| Commit message (Collapse) | Author | Age | Files | Lines |
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Setting tile_show_player_species replaces the normal doll with the
player's race's monster tile.
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They Came From rltiles/UNUSED! (With some minor modifications
in one obvious case.)
Also make the new ranged weapons use generic paperdoll sprites
for now. (Much better than them not showing up at all!)
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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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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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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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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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Decks of dungeons were no longer gifted and only generated very rarely.
Most of the cards in it (as well as some cards just removed from wonders)
were either uninteresting or problematic for various reasons. The removed
cards are Experience, Sage, Water, Glass, Trowel, Minefield.
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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Weirdness and Mutations:
- Fangs II (Becomes III at xl8)
- Antimagic bite (Much stronger than standard bite, bites every turn,
applies antimagic brand, and restores your mana)
- Potions and wands cannot restore your HP
- Regen III
- Unbreathing
- Spirit shield
- HP -3
- MP +1
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With bugfixes and more general balancing out of the way, and with the
generally positive reception this has had to this point, it's time for
fine-tuning the balance by way of the widespread feedback bringing this
to trunk will yield.
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Namely, displaying as the "shadow" enemy, no matter how unrelated the
two are.
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For 9 MP, 10 piety, and skill drain, you transform into a swirling mass
of dark shadows with immunity to poison, draining, torment, and hostile
enchantments as well as 50% damage reduction and a transformation of
your bled smoke into miasma (guaranteed on hit). However, you also only
deal 50% melee damage and suffer a double-strength spell anti-enhancer.
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In the spirit of the glove/gauntlet and helmet types distinction removal, there
doesn't seem to be much reason to have both caps and wizard hats. Hats are more
common among unrands and wizards starting with hats is more "thematic" than
some gladiators starting with caps. on the other hand, those gladiators starting
with wizard hats would be pretty weird, so wizard hats are just hats now.
Caps not removed:
- Caps existing in old saves
- Summon cap
- Level cap
This changes the percentages of hat brands from 2/3 MR and 1/3 int to 1/3 MR,
1/3 int, and 1/3 spirit shield.
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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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Bad Star Wars are bad. mm'kay?
These multiple swords were an insult to anyone with the slightest clue about
how RL weapons work. When it comes to swords, it's all about length-vs-weight.
Having two blades attached to a single hilt doubles the weight, makes handling
clumsy (as the orientation suddenly matters), increasing air resistance, and
all that to... _reduce_ damage -- as two shallow cuts are less deadly than one
deep one, especially if any armour is involved. Against armour, glancing hits
don't really matter, and a double sword can only do those.
Such arguments about realism might seem like busy work to people brought up
on MMORPGs, but some of us do care.
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20 dam, -4 acc, 20 delay.
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Note: currently, worn and in-inv tiles are out of sync.
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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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They're very rarely useful, and there are now plenty of other much more
interesting misc items.
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Conflicts:
crawl-ref/source/dat/des/variable/mini_monsters.des
crawl-ref/source/enum.h
crawl-ref/source/itemprop.cc
crawl-ref/source/main.cc
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/newgame.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/rltiles/dc-player.txt
crawl-ref/source/spl-selfench.cc
crawl-ref/source/throw.cc
crawl-ref/source/tilepick-p.cc
crawl-ref/source/wiz-you.cc
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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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Spiked flail tiles can be reused for randart regular flails, thus moving
them to UNUSED/ for now, for ortoslon's and co decision.
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Tavern post:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298
Wierdness & mutations:
- poison weakness
- retractable antennae (can wear headgear and ignore mutation)
- chitin skin (+3 AC)
- most weapons 1-handed, big weapons 2-handed
- permanent stasis
- ability to shaft self
- ability to dig
- Starts with 2 curing pots
3 monster versions of formicids were added:
formicid, a weak fighter
formicid drone, a stronger fighter
formicid venom mage, a magician with olgreb's and mass cure poison
[ Pushing to a branch for experimental playtesting on CSZO.
Also optimised the new tiles. -nfm ]
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To the stalkerdom!
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Waiting for Grotesks and the Forest to go live!
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This includes their:
* starting screen description
* starting mutations
* restricted classes/gear
* aptitudes
* orcishness (genus)
* monster version
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For now it's a semi-transparent version of a normal web. It
doesn't look perfect but a fully-opaque version almost completely
masked the image underneath. Should perhaps get a new image for
this, with thinner strands and no or thinner outline.
player_caught_in_net no longer calls redraw_screen - otherwise
there would be a glimpse of a web over the player before the
item on the ground both existed and was set as "stationary" to
mark it as the trapping net (for thrown nets). The screen
seems to get redrawn shortly after anyway.
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Hair probably needs work too: at least a different default, but as, I guess,
the tile is too ugly to live, probably pointless to fret about this now.
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