theTower [Thu, 18 Sep 2014 02:56:23 +0000]
Fresh light D/Depths encompass vault edits
* slaughterboxes: Slightly nerf the placement of 9s, used liberally throughout
the vault, since the introduction of Depths made them mean quite a bit more.
* pleasuredromes: Re-introduce long monster listings, now more focused and
easier-to-parse. It is quite readily a nerf due to how hard Depths scales its
spawns (a few less liches now, for example), and the vault wasn't designed
around said spawn's tiers. The list should have an even split between "is
native to Depths" and "is not out of place in Depths" while avoiding more
controversially bizarre choices, now. At least, that's the intent.
* radiant_caverns: Cut chances of getting the vaults in half (since there are
two of them), clean up / fix up a convoluted header, cut unused definitions,
add a few more monsters throughout the set and vault for variety.
* Put a total of four portals in all of the Depths encompass vaults, to be
able to accomodate the occasional ziggurat portal placement. On a side
note, this also increases the chances of shops in spin_cycle, slightly.
theTower [Thu, 18 Sep 2014 02:54:07 +0000]
Further Swamp end vaults adjustments
Small stuff, mostly, meant to try and even out the differences in
difficulty / deaths for each end.
* swamp
Very very slightly more generous terrain.
* swamp_old_school
Slightly lower the average and both extremes of possible swamp dragon
/ hydra placements, plus scattering them around a bit more. Main deaths
(and top continued deaths position) are from Lernaean's design (and
added vault weight), which is fine, so his company is restrained instead.
* swamp_fiery
Third fire dragon, push down mottled dragons with the loss of their
item destruction (and thus not wasting a slot for lindwurm / fire crab),
a few more hydras. Still relatively weak in its main fodder, whatever.
* swamp_pestilence
Guarantee the phantasmal warriors, push it to a max of three, and
mix in some ghost crabs into that allotment (which should fit in
well for the depth involved). Also, replace the plant in the
death drake / plant / oklob arrangement with a vampire mosquito band.
* grunt_swamp_rune_castle
Add an inner cross of walls and shuffle around the monster placement
to lessen the oncoming rush. The vault's combination of open spillage
terrain, dense monster placement, and the Lernaean hydra left it
near the top in terms of potential threat, even with its fixed relatively
weaker monster output results.
theTower [Thu, 18 Sep 2014 02:51:11 +0000]
New Gehenna end.
Standard re-interpretation of trends in hell end structures paired with
diagonal mirroring symmetry and diversionary layout tactics, plus
finnicky and thorough minor pillar randomization and excess monster
definition for tangential spawns, with a focus on open-space diagonally
oriented level traversing and the vague notion of the non-orthodox
non-creator-set end. Same old style as dis_hangedman and coc_hangedman,
in other words, except mucking with the most solidly-designed of the hells
(said status due to the sheer effectiveness in design of hellfire and
fire monsters compared to the other hells, other elements, etc.)
To address: The player can get quite close to endless lava in this end,
which makes the previous minor issue of endless lava having the same
console glyph / colour / tiles tiles much more noticeable. They should
get different graphics, in the same fashion as open sea spaces.
theTower [Thu, 18 Sep 2014 02:48:20 +0000]
Vault batch.
A small slice of my old ideas and drafts, fixed-up.
Mini-vaults for Lair, Crypt, Elf, and the Hells;
small decoration for Spider and Swamp;
large decoration for Spider and Zot;
and large vaults for Depths, Dis, Tartarus, and Zot.
Some are quite unorthodox.
theTower [Thu, 18 Sep 2014 02:43:14 +0000]
Better compensate Crypt's spawns for the cut floors
Since there used to be some key spawns left to Crypt:3 when it had five
floors, adjust everything up a floor to better approximate what it once
had (so, current Crypt:1-3 will resemble previous Crypt:2-4). It does
mean the branch gets meaner faster, but the cap of meaness was cut off.
