| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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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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This works very well for the most part with
two small problems:
- Webtiles will not support this yet (in probability,
this will stop any clouds showing in webtiles)
- Floor items interact strangely and will draw over
the top of clouds instead of behind them
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Not animated nor varied yet.
If anyone likes the concept, here's how to draw it:
Gimp, empty transparent layer, Render:Lava(gradient "Aneurism", size 6),
layer mask: Render:Lava(gradient: white-to-black), reduced opacity.
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It's the same radius, only all blue instead of mutagenic.
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This highlights the path taken during the last exploration or travel,
and should help make travel_delay=-1 less disorienting. The path is
cleared when the player moves otherwise.
In console, it is indicated with COLFLAG_REVERSE, which I'm not sure
is the best option, but just changing the floor colour didn't seem
noticeable enough.
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Since these are opaque (and therefore behave differently from normal trees),
a renaming is warranted.
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Improved colouring and transparency.
Consistency with corpse blood colour.
More variety of shapes.
Some wall bloods have inscriptions. Those ones will only be used on level
generation and only on south facing walls, because rotated inscriptions are
not so hot. And they are rare.
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I really don't like the whole packed_cell thing and how many changes
are necessary to add this kind of tile; much of packed_cell is just
replicating flags from map_cells. I'll have to check if this can be
simplified.
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It really should be shifting, like in console. At least, this one works.
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packed_cell.is_haloed (which previously was only set for haloed
monsters) becomes packed_cell.halo, with either HALO_NONE, HALO_RANGE
or HALO_MONSTER as value.
There is a combined tile for silence + halo range, since this may
often happen with Mennas, and thus should look discernable. The tiles
may need work, though.
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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Also fix whitespaces.
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