this could cause some odd bugs like being transformed
influencing acquirement or not properly updating saves, it's probably
best to just reapply places where we know the usage is correct.
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It's still inconsistant, but at least some more non setting uses are now
using player_mutation_level().
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Looks like this was lost in the merge.
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The amulet of conservation and cloaks of preservation are no longer
necessary without item destruction. Maxwell's patent armour now has
the resistance ego and grants rF+ and rC+.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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It was brought up ##crawl-dev it's important to have some statuses right
where the player can see them. The new list of important statuses is
the result of that discussion, but is by no means final.
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This removes another place where durations were hardcoded. A light_text
of "" now indicates no status light should be shown, a standard which
was already informally used in the codebase.
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Two levels of sustain abilities is very rarely relevant, and isn't something
that makes for an interesting multi-level resist.
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If your equipment would have been corroded under the old system, you now
get a temporary (but stacking) -5 AC and -3 weapon damage. Corrosion
against armour-wearing monsters instead halves their AC.
Committer's notes:
Fixed whitespace and fit to Trunk
Added Corrosion entry to hiscores.cc
The original patch showed the slaying malus on the weapon, which may
be preferable to a status light.
gammafunk noted that ouch.cc iterates over equipment when deciding
when to corrode, this might make less sense under the new system.
-reaverb
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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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The idea behind the miasma death explosion is interesting, but in
general miasma can be extremely annoying and the cloud rather easy
to avoid. This is especially true in the layout of Crypt, which is
the only place they show up outside of vaults. The retching attack
gave a rare special case that very rarely mattered and didn't help
to distinguish them all that much.
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Since gourmand is likely to actually change over the course of a game.
Saprovore is still displayed for species that have it, when they have no
gourmand (but probably doesn't need to be).
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Since the card was removed and it only remained as a Zotdef effect.
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This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd.
Conflicts:
crawl-ref/source/main.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/shout.cc
crawl-ref/source/status.cc
crawl-ref/source/status.h
crawl-ref/source/terrain.cc
crawl-ref/source/transform.cc
Minor, prerequesite reverts:
b0d520741c8e9a26e7a786a34285f7a9412d8d10
Trival removal of clinging from the Boots of the Spider
3e0928f93c3f8a78ac6327c26986b406f7d7f603
(conflict in crawl-ref/source/item_use.cc)
Thanks to gammafunk for removing the last bits of clinging code!
To do: Decide what to do about the boots of the spider.
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For every fresh pile of gold in LOS of a monster when they're acting,
they have a 5% chance of doing nothing that turn.
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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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Starting at * piety, you gain bonuses to SH that increase with piety;
fire/freezing/storm clouds will place near you with radius and frequency
increasing with piety. At *** and ***** you gain RMsl and DMsl
respectively.
Clouds try to place only in relatively open areas so as not to block
autoexplore; this behaviour might need some fine-tuning.
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Spend 3000 gold for a chance of temporarily turning some of the
inhabitants of a branch good neutral, or possibly even friendly. Bribes
are only effective against newly generated monsters (i.e. on level
creation or monsters that spawn afterwards); the fund times out over
time and more quickly with the number of enemies affected, upon which
neutral enemies turn hostile again; friendly followers will continue to
follow the player subject to occasional follow-up payments.
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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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Handles some functionality for having a god without piety.
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(And one of 100 at the end.)
I'm not yet fully convinced linearity is better than the old progression.
This does however look not too intrusive, and might enable presentation in form
of a meaningful stealth bar at some point.
Rings/artefacts of stealth (new scale) always affect the stealth description
until 400 stealth. Some other sources could be tweaked a bit to fit in as well.
Then of course there are smaller factors like racial stealth (as for MR).
Together with certain multipliers like from being in water, backlit, encumbered
and so on, changing them to fit into one dead-set scale is neither desired nor
in scope of these changes.
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Instead of shattering potions, player-cast refrigeration prevents
potion use for 7-15 turns, with duration of repeated casts capped to
15 turns. Monster refrigeration is unaffected.
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Example: By default, if you have 20 hp and get 10 points of rot, your
current hp number would be yellow all the time even though it cannot go
any higher.
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Since their str/int/dex increase isn't their only (or main) effect.
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Remove the "Pray" status light, slightly randomise the duration per-jelly,
and improve the messages and description.
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So that players have a way of guessing whether heal wounds might be enough
to survive.
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Using the stat_colour option if applicable.
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It's been said that the main effect is to turn your AC permanently
red. Although in a branch without fire attacks this wouldn't be as
true, the fact remained that it made optimal play waiting around
for 300 (!) turns after dissipation, the only cost being hunger.
Icemail is now binary, turning off when hit by fire, and after 300
aut (a reasonable rest time after a fight) coming back again with
all 10 AC. While active, it turns the AC display blue, and when
dissipated, normal; displaying like that seems to work well for
Lava Orcs. Casting fire spells will not disrupt it, or Condensation
Shield or Ozocubu's Armour; for the latter two, having to train both
fire and ice is enough of a deterrent to make it not a "no-brainer"
(as the comment called it).
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Since Te and black Dr show it here too.
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These indicators depend on regen rate, which can change in a variety of
ways. So redraw these indicators every turn if you are poisoned - inelegant,
but I don't see a better solution, and it shouldn't be a big deal since
the player usually isn't poisoned.
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