-------------------------------------------------------------------------------- 8d11a63 | Michael Gagno | 2012-02-03 05:37:02 -0800 Decrease max depth of corexii_shantytown. As jeanjacques pointed out, it is too easy past d:8 or so. -------------------------------------------------------------------------------- bb2c21a | Raphael Langella | 2012-02-02 17:47:54 +0100 Don't drain the XP pool when hit by draining. It should never contains anything significant anyway (less than skill cost). -------------------------------------------------------------------------------- 5d81417 | Raphael Langella | 2012-02-02 17:21:14 +0100 Calculate skill cost based on experience instead of skill points. So it's not influenced by cross/anti training and manuals anymore. Early game cost will raise at the same rate for all backgrounds too. The ones with low skill levels used to have a low cost for a longer time, allowing them to catch up more quickly to the others. Globally, early game cost will raise a bit faster, so this might need to be balanced a bit (although I'm not sure how). On the other hand, the new system is cleaner and simpler. Also, in wizmode, changing skill levels don't have any effect on skill cost anymore, however, changing XL does. -------------------------------------------------------------------------------- dde7694 | Adam Borowski | 2012-02-02 12:48:43 +0100 Don't claim you can right-click out of menus in webtiles. -------------------------------------------------------------------------------- bbbf336 | Chris Campbell | 2012-02-01 22:54:46 +0000 Changelog updates and wording tweaks -------------------------------------------------------------------------------- 934dcec | Florian Diebold | 2012-02-01 20:18:07 +0100 Replace the fire mage title screen by the new version by Omndra and roctavian. -------------------------------------------------------------------------------- 397ca58 | Raphael Langella | 2012-02-01 16:22:15 +0100 Remove the now useless you.train_set array. -------------------------------------------------------------------------------- 1ffd8ee | Michael Gagno | 2012-02-01 00:28:34 -0800 No secret doors in shiori_angband_town. (minmay) This entry vault tricks the player into thinking their only escape is a hatch to D:2. It actually has secret doors, but it's a huge spoiler. -------------------------------------------------------------------------------- 50fa62c | Adam Borowski | 2012-02-01 04:03:00 +0100 Veto Ignacio's vault instead of placing it without him. This reduces the pollution of vault list (before, it would list uniq_ignacio on 1/4 levels, now it does only if he's actually there). -------------------------------------------------------------------------------- f211c3e | Adam Borowski | 2012-02-01 03:14:20 +0100 Id wands of enslavement on auto-re-anger. -------------------------------------------------------------------------------- 11ee62d | Adam Borowski | 2012-01-31 15:25:30 +0100 Fix vamp weapons being unwieldable in ZotDef. -------------------------------------------------------------------------------- 31fb67c | David Lawrence Ramsey | 2012-01-31 08:17:17 -0600 Fix tentacles reference for two-handed weapons with shields. If you need two tentacles to wield a weapon, three hands translates to six tentacles, not five. -------------------------------------------------------------------------------- c540817 | David Lawrence Ramsey | 2012-01-31 08:14:18 -0600 Generalize the bony plates check; anyone with level-3 tentacles has no arms. -------------------------------------------------------------------------------- b9d8210 | Michael Gagno | 2012-01-30 21:19:20 -0800 Mention new PoG in changelog. -------------------------------------------------------------------------------- dafb0d2 | Chris Campbell | 2012-01-31 04:27:55 +0000 Improve some misc acquirement checks Checking for non-zero evoc skill is no longer necessary with the new skill training, and acquirement also shouldn't depend on your current equipment. -------------------------------------------------------------------------------- f2d92da | Chris Campbell | 2012-01-31 04:27:54 +0000 Don't scramble free from drowning when unable to move -------------------------------------------------------------------------------- 6813ec9 | Adam Borowski | 2012-01-31 05:15:03 +0100 Pass stats as int, not int8_t. When stored in a register rather than memory there is no gain anyway, and it led to potentially abusable bugs. -------------------------------------------------------------------------------- 038753f | Adam Borowski | 2012-01-31 03:37:01 +0100 Fix the message for gaining bone plates as seafood/kitteh. It may be debatable whether growing bone is appropriate for octopodes, but then, it's no like humans have such exoskeleton either. -------------------------------------------------------------------------------- eb1d601 | Adam Borowski | 2012-01-31 03:27:48 +0100 Forbid thin bones to seafood. -------------------------------------------------------------------------------- 4bef0e9 | Adam Borowski | 2012-01-30 12:30:11 +0100 Fix servant kills of dual demon/undead holiness under Kiku and Trog. -------------------------------------------------------------------------------- c2fb862 | Adam Borowski | 2012-01-30 12:10:11 +0100 Let Trog accept kills of holies, like he does of other demons. He's not someone to care about relations to good gods, merely creature type which is otherwise the same for angels and demons. -------------------------------------------------------------------------------- d542c58 | Adam Borowski | 2012-01-29 15:25:02 +0100 Re-fix punctuation of snakes to sticks. MarvinPA's fix was lost due to a mistake during the ucc merge. -------------------------------------------------------------------------------- e2b86ea | Adam Borowski | 2012-01-29 15:18:06 +0100 Simplify a bit, correct the prototype for actor::mons_species(). Also, no need to check for Chuck and Polyphemus, they're included in their species. -------------------------------------------------------------------------------- b772ba5 | Adam Borowski | 2012-01-29 15:05:34 +0100 Constriction resistance, currently immunity only. -------------------------------------------------------------------------------- 88e8c9b | Adam Borowski | 2012-01-29 14:31:42 +0100 Fix the shillelagh hurting the player if you wield it. -------------------------------------------------------------------------------- 6178f76 | Adam Borowski | 2012-01-29 03:24:09 +0100 Disallow casting, reading, using rods while confused. It was a pure waste of time and resources, unless you wanted random useless badly (and in this case, it'd be a silly spoilery thing to do). -------------------------------------------------------------------------------- 91c54cf | Adam Borowski | 2012-01-29 02:10:17 +0100 Make silver stars immune to all polymorph effects. -------------------------------------------------------------------------------- ef58485 | Adam Borowski | 2012-01-29 02:06:47 +0100 Don't force premature wrapping in a couple of quotes. -------------------------------------------------------------------------------- fd234ea | Adam Borowski | 2012-01-29 02:06:47 +0100 Consistently align quote attributions. -------------------------------------------------------------------------------- e44133a | Adam Borowski | 2012-01-29 01:34:10 +0100 Give Dodging not Armour to Tr/Og/Sp, add skill points rather than skill values. The latter is a nerf to professions who got both before: CK DK AK Wr Sk, none of these were among strong ones so this might be bad here. -------------------------------------------------------------------------------- c43b97f | Adam Borowski | 2012-01-28 22:17:36 +0100 Shopping list: change a misleading message. " and buy it" suggests it's an immediate purchase, while in fact it's the only way to remove the item from the shopping list. When removed, it becomes selected for purchase, but you're in no way forced to continue with it. -------------------------------------------------------------------------------- 074e2b7 | Michael Gagno | 2012-01-27 21:28:27 -0800 Improve spriggan bakers. Nothing to see here... -------------------------------------------------------------------------------- 2e8ce95 | Adam Borowski | 2012-01-28 01:47:02 +0100 Update the copyright year. -------------------------------------------------------------------------------- e1e6d90 | Adam Borowski | 2012-01-27 23:44:48 +0100 Stop tentacles from being affected by mutagenic fog. -------------------------------------------------------------------------------- c19ef6c | Adam Borowski | 2012-01-27 23:42:58 +0100 Stop plants and tentacles from being teleported. -------------------------------------------------------------------------------- cc6e23a | Adam Borowski | 2012-01-27 23:17:38 +0100 Plants have no means to feel pain -- so torment shouldn't affect them. -------------------------------------------------------------------------------- 80186d5 | Adam Borowski | 2012-01-27 20:15:42 +0100 Berserk monsters shouldn't flee. -------------------------------------------------------------------------------- b231c63 | Adam Borowski | 2012-01-27 19:56:17 +0100 Disallow mute (from recite) orc knights to battle cry. -------------------------------------------------------------------------------- e7e38d6 | Adam Borowski | 2012-01-27 18:22:17 +0100 Don't talk about removed giant frogs in the desc of spiny frogs. -------------------------------------------------------------------------------- a69a7e3 | Adam Borowski | 2012-01-27 18:17:37 +0100 Don't acquire blunt vamp or distortion (artefact or not) if you need to butcher. -------------------------------------------------------------------------------- bec4bdd | Adam Borowski | 2012-01-27 17:40:41 +0100 Give artefacts a miniscule chance of being distortion. I made it four times lower than for regular items -- perhaps it should be the same? I see no reason why this brand should be excluded. -------------------------------------------------------------------------------- ee6dc2c | David Lawrence Ramsey | 2012-01-26 18:37:33 -0600 Fix inconsistent punctuation. -------------------------------------------------------------------------------- 9dbfc29 | Chris Campbell | 2012-01-26 23:41:41 +0000 Let Divination miscasts drain the stats of undead players -------------------------------------------------------------------------------- 45118fc | Chris Campbell | 2012-01-26 23:41:19 +0000 Mark the Black Knight's barding as evil, since it makes you partially undead -------------------------------------------------------------------------------- 79af961 | Chris Campbell | 2012-01-26 23:40:47 +0000 Update spells section of changelog -------------------------------------------------------------------------------- aee8c76 | Michael Gagno | 2012-01-25 19:20:08 -0800 Identify the guaranteed ring of invisibility in Sprint IV. (N78291) -------------------------------------------------------------------------------- 5285f50 | Michael Gagno | 2012-01-25 19:13:55 -0800 Mention Dispel Undead and Alistair's changes in changelog. -------------------------------------------------------------------------------- b90649a | Chris Campbell | 2012-01-26 01:53:38 +0000 Prevent Shattering outside tar_minmay_river too -------------------------------------------------------------------------------- 3122d84 | Chris Campbell | 2012-01-26 01:18:17 +0000 Prevent getting outside Tomb:2 and 3 with Shatter It was possible to get to the outside of the map, dig all the way around it, and then Shatter to get back in near the rune, and related silliness. -------------------------------------------------------------------------------- 23dd5a8 | elliptic | 2012-01-25 11:27:43 -0500 Fix Yred enslavement not recording that you killed the monster too. Technically this is redundant information, but it makes sense to still give milestone or note for killing the monster right before the one for enslaving it. -------------------------------------------------------------------------------- 61f93a1 | Florian Diebold | 2012-01-25 14:09:37 +0100 Remove debug logs. -------------------------------------------------------------------------------- dae930c | Florian Diebold | 2012-01-25 14:08:48 +0100 Fix a typo in the last commit. -------------------------------------------------------------------------------- 7538b18 | Adam Borowski | 2012-01-25 12:00:09 +0100 Don't teleport Op and Mf into D:1 aquaria. -------------------------------------------------------------------------------- eb219de | Adam Borowski | 2012-01-25 09:29:15 +0100 Implement and upgrade pghost/panlord Sticky Flame to the player version. It's probably too deadly, especially early on, but if players whine... here you go. Losing the range is nothing compared to being auto-hit -- low-level ghosts have near-zero accuracy which made the spell miss most of the time against players with any EV. -------------------------------------------------------------------------------- 1939bc9 | Adam Borowski | 2012-01-25 07:23:04 +0100 Rename an ugly variable. -------------------------------------------------------------------------------- 6871f02 | Adam Borowski | 2012-01-25 06:38:59 +0100 Get rid of USisms in spelling of -ll- and -tt-. This mostly reverts 78d8ab06 which replaced Commonwealth "targetting" with US "targeting", although there's also "cancelLing", "levelLing", "travelLing". -------------------------------------------------------------------------------- 97e9b58 | Adam Borowski | 2012-01-25 05:31:58 +0100 Slightly simplify. -------------------------------------------------------------------------------- 70f6bea | Adam Borowski | 2012-01-25 05:20:13 +0100 Don't take food and a turn when evoking a staff of channeling at max mana. -------------------------------------------------------------------------------- 2b37ea0 | Adam Borowski | 2012-01-25 05:13:52 +0100 Don't id evokable items on use. Everything you can possibly evoke is already known, except for decks which use their own rules anyway. -------------------------------------------------------------------------------- 430d9d1 | Adam Borowski | 2012-01-25 05:08:30 +0100 Remove obsolete crystal ball code. -------------------------------------------------------------------------------- 208379f | Michael Gagno | 2012-01-24 17:41:58 -0800 Update changelog. -------------------------------------------------------------------------------- 3bdc157 | Michael Gagno | 2012-01-24 16:25:18 -0800 Update and clean up changelog. Added some missing stuff, removed inner flame from 0.10 changes (it was added in 0.9). Also added the new Abyss to 0.10 highlights, seeing as its one of the biggest new features in this version. -------------------------------------------------------------------------------- 87763dd | Adam Borowski | 2012-01-24 15:58:10 +0100 Hide the name tags for Cerebov and co. It's a jarring discrepancy from other uniques, but until someone can shift the tags into the right place, this will do. -------------------------------------------------------------------------------- 7c50dbe | Adam Borowski | 2012-01-24 15:30:02 +0100 roctavian's tall tiles for Pan and hell lords. -------------------------------------------------------------------------------- 3eff784 | Adam Borowski | 2012-01-24 15:08:39 +0100 Changelog: Pr get quarterstaves as well. Only Ar get noob ones. -------------------------------------------------------------------------------- e7a9cdd | Raphael Langella | 2012-01-24 14:39:44 +0100 Replace tabs by spaces. -------------------------------------------------------------------------------- dc6b9a6 | Raphael Langella | 2012-01-24 14:28:49 +0100 When no skill is enabled, call the skill menu. (#5246) Instead of forcing the first one. Also, if all your skills are maxxed or untrainable, but at least one could be trained, put a message, because the XP won't accumulate in the hidden pool anymore. -------------------------------------------------------------------------------- a3a0c0c | Raphael Langella | 2012-01-24 13:37:22 +0100 Don't update can_train when you are delayed. This reduces message spam when changing armour. -------------------------------------------------------------------------------- dbd4153 | Raphael Langella | 2012-01-24 13:19:10 +0100 Don't count mimics as exits when processing disconnected zones. I can't tell if it's enough to fix #4915, but at least it should help. -------------------------------------------------------------------------------- df8490a | Raphael Langella | 2012-01-24 13:13:31 +0100 Allow random blinks and teleport to put the player on mimics. -------------------------------------------------------------------------------- 1176d43 | Raphael Langella | 2012-01-24 13:09:53 +0100 Reveal mimics at the player's feet (#5101). It would also be possible to prevent the player from blinking on top of mimics, but this is probably a more robust solution. -------------------------------------------------------------------------------- 2832b6c | Michael Gagno | 2012-01-23 20:11:31 -0800 Do not capitalize inventory letters in the description screen. A dagger on 'e' would appear as "E - a dagger". This fixes mantis issue 5221. Partially reverts 81dea6aead7c0937d69461642e87f348177547e3. -------------------------------------------------------------------------------- 07b02e0 | Michael Gagno | 2012-01-23 17:13:31 -0800 Mention the '!' command on description screens in local tiles builds. It would tell you to Right-click, but not mention '!', which does the same thing (but a lot more conveniently, for most players). Description screens will now inform you of both commands, when both are available. -------------------------------------------------------------------------------- 798cc7a | David Lawrence Ramsey | 2012-01-23 12:43:56 -0600 Clean up the changelog a bit. -------------------------------------------------------------------------------- 444e835 | Adam Borowski | 2012-01-23 11:02:21 +0100 Fix the display of the webtiles URL in unrested manual. -------------------------------------------------------------------------------- d8d8961 | Adam Borowski | 2012-01-23 11:02:12 +0100 Sync manual from the wiki. -------------------------------------------------------------------------------- 40c8fe3 | Michael Gagno | 2012-01-22 23:32:22 -0800 Remove dwarf mountain bat the bat zombie. Fixes mantis issue 5254. -------------------------------------------------------------------------------- 71a52b4 | Michael Gagno | 2012-01-22 23:31:22 -0800 Fix human corpses of freed slaves. -------------------------------------------------------------------------------- 4e766d1 | Michael Gagno | 2012-01-21 21:16:07 -0800 Update changelog. -------------------------------------------------------------------------------- 41e24e1 | David Lawrence Ramsey | 2012-01-21 22:47:34 -0600 Fix typo. -------------------------------------------------------------------------------- 4b6fcbf | David Lawrence Ramsey | 2012-01-21 15:11:26 -0600 Fix wording. -------------------------------------------------------------------------------- 06c459c | David Lawrence Ramsey | 2012-01-20 23:51:15 -0600 Rename sarcophagus_pedistal.png to use the proper spelling of "pedestal". -------------------------------------------------------------------------------- 0af5b33 | Michael Gagno | 2012-01-20 21:17:53 -0800 Sarcophagus tile for ragdoll_tomb_raider. (Denzi) Currently just decoration. Denzi also made an open sarcophagus tile, and a sideways one on a pedistal, which I've added to rltiles/UNUSED. -------------------------------------------------------------------------------- 9ea9807 | Michael Gagno | 2012-01-20 21:06:04 -0800 Fix minmay_elf_arrival_summoners. -------------------------------------------------------------------------------- d455535 | Michael Gagno | 2012-01-20 20:43:14 -0800 Fix descriptions in wizlab_zonguldrok. Centre gravestone no longer turns into floor, and the floor is now "the ground" rather than "a ground". This also fixes "a ground" in wizlab_eringya. -------------------------------------------------------------------------------- 4ab3be2 | Michael Gagno | 2012-01-20 19:28:46 -0800 Various changes to vault-defined feature descriptions. This removes usage of portal_desc to rename stone walls (they will now appear as regular stone walls). This works around a problem where, when destroying the wall, the floor would keep the description. This also makes the elephant statues in due_jungle_book indestructible, to work around the same problem (note that this is already done in other vaults). It would be good to have a better solution to this in the long term. -------------------------------------------------------------------------------- 3955f05 | Michael Gagno | 2012-01-20 18:48:45 -0800 Changes to dk's "Undead" serial vault. Tweaked monster set to not place large zombies on early D levels (could get hill giant zombies on D:1). Replaced trees with withered plants. Made the gravestones indestructible (destroying them causes the floor to keep the gravestone description). -------------------------------------------------------------------------------- 3ab3508 | Michael Gagno | 2012-01-20 18:45:27 -0800 Change how the silver wall and golden statue features are described in evilmike_holy_pan. These are now set for the whole level instead of using portal_desc. Since it's an encompass vault, there's no problem here. -------------------------------------------------------------------------------- 45e0e05 | Michael Gagno | 2012-01-20 18:42:01 -0800 Fix floor descriptions in wizard labs. These had custom descriptions for floors but weren't displaying them (should have been using "floor" rather than "Floor"). This also removes an unused line. -------------------------------------------------------------------------------- d41493b | Adam Borowski | 2012-01-20 22:42:38 +0100 Disable sqlite locking on Mac OS X (GreatZebu). This should actually be safe in our case since we do our own redundant locking, and never write to the database except for the initial cache build. This can bite us in the future if we ever use sqlite for some non-readonly purpose, though. -------------------------------------------------------------------------------- 93bfe0f | Adam Borowski | 2012-01-20 22:22:34 +0100 Mention that Mark 4/Stack 5 don't work on marked decks. -------------------------------------------------------------------------------- c362ab3 | Raphael Langella | 2012-01-20 20:54:06 +0100 Make sure at least one skill is enabled when a skill turns untrainable. -------------------------------------------------------------------------------- ac963a9 | elliptic | 2012-01-20 01:29:06 -0500 Add commented-out autofight_stop to init.txt. -------------------------------------------------------------------------------- 9f10547 | elliptic | 2012-01-20 01:29:06 -0500 Merge hit_closest() and hit_adjacent(). -------------------------------------------------------------------------------- 884132b | Michael Gagno | 2012-01-18 21:22:25 -0800 Fix evilmike_abyss_rune_tentacle_tunnel. The rune would be placed on shallow water. The new abyss doesn't like this, and the rune would wind up getting displaced. The vault now places the rune on normal floor. -------------------------------------------------------------------------------- 30ea90b | Michael Gagno | 2012-01-18 19:53:32 -0800 Fix lemuel_draconian_sentries. Fixes mantis 5237. The vault was getting the wrong monsters 2/3 of the time. Looks like it's been this way for several versions, but the vault syntax is clearly wrong, here. -------------------------------------------------------------------------------- 5daebb0 | Florian Diebold | 2012-01-18 11:05:20 +0100 Make the help menu work in webtiles again. -------------------------------------------------------------------------------- e6c29e3 | Adam Borowski | 2012-01-18 04:23:41 +0100 Properly clean up gone monsters in the Abyss. This could cause invalid mid_cache, other monster->foe pointing at someone innocent, and perhaps more. -------------------------------------------------------------------------------- 6b21642 | Adam Borowski | 2012-01-18 04:00:46 +0100 Paper over the infinite portals upon return from Abyss bug. Too bad, I won't merge the proper rewrite of this code for 0.10, so this is an interim kludge. We'd have to ensure the level is saved properly, including its references elsewhere, and handle the level_type overrides. Thus, for now, I made Abyss exits return you to LEVEL_DUNGEON instead of LEVEL_PORTAL_VAULT, like Lugonu's power does. -------------------------------------------------------------------------------- 7635233 | Raphael Langella | 2012-01-18 01:27:51 +0100 Constriction damage formulae (Eronarn). Let's try something more sensible. Note that this also slighlty boost monster constriction over time. -------------------------------------------------------------------------------- e492871 | Adam Borowski | 2012-01-17 18:37:51 +0100 Actually add the umbra tile... And yeah, I do test the builds every time :p -------------------------------------------------------------------------------- 2a5bf95 | elliptic | 2012-01-17 11:00:31 -0500 Make multiplier-type brands do nothing with zero-damage hits (Mantis 5078). Previously they did 1 damage. -------------------------------------------------------------------------------- 9b783d4 | elliptic | 2012-01-17 11:00:31 -0500 Make autofight abort when held in a net (Mantis 5231). I can't think of any at the moment, but if there are any situations other than confusion and nets where pressing v for a reaching weapon or f for a launcher will fail, then they will cause similar trouble. -------------------------------------------------------------------------------- eef5419 | Adam Borowski | 2012-01-17 15:04:11 +0100 A very lame tile for umbras. It really should be shifting, like in console. At least, this one works. -------------------------------------------------------------------------------- ee20cc8 | Adam Borowski | 2012-01-17 15:04:11 +0100 Fix staves of power blocking training. They can be swapped just fine, so the distortion/vamp-like block makes no sense, and unlike rings of magical power, you don't even lose the stored mana if you switch back soon enough. -------------------------------------------------------------------------------- 1e4010d | Raphael Langella | 2012-01-17 00:25:19 +0100 When placing an exclusion on a unique, don't duplicate the annotation. Only works for new exclusions, it doesn't fix existing ones. Also, behold C++ elegancy... -------------------------------------------------------------------------------- bcbd6ec | elliptic | 2012-01-16 14:58:07 -0500 Colour failure rates based on how likely the spell is to cause a dangerous miscast effect. In the casting and memorization list, "12%" is now coloured one of four colours based on the chance that casting the spell will cause a severity 2 or 3 miscast. This does not take into account Sif or Kiku's protection or penance. The cutoff points are currently at 0.001, 0.005, and 0.025, and the colours used are lightgrey, yellow, lightred, and red. -------------------------------------------------------------------------------- a77a15b | elliptic | 2012-01-16 11:09:43 -0500 Stop Vehumet's MP cost reduction from weakening miscasts. -------------------------------------------------------------------------------- 0335474 | elliptic | 2012-01-16 10:39:35 -0500 Fix minor errors in the spell failure rate calculation. -------------------------------------------------------------------------------- 16a4524 | Michael Gagno | 2012-01-15 20:47:21 -0800 Make the strange machine in Tukima's Studio indestructible. It was already immune to LRD and Disintigration, but Shatter was left out. This is to prevent weird problems from arising if you destroy it. -------------------------------------------------------------------------------- 1f6ec78 | Michael Gagno | 2012-01-15 17:56:08 -0800 Graveyard serial vault for early-mid D. (dk) Adds a a couple of small graveyard areas with undead monsters. -------------------------------------------------------------------------------- 49ef2a3 | Michael Gagno | 2012-01-15 17:05:41 -0800 Six simple garden themed entry vaults. (Tarquinn) -------------------------------------------------------------------------------- 45fed9b | Adam Borowski | 2012-01-16 01:38:48 +0100 Mention massive tile changes in the changelog. Some lesser changes might be worth inclusion as well, like all portal entrances having a tile, but eight branches getting complete re-tiling is big. -------------------------------------------------------------------------------- 1c914f9 | Adam Borowski | 2012-01-16 01:38:48 +0100 Drop the code for use-iding lanterns of shadows. -------------------------------------------------------------------------------- 52627b2 | Adam Borowski | 2012-01-16 01:38:48 +0100 Initialize hell_branch. If unset, it causes a crash if you go there in wizmode. -------------------------------------------------------------------------------- fdcb374 | Michael Gagno | 2012-01-15 13:33:43 -0800 Increase Octopode monster AC to 1. -------------------------------------------------------------------------------- 0477d29 | Adam Borowski | 2012-01-15 21:03:27 +0100 Don't trap the player in sewer_co_cracked_pipes -------------------------------------------------------------------------------- 496a1a7 | Michael Gagno | 2012-01-14 20:57:02 -0800 Fewer oklobs in the zotdef parody vault. -------------------------------------------------------------------------------- efe0edf | Adam Borowski | 2012-01-15 02:02:46 +0100 Indentation fixes. -------------------------------------------------------------------------------- 74a1312 | Florian Diebold | 2012-01-15 01:52:48 +0100 Fix #5222: Staff of Dispater and sceptre of Asmodeus use "TODO" tile when dropped. This was actually the case for all unrandarts, since item.special wasn't copied into the item info when they were unidentified. -------------------------------------------------------------------------------- 4e1f008 | Florian Diebold | 2012-01-15 01:52:48 +0100 Fix the spellbook reading menu in webtiles. -------------------------------------------------------------------------------- cea76b6 | Chris Campbell | 2012-01-15 00:44:37 +0000 Don't let Asmodeus summons drop items -------------------------------------------------------------------------------- e37ea52 | Shayne Halvorson | 2012-01-15 00:44:36 +0000 New Ds mutation: Augmentation -------------------------------------------------------------------------------- dbbf23f | Michael Gagno | 2012-01-14 16:07:18 -0800 Give Deep Dwarf Artificers (the monster) wands instead of rods of striking. They can still rarely get a random rod, but most will have wands. Usually low-tier attack wands, since this monster fills the role of a weak ranged attacker, and can show up in a fairly early vault. This also reverts the change that introduced an asymmetry with rods of striking. It's back to 1d8 now for players and monsters. It's probably worth just removing rods of striking at this point. -------------------------------------------------------------------------------- 5397891 | Michael Gagno | 2012-01-14 16:07:17 -0800 Remove some unneeded lines. -------------------------------------------------------------------------------- 7ba95e0 | Adam Borowski | 2012-01-14 23:59:42 +0100 Fix the Ignacio in Zotdef crash. The Pan wave selected monsters by glyph, and there's an assertion elsewhere as uniques should be placed specially. -------------------------------------------------------------------------------- 5aa7ace | Adam Borowski | 2012-01-14 22:07:28 +0100 Don't specify loop limits twice in a couple of places. If they ever got changed, it's easy to go out of sync. -------------------------------------------------------------------------------- c65e520 | Adam Borowski | 2012-01-14 21:37:39 +0100 Fix missing enchantments on monster clone or polymorph. Only Inner Flame had a paranoid check that brought the issue to attention, but this affected any enchantment -- it'd mysteriously be gone. -------------------------------------------------------------------------------- cd72661 | Adam Borowski | 2012-01-14 20:46:19 +0100 Validate every query of the mon_ench cache in debug builds. It used to be reliable but I caught a case when it's wrong. -------------------------------------------------------------------------------- c950d94 | Adam Borowski | 2012-01-14 18:51:54 +0100 Actually call our alarm() on Windows. There's an implementation of it, yet the call itself was #ifdefed out. -------------------------------------------------------------------------------- 66c1fb3 | Adam Borowski | 2012-01-14 18:51:54 +0100 A vital fix to equalize dividers in swamp.des -------------------------------------------------------------------------------- f73ac3f | David Lawrence Ramsey | 2012-01-14 11:19:17 -0600 Add changelog entries for new Twisted Resurrection and abomination holiness. -------------------------------------------------------------------------------- db47f34 | Michael Gagno | 2012-01-14 08:47:39 -0800 Tweak ragdoll_tomb_raider. Add an item_pickup triggerer; change wording a little bit; don't let the vault spawn in Tartarus. -------------------------------------------------------------------------------- 74d6667 | David Lawrence Ramsey | 2012-01-14 10:37:25 -0600 Make Fedhas hate scrolls of summoning; all abominations are part undead now. -------------------------------------------------------------------------------- 9fc1a79 | Samuel Bronson | 2012-01-14 01:05:30 -0500 Point out that the mutex usage in _crash_signal_handler() could cause UB. -------------------------------------------------------------------------------- d4cdc31 | Samuel Bronson | 2012-01-14 01:05:29 -0500 Don't return column-0 items from player::visible_igrd(); they aren't really there... (Yes, the shop hack is pretty darn kludgey...) -------------------------------------------------------------------------------- 4ff4846 | Michael Gagno | 2012-01-13 19:23:12 -0800 Adjust Swamp ending vault weights. Nothing big here. The three "standard" endings get weight 4, while the four "themed" endings get weight 3. This makes each category equally likely. -------------------------------------------------------------------------------- bf4bf6a | Michael Gagno | 2012-01-13 19:23:11 -0800 Demonic swamp ending. (HangedMan) -------------------------------------------------------------------------------- 0c2118a | Michael Gagno | 2012-01-13 19:23:10 -0800 Changes to some of HangedMan's vaults. (HangedMan) This includes getting rid of the "brume". -------------------------------------------------------------------------------- 06432c2 | Michael Gagno | 2012-01-13 19:23:10 -0800 Five minivaults. (blackcustard) -------------------------------------------------------------------------------- b9bffcc | Michael Gagno | 2012-01-13 19:23:09 -0800 Four crumbling vaults. (dk) When you pick up the item in the middle, a bunch of statues crumble and the vault slowly fills with shallow water. -------------------------------------------------------------------------------- 1f2afba | David Lawrence Ramsey | 2012-01-13 20:43:11 -0600 Fix message wrt how many tentacles are needed for a 2-hander and a shield. If octopodes use four to wield weapons and four to move, as the manual states, they'd need five, not nine, to wield the 2-hander. -------------------------------------------------------------------------------- 479d075 | Michael Gagno | 2012-01-13 17:18:32 -0800 An elaborate mummy vault. (Ragdoll) It is an initially empty tomb, with a valuable item in the centre. Pick it up (or move it) and mummies burst out of the walls to ruin your day. It will often have the Ring of Vitality. Can contain Khufu or Menkaure, depending on depth and place. -------------------------------------------------------------------------------- 1177696 | Raphael Langella | 2012-01-13 23:40:55 +0100 Fix needles of frenzy not turning monsters neutral. -------------------------------------------------------------------------------- 22d70df | David Lawrence Ramsey | 2012-01-13 13:18:41 -0600 Add comments about crawling corpses/macabre masses' having dual holiness. -------------------------------------------------------------------------------- a1cbb75 | David Lawrence Ramsey | 2012-01-13 10:59:30 -0600 Add formatting fixes. -------------------------------------------------------------------------------- ad7626d | David Lawrence Ramsey | 2012-01-13 10:57:04 -0600 Move and reword one changelog entry. -------------------------------------------------------------------------------- 2a24dec | David Lawrence Ramsey | 2012-01-13 10:49:38 -0600 Wrap changelog entry. -------------------------------------------------------------------------------- 3fe31b4 | Florian Diebold | 2012-01-13 17:02:10 +0100 Fix curse status being leaked for items on the floor in the tiles inventory region. -------------------------------------------------------------------------------- 5e45772 | David Lawrence Ramsey | 2012-01-12 23:58:05 -0600 Add spacing fix. -------------------------------------------------------------------------------- b34015d | David Lawrence Ramsey | 2012-01-12 23:57:44 -0600 Add changelog entry for killer bee larva upgrading-through-eating. -------------------------------------------------------------------------------- 42b638e | Adam Borowski | 2012-01-13 04:35:58 +0100 XuaXua's icon for constriction. Somehow, it looks pretty busy and hard to distinguish on a good deal of monsters I tried it with (first one being orc warlord). This might be just my feeling though -- and above all, some tile is better than no tile. -------------------------------------------------------------------------------- 0e20727 | Adam Borowski | 2012-01-13 04:07:45 +0100 Fix a save incompatibility with 0.9 games. If you upgrade during or after a fight with Mara, shit happens. -------------------------------------------------------------------------------- c8eabba | Adam Borowski | 2012-01-13 01:49:20 +0100 Blame inner flame damage and clouds on the inner flame's caster. It was hard-coded to the player, which 1. caused arena to assert-crash, 2. gave the player penance in the "experimental stone golem" vault. It may be a good idea to be consistent with spores and give blame (and xp) to those who set off agentless inner flames, but currently there's no way to tell apart those cast by a dead hostile caster from those created by a vault. -------------------------------------------------------------------------------- a68ba43 | Adam Borowski | 2012-01-12 23:11:01 +0100 XuaXua's tiles for Mass Abjuration, modified Abjuration. The pentagram is yellow to make it differ somehow from actual summons which look too similar. -------------------------------------------------------------------------------- 250db9e | Adam Borowski | 2012-01-12 23:11:01 +0100 "include" -> for system headers. GCC allows both forms, contrary to the standard. -------------------------------------------------------------------------------- 193c3a1 | Adam Borowski | 2012-01-12 23:11:01 +0100 Fix abyssal permaglass conversion. -------------------------------------------------------------------------------- 88d1cf6 | Michael Gagno | 2012-01-12 13:35:09 -0800 Make the spell description screen a bit clearer w/r/t failure rates. It prints "Fail: x%" now instead of putting the number in parenthesis. -------------------------------------------------------------------------------- 8caa010 | Michael Gagno | 2012-01-12 13:35:08 -0800 Replace success adjectives with failure rate percentages. (dtsund) This is slightly modified from the patch submitted here: https://crawl.develz.org/mantis/view.php?id=5179 The original patch uses fractions instead of percentages, but I found this to be quite visually cluttered and unhelpful. After much fretting about the best way to implement this, I settled on rounding up to 1% if your failure rate is below 1% but above 0. I tried some alternatives, but I find this way to be the easiest for me to visually parse at a quick glance at my spell list. If this is unideal, it's very easy to change. -------------------------------------------------------------------------------- 126d714 | David Lawrence Ramsey | 2012-01-12 15:21:56 -0600 Make _constriction_description() static. -------------------------------------------------------------------------------- 0b5a6e2 | David Lawrence Ramsey | 2012-01-12 15:20:38 -0600 Add formatting fixes. -------------------------------------------------------------------------------- 85f670b | Samuel Bronson | 2012-01-12 12:31:44 -0500 Don't print "That would be overly suicidal." when reach-targetting with no visible enemy. (But *do* print it rather than targetting the player.) -------------------------------------------------------------------------------- c04e6d2 | Florian Diebold | 2012-01-12 13:41:00 +0100 Fix a few cases where my last fix broke the identified tile for items (#5205 among them). -------------------------------------------------------------------------------- a94e837 | Adam Borowski | 2012-01-12 13:04:05 +0100 XuaXua's breastly tile. -------------------------------------------------------------------------------- c248a43 | Adam Borowski | 2012-01-12 12:43:24 +0100 One of roctavian's tiles for Ring of the Octopus King. -------------------------------------------------------------------------------- 706f871 | Florian Diebold | 2012-01-11 23:43:54 +0100 A hack to align the column titles of the spell menu in webtiles. -------------------------------------------------------------------------------- 410ff27 | Florian Diebold | 2012-01-11 20:50:30 +0100 Fix #5204: Unknown wands and potions on ground show as flame wands and potions of curing. The function get_item_info sets the sub_type to 0 if it is unknown (or rather, leaves it at 0). The problem is that that's a valid item type, and the tile picking code had no way of knowing for sure if the item simply had sub_type 0 or was unidentified. I opted to always add the KNOW_TYPE flag to the item_info when the type is known. This seems like the cleanest solution and also helps simplify the tile picking code (which doesn't need to check you.type_ids anymore). -------------------------------------------------------------------------------- 987e65b | David Lawrence Ramsey | 2012-01-11 11:18:37 -0600 Fix Mantis 5200. In the switch statement for ability descriptions in the output screen, some of them were missing breaks: vampires (erroneously leading to deep dwarf abilities) and ghouls (erroneously leading to tengu abilities). -------------------------------------------------------------------------------- 44fcce8 | Florian Diebold | 2012-01-11 15:52:25 +0100 Fix #5201 (the ?