Still, the out-of-depths are a nice idea, since few branches actually have
such a possibility. I'm keeping it with an altered simulation of what
a previous Crypt:6 would have been, though with a bit of difficulty and
some editing due to how monster weighting functions are mostly regulated
according to the branch's length. No ood wraiths, some ood phantasmal
warriors / jiangshi / silent specters / ghouls, lowered ood chance for
ancient champions (from what would be 15%!). Outside of some minor changes
to wraiths and ghoul spawns (rather compensated with ood / respawns), the
margin of change should be 0.05% for Crypt:1-3 regular spawns, and 0.1%
for Crypt:4 (or old Crypt:5); this was done via spreadsheet rather than
simulator or formula. Whatever.
Steve Melenchuk [Thu, 18 Sep 2014 02:19:08 +0000]
Move a name lower down in CREDITS.txt.
Since Lasty is now officially a part of the cabal!
ontoclasm [Thu, 18 Sep 2014 01:57:39 +0000]
Fix the D&D title screen
Shmuale Mark [Wed, 17 Sep 2014 23:49:00 +0000]
Shops aren't stairs (#8965).
Shmuale Mark [Wed, 17 Sep 2014 22:54:30 +0000]
Allow using Draw Out Power while confused (#8969).
Shmuale Mark [Wed, 17 Sep 2014 22:51:31 +0000]
Don't let mummies sacrifice potions (#8963).
Shmuale Mark [Wed, 17 Sep 2014 22:31:06 +0000]
Make rings less likely from acquirement if you only have one hand.
Shmuale Mark [Wed, 17 Sep 2014 22:22:39 +0000]
Ru text improvements.
Pekka Lampila [Wed, 17 Sep 2014 10:26:23 +0000]
Identify invis potion correctly even with halo (#8921).
ontoclasm [Wed, 17 Sep 2014 06:45:42 +0000]
Ru altar tile
Pekka Lampila [Tue, 16 Sep 2014 18:55:11 +0000]
Update minimap when Ash detects portals (#8903).
Also when revealing monsters in wizard mode.
elliptic [Tue, 16 Sep 2014 18:24:41 +0000]
Fix DACT_ALLY_SACRIFICE_LOVE being applied to monsters who are already hostile.
Pekka Lampila [Tue, 16 Sep 2014 18:04:42 +0000]
Wizmode character dump loading fixes.
Correctly parse species that have a space in the name.
Fix loading a dump with the same god as the current one.
Give player extra gold to offset Gozag entry fee (no negative gold).
Pekka Lampila [Tue, 16 Sep 2014 17:41:33 +0000]
Actually waive Gozag service fee for monks.
This bug could leave the player with negative amount of gold.
Also give the player enough gold to join when using wizmode command.
elliptic [Tue, 16 Sep 2014 13:09:26 +0000]
Make view.update_monsters() dlua.
Since it was intended for vault use, not player use.
ontoclasm [Tue, 16 Sep 2014 05:34:26 +0000]
Unrand tiles by roctavian
Shmuale Mark [Tue, 16 Sep 2014 00:56:59 +0000]
Unbreak save compat.
Some TAG_MINOR_ versions were left in from the iashol branch; they were
not supposed to go in trunk. This wouldn't have broken anything major,
except that they were in the middle of the enum, causing the code in
tags.cc to get fouled up.
I'm removing them from the middle of the enum, which means saves made
between the merge and this commit won't load afterwards, probably;
thankfully, the public servers have not rebuilt yet.
Shmuale Mark [Wed, 10 Sep 2014 00:34:02 +0000]
Ditch the commented options in init.txt.
They were confusing for beginners, who often didn't understand they had to
remove the beginning '#', experts, who often were not sure whether the
line had the default or the non-default value, and devs, who often failed
to keep them up to date, or give the the correct value, or who did not
know whether an option should be in there, alike.
