| 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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Also add some comments to stuff.h, categorizing functions for
later removal.
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There were objections to hiding it altogether. This matches the
indicator for cTele on -cTele levels.
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In its previous state, it was fiddly, misleading, and
kind of overpowered. So:
Raise it to level 2 (& remove it from Cantrips, replacing
it with Corona). Remove the stacking-duration effect &
increase the initial duration. Set damage of all hits to
0, and make the first successful (confusing) hit end the
effect.
This should still be useful, but in a level 2 kind of way.
We'll see how that pans out.
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Add it to the deck of emergency and remove the deck of enchantments
from the deck of war. Also change the status colours to green
and blue to match the bars.
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And reformat and refactor. Several of the names should probably
be cleaned up or improved.
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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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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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LIGHTMAGENTA is a colour we use for positive status effects such as DMsl
or cTele, so you can completely miss that you're Marked if you have some
of those up.
Also adjust its long description to be more clear.
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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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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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Lists of any other bribed branches are still visible on @ and %.
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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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Those are not sufficiently pressed for space to explain the obfuscation.
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Trog's Hand gets 10 more MR (to 80), and the status line is updated
to account for correct amount of pluses added.
Lich form MR loses 10 MR (to 40).
[squashed commits and combined messages --wheals.]
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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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Change flight colours (blue for normal flight, white for permaflight)
and describe tengu bonuses in the descriptions, make silence magenta
to stand out more from normal "good" buffs (with hostile silence
lightred), use lightred while petrifying, yellow for Dragon Call's
cooldown, other minor tweaks.
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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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The HP bar was correct; this just affects the status light and the @ status.
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This addresses issues with different sizes of HP bars giving this value
to different amounts of accuracy (mainly a console vs webtiles thing, I
believe). The extra accuracy is barely useful at all (especially as it is
sometimes off by 1 anyway), but giving it to the player doesn't seem like
a problem - we just don't want to waste space in the main display.
Displays as "You are seriously poisoned (50 -> 19)." in the @ status display.
Also replaced you.poisoning() with you.poison_survival() in the player lua,
since that is the value we are displaying everywhere else.
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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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Previously, the card's effects were more desirable the lower the
power. This removes the card-specific DUR_SLAYING and moves the
might effect to the higher powers, with agility as well at power 2.
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Instead of players having 'levels' of poison, which deal differing
damage and decay stochastically, the player's poison level is now
stored as an actual specific quantity of damage that will be dealt
over time.
The damage formula is very much provisional, but currently deals
10% of your total accumulated poison damage per 10 aut (scaling with
time taken), to a maximum of 15 and a minimum of 1/4. DUR_POISONING
stores the total amount of hp worth of poison, multiplied by 4 (to
account for the 1/4 hp damage possible at the low end of the scale).
Possibly it should be changed to an attribute, since it's not really
a duration, but this was equally true of how DUR_POISONING was used
up to now.
This formula deals damage for high values of poison more quickly,
but tends to last less time (sometimes much less). One of the ideas
behind this is to 'compress' heavy poison, so that it can be relevant
within the timeframe of a single combat (as abundant !curing makes
even extreme quantities of lategame poison mean little outside of it),
while also allowing easier resting off of poison when the quantity
is trivial (as the deterministic nature makes it easy to tell the
player is in no danger, and therefore not interrupt them). Ideally,
it allows the poison status to have some lategame tactical relevance,
when currently it generally does not.
This formula is also a lot more smooth than the old one, which would
deal very low damage per turn for a while, then suddenly spike from
3 max damage to 14 when you passed the threshold at 10 levels of poison.
(Also, the variance is substantially less).
Due to the complexities of estimating what the 'average' damage of
a level of poison currently is, conversion of many sources of poison
that I intend to remain similar will be very approximate. While I feel
that lategame poisoning could use a power boost (and plan to give it
one), earlygame sources such as adders were already strong and I do not
mean to affect their balance considerably. Probably this work will need
several passes.
