| 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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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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Because mp_max_temp is in fact permanent.
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To reflect that they are adjustments, not actual mhp values. Also
change one reference to use player_rotted instead.
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As part of a wider scheme to make draining temporary.
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Mostly by joining short lines in places where that would let us remove
braces.
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Thanks to tux[qyou] for alerting us the the error.
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This arose because of the combination of 0.12-a0-2710-g8500c20 with the
unmarshalling check originally added in 0.12-a0-2489-g1bd74f5. We were
checking whether the companion was on-level, but in the case of Pan that
checked the mid cache (since all Pan levels have the same level_id).
I am not sure why the check is necessary at all: surely if the monster
is actually on another level, it shouldn't be alive in this level's menv
array?
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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.
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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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Toting around an unbranded weapon just to be able to swap to it
is no fun, and not even that much more of a difficulty; maybe it
just means getting pain out takes 0.7 more turns or so. You still
can't overwrite artefacts, of course.
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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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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.
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This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64.
It turns out player_mutation_level() is not just a wrapper for
you.mutation, so this could cause some odd bugs like being transformed
influencing acquirement or not properly updating saves, it's probably
best to just reapply places where we know the usage is correct.
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It's still inconsistant, but at least some more non setting uses are now
using player_mutation_level().
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Basically this has all the effects of a removal, but the elephant slug
"stat block" remains as a dummy so Gastronok has a base type. The slugs
even get swapped out on load for ghosts.
One thing I've considered is turning Elephant Slugs into some other
monsters, such as worms. "Slug" conveys the fact it is slow better than
"Worm".
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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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0.15-a0-1049-g0c5ebfc accidentally reverted one of the changes
0.15-a0-1048-g48b52eb.
This reverts commit 0c5ebfc60d932d583ef0939c798f642ba3ca340c.
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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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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.
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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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Avoids a warning about a book with no spells.
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Ditto for you.temp_mutation.
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When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
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This fixes all the instances caught by unbrace.
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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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