This has been suggested before and I know it's not uncontroversial, but
elliptic and dpeg at least seemed to support the idea. Even if this ends
up getting reverted, the default init.txt could probably stand to be
shortened by sticking to often-changed options.
Shmuale Mark [Fri, 29 Aug 2014 19:52:43 +0000]
cset -> display_char, improve documentation, code.
cset is a quite mysterious name, display_char should hopefully make a
little more sense. I retained compatibility for "cset.*" as an option name
as well; this should perhaps be standard practice from now on.
Shmuale Mark [Fri, 29 Aug 2014 19:36:47 +0000]
Remove dat/clua/gearset.lua.
It was apparently broken at one point for several years without
anybody noticing, and almost certainly can be used just by pasting into
your rcfile.
Shmuale Mark [Fri, 29 Aug 2014 19:31:38 +0000]
Remove dat/clua/wield.lua.
It duplicated some code that was already duplicated in C++ (also fixed in
this commit). I can't imagine much use for something that would display
items of your choice on the 'w' menu -- if something is useful, like
showing arrows/javs with s2s known, it should be on for all players.
Shmuale Mark [Fri, 29 Aug 2014 19:10:13 +0000]
Change trapwalk_safe_hp to a boolean option.
Mechanical traps are incredibly rare, and I never have seen someone change
the option to anything other than all 1s or the defaults. It's also now
implemented in C++ rather than lua.
Shmuale Mark [Wed, 10 Sep 2014 01:56:47 +0000]
Add a "Cloud" status light and an option to control it.
It can sometimes be a bit ambiguous whether you're still in a cloud, and
people often request a way to check without pressing 'x'. The light is
darkgrey if the cloud does no damage to you and will have no harmful
effects. The option enabling it defaults to false on tiles builds, where
it is much easier to see if you're in a cloud.
Shmuale Mark [Thu, 28 Aug 2014 20:06:38 +0000]
Make dispellability of a duration a field in duration_def.
This also makes a few durations not previously dispellable possible, but
mostly they seemed like oversights.
Shmuale Mark [Mon, 15 Sep 2014 23:50:13 +0000]
Don't crash whenever making a Vaults level (#8958).
This is quite hacky, and I'm afraid that it might cause more problems, but
at least it doesn't crash at all times. The function that I changed
_seems_ to not be used by anything else, but I'm not sure.
Steve Melenchuk [Mon, 15 Sep 2014 23:05:04 +0000]
0.15.1 changelog.
(cherry picked from commit
7324901d92f2974e01a620fdd492f1d59ab16597)
Corin Buchanan-Howland [Mon, 15 Sep 2014 23:31:58 +0000]
Coloring Ru attack stop/redirect messages and fixing a comment
Steve Melenchuk [Mon, 15 Sep 2014 23:00:39 +0000]
Changelog through 0.16-a0-603-g12f7cf7.
Thanks to Lasty for providing the Ru blurb.
Steve Melenchuk [Mon, 15 Sep 2014 22:37:32 +0000]
Revert "(EXPERIMENTAL ONLY)Ru: Reverse DACT tags for Experimental save compat"
As I explained at the time this commit was made, daction enums are very
obviously marshalled in several places. I doubt there'd ever be a game
where this is a concern, but I'd rather be safe.
This reverts commit
18dcf3e2df3d52ca947b0e3b04531cb825f3c3ea.
Steve Melenchuk [Mon, 15 Sep 2014 22:36:32 +0000]
Merge branch 'iashol'
Otherwise presently known as Ru.
We're at a point with Ru where Ru can be trunk-tested, and just after
the tournament ends - i.e. at the start of a trunk cycle - is a great
time for that.
Conflicts:
crawl-ref/source/enum.h
crawl-ref/source/main.cc
crawl-ref/source/mon-place.cc
crawl-ref/source/terrain.cc
Jesse Luehrs [Mon, 15 Sep 2014 19:50:30 +0000]
add a new option to allow disabling all kinds of animations
elliptic [Mon, 15 Sep 2014 15:09:57 +0000]
clua: view.cloud_at().