-mark for multiple items in tiles had gone missing). This was another victim of the tile picking refactoring. The problem was that tile_place_item tested if there were more items by checking item.link, which doesn't work for an item from a map_cell. While I was at it, I also removed a few outdated comments and made the tile_place_* functions static. -------------------------------------------------------------------------------- 7fc31a8 | David Lawrence Ramsey | 2012-01-11 00:39:47 -0600 Comment fix. -------------------------------------------------------------------------------- 1ec1dd9 | David Lawrence Ramsey | 2012-01-11 00:36:43 -0600 Add formatting fix. -------------------------------------------------------------------------------- 14b424d | David Lawrence Ramsey | 2012-01-11 00:36:11 -0600 Fix spelling. -------------------------------------------------------------------------------- 6328f89 | David Lawrence Ramsey | 2012-01-11 00:24:37 -0600 Fix zombie naming for the Enchantress, a la the Serpent of Hell. -------------------------------------------------------------------------------- 7ffa548 | David Lawrence Ramsey | 2012-01-11 00:11:08 -0600 Remove unneeded blank line. -------------------------------------------------------------------------------- b9acd13 | David Lawrence Ramsey | 2012-01-10 21:18:19 -0600 Fix Mantis 5194: Players in lich and statue forms retain extra balance in water. Thos forms may change player physiology, but not size. -------------------------------------------------------------------------------- 54f1c43 | David Lawrence Ramsey | 2012-01-10 21:04:56 -0600 Remove redundant changelog entry. -------------------------------------------------------------------------------- 2708460 | Michael Gagno | 2012-01-10 14:05:04 -0800 Fix minmay_brainsmasher. -------------------------------------------------------------------------------- 1e8ff2e | Adam Borowski | 2012-01-10 15:59:18 +0100 List the Shuffle card in character notes. -------------------------------------------------------------------------------- 520ab7e | Adam Borowski | 2012-01-10 15:17:33 +0100 Nemelex: reduce ATTR_CARD_COUNTDOWN, don't expire it with time. It used to be set to 10 upon receiving a deck, and reduced to 0: * by waiting 400.0 time * by sacrificing 8000 gold worth of junk (item >800 counts as 800) * by drawing 21 unmarked cards or finishing decks (decks with any marked cards are worth less) (or a combination; all values are random) This commit halves the initial value. It's probably redundant with gift_timeout now; not merging these two so close to branching though. -------------------------------------------------------------------------------- 9c6705d | elliptic | 2012-01-10 00:07:35 -0500 Improve ability usage tracking. Now each ability is tracked individually. -------------------------------------------------------------------------------- e092187 | Michael Gagno | 2012-01-09 19:36:45 -0800 Golden statue tiles for the holy Pan level. (roctavian) -------------------------------------------------------------------------------- cdb4253 | Florian Diebold | 2012-01-10 02:52:43 +0100 Fix #5111: Items under a plant aren't indicated [in tiles]. The problem was that tile picking happened concurrently to the show update, i.e. while the map cell was being built. This meant that when placing the plant tile, the item wasn't yet in map_knowledge, so no indicator was added. I've refactored the code so that all tile picking happens at the end of show_update_at. I fear this may lead to new bugs, but the alternative (going back to directly accessing igrd) would have been hacky and would likely have caused new (if small) information leaks. -------------------------------------------------------------------------------- 76a9179 | Michael Gagno | 2012-01-09 16:36:49 -0800 Don't block 'a'bilities from having Perfect success rates. They were previously capped at the high end of Excellent, for no apparent reason. A couple of abilities were allowed to reach Perfect (mostly ones that start that way). The blink mutation was also special cased to be able to reach this level, along with Nemelex's Draw One. As for the rest, they got capped at a 99.9% success rate, which is high enough that it has almost no tactical effect. The main effect is obscuring things for the player, by not letting them know when their ability success rate has maxed out. -------------------------------------------------------------------------------- 7aba899 | Michael Gagno | 2012-01-09 16:36:49 -0800 Give Trog's berserk failure = 0 instead of pointlessly calculating it. It would actually have a lower success rate at piety below 30. Except, you get the ability at 30 piety, so it would always have the highest possible success. -------------------------------------------------------------------------------- 32ee2ec | elliptic | 2012-01-09 18:27:30 -0500 Milestones for your first time entering Pandemonium and reaching D:14. Pandemonium uses br.enter, D:14 uses br.mid. The D:14 milestone shouldn't be announced by bots; its main purpose is to permit tracking the "rune lock" conduct. -------------------------------------------------------------------------------- f4729ae | elliptic | 2012-01-09 18:27:30 -0500 Tweak milestones and notes for death/banishment/pacification/enslavement. Previously milestones for pacified monsters happened when the pacified monster disappeared (i.e. by leaving the level), not when it was actually pacified. This is now fixed, successfully using Yred's Enslave Soul on a monster is recorded as well, and all four of these ways of defeating a monster now give different milestones and notes. -------------------------------------------------------------------------------- 05855ad | Michael Gagno | 2012-01-09 13:31:27 -0800 A Zot Defense themed vault for Zot. -------------------------------------------------------------------------------- 4a26d77 | Michael Gagno | 2012-01-09 13:31:27 -0800 A working version of dk_vehumet_trees. -------------------------------------------------------------------------------- 7bdd255 | Michael Gagno | 2012-01-09 13:31:26 -0800 Use yellow wall and lightred floor in Mnoleg's level. Used to be red/yellow, which was rather similar to Cerebov's red/red. You don't need colours to identify pan lord levels any more, but it doesn't hurt to make them different. -------------------------------------------------------------------------------- 58dd54b | Michael Gagno | 2012-01-09 13:31:25 -0800 Adjust wording in a Yredelemnul vault. -------------------------------------------------------------------------------- 4a91368 | Adam Borowski | 2012-01-09 17:35:57 +0100 If sick, don't keep spamming about end of nausea. -------------------------------------------------------------------------------- 338fd7f | Adam Borowski | 2012-01-09 01:28:23 +0100 Fix tiles compilation, leaving octorings as an ugly "TODO". -------------------------------------------------------------------------------- 00570da | Adam Borowski | 2012-01-09 00:56:55 +0100 Special-case rings of the Octopus King to get the indefinite article. Such special cases are ugly but I intent to evict all grammar to a separate module soon anyway so it's temporary. -------------------------------------------------------------------------------- 6e68a7a | Adam Borowski | 2012-01-09 00:51:15 +0100 +MP and +HP are quantitative not qualitative properties. This matters for Octopus King rings as it's better to have the distinct properties all sorted first. -------------------------------------------------------------------------------- 792aace | Adam Borowski | 2012-01-09 00:46:46 +0100 Octorings: simplify, write status to saves, &| Probably should have used FixedBitArray rather than an uint8_t but couldn't keep myself from simplicity of one-shot comparison in two places :p -------------------------------------------------------------------------------- a7498ef | Eronarn Palazzo | 2012-01-09 00:18:07 +0100 New unrandart: ring of the Octopus King ('coral ring'). This wondrous item always gives +1 AC/EV/STR/INT/DEX, but will also have one property out of Regen, rF+, rC+, SustAb, Hunger-, Wizardry, MP+, rN+. Naturally, it's not marked as uneligible for generation until it has been generated eight times in total. Collect 'em all! -------------------------------------------------------------------------------- b91ac5c | Adam Borowski | 2012-01-08 23:37:17 +0100 Let kobolds and regeneration recuperate from nausea faster. Same as sickness. -------------------------------------------------------------------------------- f506f26 | Adam Borowski | 2012-01-08 23:24:28 +0100 Highlight constriction messages (jpeg) -------------------------------------------------------------------------------- 00bdefa | David Lawrence Ramsey | 2012-01-08 10:07:10 -0600 Mention the Tengu MP increase in the changelog. -------------------------------------------------------------------------------- 0081471 | David Lawrence Ramsey | 2012-01-08 10:00:36 -0600 Fix wording. -------------------------------------------------------------------------------- 8995255 | Florian Diebold | 2012-01-08 16:50:10 +0100 Fix w- not working in webtiles. -------------------------------------------------------------------------------- e764b46 | Michael Gagno | 2012-01-08 02:07:24 -0800 A fix to dk_vehumet_trees. This solves the major problem of the vault crashing and should also help the people who were getting crashes from loading saves with it and revisiting the level. -------------------------------------------------------------------------------- 59fde6b | Michael Gagno | 2012-01-07 19:09:59 -0800 Disable dk_vehumet_trees until a problem can be fixed. Reported here: https://crawl.develz.org/mantis/view.php?id=5184 -------------------------------------------------------------------------------- b0c5c29 | Florian Diebold | 2012-01-08 02:55:45 +0100 A hybrid variant of the webtiles glyph mode. This has square cells and shows the tile icons above glyphs. I should be fixing bugs instead of adding new display modes, but I think this is an interesting alternative to the other two, and it doesn't really require much code (most of the changes are just refactoring). -------------------------------------------------------------------------------- 382ce78 | Adam Borowski | 2012-01-08 02:48:59 +0100 Update the changelog to 17a00637. -------------------------------------------------------------------------------- 17a0063 | Adam Borowski | 2012-01-08 02:02:28 +0100 Unconstrict spectral souls when their body dies. -------------------------------------------------------------------------------- af52d39 | David Lawrence Ramsey | 2012-01-07 09:07:19 -0600 Fix wording. -------------------------------------------------------------------------------- 60f45a4 | Michael Gagno | 2012-01-06 23:25:22 -0800 A deep dwarf vault with exploding golems. This also adds an underscore to "inner flame" in mon-ench.cc, to make it possible to add this effect to vault monsters. -------------------------------------------------------------------------------- b555ad1 | Michael Gagno | 2012-01-06 21:36:46 -0800 Whitespace fix. -------------------------------------------------------------------------------- 8728953 | Michael Gagno | 2012-01-06 21:36:46 -0800 Vault where Yredelemnul demands a sacrifice. (dk) -------------------------------------------------------------------------------- 178e27a | Michael Gagno | 2012-01-06 21:36:45 -0800 Remove old version of vehumet_trees. -------------------------------------------------------------------------------- 3465111 | Michael Gagno | 2012-01-06 21:36:44 -0800 Fancy new version of the vehumet_trees vault. (dk) Vehumet, god of conjurations, summoning, and forest fires. -------------------------------------------------------------------------------- ee9adb3 | Raphael Langella | 2012-01-07 01:19:00 +0100 Make it easier to switch between auto and manual skill mode. The activation state of skills is saved separately. Makes sense since they are usually used very differently. -------------------------------------------------------------------------------- fe02752 | Florian Diebold | 2012-01-06 17:48:56 +0100 Webtiles documentation improvements. -------------------------------------------------------------------------------- b6b2f6b | Florian Diebold | 2012-01-06 17:30:58 +0100 Webtiles: Fix the UI being locked after registering. -------------------------------------------------------------------------------- 519a753 | Florian Diebold | 2012-01-06 14:44:26 +0100 Fix webtiles on new tornado versions. -------------------------------------------------------------------------------- ab80ff0 | Raphael Langella | 2012-01-06 13:24:09 +0100 Replace _ with spaces in portal vault names in char dumps. Don't know why spiders nest didn't have an _ while ice_cave did. -------------------------------------------------------------------------------- 23ffd3f | Adam Borowski | 2012-01-06 09:04:50 +0100 Don't show item prices on DYWYPI. They don't have any effect on score anymore. -------------------------------------------------------------------------------- 24d0710 | Adam Borowski | 2012-01-06 09:04:50 +0100 Purge unused code for showing item prices in char dumps. -------------------------------------------------------------------------------- acc1bef | Adam Borowski | 2012-01-06 09:04:50 +0100 Mark the horn of Geryon as useless after use. -------------------------------------------------------------------------------- be0e7bb | Michael Gagno | 2012-01-05 22:40:02 -0800 Rats in a wall. (dk) -------------------------------------------------------------------------------- 7221dd2 | Michael Gagno | 2012-01-05 22:40:02 -0800 A trog shrine with Deep Dwarf Berserkers. -------------------------------------------------------------------------------- 23e6b44 | Michael Gagno | 2012-01-05 22:40:01 -0800 Tweak generation of unique Pandemonium lord levels. Pandemonium tended to "front load" itself with unique levels, with the first one coming up very early in your visit, and the last one taking quite a while to show up (usually about 9 levels after the previous one). This changes it so (a) the chance of a unique level starts low and increases over time (rather than decreasing), and (b) there's less randomness overall: an absurdly unlucky player (1 in 1000) might take 65 levels rather than 100. You're likely to start seeing uniques about 10 levels in now. Overall it still takes an average of 27 levels for all four, so the length of your visit should be about the same as it was before. The reason for this change is to give Pandemonium a better sense of progression and pacing. Unique levels are the closest thing Pan has to "branch endings", so if anything they should become more common the deeper you get. Throwing the player into the deep end and then forcing them to go through 10 easy levels doesn't make much sense. -------------------------------------------------------------------------------- 870c9d4 | Adam Borowski | 2012-01-06 06:47:22 +0100 Fix declined elec weapon warning taking a turn. -------------------------------------------------------------------------------- 254014d | Adam Borowski | 2012-01-06 06:28:37 +0100 Fix monsters bashing people with cursed bows not marking the bow as cursed. Contrary to the comment, this is not an information leak. I did move this into a more appropriate place, though. -------------------------------------------------------------------------------- 97cd5d7 | Raphael Langella | 2012-01-05 22:13:51 +0100 Scale constriction damage with time. Use the time scaling code which was used for clouds. Should fix #5168, at least for player constriction. I'm not sure if it's right for monsters. It doesn't check the actual energy used, just the base monster speed. It should bring back anaconda to a more reasonable threat level. It does raise slightly the damage for nagas. -------------------------------------------------------------------------------- 3abd0b0 | Raphael Langella | 2012-01-05 22:13:50 +0100 use BASELINE_DELAY instead of magic number. -------------------------------------------------------------------------------- 4febd7c | Samuel Bronson | 2012-01-05 15:15:07 -0500 I also forgot that MAKECMDGOALS might be empty... -------------------------------------------------------------------------------- 762a5dc | Samuel Bronson | 2012-01-05 15:15:04 -0500 Whoops, I broke the VALID_DEPS computation... -------------------------------------------------------------------------------- eda3592 | Adam Borowski | 2012-01-05 19:15:18 +0100 Add a comment what VALID_DEPS are for. -------------------------------------------------------------------------------- 13dfca7 | Samuel Bronson | 2012-01-05 12:41:11 -0500 Makefile: Reformat the computation of VALID_DEPS for readability. -------------------------------------------------------------------------------- 01f46b9 | Samuel Bronson | 2012-01-05 12:20:51 -0500 Only skip CFLAGS difference check when ALL goals permit this. -------------------------------------------------------------------------------- 9682e57 | Florian Diebold | 2012-01-05 17:11:58 +0100 Add a link to python-tornado. -------------------------------------------------------------------------------- d1f35e1 | David Lawrence Ramsey | 2012-01-05 09:56:54 -0600 Make ballistomycetes have the same god as the spores that made them. This should happen for hostile spores created by Fedhas wrath. -------------------------------------------------------------------------------- ffe01e3 | David Lawrence Ramsey | 2012-01-05 09:36:49 -0600 Add formatting fix. -------------------------------------------------------------------------------- 2f2ec3a | Adam Borowski | 2012-01-05 15:48:50 +0100 Fix two cases of mid_cache out of sync. -------------------------------------------------------------------------------- b8daaf4 | Adam Borowski | 2012-01-05 15:08:09 +0100 Some more mindexicide. Also, rename a variable "fmenv" in a few places, it referred to menv[f], and now only confuses grep. -------------------------------------------------------------------------------- 2db87d6 | Adam Borowski | 2012-01-05 14:29:45 +0100 Make high-level monster creation return monster* -------------------------------------------------------------------------------- 2b2b927 | Adam Borowski | 2012-01-05 14:29:45 +0100 Make place_monster() return monster* -------------------------------------------------------------------------------- 834bc44 | Adam Borowski | 2012-01-05 14:29:45 +0100 Make dgn_place_monster() return monster* This is what most uses want. Only left with mindex() is to_respawn[] in the arena, no idea what it is needed for. -------------------------------------------------------------------------------- 3049357 | Florian Diebold | 2012-01-05 13:10:26 +0100 Add a bit of documentation for the webtiles server. -------------------------------------------------------------------------------- a24b71f | Neil Moore | 2012-01-05 01:40:23 -0500 Fix an unreachable corridor in co_window_broadway_c. -------------------------------------------------------------------------------- 9b7a088 | Neil Moore | 2012-01-05 01:40:23 -0500 Display (studied) for active manuals, treat as equipped. That's supposed to be short for "being studied"; hopefully it won't lead to confusion. Manuals are also given the "equipped" prefix so they will be highlighted in the inventory; and are drawn with the equipped flag in tiles. -------------------------------------------------------------------------------- 818cbaf | Neil Moore | 2012-01-05 01:38:45 -0500 Display manual skill in the @ and % screens. The text is 'studying Foo'; the text for Sage is changed to 'studious about Foo', to match the messages from gaining the status. These should probably be changed to distinguish them more, and possibly for the Sage text to actually use the word "sage" or some variant thereof. -------------------------------------------------------------------------------- 5ee2d78 | Neil Moore | 2012-01-05 01:01:35 -0500 Show manual bonuses with crosstraining. Use lightgreen to contrast with the green for crosstraining. Two crosstraining bonuses plus a manual is a +12 aptitude; display this as just "12" to fit. Antitraining plus manual is shown with a lightgreen skill name and a magenta "-0". -------------------------------------------------------------------------------- 010988d | Adam Borowski | 2012-01-05 06:11:45 +0100 A temporary speed-up to actor_by_mid(). It can be done better, but for now, I prefer a simpler solution. This can be turned into an efficient no extra memory hash, etc, later. Also, this is the only non-debug interface so it's trivial to change the implementation. -------------------------------------------------------------------------------- bfe88e1 | Adam Borowski | 2012-01-05 06:11:45 +0100 Make constriction queries const non-virtual. -------------------------------------------------------------------------------- 1cf541c | Adam Borowski | 2012-01-05 06:11:45 +0100 Get rid of interactions between constriction and translocations. * It's abusable: have problems teleporting (a randart with -TELE you can't easily swap, Abyss, limited means of teleportation, etc)? Summon a snake, aggro it, Teleport Other. Want to teleport a non-teleportable monster (statue, curse skull)? Same, without the need to aggro. * Inconsistent with anything else that hampers movement (nets, web traps, shallow water, leda). * If a snake's flesh cannot be teleported through, how come you can blink past a row of snakes? Or teleport through tons of stone? * An interface nightmare for Op/Na players. We'd have to implement a way to disable constricting -- or you'll die to the first pack of blink frogs you can't steamroll. Another needed command: "let go", if you're surrounded and need to run. * It's another big boost to something already thoroughly overpowered, both for players and monsters. I'd apply this nerf _and_ at least halve the damage. * Snake:5 without stasis: was considered dangerous before; now it's sure death if you get teleported into the main vault. Even if there was no extra damage, one of big nagas around you is bound to land a hit the turn you kill the previous constrictor. -------------------------------------------------------------------------------- fd48a9d | Adam Borowski | 2012-01-05 06:11:45 +0100 s/(mons_spec)\.mid/$1.type/ -------------------------------------------------------------------------------- ff3529c | Adam Borowski | 2012-01-05 06:11:45 +0100 Clean some menv idx / mid confusion. The word "mid" is used for three things: monster id, indices into the menv array, monster types. This removes (some of?) the second. -------------------------------------------------------------------------------- 327270f | Neil Moore | 2012-01-04 14:16:29 -0500 Count zotdef games as 10 times as long for scoring purposes. It was far to easy to hit 100 megapoints. The average winning score was in fact 83 megapoints, and would be even higher were it not for the cap. As kilobyte points out, scoring isn't really relevant for winners, since the amount of XP you get is mostly based on luck, and rune timing is fixed. -------------------------------------------------------------------------------- 8bbafaa | Neil Moore | 2012-01-04 14:16:29 -0500 Redraw the quiver on changing forms. Fixes #5152. -------------------------------------------------------------------------------- 53f7e9a | Adam Borowski | 2012-01-04 15:54:47 +0100 Consider .d files stale if .cflags changed as well. This is done in two ways: 1. actual .cflags contents check 2. timestamp of .cflags, in case a build didn't complete Note that this commit doesn't fix an identical issue for rltiles, that directory duplicates the .cflags code. -------------------------------------------------------------------------------- 3225867 | Adam Borowski | 2012-01-04 15:10:28 +0100 Depend on %included tile sheets. If you changed, for example, just dc-item.txt, it resulted in a misbuild since headers were out of sync (dc-main.txt %includes dc-item.txt). -------------------------------------------------------------------------------- e8c127a | Adam Borowski | 2012-01-04 15:10:28 +0100 Fix build failures from a clean tree. -------------------------------------------------------------------------------- b8177da | Neil Moore | 2012-01-04 06:18:53 -0500 Ignore player swimming etc for connectivity checks. The dungeon should not arrange itself to suit the player's abilities. Besides this general philosophical objection, there are a few actual bugs caused by this behaviour: * Entering a vaults level in bat form (which cannot open doors) causes a level generation failure. * travel_avoid_terrain = shallow_water can cause vaults to be vetoed. * Permanent flight or levitation could allow item shifting to push an item (even a critical item) into lava or deep water while trying to save it. Fixes #4722. -------------------------------------------------------------------------------- ee18ef1 | David Lawrence Ramsey | 2012-01-03 15:28:56 -0600 Shorten conduct description. -------------------------------------------------------------------------------- 8e5f69c | David Lawrence Ramsey | 2012-01-03 15:02:09 -0600 Fix Mantis 5166. Friendlies that can cast spells that animate the dead will no longer do so if your god (e.g. Fedhas) prohibits such spells. -------------------------------------------------------------------------------- 0545797 | David Lawrence Ramsey | 2012-01-03 10:54:49 -0600 Typo fix. -------------------------------------------------------------------------------- a629cc6 | Adam Borowski | 2012-01-03 14:46:01 +0100 Deal with missing dependency files. They were supposed to be present if an compiled object is there, but somehow this is not always the case. Thus, if a .d is missing, force a rebuild of the file it is supposed to describe. Also, stale dependencies are ignored rather than deleted. -------------------------------------------------------------------------------- 94138b0 | Adam Borowski | 2012-01-03 04:37:12 +0100 Fix a crash on demand in mon-info:is() This really should be indexed by enum names rather than numbers. -------------------------------------------------------------------------------- dc07621 | Adam Borowski | 2012-01-03 03:51:18 +0100 Eliminate an almost empty file. -------------------------------------------------------------------------------- 1f6db1c | Neil Moore | 2012-01-02 19:20:30 -0500 Avoid placing clouds atop abyssal walls. This could occur if the wall appeared this turn. Introduced by a00d525. -------------------------------------------------------------------------------- de18b64 | Neil Moore | 2012-01-02 14:41:20 -0500 Remove an obsolete comment in sprint{,_mu}.des (st_). Not only do Sprint maps not need PLACE: D:1, but including it will break the main game. -------------------------------------------------------------------------------- 238f054 | Neil Moore | 2012-01-02 10:13:17 -0500 Fix a compile warning (oops). It is uncouth to use an int to iterate up to a size_t. -------------------------------------------------------------------------------- ddaf7fc | Neil Moore | 2012-01-02 09:18:08 -0500 Actually seed the libc RNG. Due to an oversight it wasn't being seeded at startup unless -seed was provided. It's not used for very much, but it is used for std::random_shuffle() and, in particular, the god list in initialise_temples(). As a result, the same gods would get overflow altars each game (except for the second and subsequent games under restart_after_game). -------------------------------------------------------------------------------- 3c560f1 | Adam Borowski | 2012-01-02 12:09:54 +0100 s/color/colour/ in two places. -------------------------------------------------------------------------------- 8fc65eb | Neil Moore | 2012-01-02 03:58:07 -0500 Allow escaping constriction with Bend Space. It overrode stasis, so it should override this as well. -------------------------------------------------------------------------------- bee761a | Neil Moore | 2012-01-02 01:05:15 -0500 Whitespace fix. -------------------------------------------------------------------------------- afeda71 | Neil Moore | 2012-01-02 01:01:54 -0500 Style fix. -------------------------------------------------------------------------------- a945ecc | Michael Gagno | 2012-01-01 21:42:26 -0800 Add a message for random Abyss teleports. The abyss mostly shifts by gradual morphing, but it will sometimes teleport you as well (similar to teleportitis). I've added a message for when this happens. It's part flavour, but it also makes the effect less jarring and helps it stand apart from the regular morphing effect. -------------------------------------------------------------------------------- c0c22dd | Neil Moore | 2012-01-01 22:00:06 -0500 Ensure the abyss exit is reachable for AKs. If there is not a path from the abyss centre to the exit, morph the abyss until there is. This assumes that morphing will not remove the exit; if this is changed, we can add a flag to _abyss_apply_terrain. -------------------------------------------------------------------------------- b0a32f6 | Neil Moore | 2012-01-01 22:00:06 -0500 The abyss is never still. Make the minimum abyss morph speed 1/5 of the old speed, not zero. -------------------------------------------------------------------------------- a00d525 | Neil Moore | 2012-01-01 22:00:05 -0500 Allow digging etc. to work in the abyss. External terrain modifications such as this worked, but the grid was replaced on the next tick. Now, don't change a feature if it would have been the same last tick. -------------------------------------------------------------------------------- a8372fa | Neil Moore | 2012-01-01 22:00:05 -0500 Make abyss somewhat more open, much less liquid. Previously a "wall" had a 1/2 chance of being a wall (1/6 each for rock, stone, and metal) and a 1/2 chance of being a liquid (1/6 each for lava, deep water, and shallow water). Change this to 1/3 rock, 1/6 stone, 1/12 metal, 1/12 green crystal, 1/12 lava, 1/12 deep water, 1/6 shallow water. Make fewer "walls" to compensate for the decreased openness. When an old save is loaded, features will change on the next tick (though obstacles will remain obstacles and floors floors). There doesn't seem to be much that can be done about that. -------------------------------------------------------------------------------- 2336e4d | Neil Moore | 2012-01-01 22:00:05 -0500 Abyssal punctuated equilibrium. Morphing now happens in "jerks". During a jerk, the morphing rate is about three times what it used to be; between jerks, it is nearly zero. Jerks are around 100--300 turns apart, depending on abyss speed (200--600 for Cheibriadites), and last for about 1/3 of that time. For some reason, loading old saves causes some major jerking for a few turns before reaching the slow initial speed. I'm not clear why this is happening. -------------------------------------------------------------------------------- dc4d527 | Adam Borowski | 2012-01-02 02:52:13 +0100 Fix compilation in C++11 mode. -------------------------------------------------------------------------------- 499b009 | Adam Borowski | 2012-01-02 02:36:46 +0100 Subtract more of subtractor stuff. -------------------------------------------------------------------------------- d057b7f | Adam Borowski | 2012-01-02 01:49:56 +0100 Schedule a small arithmetic accident for subtractor snakes. They're not actually removed yet so there's an opportunity for someone to splat, and unlike actual removal, it's trivial to undo this if a better idea comes up. -------------------------------------------------------------------------------- 6a1f11f | Adam Borowski | 2012-01-02 01:20:06 +0100 Cap Deformed Body to a single level. Seems like it was a remnant of the times when all mutations were hard-coded to three levels. -------------------------------------------------------------------------------- 4267759 | Adam Borowski | 2012-01-02 01:20:06 +0100 Allow Fedhasites to sac corpses under friendly clouds. Since Fedhas protects plants against such clouds anyway, not allowing toadstools there meant you had to wait until clouds go away, especially tedious for Ignite Blood demonspawn who will have blood there most of the time. -------------------------------------------------------------------------------- c400abe | Adam Borowski | 2012-01-02 01:20:06 +0100 Correct a comment. -------------------------------------------------------------------------------- 9c13ce4 | Neil Moore | 2012-01-01 12:34:28 -0500 Prevent zotdef summon crashes. This was supposed to be fixed by aacbd52, which prevented the check from firing if the monster is on a no_rtele_into tile (such as the loot squares). However, there were a few problems: 1. The zotvault5 loot vaults had three floor cells that were not no_rtele_into. Turn them into permaglass instead. 2. Zotvault1 and zotvault2 had some loot vaults that were surrounded by rock and possibly stone, with one permaglass window). If you dig the rock wall, the resulting floor tiles would not be no_rtele_into, so summoning could then cause a crash. Surround those vaults with permarock. The second issue might not be likely to happen accidentally, but could be used to cause intentional crashes and "time travelling": if things are going badly, crash the game and restore the last save. Fixes: #4830. -------------------------------------------------------------------------------- 93ffa54 | Florian Diebold | 2012-01-01 17:40:18 +0100 Hopefully fix #4872 (black tiles in an abyss vault). The black tiles were caused by tile_flv being empty. I'm not completely sure as it is hard to reproduce, but I think this happened because vault_placement::apply_grid() clears the flavour, but then dungeon_terrain_changed only re-inits it if the feature actually changed. -------------------------------------------------------------------------------- e238b95 | Florian Diebold | 2012-01-01 17:40:18 +0100 Show the tile flavour in the wizmode dungeon tooltip. -------------------------------------------------------------------------------- 3f8632f | Neil Moore | 2012-01-01 08:23:50 -0500 Fix a standards compliance issue. Per C++11 section 8.5 paragraph 6, a const object cannot be default- initialised unless it belongs to a class with a user-provided default constructor. The opc_* constants are const and belong to a class without an explicit default constructor. Therefore, value-initialise them instead. Most compilers, including latest gcc, will happily accept this construct. However, there was a period during which gcc 4.6 issued a diagnostic (and, without -fpermissive, an error). In particular, this has been reported in gcc (Ubuntu/Linaro 4.6.1-9ubuntu3) 4.6.1, though it is accepted without warning in gcc (Debian 4.6.1-14) 4.6.1. -------------------------------------------------------------------------------- 780e22f | Adam Borowski | 2012-01-01 05:36:59 +0100 Take away the beak from monster octopodes. Note that the difficulty of these monsters is not set in stone; they don't occur anywhere in places they're anything more than a gimmick so if anyone has a need to change it, anything from kobolds to draconians or even liches is ok. Monster octopodes' main purpose is merely show_player_species anyway. -------------------------------------------------------------------------------- 3bfc4a6 | elliptic | 2011-12-31 12:27:14 -0500 Remove beak from octopodes. Their beak is completely different from a kenku beak and probably no good in combat, and they don't need it now that they have constriction. -------------------------------------------------------------------------------- f2220e5 | elliptic | 2011-12-31 11:42:23 -0500 Fix errors when trying to generate a randart level 8 book (Mantis 5144). All level 8 spells are currently in hard books, and thus are ineligible for most randart books. The generator will now just decrease the level when it can't find any spells. Also, tweaked the number of spells in randart fixed level books. Previously the formula was 5+lev/3 (556667778), which didn't make much sense (higher level spells are more valuable and there are fewer of them to select from) and caused some minor issues with never finding enough L9 spells. The new formula is 555666421. -------------------------------------------------------------------------------- a8f5869 | elliptic | 2011-12-30 23:03:22 -0500 Remove -cTele from six baileys and an ice cave. Level flags like no_tele_control should be used sparingly, and there wasn't any flavor-reason why a random subset of the baileys and an ice cave should have it. cTele is useful for stealing loot in almost any situation, and this should be addressed on a more general level, not on a vault-by-vault basis. Making controllable teleports a finite resource by making cTele not work on teleportitis or a ring of teleportation would help with this. Note also that cTele targetting changed in 0.9 so that you often need mapping to use it effectively, and mapping is usually limited as well. I left no_tele_control in volcano_caves since cTele avoids the main point of the map, but I think there is probably a better way of doing this... for instance, the loot and monsters in blocked-off tunnels could be destroyed if the player is not present in them when the tunnel collapses. -------------------------------------------------------------------------------- ecb1cff | Raphael Langella | 2011-12-31 00:12:56 +0100 Properly fix #5122. e0ee701ef wasn't enough. -------------------------------------------------------------------------------- 8edfbb6 | Neil Moore | 2011-12-30 16:45:42 -0500 Unspoil the Trog book altar, sort of. -------------------------------------------------------------------------------- b9f3ef4 | Neil Moore | 2011-12-30 15:33:04 -0500 Add a quote for ugly things (HangedMan). -------------------------------------------------------------------------------- 2e2a398 | Brendan Hickey | 2011-12-30 14:45:22 -0500 Fixing a RNG error -------------------------------------------------------------------------------- f703418 | Neil Moore | 2011-12-30 14:45:22 -0500 Add bmh to the crawl-ref-cia hook. -------------------------------------------------------------------------------- 251e3ed | Neil Moore | 2011-12-30 14:40:20 -0500 Fix a duplicate message (Fixes #5142). -------------------------------------------------------------------------------- 993baa8 | Neil Moore | 2011-12-30 16:35:46 +0100 Fix up placeholder stair_info features in LevelInfo::stairs. The placeholder stair_info, created upon first entering the level, has stair_info.grid = DNGN_FLOOR. This prevents syncing with the other branch exits (which have, for example, grid = DNGN_RETURN_FROM_LAIR), meaning those exits have an unknown (-1,1) destination.pos instead of the actual location of the branch entry stairs. Fix this by setting the stair_info.grid features to the correct values in correct_stair_list(). Fixes #4084. -------------------------------------------------------------------------------- f2e7c8c | Adam Borowski | 2011-12-30 16:35:22 +0100 Whitespace fixes. -------------------------------------------------------------------------------- a0ee616 | Adam Borowski | 2011-12-30 15:36:23 +0100 Make Xom like it when you barely survive being poisoned. -------------------------------------------------------------------------------- e8e011c | Adam Borowski | 2011-12-30 15:30:51 +0100 Slightly optimize. No need to do a number of checks if you're not poisoned. -------------------------------------------------------------------------------- 1e86232 | Neil Moore | 2011-12-30 02:14:26 -0500 Don't crash when draconians gain XL 7 and lose skill levels. The redraw_screen() call was calling get_skill_progress() as part of determining the player title; but the latter function triggered an assertion when the skill progress was less than zero. We shouldn't redraw until after fixing up skill levels. -------------------------------------------------------------------------------- ca80085 | Neil Moore | 2011-12-29 20:51:21 -0500 Stop constriction in sanctuary. -------------------------------------------------------------------------------- 0520eec | Neil Moore | 2011-12-29 19:53:44 -0500 Don't use a turn trying to tele/blink when constricted. Also, change the status information: when you would be prevented from teleporting, make the "Constr" status light red, add "-Tele", and add a note to @. -------------------------------------------------------------------------------- f2fc9fd | Neil Moore | 2011-12-29 19:15:57 -0500 Don't land on the monster when coming along for the ride. -------------------------------------------------------------------------------- 91b0603 | Neil Moore | 2011-12-29 17:45:32 -0500 Stop constriction on polymorph and some form changes. Whenever a monster is polymorphed (including shapechangers), stop its constricting and being constricted. Whenever the player changes to a form (other than statue, blade, appendage, or lich), stop constricting. If the player changed to a form larger than the constricting monster, stop being constricted. For the monster polymorph case, message order isn't quite right: The hog loses its grip on you. The naga evaporates and reforms as a hog! -------------------------------------------------------------------------------- 8111c56 | Neil Moore | 2011-12-29 17:45:32 -0500 Refactor constriction clearing, fix dead constrictions. Split clear_specific_constrictions() into stop_contricting() and stop_being_constricted() (and clear_all_constrictions() into stop_constricting_all() and stop_being_constricted()). Also, better distinguish between intentional and accidental loss of constriction (for messaging purposes). Try much harder to keep the constrictor's and constrictee's data in sync. This fixes a bug where you could still be constricting DEAD_MONSTER even though all its constrictions were cleared when it died. Finally, clear constrictions when changing levels (e.g. banishment). -------------------------------------------------------------------------------- 998156a | elliptic | 2011-12-29 14:45:31 -0500 Let dragonformed players trample again. -------------------------------------------------------------------------------- fa430f4 | Neil Moore | 2011-12-29 13:53:54 -0500 Avoid an unused variable warning with USE_LOCAL_TILES. The scroll_y variable in show_map() is set but never actually used in local tiles mode. Rather than adding #ifdefs around every place where it is set, just cast it to void to count as a "use". -------------------------------------------------------------------------------- a073fa1 | Neil Moore | 2011-12-29 13:42:55 -0500 init.txt: contaminated chunks cause nausea now. Fixes #5139. -------------------------------------------------------------------------------- 9b43b2d | Neil Moore | 2011-12-29 13:40:36 -0500 Do not give TSO piety for seeing no-XP monsters. roderic_crop_circles_entry_large could get you to max piety almost instantly, as could a kraken with its tentacles and tentacle segments. Fixes #5141. -------------------------------------------------------------------------------- eb143a1 | elliptic | 2011-12-29 11:32:15 -0500 Rename "baseattack" to "uc_attack", fix a couple comments. The old terminology was misleading, since this is just the unarmed aux given by UC skill. -------------------------------------------------------------------------------- e510d2b | elliptic | 2011-12-29 11:18:38 -0500 Fix constriction attacks using UC-specific code. Previously Nagas would never get an offhand punch, for instance. -------------------------------------------------------------------------------- 3855d30 | Adam Borowski | 2011-12-29 16:02:08 +0100 Drop -Werror=format-security, ancient compilers can't handle it. Note that it is enabled by default on most modern distributions so ignoring this warning isn't really an option. Nor a good idea. -------------------------------------------------------------------------------- 21d625d | Adam Borowski | 2011-12-29 12:59:16 +0100 Don't rebuild .dsc when only the executable is newer. This used to be needed when tiles were stored as enums rather than strings, today versioning is supposed to handle all incompatibilities. -------------------------------------------------------------------------------- 935db01 | Michael Gagno | 2011-12-29 02:51:11 -0800 Correct a mis-defined floor tile. -------------------------------------------------------------------------------- 0821385 | Michael Gagno | 2011-12-29 02:42:38 -0800 Changes to lemuel_hellish_altar. Min depth increased to 8 (from 2), lava thickened so reaching is a bit less trivial for killing the island (still doable with lev/flight, but it's no longer "free"). This solves a problem where the vault could be used to power-level early characters with 0 risk. -------------------------------------------------------------------------------- 0547df3 | Neil Moore | 2011-12-29 02:16:17 -0500 Whitespace fix. -------------------------------------------------------------------------------- 8116a39 | Neil Moore | 2011-12-28 22:47:26 -0500 Make catlobes more likely to breathe through allies. HangedMan wants this for hangedman_abyss_rune_flesh_and_stone. It also makes friendly catlobes more likely to breathe through the player, but that is probably not a big deal since it is usually easy to step aside. -------------------------------------------------------------------------------- 1763a44 | Neil Moore | 2011-12-28 20:34:13 -0500 Nagas constrict with their entire lower body, not just the tail. -------------------------------------------------------------------------------- d74c999 | Adam Borowski | 2011-12-29 02:07:18 +0100 Don't read the mcache in any case; drop unmarshalling code. It was read only to be immediately dropped, this would be important if there'd be any valuable data in the chunk after it but it happens that there is nothing relevant. -------------------------------------------------------------------------------- 765af0c | Adam Borowski | 2011-12-29 01:39:27 +0100 Clear mcache on all levels (including restart_after_game). -------------------------------------------------------------------------------- 6f94a54 | Adam Borowski | 2011-12-29 01:30:27 +0100 Drop mcache on save load even for TAG_MAJOR_VERSION > 32. -------------------------------------------------------------------------------- cc153de | Adam Borowski | 2011-12-29 01:30:27 +0100 Don't re-tile levels that have tile data already (in console). All saves were considered to be "ancient"; tag_missing_level_tiles() didn't overwrite custom tiles (merely altering regular ones) so this wasn't obvious during testing. -------------------------------------------------------------------------------- 085d75f | Neil Moore | 2011-12-28 19:08:58 -0500 Add constriction to the A and % screens. -------------------------------------------------------------------------------- e0ee701 | Adam Borowski | 2011-12-29 01:05:23 +0100 Re-enable columnise-credits on non-broken platforms. -------------------------------------------------------------------------------- c110c26 | Neil Moore | 2011-12-28 18:43:06 -0500 Allow constriction in some forms (Fixes #5136). These are the same forms that keep mutations: lich, statue, blade, and appendage. -------------------------------------------------------------------------------- 7657a9c | Neil Moore | 2011-12-28 18:16:08 -0500 Fix constriction crash on monster swapping etc. There were some ways to be moved that didn't involve a call to moveto(). Clear nonadjacent constrictions in those cases (and in the case of monster cloning). -------------------------------------------------------------------------------- e270302 | Neil Moore | 2011-12-28 18:09:35 -0500 Fix a new constriction crash (oops). We were clearing the wrong constriction in clear_far_constrictions(). -------------------------------------------------------------------------------- 4fedd6d | Neil Moore | 2011-12-28 17:19:54 -0500 Avoid doubled "along for the ride" messages. Also, avoid giving both "you release your grip" and "you lose your grip". As a side affect, attempting but failing to move (because of an impassable target, beholding, or fearmongering) no longer releases constrictions. -------------------------------------------------------------------------------- 9cea761 | Neil Moore | 2011-12-28 17:19:54 -0500 Do not lose constriction when teleporting. Add a flag (default true) to actor::move_to_pos(), actor::moveto(), and move_player_to_grid() indication whether clear_far_constrictions() should be called. When teleporting or blinking, pass false as that flag, pull along constrictors/constrictees, and only then call clear_far_constrictions(). Eronarn points out that it would be better to use an enum for the type of motion, rather than the (now two) boolean flags. I agree, but this is a much bigger change so I have not done so yet. It is still possible to get "comes along for the ride x2" if the teleporter is contricting and constricted by the same actor. -------------------------------------------------------------------------------- a8af7f3 | Neil Moore | 2011-12-28 17:19:54 -0500 Clear non-adjacent constictions when moved. This happened for ordinary moves and most translocations already, but things like the Swap card, trampling, felid death, and wizmode xm/XT could move players or monsters without clearing constrictions. Also change the non-adjacency handling in handle_noattack_constrictions() into an assert, since it should never happen now. -------------------------------------------------------------------------------- 464bc2c | Florian Diebold | 2011-12-28 22:38:07 +0100 Fix #5135: Octopodes get unnecessary prompt with one ring. Also, simplify the code a bit. -------------------------------------------------------------------------------- 2cdada0 | Florian Diebold | 2011-12-28 21:42:04 +0100 Fix #5133: secret door positions revealed next to walls with redefined tiles. This was a regression from my tilepick.cc changes. Since the tile picking code now operates on map_knowledge, it didn't know about the undetected secret door and thus didn't use the tile override from adjacent tiles. This is a bit of a problem with tile_flv, which on the one hand is player-accessible (parts of it get transmitted to the webtiles client, for example), but on the other hand could contain "secret" data, like in this case (maybe the only one at the moment). (Note that this "secret" data didn't actually get sent to the client, but it could easily have been if more tile picking logic was on the client side.) I've opted to fix up tile_flv directly in tile_init_flavour, so that secret doors take the tile override of their neighbours. Of course, that causes the problem that the tile override is still there when the secret door gets turned into an open door, which resulted in an assert ("non-door tile"). That's why now, only certain tiles are allowed as door overrides; all others simply do nothing for doors since they are assumed have been set for undetected secret doors. It also means that you can either override the appearance of an undetected secret door, or its appearance after detection, but not both. I don't think that was done anywhere, but if it was, a more complicated solution might be necessary. -------------------------------------------------------------------------------- 11e5df1 | Neil Moore | 2011-12-28 13:02:41 -0500 Use full-body size for constriction purposes. This puts player nagas on parity with monster nagas. Previously, player nagas were considered SIZE_MEDIUM for constriction purposes. Also, untransformed players attempting to escape constriction were incorrectly considered even larger than SIZE_HUGE; fix that. This has rather significant balance implications for most species (especially small ones), so the escape formulae should be revisited. -------------------------------------------------------------------------------- b879844 | Neil Moore | 2011-12-28 12:52:57 -0500 Merge more duplicated constriction code. clear_specific_constrictions() and is_constricted() were identical for players and monsters, so remove them from subclasses and add them to the actor base class (is_constricted() was already in actor, anyway). is_constricted_larger() should have been identical; do the same (and simplify somewhat). -------------------------------------------------------------------------------- 5db6206 | Neil Moore | 2011-12-28 12:08:43 -0500 Make two unique vaults transparent. -------------------------------------------------------------------------------- 8936582 | Adam Borowski | 2011-12-28 16:37:05 +0100 Don't bother with parallel db rebuild on DGAMELAUNCH. On the servers it shaves merely several seconds per version, and they run with insanely low ulimits. -------------------------------------------------------------------------------- c529b78 | Adam Borowski | 2011-12-28 15:01:00 +0100 Try to handle ulimit -T. -------------------------------------------------------------------------------- ff5b475 | Eino Keskitalo | 2011-12-28 14:19:49 +0200 Don't stop displaying tutorial messages from the blue tiles after the first time the player steps on them. It's a natural way to access the messages again, and I don't think mentioning Ctrl-P, even a few times, is enough. I didn't spot evidence from the Dungeon Olms report about this, but I did consult the KiSS team (the ongoing usability project) and they agreed. This might cause problems if you have to backtrack over tutorial tiles during combat (and lose messages), but I'd rather alter the maps. -------------------------------------------------------------------------------- 76c9961 | Eino Keskitalo | 2011-12-28 14:19:48 +0200 Fix ice cave feature descriptions. -------------------------------------------------------------------------------- 53cf293 | Eino Keskitalo | 2011-12-28 14:19:48 +0200 Make ice cave difficulty setting its own function. -------------------------------------------------------------------------------- 2e888ef | Eino Keskitalo | 2011-12-28 14:19:48 +0200 Fix a few ice cave entry depths. -------------------------------------------------------------------------------- 346dfcf | Adam Borowski | 2011-12-28 11:40:42 +0100 Add dk to credits. -------------------------------------------------------------------------------- 43075d9 | elliptic | 2011-12-28 01:58:07 -0500 Make Dragon Form L7, remove draconian wizardry boost for it. The spell being single-school is enough of a bonus for draconians (who get a bit more AC anyway), and the spell was basically never used by non-dracs at L8. -------------------------------------------------------------------------------- 8b90981 | elliptic | 2011-12-28 01:35:06 -0500 Tweak AC from forms. AC no longer depends on spell skills for spider, lich, and dragon forms. Unlike with ice and statue forms, it didn't make much sense that having a better understanding of Poison Magic would mean that you would have better armour as a spider (for instance). For spider and lich forms, this change shouldn't affect balance very much at all. Dragon Form didn't provide enough AC for the GDR it provides to mean much and was generally considered weak anyway, so it was buffed, both for dracs and non-dracs. Spider: 2 + Poison/6 -> 2 Lich: 3 + Necro/6 -> 6 Dragon (drac): 11 + XL/3 -> 14 + XL/3 Dragon (non-drac): 7 + Fire/3 -> 16 -------------------------------------------------------------------------------- c935fa8 | Neil Moore | 2011-12-28 01:00:12 -0500 Do not do damage when rotting, and always kill at 0 max HP. Some forms of rotting (AF_ROT, miasma) would already reduce only maxhp, but others did a point of damage before rotting. This could result in, for example, an unrotted ghoul at 1 HP from damage dying to rot. Furthermore, AF_ROT and miasma could theoretically rot the player to 0 max HP without killing her. Instead, reduce only max HP when rotting; current HP is reduced only if it is above the new maximum. Furthermore, always kill the player if rotted to zero or fewer max HP, however the rot may have been triggered. Undead mutation rotting still does damage, since the damage is usually greater than the rot amount. Zotdef orb rot is handled specially so as to mark the monster as the killer. -------------------------------------------------------------------------------- b42ecd2 | Neil Moore | 2011-12-27 23:28:46 -0500 Allow monster attacks to anger monsters. Prior to UCC mons_attack_mons would fire an ME_WHACK event. Re-add that code. Fixes #5103. -------------------------------------------------------------------------------- f018c65 | Neil Moore | 2011-12-27 22:40:27 -0500 Handle more fake mutations, and suppression, in '%'. Add entries for merfolk (swift swim), minotaurs (retaliatory headbutt), ghouls (rotting body), mummies (restore body), vampires (bottle blood), and deep dwarves (recharge devices). Display suppression of the same fake mutations as in the 'A' screen. Small species weapon restrictions and octopodes' 8 rings are still not mentioned here, despite being on the 'A' screen. The armour restrictions of draconians are not distinguished from those of large/small species. -------------------------------------------------------------------------------- 8fa6b78 | Neil Moore | 2011-12-27 21:35:17 -0500 Be more consistent with randart @people_name@. Weapons would be "of the Fool", "of the King", etc; while jewellery would be "of Fool", "of King", etc. Instead, use the former for both. -------------------------------------------------------------------------------- c0bbaee | Neil Moore | 2011-12-27 20:19:45 -0500 Eliminate duplicated symbols. Objects, even const ones, should not be defined in header files, or there will be one copy for each source file that included that header. Move the offending definitions into source files, and replace them with extern declarations in the headers. Also, make the opc_* instances const and not static. -------------------------------------------------------------------------------- efb6b1f | Adam Borowski | 2011-12-28 00:44:33 +0100 Undo mutilation of thread-safety of contrib sqlite. -------------------------------------------------------------------------------- 2e6d101 | Neil Moore | 2011-12-27 18:27:49 -0500 Correct actor::is_constricting(). It was returning true for non-constricting actors, and false for actors constricting only the monster with mindex 0. -------------------------------------------------------------------------------- b0276ee | Neil Moore | 2011-12-27 18:26:31 -0500 Add a function to convert an mindex to an actor *. -------------------------------------------------------------------------------- dfd2439 | Neil Moore | 2011-12-27 17:28:13 -0500 Stop constricting when not adjacent. This is still done a little late (only when the constrictor tries constricting again, not as soon as the actors are non-adjacent). There is no message for this case. If one of the actors moves before constriction damage is attempted, there is the normal escape attempt, and the resulting message. This should also be cleaned up. -------------------------------------------------------------------------------- 01e2573 | Neil Moore | 2011-12-27 16:50:36 -0500 Handle monster visibility in constriction messages. If the attacker is not visible and is not the player, put the message in the passive voice. If neither the attacker nor the defender is visible or the player, do not print a message at all. -------------------------------------------------------------------------------- d3dea1f | Neil Moore | 2011-12-27 16:30:53 -0500 Merge attack and noattack constriction code. The messaging for attack constrictions may be somewhat different, particularly with respect to invisible attackers and defenders. -------------------------------------------------------------------------------- d3483fa | blueDave | 2011-12-27 16:15:23 -0500 Really fix constriction & reaching -------------------------------------------------------------------------------- 5400b4c | blueDave | 2011-12-27 16:15:02 -0500 No constriction when not adjacent melee_attack.cc now checks on constriction to see if the attacker and defender are adjacent. Similar changes may also be needed in the procs which handle non-attack constrictions. -------------------------------------------------------------------------------- 5ac1dfc | Neil Moore | 2011-12-27 15:59:42 -0500 Merge player/monster noattack constriction code. Also, properly attribute constriction kills by confused monsters; and fix a warning when compiling without diagnostics. -------------------------------------------------------------------------------- 381e6db | Neil Moore | 2011-12-27 15:58:53 -0500 Indentation fixes. -------------------------------------------------------------------------------- bf89e47 | Adam Borowski | 2011-12-27 18:54:40 +0100 Make a bunch of uninitialized variables static. Too bad, .bss is full of improperly initialized objects that should either be shared or go away. -------------------------------------------------------------------------------- 05f29f4 | Adam Borowski | 2011-12-27 18:54:40 +0100 Make most of initialized data static. All or almost all of .data segment that is not referenced externally should be done. -------------------------------------------------------------------------------- 24100b9 | Steven Noonan | 2011-12-27 18:54:39 +0100 mon-data: eliminate static initialization calls for mon_energy_usage There is no real justification for having these constants filled in during the static initialization phase of runtime. These fields are actually constant, and can be initialized with constants instead. A future commit will do the same for the mon_resist_def field in the monsterentry struct. Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 2899535 | Adam Borowski | 2011-12-27 15:49:40 +0100 Drop an option aggressive_verify you can't turn off anymore. -------------------------------------------------------------------------------- 21636d1 | Adam Borowski | 2011-12-27 15:38:29 +0100 Make private tiledef data static. Only tile_player_part_count and tile_player_part_start (already the only two not starting with an underscore) are referenced from outside. -------------------------------------------------------------------------------- d7ae4d8 | Adam Borowski | 2011-12-27 15:20:37 +0100 Let Trog and Kiku accept abomination kills again. This was an omission rather than an intentional change. The table of accepted kill types (except those unique to a god): l KYOVMTBL u 1 OVM BL d 1K O MTBL h KYO M BL h/u KY M BL h/s M BL l/u KY VM BL l/s VMTBL u/u VM BL u/s 1 VM BL d/u K M BL d/s 1 MTBL kills: l: living u: undead d: demon h: holy killers: /u: undead /s: "servant" (any other ally) -------------------------------------------------------------------------------- fc68c24 | Adam Borowski | 2011-12-27 14:54:42 +0100 Drop the display of nets on player dolls. It was strange that this short-lived effect was singled out while nothing else is. -------------------------------------------------------------------------------- efef742 | Adam Borowski | 2011-12-27 14:54:41 +0100 Don't set tile_num when not needed, fix a tiles-in-console data loss. Toadstools and Pikel's slaves generated in console games would always use the same tile upon reloading (what a grave error!). This leaves player dolls as the only remaining lossage. -------------------------------------------------------------------------------- e3fa086 | Adam Borowski | 2011-12-27 14:54:41 +0100 Use a regular elemental colour rather than recolouring hacks for subtractors. It'd be nice to have a flowing rainbow tile as well. -------------------------------------------------------------------------------- 9f0e7f3 | Adam Borowski | 2011-12-27 14:54:41 +0100 Fix constriction by octopode zombies and octopode uniques. -------------------------------------------------------------------------------- 591cb96 | Adam Borowski | 2011-12-27 14:54:40 +0100 Make it easier to query species of a zombified monster. -------------------------------------------------------------------------------- 2a30fde | Adam Borowski | 2011-12-27 14:54:40 +0100 Fix player::mons_species() claiming almost everyone is human. -------------------------------------------------------------------------------- d695168 | Adam Borowski | 2011-12-27 14:54:40 +0100 Replace a hardcoded constant in an (approximately) million places. -------------------------------------------------------------------------------- de2de2b | Adam Borowski | 2011-12-27 14:54:39 +0100 Clean compiled Python files on "make clean". -------------------------------------------------------------------------------- 9f37874 | Adam Borowski | 2011-12-27 14:54:39 +0100 Git ignores for webtiles cruft. -------------------------------------------------------------------------------- a678832 | Adam Borowski | 2011-12-27 14:54:38 +0100 Fix makefile hacks that caused incomplete cleans. -------------------------------------------------------------------------------- 1499760 | Adam Borowski | 2011-12-27 14:54:38 +0100 Simplify the makefile a bit, remove incorrect comments. A GLES port would be a small modification of the GL one. -------------------------------------------------------------------------------- d09eeca | Adam Borowski | 2011-12-27 14:54:38 +0100 Disallow polymorphing or derived undead for subtractor snakes. They look out of place in Crypt, and special attacks shouldn't work. I also disabled their corpses: it's hard to notice a rare monster has a 0% corpse drop rate rather than 50%, while animation inexplicably failing is more jarring. -------------------------------------------------------------------------------- 9ad61aa | Adam Borowski | 2011-12-27 14:54:20 +0100 Build databases in parallel. They are disk seek/fsync() bound, so it's a gain even on 1-way systems. The gain is way smaller than I expected yet non-negligible; the worst case is Windows playing over SMB which could sometimes be as bad as 115 seconds with the server on the same idle Ethernet segment. This improves only db not des; the latter is fsync free though. -------------------------------------------------------------------------------- a4be409 | Adam Borowski | 2011-12-27 14:54:20 +0100 Fix a race condition in mkdir -p saves/db This could affect different games starting together on a server as well. -------------------------------------------------------------------------------- 0e9f143 | Adam Borowski | 2011-12-27 14:54:20 +0100 Threading support. Since Windows doesn't support pthreads without an external library, I used a mess of #defines. Also, some of the #defines are not needed; I copied them from an earlier project. Detached threads and cond variables are not used at the moment, if you feel bad about dormant code we can axe them. -------------------------------------------------------------------------------- fcc243c | Adam Borowski | 2011-12-27 14:54:19 +0100 Remove crash-d.cc and crash-w.cc, the stubs always were in crash-u.cc -------------------------------------------------------------------------------- 3cfe693 | Adam Borowski | 2011-12-27 14:54:19 +0100 Properly clean up after rltile build. -------------------------------------------------------------------------------- 77673d1 | Adam Borowski | 2011-12-27 14:54:19 +0100 Make pearl dragon armours curseable. Folks point out the discrepancies between something actively fueled by TSO's blessing and something obtained by mutilating a holy dragon's corpse. -------------------------------------------------------------------------------- a9c5b73 | Adam Borowski | 2011-12-27 14:54:19 +0100 Two more splash screens by Denzi. -------------------------------------------------------------------------------- 29922ff | Samuel Bronson | 2011-12-26 23:43:40 -0500 Enable printf warnings for yet more functions & fix problems identified -------------------------------------------------------------------------------- fa0910a | Michael Gagno | 2011-12-26 19:04:23 -0800 Some vineyard vaults for early D. (dk) -------------------------------------------------------------------------------- ae15d2e | Samuel Bronson | 2011-12-25 20:25:23 -0500 Fix coloured channels && auto-capitalisation in mpr(). -------------------------------------------------------------------------------- 37f0476 | Samuel Bronson | 2011-12-25 19:42:51 -0500 Hints: While we're here, fix some typos and such. -------------------------------------------------------------------------------- 2b4d304 | Samuel Bronson | 2011-12-25 19:37:43 -0500 Hints: Fix a couple of hardcoded references to '\' as the portal glyph. -------------------------------------------------------------------------------- 901dee6 | Adam Borowski | 2011-12-25 02:20:50 +0100 Nerf lances (ie, Wyrmbane) to base dam 8. -------------------------------------------------------------------------------- e5d3bef | Adam Borowski | 2011-12-25 02:12:14 +0100 Unbreak builds with -Wformat-security. This (together with -Werror=format-security) is Debian's default when building packages, and for a good reason! Here, it would crash if a monster had a '%' in its name (inscribed dancing weapons). -------------------------------------------------------------------------------- 8b03035 | Adam Borowski | 2011-12-25 02:10:07 +0100 Remove constriction from krakens. It contradicts their current theme, and more importantly, greatly changes the gameplay of fighting them. You already had a strong incentive to use spells/wands instead of melee. There can be better solutions, but unless someone has a good idea now, let's postpone this until 0.11. -------------------------------------------------------------------------------- da62cde | elliptic | 2011-12-24 13:50:58 -0500 Fix reaching midpoint logic. -------------------------------------------------------------------------------- 073c87c | elliptic | 2011-12-23 22:05:53 -0500 Count various types of actions. This is very similar to the spell usage tracking, but including many other types of actions in addition: melee, ranged attacks, invocations, evocations, and using scrolls/potions. I may have forgotten things, but ideally every active thing of note the player does should be tracked here, at least to some extent. To display these statistics in a dump or morgue file, add "dump_order += action_counts" to the .rc file. The "spell_usage" dump block still works as before, though you.spell_usage has been subsumed by you.count_action. -------------------------------------------------------------------------------- 7755d6e | Adam Borowski | 2011-12-24 03:31:10 +0100 Greatly nerf subtractor snakes, give them their own attack type. Pwning hellephants and wiping the floor with killer klowns isn't something you'd expect from a snake. -------------------------------------------------------------------------------- 456a99c | Adam Borowski | 2011-12-24 03:14:14 +0100 Subtractor snakes, to make Zot less sane. Like klowns and Tiamat, they change colours but at most once per turn. Attacks currently reuse AF_KLOWN: strong poison, rot, drain XP, fire, cold, blink, antimagic. It's tempting to delete at least blink, though. -------------------------------------------------------------------------------- aca60e9 | Adam Borowski | 2011-12-24 00:57:47 +0100 Add antimagic to the list of random klown attacks. -------------------------------------------------------------------------------- 4b5f2cf | Adam Borowski | 2011-12-24 00:43:20 +0100 Put an abandoned shop in hangedman_abyss_mock_shop (HangedMan). It was supposed to be there, but it didn't then work. -------------------------------------------------------------------------------- c427f50 | Adam Borowski | 2011-12-24 00:38:23 +0100 A shop that starts empty. -------------------------------------------------------------------------------- 2ae9ab3 | Adam Borowski | 2011-12-24 00:30:27 +0100 Rename the enums for ball pythons and subtracter snakes to match visible names. -------------------------------------------------------------------------------- 28953d4 | Aaron Becker | 2011-12-24 00:21:27 +0100 Update Mac build instructions. -------------------------------------------------------------------------------- f7fe7b6 | Adam Borowski | 2011-12-24 00:15:20 +0100 Don't make monster-monster constriction hurt the player. -------------------------------------------------------------------------------- 33745cd | Neil Moore | 2011-12-23 14:04:10 -0500 Include monster/player constriction info in crash dumps. -------------------------------------------------------------------------------- 827aeca | Neil Moore | 2011-12-23 11:51:50 -0500 Change hints on gaining Spellcasting 1. Now that spellcasting skill isn't required for memorising spells, the "You're starting to get the hang of this magic thing." message is no longer needed. Furthermore, change the hints-mode hint to reflect this, and to mention some of the benefits of Spellcasting skill. Also, give the hit upon gaining the first level of spellcasting, even if another magic skill is higher. -------------------------------------------------------------------------------- 4584abd | Adam Borowski | 2011-12-23 15:54:41 +0100 Store CREDITS in one column, format into three on packaging or install. Sorting them on every change made it damn hard to see what was changed in a given commit. It was proposed to have the list produced from a source file where it'd be stored in one column, but this way is just as good but doesn't require multiple files. -------------------------------------------------------------------------------- 28aefe0 | Florian Diebold | 2011-12-23 13:27:15 +0100 Update the credits. Add ShadyAmish; add evilmike and myself to the devteam; remove SamB and evilmike from the contributor list (as they're in the devteam). -------------------------------------------------------------------------------- 9bd8075 | Michael Gagno | 2011-12-22 18:55:38 -0800 A couple of changes to hell ending colours/tiles. Geh:7 and Coc:7 both give special descriptions for the floor, which weren't working. This fixes that. In addition to the custom floor descriptions, custom colours were given to the floor. This commit extends that to the floor tiles now. They look different from the rest of the branch, but I don't consider this an inconsistency if it goes to the trouble of giving it a custom description. Plus, these are full-level vaults, so they can get away with looking a bit different. Finally, a few cosmetic changes have been made to evilmike_geh. -------------------------------------------------------------------------------- 5f72702 | Michael Gagno | 2011-12-22 18:55:37 -0800 Use red stone and metal tiles in Gehenna. -------------------------------------------------------------------------------- fcd1de6 | Adam Borowski | 2011-12-23 02:20:31 +0100 roctavian's tiles for octopodes: lich, statue, zombie. Lich is... unconventional, but it's not like we can use a skeleton like for everyone else. -------------------------------------------------------------------------------- 731226d | Adam Borowski | 2011-12-23 01:52:40 +0100 Fix messaging errors on losing constriction. -------------------------------------------------------------------------------- e3d658f | Adam Borowski | 2011-12-23 01:52:40 +0100 Remove the undocumented option of wielding whole corpses for Simulacrum. Both the fail message and spell description mention using flesh only, using whole corpses is less efficient, and causes interface problems. -------------------------------------------------------------------------------- ec1d9b8 | Adam Borowski | 2011-12-23 01:52:40 +0100 Fix loading saves with TAG_MAJOR_VERSION != 32. -------------------------------------------------------------------------------- aed5ea4 | Michael Gagno | 2011-12-22 16:47:34 -0800 Change the Gehenna floor colour from yellow to brown. This is in line with the similar change to Tomb recently. Using a yellow floor makes it hard to see where TSO halos extend to - slightly problematic in a branch that many people use TSO for. I've elected to use brown here because it's fairly close to yellow, and is a better choice than red (the walls are already red). -------------------------------------------------------------------------------- 4950f05 | Florian Diebold | 2011-12-23 01:19:48 +0100 Make \ in shops work on Webtiles. To be exact, it worked before, but returning to the shop didn't since check_item_knowledge called redraw_screen, which closes all menus on the client side. -------------------------------------------------------------------------------- c077610 | Florian Diebold | 2011-12-23 01:19:48 +0100 Show the shopping interface as a menu in Webtiles. Ugh, I need to make it use a real Menu sometime. -------------------------------------------------------------------------------- fb47513 | Michael Gagno | 2011-12-22 16:16:51 -0800 Changes to encompass vaults. These are to remove the need for spoilers. River_Lethe (now renamed lemuel_river_lethe) and box_level_dp have recieved the majority of the changes. Both of these vaults are very old, coming from an era where divinations spells were still available. -------------------------------------------------------------------------------- 3f187cb | Michael Gagno | 2011-12-22 13:58:12 -0800 Correct an asymmetry in a Pandemonium vault. -------------------------------------------------------------------------------- 1d496cc | Michael Gagno | 2011-12-22 13:47:47 -0800 Tweak an abyss vault. Remove a daeva behind glass, add a pair of cherubim. -------------------------------------------------------------------------------- b13e43e | Florian Diebold | 2011-12-22 22:45:15 +0100 An octopode transmuter title screen from ShadyAmish. -------------------------------------------------------------------------------- 86664b9 | elliptic | 2011-12-22 12:56:35 -0500 Fix acquirement making impossibly good slaying rings (rwbarton). Previously +0,+n rings of slaying would be changed to +1,+n if they came from acquirement. -------------------------------------------------------------------------------- 3f7bfac | Neil Moore | 2011-12-22 10:39:47 -0500 Fix save breakage from the constriction merge. The new minor version tag was inserted *before* an existing tag, causing saves with the previous minor tag to fail to load. This swaps the tags to the correct order. This will break saves made from the constriction branch prior to its merge, but only a few developers would have such saves. Fixes #5105. -------------------------------------------------------------------------------- 4740bd7 | Neil Moore | 2011-12-22 10:34:49 -0500 Make large abominations undead, too (Fixes #5106). -------------------------------------------------------------------------------- d2e0d57 | Neil Moore | 2011-12-22 00:12:55 -0500 Remove some redundant code and unused variable warnings. Merge melee_attack::handle_{player,monster}_constriction into one function that handles both cases. Avoid unread variable warnings when compiling without DEBUG_DIAGNOSTICS. Also, appropriately attribute constriction kills by confused enemies. -------------------------------------------------------------------------------- 01f4677 | elliptic | 2011-12-22 01:03:09 +0100 Fix Useless spells being memorizable, tweak memorization chances. Previously spells at Useless success (meaning guaranteed miscast) were still memorizable (with very low chance of success). Trying to memorize such spells now aborts (without using a turn). Also, to reduce tedium of trying to memorize a spell at extremely low success rates, the chance of memorization success is now 1 - 0.9*(failure rate) for any non-Useless spell. -------------------------------------------------------------------------------- aea1194 | Chris Campbell | 2011-12-22 01:03:04 +0100 Improve constriction messages, don't leak identity of invisible monsters -------------------------------------------------------------------------------- 53de47d | Adam Borowski | 2011-12-22 01:00:54 +0100 Merge branch 'constriction' -------------------------------------------------------------------------------- 570a689 | Adam Borowski | 2011-12-22 00:56:50 +0100 Whitespace fixes. -------------------------------------------------------------------------------- 7e8915c | blueDave | 2011-12-22 00:55:29 +0100 Assert on constricted monster swap,< anaconda bite -------------------------------------------------------------------------------- 3d0db2f | blueDave | 2011-12-22 00:53:38 +0100 Added / fixed constriction status messages. -------------------------------------------------------------------------------- 5d75d47 | blueDave | 2011-12-22 00:53:17 +0100 Fix some compiler warnings -------------------------------------------------------------------------------- 9186878 | blueDave | 2011-12-22 00:51:49 +0100 Add constriction status to x CTRL-x @ -------------------------------------------------------------------------------- c7b6430 | blueDave | 2011-12-22 00:51:44 +0100 Increased ball python size, anaconda gets a bite -------------------------------------------------------------------------------- 2fb5cd4 | blueDave | 2011-12-22 00:51:31 +0100 Fix monster constricing player -------------------------------------------------------------------------------- fa486a1 | blueDave | 2011-12-22 00:48:39 +0100 Fix some teleport/blink stuff -------------------------------------------------------------------------------- be88b18 | blueDave | 2011-12-22 00:48:32 +0100 constrict w/o attack, more transloc effects -------------------------------------------------------------------------------- 427d79e | blueDave | 2011-12-22 00:48:27 +0100 Fix missing spaces in escape messages -------------------------------------------------------------------------------- 2d93ed6 | blueDave | 2011-12-22 00:47:22 +0100 Tweaks to calculations -------------------------------------------------------------------------------- 7400ddd | blueDave | 2011-12-22 00:46:31 +0100 Save compatibility -------------------------------------------------------------------------------- 341645f | blueDave | 2011-12-22 00:43:58 +0100 Constriction nearly done -------------------------------------------------------------------------------- c3b3062 | blueDave | 2011-12-22 00:41:23 +0100 constriction - player attacks & some of monster -------------------------------------------------------------------------------- 926a279 | blueDave | 2011-12-22 00:40:09 +0100 constriction -- teleport and blink effects -------------------------------------------------------------------------------- 452b982 | blueDave | 2011-12-22 00:39:12 +0100 constriction part 3 -- player escapes -------------------------------------------------------------------------------- 5672290 | blueDave | 2011-12-22 00:38:17 +0100 Constriction part 2 -- status and duration -------------------------------------------------------------------------------- a0dac76 | blueDave | 2011-12-22 00:36:44 +0100 Constriction part 1 - rename snakes -------------------------------------------------------------------------------- 90b5e0f | Adam Borowski | 2011-12-21 20:37:10 +0100 Hush an invalid Clang warning. The C++ standard explicitely allows interchangeably referring to a class and struct by either name (C++98 7.1.5.3/3 = C++11 7.1.6.3/3). Clang instead squeals: warning: class 'monster_info' was previously declared as a struct [-Wmismatched-tags] -------------------------------------------------------------------------------- 36e7733 | Adam Borowski | 2011-12-21 20:37:10 +0100 Decapitalize a couple of unrands. These don't use proper nouns -- so we can go either with title case or all-lowercase. -------------------------------------------------------------------------------- 2cf0a24 | Adam Borowski | 2011-12-21 20:37:10 +0100 Give Wyrmbane a custom base type (lance). -------------------------------------------------------------------------------- e690396 | Adam Borowski | 2011-12-21 20:37:10 +0100 Revert "Rename a few artefacts to accomodate the "the " prefix." It made them sound abysmal, and breaks the very reason for "Lehudib's crystal spear" to exist. What you wanted to fix might be slightly awkward, but it was considered to be good enough for years, and thus is certainly better than reversed names. (0.9 used "the cursed -1 Lear's chain mail", this commit restores that). This reverts commit 003f65b5a3bf00f9eb827b457359a19dcac4c590. This reverts commit e262dd72296f6bc4f2ace00ccb77b7e160c94da8. -------------------------------------------------------------------------------- 3cc008c | Adam Borowski | 2011-12-21 20:37:10 +0100 Revert "Makefile: Simplify art-data rules." It caused the data to be generated twice, racily. This reverts commit 1b05869182882fc1d6030870374333d1627bde9b. -------------------------------------------------------------------------------- ecf4f98 | Adam Borowski | 2011-12-21 20:37:10 +0100 Remove an unused dragon from volcano_bunker. -------------------------------------------------------------------------------- 7efa389 | Michael Gagno | 2011-12-21 11:30:30 -0800 New Dis:7 map (st). -------------------------------------------------------------------------------- 7699f96 | Chris Campbell | 2011-12-21 18:10:11 +0000 Remove some misleading fake monster spells and use of canned messages -------------------------------------------------------------------------------- db7808b | Chris Campbell | 2011-12-21 17:31:10 +0000 Let Vehumet boost Olgreb's Toxic Radiance and Inner Flame Although OTR doesn't deal direct damage, it seems similarly destructive to Poisonous Cloud, which gets boosted for being part Conj. Likewise, Inner Flame is comparable to Delayed Fireball, which also gets boosted. -------------------------------------------------------------------------------- b44d182 | Chris Campbell | 2011-12-21 17:31:09 +0000 Let Fedhas protect plants from your clouds -------------------------------------------------------------------------------- bf1390a | Neil Moore | 2011-12-20 11:35:30 -0500 Simplify a form check. -------------------------------------------------------------------------------- 2bcbd60 | Neil Moore | 2011-12-20 11:26:54 -0500 Correct handling of claws in forms. you.has_claws(true) should not return true for trolls or felids transformed into (for example) ice beasts or pigs. Other parts (talons, fangs, etc.) already handled this, but claws are special because Felids don't have the mutation. Add a comment to melee_attack.cc justifying the one spot that uses species_has_claws(you.species) rather than you.has_usable_claws(). Also, the 'A' screen display was reversed for felids. Fixes #5096. -------------------------------------------------------------------------------- 65ab85c | David Lawrence Ramsey | 2011-12-20 09:44:16 -0600 Hopefully fix Mantis 5095. This is a partial revert of a664e83. Apparently, the placeholders need to be handled in order for abil_skill() to deal with them properly. -------------------------------------------------------------------------------- c58b874 | David Lawrence Ramsey | 2011-12-20 09:40:42 -0600 Add minor cosmetic fix. -------------------------------------------------------------------------------- afaf0c7 | David Lawrence Ramsey | 2011-12-20 09:19:44 -0600 Constify. -------------------------------------------------------------------------------- 218e67e | David Lawrence Ramsey | 2011-12-20 08:22:28 -0600 Increase, never reduce, rPois for undead. This is modeled after the change in 91711a7. The special case that necessitated its always being 1 for undead was the split between demonic and undead abominations, in which the former had one level of poison resistance, and this split is no longer in the code. There are only two odd cases now regarding poison resistance for undead: vampire mosquitoes and profane servitors. Due to the previous code, the former's poison vulnerability was effectively replaced with poison resistance, and the latter's poison resistance was doubled despite being a copy of angels' poison resistance. Both have only one level of poison resistance now, by virtue of being undead and not due to flags. -------------------------------------------------------------------------------- 0b5ab32 | David Lawrence Ramsey | 2011-12-20 07:47:27 -0600 Move the checks for MF_FIGHTER and MF_ARCHER into their own functions. This matches some other flag checks, and is a bit cleaner. -------------------------------------------------------------------------------- 998a30f | David Lawrence Ramsey | 2011-12-20 07:12:11 -0600 Fix regression with enslaved souls and the MF_FIGHTER flag. The MF_FIGHTER flag is the equivalent of M_FIGHTER for individual monsters, and is applied for enslaved souls where the original monster has M_FIGHTER, e.g. a soul-enslaved orc warrior will be a spectral orc with this flag set. The melee code now properly checks for this again, instead of checking only for M_FIGHTER on the base type. -------------------------------------------------------------------------------- 9c760ba | Neil Moore | 2011-12-20 00:57:34 -0500 Remove redundant SoH resist (HangedMan). Its Gehenna flavour had both rHellfire and rF+++. This has no in-game effect, but is visible in the output of Gretell's 'monster' program. -------------------------------------------------------------------------------- 91711a7 | Neil Moore | 2011-12-20 00:57:30 -0500 Increase, never reduce, rRot with MR_RES_ROTTING. Nonliving creatures, and non-zombie non-'n' undead, are completely immune to rotting, including Recite's rotting effect (they have no flesh). Giving the monster MR_RES_ROTTING would set the resist level to 1 unconditionally, actually *removing* the immunity to Zin rot. Instead, make MR_RES_ROTTING increase rotting resistance by 1, so that for already-resistant types (demons, zombies, 'n', and holies) the resistance is upgraded to Zin-rot-immunity. As with most resists, res_rotting() is still capped at 3, though there is currently no difference between 3 and 2. The only affected creature is the Tartarus variant of the Serpent of Hell. Remove its extra rotting resistance to compensate (presumably its flesh is still impure and sloughable); it still has the normal demon rRot. -------------------------------------------------------------------------------- 25e10cb | David Lawrence Ramsey | 2011-12-19 23:44:59 -0600 Typo fix. -------------------------------------------------------------------------------- 47f8a94 | David Lawrence Ramsey | 2011-12-19 23:33:22 -0600 Simplify kraken check in mons_attack_spec(). -------------------------------------------------------------------------------- a118662 | Michael Gagno | 2011-12-19 20:17:59 -0800 Veto the holy pan level if you are with a good god. This is a cheap solution, but it fixes what I think is a very serious problem with the vault (and to a large extent, the very concept of a holy pan level). Basically, if you are with a good god and have reasonable piety, the level a total non-threat. Any loot in the level is free loot, and this is bad thing: TSO and Zin do not need buffs in the extended endgame. Even without loot, the vault would just be a harmless "setpiece" with 0 actual gameplay. So, for now, the vault simply will not appear if you're with a good god. Let's say it's because the lords of Pandemonium will only allow you to enter the holy level if you're likely to kill everything there. This commit also tweaks the loot a bit in the level. -------------------------------------------------------------------------------- 89ae88f | Michael Gagno | 2011-12-19 20:17:58 -0800 Make the macabre masses in hangedman_macabre_mass hd:2 or hd:3 (random). They were hd:1 - too low to have much of an effect besides looking cool. -------------------------------------------------------------------------------- 5edc8a4 | David Lawrence Ramsey | 2011-12-19 21:28:07 -0600 Fix regressions regarding dual-wielding and no-regeneration of undead. This is a partial revert of 9ebd270; however, per old comments, these statuses are moved into MB_ instead of being separate variables as before. Depending on base type isn't enough, since these two statuses can be overridden by flags on individual monsters. Specifically, the MF_TWO_WEAPONS flag allows e.g. zombifying deep elf blademasters into elf zombies that remember how to dual-wield, despite the elf base type's not normally being a dual-wielder. Also, the MF_NO_REGEN flag allows turning e.g. deep dwarves into spectral things or ghosts that don't regenerate, despite spectral things' or ghosts' normally being able to regenerate. -------------------------------------------------------------------------------- 5a4fa6c | Michael Gagno | 2011-12-19 19:23:03 -0800 Grate-ify hangedman_macabre_mess. Yet another vault with harmless things behind glass. -------------------------------------------------------------------------------- 9f5f635 | Neil Moore | 2011-12-19 20:13:49 -0500 Do not crash when updated delayed actions in Pan. In TravelCache::update_da_counters(), use TravelCache::get_level_info() instead of TravelCache::find_level_info(), so that if there is no level info for the current level, we create it (rather than dereferencing a NULL pointer). To reproduce the crash, do the following: 1. Go to Pandemonium. 2. Worship Trog (or any god). 3. Go to the next level of Pan. 4. Abandon Trog => crash -------------------------------------------------------------------------------- 17ac645 | Michael Gagno | 2011-12-19 14:50:26 -0800 Remove the CHANCE: 100% line left in by mistake in the previous commit. Oops. -------------------------------------------------------------------------------- ad45530 | Michael Gagno | 2011-12-19 14:49:37 -0800 Give a hint in weyrava_lich_vault. -------------------------------------------------------------------------------- a9e1bca | Michael Gagno | 2011-12-19 14:36:55 -0800 Give more hints for lair:8 vault secrets. Three vaults changed. All of them still use secret doors, but they're easier to find now. -------------------------------------------------------------------------------- b204edd | Michael Gagno | 2011-12-19 14:27:29 -0800 Fix minmay_lair_oklob_tunnel, de-spoil erik_lair_dragon. Entrance wasn't along the edge of the map in the oklob one. As for the dragon map it had a very obscure secret door. It's still rather obscure but it only hides one gold, anyway. -------------------------------------------------------------------------------- 07631f3 | Michael Gagno | 2011-12-19 14:13:24 -0800 Fix erik_lair_boring. Never got placed due to the layer entrance being cut off. -------------------------------------------------------------------------------- ad02f93 | David Lawrence Ramsey | 2011-12-19 11:13:33 -0600 Fix HP scaling in downgrade_zombie_to_skeleton(). The minimum HP is now guaranteed to be 1, so as to not instakill the monster. -------------------------------------------------------------------------------- e98f3e1 | Florian Diebold | 2011-12-19 13:52:25 +0100 Show the highlevel book warning in descriptions in console builds. It was #ifdef'd out because it previously caused the description to be too long and disappear completely, but with afe45422, it works now. -------------------------------------------------------------------------------- 04ccb93 | Florian Diebold | 2011-12-19 13:23:55 +0100 Fix the 0.9 compatibility mode in the Webtiles server. -------------------------------------------------------------------------------- f82d76d | Neil Moore | 2011-12-18 22:20:23 -0500 Always include .d files in Makefile (moxian). Previously they were being generated always, but only included if the prefix, flags, etc. changed. Fixes #5075. -------------------------------------------------------------------------------- 0754bb6 | David Lawrence Ramsey | 2011-12-18 17:48:46 -0600 Properly pluralize "swine" as "swine". -------------------------------------------------------------------------------- d48ceee | Michael Gagno | 2011-12-18 15:32:06 -0800 Don't generate bandless shedus in the holy pan level. -------------------------------------------------------------------------------- 17105a6 | Michael Gagno | 2011-12-18 15:18:54 -0800 Remove shedu bands from holy zig levels, add other holy monsters. Monster bands aren't supported by the function used to populate zig levels. This would cause an error message every time you found a holy pan level, along with a bunch of shedus that don't heal/resurrect each other. For now, shedus shouldn't be used in zig levels. I've also added paladins, phoenixes, and silver stars (rare) to holy zigs, since the idea is to use the available holy monsters. Holy swines have been removed (they are no longer needed for variety). -------------------------------------------------------------------------------- 07a1e10 | David Lawrence Ramsey | 2011-12-18 16:40:55 -0600 Fix Mantis 5087: Strip channel prefix from monster speech, as is done elsewhere. -------------------------------------------------------------------------------- a316fb8 | Neil Moore | 2011-12-18 14:27:04 -0500 Avoid spurious regeneration of tiledef headers. tilegen had a bug causing it to think that small (< 1024 byte) files had changed when they had not. This resulted in tiledef-dngn.h (and thus the source files that depended on that) being regenerated even when nothing had changed. Whether the bug triggers depends on uninitialised memory contents, so might or might not have shown up in a given run. -------------------------------------------------------------------------------- 36f99fe | Neil Moore | 2011-12-18 13:49:20 -0500 Do not give scale EV penalties when transformed. The EV penalties now happen only when there is an AC benefit. -------------------------------------------------------------------------------- 0189732 | Neil Moore | 2011-12-18 13:30:07 -0500 More mutation-form improvements. Only display the "*" annotation in the A screen if the player is capable of changing form (is a vampire with Bat Form, or knows a form-change spell), or is currently in another form. Never mark rough black and rugged brown scales as fully suppressed: the Dex penalty and HP bonus apply regardless of form. Mark scales on statues as fully suppressed if the mutation level is not high enough to give any effect other than AC. -------------------------------------------------------------------------------- 08b5070 | Michael Gagno | 2011-12-17 21:16:22 -0800 Nerf the starting ambush in evilmike_geh. The starting room no longer has a chance to spawn random enemies (eg tormentors, hellions) which aren't placed specifically by the vault. Also, the four fire giants start just outside of your line of sight, instead of all of them being in view. This is intended to make the room easier to survive without needing to resort to stair dancing. -------------------------------------------------------------------------------- e262dd7 | David Lawrence Ramsey | 2011-12-17 23:05:52 -0600 Fix Trove references to renamed unrandarts. -------------------------------------------------------------------------------- 1b05869 | Samuel Bronson | 2011-12-17 23:22:59 -0500 Makefile: Simplify art-data rules. -------------------------------------------------------------------------------- 003f65b | Samuel Bronson | 2011-12-17 23:22:58 -0500 Rename a few artefacts to accomodate the "the " prefix. (MAXWELL seems a bit awkward, though.) -------------------------------------------------------------------------------- 8ca712c | David Lawrence Ramsey | 2011-12-17 17:44:32 -0600 Fix indentation. -------------------------------------------------------------------------------- 4138378 | Michael Gagno | 2011-12-17 11:03:39 -0800 A few tweaks to evilmike_holy_pan. Corrected an asymmetry, coloured the statues properly, and updated the comment. -------------------------------------------------------------------------------- c8541a2 | Neil Moore | 2011-12-17 11:39:41 -0500 Mention msysgit restriction, submodules (galefury). The build breaks (on the call to windres) when msysgit is installed in a directory with spaces. This *looks* like an msys problem rather than a problem with our Makefile. Submodules are mentioned in INSTALL.txt; add them to git/quickstart.txt as well. -------------------------------------------------------------------------------- 58b636d | Chris Campbell | 2011-12-17 16:22:55 +0000 Make monsters with rF get steam res like the player, cap both at 3 -------------------------------------------------------------------------------- 6aee0a7 | Neil Moore | 2011-12-17 11:03:22 -0500 Allow encompass vaults in Pan, enable evilmike_holy_pan. Weight is default for now; maybe it should be higher for testing. -------------------------------------------------------------------------------- 6d5497f | Michael Gagno | 2011-12-16 19:32:05 -0800 De-spoil some minivaults too. Many of these date from the Divinations era. Note: there are a couple of minivaults which are tiny (4x4) and hidden by a secret door. These are small enough that they don't give themselves away... they blend in well enough that I've left them as they are. I don't think these ones really count as spoilers in vaults (although one might still object to them). -------------------------------------------------------------------------------- 398bbad | Michael Gagno | 2011-12-16 19:32:05 -0800 De-spoilerfy some baileys too. Just small edits here. Most bailey vaults with secret doors don't need any changes. -------------------------------------------------------------------------------- d59ac33 | Michael Gagno | 2011-12-16 19:32:04 -0800 De-spoilerfy some ossuaries. Ossuares tend to use secrets fairly responsibly, with good hints given. So, I've only made two small changes. -------------------------------------------------------------------------------- e5920fd | Michael Gagno | 2011-12-16 19:32:03 -0800 De-spoilerfy some volcano portal vaults. I believe that secret areas should be discoverable by players without having to rely on spoilers or dumb luck. I've written about this to some length: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:vault:secrets Many volcano vaults place loot in hidden areas with hints that are far too obscure to be discovered normally. The edits here make the secret areas a bit more likely to be discovered: secret doors have been moved a bit, statues/glass have been placed in a few places (used sparingly), and metal walls have been strategically placed in a few areas. -------------------------------------------------------------------------------- 811ba90 | Adam Borowski | 2011-12-17 02:21:54 +0100 Fix the rltile tool for SDL 1.3. There's more porting to do to get GL things to work, but it's a start. -------------------------------------------------------------------------------- 4375bc7 | Adam Borowski | 2011-12-17 02:20:11 +0100 A quote for hell knights. -------------------------------------------------------------------------------- c0c9b44 | Michael Gagno | 2011-12-16 17:10:21 -0800 Fix daeva behind glass in sprint 1. More grates. -------------------------------------------------------------------------------- f8ada84 | Michael Gagno | 2011-12-16 14:39:31 -0800 Fix two more vaults broken by the recent glass changes. -------------------------------------------------------------------------------- fe998c4 | Neil Moore | 2011-12-16 16:50:59 -0500 Add Fedora dependency list (wcunning). -------------------------------------------------------------------------------- 952afca | David Lawrence Ramsey | 2011-12-16 11:30:45 -0600 Reword Wiglaf description a bit. Specifically, shorten the description of why he's here, simplify the reason for going after you, and move the latter into another sentence, as it flows better, even if the result as a whole is a bit longer that way. -------------------------------------------------------------------------------- 41d17e8 | Chris Campbell | 2011-12-16 16:52:16 +0000 Don't mimic staircases placed by vaults Especially in large or encompass vaults, replacing a staircase because one of the vault stairs was mimicked can mess up vault layouts significantly. Only applies to stone staircases - branch stairs should still be mimickable as before. -------------------------------------------------------------------------------- 72c492b | Chris Campbell | 2011-12-16 16:28:40 +0000 Make one level of player rF give steam resistance too -------------------------------------------------------------------------------- 10e07ed | Adam Borowski | 2011-12-16 11:45:21 +0100 Expand the description of Wiglaf. An one-dwarf raid to avenge his expelled folks seems to be a fitting task for a champion of Okawaru. I left the first sentence intact, as some IRCers defend it religiously. This causes a stark contrast with my wordy extension -- can someone better with writing reword it somehow? -------------------------------------------------------------------------------- 80e07c5 | Adam Borowski | 2011-12-16 11:16:32 +0100 Fix most of data loss of tile information in console games. All platforms we support in 0.10 allow freely going tiles<->console, loading or creating a save in console should still keep everything needed to display tiles intact. Left to go: * monsters with multiple tiles * player dolls -------------------------------------------------------------------------------- af4a5b1 | Adam Borowski | 2011-12-16 11:16:24 +0100 Let lua's crawl.is_tiles() know whether the controller plays tiles. In webtile-enabled builds, tile viewers can watch console games, console games can watch tiles, etc. Yet it's only the main player who counts. -------------------------------------------------------------------------------- 30c49c2 | Florian Diebold | 2011-12-16 01:53:02 +0100 Webtiles: Allow access to the chat while in menus again. -------------------------------------------------------------------------------- e378213 | Florian Diebold | 2011-12-16 00:06:15 +0100 Make the X level map use the full window in Webtiles, similar to the console. There are no feature markers like in console though (yet). -------------------------------------------------------------------------------- afe4542 | Neil Moore | 2011-12-15 17:56:37 -0500 Truncate descriptions rather than omitting them. If it would not fit, print "..." instead of the last visible line; this line might be overwritten by the toggle message (console), or might push the toggle message off the screen (tiles). This should really only happen in FULLDEBUG mode with small terminals. Fixes #5055. -------------------------------------------------------------------------------- 8b9a73b | David Lawrence Ramsey | 2011-12-15 15:58:20 -0600 Give octopodes their own genus instead of the kraken genus. -------------------------------------------------------------------------------- 286219b | Michael Gagno | 2011-12-15 13:00:54 -0800 Modifications to evilmike_ruin_ashenzari. Removed the skeleton remains, it wasn't really working to convey the "ruined temple" theme. I've seen more than one person asking what it's doing there. Also removed the brown floor colour in console... again, doesn't convey the theme very well. Tiles keeps the custom floor/walls, since it looks fine there. -------------------------------------------------------------------------------- 6f303ad | elliptic | 2011-12-15 14:29:12 -0500 Tweak scimitars. This change (+1 dam, -1 acc) differentiates them better from long swords and gives long blades a more reasonable common option. -------------------------------------------------------------------------------- 2c5bfce | Michael Gagno | 2011-12-15 11:12:55 -0800 Buff great maces to 18 damage. As discussed on irc. This makes them not-identical to battleaxes, and also brings them back in line with their old status as being slightly better than battleaxes. Also, this is a secret ettin buff. -------------------------------------------------------------------------------- 573a577 | Michael Gagno | 2011-12-15 09:36:37 -0800 A holy pan level (currently disabled). It's disabled because encompass vaults don't work in Pan at the moment. Once that is fixed this vault can be enabled. This vault might be imbalanced... most of these holy monsters are untested. This will be a very hard level though, and it will probably need many adjustments. -------------------------------------------------------------------------------- 8df1153 | David Lawrence Ramsey | 2011-12-15 10:42:27 -0600 In _serpent_of_hell_color(), remove redundant breaks, and fix spelling. -------------------------------------------------------------------------------- 34022b0 | David Lawrence Ramsey | 2011-12-15 10:36:19 -0600 Add minor cosmetic fix. -------------------------------------------------------------------------------- 6b42b93 | Neil Moore | 2011-12-15 10:47:44 -0500 Really unbreak Makefile on Windows. Mea culpa. The all: rule, while it should come before other rules, must come after $(GAME) has been set. -------------------------------------------------------------------------------- 113f6a5 | Florian Diebold | 2011-12-15 14:58:17 +0100 Add Omndra's fire mage title screen. -------------------------------------------------------------------------------- 4d13d89 | Adam Borowski | 2011-12-15 14:07:39 +0100 Forbid small lightcyan aboms, not big ones -- octopodes are 'x'. -------------------------------------------------------------------------------- e7813fe | Florian Diebold | 2011-12-15 13:43:33 +0100 Fix console compilation. I should check if I've added all changes before pushing... -------------------------------------------------------------------------------- a0f54f1 | Florian Diebold | 2011-12-15 13:40:00 +0100 Add the cloud override tile to cloud_info in console games, too. -------------------------------------------------------------------------------- f1b6bbb | Florian Diebold | 2011-12-15 13:35:02 +0100 Merge branch 'tiles-monster-info' -------------------------------------------------------------------------------- ddd98b6 | Michael Gagno | 2011-12-15 04:33:16 -0800 Fix ziggurat_pillar_centre_c. -------------------------------------------------------------------------------- c5dc6f7 | Adam Borowski | 2011-12-15 12:54:15 +0100 Mark potions/rings of invis as non-temp useless only if you're a TSOite. -------------------------------------------------------------------------------- dbbbbcd | Adam Borowski | 2011-12-15 07:40:14 +0100 Stop racial segregation of abominations. There's no gain in having demonic vs undead ones, and plenty of confusion. They're now both theme-wise (undead material, demonic control+alterations), and undead code-wise since MH_UNDEAD|MH_DEMONIC is strictly the same as MH_UNDEAD currently. -------------------------------------------------------------------------------- 02dd79e | Adam Borowski | 2011-12-15 06:55:44 +0100 Fix an inconsistency in Lugonu pet kills. She accepted kills of all pets except for demons killed by undead. I don't see how that's different from undead killed by undead or demons killed by demons. Most likely, when she was made to like kills of demons recently this case has been forgotten. -------------------------------------------------------------------------------- ba0cc79 | David Lawrence Ramsey | 2011-12-14 21:51:45 -0600 Rename a few #include guards to match their associated files. -------------------------------------------------------------------------------- 8648ca7 | David Lawrence Ramsey | 2011-12-14 21:35:37 -0600 Remove redundant include. -------------------------------------------------------------------------------- 6c03896 | Samuel Bronson | 2011-12-14 22:04:08 -0500 Don't re-enter rltiles tree so many times. -------------------------------------------------------------------------------- 392d744 | Samuel Bronson | 2011-12-14 22:04:06 -0500 Don't rebuild *everything* after regenerating headers. -------------------------------------------------------------------------------- 0b8f779 | David Lawrence Ramsey | 2011-12-14 20:57:30 -0600 Add spacing fixes. -------------------------------------------------------------------------------- a6caf00 | Neil Moore | 2011-12-14 21:42:49 -0500 Make undead abominations always lightred. Having the red-vs-lightred split based on HD was potentially confusing, and lightred wasn't occurring very often, anyway. -------------------------------------------------------------------------------- 0353fec | Neil Moore | 2011-12-14 20:48:15 -0500 roctavian's tiles for crawlies. New tiles for crawling corpse, macabre mass, and small abominations. The new small abomination tile is used for all undead small abominations and also for some demonic small abominations. -------------------------------------------------------------------------------- 150f846 | Neil Moore | 2011-12-14 18:48:59 -0500 Fix "A Mennas." in ?