| Commit message (Collapse) | Author | Age | Files | Lines |
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They were only used in one place, and the relevant code was moved to
that one place in the previous commit.
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This does remove the "doesn't seem to be taking followers" message
when misspelling a god name, but keeps it when trying to choose Fedhas.
More importantly, it makes wizmode &_<esc> not abandon one's god.
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This allows us to have a consistent and logical ordering of branches
without requiring the branch enum itself to be reordered (which could
have save compatibility implications). The new ordering of branches just
moves Depths to the place in the ordering that it already is planned to
go on the next major save compat bump, but other changes are possible,
if desired. All places in the code that iterate over branches have been
updated to use the new iterator except for code dealing with save files,
which still uses enum order, so that we can change the display ordering
without affecting saves.
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Not needed now that we've branched 0.15.
This reverts commit 8064468542592958c6ace5dc27aa0fd88cce04a9.
This reverts commit 0f053f10eb5bf6e8df296044933b8f82496ce8d3.
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There's a general agreement that Gozag isn't ready for 0.15;
he needs a significant amount of design work. For now he will
languish in trunk, like the lava orcs of yore. (Unlike them, he
will almost certainly be in 0.16.)
This commit is extremely ugly & hacky & should be reverted as
soon as we branch.
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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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Mostly descriptions of ancient design decisions, a couple attempts to
explain why gods have particular piety decay rates which don't make any
sense. (Such as stating some gods have fast decay because they accept
corpse sacrifices when there are gods with the same decay rate which
don't.)
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A simple resistance is a very boring capstone gift, especially compared
to Qazlal's existing temporary resistances which have much more
interesting interactions, and the powerful active abilities. Allowing a
choice of resistance also resulted in AC almost always being the best
option.
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The dragon-specific message would never actually appear in
the old code; this has been fixed. Special messages have
also been added for octopodes & spiderform, since it seemed
odd for them to simply "kneel". (Though I suppose spiders
can kneel...? Still feels strange.)
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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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Since he now uses exploration piety, which doesn't really work
there.
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The level given is very arbitrary; it might be simpler
to just use the current depth, but I have a vague feeling
that might be exploitable somehow...?
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Dramatically increase the odds of weapon/armour-type upgrades,
though somewhat less so for very good weapon types. Decrease
the odds of getting to high enchantment plusses. Overall
increase the odds of all equipment upgrades by 50%.
The goal is to make Beogh over time automatically get your
followers into decent shape, while still letting special gifts
be better than what Beogh will upgrade your followers' kit to.
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New item is just called "scroll of enchant weapon". It increases both accuracy
and damage by 1.
Enchant weapon III scrolls have been converted to stacks of 2 enchant weapon
scrolls where placed in vaults, and if already generated will act like a common
"scroll of enchant weapon" as well for sake of simplicity.
Scroll weights have been adjusted a bit; this almost certainly
needs to be revisited.
[Committer's note: merged a few commits into this, where it seemed sensible.
Also reworked the scroll weights, but yeah, that needs another pass.]
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If you are with Gozag (also No God or Xom with the Lua function).
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The problem with monster pickup of the type that this branch removes
is that it encourages tedious behaviour to achieve the optimum result.
While in general people don't bother to pick up every weapon and armour
and stuff it upstairs, that would be a way to prevent monsters from ever
picking up items you've seen. With Apportation, you don't even have to
reach the item, and on a mummy, say, you don't even have to worry about
the infintesimal food cost. People do already do this for chaos and
distortion weapons, and it is not a very good thing.
Not allowing allies to pick up items is related, in that it means that the
code can be simpler, but it also has problems of micromanagement,
weirdnesses with the ctrl-T command, and allies already have their share
of problems. I hope that the compensations for Beogh and mercenaries make
up for what is lost in terms of fun.
Conflicts:
crawl-ref/source/tag-version.h
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They automatically get their items set as MAKE_GOOD_ITEM, which
might not be enough to make up for the mediocre weapon types they
tend to start with, but it's the simplest solution for now. They're
also marked as MF_HARD_RESET so that you can't not pay and then take
their stuff.
Also, fix compilation: I'll fix this (so that git bisect works) while
merging into master.
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And other upgrades of robe-only egos.
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And document that enum order matters.
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This is even more hackish in its way than the previous commit, but
there's nothing that I could think of that would improve it. Again,
HD/250 is used.
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I'm really not sure what a good chance would be, but I think that
given the number of monsters your orcs will kill, a high rate will
get them all wearing large shields and plate too quickly. This might
be paranoia, and HD/250 could end up being way too low.
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It can only be used once per monster, and only on named followers.
This should hopefully replicate some of the fun of equipping your
friends while not having micromanagement or the problems with letting
them pick up whatever off the ground.
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This reverts commit 7e81480cda18144ff185f5248639a072b654deff.
Turns out I missed some calls to random_choose_weighted(), this change
might not even be worth doing.
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For consistency with random_choose().
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This includes the ^ screen.
Probably some of the messages can be reduced in length; some of them go
over 80 characters now.
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This mutation acts as an anti-faith, making piety gain slower. This
probably doesn't work well with wretched stars, but it seems like a
good, long term, strategic effect.
This idea has been floated around before as a species mutation. It could
be added to one of the blander species, or given to a new species.
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