Shmuale Mark [Mon, 15 Sep 2014 14:25:01 +0000]
Add Alex Henry to CREDITS.txt.
Akinori MUSHA [Wed, 10 Oct 2012 12:19:35 +0000]
Use more sources to locate font files.
Use fontconfig if available and search /usr/*/lib/X11/fonts also.
This adds support for a wider range of operating systems including
*BSD.
Alex Henry [Tue, 6 Nov 2012 01:40:34 +0000]
l_item.cc : added item.hands
[<wheals> argh <wheals> no gratuitous floating point please]
Richard Soderberg [Wed, 23 Apr 2014 04:20:23 +0000]
melee_attack.cc: qty.3 of ASSERT(defender); to defend against static analysis null-pointer derefs
[Removed one ASSERT that was unnecessary, since it happened right after
the pointer was dereferenced. --wheals]
Richard Soderberg [Wed, 23 Apr 2014 04:25:50 +0000]
Makefile: use xcode-select -p to find Xcode, resort to /Application/Xcode.app
Shmuale Mark [Mon, 15 Sep 2014 13:34:24 +0000]
Possibly fix not being able to compile crawl-ref.sln in MSVC (#8018).
For some reason, I was unable to use the patch actually attached in the
issue, but all the changes here are Bodrick's, not mine. I'm not sure if
MSVC actually works now, but hopefully it has fewer breakages.
Shmuale Mark [Mon, 15 Sep 2014 13:21:06 +0000]
Remove Tomb from deck of punishment (#8859).
Eduardo Gonzalez [Sun, 24 Aug 2014 01:36:58 +0000]
Ignore saprovorous when considering gourmand useless for carnivores.
No longer relevant with the removal of nausea and contaminated chunks
Shmuale Mark [Mon, 15 Sep 2014 13:11:21 +0000]
Deverbosificate.
Shmuale Mark [Mon, 15 Sep 2014 12:53:34 +0000]
Use feat_is_ functions in another place.
Jesse Luehrs [Mon, 15 Sep 2014 08:16:54 +0000]
fix precedence (8959)
ontoclasm [Mon, 15 Sep 2014 02:28:26 +0000]
Panlord weapon tiles
ontoclasm [Mon, 15 Sep 2014 00:22:51 +0000]
Bloodbane, Prune, & Sharnga tiles
ontoclasm [Sun, 14 Sep 2014 19:02:58 +0000]
Fix some rims
Jesse Luehrs [Fri, 12 Sep 2014 04:23:20 +0000]
tweak the orb animation a bit more
Jesse Luehrs [Thu, 11 Sep 2014 20:12:57 +0000]
actually, disable it for all webtiles
it sort of works for glyphs and hybrid, but the full map still doesn't
update even there
Jesse Luehrs [Thu, 11 Sep 2014 20:07:02 +0000]
disable animations in webtiles for now
Jesse Luehrs [Thu, 11 Sep 2014 19:58:40 +0000]
run the shatter animation before monsters are damaged
this way, we avoid the animation being delayed until after a level up
prompt, for instance
Jesse Luehrs [Thu, 11 Sep 2014 19:50:35 +0000]
add option to control if animations are used
Jesse Luehrs [Thu, 11 Sep 2014 19:36:59 +0000]
<+edlothiol> doy: isn't that basically flash_view_delay?