/A monster_info did not have MB_NAME_THE etc. when initialised from a monster_type. Set that info now, based on mons_is_unique(type). -------------------------------------------------------------------------------- 911b6bf | Florian Diebold | 2011-12-15 00:29:41 +0100 Unify the mutation menu code somewhat for vampires/non-vampires. Both now use the same formatted_scroller. Also, the other side of the vampire mutation menu uses another formatted_scroller. -------------------------------------------------------------------------------- 53986d7 | Florian Diebold | 2011-12-15 00:02:22 +0100 Remove the Menu(formatted_string) constructor. With the mutation display, its last use has switched to formatted_scroller, which seems to be the better tool to just display a formatted string as a menu. -------------------------------------------------------------------------------- 238df43 | Neil Moore | 2011-12-14 17:34:41 -0500 Hide 'A' screen footers when unused. Implemented using some static globals---not ideal, but I didn't want to change the signature of mutation_name(). Also, do not display the '*' annotations for mummies and ghouls, as they can never change form. Probably they should also be hidden if the player has no form spells memorised (and isn't a vampire of sufficient level to use bat form). -------------------------------------------------------------------------------- 526a37e | Neil Moore | 2011-12-14 17:34:01 -0500 Unbreak Makefile. The all: rule needs to be first, or plain 'make' won't actually build the program. -------------------------------------------------------------------------------- 660a66c | Adam Borowski | 2011-12-14 22:10:06 +0100 Make tile enums available in console builds. The actual data isn't loaded or preserved yet. -------------------------------------------------------------------------------- ff7caa1 | Adam Borowski | 2011-12-14 22:10:06 +0100 Enable and fix warnings in rltiles. -------------------------------------------------------------------------------- 74e4851 | Adam Borowski | 2011-12-14 22:10:06 +0100 Allow running the rltile tool with no #define USE_TILE. In this case, it will produce enums but no images, avoiding a dependency on SDL. Since production of images is very deeply intertwined with rest of processing, this change is a nasty hack all around, having it process 0x0 dummy images all over. Doesn't seem to explode, though. -------------------------------------------------------------------------------- e7bee85 | Adam Borowski | 2011-12-14 19:56:08 +0100 Buff the shillelagh a great deal. Compared to regular high-end 1-handers, it does roughly similar damage when used against two non-flyers, less against single opponents, a lot less against ghostlies; more against large crowds of landlubbers. -------------------------------------------------------------------------------- dc3ddd6 | Neil Moore | 2011-12-14 10:21:56 -0500 Coding style fixes: braces to their own line. The exceptions are extern "C", multi-line macros, and json.{cc,h}. -------------------------------------------------------------------------------- cc5fa74 | Neil Moore | 2011-12-14 10:08:02 -0500 Whitespace fixes. -------------------------------------------------------------------------------- 6948da4 | Florian Diebold | 2011-12-14 15:26:33 +0100 Webtiles: Tell the crawl process if it is being controlled from the web client. The tiles flag in scorefile entries is set accordingly. -------------------------------------------------------------------------------- 49bbf32 | Adam Borowski | 2011-12-14 15:08:02 +0100 Get rid of another console vs console-in-webtiles discrepancy. -------------------------------------------------------------------------------- 5f7fb68 | Adam Borowski | 2011-12-14 14:39:59 +0100 Fail Windows webtiles builds with a descriptive error. Also, change a few #ifdefs to make it slightly easier to implement that in the future. -------------------------------------------------------------------------------- f52f5c1 | Florian Diebold | 2011-12-14 14:31:34 +0100 Fix a few more console/webtiles discrepancies and USE_TILE where it should be USE_TILE_LOCAL. -------------------------------------------------------------------------------- 7da5dc6 | Florian Diebold | 2011-12-14 13:43:27 +0100 Fix a few delay() calls being disabled in Webtiles. -------------------------------------------------------------------------------- 740a584 | Florian Diebold | 2011-12-14 13:37:42 +0100 Fix console bolt drawing with USE_TILE_WEB enabled. -------------------------------------------------------------------------------- 6feda7a | Florian Diebold | 2011-12-14 13:04:32 +0100 Fix monster weapons not showing when the player's weapon is melded (#5038). tilep_equ_weapon checked if the player's weapon is melded even though it was also used for monster weapons. I also removed redundant checks for the player's respective equipment slots from the other tilep_equ_* functions. -------------------------------------------------------------------------------- d5a93c8 | Adam Borowski | 2011-12-14 10:22:16 +0100 Disable death and delays during fsim. If you somehow die, fsim would hang on a non-displayed prompt; delays would make a single run take a week spent in sleep(). Note that fsim is currently completely broken by UCC changes. -------------------------------------------------------------------------------- 81a932a | Adam Borowski | 2011-12-14 10:22:16 +0100 Don't let enslaved soul of Nergalle to use Death's Door. -------------------------------------------------------------------------------- 1bf7e38 | Neil Moore | 2011-12-14 03:34:20 -0500 Display fake mutation suppression, and fix naga spit poison. Properly display suppression of most fake mutations in the 'A' screen. Also fix an incorrect closing tag that caused they grey colour for a suppressed fake mutations to carry over to subsequent mutations. Mark breathe poison as form-dependent, even though it has a different set of allowed forms; special-case it in mutation_activity_level(). Fix the spit poison ability check to match the associated comment: Nagas should get the ability even when transformed, without needing the breathe poison upgrade. Arguably it should be a form-based mutation for everyone. Finally, make sure breathe poison is darkgrey when inactive. The '%' screen still does not display suppression of most fake mutations (only acid resistance). -------------------------------------------------------------------------------- ec467cb | Neil Moore | 2011-12-14 01:29:09 -0500 Fix excess "the"s more generally. It is clear from how DESC_BASENAME and DESC_QUALNAME are used that they should never prefix an article, even for artefacts and named corpses. Change item_def::name() accordingly. Also merge the code for named corpses and artefacts. Also, revert the previous commit, except for moving one block to a more logical place. DESC_THE and DESC_YOUR were too verbose ("the cursed +7,+7 Singing Sword"), so go back to using DESC_BASENAME now that it works appropriately. -------------------------------------------------------------------------------- 5028f93 | Neil Moore | 2011-12-14 00:46:53 -0500 Fix doubled articles in artifact weapons speech. @Your_weapon@ and friends now use DESC_YOUR, DESC_THE, etc. as appropriate, rather than prefixing "the", "your", etc. to the DESC_BASENAME. Note that artefacts (which are currently the only noisy weapons) will never use "your", but only "the". Fixes #5050. -------------------------------------------------------------------------------- 6318c25 | David Lawrence Ramsey | 2011-12-13 22:53:48 -0600 Remove a few more unneeded blank lines, and fix a few comments. -------------------------------------------------------------------------------- 54e01a3 | David Lawrence Ramsey | 2011-12-13 22:51:15 -0600 Fix apparently misplaced @Your_weapon@. -------------------------------------------------------------------------------- 9e1a77e | David Lawrence Ramsey | 2011-12-13 22:45:31 -0600 Fix misformatted line. -------------------------------------------------------------------------------- 50612a7 | David Lawrence Ramsey | 2011-12-13 22:45:30 -0600 Remove unneeded blank lines. -------------------------------------------------------------------------------- 1be08f3 | David Lawrence Ramsey | 2011-12-13 22:45:30 -0600 Properly use @reflexive@ in a few more places. -------------------------------------------------------------------------------- 2f7fd8b | Neil Moore | 2011-12-13 23:40:04 -0500 Comment fix. -------------------------------------------------------------------------------- a057076 | David Lawrence Ramsey | 2011-12-13 22:28:11 -0600 Add spacing fix. -------------------------------------------------------------------------------- 84a3c5b | Neil Moore | 2011-12-13 23:20:42 -0500 Correct the case of a few speech pronouns. -------------------------------------------------------------------------------- b0b78c7 | David Lawrence Ramsey | 2011-12-13 22:12:38 -0600 Remove unneeded blank lines, and one apparently erroneous %%%%. -------------------------------------------------------------------------------- 65244ca | David Lawrence Ramsey | 2011-12-13 22:12:38 -0600 Since PRONOUN was changed to PRONOUN_SUBJECTIVE, use the same name elsewhere. Specifically, in monster speech entries, @Pronoun@ and @pronoun@ are replaced with @Subjective@ and @subjective@. -------------------------------------------------------------------------------- 75be98b | Neil Moore | 2011-12-13 22:46:02 -0500 Avoid "Found one items." The message could only happen if the item's name was long enough that the "Found ." message would not fit on the screen. Fix this by having say_any() take the singular category name instead of a message stub, and pluralising the category if necessary. -------------------------------------------------------------------------------- b9a50c8 | Michael Gagno | 2011-12-13 19:33:02 -0800 Reduce frequency of cloud traps. Each one was given a chance of 40%, making you likely to get several per level. The comment in the des file, as well as the commit message for these traps, indicated that this weight was extra-high for testing purposes. There aren't any serious bugs left with these and there has been a lot of gameplay feedback for them. Unfortunately, there was no hint as to what the "normal" chance for these traps is supposed to be, so I've reduced it to a chance of 10% for now (still likely to see several per game, but not several per level). I have also disabled two problematic cloud traps which have almost no effect on gameplay. -------------------------------------------------------------------------------- 97e4007 | David Lawrence Ramsey | 2011-12-13 21:25:35 -0600 Block berserk for paralyzed, petrif(ying|ied), and sleeping monsters. This should fix Mantis 5048. -------------------------------------------------------------------------------- 5c9866e | David Lawrence Ramsey | 2011-12-13 20:55:16 -0600 Consider queen ants and bees female, and properly use pronouns for the latter. -------------------------------------------------------------------------------- 4f2e4ea | David Lawrence Ramsey | 2011-12-13 20:55:16 -0600 Remove unneeded blank line. -------------------------------------------------------------------------------- 8db3429 | Neil Moore | 2011-12-13 21:30:28 -0500 Merge branch 'master' into mutation-forms -------------------------------------------------------------------------------- c871c32 | David Lawrence Ramsey | 2011-12-13 20:18:56 -0600 Clean up fedhas_fungal_bloom(). Constify where possible, and increment counters in consistent places. -------------------------------------------------------------------------------- 5ec793c | David Lawrence Ramsey | 2011-12-13 20:18:56 -0600 Add formatting fixes. -------------------------------------------------------------------------------- 606724e | Neil Moore | 2011-12-13 20:58:04 -0500 Allow walls to protect rock worms again. The code was only firing if the rock worm shield-blocked the attack, which of course isn't very likely. -------------------------------------------------------------------------------- 3bf4d2d | Neil Moore | 2011-12-13 20:10:58 -0500 Add description, improve message, for open sea (Eronarn, Wensley). Description from Eronarn, new "can't walk there" message from Wensley. -------------------------------------------------------------------------------- 552f289 | Neil Moore | 2011-12-13 19:56:52 -0500 Don't ID polearm brands on reaching attacks. The intent was to identify the reaching brand, but with the polearms buff, reaching is not necessarily the brand. Fixes #5042. -------------------------------------------------------------------------------- d000b4d | Neil Moore | 2011-12-13 19:30:45 -0500 Don't confuse the obsolete conjurations book with the current one. Rename it to "Book of Old Conjurations" so that ?/iBook of conjurations finds the current book only. Fixes #5045. -------------------------------------------------------------------------------- 81dea6a | Neil Moore | 2011-12-13 19:18:34 -0500 Capitalise and add a full stop to item/monster description titles. -------------------------------------------------------------------------------- 2562c6e | elliptic | 2011-12-13 19:16:01 -0500 Remove a "magic number" from unarmed attack delay. Previously unarmed combat reached min delay at 25 skill, meaning that the benefits of raising UC skill drop off sharply at that point. This change moves min delay all the way to 27 skill (while keeping min and max delay constant, so this is a slight UC nerf). It would of course be good to remove the "magic numbers" for reaching min delay with weapons as well, but that would be a far larger change. The formula for bat attack delay was also changed. -------------------------------------------------------------------------------- 50c5e14 | Neil Moore | 2011-12-13 18:42:17 -0500 Avoid doubled articles on features, and fix descriptions. If the feature's name begins with the word "some", "a", "an", or "the" (or uppercase versions), do not add an article. Add "the" to the name of "open sea", and "endless lava", since those do not make sense with "a". Adjust dat/descript/features.txt accordingly. Also adjust dat/descript/features.txt to restore the description text for floor (useless though it may be). -------------------------------------------------------------------------------- f23f1d5 | Neil Moore | 2011-12-13 17:57:14 -0500 Merge branch 'master' into mutation-forms -------------------------------------------------------------------------------- 544ce03 | Neil Moore | 2011-12-13 17:53:38 -0500 Be more careful about marking mutation status. For one, don't mark a mutation as partially suppressed when your hunger level is high enough to support its current level (e.g. a level one mutation for a Satiated vampire). Secondly, do not mark the mutation status when asking about a specific mutation level rather than the player's mutation level (level == -1). This keeps the (())*+ annotations out of the notes list and the output of the wizmode &] command. -------------------------------------------------------------------------------- 1073b0d | Neil Moore | 2011-12-13 17:36:52 -0500 Display the 'A' screen legend properly for vampires. -------------------------------------------------------------------------------- cdf1a03 | Neil Moore | 2011-12-13 17:01:16 -0500 Mark scales as partially suppressed in statue form. This necessitates distinguishing partially-active from hunger-based activity, so add MUTACT_HUNGER and use that for non-physical mutations on vampires between satiated and very full. Also add a function to properly format fake mutations that depend on form. Note that, for these purposes, "thin skeletal structure" and "distortion field" do not count as scales (they are fully active in all forms). -------------------------------------------------------------------------------- cf8115f | elliptic | 2011-12-13 16:03:35 -0500 Increase the number of offhand punches by 33%. This compensates for the unarmed aux changes (783cd33) reducing this number in most cases, which probably wasn't really necessary. Increasing this again is also intended to help balance unarmed shield usage. -------------------------------------------------------------------------------- 8d5145c | Neil Moore | 2011-12-13 16:03:29 -0500 Make scales not provide AC for statues. They still provide other benefits (and detriments, including EV penalties). This is to be consistent with Nagas and Draconians; it is justified by the scales being transformed into the same stone as everything else. Only iridescent scales are marked as suppressed in statue form. It would be nice to mark the other ones as partially suppressed, but that will take some more work (since currently "partially suppressed" just means 0 < p_m_l(mut) < you.mutations[mut]). -------------------------------------------------------------------------------- 05cf157 | Neil Moore | 2011-12-13 15:41:23 -0500 Use a formatted_scroller for the mutations screen (edlothiol). A Menu does not allow multiple colours per entry, so we instead use a formatted_scroller in display_mutations (for non-vampires; vampires are still treated differently). Make the '*' marking form-based mutations yellow, and the '+' marking non-physical vampire mutations lightred. Also, do not include the legend and "Press '!'..." in chardumps; and avoid duplicating the draconian AC message. -------------------------------------------------------------------------------- 3327f64 | elliptic | 2011-12-13 15:24:28 -0500 Prevent autofight from acting if you are confused. Since moving randomly is not usually what you want to do when you are suddenly confused in combat. -------------------------------------------------------------------------------- 5360f35 | elliptic | 2011-12-13 15:24:28 -0500 Tweak shield penalties for unarmed. Added a random2(2) delay penalty for unarmed + shield, unmitigable by shield skill. This might make the choice of whether to use a shield with unarmed a little less clear, though it is only a slight change. -------------------------------------------------------------------------------- 637aa43 | David Lawrence Ramsey | 2011-12-13 13:48:06 -0600 Adjust monster speed in downgrade_zombie_to_skeleton(). Currently, this has no effect, since all zombified types have the same speed modifier relative to their base monster, but if that ever changes, things will now keep working properly. -------------------------------------------------------------------------------- 0b1556c | David Lawrence Ramsey | 2011-12-13 13:04:28 -0600 Fix Fedhas' turning zombies into skeletons. monster::upgrade_type() wasn't adjusting their HP, AC or EV properly, and it really shouldn't have been used anyway, since zombie -> skeleton is a downgrade. The new function downgrade_zombie_to_skeleton() handles this now. mon-place.cc may not be the best place for it, but keeping it there means that all the zombified stat adjustment functions are in one place. -------------------------------------------------------------------------------- b7ff298 | Florian Diebold | 2011-12-13 18:47:23 +0100 Fix broken mlist targetting. -------------------------------------------------------------------------------- bafccbf | David Lawrence Ramsey | 2011-12-13 11:03:30 -0600 Add indentation fix. -------------------------------------------------------------------------------- 9ebd270 | Florian Diebold | 2011-12-13 18:00:45 +0100 Don't store and save two_weapons and no_regen in monster_info, since they just depend on the monster type. -------------------------------------------------------------------------------- 8c70d9d | David Lawrence Ramsey | 2011-12-13 10:50:03 -0600 Remove obsolete comment, as monster::upgrade_type() is used elsewhere now. -------------------------------------------------------------------------------- 9d84733 | Neil Moore | 2011-12-13 03:23:19 -0500 Further clean up form/mutation interactions. Mutations have a new flag, form_based, that indicates whether they depend on the player's form (and are thus suppressed by most forms). Antennae, stinger, big wings, eyeballs, acidic bite, deformed, speed, and slowness are made form-based. For consistency, yellow draconian rAcid now applies in statue form. mutation_is_fully_active() becomes mutation_activity_level(). Any special-case code for mutation-form interactions should go here if possible. player_mutation_level() returns the current active level, unless false is passed as the optional second parameter, in which case it returns the true mutation level ignoring forms and vampire thirst. In the mutation display screen ('A'), mutations are marked with "(( ))" when fully suppressed and "( )" when partially suppressed; different colours are also used (as before, except now non-innate partially suppressed mutations are coloured brown rather than lightgrey). Form-based mutations are marked with a '*', and (for vampires only) non-physical mutations with a '+'. In the status screen ('%'), fully disabled mutations are surrounded with parentheses. Fake mutations still need work; currently only yellow draconian rAcid and Naga/Draconian AC show the effects of forms. -------------------------------------------------------------------------------- 1243efd | Michael Gagno | 2011-12-12 20:54:57 -0800 Rewrite grate traps; add several new ones. It's now easy to add these to new vaults, and it's possible to have more than one grate and pressure plate (altough they are all triggered at once). Keeping these fairly generic looking and hard to identify is a good idea, otherwise they become unfriendly with autoexplore. -------------------------------------------------------------------------------- d2e83ec | David Lawrence Ramsey | 2011-12-12 22:14:04 -0600 Add comment: What to do about monster Death's Door for enslaved souls? -------------------------------------------------------------------------------- 33f7465 | David Lawrence Ramsey | 2011-12-12 21:58:17 -0600 Clean up the killer bee larva upgrading-through-eating routine. Use monster::upgrade_type() instead of polymorph, to keep the monster's stats where applicable and allow a message if it happens out of sight, and remove apparently doubled message when eating. -------------------------------------------------------------------------------- 3c03a4f | Samuel Bronson | 2011-12-12 22:35:05 -0500 Different message for =tele when player already had teleportitis. (Not *very* different, but enough to show that teleportitis stacks.) -------------------------------------------------------------------------------- 6a792d9 | Samuel Bronson | 2011-12-12 22:35:04 -0500 Better handling of nausea ending when player has corpses, but mightn't be hungry -------------------------------------------------------------------------------- aa25b4c | Adam Borowski | 2011-12-13 03:44:30 +0100 Don't let Control Undead, Cause Fear and Mass Confusion work through glass. -------------------------------------------------------------------------------- 8f5fe70 | David Lawrence Ramsey | 2011-12-12 20:07:14 -0600 Remove more doubled articles in some portal vault descriptions. -------------------------------------------------------------------------------- e1b4e1f | David Lawrence Ramsey | 2011-12-12 10:03:33 -0600 Update comments on throwable object stats. -------------------------------------------------------------------------------- 09250dd | Chris Campbell | 2011-12-12 12:39:59 +0000 Fix % screen display for green scales -------------------------------------------------------------------------------- c5917b8 | David Lawrence Ramsey | 2011-12-11 23:25:58 -0600 Change "gnoll sergeant" name to "gnoll lieutenant" in the testsuite. This should avoid confusion, Since gnoll sergeants are actual monsters now. -------------------------------------------------------------------------------- 97c969f | David Lawrence Ramsey | 2011-12-11 22:00:45 -0600 Fix sometimes-missing message when a scroll of vorpalise weapon fails. -------------------------------------------------------------------------------- dba066d | Florian Diebold | 2011-12-12 01:42:00 +0100 Webtiles: Show tiles in spell menus. -------------------------------------------------------------------------------- 4c9ca63 | Adam Borowski | 2011-12-11 18:15:05 +0100 Don't apply effects of most brands if the enemy died before. -------------------------------------------------------------------------------- 04b6e9d | Adam Borowski | 2011-12-11 17:51:01 +0100 Remove door warnings from xom_monty_hall, comment why they don't work. Perhaps we should remove the vault outright? There is no obvious way how to make the concept work. -------------------------------------------------------------------------------- 7c326d4 | Adam Borowski | 2011-12-11 17:46:01 +0100 Whitespace fixes. -------------------------------------------------------------------------------- c59473b | Adam Borowski | 2011-12-11 17:41:34 +0100 An entry vault by nicolae: a kraken feeding on the likes of you. Pretty spammy, so I've set the weight at 1. -------------------------------------------------------------------------------- 928730e | Adam Borowski | 2011-12-11 17:35:56 +0100 Allow hostiles behind glass at the game start. -------------------------------------------------------------------------------- e1e8809 | Adam Borowski | 2011-12-11 17:27:30 +0100 Fix mimic opacity for different LOS models. -------------------------------------------------------------------------------- d09b4f1 | Adam Borowski | 2011-12-11 17:06:46 +0100 Disambiguate the LOS_SOLID confusion. Its name suggests it's about line of effect, while in fact it's both effect and sight. Thus, I've split its uses into LOS_SOLID and LOS_SOLID_SEE -- the former is what LOS_SOLID was usually understood to mean, the latter is what it actually was (being targettable with an arrow/beam). The difference is: LOS_SOLID_SEE obeys clouds. The name of the latter is abysmal -- if you have a better idea, please sed. -------------------------------------------------------------------------------- 00c8f8c | Adam Borowski | 2011-12-11 12:37:59 +0100 Unbreak the testsuite. DESC_CAP_* is no more. -------------------------------------------------------------------------------- 2ede7d6 | Neil Moore | 2011-12-11 03:50:35 -0500 Prompt about chopping drainable, not just bottleable, corpses Since can_bottle_blood_from_corpse() checks whether the player has the bottle ability, it was always returning false for low-level vampires. Instead, we should give the confirmation prompt if the player could *either* drain the corpse or bottle it. The prompt is given for poisonous corpses when the player has rPois. However, we do not check for whether the player is capable of eating at all; perhaps we should. -------------------------------------------------------------------------------- 66fc04c | elliptic | 2011-12-11 02:26:45 -0500 Slightly unbuff halberds and glaives. It turns out that taking mediocre weapon types and reducing base delay by two and giving out free reaching leads to rather high-powered weapons, especially given how common they are... they should still be very usable even with base delay increased back by one. -------------------------------------------------------------------------------- 059ad17 | David Lawrence Ramsey | 2011-12-11 00:46:26 -0600 Make the Serpent of Hell drop the appropriate corpse type for its flavour. This isn't exact, but it's as close as possible. -------------------------------------------------------------------------------- 8712ab0 | Michael Gagno | 2011-12-10 20:38:17 -0800 De-spoilerfy a few vaults. All of these used doors with warnings, with no hint as to what was behind the doors. There have windows now. The doors still have warnings (to prevent autoexplore traps). These changes are in response to the feedback here: https://crawl.develz.org/mantis/view.php?id=4971 -------------------------------------------------------------------------------- 7a2312a | David Lawrence Ramsey | 2011-12-10 22:30:51 -0600 Fix capitalization. -------------------------------------------------------------------------------- 9953298 | Samuel Bronson | 2011-12-10 23:00:06 -0500 Clean up path handling a bit. -------------------------------------------------------------------------------- 4c6c249 | Samuel Bronson | 2011-12-10 23:00:03 -0500 Don't look at errno unless freopen() actually returns NULL. This failed on Windows, and POSIX says not to do that, so we never should have done it in the first place! -------------------------------------------------------------------------------- 4b63a8f | Samuel Bronson | 2011-12-10 23:00:01 -0500 Windows console: Add a few missing steps to console shutdown -------------------------------------------------------------------------------- 8e847cf | Michael Gagno | 2011-12-10 19:03:30 -0800 Make some of the grates in minmay_eyes undiggable glass again. As minmay points out, some of these windows need to be undiggable because otherwise the eyes of devastation will break through them, causing the vault to eat itself. -------------------------------------------------------------------------------- c04ee31 | elliptic | 2011-12-10 22:01:25 -0500 Allow all Elyvilon worshippers to use the lesser heal-other ability. Even under penance. This solves issues with Elyvilon worshippers potentially having very few options for gaining piety in certain situations. -------------------------------------------------------------------------------- bee7f3c | David Lawrence Ramsey | 2011-12-10 20:07:49 -0600 Add formatting fixes. -------------------------------------------------------------------------------- e9c2dd1 | Michael Gagno | 2011-12-10 15:44:51 -0800 An evil quicksilver dragon vault. -------------------------------------------------------------------------------- 0bd04a5 | Michael Gagno | 2011-12-10 14:22:36 -0800 Underground beach vault (nicolae). -------------------------------------------------------------------------------- 2060005 | Michael Gagno | 2011-12-10 14:05:46 -0800 Additional fixes to fedhas_altar_fruit_tree. (nicolae) -------------------------------------------------------------------------------- 12cc2d6 | Michael Gagno | 2011-12-10 13:56:43 -0800 Fix the floor tiles in fedhas_altar_fruit_tree. (nicolae) -------------------------------------------------------------------------------- 361ddcd | Neil Moore | 2011-12-10 16:35:13 -0500 Also prompt when electrocution would hit yourself. Unlike the ally prompt, this one uses received_weapon_warning so it only happens once per wield. If you got the prompt and said "yes", don't prompt about allies; however, if you didn't get the prompt because you said "yes" earlier, do continue to prompt about allies. Probably the message should mention allies, too, but the code is already quite complicated. -------------------------------------------------------------------------------- b368a46 | Neil Moore | 2011-12-10 16:03:53 -0500 Add name_nocorpse flag. The flag causes the mname to be ignored for corpses. Apply it to a number of vault creatures such as "hungry kobold" and "terrified wizard", since those adjectives don't accurately describe the corpse. Some edge cases are debatable: "febrile human" has name_nocorpse but "sickly human" does not. Also apply n_spe to some other vault creatures, so e.g. "greater ghost moth corpse" doesn't always get "the". -------------------------------------------------------------------------------- 9a1be99 | Chris Campbell | 2011-12-10 20:41:54 +0000 Add a status light for Vitalisation -------------------------------------------------------------------------------- 66aa1e4 | Chris Campbell | 2011-12-10 20:41:53 +0000 Cancel scrying when abandoning Ashenzari -------------------------------------------------------------------------------- 2739c26 | Neil Moore | 2011-12-10 15:12:01 -0500 Fix electrocution warnings for fliers/clingers. Do not warn unless both the defender and the adjacent ally are in water. Also, do not conduct electricity when hitting a clinging monster: it is not actually in the water. rElec is still not checked, to avoid leaking information about the defender's (or your allies') armour. -------------------------------------------------------------------------------- 4c35781 | Neil Moore | 2011-12-10 14:38:45 -0500 Warn when using elec brand in water near allies. This should prevent accidentally offending gods. The prompt is given a little too often: the attack is actually safe if the defender or the ally is flying or is known to have rElec, but we check only whether the cell contains water. As part of this implementation, the smite targetter can now take a predicate to select only certain cells to be affected. -------------------------------------------------------------------------------- 6b48f1f | Chris Campbell | 2011-12-10 18:59:04 +0000 Remove inaccurate message about Zin feeding -------------------------------------------------------------------------------- 7a86c9c | Neil Moore | 2011-12-10 13:45:20 -0500 Improve devastator prompt. If the defender is safe to attack but an adjacent monster is not, ask whether you want to "attack near" (rather than "attack") the friendly. -------------------------------------------------------------------------------- 0266f29 | Neil Moore | 2011-12-10 12:50:20 -0500 Make unrand melee effects happen a bit later. It was being called during handle_phase_attempted, before calculating damage; this meant that Devastator was doing nothing. The new location is just after player_monattk_hit_effects. This is a little later than pre-UCC (it had been in the middle of that function), but this should be safe, and allows monsters and players to use the same call. -------------------------------------------------------------------------------- 44efaac | Adam Borowski | 2011-12-10 17:48:48 +0100 Massively speed up reading .des files. A majority of time was spent parsing item names by repeatedly generating all possible items and comparing their names. We already have an item name cache. -------------------------------------------------------------------------------- 807d532 | Florian Diebold | 2011-12-10 17:38:24 +0100 Remove unused variables. -------------------------------------------------------------------------------- e3f8c6a | Florian Diebold | 2011-12-10 17:15:18 +0100 Changelog update. -------------------------------------------------------------------------------- bd741b0 | elliptic | 2011-12-10 03:50:15 -0500 Improve autofight handling of "safe" monsters by checking for firewood instead. Previously some monsters were still not being attacked because they were treated as safe. Checking mons_is_firewood() is better for determining which monsters to ignore, though ballistomycetes and butterflies still need to be special-cased. -------------------------------------------------------------------------------- 843efcf | Neil Moore | 2011-12-10 00:28:45 -0500 Even more careful ruination. Never replace a door with an impassable feature: use either floor or water. Never replace a feature with a statue, since that's silly (in fact, let statues help support the adjacent walls). Trees, water, floor, and lava are the features that can still replace a ruined wall; and shallow water and floor for a ruined door. -------------------------------------------------------------------------------- f106e6e | David Lawrence Ramsey | 2011-12-09 22:36:34 -0600 Tweak the Fedhas message again: "support" rather than "perversion". The monster is the one speaking, not Fedhas (oops). -------------------------------------------------------------------------------- 4242068 | David Lawrence Ramsey | 2011-12-09 22:25:10 -0600 Tweak the Fedhas "enraged" message, taken mostly from a comment in godabil.cc. Corporeal undead are better described as perversions of nature than as natural decay brought by the player, since the latter sounds like something Fedhas would approve of (based on his prayer ability, anyway). -------------------------------------------------------------------------------- 6334b18 | Samuel Bronson | 2011-12-09 23:01:46 -0500 Webtiles presumably needs to shutdown "console" IO before crashing now. Since, you know, it now runs the console display code as well as the webtiles-only stuff... -------------------------------------------------------------------------------- 1891c18 | Samuel Bronson | 2011-12-09 22:57:29 -0500 Make crash dumping for ASSERT failures work under debuggers on Windows. For whatever reason, MSVCRT does not run SIGSEGV handlers when a debugger is attached (not to blame MSVCRT or anything; it could just as easily be the fault of ntdll or NT). So now, instead of intentionally dereferencing a null pointer on both Windows and OS X, we'll only do that on OS X; on Windows, we'll do what we do everywhere else: raise SIGABORT. (Well, we used to just call abort(), but that gives a really puzzling message on Windows, so we'll raise first, then abort() if that didn't work.) (Also, we'll now write out the failure as a debug message, and do a DebugBreak if a debugger is attached.) -------------------------------------------------------------------------------- 65e37b4 | Neil Moore | 2011-12-09 22:46:00 -0500 Unbreak games broken by bad ruination. The previous commit will not fix games that have already encountered the problem, as the buggy feature had already been placed. Instead, when we encounter a buggy trap, turn it into floor. -------------------------------------------------------------------------------- b6cde02 | Neil Moore | 2011-12-09 22:46:00 -0500 When ruining a wall, don't copy traps, stairs, etc. These features require extra setup, and it's silly for walls to turn into them anyway. Instead, use floor (for traps, stairs, portals, altars, and fountains), or rock wall (for malign gateway). -------------------------------------------------------------------------------- dca2244 | Adam Borowski | 2011-12-10 04:39:38 +0100 Simplify. -------------------------------------------------------------------------------- 2755063 | Adam Borowski | 2011-12-10 04:39:38 +0100 Bring hangedman's food vaults into line for nutrition values. -------------------------------------------------------------------------------- e9a451d | Adam Borowski | 2011-12-10 02:49:32 +0100 Don't waste a turn when IOOD can't be placed. This is a rare error condition (mostly full menv[]), so I don't care for doing this before the miscast check. -------------------------------------------------------------------------------- 8a7e2c4 | Adam Borowski | 2011-12-10 02:49:32 +0100 Make enslaved/raised corpse-based undead hate Fedhas worshippers. I'm not sure whether deep dwarf unborns should count, but since all other corporeal undead do, let's go for simplicity, at least until someone tells us what the hell unborns are. Also, adjust messages for other gods. Trog gives no "aura", for example. -------------------------------------------------------------------------------- 94f00e1 | Aaron Becker | 2011-12-09 14:24:40 -0500 Fix annotation name for Serpent of Hell. -------------------------------------------------------------------------------- f789c54 | Aaron Becker | 2011-12-09 14:20:23 -0500 For unique annotations, check whether monster has ever been unique. When uniques are polymorphed, mons_is_unique becomes false, and you have to separately check the original_was_unique property, otherwise their annotations won't work correctly. -------------------------------------------------------------------------------- 84c4991 | Aaron Becker | 2011-12-09 14:20:23 -0500 Fix unique annotations for polymorphed royal jelly, Blork the orc, etc -------------------------------------------------------------------------------- 55fc70b | Samuel Bronson | 2011-12-09 14:17:56 -0500 Reference "X?" (level-map help) from wizmode help. We do this because "XT" (wizmode teleport to level-map cursor) is now documented there. -------------------------------------------------------------------------------- 717b986 | Neil Moore | 2011-12-09 11:27:34 -0500 If wizmode polymorph fails, try to force it. This allows, among other things, cross-holiness polymorphs. FIXME: If the polymorph had to be forced, the usual messages are not produced, because they are generated by monster_polymorph and not the lower-level change_monster_type. -------------------------------------------------------------------------------- b1781bf | Neil Moore | 2011-12-09 10:14:50 -0500 Don't use a map where a vector of pairs will do. -------------------------------------------------------------------------------- c15aa3f | Neil Moore | 2011-12-09 02:55:43 -0500 De-rim the enchanted forest. Commit 1987e97 fixed the underlying problem that was causing the disconnected zones, so we can do without the passable rim now. As kilobyte points out, the tree-or-floor cells around the edge (T in the map) could still cause disconnections, so force them to always be trees. They still have a separate glyph, in case someone figures out how to substitute them with DNGN_UNKNOWN. This partially reverts commit c3291bf566cc1731676ace69a16841726aff45b3 -------------------------------------------------------------------------------- fd214db | Neil Moore | 2011-12-09 02:28:36 -0500 Don't create disconnected floor when ruining levels. When we decide to ruin a wall or door, instead of replacing it with floor, choose a random adjacent (non-wall, non-door) feature. Thus, when a wall borders only impassable features (trees, statues, deep water, ...), it will be replaced with an impassable feature, preserving connectivity. This could be kind of silly if we "ruin" a wall into a statue, but that can be fixed later. -------------------------------------------------------------------------------- 8180956 | Kek | 2011-12-08 21:20:51 -0500 Lua script engine extension: options.autopick_on -------------------------------------------------------------------------------- 9eb99e4 | Kek | 2011-12-08 21:19:28 -0500 Lua script engine extension: you.swift -------------------------------------------------------------------------------- f78f30f | Kek | 2011-12-08 21:19:27 -0500 Lua script engine extension: you.shrouded -------------------------------------------------------------------------------- a47b0b3 | Neil Moore | 2011-12-08 21:09:07 -0500 Add reaching description to polearms (moxian) Fixes #5027. -------------------------------------------------------------------------------- c3291bf | Neil Moore | 2011-12-08 19:59:54 -0500 Add a passable rim around the enchanted forest. Without the rim, the map was being vetoed nearly every time, as portions of the level were being disconnected by the ragged border. Sadly, this change means that the three entrances are all easily reachable from one another without going through the forest, but at least the vault will be seen more often again. -------------------------------------------------------------------------------- 9fadd22 | Samuel Bronson | 2011-12-08 19:18:10 -0500 Give better message when trying to drop cursed, wielded weapon. -------------------------------------------------------------------------------- 8eb8eeb | Samuel Bronson | 2011-12-08 18:25:23 -0500 Rejigger whitespace. -------------------------------------------------------------------------------- 64f671a | Florian Diebold | 2011-12-08 23:11:43 +0100 Fix console compilation. -------------------------------------------------------------------------------- 46a80e9 | Florian Diebold | 2011-12-08 22:52:59 +0100 Webtiles: Clean up the layout code, improve menu layout a bit. -------------------------------------------------------------------------------- a373054 | Florian Diebold | 2011-12-08 22:52:59 +0100 Webtiles: Handle ^F in menus. -------------------------------------------------------------------------------- 23923b0 | Florian Diebold | 2011-12-08 22:52:59 +0100 Clean up menu.js. -------------------------------------------------------------------------------- f9695c3 | Florian Diebold | 2011-12-08 22:52:59 +0100 Webtiles: Load large menus lazily. Some menus, namely ^P, ? and ?:, are too large to be sent to the client in one piece. Instead, they are now loaded on demand, in chunks of 50 elements. -------------------------------------------------------------------------------- 68ddb51 | Florian Diebold | 2011-12-08 22:52:59 +0100 Webtiles: Tiles in menus. Only for Menu menus, though, which means the skill menu (as a PrecisionMenu) is the notable exception. -------------------------------------------------------------------------------- f11a808 | Florian Diebold | 2011-12-08 22:52:59 +0100 Webtiles: Send the current menu scroll position to the server and to spectators. Spectators can still scroll independently; but as long as they don't, they'll see where the player scrolls. Also, Crawl needs the current scroll position to select the correct item in long (>52) lists. -------------------------------------------------------------------------------- 90cb4c8 | Florian Diebold | 2011-12-08 22:52:59 +0100 Enable flash_monster_colour calls in Webtiles. They aren't implemented in the Webtiles interface, but they should still be there for equivalence with normal console. -------------------------------------------------------------------------------- c12c29d | Florian Diebold | 2011-12-08 22:52:59 +0100 Don't waste CPU time sending messages in Webtiles-enabled executables if no server is connected to the crawl process. Crawl will still be doing more stuff behind the scenes than without USE_TILE_WEB; but that's necessary so that if the server connects to the process at a later point, crawl can send the necessary data. -------------------------------------------------------------------------------- f00d455 | Florian Diebold | 2011-12-08 22:52:59 +0100 Add a JSON parser for Webtiles. It's from the CCAN at http://ccodearchive.net/info/json.html; I mainly chose this one because it's very simple (only one file) and has an acceptable API. -------------------------------------------------------------------------------- cf6ed6e | Florian Diebold | 2011-12-08 22:52:59 +0100 Refactor control flow of ?