| Commit message (Collapse) | Author | Age | Files | Lines |
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Again as a result of the ranged weapons rebalance, crossbows
needed to change. The analogy here is long blades' to bows'
m&f; better return on skill investment & a higher power cap,
but rarer.
Hand crossbows are added as a starting type, "something like an
armour-piercing dagger"; crossbows are upgraded to arbalests
(a little worse than a glaive), and a new rare triple crossbow
type is added on the top end (a little worse than a bardiche,
though with a lower skill cost.) Please note that the triple
crossbow historically existed & is extremely verisimilitudinous.
Hellfire is now an arbalest, and Sniper is now a triple crossbow
(well, a "heavy crossbow", since it has mindelay of 27 instead of
22, and since I didn't want to have to change the sprite).
All crossbows have a mindelay of at least 1.0; this is an attempt
to differentiate them. Possibly something more ambitious will be
attempted in 1.6, but this is a first step.
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Cherubs, deep elf fighters, Wiglafs, and Norrises.
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Slings numbers (along with the other launchers') needed to be
rebalanced after the recent ranged combat rework. The approach
here is essentially analogous to the staves skill; good return
for xp investment, but a limited power cap, especially if you
don't find the rare upgrade weapon type.
Slings renamed to 'hunting slings' and upgraded from 2->5 base
damage (and 12 base delay); new, rare "greatsling" added, with
8 base damage and 14 base delay. Punk upgraded to the latter
type.
Thanks to Lasty for providing a baseline math suggestion!
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Retheme arenasprint's "succubus" to "dimme".
Not that it really matters, since no one actually plays
arenasprint (no one had seen this boss in more than a year),
but it was still kind of embarassing having it around.
The new sprite isn't ideal either, but I don't have the talent
to render "a hairy body, a lioness' head with donkey's teeth and
ears, long fingers and fingernails, and the feet of a bird with
sharp talons." Maybe someone else can!
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The monster. It didn't really exist anywhere, nor did the idea seem
to add too much to the good-sized danger that spriggans already posed.
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Complete with a bad tile, which could/should be replaced ASAP.
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There doesn't seem to be a very good place for these guys, as
attested to by their rather limited placement (1/4 of the time, in
a high-level spriggan band). They fill a similar niche as spriggan
enchanters, and, absent the Forest branch, aren't common enough
for their differences to be obvious.
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Formicid enemies may get a new implementation in the future, but it
won't be as a venom mage, despite that lovely dress.
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Also nudges a few things related to the normal monster octopode.
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This also takes the opportunity to set the war gargoyle tile to the
correct size.
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New: vine stalker, formicid, formicid venom mage.
Tweaked: crystal guardian, worldbinder.
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And update the quick blade and short sword tiles.
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Motivated by the tiles that were supposed to be - and are - now used in
the wizlab_wucad rewrite.
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I edited these slightly, primarily by lengthening the robes on the
casters. They're so dangerous early on that they really need to stand
out, and the shorter robes were a little too easy to miss.
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Includes one old species that was missed (gargoyles).
Borrows the player tile for vine stalkers to give them a tile; these
(and formicid enemies, which actually appear elsewhere) should get real
tiles!
Since felid enemies revive now, they've been removed from a couple of
vaults where they could get killed on D:1 and respawn outside the vault,
killing unaware players; the ideal behaviour here would probably involve
them respawning inside the vault, but figuring out how to do that is a
problem unto itself.
A couple of cases where enemies could spawn with equipment
unintentionally have also gone away.
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So to speak.
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Oops. (x2)
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Meant to do this before it landed, but somehow missed it.
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Not vault sentinels, because their tile has a horn in the off hand.
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Heavily based on the tile submitted by lingerstink in issue 4032. Thanks
lingerstink!
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An HD 16 naga sharpshooter who also comes with various Blink spells,
inherent Phase Shift, and a Shroud of Golubria that she can renew if it
gets broken.
Appears on Snake:2-.
Historical note: Vashnia's original design had Disjunction as an escape
spell; currently the escape spell is Blink Other, which accomplishes
basically the same thing but with less visual impressiveness. Perhaps at
a later date the possibility of this can be revisited.
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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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Nothing for the worldbinder or grand avatar as yet.
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Naga enchanters don't, at the moment, thanks to the arm pose. If they
get a better tile perhaps this can change.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Sabres are a massive category that, while including even short stuff (like
cutlasses!), is nowhere near the low end of "long blades" on the average.
So we had a "short blade" item whose name included the longest 1-handed
long blade...
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Conflicts:
crawl-ref/docs/crawl_manual.reST
crawl-ref/source/abl-show.cc
crawl-ref/source/dat/descript/ability.txt
crawl-ref/source/delay.cc
crawl-ref/source/enum.h
crawl-ref/source/main.cc
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-gear.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/ng-setup.cc
crawl-ref/source/output.cc
crawl-ref/source/player-act.cc
crawl-ref/source/player.cc
crawl-ref/source/species.cc
crawl-ref/source/spl-data.h
crawl-ref/source/wiz-you.cc
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They now get shields and their weapon variety is improved slightly.
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Since all 3 formicid monsters appear together they needed tiles to
separate them.
These are absolutely terrible graphics, but should suffice for testing purposes.
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