| Commit message (Collapse) | Author | Age | Files | Lines |
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doesn't handle artefacts or egos yet, and misses the last ring slot, but
it's a start
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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To reflect that they are adjustments, not actual mhp values. Also
change one reference to use player_rotted instead.
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I broke this in 0.15-a0-1070-gbaee6d2. Some refactor.
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If you are with Gozag (also No God or Xom with the Lua function).
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This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64.
It turns out player_mutation_level() is not just a wrapper for
you.mutation, so this could cause some odd bugs like being transformed
influencing acquirement or not properly updating saves, it's probably
best to just reapply places where we know the usage is correct.
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It's still inconsistant, but at least some more non setting uses are now
using player_mutation_level().
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Besides making them print as characters again, only assign shortcuts to the
first 26: It was possible to have so many durations that it produced invalid
UTF-8.
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And reformat and refactor. Several of the names should probably
be cleaned up or improved.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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If your equipment would have been corroded under the old system, you now
get a temporary (but stacking) -5 AC and -3 weapon damage. Corrosion
against armour-wearing monsters instead halves their AC.
Committer's notes:
Fixed whitespace and fit to Trunk
Added Corrosion entry to hiscores.cc
The original patch showed the slaying malus on the weapon, which may
be preferable to a status light.
gammafunk noted that ouch.cc iterates over equipment when deciding
when to corrode, this might make less sense under the new system.
-reaverb
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Ditto for you.temp_mutation.
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Since the card was removed and it only remained as a Zotdef effect.
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Three variants:
1) throw some elementals at you, with their HD equal to your XL.
2) Temporarily create lava around you (intended to limit your movement).
3) Temporarily mutate an elemental vulnerability (rF--, rC--, rElec-, or
deformed body i.e. AC-).
More elemental terrain changes could be nice, but this suffices for now.
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Taking damage from an elemental attack sometimes causes you to gain a
temporary point of resistance in that element (overriding the other
temporary resistances). This includes "earth attacks", i.e. physical
damage, which give you a 3 AC boost.
Thanks again to mikee for initially suggesting this idea.
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Instead of shattering potions, player-cast refrigeration prevents
potion use for 7-15 turns, with duration of repeated casts capped to
15 turns. Monster refrigeration is unaffected.
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Move calc_hp() to player.cc, and fix all but a couple instances where
you.hp is changed directly to use set_hp() instead. We'll eventually
just move these functions to inline methods for the player class, but
this reorganization will do for now.
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Reduce mermaid/siren mesmerisation power, increase base duration,
make breaking mesmerisation grant brief immunity to being
remesmerised.
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Partly this is to (somewhat) make the Abyss a little easier. Teleports
still take longer than orbrun teleports to kick in on average, and
in general letting the player know what an action will do is a good
thing.
But the main reason is that, due to maprot, same-area abyss teleports
are a pretty awful interface screw. You are prevented from remembering
what monsters were around (this was quite annoying when being marked
was more common in the abyss), and though you can see for one second
what direction you came from, immediately after the screen refreshes
and you can't anymore.
Possibly this could lead to improving/removing altogether maprot.
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Mass Abjuration was never an especially popular spell at level 6,
but the recent changes which cause summons to be automatically
abjured upon their caster's death renders its usefulness considerably
lower. This experimental change is aimed at making the spell more
appealing given how readily available this faux-mass-abjuration
already is to everyone.
Aura of Abjuration causes the caster to continuously perform a
lower power version of Mass Abjuration each turn for a reasonably
long duration, sending new summons away shortly after they arrive
(given sufficient power). This version could even be a useful
pre-cast option for battles with summon-focused enemies and provides
tactical options which old Mass Abjuration did not, and might give
the spell some play in the current environment.
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Summon Dragon was hit extremely hard by the summon cap, as the effective
strength of a summoned monster is superlinear with their quantity, and
2 dragons simply does not provide even remote offensive or defensive
parity with equal level spells in other schools, such as tornado or
shatter (since killing groups of monsters quickly is a pretty good form
of defense). It is true that it could be used in consort with other
summon spells to increase its impact, but the same is equally true of
pairing tornado with other conjurations.
A level 9 spell is a huge investment and its impact should be equally
huge, which does not seem at all the case at present. When testing it
against other equal-level spells in a range of realistic combat
scenarios, Summon Dragon takes more time to defeat even modest encounters
than its peers (often much more), while generally exposing the player
to more danger in the process (both due to its delay in killing ranged
threats and also that you can no longer form an effective screen of
dragons with only 2 of them lasting more than a couple turns). In many
cases, the difference is extreme. And the fact that the dragons last
forever is of limited practical advantage (except in resisting monster
abjuration).
Raising its summon cap might address this somewhat, but rather than
simply making it more spammable in the old sense, I have decided to give
it behavior which further distinguishes it from common summon spells while
making it suitably impactful for its spell level and the investment that
represents.
Summon Dragon is replaced by Dragon's Call, which gives the player a
temporary status that will continuously summon in dragons adjacent to
and attacking random hostiles within the player's LoS. These dragons have
an individually short duration and will appear only while hostiles are
present (so you cannot build up an army while outside of battle, nor
carry your previous army from battle to battle unless they occur with
only short delay between them). The delay between summoning each new
dragon is proportional to how many you already have, meaning that they
will arrive more quickly when you have none, and much more slowly while
several are already active. Each new dragon summoned costs the caster a
small amount of mp, and the effect will end if you run out. Also, it
generates a continuous amount of noise while the status lasts. Finally,
there is a somewhat lengthly cooldown between times the effect can be
activated.
The effect is definitely strong, as befits a level 9 spell, but
interestingly it also excells at slightly different situations than
other level 9 spells do. It is distinctly less powerful against massed
groups of foes, but potentially stronger against a series of moderate
to small encounters back-to-back due to its duration. And it definitely
(to me, anyway) feels splashy in a way that a level 9 spell ought to.
Of course, numbers are still provisional, as always.
(For now I have retained the original Summon Dragon as a monster spell,
as much of the additional complexity of Dragon's Call does not add much
to a monster version over just summoning a couple more dragons in the
usual manner)
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