Jesse Luehrs [Thu, 11 Sep 2014 19:12:04 +0000]
animation for low hitpoints
Jesse Luehrs [Thu, 11 Sep 2014 18:54:19 +0000]
shorten the shatter animation a bit
Jesse Luehrs [Thu, 11 Sep 2014 18:48:18 +0000]
better banishment animation
Jesse Luehrs [Thu, 11 Sep 2014 18:18:19 +0000]
need to switch this dynamically
webtiles builds can be either console or tiles, so we can't do this
with a #define
Jesse Luehrs [Thu, 11 Sep 2014 16:59:57 +0000]
use darkgrey for the console orb animation
the zot:5 floor is already magenta, so we can't see it
Jesse Luehrs [Thu, 11 Sep 2014 16:47:13 +0000]
better orb animation
Jesse Luehrs [Thu, 11 Sep 2014 16:46:49 +0000]
pass in the colour too
not sure if this is the best solution, but going with it for now
Nicholas Feinberg [Thu, 11 Sep 2014 05:30:11 +0000]
Constify.
Jesse Luehrs [Thu, 11 Sep 2014 03:46:50 +0000]
add an animation for picking up the orb
Jesse Luehrs [Thu, 11 Sep 2014 03:09:36 +0000]
add an animation transition for being banished
Jesse Luehrs [Thu, 11 Sep 2014 03:08:09 +0000]
allow not cleaning up the screen after an animation
this will allow an animation's end result to stay on the screen until
the next time the map is drawn, so that animations can be used for
transitions
Jesse Luehrs [Thu, 11 Sep 2014 02:54:50 +0000]
add a few more animation types
Jesse Luehrs [Thu, 11 Sep 2014 00:06:50 +0000]
factor the animation out to allow for other animations
Jesse Luehrs [Mon, 18 Aug 2014 04:24:29 +0000]
shake the viewport around a bit when shatter is cast
Jesse Luehrs [Wed, 13 Aug 2014 05:12:44 +0000]
swap out flash freeze for glaciate
glaciate is a bit on the ridiculous side, and the messages are weird for
a breath weapon anyway
Jesse Luehrs [Wed, 13 Aug 2014 05:06:58 +0000]
better message for crystal spear breath
Jesse Luehrs [Wed, 13 Aug 2014 04:37:36 +0000]
note "three-headed" in serpent of hell descriptions
Jesse Luehrs [Tue, 12 Aug 2014 15:25:11 +0000]
few more tweaks
Jesse Luehrs [Tue, 12 Aug 2014 08:32:13 +0000]
buff the cocytus and dis variants a bit
swap out ozo's for glaciate and bump up the dis variant's ac and
physical attacks a bunch. still think the dis variant could use some
better breath attacks though.
Jesse Luehrs [Wed, 6 Aug 2014 05:46:04 +0000]
also give serpent of hell summon dragon, because why not
Jesse Luehrs [Wed, 6 Aug 2014 05:23:32 +0000]
buff serpent of hell a bit
turn serpent of hell into a three headed dragon, each of which can bite
or use a breath weapon separately
unlike hydras, the heads can't be chopped off
Jesse Luehrs [Wed, 6 Aug 2014 05:20:24 +0000]
allow multi-attacks from monsters with more than one base attack
assume that the multi-attack is from multiple heads, and that the first
attack listed in their attack spec is the head attack
Neil Moore [Sun, 14 Sep 2014 21:50:15 +0000]
Be less loopy.
Neil Moore [Sun, 14 Sep 2014 21:17:06 +0000]
Constify.
gammafunk [Wed, 27 Aug 2014 11:23:27 +0000]
Klown around in some Mnoleg vaults
In Mnoleg vaults, put Killer Klowns into rotation with the cacodemons
for more af_klown fun. This commit also cleans up the glyph usage in
mnoleg_st, so we're using numbers/letters roughly in order of
difficulty instead of a mixture of numbers and console glyphs, which
was confusing.
gammafunk [Tue, 19 Aug 2014 00:13:08 +0000]
Tweak a mnoleg vault
This conceals the rune a bit and opens up the space containing mnoleg
so he has more room to use his abilities.
gammafunk [Sun, 17 Aug 2014 05:48:07 +0000]
Turn Mnoleg into a something even more horrible
Mnoleg is generally regarded as too easy for a pan lord. His malign
gateway spell struggles to be effective, since it's very easy to lure
Mnoleg far away from the portal. This commit gives Mnoleg two
tentacles that function like ones used by tentacled starspawns. They
have the same attack strength as eldritch tentacles but use af_klown
instead of af_chaos. The tentacles replace the malign gateway spell
and his smiting spell, the former now being unnecessary and latter
being a not terribly effective use of Mnoleg's actions.
