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path: root/crawl-ref/source/tag-version.h
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* Remove fast/slow metabolism mutations from random generation (wheals)reaverb2014-07-291-0/+1
| | | | | Normally these mutations could be completely ignored when they randomly generated.
* Remove base max MP adjustment.Neil Moore2014-07-261-0/+1
| | | | | Only the 2 MP tutorial bonus used it; combine that with the max MP decrease from self-restoration and device recharging.
* Save old colour in terrain-change markers (#8806)Neil Moore2014-07-201-0/+1
| | | | | | It is still possible to lose the colour if the cell is permanently reverted to its original type: for example, using Tomb on coloured floor then digging out.
* Plus2: Upgrade old weaponsChris Oelmueller2014-06-141-0/+1
| | | | | | | | | | Their new (single) enchantment is the old to-dam if negative, else the max of its to-hit and to-dam enchantments. Blowguns already only used to-hit while setting to-dam to 0, so their levels are unchanged. In the interest of a simple and consistent upgrade path, this was chosen over weighted averages of the enchantments and whatnot. For very specific cases, the change will buff existing items quite a bit; this is a bonus for players.
* Plus2: Combine all three enchant weapon scrollsChris Oelmueller2014-06-141-0/+1
| | | | | | | | | | | | | | | 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.]
* Combine plus/plus2 for rings of slaying, and Acc+/Dam+ on artefactsChris Oelmueller2014-06-131-0/+1
| | | | | | | | | | 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.]
* Rename a couple props to not use 'napalm'reaverb2014-06-111-0/+1
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* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-0/+1
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * Remove the now-superfluous friendly_pickup command suite.Shmuale Mark2014-05-281-0/+1
| | | | | | | | Including the default_friendly_pickup option.
* | Rework demonspawn mutation tiers involving conservationgammafunk2014-05-281-0/+1
|/ | | | | | | Since scroll/potion conservation is no longer relevant, I've split the flame/freezing cloud immunities that were part of icemail/fire blood into their own mutations. We now give these as the second mutation in both the tier-2 and tier-3 fire/ice mutation sets.
* Remove player burden and carrying capacitygammafunk2014-05-261-0/+1
| | | | | | | | | | | 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.
* Correctly carry over old fruit autopickup.Neil Moore2014-05-261-0/+1
| | | | | Use a new tag because there may be incorrectly transferred saves that forgot their old fruit pickup setting.
* Remove old food types from saves.Shmuale Mark2014-05-261-0/+1
| | | | Should prevent spamming "buggy item" on startup.
* Give Foul Stench DS Rot Immunity instead of Saprovore.reaverb2014-05-251-0/+1
| | | | | They already received it at Foul Stench 1, but Saprovore is a minor enough effect just moving rot immunity earlier is fine compensation.
* Turn Gr and VS rot immunity into an innate mutationreaverb2014-05-241-0/+1
| | | | | | It was treated as one for all practical purposes - showing up on the "A" screen, being an immutable part of the species, etc, but was not actually a mutation for some reason.
* Remove Ambrosiareaverb2014-05-211-1/+1
| | | | | | | | Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as giving the effect to !magic have been proposed. Once again, somebody might want to review my vault edits. I mostly replaced ambrosia with honeycombs.
* Remove royal jelliesreaverb2014-05-211-0/+1
| | | | | | 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.
* Remove Ce and Ha special dietsreaverb2014-05-211-0/+1
| | | | | | | | | | | | | Both of these diets would need to be specially handled by the upcoming chunk eating removal/food simplification. Ce diet was far more effective at annoying players than balancing the species, but if necessary than Ce could easily take a nerf. A simple solution would be to change their Bows apt to +2 Ha diet was mostly a convenience for all it affected the game. (See: fdf79a466cf6 removing it from Gr) Hopefully all species will be more convenient than current Halflings by 0.15's release.
* Remove Saprovorous from Ko, LO, HO, and Ogreaverb2014-05-121-0/+1
| | | | | | It didn't really do anything interesting, outside of Gh and Tr conducts. Also removes Fast metabolism from Ogres as compensation.
* Recalculate cache of equipped unrands with world_reacts on save loadEduardo Gonzalez2014-05-091-0/+1
| | | | | | This allows us to more easily add or remove those hooks on existing unrands. The data type has also been changed to FixedBitVector from unsigned short, allowing the expanded ring slots to be referenced.