/M and describe_monsters to make it work better under Webtiles. This also fixes the double getchm() after showing the description for an exact monster match. -------------------------------------------------------------------------------- c3c7974 | Florian Diebold | 2011-12-08 22:52:59 +0100 Work around the flickering when switching between inventory and item desc in Webtiles. -------------------------------------------------------------------------------- b55d505 | Florian Diebold | 2011-12-08 22:52:59 +0100 Mouse support for Webtiles menus. -------------------------------------------------------------------------------- 81ea3dd | Florian Diebold | 2011-12-08 22:52:58 +0100 Allow other CRT dialogs to be displayed like a menu in Webtiles. This mainly means at the moment that the menu is shown as a dialog floating above the normal layer, instead of switching to the separate CRT layer. -------------------------------------------------------------------------------- 15055ff | Florian Diebold | 2011-12-08 22:52:58 +0100 Implement dedicated Menu support for Webtiles. This is just for menus using the Menu class. It means that the menu items are laid out in html on the client side, the menu size adapts to the window of each spectator, and scrolling is done client-side. -------------------------------------------------------------------------------- e54b525 | Florian Diebold | 2011-12-08 22:52:58 +0100 Fix a display bug with scaled-down cells in Webtiles. The canvas would not get resized if only the cell size changed. -------------------------------------------------------------------------------- 5500a34 | Florian Diebold | 2011-12-08 22:52:58 +0100 A bunch of helper functions for writing JSON for Webtiles. -------------------------------------------------------------------------------- 18444e8 | Neil Moore | 2011-12-08 13:20:01 -0500 Add item.is_melded to clua, check it in autofight. We shouldn't try to fire a melded bow, or reach with a melded polearm. Fixes #5026. -------------------------------------------------------------------------------- 511968c | Neil Moore | 2011-12-08 12:01:56 -0500 Simplify further. -------------------------------------------------------------------------------- cff8c19 | David Lawrence Ramsey | 2011-12-08 10:35:55 -0600 Make monster butchery without chunks properly produce blood again. -------------------------------------------------------------------------------- 6098d27 | David Lawrence Ramsey | 2011-12-08 10:35:55 -0600 Make the routine to make butchered corpses bleed into its own function. -------------------------------------------------------------------------------- a2c69f6 | David Lawrence Ramsey | 2011-12-08 10:35:55 -0600 Constify, and consistently validate item positions for corpse drops. -------------------------------------------------------------------------------- 37dfcec | Neil Moore | 2011-12-08 11:19:18 -0500 Polymorph vault monsters more correctly. For one, remove any tile redefinition, since the old tile probably does not fit the new form. Also, if the monster had name_replace, remove the old name entirely; otherwise, polymorphing a megabat would give a monster with e.g. kobold stats but called "megabat". Monsters with name_adjective or name_suffix (or none of those flags) keep the name, so you can have a "hungry orc" or "guardian serpent baker". Arguably these should be removed as well, but the resulting names are just too funny. -------------------------------------------------------------------------------- 3fbade3 | Neil Moore | 2011-12-08 10:11:51 -0500 Give a few vault monsters name_descriptor. This is necessary now that n_rpl no longer implies n_des. The remaining monsters with n_rpl but not n_des are all proper nouns that do not need an article: * Foo the Cloud Mage * Foo the Hellbinder * Cigotuvi's Monster Or have n_the already: * Statue of Wucad Mu -------------------------------------------------------------------------------- f0fdbdb | Neil Moore | 2011-12-08 09:59:43 -0500 Simplify and reindent. -------------------------------------------------------------------------------- f628362 | Mikko Vepsäläinen | 2011-12-08 09:36:59 -0500 Fix name_replace in map files to work as documented. -------------------------------------------------------------------------------- dcaef8c | Neil Moore | 2011-12-08 08:53:22 -0500 Allow Fedhas prayer to affect summoned creatures. No piety or toadstools, though. -------------------------------------------------------------------------------- 3e2d21c | Adam Borowski | 2011-12-08 14:25:35 +0100 Stop Guardian Spirit from nuking mp on unmeld, fix some artefact effects. Also, do the same to Faith, although currently no transformation melds amulets. -------------------------------------------------------------------------------- 5a98e76 | Adam Borowski | 2011-12-08 14:16:38 +0100 &^C to force a crash. There are no signals on Windows... Going on a wizmode crash fixing spree turns out to have its downsides; there are surely so many left but I couldn't think of one out of the top of my head. -------------------------------------------------------------------------------- fc983fb | Adam Borowski | 2011-12-08 10:01:22 +0100 Unbreak Windows builds, with hacks to support ancient compilers. Since a few months ago, mingw defaults to dynamic libraries, which may make sense for large sets of small executables like msys, but make none for stand-alone programs. Windows doesn't have any dependency support so we'd need to copy several DLLs (+6.5MB). The same linked into the .exe is only 0.86MB. The new mingw landed in Debian in September and in msysgit last week (AFAIK), so it looks like no one of us actually tests builds outside of msys' directory. I admit, I test win32 only whether it compiles and not actually runs except at the release time myself... Napkin's builds use a truly ancient mingw so they were unaffected. -------------------------------------------------------------------------------- 5219bfd | Adam Borowski | 2011-12-08 05:27:07 +0100 Remove useless APPEAR artefact settings. This removes only unused/redundant ones, I think all should go. Unrand properties are 100% spoiler material. -------------------------------------------------------------------------------- 34a9c81 | David Lawrence Ramsey | 2011-12-07 22:19:25 -0600 Add formatting fixes. -------------------------------------------------------------------------------- b5d592d | David Lawrence Ramsey | 2011-12-07 22:18:58 -0600 Don't use mprf() when mpr() will do. -------------------------------------------------------------------------------- e258b46 | Michael Gagno | 2011-12-07 20:10:19 -0800 Fix several vaults broken by recent smite targetting changes. By "several" I mean at least 20. I might have missed a few! Vaults which rely on monsters being able to attack through glass now use iron grates (which certain spells can go through, for both players and monsters). For the most part this doesn't change much, but there is the issue of grates being diggable. This changes the behaviour of a few vaults (eg david_glass_crypt). I've added comments to the ones affected by this (hopefully it is only a temporary solution). In the long term, it might be good to add an undiggable "steel grate" dungeon feature, depending on whether the changes to targetting stay as they currently are. Another minor issue is that some of these vaults look weird in tiles now. Also, a couple of "zoo" entry vaults which used grates now use normal glass, to block smite-abuse. -------------------------------------------------------------------------------- aba0986 | David Lawrence Ramsey | 2011-12-07 22:05:42 -0600 Expand butcher_corpse() to optionally drop chunks. This new mode is used for the fake butchery of corpse-eating monsters, since that uses the whole corpse and should leave no chunks behind. This also means less code duplication (except for the calls to maybe_monster_drop_hide() if we're not dropping chunks, since turn_corpse_into_skeleton() doesn't call it while turn_corpse_into_chunks() does, but that's minor). Accordingly, rename food.cc:_butcher_corpse() to _corpse_butchery(), to avoid confusion. -------------------------------------------------------------------------------- 73458b7 | Neil Moore | 2011-12-07 20:28:32 -0500 Buff monster Twisted Resurrection. For one, use an outlandish spell power to get a very high efficiency (10.0 aum per hit die, twice what a player can get with maxed-out power). This means a single elf corpse yields a 4 or 5 HD crawlie, and two elf corpses will always yield an abomination. Also, prevent monsters from casting the spell unless two or more corpses would be affected. This should prevent monsters from creating easily- destroyed crawling corpses that have no real chance to merge. Let's see if this results in players actually seeing monster-resurrected abominations. -------------------------------------------------------------------------------- 7a75a1f | Neil Moore | 2011-12-07 19:13:26 -0500 Move self to devs section in CIA hook. -------------------------------------------------------------------------------- 33db8e8 | Neil Moore | 2011-12-07 18:34:16 -0500 Do not mark randart jewellery as bad. It was already excluded from the is_useless_item check. Maybe in the long term we should iterate over the properties, and consider it useless (bad) if all the properties are useless (and at least one is bad). Fixes #4608. -------------------------------------------------------------------------------- 1a46d2f | Neil Moore | 2011-12-07 17:55:28 -0500 Fix infinite loop on custom antiques shops. It appears the logic for item specs was wrong: an item spec should be a sufficient condition for an antiques shop to exit the loop, rather than the lack of an item spec being a necessary condition. Fixes #4676. -------------------------------------------------------------------------------- f84dc42 | Samuel Bronson | 2011-12-07 16:44:00 -0500 Fix an edge case in artefact name generation. No idea if it was possible to actually trigger this, but it's fairly obvious that we always want an artefact's appearance for the ARTEFACT_APPEAR_KEY property and the artefact's actual name for the ARTEFACT_NAME_KEY property, no? -------------------------------------------------------------------------------- 11f5b1c | Samuel Bronson | 2011-12-07 16:23:54 -0500 Comment out some debug mpr()s I accidentally committed to autofight.lua ... ... Whoops! -------------------------------------------------------------------------------- 55d1212 | Samuel Bronson | 2011-12-07 16:20:46 -0500 Remove no-longer-required setup step from autofight.lua's doc-comment. -------------------------------------------------------------------------------- 0db82e8 | Samuel Bronson | 2011-12-07 16:17:12 -0500 Clean up heading tags in level-map help. Doesn't actually seem to change the rendering, but it's conceptually cleaner this way, and possibly more future-proof. -------------------------------------------------------------------------------- eb71c76 | Samuel Bronson | 2011-12-07 16:13:27 -0500 Document CMD_MAP_WIZARD_TELEPORT (T on map), adding you.wizard() to Lua api -------------------------------------------------------------------------------- fff88d9 | Neil Moore | 2011-12-07 11:34:23 -0500 Do not prompt when trying cursed unwieldable items. There may still be some situations where trying to wield a cursed weapon prompts but fails anyway, because of the differences between player::can_wield() and item_use.cc:can_wield(). Fixes #4900. -------------------------------------------------------------------------------- 8a1ef51 | David Lawrence Ramsey | 2011-12-07 10:20:12 -0600 Fix wording. -------------------------------------------------------------------------------- a49efb3 | Neil Moore | 2011-12-07 10:52:46 -0500 Show menu for =a by default if auto_list is on. Also, replace msg::stream << with mpr/mprf. Note that you (still) cannot use the menu for the second prompt (letter to change to). This would be desirable, but is a somewhat more complicated because, unlike list_spells, choose_ability_menu returns an index rather than a hotkey. Furthermore, the message ("No such ability.") may be wrong, but we have no way of telling whether the menu was exited because of a wrong character or because of pressing escape. Fixes #4074, #5019. -------------------------------------------------------------------------------- 30dfc49 | Adam Borowski | 2011-12-07 11:48:24 +0100 Auto-id evil weapons for Elyvilon worshippers. A problem: if you don't intend to worship evil, you can switch to Ely, and get a free global weapon id. Blocking id until *** piety conflicts with the recent max_piety change (which needs to be rethought, though), and would be mostly an interface hassle anyway -- so a better idea is welcome. -------------------------------------------------------------------------------- 2399618 | Adam Borowski | 2011-12-07 11:29:37 +0100 For races other than Ce, Og, Tr and Op, don't pickup extra rings of sustenance. For extras to be useful you'd have to wear troll leather armour or have the fastmeta mutation. Octopodes are likely to wear regeneration, and they're the one species who can wear two sustenances together with regen. -------------------------------------------------------------------------------- 8e624b1 | Adam Borowski | 2011-12-07 11:14:27 +0100 Comment that two rings of teleportation are not redundant. The second one has a sharply reduced usefulness compared to the first, so having ithe second oneannounced but not auto picked up is ok. -------------------------------------------------------------------------------- 66f3aaf | Adam Borowski | 2011-12-07 10:43:52 +0100 Disallow monsters summons from behind glass. -------------------------------------------------------------------------------- c4fdcdf | Adam Borowski | 2011-12-07 10:43:52 +0100 Stop Shatter+permarock abuse. You can hit someone only after you've shattered the walls in between. -------------------------------------------------------------------------------- 9a6de0f | Neil Moore | 2011-12-07 04:19:02 -0500 Mark more speech as visual, and other speech fixes. There were many instances of speech that were not marked as visual, but probably should have been. Also, correct grammar for a few of Grum's lines; remove a few entries: * Okawaru Donald: '@The_monster@ says, "Can I have your spare potions?"' Okawaru's abilities haven't duplicated potion effects for some time. * Khufu: 'SPELL:@The_monster@ smites.' This doesn't really make sense. ; and give Margery's visual spells some visual results (the same as her ordinary spell results, but flagged VISUAL). -------------------------------------------------------------------------------- 5e9deab | Neil Moore | 2011-12-07 04:11:39 -0500 Avoid a rare unexitable skill menu (Fyren). If you had all non-useless skills but one at level 27, and that skill was not currently trainable, you would not be able to leave the skill menu. Fixed #4910. -------------------------------------------------------------------------------- 0ba7ce2 | Neil Moore | 2011-12-07 03:57:58 -0500 Allow quivering items without carrying throwables. Fixes #4996. -------------------------------------------------------------------------------- 5945b6c | Neil Moore | 2011-12-07 03:08:51 -0500 Fail at casting spells from rods while confused. As with casting from memory while confused, MP and time are expended, but the only effect is random uselessness. Fixes #5007. -------------------------------------------------------------------------------- 455fb70 | Neil Moore | 2011-12-07 02:09:46 -0500 Ignore many mutations while transformed. Tough skin, shaggy fur, gelatinous body, camouflage, translucent skin, unbreathing, spines, most resistance mutations (except rTorment), and scales (including bone plates) now have no effect when transformed. Hooves and thin skeletal structure lose their effects on stealth when transformed. Lich form, beastly appendage, blade hands, and statue form are exempted, as they keep the base form's general bauplan. However, tough skin, shaggy fur, and gelatinous body are incompatible with statue form. Fixes #4949 (Naga in spider form has no poison vulnerability). -------------------------------------------------------------------------------- e3cdffc | Neil Moore | 2011-12-07 00:21:31 -0500 Avoid autopickup of two rings of teleportation. While theoretically one might want the extra random teleportation from wearing two, that seems unlikely. Also, remove hunger from the list: it's usually useless anyway, and vampires wanting to reach Bloodless quickly might well wear two. -------------------------------------------------------------------------------- ce3c46b | Neil Moore | 2011-12-07 00:21:29 -0500 Do not mark unknown highlevel books as dangerous. The fact that a book is highlevel is still leaked from the book's description, even at a distance. -------------------------------------------------------------------------------- 3aeb6b1 | Neil Moore | 2011-12-07 00:20:47 -0500 Remove "skill exp" from PlaceInfo and char dumps. It had not been useful since the 0.9 skill system overhaul, and often had negative values because training happened before calculating the gain. This removes the field entirely, as well as the associated column "F" of the kills_by_place table. The old column "G" is now calculated based on level XP only. -------------------------------------------------------------------------------- 5c5db50 | David Lawrence Ramsey | 2011-12-06 19:16:30 -0600 Fix punctuation. -------------------------------------------------------------------------------- 7949d14 | David Lawrence Ramsey | 2011-12-06 19:15:38 -0600 Tweak wording. -------------------------------------------------------------------------------- 4deb79f | elliptic | 2011-12-06 19:14:10 -0500 Fix inaccuracies in god descriptions for Ely and Jiyva. -------------------------------------------------------------------------------- 65d52c9 | Adam Borowski | 2011-12-06 23:55:05 +0100 Make the whole area around the Zot:5 vault permarock. There are still ways to Shatter your way in, or LRD if you risk going into one of the ovaries. -------------------------------------------------------------------------------- da8ba00 | Adam Borowski | 2011-12-06 23:55:05 +0100 Slightly improve the tiles on two of Dwarf entries. Still ugly like hell. Also, there probably shouldn't be secret doors or they should be more obvious. Also, another entry uses TILE: wall_tomb, fitting in the times when these vaults were supposed to be for a Dwarven Tomb sub-branch but not now. -------------------------------------------------------------------------------- 8cfa3b2 | Adam Borowski | 2011-12-06 22:17:45 +0100 Mention Merfolk EV+swiftness and Minotaur retaliation on the 'A' screen. -------------------------------------------------------------------------------- bdcdcb4 | Adam Borowski | 2011-12-06 22:11:58 +0100 Decapitalize prompt entries on &^D -------------------------------------------------------------------------------- 80d5c20 | Adam Borowski | 2011-12-06 21:36:44 +0100 Don't let Recite, Slouch, Ignite Poison and Alistair's work through glass. It was especially grindable for Recite -- a number of entry vaults have monsters behind glass or grates, and you could sit there for lots of free XP. -------------------------------------------------------------------------------- a0f3646 | Adam Borowski | 2011-12-06 20:40:11 +0100 Show what Refrigeration, Toxic Radiance and Ignite Poison affects. With them no longer working through glass or trees, flashing the whole LOS conveyed that everything behind was hit. -------------------------------------------------------------------------------- bbc0a7d | Adam Borowski | 2011-12-06 20:40:11 +0100 Block smiting in the targetting phase, unify redundant code. -------------------------------------------------------------------------------- 641a615 | Adam Borowski | 2011-12-06 20:40:11 +0100 Fix tiles builds. -------------------------------------------------------------------------------- ea57a17 | Adam Borowski | 2011-12-06 20:40:11 +0100 Apply the smite restrictions to monsters as well. Such a massive change just makes no sense to be one one way. Removal of true smite from players was done for balance purposes (can be exploited with some vaults or with vitrification) rather than due to theme, but we'd drown under bug reports if we introduce such an inconsistency. -------------------------------------------------------------------------------- 050142a | Adam Borowski | 2011-12-06 20:40:11 +0100 Update the smite targetting interface for new smiting restrictions. -------------------------------------------------------------------------------- fff9152 | Adam Borowski | 2011-12-06 20:40:11 +0100 Update LOS when Xom opens doors. -------------------------------------------------------------------------------- d137eda | Samuel Bronson | 2011-12-06 14:29:37 -0500 Suggest installing the libstdc++ GDB pretty-printers when ours need them. Not pretty, but not having the libstc++ pretty-printers installed is *already* pretty ugly, so ... -------------------------------------------------------------------------------- 1020d26 | Adam Borowski | 2011-12-06 16:08:03 +0100 Use the correct opacity type for cloud spells. -------------------------------------------------------------------------------- 7a6d2e9 | Adam Borowski | 2011-12-06 14:19:59 +0100 PRONOUN -> PRONOUN_SUBJECTIVE It was not greppable, and not obvious at the first glance. -------------------------------------------------------------------------------- 9cf1b2e | Adam Borowski | 2011-12-06 14:09:31 +0100 Don't reduce player's evasion while reciting. -------------------------------------------------------------------------------- e5e043d | Adam Borowski | 2011-12-06 12:05:40 +0100 Adjust cloud targetting interface to forbid casting through glass/trees. -------------------------------------------------------------------------------- 25dbb0d | Adam Borowski | 2011-12-06 11:33:09 +0100 Let checkwhite properly convert tabs after non-spaces. -------------------------------------------------------------------------------- d668675 | Adam Borowski | 2011-12-06 11:05:08 +0100 Shorten the name of describe-templates.h Its length makes "ls" use few wide columns. -------------------------------------------------------------------------------- 59d84d6 | Adam Borowski | 2011-12-06 09:11:52 +0100 Fix incomplete floor/colour settings in Dwarf. Tiles are untested and likely to need adjustment as well. Regression: floor and metal walls no longer get custom descriptions. They were just: "The floor is tiled in perfectly cut limestone.\n" "tempered metal wall" "These metal walls are brush-textured and recently maintained.\n" Not sure if that's worth special-casing like it's done for Pandemonium. -------------------------------------------------------------------------------- 1f56e6e | Adam Borowski | 2011-12-06 09:11:51 +0100 Delete a good-for-nothing Dwarf entry. It's a near copy of enter_dwarf_1 except with some unfitting monsters added. -------------------------------------------------------------------------------- 972df22 | Adam Borowski | 2011-12-06 09:11:50 +0100 Move Dwarf entries to the start, like in any other branch .des file. It made sense in blue_anna's initial concept, when there was a 5-level branch with a separate portal vault ("Dwarven Tomb") enterable from the bottom of it. He didn't get to making the actual portal so the entries are repurposed as entries to Dwarf rather that exits from Dwarf to that Dwarven Tomb. -------------------------------------------------------------------------------- e64909b | Samuel Bronson | 2011-12-05 22:30:06 -0500 GDB pretty-printers for CrawlStoreValue and CrawlVector. I'm not totally happy with this -- there's no way to tell the various numeric-valued types apart in the output, for instance -- but it seems at least tolerable. -------------------------------------------------------------------------------- 4993a36 | Samuel Bronson | 2011-12-05 20:38:10 -0500 GDB pretty-printer for CrawlHashTable proper. (Still need to do CrawlStoreValue, which is the hard part, and CrawlVector, which should be about the same as this.) -------------------------------------------------------------------------------- f9e7e80 | Samuel Bronson | 2011-12-05 18:53:17 -0500 Split templates out of describe.h, to speed testing of changes to them. Few files use these templates: for console, describe.cc alone uses them; for tiles, only a few other files do. -------------------------------------------------------------------------------- 6e20639 | Michael Gagno | 2011-12-05 14:28:39 -0800 Replace some translucent stone with translucent rock/grates in vaults. This is on account of the recent nerf to smite-targetted spells. This made it so some vaults had monsters which were unkillable without (real) smiting or LRD/shatter. Now you can use digging to get to them. Grates are used in cases where the vault still uses undiggable (stone) glass in other parts, in order to clearly mark the difference. Otherwise regular diggable (rock) glass is used. -------------------------------------------------------------------------------- bc53466 | elliptic | 2011-12-05 16:00:31 -0500 Fix item sacrifices using the unidentified value for unidentified items. This affects Elyvilon, Nemelex, and Jiyva. With Nemelex, we should be on the watch for whether weapons and armour tend to have too high a weight now for deck selection... they already tended to get very high weights if you sacrificed everything, and this makes it worse by increasing the value of enchanted (or ego) items that you sacrificed without identifying. -------------------------------------------------------------------------------- b7df13c | elliptic | 2011-12-05 16:00:31 -0500 Elyvilon weapon sac piety changes. Removed all value-based weapon sac piety once you've reached *** once (even if you drop under later). Also fixed each individual stone or dart giving a point of piety when below *. -------------------------------------------------------------------------------- 74e9989 | Chris Campbell | 2011-12-05 20:46:14 +0000 Don't allow abjuring through walls either -------------------------------------------------------------------------------- 02b6d3a | Chris Campbell | 2011-12-05 20:17:21 +0000 Improve a few spell descriptions -------------------------------------------------------------------------------- b3bdcba | Chris Campbell | 2011-12-05 20:17:21 +0000 Make Demonspawn hellfire beam-targeted, adjust damage, reduce hp cost -------------------------------------------------------------------------------- d5ebb7f | Chris Campbell | 2011-12-05 20:17:20 +0000 Make sceptre of Asmodeus success depend on evocations skill -------------------------------------------------------------------------------- c7535c2 | Chris Campbell | 2011-12-05 20:17:20 +0000 Don't let toxic radiance go through walls either -------------------------------------------------------------------------------- 7dd364d | Chris Campbell | 2011-12-05 20:17:19 +0000 Prevent casting some smite-targeted spells through transparent walls Poisonous/freezing cloud, fire storm, airstrike and haunt all shouldn't really be castable through transparent walls and trees (other LOS or smite-targeted effects like refrigeration, LRD, conjure flame already don't go through transparent walls). -------------------------------------------------------------------------------- 9e21c99 | Chris Campbell | 2011-12-05 20:17:18 +0000 Don't reduce EV with slimy green scales -------------------------------------------------------------------------------- 44a7f41 | Robert Burnham | 2011-12-05 12:40:57 -0600 Fix passive freeze timing & defender atype crashes -------------------------------------------------------------------------------- ce39914 | Adam Borowski | 2011-12-05 15:15:45 +0100 Fix reversed logic for rMut and Evolution. The amulet is supposed to only slow the process down, not to be the mostly sole way to let it expire on its own. -------------------------------------------------------------------------------- d0f13c5 | Michael Gagno | 2011-12-04 18:37:54 -0800 Reduce the number of golems in minmay_elf_hall_golems. It's tedious to fight so many of them, given that they have such huge AC and HP values. Plus they're not even that dangerous (since they're slow). -------------------------------------------------------------------------------- 8fce20b | Michael Gagno | 2011-12-04 17:30:36 -0800 Adjust the weights for some Elf:5 vaults. There are a lot of Elf endings now. Most have normal weight (10) but there were a few oddities: a few had weight 3 (this gave them about a 1/20 chance of appearing in a game) and the classic one had a weight of 50 (with another old classic having an effective weight of 20). I can understand the rationale behind having the classic maps being a bit more common, but I think 50 is too high, so I've reduced it to 30. This will cause it to be picked in about 1/5 of all games. It might be worth just reducing it to 10 like the other maps; I'm not sure if "being classic" is an appropriate justification for it being more common than the others. -------------------------------------------------------------------------------- eb42ef6 | Adam Borowski | 2011-12-05 00:58:50 +0100 Include Simulacrum in MST_NECROMANCER_I spellbooks. Note the synergy with Animate Dead: butchery for chunks has 1/3 chance to leave a skeleton which can be reanimated separately. We could increase this to 100% by using Animate Skeleton instead... -------------------------------------------------------------------------------- 1dd8e33 | Chris Campbell | 2011-12-04 23:30:00 +0000 Remove fire and hellfire res from some monsters that don't need it These are possibly a holdover from when monsters would frequently hit themselves with explosions. -------------------------------------------------------------------------------- 23b2381 | Adam Borowski | 2011-12-05 00:18:58 +0100 Don't say "comes into view" when hostile simulacra appear. Testing this here for now, raising the dead shouldn't have "comes into view" either. -------------------------------------------------------------------------------- 26615fd | Adam Borowski | 2011-12-05 00:18:58 +0100 Change seen_context from strings to enums, slightly untangle it. It's still a terrible mess. I didn't manage to understand it well enough so all[1] functionality is preserved, at the cost of clarity. I unified some values that are functionally identical, but not yet all. [1]. The context is reported only as a number in crash dumps, a minor regression but 1. saves speed, 2. it'd be a matter of copying the enum names if someone actually needs this. -------------------------------------------------------------------------------- 1dc9e5a | Adam Borowski | 2011-12-05 00:18:58 +0100 Let monsters drop misc items to free the slot for chunks for Simulacrum. -------------------------------------------------------------------------------- 1da4bb9 | Adam Borowski | 2011-12-05 00:18:57 +0100 Give deep dwarf necromancers Simulacrum (and a kind of Apportation). If the monster currently has no chunks, it will instead try apporting a corpse and start to butcher it (from inventory). Butchery lasts additional 40 aut. Chunks that lie around will be picked up and/or apported without a need for butchery. Infelicities: * pickup happens immediately after apportation (same as pickup of other items by monsters elsewhere). * butchery is done in the inventory rather than on the ground. This is needed to prevent players from apporting/animating any corpse from under the necromancer. We may invent some custom message instead (magical butchery?). * corpse turns into chunks at the start rather than the end of butchery (may be fixed if we care enough, not doing it to discuss the above point first) TODO: * since chunks are kept in the misc item slot, monsters who know this spell should handle the slot being occupied by non-chunks. Would it be better to drop junk or not pick it up in the first place? * "A foo simulacrum comes into view." is totally inappropriate for a created rather than summoned monster. This messaging is hard-coded deeply into mon-place. -------------------------------------------------------------------------------- 11e034b | Adam Borowski | 2011-12-05 00:18:55 +0100 Fix butchery producing a skeleton but no chunks when mitm[] is full. Also, encapsulate butchery so monsters can use that. -------------------------------------------------------------------------------- a3fed96 | Adam Borowski | 2011-12-04 13:00:08 +0100 Fix players taking no damage from Refrigeration. -------------------------------------------------------------------------------- 3ba39eb | Adam Borowski | 2011-12-04 12:53:56 +0100 A quick hack to recover games abyssed from a Ziggurat. This is not a proper fix -- for example, the level will be regenerated anew, but a rewrite is on the way so this will do for now. -------------------------------------------------------------------------------- d6508ab | Adam Borowski | 2011-12-04 11:28:01 +0100 Don't consider the player immune to refrigeration at rC+++. -------------------------------------------------------------------------------- b6246c9 | Steven Noonan | 2011-12-03 22:28:51 -0800 Xcode: add zlib to linker for Crawl-cmd and Crawl Tiles Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- e6ba698 | Steven Noonan | 2011-12-03 22:28:51 -0800 Xcode: add USE_TILE_LOCAL for Tiles target Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 381638d | Steven Noonan | 2011-12-03 22:28:51 -0800 Xcode: update source/resource list to match Makefile targets Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 78ff5bf | Steven Noonan | 2011-12-03 22:28:51 -0800 Xcode: add Info.plist generation phase Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- a2bf241 | Steven Noonan | 2011-12-03 22:28:51 -0800 AppHdr.h: add ifndef __OBJC__ to skip pointless compile errors with Xcode project Xcode generates a precompiled header for Ojective-C, which doesn't work correctly with some of the headers we have. We don't even use Objective-C, aside from the necessary wrappery stuff for the app bundle. Might as well just skip compiling the majority of AppHdr.h for Objective-C. Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- c286621 | David Lawrence Ramsey | 2011-12-03 23:23:08 -0600 More O's R fixes: no message spam or sanctuary breakage for cold-immunes. Olgreb's Toxic Radiance does the same for poison-immunes. -------------------------------------------------------------------------------- 084a1af | David Lawrence Ramsey | 2011-12-03 23:11:09 -0600 Don't display the warning prompt for Ozocubu's Refrigeration for cold-immunes. -------------------------------------------------------------------------------- aef483c | Adam Borowski | 2011-12-04 04:50:13 +0100 Unbreak Windows tile -fwhole_program builds. This flag is included in our makefile if LTO is set. No need to drop this optimization just because of a SDL's (or perhaps gcc's?) bug, let's exclude just SDL_main(). -------------------------------------------------------------------------------- 3a248b4 | Steven Noonan | 2011-12-03 18:42:17 -0800 Makefile: make build work on Xcode 4.2 (Lion) Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 90122a2 | Steven Noonan | 2011-12-03 18:25:15 -0800 Makefile: add NO_APPLE_GCC command-line option Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 30551d3 | Steven Noonan | 2011-12-03 18:14:46 -0800 Revert "Added make support for OSX Lion" This reverts commit b3ad5d902b0cb588f367582ae703cc3ba0c0abcb. -------------------------------------------------------------------------------- 0b85a9d | elliptic | 2011-12-03 18:47:58 -0500 Autofight improvements. Essentially a rewrite of autofight. Here are the new features: * Tweaked movement algorithm. Still very simple (actual pathfinding would be nice at some point), but it works much better in several situations now, including the common situation of needing to go around a single plant or tree or statue. * Crude prioritization of monsters who are the same distance away. It goes after sleeping or paralyzed monsters first, then injured monsters, then monsters with a higher danger level. There are many other possibilities for prioritization, but I didn't want to make this too complicated... these simple rules seem to work well. * Attacks ballistomycetes and MB_WITHDRAWN monsters if there are no other targets in sight. * Handles potentially dangerous squares (traps, clouds) better. * Refuses to act if your current HP is <= a certain percentage of your MHP. I set the default to 30%; I use 50% personally, but others have found that a bit annoying. The stop can be set to any value using the option autofight_stop. -------------------------------------------------------------------------------- 7941f2e | elliptic | 2011-12-03 18:47:58 -0500 Another player lua function, for checking whether a monster is sleeping or paralysed. -------------------------------------------------------------------------------- 6578c79 | elliptic | 2011-12-03 18:47:58 -0500 Lua function view.is_safe_square(). It might be preferable to call something like _is_travelsafe_square(), but that function does some things that we might not want here. For now, the function just combines simple checks for cloud/trap/feature safety. -------------------------------------------------------------------------------- 4cd1aca | Samuel Bronson | 2011-12-03 18:31:25 -0500 Include a screenshot when crash-dumping, near the end in case that crashes. -------------------------------------------------------------------------------- 41b6185 | Samuel Bronson | 2011-12-03 18:29:15 -0500 lua: Fix table_to_string() with boolean values. (For crash dumps, etc.) -------------------------------------------------------------------------------- fa595cb | Samuel Bronson | 2011-12-03 17:26:41 -0500 Add a couple of comments to mon-act.cc. -------------------------------------------------------------------------------- ad8c685 | David Lawrence Ramsey | 2011-12-03 15:30:46 -0600 Remove doubled articles in some portal vault descriptions. -------------------------------------------------------------------------------- 16f1acd | David Lawrence Ramsey | 2011-12-03 15:15:21 -0600 Fix Mantis 4987: Capitalize pronouns in monsters' weapon descriptions again. -------------------------------------------------------------------------------- b283bbd | David Lawrence Ramsey | 2011-12-03 12:19:48 -0600 Add comment. -------------------------------------------------------------------------------- 558c8fa | David Lawrence Ramsey | 2011-12-03 11:08:01 -0600 Fix indentation. -------------------------------------------------------------------------------- 9bbcde7 | David Lawrence Ramsey | 2011-12-03 11:04:00 -0600 Remove the special cases for vampires' feeding on fresh human/elf corpses. They're undocumented and obscure, especially since blood potions seem to be used much more often. Accordingly, remove the MP amount parameter from _heal_from_food(), as it's no longer used. -------------------------------------------------------------------------------- dd3d67d | Michael Gagno | 2011-12-02 22:03:26 -0800 Fix a missing wall square in abrahamwl_protected_by_tso_2. -------------------------------------------------------------------------------- 061dcfa | Michael Gagno | 2011-12-02 22:03:25 -0800 Change permarock to stone in zot entry vaults. Also make more consistent use of stone. One used rock, one stone, the rest permarock. I don't think permarock is needed here. -------------------------------------------------------------------------------- a1df136 | Samuel Bronson | 2011-12-02 18:26:24 -0500 Implement CMD_TARGET_WIZARD_GAIN_LEVEL. This required adding a parameter to monster::gain_exp specifying the maximum number of levels to be gained. -------------------------------------------------------------------------------- 1727034 | Samuel Bronson | 2011-12-02 17:22:40 -0500 When just *viewing* spells, don't colour them based on transients. Motivation: I'm tired of having the list shown in dark grey just because there don't happen to be any monsters nearby when I press 'I'. -------------------------------------------------------------------------------- 339bdf4 | Samuel Bronson | 2011-12-02 15:53:13 -0500 Correct comments: Wanderers never start with striking anymore. -------------------------------------------------------------------------------- 7cf145c | Samuel Bronson | 2011-12-02 15:14:19 -0500 Remove useless code, even if it *is* rather entertaining. -------------------------------------------------------------------------------- 20e8f24 | David Lawrence Ramsey | 2011-12-02 14:11:05 -0600 Remove commented-out merge conflict. The uncommented version, which is identical, occurs in mon-ench.cc:monster::add_enchantment_effect(). -------------------------------------------------------------------------------- a0993b9 | David Lawrence Ramsey | 2011-12-02 14:04:53 -0600 Keep monsters that can't berserk from drinking potions of berserk rage. -------------------------------------------------------------------------------- 0f71e83 | David Lawrence Ramsey | 2011-12-02 14:04:05 -0600 For consistency, put all monster potion effects in the same order. -------------------------------------------------------------------------------- bf26f5e | David Lawrence Ramsey | 2011-12-02 13:38:39 -0600 Fix indentation. -------------------------------------------------------------------------------- 8029d7b | David Lawrence Ramsey | 2011-12-02 13:38:39 -0600 Simplify SoB and berserk checks by using player::can_bleed(). If they have enough blood to bleed, they have enough to use SoB on themselves or to go berserk. Note that player::can_bleed(), when used in these two cases, will ignore transformations other than lichform, to preserve previous behavior (e.g. players in spider form can't bleed, but can still cast SoB on themselves and go berserk). Maybe this should be changed, or would it weaken certain transformations too much? -------------------------------------------------------------------------------- aa5464c | David Lawrence Ramsey | 2011-12-02 13:38:39 -0600 Fix player::can_bleed() to account for non-vampire undead. -------------------------------------------------------------------------------- 2500e77 | Robert Burnham | 2011-12-02 08:18:54 -0600 Fix documentation -------------------------------------------------------------------------------- 09a9892 | Robert Burnham | 2011-12-02 08:12:32 -0600 Revert part of b59e792f -------------------------------------------------------------------------------- 2a46f78 | Robert Burnham | 2011-12-02 07:47:23 -0600 More documentation -------------------------------------------------------------------------------- b59e792 | Robert Burnham | 2011-12-02 07:47:23 -0600 Remove misleading code from player aux attack Player aux attack checked the method of attack_shield_blocked, yielding the illusion that defending monsters could actually block a player aux attack. This is not the case, attack_shield_blocked is a player-only method (for now) and always returns false when defender->atype() != ACT_PLAYER. -------------------------------------------------------------------------------- d991a40 | Robert Burnham | 2011-12-02 07:47:23 -0600 Comments and documentation -------------------------------------------------------------------------------- eb9323c | Robert Burnham | 2011-12-02 07:47:22 -0600 Whitepsace fix -------------------------------------------------------------------------------- f390fcb | David Lawrence Ramsey | 2011-12-02 12:17:05 -0600 Fix check for non-undead casting SoB on themselves. -------------------------------------------------------------------------------- bb00ef6 | David Lawrence Ramsey | 2011-12-02 12:11:51 -0600 Since ghouls don't have blood, remove their ability to cast SoB on themselves. -------------------------------------------------------------------------------- 0dbfa46 | David Lawrence Ramsey | 2011-12-02 12:02:16 -0600 Remove unneeded comment. -------------------------------------------------------------------------------- ceacc11 | David Lawrence Ramsey | 2011-12-02 11:56:55 -0600 Generalize vampire species checks into US_SEMI_UNDEAD undead checks. -------------------------------------------------------------------------------- f89e9a5 | David Lawrence Ramsey | 2011-12-02 09:56:20 -0600 Fix Mantis 4995: Destroyed grates now display messages when seen but not heard. -------------------------------------------------------------------------------- 0b70102 | David Lawrence Ramsey | 2011-12-02 09:32:51 -0600 Add indentation fix. -------------------------------------------------------------------------------- edfab3f | Adam Borowski | 2011-12-02 16:24:05 +0100 Update the Orb's position after throwing or destroying it. -------------------------------------------------------------------------------- 66982c8 | Adam Borowski | 2011-12-02 16:24:04 +0100 Inscribe artefact rings of teleportation as "*TELE +Tele". -------------------------------------------------------------------------------- 128f938 | elliptic | 2011-12-02 09:18:37 -0500 Fix Statue Form doing far more unarmed damage than intended. -------------------------------------------------------------------------------- 90dbe2e | elliptic | 2011-12-02 08:59:53 -0500 Fix @ showing randomized attack delay and applying finesse/haste incorrectly. -------------------------------------------------------------------------------- 844443f | Adam Borowski | 2011-12-02 14:15:12 +0100 Don't let Prince Ribbit be polymorphed into a human. If you have access to a wand or the spell, you'll usually try it multiple times; Ribbit was special-cased only on the first polymorph. -------------------------------------------------------------------------------- 71fce99 | Adam Borowski | 2011-12-02 12:41:07 +0100 Remove redundant platform specific display flushing. It's already done in update_screen() anyway. -------------------------------------------------------------------------------- 4d8a9aa | Adam Borowski | 2011-12-02 12:41:07 +0100 Consistently use a space after flow control statements. -------------------------------------------------------------------------------- faa0ec9 | Adam Borowski | 2011-12-02 12:41:06 +0100 Remove two scripts for messing with enum values. -------------------------------------------------------------------------------- c72a052 | Adam Borowski | 2011-12-02 12:41:06 +0100 Axe some unused braces. -------------------------------------------------------------------------------- b438b77 | elliptic | 2011-12-01 19:55:56 -0500 Fix antimagic() issues. First, it was previously possible to die instantly by reading a scroll of vulnerability while levitating over water or lava... it looks like this was an unintentional consequence of the delay changes in 0.6. Now you should get a turn to do something before the levitation ends. Second, reading a scroll of vulnerability with teleport active used to function as an instant teleport... a very powerful trick that isn't really in the spirit of antimagic. Now it just cancels the teleport. This is a buff to monsters with antimagic breath (quicksilver dragons and purple dracs), but that seems okay... quicksilver dragons have been getting fewer kills with each version for some reason, and no kills so far in 0.10. -------------------------------------------------------------------------------- 5eeca0d | Florian Diebold | 2011-12-02 00:55:27 +0100 Fix console compilation. -------------------------------------------------------------------------------- fa2ffbe | Florian Diebold | 2011-12-02 00:28:37 +0100 Rename the minor version tag, since the change includes more stuff now. -------------------------------------------------------------------------------- d742976 | Florian Diebold | 2011-12-02 00:22:57 +0100 Don't save tile_bk_{fg,bg} anymore. Instead, it is regenerated from map_knowledge after loading. (This commit reuses the minor version tag from the previous ones and will thus crash on saves from the previous two commits.) -------------------------------------------------------------------------------- 2f2b21a | Samuel Bronson | 2011-12-01 18:16:00 -0500 Reset trainable skills properly with "restart_after_game = true" (#4816) -------------------------------------------------------------------------------- a974ddb | Florian Diebold | 2011-12-01 23:11:48 +0100 Add more cloud data to map_knowledge; make tilepick.cc use it instead of the actual cloud_struct. This adds the cloud tile and the value of cloud.decay/20, clipped to the range 0-3, to the map_knowledge, and organizes all cloud-related data into a new cloud_info struct. Both of these are required for the tile picking code. (Doesn't introduce a new minor tag, so saves from the previous commit will crash.) -------------------------------------------------------------------------------- c98e1b4 | Samuel Bronson | 2011-12-01 11:56:29 -0500 Mention the {throwable} annotation in the comments atop stash.lua. Also point out that the armour type appears before the word "armour" in class annotations. -------------------------------------------------------------------------------- 2f1e335 | elliptic | 2011-12-01 10:56:37 -0500 Use drained stat values for