| Commit message (Collapse) | Author | Age | Files | Lines |
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* Change version to 0.5.1.
* Apply a patch by Adam Borowski to make /dir and *dir work with the
arrow keys in the console version.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@10454 c06c8d41-db1a-0410-9941-cceddc491573
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* Don't make Detect creatures "detect" monsters you can currently see.
* Replace rock stair tiles with Eino's escape hatch tiles.
* Update change log once again.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@10447 c06c8d41-db1a-0410-9941-cceddc491573
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hacks.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@10444 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix 2826781: Black background for Detect Items/Creatures tiles after
magic mapping.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@10393 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@10391 c06c8d41-db1a-0410-9941-cceddc491573
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This should be a bit clearer and is closer to the power display that
also uses dots for potential not yet reached.
* Fix 2824220: Magic mapping revealing real terrain tiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@10388 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix monsters "bursting forth from the realm of bugdom".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@9991 c06c8d41-db1a-0410-9941-cceddc491573
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libfreetype there's loads of leakage that I can't do anything about.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@9983 c06c8d41-db1a-0410-9941-cceddc491573
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use the 0.3.4 glyph settings.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@9938 c06c8d41-db1a-0410-9941-cceddc491573
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inventory.
* Change exclusions from buggy los back to full radius, so as not to
delay the release any further.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.5@9916 c06c8d41-db1a-0410-9941-cceddc491573
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* Auto-explore hint (200 turns after level map hint).
* Explanation of the "Your equipment suddenly weighs less" message.
* Explanations of trap and heap branding (non-tile builds only).
* A note that monsters that have moved out of LOS haven't just vanished.
* Events for gaining an ability from a mutation and gaining one from
an item which was just equipped, separate from the event for the first
divinely granted ability.
* An explanation that shouting monsters have just noticed you, plus that
their shout is likely to attract the attention of other monsters.
* A "seen portal vault entrance" event, since the entry to the sewers can
appear on DL 3 through 6, and there's also a very small chance of a
Zigguart entrance apearing as early as DL 3.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9823 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9759 c06c8d41-db1a-0410-9941-cceddc491573
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* Add a tile for out of range grids (lighter shade than out of sight).
* Make Xom's repel stairs effect only happen during tension.
* Add Z to keybind.txt.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9755 c06c8d41-db1a-0410-9941-cceddc491573
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current range, which if set to a value > 0 will cause viewwindow to
colour all grids not in los or not in range to be coloured grey.
Has the side effect to also work for Tiles. :)
* Change THELM_DESC_JEWELLED to golden, do as to avoid overlap with the
randart description.
* Make porridge sometimes brown and blood potions sometimes
viscous/sedimented. (Yes, these don't really fit but I don't like the
fixed descriptions.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9735 c06c8d41-db1a-0410-9941-cceddc491573
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* Colour items out of range darkgrey, like we do for floor/monsters.
* Fix berserk monsters choosing one of the nearest monsters randomly.
(Seriously, I must have been half asleep when I wrote that.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9733 c06c8d41-db1a-0410-9941-cceddc491573
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This may break messaging for monsters coming into view.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9725 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9697 c06c8d41-db1a-0410-9941-cceddc491573
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Apparently, monsters can be directly placed at the edge of los, after all.
* Change Ctrl-X -> Ctrl-S, V -> Ctrl-X, not documented yet.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9696 c06c8d41-db1a-0410-9941-cceddc491573
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* update stash tracker after Xom's teleportation journey.
* A few tweaks to Xom debug noting.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9599 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix wording of stair slide chaos effect.
* Add new stimulation triggers for Xom (monsters being polymorphed,
accidentally hasted/healed, or going berserk) which has the side
effect of keeping Xom's interest up if you actually use the chaos
branded weapon he gifted you.
* Greatly reduce stimulation possible from deliberately quaffing bad
potions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9596 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 2731677: Sleeping "patrolling" monsters being unwakable.
Fix 2729898: Debugging markers on the level map showing up in nonwizmode games.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9586 c06c8d41-db1a-0410-9941-cceddc491573
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penalty is doubled in deep water.
* Change "zombified ally" -> "mindless thrall" (and only count friendly
monsters).
* Call trackers_init_new_level() earlier, in load(), so that TileNewLevel()
can use the correct travel information when drawing exclusions on the
minimap.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9566 c06c8d41-db1a-0410-9941-cceddc491573
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journey, use a random sample of level grids as a guesstimate of the
explored portion of the level, and reduce chances for mostly explored
levels.