* Remove the Sage effectChris Campbell2014-05-091-1/+2
| | | | Since the card was removed and it only remained as a Zotdef effect.
* Remove diet mutations from random generationreaverb2014-05-081-0/+1
| | | | | | | Including removing them from current saves on load. Generally diet mutations aren't that interesting, having very minor effects.
* Make MUT_NO_DEVICE_HEAL a normal bad mutation with 2 levelsreaverb2014-05-081-0/+1
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* Allow Qazlalites to displace their own clouds.Steve Melenchuk2014-05-071-0/+1
| | | | Should address some of the residual autoexplore issues.
* Gozag: prelimiary implementation of Bribe Branch.Steve Melenchuk2014-05-071-0/+1
| | | | | | | | | | 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.
* Describe monster attack flavours in their descriptionsChris Campbell2014-05-041-0/+1
| | | | | | | | Adds monster attacks to monster_info and displays a line above monster spell sets for monsters with attack flavours, such as "It may attack to cause poisoning and deal extra fire damage." Player ghosts and random pan lords use brands instead of attack flavours and so aren't described here (and random pan lords shouldn't be anyway).
* Remove ARTP_METABOLISMChris Oelmueller2014-04-301-1/+1
| | | | | 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).
* Rework ARTP_STEALTH akin to MR rescaleChris Oelmueller2014-04-301-0/+1
| | | | Now Stlth+ stands for a discrete step of +50 stealth, Stlth- for -50 and so on.
* Adjust fungus form's melee attackChris Campbell2014-04-101-0/+1
| | | | | | | Don't handle it like the confusing touch spell (no special accuracy bonus or damage penalty), don't affect unbreathing monsters. Sadly it doesn't decrease the player's XL by one on every hit like the monster attack. Also use XL instead of unarmed skill for melee accuracy.
* Fix feature shifts from mangrove removal.Neil Moore2014-03-301-1/+2
| | | | | | We needed to shift the following features so that open sea, orcish idol, etc. come out correct. We had been turning existing shoals borders, for example, into lava sea.
* Remove mangroves, make single trees block LOS.wheals2014-03-291-0/+1
| | | | | | | | | | | Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
* Rescale MR artefact property from 35-99 range to 40/80 stepsChris Oelmueller2014-03-181-0/+1
| | | | | | | | | | | | | | | | | | | | | 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
* Fix various issues with invisible monster indicators.gammafunk2014-03-061-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Currently if a monster enters LOS and goes invisible on the same turn, it can disappear from the screen before the player has a proper indication of where it was. This commit makes the following changes: 1. Fixes invisible monster indicators so that they can reliably be set in the monster map knowledge update code at locations that of the current monster being processed in this loop. The previous code tried to set this indicator, but due to how the old loop cleared all flags other than MAP_SEEN_FLAG and did tiles cell draws in the same pass as map knowledge updates, these wouldn't work. This commit adds a MAP_INVISIBLE_UPDATE flag to help retain MAP_INVISIBLE_MONSTER when necessary, as well as a second loop in show_init that loops over a vector of the updated cells found in the radius_iterator loop. This second loop should be fast enough that it doesn't significantly affect performance. 2. Add 'bool went_unseen_this_turn' and 'coord_def unseen_pos' to the monster class (with the necessary save compat code) to allow monsters that go invisible in LOS to always get an invisible indicator. The code prefers to use indicators arising from the monster failing stealth checks if those occur; they are based on the monster's true position and hence are usually more accurate. 3. Somewhat simplify the stealth check code for invis indicators, and only ever allow one invis indicator per monster. The stealth check logic perhaps could be simplified further (there are multiple checks), but I've preserved the existing checks for now. Also turned a coinflip() in one of the secondary checks into a seeded/hashed coinflip so it won't change over screen updates. This commit lets players with antennae always see the location of an invisible monster through an invis indicator, and sets the invis indicator on the monster's last position whenever a monster becomes unseen (e.g. going invis or already being invis but the player removes sinv). If the monster fails a stealth check, that potentially more accurate information is favored over the unseen position.
* Don't weight Nemelex decks based on the item type sacrificedChris Campbell2014-03-061-0/+1
| | | | | | | Instead just have a fixed weighting for deck types (currently: 40% Destruction, 30% Summoning, 20% Escape, 10% Wonders). Removes the secret tech from Nemelex's ^! screen, and improves the rest of the description there.
