| Commit message (Collapse) | Author | Age | Files | Lines |
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Damage is now reduced to 50% (level 1, unchanged), 33% (level 2, was 20%),
and 20% (level 3, was 10%), respectively.
This only applies to players, monster resists are unchanged. The purpose of
this change is to make the mid and late game harder without unduly affecting
the early game.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10554 c06c8d41-db1a-0410-9941-cceddc491573
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(greensnark)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10553 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10552 c06c8d41-db1a-0410-9941-cceddc491573
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unique pan lords' levels.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10551 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10550 c06c8d41-db1a-0410-9941-cceddc491573
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than four ziggurats can occur in Pan. (zipcode)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10549 c06c8d41-db1a-0410-9941-cceddc491573
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same effect, but different name, description, and messages.
Also, See Invisible is now pure Ench, and has been moved into the Book
of Enchantments.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10548 c06c8d41-db1a-0410-9941-cceddc491573
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for the ally prompts to player bolts.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10547 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10546 c06c8d41-db1a-0410-9941-cceddc491573
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multischool spells.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10545 c06c8d41-db1a-0410-9941-cceddc491573
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wielding a weapon. Patch by jokeserver. Thanks!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10544 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10543 c06c8d41-db1a-0410-9941-cceddc491573
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Magic Mapping, and Identify. [*]
This leaves six spells in the Divinations school, of which Forescry and
See Invisible could easily be moved to other schools; Detect Secret
Doors could be removed; and Detect Traps/Items/Creatures should be moved
to some kind of misc. item with charges (whether rechargeable or not). I
didn't want to remove those until the replacement code is in.
I added a hack to make sure the probabilities of Xom "casting" magic
mapping remain the same. That will have to be repaired later,
preferrably by handling it together with Detect Items/Creatures as a
separate Xom effect.
Shifts spells in saves and bones files.
*) This is different from the recent addition of the scroll of silence
in that these four spells pose no risk whatsoever and can be spammed
safely, making even the food and magic costs negligible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10542 c06c8d41-db1a-0410-9941-cceddc491573
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Yes, I know that some of the smaller stuff might already make it into
0.5.2, but at least we don't forget about it. Right? :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10541 c06c8d41-db1a-0410-9941-cceddc491573
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The scrolls cast the spell with a power of 25 which means it has a
duration of about 24, and is the same as casting the spell with
5 levels in each of Spc, Ench, Air, as well as 21 Int.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10540 c06c8d41-db1a-0410-9941-cceddc491573
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Rachel.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10539 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10538 c06c8d41-db1a-0410-9941-cceddc491573
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when facing the frogs
* Added another frog island map
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10536 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10535 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10533 c06c8d41-db1a-0410-9941-cceddc491573
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or when zapping a known /teleportation at yourself if you know
you have a -TELE artefact equipped.
In the same situation, prompt when trying to evoke Blink or
cast one of the teleportation spells, in case the player
insists on training Evoc/Spellcasting/Translocations that way.
Also, automatically update the autoinscriptions when tweaking artefact
properties in wizard mode.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10532 c06c8d41-db1a-0410-9941-cceddc491573
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commit. Ah well...
* Psyche gets a chaos (75% chance) or distortion (25%) branded weapon.
* Terence gets some kind of mail (50% scale, rest 2/3 chain, else ring)
and gets some kind of Gladiator weapon, other than in the FR not
restricted to maces because I didn't see the point.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10531 c06c8d41-db1a-0410-9941-cceddc491573
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FR 2433928: Holy wrath weapons cannot be cursed.
The message could stand to be improved.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10530 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10529 c06c8d41-db1a-0410-9941-cceddc491573
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This includes Spellcasting and Evo-/Invocations.
Actual gameplay effects of losing 5 points somewhere should be small.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10528 c06c8d41-db1a-0410-9941-cceddc491573
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message but I think it makes sense.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10526 c06c8d41-db1a-0410-9941-cceddc491573
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bit:
* all 'w' apart from brain worms are now mindless (I_PLANT) (changed: worms, larvae, lava worms)
* changed yellow wasp to be mindless, like other 'y's except moths of wrath
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10525 c06c8d41-db1a-0410-9941-cceddc491573
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destruction" mutation, since Vehumet only restores MP.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10523 c06c8d41-db1a-0410-9941-cceddc491573
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and within TSO's halo LIGHTCYAN. Also display a line "This square is
shrouded in silence" wherever applicable.