* Don't attempt to cast spells you wouldn't be able to cast (e.g. the
transformations for undead).
* Tweak random uselessness messages as per FR 2595700.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9565 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9542 c06c8d41-db1a-0410-9941-cceddc491573
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* Sort items in 'V' screen according to pickup menu sort order.
* Name Xom's randart book gifts more randomly.
* Colour items seen by 'x' with message colour tags and same for pickup
messages.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9541 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9474 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9400 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9364 c06c8d41-db1a-0410-9941-cceddc491573
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don't display the grid description (feature, item, monster) for that
grid. Fixes (part of) 2660578, i.e. monster descriptions hiding fighting
messages.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9330 c06c8d41-db1a-0410-9941-cceddc491573
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to visit a different level.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9264 c06c8d41-db1a-0410-9941-cceddc491573
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recent message in prev_message and only output it when another non-matching
message rolls in or the player gets a turn. Matching messages (must be
identical and issued in direct succession, like is the case with the
message history condensation) increase the counter, so you end up with
messages like:
You feel sick.
The killer bee misses you. (x3)
The killer bee stings you.
The killer bee stings you but doesn't do any damage.
The killer bee misses you. (x5)
...instead of the 11 lines it would have been in total.
This behaviour is controlled by the same option as the condensation in the
message history, msg_condense_repeats.
There's definitely room for improvement. At the moment the bracketed
information is written into the message itself, which will prevent
further merging in the message history, or, probably worse, cause ugly
double-merging like "The killer bee misses you. (x3) (x2)".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9262 c06c8d41-db1a-0410-9941-cceddc491573
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instantly be tagged as seen so that you get the appropriate message
if they then move out of sight.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9216 c06c8d41-db1a-0410-9941-cceddc491573
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(e.g., "The jelly quivers", "The jelly jiggles") and you can't see
the relevant monster.
Fixes half of [2628480].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9215 c06c8d41-db1a-0410-9941-cceddc491573
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Also fix mons_near() to be more correct.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9213 c06c8d41-db1a-0410-9941-cceddc491573
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player_monster_visible() in monsters::name() and do_mon_str_replacements(),
so that noninvisible monsters which shout when out of sight are handled
correctly. This isn't really the bug that's there, but it needed to
be done sometime.
Note that this is a change: if a monster is too far away to see
and you want to get its name, you'll have to set force_vis. I hope
this doesn't break anything.
Also, make the mgrd-out-of-sync message trigger outside of
DEBUG_DIAGNOSTICS.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9195 c06c8d41-db1a-0410-9941-cceddc491573
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some cases, regardless of god.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9145 c06c8d41-db1a-0410-9941-cceddc491573
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they are woken up, unless it's by a successful stab. (The previous
behaviour made them shout only when they were woken up by the player
walking around.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9121 c06c8d41-db1a-0410-9941-cceddc491573
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(Incidentally, if you walk into a mimic by accident, the stash won't go
away until the next turn. Technically a bug, but a minor one.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9118 c06c8d41-db1a-0410-9941-cceddc491573
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prefix, which was conflicting with the Abyssal entry cause enum.
Fixes [2605869].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9110 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9096 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9084 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9040 c06c8d41-db1a-0410-9941-cceddc491573
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There is still a bug in that 'x'ing over a former trap will describe the
feature as 'floor' rather than 'trap'. This is because _describe_feature()
looks at the actual grid, not the envmap. However, there is currently no
perfect way to prevent this: map_cell only stores an appearance, not the
actual feature layer. So if a monster was on a trap when you last saw
it, and then the trap gets disarmed, there is no way to know that there
was once a trap there. The correct fix is to have map_cell remember the
object, feature and monster layers separately, but since this will break
savefiles and require some work, I'm not fixing it yet.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9020 c06c8d41-db1a-0410-9941-cceddc491573
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this didn't break anything which travel depends on.
Fixes [2051248].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9012 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8908 c06c8d41-db1a-0410-9941-cceddc491573
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giving a bonus for escaping nets due to dangerous monsters nearby.
Don't give a bonus to escaping nets if nondangerous monsters (allies,
plants, etc.) are nearby.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8896 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8892 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8874 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8865 c06c8d41-db1a-0410-9941-cceddc491573
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Also fix a subtle bug causing monsters to be able to teleport
through walls if there was clear rock there too. (This is
because num_feats_between() is not symmetrical in its first
two arguments.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8847 c06c8d41-db1a-0410-9941-cceddc491573
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