| Commit message (Collapse) | Author | Age | Files | Lines |
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Normally these mutations could be completely ignored when they randomly
generated.
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Only the 2 MP tutorial bonus used it; combine that with the max MP
decrease from self-restoration and device recharging.
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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.
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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.
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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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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.]
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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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Including the default_friendly_pickup option.
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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.
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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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Use a new tag because there may be incorrectly transferred saves that
forgot their old fruit pickup setting.
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Should prevent spamming "buggy item" on startup.
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They already received it at Foul Stench 1, but Saprovore is a minor
enough effect just moving rot immunity earlier is fine compensation.
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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.
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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.
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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.
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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.
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It didn't really do anything interesting, outside of Gh and Tr conducts.
Also removes Fast metabolism from Ogres as compensation.
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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.
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Since the card was removed and it only remained as a Zotdef effect.
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Including removing them from current saves on load.
Generally diet mutations aren't that interesting, having very minor
effects.
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Should address some of the residual autoexplore issues.
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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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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).
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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).
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Now Stlth+ stands for a discrete step of +50 stealth, Stlth- for -50 and so on.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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Get all your evokables in once place, folks!
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Whoops.
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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."
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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).
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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.
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This code is too too ugly to live, and I hope we can get it to go away
soon.
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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.
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To make room for shadow god ability enums.
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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.
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It makes such changes next to impossible to review.
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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.
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