| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
| |
.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!
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Slings numbers (along with the other launchers') needed to be
rebalanced after the recent ranged combat rework. The approach
here is essentially analogous to the staves skill; good return
for xp investment, but a limited power cap, especially if you
don't find the rare upgrade weapon type.
Slings renamed to 'hunting slings' and upgraded from 2->5 base
damage (and 12 base delay); new, rare "greatsling" added, with
8 base damage and 14 base delay. Punk upgraded to the latter
type.
Thanks to Lasty for providing a baseline math suggestion!
|
|
|
|
|
|
|
|
|
|
|
|
| |
!para was sort of problematic in that in combat, it would basically be a
game-over effect, especially at the low HP people generally panic-quaff
at, and almost entirely harmless outside of combat. Neither effect is very
interesting. Dispelling has the potential to be bad, if you hadn't
identified it and had used some other buffing potions, and lends itself
to many more interesting tactical situations.
"Cancellation" is just the first thing that popped into my head; feel free
to send buckets of paint to recolour the bikeshed with.
|
|
|
|
|
|
|
|
|
|
|
|
| |
Their peculiar depth restriction meant that when you found them, they were
quite harmless. Even if the restriction were removed, they would be
basically the same as potions of poison, since when they might be harmful
the player would have little enough HP that the weaker potion could kill
them.
Their weight is distributed evenly among all other potions -- a very
slight buff seems like a fine thing to do, especially since potion
generation at D:2-10 isn't considered too good.
|
| |
|
|
|
|
|
| |
The back-compat code was hardly needed when it was added,
much less now.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
The -objstat command-line option will generate iterations of the given
levels, compiling stats on every item and monster generated, and
average the results over the iterations. It's only available in debug
builds and uses the same map specification format as -mapstat. The
default number of iterations is 100.
|
|
|
|
|
|
|
|
| |
Generally it doesn't create interesting decisions because dragons are
such a small group and are mostly a subset of monsters slowed by the
freezing brand. In addition, it has rather arbitrary effects against
players, hitting some for an degenerate amount of damage while ignoring
others.
|
|
|
|
|
|
|
| |
Chris Oelmueller made an excellent patch for this, but unfortunately it
was rather rotted by the time somebody decided to look at it. It was
easier to recreate than update. I've also added some tiles stuff which
was missed in the original patch.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.]
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now
combines both Acc+ and Dam+ bonuses.
Bracers of archery are +4 now instead of +5,+3.
[Committer's note: fixed a description and cleaned up various other
small issues.]
|
|
|
|
|
|
|
| |
Elec and venom launchers already use the same brands, and with ranged
code more similar to melee code this change actually simplifies most
code. There should be no gameplay change though some weird brand picking
code for launchers was refactored, which might have some effect.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
They don't have much use outside the first level of D (possibly
also the second): popping spores, killing slow things, waking up
sleeping monsters, etc. are all served just as well by stones,
and anybody who really wants to do damage with throwing would be
better served with tomahawks before they find javelins. For one
case where they could be useful (dispersal), tomahawks have been
given a chance at the dispersal brand.
|
|
|
|
|
|
| |
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+.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples,
apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas,
and cheese.
|
|
|
|
|
|
|
|
|
| |
The name works just as well with bee themes, but also fits with the
occasional jelly theme that vaults have. I also feel that it's a bit
more iconic.
Thankfully the bikeshed doesn't even have to change colour -- they
were always both yellow.
|
|
|
|
|
|
| |
Somebody else might want to review my vault changes - I mostly replaced
them with honeycombs, which might be a problem, for example, in the
Jiyva vaults.
|
|
|
|
|
|
|
|
|
| |
Pay half the value of items in one of three randomly generated shops to
generate that shop on a level that can generate shops that you haven't
visited yet. This shop appears on the Overview screen with a darkened
level name so you know exactly where it appeared, and is announced (and
its location marked) when you arrive on the level so long as you are
still following Gozag at the time.
|
|
|
|
| |
For a clear distinction of "bows" the skill, and from "longbow" the weapon.
|
|
|
|
|
| |
Those give one level of -50/+50 stealth each. Stealth is priced at old
sustenance level (but often comes cursed), loudness around 50-60 after curses.
|
|
|
|
|
| |
Convert existing ones into a negative level of ARTP_STEALTH, or in the case of
Black Knight's barding, to rPois (mostly for flavor reasons).
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes at least one (wizmode) inconsistency and at least one (wizmode and
non-wizmode) crash.
Inconsistency: Add an identified item to your shopping list. Unidentify it
(wizmode). Note that the price in the shopping list has not updated.