Jiyva stat shifting. Using undrained values had the potential to cause all sorts of problems for people with heavy stat drain, including death from having a stat shifted to 0. This makes more sense anyway, given that Jiyva stat shifting also takes item modifiers into account. -------------------------------------------------------------------------------- 67ca4b6 | Adam Borowski | 2011-12-01 16:11:13 +0100 Fix a crash with AT_RANDOM. -------------------------------------------------------------------------------- dad2f72 | Adam Borowski | 2011-12-01 15:41:41 +0100 Fix some uninitialized variables. -------------------------------------------------------------------------------- ece4576 | Adam Borowski | 2011-12-01 15:06:58 +0100 Unbreak apply_damage_brand() -------------------------------------------------------------------------------- a7af67a | Robert Burnham | 2011-12-01 02:50:01 -0600 Add in handfuls of comments COMMENT ALL THE THINGS -------------------------------------------------------------------------------- ae60955 | Robert Burnham | 2011-12-01 02:50:01 -0600 Fix phase return values and phase handling -------------------------------------------------------------------------------- 53abe29 | Robert Burnham | 2011-12-01 02:50:00 -0600 Re-arrange initialization of noise_factor -------------------------------------------------------------------------------- 0274f01 | elliptic | 2011-12-01 03:51:08 -0500 Wait until after player auxes to print monster wounds. -------------------------------------------------------------------------------- 243e627 | Samuel Bronson | 2011-12-01 00:58:46 -0500 Put throwable prefix in the stash-search help. (Finally noticed that mail from dpeg...) -------------------------------------------------------------------------------- 528468f | David Lawrence Ramsey | 2011-11-30 21:01:39 -0600 Add preliminary description for spriggan bakers. -------------------------------------------------------------------------------- b8af32b | David Lawrence Ramsey | 2011-11-30 20:54:18 -0600 Tweak wording. -------------------------------------------------------------------------------- 2060d21 | David Lawrence Ramsey | 2011-11-30 20:45:15 -0600 Remove unnecessary spacing. -------------------------------------------------------------------------------- 570cf5f | Adam Borowski | 2011-12-01 02:16:14 +0100 roctavian's tiles for Spider Nest's floor. -------------------------------------------------------------------------------- 48a291e | elliptic | 2011-11-30 19:16:01 -0500 Fix monster minotaurs retaliating 100% of the time for testing. Now they retaliate 40% of the time, same as a player with 20 Str and 20 Dex. -------------------------------------------------------------------------------- 03be1b6 | elliptic | 2011-11-30 19:13:56 -0500 Don't clean up dead monsters in combat until handle_phase_killed(). This should fix several crashes caused by doing something involving a wiped-out monster. -------------------------------------------------------------------------------- 4101fbb | elliptic | 2011-11-30 19:13:56 -0500 Fix inconsistent noise levels for commands. Previously a batformed player would squeak non-shouting commands at triple the volume of a shout, for instance. -------------------------------------------------------------------------------- f347a05 | Adam Borowski | 2011-12-01 00:56:42 +0100 Turn seraphs into real monsters, they were broken by cherub changes. Not meant to spawn anywhere else than the Pan level though. -------------------------------------------------------------------------------- ff8a508 | Adam Borowski | 2011-12-01 00:56:42 +0100 An bunch of missspelings. -------------------------------------------------------------------------------- d022172 | Adam Borowski | 2011-12-01 00:56:42 +0100 Retaliation from monster minotaurs. This makes an already very dangerous monster even more deadly though, encouraging kiting. We may want to investigate this. This commit provides consistency with players, though. -------------------------------------------------------------------------------- b502127 | Samuel Bronson | 2011-11-30 18:31:06 -0500 A couple of comments I stashed ages ago and just found. -------------------------------------------------------------------------------- 965a83c | Robert Burnham | 2011-11-30 12:22:11 -0600 Fix AT_CHERUB and reorganize some attack skip code -------------------------------------------------------------------------------- b0425c4 | Adam Borowski | 2011-11-30 22:07:37 +0100 Remove an useless calculation. -------------------------------------------------------------------------------- 63f9210 | Adam Borowski | 2011-11-30 22:06:15 +0100 Clear the felid life gain blocker only on death, not on draining. -------------------------------------------------------------------------------- 74ecc02 | Adam Borowski | 2011-11-30 22:03:57 +0100 Don't list portals back to the Vestibule on ^O. -------------------------------------------------------------------------------- af59dbe | Adam Borowski | 2011-11-30 22:03:57 +0100 Fix the display of XL checkpoints after 27. -------------------------------------------------------------------------------- fb91054 | elliptic | 2011-11-30 15:30:34 -0500 Don't clear stab_bonus inside the aux code. Auxes currently use stab_bonus only to determine whether a stab happened earlier in the attack round. -------------------------------------------------------------------------------- 0d56aa7 | elliptic | 2011-11-30 15:22:00 -0500 Fix monsters getting permanently labeled as helpless (Mantis 4986). We can work out which messages we want to use "helpless" in later; for now let's just restrict it to the stab message itself. -------------------------------------------------------------------------------- 99dfa2b | Adam Borowski | 2011-11-30 15:58:49 +0100 Less castrated sheep in comments, please. -------------------------------------------------------------------------------- 7979e89 | Adam Borowski | 2011-11-30 15:36:50 +0100 Attach nutritional labels to hangedman's food vaults. -------------------------------------------------------------------------------- d596e63 | Adam Borowski | 2011-11-30 15:36:50 +0100 roctavian's tiles for Trove, Bazaar, expired Ice Cave, WizLab. -------------------------------------------------------------------------------- 13907ac | Adam Borowski | 2011-11-30 15:36:50 +0100 Robsoie's adjustment to his skeletal toad tile. -------------------------------------------------------------------------------- 00275a6 | Adam Borowski | 2011-11-30 15:36:50 +0100 A quote for Ice Storm. -------------------------------------------------------------------------------- f579955 | Adam Borowski | 2011-11-30 15:36:50 +0100 Make the strawberry field a field, drop porridge from the owner's cottage. -------------------------------------------------------------------------------- d78438e | Adam Borowski | 2011-11-30 15:36:49 +0100 Attach nutritional labels to old food vaults. -------------------------------------------------------------------------------- 229f60c | Adam Borowski | 2011-11-30 15:36:49 +0100 Axe a number of useless comments about enum values. -------------------------------------------------------------------------------- ac21c39 | Adam Borowski | 2011-11-30 11:39:13 +0100 Reform felid lives; give information when you'll get a next one. The stress is on making it easier for average players who actually die often, and harder for top ones who hardly ever die and stash up insurance. We can't stop gain with two spares altogether (or people would try to keep their level low), so I slowed down the rate such stashed up lives turn into actual spares: no more than one per two levels. The hard cap is gone again, it penalized average players while not affecting top ones. -------------------------------------------------------------------------------- 5e557b7 | Gustaf Hallberg | 2011-11-30 11:39:13 +0100 Sparkling fountain of Poison should show up as cause of death. -------------------------------------------------------------------------------- 66ea30c | Adam Borowski | 2011-11-30 11:39:13 +0100 Convert FeWn with invalid weapon skills to unarmed. -------------------------------------------------------------------------------- 97cfd07 | Adam Borowski | 2011-11-30 11:39:13 +0100 Fix the netted launcher penalty doing nothing. -------------------------------------------------------------------------------- 8c5e5a4 | Adam Borowski | 2011-11-30 11:39:13 +0100 Don't assume any numeric values of deck rarity enums. -------------------------------------------------------------------------------- 302122d | Samuel Bronson | 2011-11-30 01:07:27 -0500 More capitalization fixes. -------------------------------------------------------------------------------- fde24eb | Samuel Bronson | 2011-11-29 22:14:09 -0500 Fix the description on the statue in lemuel_ice_spiral_2. -------------------------------------------------------------------------------- 0ab42b4 | Samuel Bronson | 2011-11-29 22:13:11 -0500 Correct wrongly-uppercased 'A' in "desc" properties in many vaults. -------------------------------------------------------------------------------- c3c64e6 | Neil Moore | 2011-11-30 01:55:10 +0000 Fix needles of sleeping. We special-case missiles of sleeping to re-sleep the monster after firing the ME_ANNOY behaviour event. If other non-enchantment beams can cause sleeping, this will have to be re-thought. -------------------------------------------------------------------------------- 555c235 | Neil Moore | 2011-11-30 01:54:51 +0000 Allow reskilling from untrainable skills. It was already possible to reskill to them. -------------------------------------------------------------------------------- 956af5c | Neil Moore | 2011-11-30 01:43:28 +0000 Do not crash when declining to abort an ID scroll. -------------------------------------------------------------------------------- af7f19c | Neil Moore | 2011-11-30 01:43:16 +0000 Fuzz target when reaching while confused. The attack goes to a random square within reaching range. If your own square is chosen, you get a different message, but don't actually hurt yourself. If there is a wall in the way, you still lose the turn. -------------------------------------------------------------------------------- e7466cb | Samuel Bronson | 2011-11-29 16:40:03 -0500 Merge branch 'visual-spell' of git://gitorious.org/~neilmoore/crawl/neilmoore-crawl -------------------------------------------------------------------------------- 5ed357e | Samuel Bronson | 2011-11-29 16:39:55 -0500 Merge branch 'dd-lich-nomem-reason' of git://gitorious.org/~neilmoore/crawl/neilmoore-crawl -------------------------------------------------------------------------------- 1398676 | elliptic | 2011-11-29 16:17:10 -0500 Fix DD + Trog's Hand + Guardian Spirit being abusable for faster healing (lunarharp). -------------------------------------------------------------------------------- 422ade5 | Samuel Bronson | 2011-11-29 12:39:45 -0500 Merge branch 'describe-fixes' of git://gitorious.org/~neilmoore/crawl/neilmoore-crawl -------------------------------------------------------------------------------- 11d7403 | Neil Moore | 2011-11-29 12:32:13 -0500 Clarify that DD liches can never memorise Regeneration If the player is prohibited from memorising/casting a spell because of race and also because of lichform, don't say that the player "currently" cannot memorise the spell. -------------------------------------------------------------------------------- da8b10d | Robert Burnham | 2011-11-29 10:15:15 -0600 Mantis 4976: Aux unarmed on friendly (enslaved soul) -------------------------------------------------------------------------------- 1d46f04 | Robert Burnham | 2011-11-29 09:40:21 -0600 Change combat-message ordering This moves the print_wounds to the bottom of the combat tree (so that it takes place after unarmed combat). If there are even more funny combat messages after this, you can be sure its this commit. -------------------------------------------------------------------------------- 6e7bdf4 | Robert Burnham | 2011-11-29 09:06:42 -0600 Fix attack_type handling -------------------------------------------------------------------------------- 113baa7 | David Lawrence Ramsey | 2011-11-29 07:37:20 -0600 Fix indentation. -------------------------------------------------------------------------------- d3604eb | elliptic | 2011-11-29 03:16:29 -0500 Make stabs always hit the monster. Previously hitting a sleeping or paralyzed monster incorrectly had a 5% chance of missing it. -------------------------------------------------------------------------------- 775e800 | elliptic | 2011-11-29 03:16:29 -0500 Remove duplicate copy of code for vampire bite-stabbing. -------------------------------------------------------------------------------- a84d117 | Michael Gagno | 2011-11-28 23:44:20 -0800 Modifications to lemuel_temple_firewalk vaults. Both of these vaults guarantee a safe corridor to the temple entrance... the problem was that the clouds could still appear close enough to this corridor for a travel exclusion to be placed over it. This could have the effect of "blocking" the temple entrance with exclusions, making it likely for the player to miss the entrance to the temple (and misleading them into thinking there's no safe area). I moved the cloud generators a bit to guarantee that the middle corridor will never have an exclusion placed on it. I also added a floor tile to the "marked" variant. -------------------------------------------------------------------------------- 79bf8a7 | elliptic | 2011-11-29 01:30:38 -0500 Fix attack delay bugs. Among other things, all misses were delay 10 previously, which was a substantial nerf for melee chars after early game. -------------------------------------------------------------------------------- e4455b7 | David Lawrence Ramsey | 2011-11-28 23:39:27 -0600 Tweak punctuation. -------------------------------------------------------------------------------- d1e3e1d | Neil Moore | 2011-11-28 23:46:01 -0500 Fix VISUAL SPELL: and similar messages. Commit e6ed42f removed the special cases for the "VISUAL SPELL", "VISUAL WARN", and "VISUAL ENCHANT" channel prefixes. Re-add them in strip_channel_prefix(). -------------------------------------------------------------------------------- beffa3d | David Lawrence Ramsey | 2011-11-28 22:41:25 -0600 Add spacing fix. -------------------------------------------------------------------------------- ec7993a | elliptic | 2011-11-28 21:49:50 -0500 Make Apportation move items partway if possible if bad terrain is in the way. This change also makes it impossible to destroy items (or bury them in deep water) by use of Apportation, so the prompt to cast it when flying above bad terrain was removed. -------------------------------------------------------------------------------- 1d0e245 | David Lawrence Ramsey | 2011-11-28 20:32:58 -0600 Make all unrotting-en-masse calls use the same value. -------------------------------------------------------------------------------- 018da36 | Robert Burnham | 2011-11-28 12:39:24 -0600 Fix ranged stab-bites for hungry vampires -------------------------------------------------------------------------------- aabb146 | Robert Burnham | 2011-11-28 10:53:40 -0600 Fix uninitialized special_damage -------------------------------------------------------------------------------- 1f69770 | Robert Burnham | 2011-11-28 08:44:46 -0600 Fix Monster Attack Flavour for no-damage attacks -------------------------------------------------------------------------------- 552ec14 | elliptic | 2011-11-28 03:38:43 -0500 Fix AEVP formula (|amethyst). -------------------------------------------------------------------------------- 20fcd5e | Neil Moore | 2011-11-28 02:24:43 -0500 Only include item origins in verbose descriptions. In particular, this keeps them out of artefact descriptions in morgue files, since the origin is already being printed there. Fixes #4953. -------------------------------------------------------------------------------- 66f00db | Neil Moore | 2011-11-28 01:39:49 -0500 Use DESC_THE/DESC_A in a few more places. It should be cleaner than using DESC_PLAIN and prepending "a" or "the". Also fix a doubled "the" in "Jiyva's putrescence saturates. . .". -------------------------------------------------------------------------------- bd48775 | Neil Moore | 2011-11-28 01:15:54 -0500 More description and messaging fixes. The following changes, taken together, fix bug #4969 : * Do not use "the" or "of foo" with the dbname of named corpses. * Add an extra newline if we didn't get a database description (since it will be removed again shortly). * Avoid an extra "a" when describing an item of unknown type. * Avoid extra "the"s when butchering named corpses. And a few more blank line changes: * Add a missing blank line before the weapon stats of rods and staves. * Remove an extra blank line in wand descriptions. -------------------------------------------------------------------------------- 54508d0 | Samuel Bronson | 2011-11-28 00:08:52 -0500 Merge branch 'describe-fixes' of git://gitorious.org/~neilmoore/crawl/neilmoore-crawl -------------------------------------------------------------------------------- f6aaac5 | Neil Moore | 2011-11-27 23:38:22 -0500 Remove excessive blank lines from descriptions. Also, avoid prepending "the" to the DESC_DBNAME of artefacts. -------------------------------------------------------------------------------- f1ca093 | Michael Gagno | 2011-11-27 20:37:42 -0800 Tone down the mikee_hates_you vault. The depth range is changed from 9-27 to 13-27 and the trident is half as likely to be of distortion. This can still be dangerous if you're pulled into it early, but the door does have a warning on it, and you're likely to be able to teleport by this point. -------------------------------------------------------------------------------- 0193169 | elliptic | 2011-11-27 22:24:52 -0500 Decrease damage on AC-checking BEAM_ELEC effects slightly. Shock, Lightning Bolt, Chain Lightning, Orb of Electricity all got their damage slightly reduced to compensate for halving monster AC. -------------------------------------------------------------------------------- ce75753 | elliptic | 2011-11-27 22:24:52 -0500 Make BEAM_ELEC halve monster AC as well as player AC. This asymmetry between monsters and players meant that lightning was actually worse against high AC monsters than normal (because of bolt bouncing) but better against high AC players. -------------------------------------------------------------------------------- 80a398b | Robert Burnham | 2011-11-27 20:48:08 -0600 Fix god-credit of summon / ally kills Done by |amethyst! -------------------------------------------------------------------------------- 7c8b1c8 | Robert Burnham | 2011-11-27 20:48:07 -0600 Fix confusion-stabs not removing helpless -------------------------------------------------------------------------------- 72d9aea | Michael Gagno | 2011-11-27 17:19:52 -0800 Remove an obsolete comment. -------------------------------------------------------------------------------- 1abbc03 | Michael Gagno | 2011-11-27 17:11:17 -0800 Give a vault the mini_float tag. -------------------------------------------------------------------------------- db7d142 | Robert Burnham | 2011-11-27 18:58:28 -0600 Fix vampirism not occuring on kill-hit -------------------------------------------------------------------------------- 018012f | elliptic | 2011-11-27 19:44:22 -0500 Fix enemy draconians trying to do reaching tail-slaps and crashing. -------------------------------------------------------------------------------- d0cd0f4 | Samuel Bronson | 2011-11-27 19:33:04 -0500 Prevent accidental abort of un-IDed ?identify/?enchant armour/?recharging. I've been doing this myself a fair amount lately ... -------------------------------------------------------------------------------- 3d47468 | Samuel Bronson | 2011-11-27 19:04:15 -0500 Make prompt_invent_item handle case where only relevant item is excluded. -------------------------------------------------------------------------------- c9d3ac4 | Chris Campbell | 2011-11-27 23:28:36 +0000 Improve ranged monster behaviour with Temporal Distortion update_level is appropriate for a full Step from Time but not so much here, it has some undesirable effects and makes things back away from you instead of approaching. Possibly the ability will still need looking at, needs more testing definitely. -------------------------------------------------------------------------------- ed95b59 | Chris Campbell | 2011-11-27 23:28:31 +0000 Don't make fungi mesmerise you when using the obsidian axe -------------------------------------------------------------------------------- 520bbd1 | elliptic | 2011-11-27 17:17:29 -0500 Fix cards having the wrong weighting inside decks. Previously plain decks had ornate weightings, ornate had legendary weightings, and legendary had completely messed up weightings. -------------------------------------------------------------------------------- 60e61c8 | David Lawrence Ramsey | 2011-11-27 15:44:34 -0600 Tweak deformed body mutation messages, to better match the non-armour wearers'. -------------------------------------------------------------------------------- 50428df | elliptic | 2011-11-27 15:55:57 -0500 Fix some monsters losing all their attacks. -------------------------------------------------------------------------------- 1294cf7 | elliptic | 2011-11-27 15:54:30 -0500 Revert "Revert "Clean up aux code a bit."" This reverts commit b78c00d44495ca2ef685d25537e4078b10598a63. Next commit fixes the error this commit introduced with many monsters losing their attacks... oops! -------------------------------------------------------------------------------- 32a2091 | Robert Burnham | 2011-11-27 09:51:44 -0600 Fix transformation attack verbs Transformation attack verbs (for unarmed attacks) were being properly set, then overwritten unnecesarily. This commit puts the selection of transformation attack verbs into the section which selects the unarmed attack verb. -------------------------------------------------------------------------------- 5013ffc | David Lawrence Ramsey | 2011-11-27 14:45:53 -0600 Fix rotting resistance for vampires: level 1 only for thirsty or below. -------------------------------------------------------------------------------- 3b56d20 | David Lawrence Ramsey | 2011-11-27 14:35:24 -0600 Add spacing fixes. -------------------------------------------------------------------------------- e39cb63 | David Lawrence Ramsey | 2011-11-27 14:28:28 -0600 Remove unneeded blank lines. -------------------------------------------------------------------------------- e2e818a | Robert Burnham | 2011-11-27 09:16:34 -0600 Fix acid-splash messages when using autofight While the code added here is probably good (until some attack_flavour symmetry is found), we really aught to figure out why you get random " is splashed with acid" messages (and effects, it seems) when you use autofight on an ASCII build of trunk. It probably has something to do with an unitialized variable, but that doesn't explain why its limited only to autofight... -------------------------------------------------------------------------------- b78c00d | Robert Burnham | 2011-11-27 12:37:50 -0600 Revert "Clean up aux code a bit." This reverts commit 4cde183eca711078bdf6e2d9a0ec6ff6275875d5. This commit breaks hydra, black mamba, and who knows how many other forms of combat. I'll review the content (most of which is probably desirable) and once I figure out what was breaking the combat for these monsters, I'll re-implement and push everything else in this commit back. -------------------------------------------------------------------------------- 1c397bb | Robert Burnham | 2011-11-27 12:27:08 -0600 Fix no-damage stabs not waking up monsters -------------------------------------------------------------------------------- 9e13248 | Robert Burnham | 2011-11-27 02:56:25 -0600 Adjust nemelex ability descriptions Draw two and peek at four now include how many cards get discarded. -------------------------------------------------------------------------------- 20f1e0e | Robert Burnham | 2011-11-27 02:42:48 -0600 Fix staff and attack flavour effects Staff and attk flavours were only being applied if some damage was done which isn't desirable. This also fixes monsters not always being woken up if you attack them with a staff while they sleep. -------------------------------------------------------------------------------- 65669c5 | Michael Gagno | 2011-11-26 22:46:26 -0800 Modifications to evilmike_cerebov_lava. I've made the lava smokeless and widened the central island a bit. I've encountered this vault twice now in normal games, and felt that the smoke (and other visual obstructions) made the Cerebov fight almost trivial for anyone with decent long-ranged attacks. These changes should address that somewhat, although Cerebov's pathfinding still isn't great (he doesn't seem to be able to find his way around the lava). -------------------------------------------------------------------------------- 7a637f2 | Michael Gagno | 2011-11-26 21:14:10 -0800 Replace trident with spear in hangedman_fish_farm. Merfolk was probably too dangerous for d:7... this should lower the damage somewhat. It should be roughly as dangerous as an orc warrior. -------------------------------------------------------------------------------- 395605a | Michael Gagno | 2011-11-26 21:07:12 -0800 Seven food vaults (HangedMan). -------------------------------------------------------------------------------- 20cc63c | David Lawrence Ramsey | 2011-11-26 21:32:30 -0600 Fix TSO's rewarding kills of unholy evil monsters twice. This is modeled after the previous Zin fix. Monsters can be both if they have (unholy) demon-summoning spells and (evil) necromantic spells or attack flavors such as draining. -------------------------------------------------------------------------------- 6449275 | Adam Borowski | 2011-11-27 04:04:41 +0100 Relax the nausea restriction to Near Starving. As elliptic noticed, it leads to waiting until Starving, since penalties caused by hitting Starving during combat are too risky for some characters (especially pure conjurers), thus making people wait which is exactly what nausea is supposed to eliminate. The nutrition is cut to 1/2 for permafood, 1/3 or less for chunks, same as at Starving. -------------------------------------------------------------------------------- be7416c | Adam Borowski | 2011-11-27 04:01:03 +0100 Fix Zin rewarding kills of chaotic unclean monsters twice. -------------------------------------------------------------------------------- ae566cd | Adam Borowski | 2011-11-27 03:42:12 +0100 roctavian's edits to Snake floor tiles. Per Keskitalo's advice, these are variants A, C and D from the eight submitted. -------------------------------------------------------------------------------- 1e6ecf0 | Adam Borowski | 2011-11-27 03:42:12 +0100 Use a more() when Evolution gives you a mutation. Since it can come at any moment, it's likely you'd miss it. This version is hard coded, it'd be better to have this configurable, but for an easy way it'd require coming up with a message given AFTER the mutation, and I can't think of a good one right now. -------------------------------------------------------------------------------- 09e14d7 | Adam Borowski | 2011-11-27 03:42:12 +0100 Unify missile traps for players vs monsters. * players lose an extra DEX bonus * monsters get a 1/5 chance of avoiding unknown traps * monsters get to shield block -------------------------------------------------------------------------------- 8c68072 | Adam Borowski | 2011-11-27 03:41:53 +0100 Greatly nerf RMsl and DMsl against traps. Before, RMsl gave +10 EV for every remaining turn of duration (ie, +1000 EV if freshly cast with decent power -- or recast multiple times with any). DMsl made you immune to missile traps completely. Both now use the same formula as regular missile combat. -------------------------------------------------------------------------------- a13f713 | Adam Borowski | 2011-11-27 03:36:10 +0100 Make launcher to-hit penalty when netted slightly less negligible. Even halving it means little: it's only base weapon to-hit plus elven +1. The whole rest -- enchantment, your skill, dexterity, etc, are unaffected. -------------------------------------------------------------------------------- 169710b | Adam Borowski | 2011-11-27 03:36:09 +0100 Unify the code for RMsl and DMsl somewhat; reduce unnecessary hit tests. -------------------------------------------------------------------------------- 4cde183 | elliptic | 2011-11-26 20:53:11 -0500 Clean up aux code a bit. Passing allow_unarmed around everywhere wasn't actually doing anything, and can_do_unarmed was misleading. -------------------------------------------------------------------------------- e16992f | elliptic | 2011-11-26 20:53:11 -0500 Remove check for auxes hitting submerged monsters, since they can't anyway. We can re-add this if we ever change how submerged monsters work, but this check was incorrectly placed anyway. -------------------------------------------------------------------------------- e95734d | elliptic | 2011-11-26 20:53:11 -0500 Fix melee auxes. They were broken by UCC to require unarmed skill again. -------------------------------------------------------------------------------- f7a0cd2 | elliptic | 2011-11-26 20:53:11 -0500 Remove unused hand_half_bonus variable. It wasn't used before UCC either, and the values assigned to it didn't make much sense anyway. -------------------------------------------------------------------------------- 5309e51 | Florian Diebold | 2011-11-27 02:07:07 +0100 Clip glyphs to their grid cells in Webtiles glyph mode. -------------------------------------------------------------------------------- 0b72d37 | Michael Gagno | 2011-11-26 13:37:20 -0800 Name the wizard (with custom spells) in the laboratory_2 minivault. In general, I think that vault monsters should be given custom names/descriptions if they have custom stats/spells. In this case, the vault monster has the polymorph other spell. I am calling it a "mad wizard" here because it is basically a mad scientist theme. No other information is given to the player, but this should at least clue them in that it's not a normal wizard monster. Note that the monster did already have a custom colour defined. However, this isn't enough because (a) custom colour is a lot less obvious than a custom name, and (b) it looks the same in tiles. -------------------------------------------------------------------------------- 4fbb088 | David Lawrence Ramsey | 2011-11-26 10:13:59 -0600 Add spacing fix. -------------------------------------------------------------------------------- 8ddb8e4 | Florian Diebold | 2011-11-26 16:02:58 +0100 Webtiles: Update idle timers regularly. -------------------------------------------------------------------------------- 01229b5 | Florian Diebold | 2011-11-26 16:01:28 +0100 Webtiles: Don't leave the focus on controls in the settings dialog when closing it. -------------------------------------------------------------------------------- f85f6b2 | Florian Diebold | 2011-11-26 15:22:14 +0100 Don't show plants and other NO_EXP monsters in the Webtiles monster list. -------------------------------------------------------------------------------- 6978e66 | Florian Diebold | 2011-11-26 15:22:14 +0100 Save the glyph mode setting in a cookie. -------------------------------------------------------------------------------- d216ada | Florian Diebold | 2011-11-26 15:22:14 +0100 Add a settings dialog for Webtiles so the glyph mode can actually be activated. Currently, the settings dialog can only be accessed via the F10 key. -------------------------------------------------------------------------------- 087bc88 | Florian Diebold | 2011-11-26 15:22:14 +0100 Webtiles: Darken background in dialogs. -------------------------------------------------------------------------------- 3d0554f | Florian Diebold | 2011-11-26 15:22:14 +0100 Implement a "glyph mode" for Webtiles. This means that dungeon cells are rendered with letters, like on the console. Spectators can choose to use the mode independently. -------------------------------------------------------------------------------- 752ad51 | Florian Diebold | 2011-11-26 15:22:14 +0100 Upgrade to jQuery 1.7. -------------------------------------------------------------------------------- 4bceffe | Robert Burnham | 2011-11-26 08:19:30 -0600 Fix staff-effect messages -------------------------------------------------------------------------------- cdccc8e | Robert Burnham | 2011-11-26 08:19:29 -0600 Fix defender-invisible combat messages -------------------------------------------------------------------------------- 25780d9 | Robert Burnham | 2011-11-26 08:19:29 -0600 Fix "It attacks It" messages Missing a check on needs_message -------------------------------------------------------------------------------- 8b8bae2 | Samuel Bronson | 2011-11-26 00:59:44 -0500 Remove dangling clause which dolorous's last "spacing" fix touched. Meant to remove this before; must have gotten distracted. -------------------------------------------------------------------------------- 4c44ea9 | David Lawrence Ramsey | 2011-11-25 19:45:52 -0600 Fix inconsistency in one SHT message; all the others are in present tense. -------------------------------------------------------------------------------- ee78146 | David Lawrence Ramsey | 2011-11-25 19:39:19 -0600 Remove apparently erroneous comments. -------------------------------------------------------------------------------- c498c6e | David Lawrence Ramsey | 2011-11-25 19:38:45 -0600 Add spacing fix. -------------------------------------------------------------------------------- 84e627a | Samuel Bronson | 2011-11-25 20:09:24 -0500 Zap some incorrect uppercasing in _base_feature_desc(). -------------------------------------------------------------------------------- 9c5eed2 | Samuel Bronson | 2011-11-25 20:09:13 -0500 Update some skill descriptions for recent changes related to smooth skills. While we're here, improve style/capitalization and check spelling. -------------------------------------------------------------------------------- 0da9527 | David Lawrence Ramsey | 2011-11-25 17:46:02 -0600 Remove the #ifdefed-out naga-to-wood-golem snakes to sticks routine. It was disabled anyway, and since monster_polymorph() was overhauled, (a) the code won't compile as-is, and (b) more importantly, there's no way to force the cross-species and cross-holiness polymorph anymore. -------------------------------------------------------------------------------- ef104d3 | David Lawrence Ramsey | 2011-11-25 17:19:45 -0600 Clean up Xom's snakes to sticks a bit, and allow creation of javelins. -------------------------------------------------------------------------------- 2a51ae0 | David Lawrence Ramsey | 2011-11-25 17:02:33 -0600 Reorder a few stickable weapon entries. -------------------------------------------------------------------------------- a671622 | David Lawrence Ramsey | 2011-11-25 16:40:51 -0600 Simplify. -------------------------------------------------------------------------------- 86190c3 | David Lawrence Ramsey | 2011-11-25 16:22:38 -0600 Comment fix. -------------------------------------------------------------------------------- 7482a9b | Michael Gagno | 2011-11-25 13:56:09 -0800 Rework an entry vault. evilmike_entry_teleporters was problematic (rewarded spoiler knowledge, also was potentially more dangerous than most entry vaults). I've reworked it into something more mundane. -------------------------------------------------------------------------------- bbe0e39 | David Lawrence Ramsey | 2011-11-25 15:25:49 -0600 Comment fix. -------------------------------------------------------------------------------- 0c41ac5 | David Lawrence Ramsey | 2011-11-25 09:32:16 -0600 Fix pluralization for multiple-quantity objects' falling through shafts. -------------------------------------------------------------------------------- 6aee135 | Adam Borowski | 2011-11-25 16:23:32 +0100 Fix an off-by-one error that dissallowed loading saves with Beastly Appendage. -------------------------------------------------------------------------------- 87c7dc7 | Adam Borowski | 2011-11-25 13:23:28 +0100 Show ghoul rot speed on '@'. It always said "faster than usual" before, which was misleading since rotting is normal for ghouls. -------------------------------------------------------------------------------- 06fddc4 | Adam Borowski | 2011-11-25 13:10:24 +0100 Change Transmuter short description -- no messing with potions anymore. -------------------------------------------------------------------------------- 55d9acd | Adam Borowski | 2011-11-25 13:04:51 +0100 Revert _nocap from items falling down shafts. -------------------------------------------------------------------------------- b3af42d | elliptic | 2011-11-25 03:13:38 -0500 Kill petrified 0-headed hydras. -------------------------------------------------------------------------------- 5cee717 | elliptic | 2011-11-25 02:38:11 -0500 Fix Mantis 4779. -------------------------------------------------------------------------------- ba6737d | elliptic | 2011-11-25 02:38:11 -0500 Add two clua functions. crawl.messages(n) returns the last n messages in your history. you.see_invisible() tells you whether you know that you can see invisible. -------------------------------------------------------------------------------- 48d5480 | Michael Gagno | 2011-11-24 23:29:44 -0800 Remove a problematic abyss vault. -------------------------------------------------------------------------------- 6b1ec80 | David Lawrence Ramsey | 2011-11-25 00:02:56 -0600 Add utility function is_giant_club_type(); use it for giant club special cases. -------------------------------------------------------------------------------- b151db1 | David Lawrence Ramsey | 2011-11-24 22:48:42 -0600 Make shapeshifters unable to change form when paralyzed or petrify(ing|ied). This may fix Mantis 4905 as a side effect. -------------------------------------------------------------------------------- 6a152b1 | David Lawrence Ramsey | 2011-11-24 22:16:35 -0600 Remove no-longer-valid comment. -------------------------------------------------------------------------------- 003c9af | Michael Gagno | 2011-11-24 19:41:04 -0800 Oklob vault. Somewhat spoilery if you know the oklob is there. I put a chance of having an item underneath the oklob so spoiled players have a reason for digging to it. -------------------------------------------------------------------------------- f829e94 | David Lawrence Ramsey | 2011-11-24 21:09:27 -0600 Finally fix Mantis 4765. Yred's Animate Remains/Animate Dead upgrade now keeps its Invocations-based slot again, as expected. According to the ##crawl-dev logs, thanks to Fyren for pointing out (a) the revision when it was actually broken, and (b) that the ability letter table was holding the placeholder value (before it was changed by _fixup_ability()), both of which I should have figured out, but for some reason didn't, during my attempts to fix it before. One of those attempts did lead to a small cleanup, but still... -------------------------------------------------------------------------------- 57cdb97 | David Lawrence Ramsey | 2011-11-24 21:09:26 -0600 Add formatting fix. -------------------------------------------------------------------------------- 1136193 | Michael Gagno | 2011-11-24 19:07:16 -0800 Rename forest_0.8 (the spriggan forest level). Made sense when it was still version 0.8... we're a bit past that though. I changed it to spriggan_forest. -------------------------------------------------------------------------------- 25c6178 | Michael Gagno | 2011-11-24 15:59:22 -0800 Fix a typo. -------------------------------------------------------------------------------- 3d17a76 | Michael Gagno | 2011-11-24 15:50:28 -0800 Beef jerky vault. -------------------------------------------------------------------------------- 767e955 | David Lawrence Ramsey | 2011-11-24 17:10:58 -0600 Fix player symbol updates for Beogh worship and best skill title changes. These weren't kept up to date if the (orc) player didn't start with Beogh, or othe (ogre) player didn't start with magic as their best skill, although they would be properly updated upon saving and loading -------------------------------------------------------------------------------- b139a3e | David Lawrence Ramsey | 2011-11-24 16:56:26 -0600 Fix more indentation. -------------------------------------------------------------------------------- f1c970f | David Lawrence Ramsey | 2011-11-24 16:31:02 -0600 Simplify. -------------------------------------------------------------------------------- 326f0ad | David Lawrence Ramsey | 2011-11-24 16:24:49 -0600 Fix indentation. -------------------------------------------------------------------------------- d9042ca | David Lawrence Ramsey | 2011-11-24 15:25:47 -0600 Add spacing fixes. -------------------------------------------------------------------------------- ea5361e | David Lawrence Ramsey | 2011-11-24 13:25:54 -0600 Apply duaneg's patch in Mantis 4937 to fix potential crash/memory corruption. -------------------------------------------------------------------------------- abb6732 | David Lawrence Ramsey | 2011-11-24 11:57:51 -0600 Add formatting fixes. -------------------------------------------------------------------------------- e8a3cdd | Adam Borowski | 2011-11-24 15:59:23 +0100 Don't place live fish in hells. Cocytus was special-cased to zombify them, I extended that to all hells. -------------------------------------------------------------------------------- 9d625d9 | Adam Borowski | 2011-11-24 15:44:28 +0100 Save the game immediately on entering wizmode, to prevent cheating. If you manage to crash the game (which is sadly easy in wizmode), you can use this to roll back to the last saved state. This hardly ever matters as typically if you can enter wizmode you could mess with the save directly, but let's fix it just in case a public server enables wizmode for untrusted users. -------------------------------------------------------------------------------- aa03b8b | Adam Borowski | 2011-11-24 15:34:29 +0100 Fix a wizmode crash on "&r yak" or "&r hill dwarf". -------------------------------------------------------------------------------- f517545 | Adam Borowski | 2011-11-24 14:56:04 +0100 Fix save corruption with TAG_MAJOR_VERSION != 32. -------------------------------------------------------------------------------- 30efafb | Florian Diebold | 2011-11-23 19:07:21 +0100 Don't save the mcache; save monster_infos completely. monster_info fields that were previously not saved: draco_type, holi, mintel, mresists, mitemuse, mbase_speed, two_weapons, no_regen, the inventory and the ghost data. monster_info::pos on the other hand is not saved anymore (it is regenerated after loading). Monster tiles are now always regenerated from the monster_info after loading. This still doesn't completely remove the need to save tile_bk_{f,b}g, though; for example, the necessary data for cloud tile picking is not yet in map_cell. We're not far from that, though. -------------------------------------------------------------------------------- 98a29a6 | Florian Diebold | 2011-11-23 19:07:21 +0100 Make monster_info::pos grid- instead of player-relative. It was converted back everywhere it was used anywhere, and it became useless after the player moved. Mostly, the monster position is needed to refer back to the grid cell the monster is in, so as long as map_knowledge uses the normal grid coordinate system, monster_info should too. Note that Webtiles obscures coordinates in a better way already anyway, by using the coordinate of the first cell sent as origin and sticking to that coordinate system as long as the level doesn't change. -------------------------------------------------------------------------------- 6eadb80 | Florian Diebold | 2011-11-23 19:07:21 +0100 Use map_knowledge in tileidx_feature. -------------------------------------------------------------------------------- 984d4fd | Florian Diebold | 2011-11-23 19:07:21 +0100 Use the whole monster_info when regenerating tiles from a map_cell. -------------------------------------------------------------------------------- 15d80c3 | Florian Diebold | 2011-11-23 19:07:21 +0100 Purge monster_info::mon(). There was one last use in directn.cc, which I wasn't sure about, so I just replaced it by a direct call to monster_at. -------------------------------------------------------------------------------- 6ce646b | Florian Diebold | 2011-11-23 19:07:21 +0100 Fix tentacle tile picking and make it use only monster_info. The tentacle monsters have references to the previous/next segment in their props; these get translated to just the respective positions in the monster_info. -------------------------------------------------------------------------------- 95183f8 | Florian Diebold | 2011-11-23 19:07:21 +0100 Fix an invalid read indicated by valgrind. It was probably inconsequential, but still. -------------------------------------------------------------------------------- b38b2bf | Florian Diebold | 2011-11-23 19:07:21 +0100 Use monster_info in the Tiles monster region. All that was needed there was the monster's position, anyway. -------------------------------------------------------------------------------- 6f45b76 | Florian Diebold | 2011-11-23 19:06:47 +0100 Allow querying the kill tracker by monster_info instead of monster. This removes a hack I added while switching tile_place_monster to monster_info. -------------------------------------------------------------------------------- a907944 | Florian Diebold | 2011-11-23 19:06:47 +0100 Make the monster_info constructors explicit and use monster_info in more places. -------------------------------------------------------------------------------- 1326a7e | Florian Diebold | 2011-11-23 19:05:49 +0100 Use monster_info instead of monster for tile picking. See #4280. This will allow regenerating tiles out of view from the map_knowledge, and we won't need to save the mcache anymore. There are still a few uses of monster in the interface code, which will have to be hunted down. -------------------------------------------------------------------------------- 32d2ddf | Florian Diebold | 2011-11-23 19:05:49 +0100 Add ghost ac and damage, rounded up to the nearest multiple of 5, to monster_info. This is to allow converting the mcache code to use monster_info. If another way to determine ghost equipment is chosen, this can be reverted. -------------------------------------------------------------------------------- 75c1e25 | Robert Burnham | 2011-11-23 11:07:20 -0600 Fix "helpless" property labeling -------------------------------------------------------------------------------- bd06cf2 | David Lawrence Ramsey | 2011-11-23 13:56:59 -0600 Use monster pronouns properly in Zin's Imprison messages. -------------------------------------------------------------------------------- 468563d | Robert Burnham | 2011-11-23 13:39:58 -0600 Fix spore exploding -------------------------------------------------------------------------------- 373149c | David Lawrence Ramsey | 2011-11-23 13:36:23 -0600 Simplify. -------------------------------------------------------------------------------- 21e3fb0 | elliptic | 2011-11-23 13:46:38 -0500 Fix capitalization for lists of items on the ground. -------------------------------------------------------------------------------- 5f385e9 | David Lawrence Ramsey | 2011-11-23 12:44:34 -0600 Constify. -------------------------------------------------------------------------------- a9bac90 | David Lawrence Ramsey | 2011-11-23 11:59:19 -0600 Add hide drops to vampire-drained corpses. This fixes an inconsistency with butchered corpses for non-vampires. Calling maybe_drop_hide() in two places is awkward, but I figure that having to write a function like turn_corpse_into_skeleton_and_hide() would result in even more twisted duplicate code, which we already have with the turn_corpse_into_ functions and the hide dropping routine inside turn_corpse_into_chunks(). -------------------------------------------------------------------------------- 04898a6 | David Lawrence Ramsey | 2011-11-23 11:59:19 -0600 Make hide drops work for the fake butchery of corpse-eating monsters. -------------------------------------------------------------------------------- e1d67ac | David Lawrence Ramsey | 2011-11-23 11:59:18 -0600 In _create_monster_hide(), drop a hide at the corpse's position. Before, it would drop at the player's position, on the assumption that the player was always at the same position as the corpse. -------------------------------------------------------------------------------- 8ff3278 | David Lawrence Ramsey | 2011-11-23 11:59:18 -0600 Move the routine to possibly drop a monster hide into its own function. -------------------------------------------------------------------------------- 9d08f10 | elliptic | 2011-11-23 12:49:22 -0500 Fix some to-hit code. This hopefully restores the same functionality as pre-UCC to-hit code, at least for determining whether the EV check for a melee attack succeeds or not. Previously player to-hit was effectively halved. -------------------------------------------------------------------------------- 96e448e | Robert Burnham | 2011-11-23 09:22:33 -0600 Fix crash resulting on melee_attack.cc:868 Crash is result of a bad comparison -------------------------------------------------------------------------------- 6026d83 | Robert Burnham | 2011-11-23 08:57:30 -0600 Address player to hit to match pre-ucc merge -------------------------------------------------------------------------------- 757e3c6 | Robert Burnham | 2011-11-23 08:27:43 -0600 Remove deprecated function left over from ucc rewrite -------------------------------------------------------------------------------- 5cda5ec7 | Robert Burnham | 2011-11-23 08:24:17 -0600 Fix allied-monster kill messages Also fixes a bug where