(Note that I am not planning to significantly affect the balance of
the poison status for monsters at the same time. There are ways it
could arguably be improved, but the relevant balance issues at play
are fairly disjoint from those concerning player poisoning, and so I
feel this is more than enough to upheave at once. For now, monsters
will just roughly downscale the true damage values of a poison effect
into something fairly comparable to the old poison degree values -
I expect this is close enough to current values in most places)
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Mass Abjuration was never an especially popular spell at level 6,
but the recent changes which cause summons to be automatically
abjured upon their caster's death renders its usefulness considerably
lower. This experimental change is aimed at making the spell more
appealing given how readily available this faux-mass-abjuration
already is to everyone.
Aura of Abjuration causes the caster to continuously perform a
lower power version of Mass Abjuration each turn for a reasonably
long duration, sending new summons away shortly after they arrive
(given sufficient power). This version could even be a useful
pre-cast option for battles with summon-focused enemies and provides
tactical options which old Mass Abjuration did not, and might give
the spell some play in the current environment.
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Summon Dragon was hit extremely hard by the summon cap, as the effective
strength of a summoned monster is superlinear with their quantity, and
2 dragons simply does not provide even remote offensive or defensive
parity with equal level spells in other schools, such as tornado or
shatter (since killing groups of monsters quickly is a pretty good form
of defense). It is true that it could be used in consort with other
summon spells to increase its impact, but the same is equally true of
pairing tornado with other conjurations.
A level 9 spell is a huge investment and its impact should be equally
huge, which does not seem at all the case at present. When testing it
against other equal-level spells in a range of realistic combat
scenarios, Summon Dragon takes more time to defeat even modest encounters
than its peers (often much more), while generally exposing the player
to more danger in the process (both due to its delay in killing ranged
threats and also that you can no longer form an effective screen of
dragons with only 2 of them lasting more than a couple turns). In many
cases, the difference is extreme. And the fact that the dragons last
forever is of limited practical advantage (except in resisting monster
abjuration).
Raising its summon cap might address this somewhat, but rather than
simply making it more spammable in the old sense, I have decided to give
it behavior which further distinguishes it from common summon spells while
making it suitably impactful for its spell level and the investment that
represents.
Summon Dragon is replaced by Dragon's Call, which gives the player a
temporary status that will continuously summon in dragons adjacent to
and attacking random hostiles within the player's LoS. These dragons have
an individually short duration and will appear only while hostiles are
present (so you cannot build up an army while outside of battle, nor
carry your previous army from battle to battle unless they occur with
only short delay between them). The delay between summoning each new
dragon is proportional to how many you already have, meaning that they
will arrive more quickly when you have none, and much more slowly while
several are already active. Each new dragon summoned costs the caster a
small amount of mp, and the effect will end if you run out. Also, it
generates a continuous amount of noise while the status lasts. Finally,
there is a somewhat lengthly cooldown between times the effect can be
activated.
The effect is definitely strong, as befits a level 9 spell, but
interestingly it also excells at slightly different situations than
other level 9 spells do. It is distinctly less powerful against massed
groups of foes, but potentially stronger against a series of moderate
to small encounters back-to-back due to its duration. And it definitely
(to me, anyway) feels splashy in a way that a level 9 spell ought to.
Of course, numbers are still provisional, as always.
(For now I have retained the original Summon Dragon as a monster spell,
as much of the additional complexity of Dragon's Call does not add much
to a monster version over just summoning a couple more dragons in the
usual manner)
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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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Conflicts:
crawl-ref/source/enum.h
crawl-ref/source/spl-data.h
crawl-ref/source/spl-summoning.cc
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It temporarily changes nearby terrain to trees and water and summons a dryad.
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Its effect would probably work better as an attribute (lasting until you buy
something) than a duration, but even then it just acts like a bit of extra
gold, really.
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