We might also need to display silence with tiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10521 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10520 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10519 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10518 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10516 c06c8d41-db1a-0410-9941-cceddc491573
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Also added a tile for Menkaure, and made him generate in the dungeon.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10515 c06c8d41-db1a-0410-9941-cceddc491573
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* the ice statue onslaught at the beginning of the small caves was contrary to the design goals, toned it down for most maps
* no placing freezing fog on top of the entrance
* make the ice cave zone D:14-20 instead of D:14-24
* don't give the necromancer a redundant wand of cold
* try to place clouds so they don't kill off monsters
* fix a missing milestone
* fix a missing frost giant/ice fiend
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10513 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10512 c06c8d41-db1a-0410-9941-cceddc491573
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is worshipping Jiyva.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10511 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10510 c06c8d41-db1a-0410-9941-cceddc491573
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mentioned in BR#2833297.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10508 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10506 c06c8d41-db1a-0410-9941-cceddc491573
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* Seeing how animal skins never get an ego property, lower the chance of
acquirement handing out animal skins.
* For armour-restricted species slightly increase the chance of getting one
of the simpler hide armours (troll, steam, swamp, dragon).
* Remove the chance to reroll for items with egos you already have, but
increase the chance to reroll for mundane items if all secondary slots are
already filled.
* Make Oki's armour acquirements a bit more expensive.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10504 c06c8d41-db1a-0410-9941-cceddc491573
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assigned arbitrarily and probably much too good. (There's a 50% chance
of getting one of hasting, healing, teleportation, or fireball.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10503 c06c8d41-db1a-0410-9941-cceddc491573
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* Tweak book acquirement: if more than 25% of your skills are magic you
will never get manuals. If you get a manual, use increased weights for
Fighting, Armour, Spellcasting, Invocations, Evocations (arbitrarily
chosen).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10502 c06c8d41-db1a-0410-9941-cceddc491573
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* When handing out body armour via scroll acquirement, use a rough order of
armour subtypes and assign weights according to Armour skill, i.e.
robes are most likely at Armour skill 0 and crystal plate mail is most
likely at Armour skill 27 (well, 24+, to be exact).
* When handing out mundane items, consider the shield slot to be filled
if the character is unarmed has a high UC skill, or is wielding a
two-hander, a ranged weapon, or a rod. I don't know how much shields
hamper spellcasting - that could be included as well.
* In the creation of artefacts (also outside acquirement) make sure that
those boring randarts that only have one stat property (AC, EV, Str, Dex,
Int) get another one, and there's a chance of getting a third. Also,
if the only property is Acc or Dam there's a 50% chance of getting one
or two more. As before, the bonus properties are all stat properties,
so this shouldn't be too powerful.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10501 c06c8d41-db1a-0410-9941-cceddc491573
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Also, because mundane items are so terribly rare in acquirement use another
check to occasionally produce mundane items filling empty equipment slots:
If the rolled item is an ego item and you're already wearing an item in
the same slot that has the same ego and better or equal enchantment, try
for a mundane item filling an empty slot instead.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10500 c06c8d41-db1a-0410-9941-cceddc491573
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* Use MSGCH_WARN for stat loss messaging (2831539).
* Make debug armour acquirement statistics really ignore artefacts when
counting egos.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10499 c06c8d41-db1a-0410-9941-cceddc491573
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overlapping existing floor squares.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10498 c06c8d41-db1a-0410-9941-cceddc491573
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an early return.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10497 c06c8d41-db1a-0410-9941-cceddc491573
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secondary slots. (Okawaru still uses the old 50% armour, rest secondary
chances.)
If mundane items are created, preferably replace subtype with an unfilled
equipment slot. When trying this in wizard mode, this never came up,
though: ~50 acquirements while naked and all were egos, with a few
artefacts strewn in. I then ran some tests when enforcing non-egos, and this
worked fine. (And yes, I did take the hack out again.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10496 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10495 c06c8d41-db1a-0410-9941-cceddc491573
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