allied monsters would not respond to being hit, this is now corrected; monsters will set the appropriate target even if the player is not the target. -------------------------------------------------------------------------------- 9227e9d | Chris Campbell | 2011-11-23 12:51:14 +0000 Don't prompt Vampires to bottle poisonous corpses when attempting butchery -------------------------------------------------------------------------------- fa90262 | Robert Burnham | 2011-11-22 23:05:08 -0600 Fix message spacing -------------------------------------------------------------------------------- ac2ba5a | Robert Burnham | 2011-11-22 22:52:57 -0600 Fix crawling corpse segfault -------------------------------------------------------------------------------- 16d1b04 | David Lawrence Ramsey | 2011-11-22 22:33:55 -0600 Add more whitespace fixes. -------------------------------------------------------------------------------- ec06fb1 | Robert Burnham | 2011-11-22 22:31:23 -0600 White space fixes -------------------------------------------------------------------------------- 9f18256 | Robert Burnham | 2011-11-22 22:28:32 -0600 Simplify adjusted_description -------------------------------------------------------------------------------- 02916f0 | Robert Burnham | 2011-11-22 22:20:17 -0600 Fix allied-monster messages -------------------------------------------------------------------------------- bd4be3a | Adam Borowski | 2011-11-23 04:35:01 +0100 Remove a commented out conflict. -------------------------------------------------------------------------------- c0545da | Robert Burnham | 2011-11-22 21:00:50 -0600 Fix Golubria processing order Previous order of Golubria code would allow for bleed-effects to still occur on a shroud-deflected attack. -------------------------------------------------------------------------------- 0f5567c | Robert Burnham | 2011-11-22 21:00:50 -0600 Change spines to conform to pre-ucc functinoality Spines could kill the attacker before any damage was actually dealt. Whether this is balanced or not, we can debate but for now we'll restore the functionality pre-ucc merge.: -------------------------------------------------------------------------------- e14c414 | Michael Gagno | 2011-11-22 18:53:31 -0800 Tweak nooodl_heptagram. Made the central area less open, reduced the number of monsters in the side rooms, and chopped off some unneeded bits. The game can still spawn huge numbers of monsters though, if the rng wills it. One thing about this vault is that it still has no corridors to fight in, which might be a bad thing for such a large vault. -------------------------------------------------------------------------------- 441205f | Adam Borowski | 2011-11-23 03:41:27 +0100 Remove a number of useless is_invalid_skill() checks. There's no point in ever having gaps in this enum -- even if a skill is removed, it is still valid until a save compat break. -------------------------------------------------------------------------------- 70eebec | Robert Burnham | 2011-11-22 20:35:25 -0600 Prevent spines from occurring on blocks -------------------------------------------------------------------------------- e97874e | Robert Burnham | 2011-11-22 20:35:24 -0600 Revert changing Octopode kicks into punches unconditionally -------------------------------------------------------------------------------- 6962c74 | Adam Borowski | 2011-11-23 03:22:07 +0100 Thoroughly validate a good deal of things read from save files. May cause assertions on valid corner cases, be warned! -------------------------------------------------------------------------------- 1be4ff8 | Adam Borowski | 2011-11-23 03:22:07 +0100 Reformat. -------------------------------------------------------------------------------- 56f494d | Robert Burnham | 2011-11-22 20:15:34 -0600 Adjust the rate at which Elyvilon blocks an attack For pennance, Ely would block attacks which would have otherwise hit 5% of the time. This code was left out in ucc, resulting in 100% blocks if you were under Ely penance. That % chance is now fixed. -------------------------------------------------------------------------------- 4416029 | Robert Burnham | 2011-11-22 20:08:19 -0600 Actually fix the reordering of dodge / block -------------------------------------------------------------------------------- c666638 | Robert Burnham | 2011-11-22 19:58:57 -0600 Fix 5e534f's reordering of dodge code -------------------------------------------------------------------------------- 2d85fea | Michael Gagno | 2011-11-22 14:28:32 -0800 Correct a spelling mistake in a comment. -------------------------------------------------------------------------------- 3409d75 | David Lawrence Ramsey | 2011-11-22 14:28:25 -0600 Fix Mantis 4930. The inscription on rods of destruction of [lightning,fireball,iron] now matches the spell order. -------------------------------------------------------------------------------- 7a43e93 | Samuel Bronson | 2011-11-22 14:19:41 -0500 Remove extraneous trailing blank line from skill-menu help entry. -------------------------------------------------------------------------------- 2154f03 | Samuel Bronson | 2011-11-22 14:19:40 -0500 Little cleanups -------------------------------------------------------------------------------- fb41dc9 | Chris Campbell | 2011-11-22 18:15:24 +0000 Improve some messages for tentacle aux attacks -------------------------------------------------------------------------------- 756cefa | David Lawrence Ramsey | 2011-11-22 10:53:27 -0600 Add spacing fixes. -------------------------------------------------------------------------------- 78ae278 | Robert Burnham | 2011-11-22 10:50:46 -0600 Fix compile errorsY -------------------------------------------------------------------------------- e76cbd8 | Robert Burnham | 2011-11-22 04:58:58 -0600 Add some missing commits from UCC merge During my period of inactivity (June 21 to October) master received a handful of commits that appear to have never made it into UCC and are now missing. These appear to be isolated to fight.cc and do not seem to follow a pattern (the commits missing do not seem to follow entirely in sequence, for example). In any case, this adds in all that I can find of those missing commits. -------------------------------------------------------------------------------- e626296 | Robert Burnham | 2011-11-22 04:58:58 -0600 Turn all Octopode kicks into punches -------------------------------------------------------------------------------- 2d210c6 | Adam Borowski | 2011-11-22 16:07:27 +0100 Capitalize pronouns in xv -------------------------------------------------------------------------------- 7cdc13a | Adam Borowski | 2011-11-22 10:35:36 +0100 Don't refer to the missing expired portal tile for Spider. There's actually one draw existing on Mantis, but I don't even bother putting it in since the portal vault will be removed before 0.10 (ie, soon). It's unlikely we can balance the _branch_ in time, but having the portal and branch exist together causes confusion in the code and extra work, so the former is already gone in the level_type overhaul. Actually, we might just go and remove the portal outright. -------------------------------------------------------------------------------- 40d2ab2 | Michael Gagno | 2011-11-21 21:02:26 -0800 Fix a small oversight in the mikee vault just added. -------------------------------------------------------------------------------- c53ff18 | Michael Gagno | 2011-11-21 20:57:43 -0800 A siren vault (idea by mikee). Probably going to get yelled at for this. -------------------------------------------------------------------------------- 3440c94 | Michael Gagno | 2011-11-21 18:37:09 -0800 Fix hangedman_abyss_exit_choices (Hangedman). -------------------------------------------------------------------------------- 8879aef | Michael Gagno | 2011-11-21 17:55:44 -0800 Make Deep Dwarf Artificers always use rods; make monster Striking do damage. 50% of artificers would just be generic melee dwarves. Also the chance of them having rare rods was only 1/100. Now it's 1/25. If this is too high it's not a big deal, since you won't find these guys outside of zigs anyway. This means that most of them will have a rod of striking. I increased the damage for monster striking (was 1d8), since it was low enough that it might as well have been 0. I'm pretty sure they'd do more damage throwing darts. This introduces an asymmetry between player striking use and monster striking use (the rod is complete garbage for players). If this is a problem then I think striking should be buffed on the player end. Note that players can't start with one any more. -------------------------------------------------------------------------------- 083e7ed | Michael Gagno | 2011-11-21 17:32:15 -0800 Remove summon undead from Deep Dwarf Death Knights. If these ever spawn normally they should come with bands of undead monsters. In vaults, just place undead along with them. Having this as a summon makes little sense. -------------------------------------------------------------------------------- aeabb2e | Michael Gagno | 2011-11-21 17:28:16 -0800 Remove generic necromancer spellbook from Unborn Deep Dwarves. This leaves them with their other spell set, which is more dangerous and more unique. The monster isn't perfect but they at least have the distinction of being the only thing that casts haunt. -------------------------------------------------------------------------------- a9b785c | Michael Gagno | 2011-11-21 17:17:51 -0800 Give deep dwarf necromancers Agony. Probably won't make a big difference if you have any MR. -------------------------------------------------------------------------------- 54c71a2 | David Lawrence Ramsey | 2011-11-21 18:59:13 -0600 Replace tabs with spaces. -------------------------------------------------------------------------------- c4a8f90 | Adam Borowski | 2011-11-22 01:44:12 +0100 Fix compiler warnings. -------------------------------------------------------------------------------- a6a2b30 | Adam Borowski | 2011-11-22 01:09:17 +0100 Remove the alchemist cottage from Dwarf. It somehow looks utterly out of place there. Instead, put it as one of guaranteed D:7-14 food vaults. -------------------------------------------------------------------------------- 77c8866 | Michael Gagno | 2011-11-21 14:17:16 -0800 Add nooodl to CREDITS.txt. -------------------------------------------------------------------------------- 4a63a59 | Michael Gagno | 2011-11-21 13:30:46 -0800 Fix some mistakes with NSUBST in vaults. All of these are my fault. I kept making this mistake without realizing it. -------------------------------------------------------------------------------- 5e534f5 | Robert Burnham | 2011-11-21 15:10:06 -0600 Fix EV Scaling and Block / Dodge order Pre-ucc a block was attempted, then - when no block occurred - a dodge was attempted. This commit returns that behavior and also fixes an ev*= 2 that has wild balance impacts. -------------------------------------------------------------------------------- 85971d4 | Michael Gagno | 2011-11-21 13:07:14 -0800 Don't let normal water monsters show up in tar_minmay_river. And add some spectral monsters to go in the river. Note: I have no idea why regular fish were showing up in the first place... -------------------------------------------------------------------------------- 908de3b | elliptic | 2011-11-21 15:54:50 -0500 Make pain weapon damage a little smoother. -------------------------------------------------------------------------------- 6500118 | elliptic | 2011-11-21 15:54:50 -0500 Fix UCC's application of 04beebb. -------------------------------------------------------------------------------- 1ebbfea | Robert Burnham | 2011-11-21 08:54:51 -0600 Fix UCC merge changes on Spiny -------------------------------------------------------------------------------- c176996 | elliptic | 2011-11-21 14:46:44 -0500 Fix previous commit not realizing that effective_attack_number is zero-indexed. -------------------------------------------------------------------------------- ba0bbc8 | elliptic | 2011-11-21 14:36:39 -0500 Fix some minotaur retaliation things that were messed up by UCC. -------------------------------------------------------------------------------- 42679b0 | Robert Burnham | 2011-11-21 08:05:54 -0600 Correct the application of 35db85f -------------------------------------------------------------------------------- 4abe2e9 | Michael Gagno | 2011-11-21 11:00:17 -0800 A bunch of tweaks to evilmike_ambush. Mostly in making it a bit smaller (only 13x13 now). -------------------------------------------------------------------------------- c7ddbe0 | Robert Burnham | 2011-11-21 06:53:32 -0600 Merge remote branch 'origin/master' into unified_combat_control Conflicts: crawl-ref/source/fight.cc -------------------------------------------------------------------------------- 74be35c | Adam Borowski | 2011-11-21 11:57:05 +0100 Don't stop travel or exploration on webs. They're interesting only when you are fighting or running away. -------------------------------------------------------------------------------- e4c48d7 | Robert Burnham | 2011-11-21 02:36:03 -0600 Update foul stench effect and calling location Moves foul stench and passive freeze from handle_phase_end up to handle_phase_hit since they're actually on-hit effects. This move will prevent passive_freeze from firing when the monster misses from melee range. -------------------------------------------------------------------------------- 2b3061c | Robert Burnham | 2011-11-21 02:29:46 -0600 Fix player_aux_unarmed related combat Missing a handle_phase_end call to fire ending effects (including processing unarmed combat for the player, if available) -------------------------------------------------------------------------------- 4b1c65e | Robert Burnham | 2011-11-21 02:07:09 -0600 Fix arena crash-indicated bugs Addresses two crashes identified during arena tests: Crazy Yiuf vs Crazy Yiuf - changes in the noise code to remove an unnecessary function resulted in a condition under which we'd be dividing by damage_done when it was 0 Antaeus vs Antaeus - the brand code would apply a flaming brand (Antaeus isn't rF?), burn the defender and display that message, then enter the monster attack flavour and attempt to reference the defender's resistance values when the defender was already dead (resulting in a failed ASSERT(smc) cal. -------------------------------------------------------------------------------- e6f3042 | Michael Gagno | 2011-11-20 23:22:22 -0800 A very random ambush vault. Can appear almost anywhere, and is heavily subvaulted. I've put it in its own file since it takes up more than 200 lines. It has allow_dup, because the randomness means it will feel different each time you get it. Still has normal weight, though. -------------------------------------------------------------------------------- 0a7db92 | Michael Gagno | 2011-11-20 21:17:45 -0800 Split large.des into encompass.des, large_abstract.des and large_themed.des. Large.des was too large. The new des files are as follows: large_abstract.des: Use this for miscellaneous large vaults that don't have a clear theme. Usually they just use regular dungeon monsters and the layouts are often (but not always) based around shapes and patterns. large_themed.des: For large themed vaults. They almost always have their own monsters defined, and the maps are often based on something more concrete (eg a river, or a castle). encompass.des: For miscellaneous full-level vaults. Pretty self-explanatory. There's a few cases where a vault could fit into either large_abstract.des or large_themed.des. In these situations it's just a judgement call, but I think the split is pretty clear in most cases. -------------------------------------------------------------------------------- 9b7236c | David Lawrence Ramsey | 2011-11-20 22:54:08 -0600 Add whitespace fixes. -------------------------------------------------------------------------------- 849436b | Michael Gagno | 2011-11-20 20:16:44 -0800 Four vaults (nooodl). Including one huge one. -------------------------------------------------------------------------------- 58eeb14 | Michael Gagno | 2011-11-20 19:50:36 -0800 Eighteen Vault:8 quadrants (minmay). -------------------------------------------------------------------------------- b77682d | Michael Gagno | 2011-11-20 19:33:04 -0800 Add Hangedman to CREDITS.txt. -------------------------------------------------------------------------------- 57e69d2 | Michael Gagno | 2011-11-20 19:28:42 -0800 Eight abyss vaults. (Hangedman) Two rune vaults, an exit, and five normal vaults. -------------------------------------------------------------------------------- c5e7359 | Michael Gagno | 2011-11-20 15:47:04 -0800 Fix capitalization issue with @Foe_god@. This should fix mantis #4923. -------------------------------------------------------------------------------- 6aba98e | Adam Borowski | 2011-11-21 00:44:39 +0100 Remove a no longer valid comment. -------------------------------------------------------------------------------- dcdf8ea | Adam Borowski | 2011-11-21 00:42:56 +0100 Simplify. There's no point in message_trap_entry() if it's used only for a single trap type. The message can be given in the switch, like every single other trap does. -------------------------------------------------------------------------------- 4720106 | Adam Borowski | 2011-11-21 00:42:56 +0100 Remove an unused "unseen entrance" tile to UNUSED/ -------------------------------------------------------------------------------- f0321a0 | Adam Borowski | 2011-11-21 00:42:56 +0100 Don't claim that armour fits on deformed seafood/kittehs/draconians. -------------------------------------------------------------------------------- f0d3fdb | Adam Borowski | 2011-11-21 00:42:55 +0100 Make Zin's protection from mutations better than rMut. The amulet has a 10% chance of letting a mutation through. Zin now has 5% at 160 piety, 2% at 180, immunity at 200 (like before). The protection working reliably only just near 200 was ok when Zin's piety didn't decay and sinks sucked. Nowadays, giving people an incentive to micromanage piety to pickup that pile of gold when a neqoxec comes is not fun. As with any buff, we may want to nerf Zin in some other way. -------------------------------------------------------------------------------- ca7b657 | Adam Borowski | 2011-11-21 00:42:55 +0100 Don't trap people in shop_statue. Both the internal part, and both ends, can be placed back to a wall. -------------------------------------------------------------------------------- 390a368 | Samuel Bronson | 2011-11-20 18:28:05 -0500 Zotdef: Enable "Glassed Sandwich" now that monsters can handle it. -------------------------------------------------------------------------------- e00e02a | Samuel Bronson | 2011-11-20 18:26:10 -0500 Fix sense of a test so monsters don't get stuck behind glass all the time. This passage of code was intended to prevent monsters that had just come into view from leaving view before the player had a chance to see them; unfortunately it seems to have applied only to monsters that did *not* just come into view, so they got stuck because they couldn't approach the player without leaving LOS. -------------------------------------------------------------------------------- e0cd2c1 | Michael Gagno | 2011-11-20 13:55:25 -0800 Don't grey out Hill Orc Abyss Knights With their good invocations apt, good HP (useful when one of your abilities has a maxhp cost) and good melee apts, hill orcs are actually one of the better races for AK. No reason for them to be greyed out when starting a new game. -------------------------------------------------------------------------------- 79438b4 | Kek | 2011-11-20 22:43:40 +0100 Lua script engine extension: you.caught() -------------------------------------------------------------------------------- f8949f8 | Adam Borowski | 2011-11-20 22:42:36 +0100 Make you.contaminated return contamination tier rather than just a bool. -------------------------------------------------------------------------------- 49b81c7 | Kek | 2011-11-20 22:42:08 +0100 expand lua script engine [item.is_useless, you.contaminated, you.feel_safe] -------------------------------------------------------------------------------- 3f10d5a | Adam Borowski | 2011-11-20 22:32:04 +0100 Always id scrolls of fear as well. It's a no-brainer to read-id unknown scrolls next to a kobold. -------------------------------------------------------------------------------- edc804f | Adam Borowski | 2011-11-20 22:32:04 +0100 Always id scrolls of holy word. -------------------------------------------------------------------------------- 9239728 | Adam Borowski | 2011-11-20 22:32:04 +0100 Don't claim you can switch to good gods whose altars you haven't seen. The information about you having found the altar is important, that of the god liking yours is merely a static spoiler. -------------------------------------------------------------------------------- 596da3b | elliptic | 2011-11-20 16:26:03 -0500 Lower ring of slaying price slightly (yet again). -------------------------------------------------------------------------------- f0bae34 | elliptic | 2011-11-20 16:26:03 -0500 Enable automatic levelup stat gain choosing via lua. There's probably a better way of going about this, but a user-defined lua function choose_stat_gain() will be called whenever you enter the stat gain prompt and this can be used to send keypresses to choose a stat (via crawl.sendkeys('i '), for instance). -------------------------------------------------------------------------------- 930ea69 | elliptic | 2011-11-20 16:26:03 -0500 Add you.nauseous() function to lua. -------------------------------------------------------------------------------- b4b82e0 | David Lawrence Ramsey | 2011-11-20 13:41:17 -0600 Tweak gelatinous body mutation message. It's no longer a Jiyva-only mutation for would-be Royal Jelly players, and, with this change, it's now more appropriate for the octopode players who start with it. -------------------------------------------------------------------------------- 3d5c792 | Michael Gagno | 2011-11-20 11:08:03 -0800 Don't use "you feel drained" as part of Boris' speech. Boris has a couple of "fake spells", one of which can cause the "You feel drained" message to appear. This is bad because it can cause mummies, ghouls, etc to "feel drained" even when that should be impossible. I changed the message to "you feel disoriented". I don't like how boris has fake spells like this in the first place, but if he's going to have them, they should at least be semi-plausible. -------------------------------------------------------------------------------- 9092980 | Adam Borowski | 2011-11-20 18:00:57 +0100 Fix backgrounds of expired portals that don't use stone arches. This required adding a separate feature type, as forcing a certain floor looks abysmal elsewhere else, and it'd be too much work to add double-layer flavours. And using a stone arch for a "collapsed tunnel" wouldn't be good either. -------------------------------------------------------------------------------- 568d9cd | David Lawrence Ramsey | 2011-11-20 10:59:31 -0600 Add punctuation fix. -------------------------------------------------------------------------------- 60f516e | elliptic | 2011-11-20 11:15:40 -0500 Move a few stealth effects from check_awaken() to check_stealth(). It didn't make much sense for these effects (glow and halos) to be in check_awaken(), since they don't really depend on the monster. Now the formulas should be a bit more sensible (previously umbra acted like invisibility against nearly all monsters...) and these effects are taken into account in the stealth description players get by pressing '@'. -------------------------------------------------------------------------------- 489e5fe | Adam Borowski | 2011-11-20 11:17:33 +0100 A quote for toenail golems (|amethyst) -------------------------------------------------------------------------------- 5cd752c | Adam Borowski | 2011-11-20 11:17:32 +0100 A missing space. -------------------------------------------------------------------------------- d1d771e | David Lawrence Ramsey | 2011-11-20 00:57:11 -0600 Add wording fix. -------------------------------------------------------------------------------- 7e7b7d8 | David Lawrence Ramsey | 2011-11-19 19:14:38 -0600 Properly use you.hand_name() in ash_describe_bondage(). -------------------------------------------------------------------------------- 0534696 | Adam Borowski | 2011-11-19 20:56:01 +0100 Fix several TAG_MAJOR_VERSION != 32 compile errors. The scroll of paper in tileview.cc one is left, they can still appear in real transferred games, will need to fix it only on the actual bump. Missiles of reaping can not, and I don't care about tile icon not showing in wizard saves. Also, checks whether enums have a specific number are utterly useless. -------------------------------------------------------------------------------- f423920 | Adam Borowski | 2011-11-19 19:46:09 +0100 Don't unnecessarily override the exit tile in current Spider portal vault. -------------------------------------------------------------------------------- 42d21da | Adam Borowski | 2011-11-19 19:33:48 +0100 roctavian's tiles for Cocytus. -------------------------------------------------------------------------------- 95ff429 | Adam Borowski | 2011-11-19 18:54:27 +0100 Sync manual from the wiki. -------------------------------------------------------------------------------- a9b27d2 | Adam Borowski | 2011-11-19 17:44:01 +0100 Don't exercise melee skills <1 when bashing plants either. Wizards cutting their way through plants doesn't mean they care about the weapon -- and if they do, they'll hit actual popcorn monsters too. -------------------------------------------------------------------------------- ee84c39 | Adam Borowski | 2011-11-19 17:33:21 +0100 Revert "It's now possible to get level 1 Spellcasting just by reading scrolls". Again, it was a change from 3.30, "Linley's Last" [30.03.1999]. -------------------------------------------------------------------------------- 2adb5f5 | Adam Borowski | 2011-11-19 17:20:03 +0100 Revert "Characters lacking magic skills cannot learn spells". This restriction makes little sense with smooth skills, and manual training means you don't even need scrolls, just a tiny bit of xp. This reverts commit... er what, Linley didn't use version control in 3.30. -------------------------------------------------------------------------------- 85f26b4 | Adam Borowski | 2011-11-19 17:15:51 +0100 roctavian's tiles for the Hive portal (alive, expired) and Volcano exits. -------------------------------------------------------------------------------- 5808442 | Adam Borowski | 2011-11-19 17:15:50 +0100 Fix portal vaults' "floor_tile" not working for actual floor. There are two distinct layers, the non-floor one now uses "feat_tile". I did not change the misnamed "floor" argument yet. -------------------------------------------------------------------------------- c6bafec | Adam Borowski | 2011-11-19 17:15:50 +0100 Fix the dragonskin cloak always showing up as melded. -------------------------------------------------------------------------------- 6348565 | Adam Borowski | 2011-11-19 17:15:50 +0100 roctavian's tiles for portals: Volcano, Bailey, Labyrinth, Ossuary, Ziggurat. TODO: those who use "floor" don't show up. -------------------------------------------------------------------------------- 6be001c | Adam Borowski | 2011-11-19 17:15:50 +0100 A quote for daevas. Note that in most of Zoroastrianism the daevas were demons serving the bad guys, in only some earliest parts they were neutrallish gods who merely chosen wrongly and deceived themselves and the mankind, not yet connected to Angra Mainyu. While it's mostly conjecture, scholars tend to agree they were deities worshipped by people Zarathusthra preached to, and in earliest stages of the religion they weren't as reviled, but later, they became considered to be purely evil. I guess Crawl meant Hindu _devas_ who are benevolent. -------------------------------------------------------------------------------- fb4a434 | Adam Borowski | 2011-11-19 17:15:50 +0100 Biblical quotes for cherubs and seraphs. -------------------------------------------------------------------------------- 13f8970 | Adam Borowski | 2011-11-19 17:15:50 +0100 Try to sneak in a quote for Zigs. -------------------------------------------------------------------------------- 5714b10 | Adam Borowski | 2011-11-19 17:15:50 +0100 Make shops and exits roughly equally distributed in the new bazaar map. -------------------------------------------------------------------------------- 638f52d | Adam Borowski | 2011-11-19 17:15:50 +0100 A generated bazaar map. It's there to provide an infinite supply of distinct maps, even though hand-made ones look better. There's plenty of room for improvement here: for example, having a function that returns a cell farthest away from all occurences of a given symbol would allow evenly spreading the shops. -------------------------------------------------------------------------------- 49665bb | Adam Borowski | 2011-11-19 17:15:50 +0100 Give one of bazaar maps allow_dup so creation never fails. Players who farm Nemelex to a ridiculous degree could exhaust all 39 maps, causing an unrecoverable crash. Since the map will be reused even before the supply is exhausted, I slashed its weight by 10. To be able to do that, I multiplied all other weights by 10 (which doesn't affect their relative chances). -------------------------------------------------------------------------------- a92689b | Adam Borowski | 2011-11-19 17:15:50 +0100 Re-enable treating butterflies as always safe. I'm not reverting the M_NO_EXP_GAIN change as hostile crawling corpses might be safe _right now_ but they shouldn't be let alive. -------------------------------------------------------------------------------- b7385a3 | Adam Borowski | 2011-11-19 17:15:50 +0100 Set spirit genus to "ghost". Holy ghosts or not, they're still spooks who deserve nothing but a stream of protons right in the protoplasm (hey, I never understood Ghost Busters... this rock here has plenty of protons, together with neutrons and electrons -- would it work?). -------------------------------------------------------------------------------- 02b85f9 | Adam Borowski | 2011-11-19 17:15:50 +0100 Give shedu their own genus, they're nothing like phoenixes. -------------------------------------------------------------------------------- f5c0262 | Adam Borowski | 2011-11-19 17:15:50 +0100 Re-enable polymorphing of holy monsters, most are finished already. The justification of ba154dc4 was that there's too few valid targets, which was certainly true at that moment (angels, daevas and ophanim, shedu were buggy), but since then, most of holies are done, save for paladins (not a valid poly target anyway) and blessed toes (who are meh). Current legal targets: * phoenix * holy swine * spirit * angel * cherub * daeva * pearl dragon * ophan * shedu * apis * silver star Non-targets: * paladin (a human) * blessed toes (unfinished) * Mennas (unique) -------------------------------------------------------------------------------- dc92e72 | Samuel Bronson | 2011-11-18 21:58:34 -0500 New "{throwable}" stash-search prefix. -------------------------------------------------------------------------------- b3cfd96 | Samuel Bronson | 2011-11-18 21:56:09 -0500 Add cscope & callgrind files to .gitignore -------------------------------------------------------------------------------- 1bf799a | Florian Diebold | 2011-11-19 00:24:47 +0100 Fix Webtiles rc editing being broken because of the lobby refactoring. -------------------------------------------------------------------------------- 0bd4161 | Florian Diebold | 2011-11-18 20:34:41 +0100 Webtiles: Don't animate milestones on initial page load. -------------------------------------------------------------------------------- 2ea8e6e | Florian Diebold | 2011-11-18 20:30:44 +0100 Webtiles: Improve caching settings. (Optionally) no-cache for game data (scripts and tile images); aggressive caching for title images. -------------------------------------------------------------------------------- 364ed1a | Adam Borowski | 2011-11-17 23:45:06 +0100 roctavian's wall tiles for Snake. -------------------------------------------------------------------------------- 5b12a1b | Florian Diebold | 2011-11-17 22:53:55 +0100 Webtiles: Move the minimap feature decision to the server side. There's just too much information necessary to do this right, which is not available to the client at the moment. -------------------------------------------------------------------------------- 9d1d0e5 | Florian Diebold | 2011-11-17 22:53:54 +0100 Webtiles: Fix breakage from the recent refactor. -------------------------------------------------------------------------------- 4c9d044 | Raphael Langella | 2011-11-17 20:28:04 +0100 Fix inverted logic in clear_map(). Also change the default so that it doesn't clear detected items (unlikely to move), only detected monsters. -------------------------------------------------------------------------------- 112820a | Florian Diebold | 2011-11-17 19:36:04 +0100 Webtiles: Correctly clear the god entry in the lobby upon abandonment. -------------------------------------------------------------------------------- 2a51300 | Florian Diebold | 2011-11-17 19:29:11 +0100 Update the DGL whereis record when changing XL or losing religion. -------------------------------------------------------------------------------- 07739e2 | Florian Diebold | 2011-11-17 19:26:30 +0100 Fix the width of the player milestone column. -------------------------------------------------------------------------------- 0a89fe3 | Florian Diebold | 2011-11-17 18:49:53 +0100 Show player milestones in the Webtiles lobby. -------------------------------------------------------------------------------- ebb6297 | Florian Diebold | 2011-11-17 18:49:53 +0100 Webtiles: Lobby refactoring. Data about running games is now sent in JSON, and immediately when it changes (but only the respective changed games). -------------------------------------------------------------------------------- 7cd0231 | Michael Gagno | 2011-11-17 02:10:17 -0800 Make spider_temple_joshua a normal vault (not a minivault) This is a fairly large map and I can't see a reason for it to be a minivault. I've given the map ORIENT: north and moved it to large.des. There are some other huge minivaults, but they aren't as problematic as this one when it comes to placement (this one would almost always fail when I tested it). -------------------------------------------------------------------------------- 93b94db | David Lawrence Ramsey | 2011-11-16 22:46:11 -0600 Add whitespace fix. -------------------------------------------------------------------------------- f6557ca | Ryan Riegel | 2011-11-16 22:00:37 -0600 Fix a message where vampires trying to bottle blood were reminded about corpses in their pack they could instead butcher. Also, don't suggest draining/bottling instead of butchering when the target corpse doesn't have any blood. -------------------------------------------------------------------------------- d277536 | elliptic | 2011-11-16 22:32:51 -0500 Fix IDA and FDA artefacts getting the wrong autoinscription (|amethyst). -------------------------------------------------------------------------------- 1cf9e11 | elliptic | 2011-11-16 21:51:41 -0500 Remove cloaks/caps/gloves of resistance from two ice caves. Having unique items of this high a power level (significantly better than a robe of resistance) as a reward just for getting lucky with (not particularly difficult) vault loot is bad. I don't much like the rC+/rF+ misc armour items in ice caves and volcanos either since they don't generate outside of there (perhaps they should very rarely?), but they can stay for now. -------------------------------------------------------------------------------- af16abb | Florian Diebold | 2011-11-16 22:49:50 +0100 Webtiles: Allow configuring the ttyrec size. -------------------------------------------------------------------------------- 45543b0 | Florian Diebold | 2011-11-16 21:20:34 +0100 Webtiles: Improve game table layout a bit. -------------------------------------------------------------------------------- 48b562f | Robert Burnham | 2011-11-16 14:06:07 -0600 Merge branch 'unified_combat_control' of gitorious.org:crawl/crawl into unified_combat_control -------------------------------------------------------------------------------- 5592907 | Florian Diebold | 2011-11-16 20:46:35 +0100 Webtiles: Don't use stale where data from previous games. -------------------------------------------------------------------------------- 301c8e2 | Florian Diebold | 2011-11-16 20:34:31 +0100 Webtiles: Directly read .where files instead of depending on a DGL daemon. This has the side effect that XL, char and place are now separate columns in the Webtiles lobby. -------------------------------------------------------------------------------- 06f3895 | Robert Burnham | 2011-11-16 11:29:27 -0600 Merge branch 'master' into unified_combat_control Conflicts: crawl-ref/source/fight.cc crawl-ref/source/food.cc crawl-ref/source/libutil.cc crawl-ref/source/melee_attack.h crawl-ref/source/mon-stuff.cc crawl-ref/source/spl-damage.cc -------------------------------------------------------------------------------- de60a79 | Adam Borowski | 2011-11-16 18:16:19 +0100 Don't set pet_target retaliation on the arena. -------------------------------------------------------------------------------- 9c5839d | Samuel Bronson | 2011-11-16 11:57:16 -0500 I think my previous "fix" was actually a misinterpretation of the code. Accordingly, I'm now limiting total path length to 2x the range, in addition to preventing any point on that path from being more than range cells away from the target (as the code did originally). -------------------------------------------------------------------------------- 833bd72 | Adam Borowski | 2011-11-16 15:45:01 +0100 Mention that all polearms reach in the "highlights" section of the changelog. It might be funnier to have people die to gnoll packs and Sigmund, but let's warn them... -------------------------------------------------------------------------------- d3a46e8 | Adam Borowski | 2011-11-16 15:22:47 +0100 Unmarshall cloud.excl_rad also when TAG_MAJOR_VERSION != 32. -------------------------------------------------------------------------------- 60aa6a4 | Chris Campbell | 2011-11-16 13:13:09 +0000 Don't remove walls and clouds when miscasting Summon Elemental -------------------------------------------------------------------------------- 537a94f | Chris Campbell | 2011-11-16 13:13:09 +0000 Improve orcish idol description -------------------------------------------------------------------------------- 84efc78 | Michael Gagno | 2011-11-16 02:04:31 -0800 Fix onia_ninara_dug_in_and_dangerous sometimes being undiggable. -------------------------------------------------------------------------------- e1dcbba | Robert Burnham | 2011-11-16 02:42:54 -0600 Merge branch 'master' into unified_combat_control Conflicts: crawl-ref/source/fight.cc crawl-ref/source/mon-stuff.cc crawl-ref/source/player-stats.cc One of the more significant changes resulting from this merge is that the new minotaur_retaliation which is supposed to have a max occurrence of once per monster attack round simply has a chance per monster attack (regardless of whether we're in the same effective attack round) which increases based on effective_attack_num which lends to the possibility of multiple retaliations. -------------------------------------------------------------------------------- 3a5367c | Michael Gagno | 2011-11-16 00:28:08 -0800 Remove a door warning from einodemon_rotting_minivault This vault only has rotting devils and necrophages, and can't show up any earlier than D:9. The warning prompt on the door was a bit over the top. I don't think doors should use prompts unless the vault is extremely dangerous for its depth (which this one isn't). -------------------------------------------------------------------------------- 06e7886 | Michael Gagno | 2011-11-16 00:10:19 -0800 A couple of vault depth tweaks. I think these could stand to appear a couple levels earlier without being imbalanced. -------------------------------------------------------------------------------- 83a33ba | Samuel Bronson | 2011-11-15 19:32:55 -0500 Fix range check in monster_pathfind::calc_path_to_neighbours(). Not only was this a performance problem, it was also an AI buff for creatures with intelligence I_NORMAL and below! -------------------------------------------------------------------------------- 4da733a | Florian Diebold | 2011-11-16 00:26:01 +0100 Webtiles: Don't delay ping responses. -------------------------------------------------------------------------------- c67eff9 | Florian Diebold | 2011-11-16 00:26:01 +0100 Webtiles: Two fixes to minimap farsight. -------------------------------------------------------------------------------- bc58987 | Michael Gagno | 2011-11-15 09:24:43 -0800 Change to lemuel_draining_boxes to make it more possible to get the rune. All boxes are now diggable. The (potential) secret door for the rune one has been removed, but you'd have to be a bit crazy to enter pandemonium without digging. -------------------------------------------------------------------------------- 142a924 | Michael Gagno | 2011-11-15 08:49:43 -0800 Make scrolls of silence more common. They had the pointlessly low weight of 10/10000 (note that this is less common than acquirement). I've increased the chance of you finding these to the same as acquirement, EWIII and summoning. Thus, still uncommon, but you'll at least find a few now. The weight of detect curse has been lowered slightly as well. -------------------------------------------------------------------------------- 6620a25 | Chris Campbell | 2011-11-15 16:01:36 +0000 Don't let stasis block Abyss shifts or Lugonu's bend space -------------------------------------------------------------------------------- decbcea | Chris Campbell | 2011-11-15 16:01:36 +0000 Boost the power of mass enchantments (Control Undead, Mass Confusion, Cause Fear) -------------------------------------------------------------------------------- 33db85f | Chris Campbell | 2011-11-15 16:01:35 +0000 Re-implement Metabolic Englaciation as a mass slowing Hex -------------------------------------------------------------------------------- cb4f853 | Chris Campbell | 2011-11-15 16:01:34 +0000 Let Lua print progress to next experience level instead of leaking information -------------------------------------------------------------------------------- c9b6ecb | Chris Campbell | 2011-11-15 16:01:34 +0000 Cap Felid lives at 9 instead of stepping down their rate of life gain Looking at Felids since the life gain was stepped down, no game ever used more than 6 lives (past that, the amount of experience required was too high to reasonably expect to gain lives without scumming - see !lm * crace=fe cv>=0.9 rstart>=20110509 type=death s=gid). From that, it seems like allowing them to gain lives a little more quickly should help them out in the earlier game, without having much impact on the late and extended game. -------------------------------------------------------------------------------- df908ca | Florian Diebold | 2011-11-15 15:20:00 +0100 Webtiles: Fix dgl-less mode. -------------------------------------------------------------------------------- 48c0152 | Florian Diebold | 2011-11-15 15:19:40 +0100 Webtiles: Change some defaults and add comments to the config file. -------------------------------------------------------------------------------- 3a6add5 | Adam Borowski | 2011-11-15 04:52:19 +0100 Don't use default arguments in function types, clang++ chokes on them. Per C++11 8.3.6.3 [dcl.fct.default], clang is allowed to do so, GCC is nicer to us but that functionality is not required by the standard. -------------------------------------------------------------------------------- 8a1495f | Adam Borowski | 2011-11-15 04:38:51 +0100 Don't leak monster hp in visible tiers. Two humans next to each other would show different tiers depending on whether their hp is 3 or 67. -------------------------------------------------------------------------------- 6b8e9e1 | Adam Borowski | 2011-11-15 03:44:17 +0100 Elyvilon: don't allow healing others while confused. Would you let a drunken doctor touch you? -------------------------------------------------------------------------------- 8629ea2 | Adam Borowski | 2011-11-15 03:35:00 +0100 Add missing ZP cost field for non-ZotDef abilities. Also, reorder the fields so ZP costs are together with other costs, before flags. -------------------------------------------------------------------------------- 6e77737 | Adam Borowski | 2011-11-15 03:20:27 +0100 Don't check that an unsigned value is >= 0. -------------------------------------------------------------------------------- 48de92c | Adam Borowski | 2011-11-15 03:17:53 +0100 Fix a missing field in Control Undead. If it ever becomes a monster spell, monsters would use it against no foe in some builds. -------------------------------------------------------------------------------- a314b56 | Adam Borowski | 2011-11-15 03:06:45 +0100 Disable an utterly asinine warning. Whoever in the gcc team thought -Wunused-parameter might be reasonable in -W should get his head checked. Or reasonable in pretty much any case. About anything that uses function references or virtual methods will run afoul this foul warning. It ranks together with -Wparentheses (ie, using basic language syntax like operator priority). -------------------------------------------------------------------------------- 9015d9e | Adam Borowski | 2011-11-15 03:05:36 +0100 Hush a warning. -------------------------------------------------------------------------------- 80855e8 | Adam Borowski | 2011-11-15 03:02:50 +0100 Remove a surprising "else" after a #define. If it looks like a function call, it shouldn't unobviously affect flow control. This never actually did something, fortunately. -------------------------------------------------------------------------------- 0982fd8 | Samuel Bronson | 2011-11-14 16:13:35 -0500 Actually use monster-glyph-wide suffix entries in quote database. For example, __r_suffix applies to rats, quokkas, and the like. Previously, we mistakenly looked for (say) __r_prefix instead. (This could possibly use a bit of refactoring.) -------------------------------------------------------------------------------- 05ad5fe | Robert Burnham | 2011-11-14 11:11:06 -0600 Move / Remove extra randart_effect triggering code Also removes (comments out, please replace if it breaks something) some code which auto-id's ranged, cursed weapons wielded by monsters which hardly seems appropriate, considering we don't usually leak information like that. The only possible middle ground that would make sense to me is - at a point when the monster would've tried to switch to a melee weapon - displaying some text like "The centaur tries to change weapons but the ITEM is stuck to its hands." -------------------------------------------------------------------------------- ad83a70 | Robert Burnham | 2011-11-14 11:02:38 -0600 Update SPWPN_VAMPIRICISM code Removes some deprecated legacy code left in place where transformed vampires were still able to get SPWPN_VAMPIRCISM attacks despite being limited to "Teeth" as their main hand weapon (branded teeth attacks, apparently were the underling issue). -------------------------------------------------------------------------------- 9154a4c | David Lawrence Ramsey | 2011-11-14 00:45:51 -0600 Fix wording. -------------------------------------------------------------------------------- 50ff4a4 | David Lawrence Ramsey | 2011-11-14 00:40:50 -0600 Remove unneeded blank line. -------------------------------------------------------------------------------- a664e83 | David Lawrence Ramsey | 2011-11-13 15:28:15 -0600 Clean up placeholder-related code a bit. -------------------------------------------------------------------------------- d322c61 | David Lawrence Ramsey | 2011-11-13 15:01:30 -0600 Properly use ability_type in _is_god_ability(). -------------------------------------------------------------------------------- 6858e3f | Samuel Bronson | 2011-11-13 15:01:12 -0500 Document a few more Lua functions. -------------------------------------------------------------------------------- 966f0cb | David Lawrence Ramsey | 2011-11-13 12:55:20 -0600 Typo fix. -------------------------------------------------------------------------------- 2fcff53 | elliptic | 2011-11-13 13:49:11 -0500 Fix felids headbutting and kicking. -------------------------------------------------------------------------------- 29d0fae | David Lawrence Ramsey | 2011-11-13 12:39:49 -0600 Add minor cosmetic fix. -------------------------------------------------------------------------------- a4733a2 | David Lawrence Ramsey | 2011-11-13 12:39:49 -0600 Make gloves unwearable with (non-octopode) level-3 tentacles. Currently, only octopodes can get tentacles, so this has no in-game effect yet. For now, assume that level-2 tentacles, which are described as replacing not only your fingers, but your entire hands, are still sufficiently hand-like that you can cram gloves over them. -------------------------------------------------------------------------------- 24571ff | David Lawrence Ramsey | 2011-11-13 12:39:48 -0600 In the glove wearability check, check for level-3 claws before species. -------------------------------------------------------------------------------- 757fc69 | David Lawrence Ramsey | 2011-11-13 12:39:48 -0600 Add formatting fixes. -------------------------------------------------------------------------------- f20d949 | David Lawrence Ramsey | 2011-11-13 12:39:48 -0600 Since talons can be gained via Beastly Appendage, use you.has_talons(). -------------------------------------------------------------------------------- 