This inconsistency does not manifest in normal play because identifiying
items updates the shopping list and you can not unidentify items outside
wizmode.
The crash: Empty your shopping list. Add an unidentified scroll you cannot
afford to your shopping list. This scroll is the only item on the shopping
list. Therefore it is the cheapest item on the shopping list that you
cannot afford. Identify another scroll of the same type, causing its price
to increase. Get enough gold to buy it at the old unknown price, but not
at the new known price. Watch the assertion failure when the shopping list
code concludes that you simultaneously can and can not afford to buy the
cheapest previously unaffordable item on your shopping list.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Easier to compare to other MR items, more clear in the interaction with
MR resistance line on %, gets rid of shops approximately leaking the
amount of MR, and also removes a special-cased inscription handling.
{MR+} now indicates 40 MR across the board, {MR++} stands for 80.
Almost all MR unrands had to be adjusted one way or the other. Several
of them had MR in the range 30-50 and were converted to {MR+} (40 MR).
Exceptions and other changes are listed below:
- Bear Spirit: buffed to 80 from 50
- Chilly/Flaming Death: buffed to 40 from 20
- Elemental Staff: buffed to 80 from 60
- robe of Folly: buffed to -80 from -100
- Four Winds: buffed to 120 from 100
- Jihad: loses its 20 MR
- ring of the Mage: buffed to 80 from 50
- Spriggan's Knife: buffed to 40 from 20
|
|
|
|
|
|
|
|
|
|
|
| |
Previously the interface for removing items from the shopping list while in
a shop behaved differently depending on whether you could afford to buy the
item. Now it doesn't; instead simply:
* lowercase letters change the status of an item to '+' (selected to buy),
or change to '-' (unselected and not on shopping list) if it was
already at '+'.
* uppercase letters change the status of an item to '$' (on shopping list),
or change to '-' if it was already at '$'.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Remove certain (mostly) unused functionality:
- The \ key no longer pulls up the \ menu
(Suggested: Leave the shop and press \ instead)
- The ? key no longer pulls up the inventory
(Suggested: Leave the shop and press i instead)
- The * key no longer inverses item selection
(This was mostly used to empty a shop, a task rare enough that
automating it might not be worth the interface clutter)
- The $ key no longer marks items on the shopping list for buying
(Recent improvements to shopping list handling made it much easier to
select what you want from shops, this further smoothens the process)
Leaving and re-entering a shop does not use turns, so most of these just
simplify the information a player has to parse in the help section.
To counter losing the pre-selection of items when doing this, shopping
list handling has been improved recently.
The help line now shows actions for all items "a-w" in a shop instead of
trying to be smart about letters of items you can afford.
The optional shopping list help line has been removed in favor of the
much easier to access upper-case shortcuts being explained to players.
You can still move the current selection of items to the shopping list
by pressing $ key, but this is a rather advanced action and added more
to general interface confusion in the help line than it helped.
What hindered players a lot when buying items on the shopping list was
the prompt for "Remove item from shopping list and mark for purchase?".
That one has been removed, instead selecting any such item will now act
as if answering `y` to the prompt.
Local tiles interface has been merged, code-wise, into webtiles+console.
|
|
|
|
|
|
|
|
| |
If the item is already on the list, remove and selected it for purchase
without confirmation (for simplicity, even if it's unaffordable).
Currently undocumented because I'm unsure how to best rearrange things
in the two versions of _list_shop_keys.
|
|
|
|
|
|
| |
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).
|
|
|
|
| |
To avoid unused variable warnings in non-tile builds.
|
|
|
|
|
|
|
|
|
|
| |
Right-justifying item prices to the limits of the window meant that
hugeterm and local tiles could list shop prices an almost unparsable
distance away from the items they referred to. This commit rearranges
things to display the price first, followed closely by item name, which
should make it quicker to associate an item with its price, while still
allowing large screens to display the full inscription for long
randarts without being overwritten by the following column.
|
|
|
|
| |
159 gp for cloak of the Thief is just ridiculous.
|
| |
|
|
|
|
|
| |
These were arificially inflating the value of very negatively enchanted
items (usually armour).
|
|
|
|
| |
Get all your evokables in once place, folks!
|
|
|
|
| |
See: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10899
|
|
|
|
|
|
|
|
|
|
|
|
| |
The effects of racial weapons were very minimal and unlikely to be
noticed. Even if they were made significant, they would only apply to a
very small subset of races. The only somewhat notable effect was Beogh's
slight slaying bonus (and even that was very minor), this could be
compensated for in some other way if necessary.
Racial armour has slightly more noticeable effects and currently still
remains, but could probably be removed too (potentially replacing the
racial effects with armour egos instead).
|
| |
|