* Rework the Horn of Geryon as an xp-charged evocable.gammafunk2014-02-281-0/+1
| | | | | | | | | | | | | | | | Previously the horn was a nearly useless item after unbarring the hells and possibly opening a trove. This version keeps the summon hell beast theme but turns it into a more useful xp-charging evocable. Evoking it when it's charged summons 1-4 hell beasts, depending on evocations, each summon having a small chance of being hostile, also depending on evocations. The chance of getting a hostile hell beast is 7 in evocations * 10 (always hostile at evocations 0). Two hell beasts get created 63% of the time at 10 evocations, three 63% of the time at 15 evocations, and 4 66% of the time at 20 evocations, with always 4 summoned at higher than 23 evocations. It could perhaps use an additional effect, but it's an always-generated item that's relatively accessible in a 3-rune game, so some care has to be taken there.
* Merge wand and gadget shops (and allow them to occasionally have rods).Steve Melenchuk2014-02-271-0/+1
| | | | Get all your evokables in once place, folks!
* Repair save compatibility break from book identification patch.Sage2014-02-241-0/+1
| | | | Whoops.
* Describe monster energy usage in xv and ?/M screens.Steve Melenchuk2014-02-111-0/+1
| | | | | | | | | | | e.g. "A felid. [...] It covers ground quickly." "A hydra. [...] It swims extremely quickly." "An orb spider. [...] It is fast, but uses natural abilities extremely slowly."
* Set timers properly when transferring old saves.Neil Moore2014-02-101-0/+1
| | | | | | | | | | | | | We were using you.elapsed_time before unmarshalling it, leading to triggers scheduled for 0. As a result, in a sufficiently long transferred game, monsters would no longer leave corpses (rather, they would rot away immediately). Besides filling in missing timers with the correct time, also fix up any next-trigger-in-past timers that resulted from this problem. If the save did not come from a version with the buggy unmarshalling, assert instead (as that indicates an unknown problem that should not be papered over).
* Make "every 20 turns" effects happen less predictably.Steve Melenchuk2014-02-091-0/+1
| | | | | | | | | | | | | This introduces event timers that schedule the next time the code handling one of these effects - including such things as hell effects, glowsplosions, and divine retribution - to happen a random amount of time after the current time the event runs. Most things are called every 100-300 aut (or a multiplier thereof); a minimum delay between instances seems appropriate, as does a maximum. I'm not completely satisfied with this implementation, but it gets the job done.
* Fix saves broken by enum bump in demonspawn-enemies merge.Steve Melenchuk2014-01-281-0/+1
| | | | | This code is too too ugly to live, and I hope we can get it to go away soon.
* Remove decks of dungeons from Nemelex's gifting.wheals2014-01-271-0/+1
| | | | | | | | | | | | | Not every deck has to be gifted by Nemelex, and while dungeons did have a coherent flavour it did not have an obvious use, at least compared to the other four. In particular, it was never well differentiated from wonders, and neither were the items that increased its weight vis-a-vis the items that increased wonders'. Trowel, the one memorable thing about the deck, is added to wonders. Dungeons is made more common as a random spawn to compensate for not being a gift. Minor save bump.
* Move some non-god-specific abil enums out of that space.Steve Melenchuk2014-01-101-0/+1
| | | | To make room for shadow god ability enums.
* Repair saves broken by 0.14-a0-1589-g48c4fed.Adam Borowski2013-12-241-0/+1
| | | | | | | | | This commit handles the following: * saves started on version >= 0.14-a0-1589-g48c4fed * saves from earlier versions that haven't been transferred yet but doesn't fix those which have been transferred to such a version. Recovering them is quite hard as we don't know which attributes have been written before the transfer, and which after.
* Store unmodified hp as 0.Adam Borowski2013-12-011-0/+1
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* Give evokeable abilities more enum room.Adam Borowski2013-11-241-0/+1
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* Ask for never squashing TAG_MAJOR_VERSION clean-up with intentional changes.Adam Borowski2013-11-121-0/+3
| | | | It makes such changes next to impossible to review.
* Increase the max size of CrawlVector/CrawlHashTable to 65535 (SamB).Adam Borowski2013-11-121-0/+1
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* Make it easier to test compat bumps automatically.Adam Borowski2013-11-121-0/+4
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* Store the entry level for every branch (rather than just depth).Adam Borowski2013-11-021-0/+1
| | | | | | | | This allows moving branches around without breaking save compat or at least serious hacks. The portal stack can be probably dropped now: two copies of the same level can't exist anyway.