| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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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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With the forest dispersal work done, and with everything working up to
the original designer's standards, this is ready for trunk.
Conflicts:
crawl-ref/source/beam.cc
crawl-ref/source/dat/des/branches/pan.des
crawl-ref/source/enum.h
crawl-ref/source/hiscores.cc
crawl-ref/source/melee_attack.cc
crawl-ref/source/mgen_enum.h
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-data.h
crawl-ref/source/mon-ench.cc
crawl-ref/source/mon-info.cc
crawl-ref/source/mon-info.h
crawl-ref/source/mon-place.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mon-stuff.cc
crawl-ref/source/mon-util.cc
crawl-ref/source/mutation.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/spl-data.h
crawl-ref/source/status.cc
crawl-ref/source/wiz-you.cc
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Based on Punishment of Excess from the proposal.
Casting spells while afflicted by this hex progressively hinders your
spellcasting success (or adds antimagic enchantment levels if you are a
monster).
Technically this could be extended to have an effect specific to
individual spell schools, but that would result in a lot of duplication
of durations and the like.
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The ability merely "extends your mandibles" and gives a status light,
once you got the light you can walk through diggable rock. Digging takes
15 aut per square (ie, is 1.5× slower than walking).
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Miasma is gone; miasma is more strongly associated with necromancy
than anything related to darkness or shadows - see e.g. Corpse Rot,
death drakes, etc. Fog still fires on every form of taking damage.
Instead, the player is invisible when they are in shadow form (there's
no glow cost for this; the costs of activating/maintaining the ability
are supposed to be a sufficient counterbalance, but they might need to
be adjusted further to make this so).
The transformation power has been halved; on average now it lasts around
70 turns instead of lasting around 100 turns. This may need to be
adjusted downwards further.
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Suppression is a hugely complicated and inconsistent mechanic. Its
original purpose was to be a way of overriding rPois in Spider but
there are now plenty of monsters that do this effectively (and much more
simply).
[1KB: I moved this to trunk, as it made an already extremely hard to review
branch massively more so. There's nothing but a single enum to preserve,
so compat break doesn't make this removal any easier or harder.]
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Restore HP or MP over time (10% of max HP/MP per turn for a variable
number of turns) instead of instantly.
Power 0: restore HP or MP on a coinflip
Power 1: restore HP if at <50% HP or MP otherwise
Power 2: restore both HP and MP
Still fully restores HP and MP at power 2, but over 10 turns instead of
instantly.
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Minus gargoyle clinging, of course.
With monster clinging back, it would be inconsistency for inconsistency sake.
Player clinging:
* is what people expect spiders to be able to do (if monsters can). Count on
bug reports about this.
* allows people to learn monster mechanics on their own
* is useful in the early game, or later if you don't have that particular
spell. People don't tend to lug heavy potions of Flight either.
* is actually fun
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This is a level 2 pure conjurations spell, intended to replace Force
Lance in the conjurer starting book.
While Force Lance had a decent concept, its role in the book was sort
of awkward. Its effect was unreliable, usable only at extreme close
range, and cost twice as much as magic dart at a time where mp is at
a premium, yet didn't actually hurt twice as much (and could miss).
For many characters, by the time you would have enough mp and spellpower
to make good use of it, you had already outgrown it for better spells.
This spell is aimed to better fill a transitional niche between magic
dart and the stronger conjurations, without rendering the former
obsolete, either.
Searing Ray is a close range spell (though not quite AS close range)
which fires a continuous ray of energy that starts out weak, but grows
in power over time as it is channelled. Mechanically, the caster gains
a 'Ray' status once they fire it, and each subsequent turn that they
perform no other action, the searing ray refires along the original beam
path. It will do this 3 times, each more powerful than the last, and at
the most powerful stage, the ray becomes a penetrating beam.
1 mp is charged for each turn the ray is maintained (and it will end
prematurely if you run out), and the player is offered a warning prompt
and chance to cancel if the beam path becomes unsafe (ie: an ally wandered
into it) but it cannot be reaimed without starting the channeling from
the beginning.
The final stage is quite powerful for a level 2 spell, but it also
requires remaining stationary at a close range to your target for 4 turns,
and for them not to move out of the beam path during this (and also costs
5 mp in total). The initial stages, in contrast, are weaker than other
level 2 conjurations like throw frost or flame.
Numbers probably need more adjusting, but I think the basic concept fills
the level 2 slot in the Book of Conjurations better than Force Lance did.
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As a player mechanic, it's almost never relevant and in the few cases
where it can be relevant it's quickly obsoleted by fairly common
sources of flight, as well as being unnecessarily complicated (no
diagonal clinging for some reason?). As a race-specific mechanic it
also results in a lot of annoying message spam ("You open the door. You
fall off the door.").
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Sure, you can already find this out from the skill screen, but it is
probably good to have a reminder of your condition, especially when it
could make some of your spells nearly uncastable.
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You also get to pacify one orc band per game: the band you surrender to will
let you live. Obviously, abandoning and reconversion doesn't work (even if
you're still allowed to repent).
Unlike HOPr only, this allow to play more interesting combos with Beogh.
Converting when you (maybe!) get that Orc:4 altar is way too late to get
much use of Beogh.
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Normally they float just above the ground, but when over any liquid, they
need to exert themselves to rise higher. This has a penalty of 1.5x
slowdown of all actions, unless the flight comes from an external source.
Note that this applies to shallow water as well! Lava is included not
because of hurting the djinni himself but because it would disintegrate
all equipment, including even personal clothes.
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Instead of gathering all corresponding allies and dumping them instantly
on top of you, recall now recalls a single ally every 3-6 aut and continues
until all appropriate allies have either been recalled, or recall was
attempted on them and failed (possibly because there was no room).
This should allow recall to still be a useful logistical tool for
transporting your army around while weaking its ability to instantly
snipe specific targets.
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This fixes the status light not working on webtiles since my recent
changes. Also, the old way was rather hacky.
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As with flight, the light is white instead of blue when permanent.
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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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They redirect a certain amount of xp. Multiple cards work concurrently,
diluting each other but not affecting the total amount of xp redirected.
Need a formula for how much to redirect.
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There's one for lava too.
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The text is 'studying Foo'; the text for Sage is changed to 'studious
about Foo', to match the messages from gaining the status.
These should probably be changed to distinguish them more, and possibly
for the Sage text to actually use the word "sage" or some variant
thereof.
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Profane servitor: An angel twisted into an undead monster by
Yredelemnul. He gifts these as a new tier above bone dragons. They are
in Yred's elemental colors, generated wielding a demon whip, probably
slightly better than a bone dragon in melee, and have res holy instead
of holy vuln like most undead. It also generates an umbra. Only Yred
gifts spawn them currently though they'd be great for some vaults.
umbra: An 'antihalo' composed of flickering darkness, which is the
opposite of a halo. Creatures in an umbra are harder to hit with both
ranged/melee, but get a stealth bonus. Currently only profane servitors
generate an umbra. Demons, undead, and worshipers of Yredelemnul
(at **+ for players, but all monsters) aren't harmed by an umbra but
still get the stealth boost.
The patch also changes the "Glow" status light to "Contam", and displays
"Glow" when actually backlit (for whatever reason: halo, sticky flame,
corona).
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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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It might be already shown by showing the stat in light red, but new
players are not likely to know it's so much worse than dark red, and
that they are about to die. It's a condition that should be shown
everywhere possible.
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Also, this commit removes redundant DUR_WALL_CLINGING.
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The @ messages, @: line on the % screen and status lights
are now mostly treated together in status.cc.
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