| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
|
|
|
|
| |
No idea what they're supposed to be, ribbons or tattoos or whatever, but
plain black should really only be used for outlines and shadow.
|
| |
|
|
|
|
| |
Fix warning about unchecked enum constant in switch in religion.cc.
|
|
|
|
|
|
|
| |
Now found 14-20, and has Blink Other as an escape spell instead of a
standard enchantment. I've also replaced one of the Poison Arrows with
Venom Bolt instead. Hopefully these changes should help to allay fears
that he's too powerful at his assigned depth.
|
|
|
|
|
|
|
|
|
| |
This fix multiple bugs, including one reported on SourceForge that
Poison Weapon wasn't working properly for any launchers; that has now
been fixed.
This commit should also solve the issue with "poisoned poison arrow" and
"arrow of flame of flame". Hopefully we won't see any more of them.
|
| |
|
|
|
|
|
|
|
|
| |
Added: phantom, flayed ghost, fake rakshasa, wraith, freezing wraith, spectral warrior, spectral thing.
Removed: giant spore, chaos spawn. The latter sounds more like an ooze than an immaterial being, and oozes aren't M_INSUBSTANTIAL.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
| |
|
|
|
|
|
|
|
| |
Despite my misgivings it actually looks reasonably well.
In other news, I finally figured out who the turtle tile reminds me of:
I've got a photo where my cat has that exact same look and posture. :)
|
| |
|
|
|
|
| |
Move the old tile into the UNUSED/monsters folder.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
It's not used anymore, and since the corpse offering mechanism has changed, is unlikely to be used again.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
|
|
|
| |
Oh, and I forgot to remove the old rslow tile in my last commit.
|
| |
|
| |
|
| |
|
|
|
|
| |
This should lead to a more flavourful look of Pikel's slave band.
|
|
|
|
|
| |
The large one looks a bit too burly, the small one really puny.
A combination of the two would be ideal.
|
|
|
|
|
|
| |
Now that CCF doesn't produce hostiles, it is unnecessary.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
|
|
|
|
|
| |
electric eels on D:2, and could produce lava snakes, I figure, which is a little nasty. (greensnark)
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
|
|
|
| |
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
|
|
|
| |
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
turtles, sea snakes.
Merfolk impalers: 28->26 dam, 23->18 EV.
Alligator snapping turtles: 8->10 action cost.
Sea snakes: 14->12 speed.
Harpies are now more common.
|
|
|
|
| |
Also tweak the columnise-credits script to directly update CREDITS.txt instead of sending its output to stdout.
|
| |
|
| |
|
|
|
|
| |
Move the old turtle tile into UNUSED/monsters.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
You can override that, both the colour and the glyph. The code
is exceedingly hairy (the check is tripled!), thanks to glyphs
sometimes stored as character:colour, sometimes as type:colour.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
For the deformed elf/human/orc tiles and the human_monk_ghost, I redrew
the outline in standard black. I also removed some dangling transparent
pixels and changed a few other transparent pixels to either be completely
blank or fully drawn, as seemed appropriate.
General tip: When compiling tiles into the game, check e.g. player.png
to see how they'll look like in-game, outline and all.
|
|
|
|
|
|
|
|
|
|
|
| |
I always figured her tile was a bit too similar to the plain Kobold one.
Also, a tip to other tiles designers: just before declaring a tile as
"finished", try setting the alpha threshold to 0. Chances are there are
some highly transparent residues on the edges that will completely throw
off the automated %rim outline and make the tile look much uglier than
it deserves.
(And here I've been wondering where Sonja's odd outline came from...)
|
| |
|
|
|
|
|
|
|
|
|
| |
I had two orc priests throw their spears at me instead of smiting me.
Monsters with a ranged attack were prevented from picking up missiles
but not from throwing their melee weapons.
If we want e.g. mermaids to be able to throw stuff at the player, we
will have to tweak the check to ignore some los abilities.
|
|
|
|
|
|
|
| |
This commit translates the original C++ _city_level code into Lua. It
opens up the way for nicer Vault layouts, using a series of subvaults.
Hopefully it doesn't break anything too much! Should be reverted if it
does.
|
| |
|
|\
| |
| |
| | |
ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref
|
| |
| |
| |
| |
| | |
This should fix unreachable excludes not being coloured in the
level map.
|
| | |
|
|/
|
|
| |
tiles. This is a hack.
|