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* Frances tile (Bloax)ontoclasm2014-08-021-1/+4
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* Rebalance crossbowsNicholas Feinberg2014-07-131-1/+1
| | | | | | | | | | | | | | | | | | | | | | 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.
* Make a few more monsters' tiles display their shieldsNicholas Feinberg2014-07-091-0/+8
| | | | Cherubs, deep elf fighters, Wiglafs, and Norrises.
* Rebalance slingsNicholas Feinberg2014-07-091-1/+1
| | | | | | | | | | | | | | | 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!
* Remove sex demonsNicholas Feinberg2014-06-291-1/+1
| | | | | | | | | | | | | 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!
* Make Iron Devil tiles display weaponsNicholas Feinberg2014-06-201-0/+1
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* Display weapons for ogre magi (Arrhythmia, 8548)ontoclasm2014-05-121-0/+1
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* Remove spriggan enchanters.Shmuale Mark2014-05-051-2/+0
| | | | | 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.
* De-dwarfify death knights.Steve Melenchuk2014-04-241-1/+7
| | | | Complete with a bad tile, which could/should be replaced ASAP.
* Leather armour tiles (Bloax)ontoclasm2014-04-241-1/+1
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* Minotaur tile (Team Impy, 7490)ontoclasm2014-04-151-0/+2
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* Remove spriggan assassins.Shmuale Mark2014-04-021-2/+0
| | | | | | | | 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.
* Remove formicid venom mages and an associated vaultgammafunk2014-03-291-2/+0
| | | | | Formicid enemies may get a new implementation in the future, but it won't be as a venom mage, despite that lovely dress.
* Octopode crusher tile (Bloax).Steve Melenchuk2014-03-111-0/+3
| | | | Also nudges a few things related to the normal monster octopode.
* Gargoyle / molten gargoyle tiles (Bloax).Steve Melenchuk2014-03-101-1/+3
| | | | | This also takes the opportunity to set the war gargoyle tile to the correct size.
* Fix some weapon placementsontoclasm2014-03-101-2/+5
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* Various monster tiles (roctavian, 8192)ontoclasm2014-03-101-0/+1
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* More roctavian tiles (#8097).Steve Melenchuk2014-03-071-3/+3
| | | | | New: vine stalker, formicid, formicid venom mage. Tweaked: crystal guardian, worldbinder.
* Saint Roka tile editontoclasm2014-03-061-0/+1
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* Rename a couple of tiles to their current enemy names.Steve Melenchuk2014-03-061-2/+2
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* Finish the set of blademaster offhand weapon tiles.Steve Melenchuk2014-03-051-0/+9
| | | | And update the quick blade and short sword tiles.
* Allow vault monster tiles to overwrite constructed monster tiles.Steve Melenchuk2014-03-051-1/+8
| | | | | Motivated by the tiles that were supposed to be - and are - now used in the wizlab_wucad rewrite.
* New orc tiles (roctavian, 8192)ontoclasm2014-03-041-9/+21
| | | | | | 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.
* Update a couple of vaults for new species and minor issues.Steve Melenchuk2014-03-031-0/+3
| | | | | | | | | | | | | | | | | 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.
* Give deep dwarf berserkers the axe.Shmuale Mark2014-02-241-1/+0
| | | | So to speak.
* Bloax's war gargoyle tile (#8194).Steve Melenchuk2014-02-231-0/+1
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* roctavian's demonspawn enemy tiles (#8097).Steve Melenchuk2014-02-231-7/+1
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* Fix salamander weapon and shield positioning.Steve Melenchuk2014-02-091-1/+5
| | | | Oops. (x2)
* Re-shadow and reposition ritualist tile.Steve Melenchuk2014-02-091-1/+1
| | | | Meant to do this before it landed, but somehow missed it.
* Salamander tile tweaks (roctavian, #8097).Steve Melenchuk2014-02-091-1/+1
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* An adjusted version of coolio's naga ritualist tile (#8097).Steve Melenchuk2014-02-091-1/+1
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* Tiles: show shields on vault guards and most related enemies (dck).Steve Melenchuk2014-02-081-0/+4
| | | | Not vault sentinels, because their tile has a horn in the off hand.
* Salamander enemy tiles (roctavian, #8097).Steve Melenchuk2014-02-041-0/+9
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* Show shields on Asterion in tiles.Steve Melenchuk2014-02-031-0/+5
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* Asterion Tileontoclasm2014-02-031-0/+4
| | | | | Heavily based on the tile submitted by lingerstink in issue 4032. Thanks lingerstink!
* Unique: Vashnia, leader of the elite marksnaga squad.Steve Melenchuk2014-02-031-0/+2
| | | | | | | | | | | | | 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.
* Merge branch 'demonspawn-enemies'Steve Melenchuk2014-01-281-5/+19
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * Temporary tiles for the demonspawn enemies.Steve Melenchuk2014-01-261-5/+19
| | | | | | | | Nothing for the worldbinder or grand avatar as yet.
* | Let most naga tiles show shields.Steve Melenchuk2014-01-281-0/+9
| | | | | | | | | | Naga enchanters don't, at the moment, thanks to the arm pose. If they get a better tile perhaps this can change.
* | Badtiles for marksnagas and naga enchanters.Steve Melenchuk2014-01-281-0/+2
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* Remove Lamia.Adam Borowski2014-01-071-1/+0
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* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | 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.
* Apply some formicide to drones, buff vanillas.Adam Borowski2013-12-161-2/+0
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* Rename "sabre" to "cutlass".Adam Borowski2013-12-081-3/+3
| | | | | | | 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...
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-2/+2
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* Merge branch 'dwants'. Bring some Raid.Adam Borowski2013-11-061-0/+5
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| * Merge branch 'master' into dwantsAdam Borowski2013-11-011-11/+10
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| * \ Merge branch 'master' into dwantspubby2013-08-311-8/+10
| |\ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| * | | Improve formicid monster gear.pubby2013-08-311-0/+2
| | | | | | | | | | | | | | | | They now get shields and their weapon variety is improved slightly.
| * | | Add some placeholder formicid tiles.pubby2013-08-281-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | Since all 3 formicid monsters appear together they needed tiles to separate them. These are absolutely terrible graphics, but should suffice for testing purposes.