Neil Moore [Sun, 14 Sep 2014 21:09:55 +0000]
Avoid reading uninitialised feature override entries.
Shmuale Mark [Thu, 28 Aug 2014 19:04:26 +0000]
Only use the 'special' unrand flag for what it's claimed to be for.
Presumably most of the cases changed here were not changed correctly
in the unrand/fixedart merge, though the reason for these differences
between them isn't clear either.
Shmuale Mark [Thu, 28 Aug 2014 18:57:27 +0000]
Remove 'special' from some unrands.
Two of them (Dispater's and Asmodeus's weapons) are already wielded by
monsters, Wucad Mu is presumably a holdover from when it had variable
pluses, and Vampire's Tooth doesn't seem to have any reason to be not
usable by monsters.
Shmuale Mark [Tue, 26 Aug 2014 22:03:56 +0000]
Make the captain's cutlass disarmingly good.
It now disarms a monster's weapon with a dam / 75 chance; it shouldn't be
an effect that's happening every combat, just a cool bonus (like the
tendril disarming this is based on code- and idea-wise). The enchantment
is nerfed to +5, since it doesn't need it to be not strictly worse than
an ego item anymore.
Thanks to PleasingFungus for the description change!
Steve Melenchuk [Sun, 14 Sep 2014 20:04:56 +0000]
The 0.15 tournament is over; don't annoy people about Trunk games.
This reverts commit
0e45cf2e0fb8731d39b9e744c57bc83bea192582.
Shmuale Mark [Sun, 14 Sep 2014 18:50:06 +0000]
Make beams even more unable to hit monsters in walls.
Shmuale Mark [Sun, 14 Sep 2014 18:48:22 +0000]
Don't consider lightning bolts to go through trees in tracers (#8542).
Shmuale Mark [Sun, 14 Sep 2014 18:36:12 +0000]
Improve some beam code (|amethyst).
Based on a comment in #8542.
Shmuale Mark [Sun, 24 Aug 2014 02:38:55 +0000]
Turn symbol/magic_symbol into methods of feature_def rather than fields.
This eliminates the need for two 0s in field in feature-data.h.
Shmuale Mark [Fri, 22 Aug 2014 21:13:20 +0000]
Pack dungeon_feature_type more tightly on save bump.
Since there's no longer any necessity to put things in a specific place
in the list.
Shmuale Mark [Thu, 21 Aug 2014 22:58:41 +0000]
Make a bunch of switches on DNGN_ enums use feat_is_ functions instead.
Shmuale Mark [Thu, 7 Aug 2014 03:13:35 +0000]
Try to remove the last comparisons by order of dungeon_feature_types.
There are a few left in tags.cc since it's not actually looking at the
meaning; it really does want to know where in the enum it is.
Shmuale Mark [Wed, 6 Aug 2014 22:42:21 +0000]
Remove more comparisons by order in dungeon_feature_type.
This also cleans up and documents some of terrain.cc.
Shmuale Mark [Wed, 6 Aug 2014 17:42:18 +0000]
Clean up terrain.cc slightly.
Shmuale Mark [Wed, 6 Aug 2014 15:57:57 +0000]
Remove unused feat_is_rock function.
Shmuale Mark [Wed, 6 Aug 2014 15:46:38 +0000]
Replace magic enum values with FFT_s in feature-data.h
ontoclasm [Sun, 14 Sep 2014 17:19:48 +0000]
LRD & Shatter icons