99736de | Adam Borowski | 2011-11-13 19:10:25 +0100 Don't note almost every single monster in ZotDef. -------------------------------------------------------------------------------- 3db7517 | Adam Borowski | 2011-11-13 18:24:24 +0100 Special-case unique annotation for the Lernaean hydra to avoid # of heads. It caused multiple annotations, one for every number of heads it had. -------------------------------------------------------------------------------- 578ecef | elliptic | 2011-11-13 11:41:05 -0500 Always give some chance of gaining piety when pacifying a monster. This keeps pacifying low HP monsters like rats relevant throughout the game; previously they stopped giving piety ever. The coinflip() chance of replacing 0 piety gain with 1 piety gain might need to be tweaked downwards, but let's try it for now. -------------------------------------------------------------------------------- 9983692 | elliptic | 2011-11-13 11:25:31 -0500 Improve dex weighting for aux accuracy and minotaur retaliation. -------------------------------------------------------------------------------- 35db85f | elliptic | 2011-11-13 11:25:31 -0500 Fix strength weighting for aux damage being based on your wielded weapon. -------------------------------------------------------------------------------- e9f644a | David Lawrence Ramsey | 2011-11-13 10:09:48 -0600 Simplify. -------------------------------------------------------------------------------- d329950 | Adam Borowski | 2011-11-13 16:34:18 +0100 Make curare block breath use. This is mostly cosmetic, but has a nice theme effect that makes curare feel like something more than just a needle of poison+slow. -------------------------------------------------------------------------------- 0a8f394 | Adam Borowski | 2011-11-13 16:28:55 +0100 Fix the pronoun in "Lenin (catching its breath)". -------------------------------------------------------------------------------- 165da3d | Adam Borowski | 2011-11-13 15:03:29 +0100 Don't show the help for wizard targetting commands in regular games. -------------------------------------------------------------------------------- 90ca2b8 | Adam Borowski | 2011-11-13 13:09:27 +0100 Don't scan rings for sustenance twice; fix octopodes with three such rings. -------------------------------------------------------------------------------- d4ec7f3 | Adam Borowski | 2011-11-13 13:09:27 +0100 Replace a bunch of floating-point sqrt()s by integer ones. -------------------------------------------------------------------------------- d3257a5 | Eino Keskitalo | 2011-11-13 11:56:40 +0200 Replace the pearl dragon tile. It is a recolouring of a new submission from coolio. (#4251) -------------------------------------------------------------------------------- 5c01102 | elliptic | 2011-11-13 03:31:07 -0500 Make CONFIRM_ALL_EASY option accessible and fix options documentation. -------------------------------------------------------------------------------- 05eb9de | Michael Gagno | 2011-11-12 23:28:46 -0800 Changes to minmay_elemental_castle to make it actually generate sometimes. Changed to ORIENT: southwest instead of float, with a small adjustment to the layout to make this work. The vault was simply too big to work as a floating vault and would never get placed (at least, I wasn't able to get it to work after about 50 tries). Even with this change it's not very likely to show up. -------------------------------------------------------------------------------- 85cf7d9 | elliptic | 2011-11-13 02:00:01 -0500 Make petrified/paralyzed minotaurs unable to retaliate. -------------------------------------------------------------------------------- d0ef4f4 | Michael Gagno | 2011-11-12 22:55:22 -0800 Increase chance of stairs in a few zot vaults. The chance of having all three was so low that a lot of people don't even know these vaults exist. I've also changed a few things that were preventing some of these from being placed. -------------------------------------------------------------------------------- db76c55 | Michael Gagno | 2011-11-12 22:12:34 -0800 Fix lemuel_firehouse. It had three stairs but placed them in a cut off area, causing the vault to be rejected... in the extremely unlikely event that this vault would generate, it would never have all three stairs (as intended). -------------------------------------------------------------------------------- 7ce7a3a | Michael Gagno | 2011-11-12 21:59:46 -0800 Use magenta glass tiles in zot:5 vaults. -------------------------------------------------------------------------------- 2e3d879 | David Lawrence Ramsey | 2011-11-12 23:18:52 -0600 Add formatting fixes. -------------------------------------------------------------------------------- 82a45ef | elliptic | 2011-11-13 00:09:16 -0500 Make Mass Abjuration L6. With the monster summon spam nerf, this isn't enough better than single-target abjuration to justify having more than twice the cost and being so hard to cast. -------------------------------------------------------------------------------- d49067b | elliptic | 2011-11-12 23:41:08 -0500 Fix minotaurs getting their retaliation headbutt in all forms. -------------------------------------------------------------------------------- 9df2e86 | David Lawrence Ramsey | 2011-11-12 22:07:39 -0600 Clarify comment. -------------------------------------------------------------------------------- 3e5b678 | David Lawrence Ramsey | 2011-11-12 22:03:59 -0600 Disallow artefact pearl dragon armours named for Ashenzari. They repel curses the same way the holy wrath brand on weapons does. -------------------------------------------------------------------------------- d3f71d7 | Eino Keskitalo | 2011-11-13 01:06:16 +0200 Add more pan lord part tiles from Denzi (#4888). I also changed rim 1 to rim 0 - some of the heads are meant to blend into the bodies. I also removed demon_head_heads - the concept is nice, but it didn't look great on any of the combos I saw while testing, and looked bad on many. demon_head_tentacles looks bad on some of the combos as well, but great on others, so I'd rather keep it. -------------------------------------------------------------------------------- 847fc65 | Eino Keskitalo | 2011-11-13 01:06:16 +0200 Doll code/filename cleanup: fix plate PLATE2, plate2 PLATE. Also scalemail. -------------------------------------------------------------------------------- c60ad6d | Eino Keskitalo | 2011-11-13 01:06:16 +0200 Doll tile code cleanup: change "banded.png" (etc) to "splint.png". -------------------------------------------------------------------------------- f58230a | Chris Campbell | 2011-11-12 20:54:03 +0000 Split automatic eating of chunks while travelling into a separate option from easy_eat_chunks For people who want the functionality of autoeating without the interface inconsistency added by easy_eat_chunks (where eating is sometimes a single keypress and sometimes multiple keypresses). -------------------------------------------------------------------------------- 9c56434 | Chris Campbell | 2011-11-12 20:50:47 +0000 Fix some typos in options_guide.txt -------------------------------------------------------------------------------- 9331e5b | Chris Campbell | 2011-11-12 20:50:06 +0000 Change always_confirm_butcher to allow butchering the top corpse of a stack with one keypress "auto" is the default and identical to the current default behaviour - if there's a single corpse, butcher it, if there are multiples, ask which ones to butcher. "always" is identical to the old "always_confirm_butcher = true" - the prompt is always displayed, even if there's only one corpse. "never" is new behaviour - if there's a single corpse, it's butchered, and if there are multiples, then the top corpse is butchered (skipping corpses that your god would get angry at you for butchering entirely). Possibly this should be expanded to also skip rotten corpses if you're not a saprovore, and so on. -------------------------------------------------------------------------------- ea54e9d | Chris Campbell | 2011-11-12 16:59:02 +0000 Don't let Yred gift high-level monsters as early, stop gifting low-level monsters and slow down gifting at higher thresholds From discussion in IRC, Yred gifting probably needs something more of a complete rework (important things: cap on bone dragons/servitors, cap on total perma-allies (and allow new gifts to replace or upgrade old ones), either inter-level recall of some description or allies following you through stairs of their own accord - those last two should probably apply to all perma-allies). This might be an improvement in the short term though. -------------------------------------------------------------------------------- 7194cc9 | Chris Campbell | 2011-11-12 16:59:02 +0000 Don't try to identify magic staves when hitting things with them (they auto-id now) -------------------------------------------------------------------------------- e004447 | Chris Campbell | 2011-11-12 16:59:01 +0000 Improve LRD description -------------------------------------------------------------------------------- 136c46c | Adam Borowski | 2011-11-12 17:02:18 +0100 Switch the order of death cobs and ghouls on Yred's gift list. -------------------------------------------------------------------------------- b1279f4 | Adam Borowski | 2011-11-12 17:02:18 +0100 Don't keep doll settings in version control. -------------------------------------------------------------------------------- 78cd2f8 | elliptic | 2011-11-12 10:05:31 -0500 Tweak the effect of ring of sustenance a little more. It is a little less good now for players with high metabolism (or metabolism-increasing effects like regeneration or haste), and it is also placed at the correct location in the function. It still changes hunger per turn from 3 to 1 and from 4 to 2 like the old ring did. -------------------------------------------------------------------------------- 1aa6f8f | Michael Gagno | 2011-11-12 05:16:21 -0800 Change ring of sustenance formula (relative rather than absolute). Previously: each ring subtracted 2 from your hunger rate (normal rate is 3). This was problematic, in that it made the ring nearly useless for trolls (hunger rate 9). The new formula makes a single ring of sustenance halve your hunger rate (rounding down), with two rings cutting your hunger rate to 1/3. Therefore, there's no change to hunger rates 3 (most races) and 4 (centaurs, ogres), which will get their rates reduced to 1 and 2 respectively. This makes a big difference for trolls though, as well as any character with a high level of the fast metabolism mutation. This should help the issue of extended endgame trolls having food issues. If this change isn't enough, the formula could be made so a single ring thirds your hunger rate. -------------------------------------------------------------------------------- fe068ac | David Lawrence Ramsey | 2011-11-11 22:49:17 -0600 Add formatting fix. -------------------------------------------------------------------------------- 69fe2a8 | Chris Campbell | 2011-11-12 03:01:58 +0000 Make LRD abort with no cost when not targeting a shatterable monster or feature LRD can no longer shatter traps or corpses, and you have to be able to see a monster to shatter it. Other than that the functionality should be mostly the same, with some minor tweaks for slightly more consistent numbers. -------------------------------------------------------------------------------- 5f17f3d | Chris Campbell | 2011-11-12 03:01:58 +0000 Mark Curse Skulls and Murray as skeletal -------------------------------------------------------------------------------- 80d8194 | Chris Campbell | 2011-11-12 03:01:57 +0000 Tweak Shatter damage on petrified monsters, since petrify's damage reduction was changed -------------------------------------------------------------------------------- 0263806 | Jude Brown | 2011-11-12 12:06:52 +1000 Update comment for spirit_fades. -------------------------------------------------------------------------------- 991f3c2 | Jude Brown | 2011-11-12 12:05:05 +1000 Tweak Summon Holies, Silver Star stats. Now, angels and cherubs are common, with rarely spirits, and very rarely shedu, ophanim and paladin. This makes their summons slightly more in line with the severity of a curse skull -- more pips to even out, and removing too extremely-strong allies. -------------------------------------------------------------------------------- 1662c3c | Jude Brown | 2011-11-12 12:03:35 +1000 Tweak spirit fade summons, mark them as finished. They now summon either an angel or a cherub, or rarely an apis, phoenix, daeva, or pearl dragon, as before. Instead of being guaranteed to get hit with a nasty, though, you could just get a pip. The weights may need to be tweaked further to make them less annoying. -------------------------------------------------------------------------------- 2c17955 | Jude Brown | 2011-11-12 10:11:03 +1000 Remove phoenix assert, don't try placing on origin instead. This only seems to rarely trigger in the arena, and I can't quite work out why. This doesn't prevent phoenixes from being reborn within the arena though. -------------------------------------------------------------------------------- ac38f08 | elliptic | 2011-11-11 19:09:58 -0500 Retaliation headbutt for minotaurs when dodging. The retaliation headbutt is the same damage as it would be as an aux attack, and it happens (str+dex)% of the time you dodge a non-reaching melee attack from a visible monster (but only once per monster per turn). -------------------------------------------------------------------------------- 5abb1b8 | David Lawrence Ramsey | 2011-11-11 16:51:58 -0600 Indicate resistances of artefact dragon armours other than gold ones. Steam and mottled aren't handled, but they're odd cases anyway. -------------------------------------------------------------------------------- 36fd13d | David Lawrence Ramsey | 2011-11-11 16:51:57 -0600 Add formatting fixes. -------------------------------------------------------------------------------- de51ab0 | Adam Borowski | 2011-11-11 23:20:44 +0100 Revert removal of KILLED_BY_PETRIFICATION, old score files need that. -------------------------------------------------------------------------------- 09961c8 | Adam Borowski | 2011-11-11 23:20:44 +0100 Special-case "Foo the pandemonium lord" in milestones/obituaries. -------------------------------------------------------------------------------- 31ef48a | Eino Keskitalo | 2011-11-12 00:19:14 +0200 Tentacle hands for dolls from Pingas (#4687). They're displayed if the player has the mutation, is not an octopode, and is not wielding/wearing something in the hand. For non-octopodes, only Beastly Appendage gives tentacles, but once there's constriction, they should be considered as a normal and/or DS mutation. -------------------------------------------------------------------------------- 9f6b0c4 | David Lawrence Ramsey | 2011-11-11 16:07:36 -0600 Comment fix. -------------------------------------------------------------------------------- d287862 | Adam Borowski | 2011-11-11 22:52:05 +0100 Remove sanctuary if you use Toxic Radiance with either you or victims inside. There was a prompt but it no actual penalty. -------------------------------------------------------------------------------- d718b6d | Adam Borowski | 2011-11-11 21:25:54 +0100 Axe you.last_chosen. -------------------------------------------------------------------------------- 7aed6ba | Adam Borowski | 2011-11-11 21:14:24 +0100 Tiles for the dragonskin cloak. The item one by roctavian, the worn one is a poorly made texturing. -------------------------------------------------------------------------------- 8a51bb1 | elliptic | 2011-11-11 14:44:56 -0500 Fix a comment. -------------------------------------------------------------------------------- 27995ac2 | Adam Borowski | 2011-11-11 20:23:29 +0100 Don't use different db sections for hell effect messages. -------------------------------------------------------------------------------- e6ed42f | Adam Borowski | 2011-11-11 20:23:29 +0100 Let CHANNEL: prefixes use all types in both current uses. -------------------------------------------------------------------------------- bb81648 | Adam Borowski | 2011-11-11 20:23:29 +0100 Ignore generated files based on full path. Choosing just the name works only when no directory is specified, like it was for lua tags. -------------------------------------------------------------------------------- 060b7c6 | Adam Borowski | 2011-11-11 20:23:29 +0100 Don't trap people in evilmike_entry_crescent. -------------------------------------------------------------------------------- 68027b2 | Chris Campbell | 2011-11-11 19:17:10 +0000 Give GDA an extra point of AC At 11/-9 it compares very unfavourably to, say, a plate mail of rF+ (10/-6, and probably easier to obtain), since it has such a high strength requirement in comparison, and the additional resists aren't likely to be a huge factor. -------------------------------------------------------------------------------- f98489e | David Lawrence Ramsey | 2011-11-11 13:04:59 -0600 Add minor cosmetic fixes. -------------------------------------------------------------------------------- 219bfe1 | Chris Campbell | 2011-11-11 18:43:53 +0000 Make Confusing Touch succeed less often Might well still need tweaking but this should be a start. -------------------------------------------------------------------------------- 272ae45 | Chris Campbell | 2011-11-11 18:43:52 +0000 Change Control Undead to level 4 pure Necromancy, Dispel Undead to level 5, rearrange book contents Control Undead added to the book of Necromancy. Dispel Undead moved from the book of Necromancy to the book of Death. -------------------------------------------------------------------------------- d390da2 | Chris Campbell | 2011-11-11 18:43:52 +0000 Remove Metabolic Englaciation It's never really used, since sleeping multiple monsters at a time is actually worse than doing it one at a time with EH (since when you sleep lots of monsters at once they'll just all wake up together). -------------------------------------------------------------------------------- 06c2b92 | David Lawrence Ramsey | 2011-11-11 12:34:32 -0600 Add formatting fix. -------------------------------------------------------------------------------- 07f21c9 | Chris Campbell | 2011-11-11 17:47:01 +0000 Make Olgreb's Toxic Radiance depend on power for levels of poison inflicted -------------------------------------------------------------------------------- 29e48f8 | Chris Campbell | 2011-11-11 17:47:01 +0000 Don't let tentacles increase the damage of base unarmed and aux punches (they still provide the high-damage "squeeze" aux) This should improve the balance of Beastly Appendage, since none of the other mutations it provides increase your base unarmed damage. When constriction for Octopodes/Nagas is implemented it might need looking at again. -------------------------------------------------------------------------------- 94fc6b7 | David Lawrence Ramsey | 2011-11-11 11:38:28 -0600 Tweak unbreathing mutation description. Unbreathing refers to the ability to survive without breathing, no more, no less. Being able to go underwater is still a separate quality, and being able to speak presumably still requires the ability to breathe, so it still applies to e.g. Zin-worshipping grey draconians. As for mummies (not to mention felids and octopodes), assume they speak via magical means, as I can't think of a different justification right now. -------------------------------------------------------------------------------- 7743172 | David Lawrence Ramsey | 2011-11-11 11:38:28 -0600 Add spacing fix. -------------------------------------------------------------------------------- a3b0bf6 | Robert Burnham | 2011-11-11 11:02:24 -0600 Add comments, fix player_stab_check Previous changes were resulting in sleeping stabs as having a chance (relatively high, actually; about 50% at max skill) to fail, dealing normal damage. -------------------------------------------------------------------------------- b159686 | Chris Campbell | 2011-11-11 17:01:42 +0000 Correctly track the source of paralysis for miscasts -------------------------------------------------------------------------------- 7a3302a | David Lawrence Ramsey | 2011-11-11 09:47:42 -0600 Move hell effect messages into the miscellaneous database. This way, they can be much more easily expanded. There are a few deficiencies, however, compared to the monster speech database, which it seems inappropriate for since monsters are not speaking exclusively. 1. Embedded lua isn't run, so the "You smell brimstone./Brimstone rains from above." message, dependent on you.can_smell(), is currently reduced to the second message in all cases. 2. There's no way to change what channel the hell messages come through, although the relevant code from mons_speaks_msg() could probably be adapted. Also, if (1) is fixed, there is a lua equivalent of noisy() that could be used for the sound channel messages, although according to its surrounding comments, it's limited compared to the non-lua version. -------------------------------------------------------------------------------- b5c24db | David Lawrence Ramsey | 2011-11-11 09:47:16 -0600 Don't use mprf() when mpr() will do. -------------------------------------------------------------------------------- 58dfc7a | Adam Borowski | 2011-11-11 15:49:21 +0100 Give more info in a common assert failure. -------------------------------------------------------------------------------- 82f492f | Adam Borowski | 2011-11-11 15:35:44 +0100 Denzi's tile for flightless tormentors. -------------------------------------------------------------------------------- 148a168 | Adam Borowski | 2011-11-11 15:02:00 +0100 Identify an item class upon seeing a pre-identified item of that type. -------------------------------------------------------------------------------- 6829e99 | Adam Borowski | 2011-11-11 14:44:15 +0100 s/crystal plate/\1 armour/ to stave off elliptic's culinary fears. -------------------------------------------------------------------------------- 5d27663 | Adam Borowski | 2011-11-11 14:29:42 +0100 Don't waste cancelled known scrolls of vorpalize weapon. The refrigeration/venom/immolation gimmick is kind of pointless and nethackish, but the real use is trying to vorpalize weapons which can't be vorpalized. -------------------------------------------------------------------------------- 1fb1ccd | Adam Borowski | 2011-11-11 13:49:01 +0100 When affixing chaos, make Xom laugh faster. Since chaos explosion effects are quite likely to cause further enjoyment, order of messages matters. -------------------------------------------------------------------------------- 54a256a | Adam Borowski | 2011-11-11 13:45:10 +0100 Don't warn the player when reading an unknown scroll of vorpalize. There's no penance for unknown scrolls, too. -------------------------------------------------------------------------------- 4d09485 | Adam Borowski | 2011-11-11 13:35:04 +0100 Add a warning when you'd toxic radiance a friend. -------------------------------------------------------------------------------- d49db28 | Adam Borowski | 2011-11-11 13:33:03 +0100 Actually create dat/dlua/tags.lua -------------------------------------------------------------------------------- cbd4e21 | Adam Borowski | 2011-11-11 13:24:18 +0100 Unify a bit player vs monster handling of rPois. Immunity can be marked by 3 like in rRot. rPois is still a mess, with monsters currently being immune to everything but Staff of Olgreb, staves of poison and Poison Arrow at 1 and 2. -------------------------------------------------------------------------------- 64d6946 | Adam Borowski | 2011-11-11 12:16:19 +0100 Autogenerate dat/dlua/tags.lua It'd be a royal pain in the butt to have to manually generate it every time you add a minor save tag. Also, Python is not easily available on most platforms. -------------------------------------------------------------------------------- f1787c9 | Jude Brown | 2011-11-11 15:59:29 +1000 Update fog machine compatibility to use tags library. -------------------------------------------------------------------------------- 7680a41 | Jude Brown | 2011-11-11 15:59:28 +1000 Solve minor tag name issue for Lua marker compatibility. util/gen_luatags.py will now generate dat/dlua/tags.lua. It's pretty simplistic at the minute -- just mapping the relevant TAG_MINOR_XXX to a numeric value. This is obviously not automated, and will need to be run whenever you update tag-version.h /and/ wish to be able to access one of those tags from Lua. It could do more fancy things, I suppose, but having it simple for now solves a relatively minor issue which could, in theory, become more prevalent if or when we start modifying markers more regularly. At the very least, it means we don't need to bump the major version every time I change a fog machine parameter. -------------------------------------------------------------------------------- 87f38c0 | elliptic | 2011-11-11 00:22:01 -0500 Make fire vortex melee more fiery. Previously their AF_FIRE barely did anything because their HD was really low; now a significant portion of their damage comes from it. -------------------------------------------------------------------------------- 140f799 | elliptic | 2011-11-11 00:22:01 -0500 Reduce duration of clouds and vortices from Fire Storm. Cloud duration is now the same as for Ice Storm. -------------------------------------------------------------------------------- 740a9eb | David Lawrence Ramsey | 2011-11-10 22:47:48 -0600 Fix Mantis 4884. When affixing the freezing brand (and, hence, casting Ozocubu's Refrigeration as a side effect), if you answer "n" to the attack warning prompt, it's properly aborted instead of erroneously affixing the freezing brand without any side effects. This is also done for affixing the venom brand (and, hence, casting Olgreb's Toxic Radiance as a side effect). Note, however, that this effectively does nothing right now, as cast_olgrebs_toxic_radiance() doesn't give the attack warning prompt and always succeeds. I'm unsure how to add the attack warning prompt to it, as a simple LOS check is wrong due to the spell's not working on invisible monsters, but if the function is changed to do so and return SPRET_ABORT in that case, the problem should be handled properly then. I've added a comment explaining the deficiency in the meantime. -------------------------------------------------------------------------------- c01bc6c | Jude Brown | 2011-11-11 14:35:24 +1000 Update marker save compatibility, wrapper for TAG_MAJOR_VERSION. -------------------------------------------------------------------------------- 9c67fed | Michael Gagno | 2011-11-10 20:34:03 -0800 Do not give Deep Dwarf Necromancer monsters Jessica's spells. They would randomly be given their own spellbook, or jessica's spells (why??!). This changes it so they only get their own spellbook. That means there is no longer any randomness... but it's easy to add a new set of spells if a good one can be thought of. -------------------------------------------------------------------------------- b632be0 | David Lawrence Ramsey | 2011-11-10 22:19:08 -0600 Simplify message for affixing freezing brand. As mentioned in Mantis 4884, "glows brilliantly blue" for non-ranged weapon branding looks like a failed enchant weapon (or possibly a "scroll of random uselessness" message), so use "covered in frost" for both brandings. -------------------------------------------------------------------------------- b3cd586 | David Lawrence Ramsey | 2011-11-10 22:16:29 -0600 Add formatting fixes. -------------------------------------------------------------------------------- 5ee9fee | David Lawrence Ramsey | 2011-11-10 22:15:29 -0600 Use the proper IMMOLATION-type enum when affixing the fire brand. -------------------------------------------------------------------------------- 5364b2f | Michael Gagno | 2011-11-10 19:32:54 -0800 Some tweaks to the new Geh map. The number of smoke demons has been reduced by 33% (random). Also, they are patrolling, which should make them less likely to cluster in one spot. Finally, there are a few more windowless areas. This should make the map easier for melee characters who don't have smiting attacks. -------------------------------------------------------------------------------- 2a03c9c | Jude Brown | 2011-11-11 12:59:23 +1000 Fix Phoenix attitude, marker removal (#4881). This should retain the correct attitude across rebirth, and resolve any issues with accessing the freed marker for information. It doesn't resolve cross-level changes, though. -------------------------------------------------------------------------------- dc09296 | elliptic | 2011-11-10 21:44:20 -0500 Force tormentors to walk on the ground. There wasn't any good reason for them to fly, since they are too busy having spines and hooks and such to have any wings. -------------------------------------------------------------------------------- 463a6fb | David Lawrence Ramsey | 2011-11-10 20:12:21 -0600 Reenable brown for large abominations, as it's *actually* unused there. Also, fix surrounding comments. -------------------------------------------------------------------------------- 292c68f | David Lawrence Ramsey | 2011-11-10 19:43:04 -0600 Revert "Remove more references to brown undead abominations." This reverts commit 493f3694885ac582423145310fdb85a99dc34601. Brown is no longer used for undead abominations, but it is for crawling corpses and macabre masses. -------------------------------------------------------------------------------- b3bb20f | Samuel Bronson | 2011-11-10 20:38:13 -0500 Show stash search prefixes on description screen. -------------------------------------------------------------------------------- 493f369 | David Lawrence Ramsey | 2011-11-10 19:31:24 -0600 Remove more references to brown undead abominations. -------------------------------------------------------------------------------- e487391 | Neil Moore | 2011-11-11 01:38:31 +0100 More Twisted Resurrection fixes and cleanup. Use brown 'x' rather than dark grey '%' for crawlies; remove brown from undead abomination colours. Allow oversized (> 15 HD) small abominations to be upgraded. Fix an incorrect comment on HD-to-weight efficiency. -------------------------------------------------------------------------------- 5be3388 | Adam Borowski | 2011-11-11 00:53:21 +0100 Make a bunch of functions static, delete some unused junk. -------------------------------------------------------------------------------- 39aa805 | Chris Campbell | 2011-11-10 22:16:33 +0000 Interrupt passwall when hit by dispersal or otherwise blinked -------------------------------------------------------------------------------- 5e112b1 | David Lawrence Ramsey | 2011-11-10 16:06:26 -0600 Add Twisted Resurrection to ghost spells, since it has a monster version now. -------------------------------------------------------------------------------- 1a54dc0 | David Lawrence Ramsey | 2011-11-10 16:04:09 -0600 Remove Animate Dead from Xom's spell list. There's no easy way to check whether there are corpses around it so that it'll work (as is done for other spells), and he can send you better permanent allies anyway, or demonic allies that can raise zombies for you. -------------------------------------------------------------------------------- 2de0034 | David Lawrence Ramsey | 2011-11-10 15:55:43 -0600 Comment fix. -------------------------------------------------------------------------------- 298eaaa | David Lawrence Ramsey | 2011-11-10 15:54:10 -0600 Add minor cosmetic fixes. -------------------------------------------------------------------------------- d57b92e | David Lawrence Ramsey | 2011-11-10 15:45:21 -0600 Properly make a function static. It probably could be reused elsewhere eventually, though. -------------------------------------------------------------------------------- 30f7d65 | Adam Borowski | 2011-11-10 21:19:25 +0100 Twisted Resurrection: actually use LOS range rather than your position. Unless cast with a very high power, it'd affect only the place you're standing on, or its direct neighbours. Which goes totally contrary to the overhaul's purpose -- getting rid of corpse stacking. -------------------------------------------------------------------------------- 38c8921 | Adam Borowski | 2011-11-10 20:51:29 +0100 Mountain dwarf bats -- to the bat cave! -------------------------------------------------------------------------------- b94cf90 | Adam Borowski | 2011-11-10 20:12:26 +0100 s/BEAM_CHARM/BEAM_ENSLAVE/ to match the name used elsewhere. There's nothing charming in forcing someone to do your bidding -- recognized as a hostile act by the game. -------------------------------------------------------------------------------- 9568e13 | Chris Campbell | 2011-11-10 18:47:47 +0000 Don't always upgrade clubs/slings to long swords when generating a good item -------------------------------------------------------------------------------- 32c1cac | Chris Campbell | 2011-11-10 18:45:00 +0000 Make Blade Hands damage depend more on strength and dex -------------------------------------------------------------------------------- 8e5f6d6 | Chris Campbell | 2011-11-10 18:44:59 +0000 Adjust the power modifiers for a few hexes Removed the boost to player paralysis (if necessary it could be reinstated as a part of the paralysis zap itself, maybe), and made Corona and Slow a little harder to resist. -------------------------------------------------------------------------------- e0fbb80 | Chris Campbell | 2011-11-10 18:44:59 +0000 Make Staff of Wucad Mu miscasts more common -------------------------------------------------------------------------------- b40c13f | Chris Campbell | 2011-11-10 18:44:58 +0000 Make demons from the sceptre of Asmodeus temporary instead of permanent (but long-lived and unabjurable) -------------------------------------------------------------------------------- ff54ebe | David Lawrence Ramsey | 2011-11-10 12:00:51 -0600 Revert "Tweak Twisted Resurrection description." This reverts commit 98b65e2f7c239f261c8c29c4e4372c40b58245dd. Apparently, having enough spell power makes it work on corpses you're not standing on. -------------------------------------------------------------------------------- 98b65e2 | David Lawrence Ramsey | 2011-11-10 11:26:16 -0600 Tweak Twisted Resurrection description. Referring to "nearby" corpses falsely implies that you don't need to be standing on the corpse(s) that will be animated. -------------------------------------------------------------------------------- 1768250 | David Lawrence Ramsey | 2011-11-10 11:25:58 -0600 Add spacing fix. -------------------------------------------------------------------------------- bcc2e95 | David Lawrence Ramsey | 2011-11-10 11:02:57 -0600 Constify. -------------------------------------------------------------------------------- a1fe780 | David Lawrence Ramsey | 2011-11-10 11:00:44 -0600 Add minor cosmetic fixes. -------------------------------------------------------------------------------- 499579f | David Lawrence Ramsey | 2011-11-10 09:56:52 -0600 Add formatting fixes. -------------------------------------------------------------------------------- e806efc | David Lawrence Ramsey | 2011-11-10 09:35:07 -0600 Comment fix. -------------------------------------------------------------------------------- 29dba8b | Chris Campbell | 2011-11-10 14:42:32 +0000 Give some monsters appropriate fake_spells and actual_spells flags Geryon gets M_FAKE_SPELLS since he's evoking his horn (so shouldn't be affected by antimagic). Fire giants, frost giants and titans get M_ACTUAL_SPELLS - according to kilobyte they should be using actual spells rather than innate abilities if they're giants from norse myth, which sounds good to me as it removes another weird silence exception and fits their flavour easily. -------------------------------------------------------------------------------- d837506 | David Lawrence Ramsey | 2011-11-10 08:36:25 -0600 Simplify. -------------------------------------------------------------------------------- f4be2a7 | David Lawrence Ramsey | 2011-11-10 08:33:02 -0600 Add punctuation fixes. -------------------------------------------------------------------------------- 03a5b3b | Jude Brown | 2011-11-10 21:43:29 +1000 Tweak 'b' colours more, restrict LIGHTGRAY from butterflies. Fire bats go onto ETC_FIRE, and phoenixes onto RED. -------------------------------------------------------------------------------- ea1a25c | Jude Brown | 2011-11-10 21:43:28 +1000 Restrict butterflies to light colours only; recolour relevant 'b's. This moves fire bats to red, off of light-red. -------------------------------------------------------------------------------- 23e41a5 | Jude Brown | 2011-11-10 21:43:28 +1000 Finish Phoenixes! They'll now resurrect themselves. Hopefully, there aren't too many bugs, but it at least seems to work all of the time now, rather than just simply when in LOS. -------------------------------------------------------------------------------- b954c76 | Adam Borowski | 2011-11-10 12:25:24 +0100 Use ugly French spacing in a description. It's an unsightly abomination, but since Crawl uses it thoroughly, having inconsistent spacing is even worse. -------------------------------------------------------------------------------- 1d19b7e | Adam Borowski | 2011-11-10 12:12:38 +0100 Turn around reversed species and genus for crawling corpse. -------------------------------------------------------------------------------- 938a604 | Adam Borowski | 2011-11-10 12:09:57 +0100 Pluralize "ass" into "asses". The Enchantress can be only one, but beware of macabre masses of donkeys. -------------------------------------------------------------------------------- e2c8460 | Adam Borowski | 2011-11-10 12:04:07 +0100 Whitespace and formatting fixes. -------------------------------------------------------------------------------- 8595f44 | Neil Moore | 2011-11-10 11:41:51 +0100 Fix dangling string references. We shouldn't save the c_str() of a temporary string, since it can be deallocated as early as the end of the statement. -------------------------------------------------------------------------------- e0e6cce | Neil Moore | 2011-11-10 11:41:13 +0100 Make Twisted Resurrection a monster spell. Give it to the elf animators (priest, high priest, and death mage). Also add descriptions for crawling corpses, macabre masses, and the spell itself; and placeholder tile specs for the monsters. -------------------------------------------------------------------------------- 9cad31c | Neil Moore | 2011-11-10 11:40:49 +0100 Messaging improvements. Move message generation out of change_monster_type(), and a few other messaging-related cleanups. Also, do not make created abominations belong to Lugonu or Makhleb just because you are in that god's branch. -------------------------------------------------------------------------------- 7c4ac15 | Neil Moore | 2011-11-10 11:40:28 +0100 Split monster_polymorph(). monster_polymorph() now does the target selection, validation, messaging, and angering; everything else is handled by the new change_monster_type(). Call the latter when merging crawlies. Currently, change_monster_type() returns the message that should be printed, but it's probably possible to move the message generation itself back into monster_polymorph(). This reverts some of the changes from the previous commit. -------------------------------------------------------------------------------- 651fd7a | Neil Moore | 2011-11-10 11:40:05 +0100 Use monster_polymorph() when changing types. This way we are sure that all information is updated properly. To support this, add another (optional) parameter to monster_polymorph() to toggle message generation. Using the polymorph code means that we also have to make macabre masses and abominations valid polymorph targets for crawlies, and large abominations valid targets for small abominations. Probably the post-check, non-messaging parts of monster_polymorph should be split off into a change_monster_type() function, with monster_polymorph() itself handling target selection, validation, and messaging. Then we could use change_monster_type() here and undo our changes to _valid_morph(). -------------------------------------------------------------------------------- b128a00 | Neil Moore | 2011-11-10 11:39:39 +0100 Don't encourage grindy behaviour. Avoid upgrading large abominations; if someone wants lots of low-HD large abominations they would be encouraged to take existing ones off-level. Round masses using div_round_rand, with results of 0 HD collapsing into a pulpy mess. -------------------------------------------------------------------------------- d1e63fa | Neil Moore | 2011-11-10 11:39:04 +0100 Some merging fixes, still incomplete. Cause merged crawlies/aboms to lose a turn (split out of _do_merge_slimes into a new function _lose_turn). Do not create a new monster when merging. Instead, change the type of the old merged-into monster. This still needs some work to get speed and other attributes correct. Fix a bug that always gave merged abomination >= max hit dice. Don't update the merged-into creature's behaviour and target. This may need to be changed, but the idea is that crawlies are absorbed by abominations, including unfriendly ones. -------------------------------------------------------------------------------- 18297e0 | Neil Moore | 2011-11-10 11:38:34 +0100 First pass at corpse merging. Based on slime merging, but we replace both creatures, not just the one initiating the merge. -------------------------------------------------------------------------------- 2c51fb7 | Neil Moore | 2011-11-10 11:38:19 +0100 Self-assembling abominations, part 1. Twisted Abomination now turns corpses in a (power-dependent) radius into "crawling corpses" and "macabre masses", with HD based on corpse weight and spell power. Enough corpses and mass in a single pile creates an abomination instead. -------------------------------------------------------------------------------- f227235 | Neil Moore | 2011-11-10 11:37:06 +0100 Indentation fix. The indentation of player::visible_to suggested that blindness affects creatures with see/sense invis, even though that is not the case. -------------------------------------------------------------------------------- e57cd63 | Neil Moore | 2011-11-10 11:32:44 +0100 Mention hydras only in fiery blade descriptions. This was always supposed to be the case, but the code mistakenly treated DVORP_* as bit fields, causing the message to be displayed on (flaming) piercing, slashing, and stabbing weapons, too. -------------------------------------------------------------------------------- a923452 | Adam Borowski | 2011-11-10 10:45:32 +0100 Change several array size asserts to static compile checks. -------------------------------------------------------------------------------- 1566f8e | Michael Gagno | 2011-11-10 01:15:24 -0800 Make jiyva's "remove harmful mutation" power not depend on inovcations. This puts it in the same category of other abilities, like zin's cure all mutations. Previously, you could just spam the power at "Poor" (at no real cost) until it worked. There's no tactical reason for this to need invocations skill. -------------------------------------------------------------------------------- 984f2e9 | David Lawrence Ramsey | 2011-11-09 23:50:47 -0600 Add spacing fixes. -------------------------------------------------------------------------------- 6612a8f | David Lawrence Ramsey | 2011-11-09 23:44:16 -0600 TYpo fix. -------------------------------------------------------------------------------- 72d4441 | David Lawrence Ramsey | 2011-11-09 23:36:59 -0600 Tweak wording. -------------------------------------------------------------------------------- a314e69 | Michael Gagno | 2011-11-09 20:16:29 -0800 Make the silence overlay in tiles less gross. It was really obstructive, with parts of it being completely opaque. I was tempted to just make it a solid purple, but kept the grid look because it sticks out a bit better against halo effects (relevant for Mennas). -------------------------------------------------------------------------------- 4cc0881 | Adam Borowski | 2011-11-10 03:57:35 +0100 Abort passwall if a wall appears on the target place. The instadeath thing was an ugly remnant of the times when trying to walk into lava would kill you, etc. Passwall is still buggy, though: it assumes nothing changes. If the wall disappears, turns into metal, lava or feathers, you'll happily passwall to the original destination. -------------------------------------------------------------------------------- de7ffdb | Adam Borowski | 2011-11-10 03:40:02 +0100 Cut off the staff from gnoll shaman's tile, use it for everyone. -------------------------------------------------------------------------------- e0ecbdf | Samuel Bronson | 2011-11-09 19:36:17 -0500 Prevent excess travel exclusions in shiori_entry_oz. Unfortunately, this way we won't get exclusions everywhere we'd want them, at least not without waiting for a long time... -------------------------------------------------------------------------------- 7800ed8 | Adam Borowski | 2011-11-09 18:52:43 +0100 Set weapon attachment for the gnoll sergeant tile. The shaman suffers from the same problem -- and an attachment would be at the same offset, however the tile already has a staff. Which is wrong, as shamans can use any weapon. -------------------------------------------------------------------------------- 32690c8 | David Lawrence Ramsey | 2011-11-09 08:55:40 -0600 Properly check the American spelling of e.g. "ego armor", as done elsewhere. -------------------------------------------------------------------------------- 5281212 | David Lawrence Ramsey | 2011-11-09 08:54:40 -0600 Properly check the American spelling "memorize". -------------------------------------------------------------------------------- 626a6ee | David Lawrence Ramsey | 2011-11-09 08:54:22 -0600 Add comment fixes. -------------------------------------------------------------------------------- 303d37c | elliptic | 2011-11-08 20:48:34 -0500 Make LRD not require Z-casting when no monsters are in sight. It is always potentially useful for digging, and it can hit monsters who aren't currently visible sometimes. -------------------------------------------------------------------------------- 3b8d35f | elliptic | 2011-11-08 20:48:34 -0500 Make LRD handle scrying and transparent walls correctly. Correctly means not expanding to the other side of a wall, since you already can't target stuff on the other side. -------------------------------------------------------------------------------- 995af74 | Samuel Bronson | 2011-11-08 20:41:46 -0500 Fix a bug in the training restrictions code. (It might even have been a user-visible bug, but I'm not sure.) -------------------------------------------------------------------------------- b1f2f51 | David Lawrence Ramsey | 2011-11-08 10:54:48 -0600 Make Beoghites' eating orc chunks desecration as well as cannibalism. This is consistent with holy beings, and another indicator of orcs' special status under Beogh. -------------------------------------------------------------------------------- 3152719 | David Lawrence Ramsey | 2011-11-08 10:50:59 -0600 Mention good gods' dislike of desecrating holy remains on the "^" screen. -------------------------------------------------------------------------------- 6c67bf9 | David Lawrence Ramsey | 2011-11-08 10:48:42 -0600 Add minor cosmetic fixes. -------------------------------------------------------------------------------- ca3f940 | David Lawrence Ramsey | 2011-11-08 10:48:18 -0600 Properly describe holy chunks as forbidden for good god worshippers. -------------------------------------------------------------------------------- a36a1de | David Lawrence Ramsey | 2011-11-08 10:39:09 -0600 Rename conduct: DID_VIOLATE_HOLY_CORPSE -> DID_DESECRATE_HOLY_REMAINS. -------------------------------------------------------------------------------- 2310157 | David Lawrence Ramsey | 2011-11-08 10:31:49 -0600 Tweak conduct description. -------------------------------------------------------------------------------- 73cead8 | Adam Borowski | 2011-11-08 16:50:46 +0100 Don't exempt invis monsters from recite. The player can't start reciting without knowing of an audience, but that orc wizard inside a bunch of orcies can still hear it well. -------------------------------------------------------------------------------- dfee774 | David Lawrence Ramsey | 2011-11-08 09:23:37 -0600 Give gnoll sergeants a 1/3 chance to get a trident. This is fitting in several ways: it provides more variety in terms of equipment, the gnoll sergeant is the only gnoll type to get a trident (just as the gnoll shaman is the only gnoll type to get a staff, and it also goes along with the description of plain gnolls as being better-equipped), and it's shield-compatible in case the gnoll sergeant gets a shield. -------------------------------------------------------------------------------- f1b1a1a | elliptic | 2011-11-07 22:19:48 -0500 Make Jiyva stat shuffling take into account how much weight you are carrying. -------------------------------------------------------------------------------- 189d62d | Michael Gagno | 2011-11-07 18:44:16 -0800 Darken the pandemonium floor tile colours a bit. -------------------------------------------------------------------------------- 85d8c4b | Michael Gagno | 2011-11-07 18:20:06 -0800 Add restrict_door() to a Gloorx Vloq map. They are meant to stay closed until the player opens them. -------------------------------------------------------------------------------- b42c4f4 | Adam Borowski | 2011-11-08 01:57:14 +0100 Fix a wizmode crash on viewing monster descriptions. -------------------------------------------------------------------------------- 047a5ef | Adam Borowski | 2011-11-08 01:57:14 +0100 Auto-id rings of see invis. -------------------------------------------------------------------------------- f14af95 | David Lawrence Ramsey | 2011-11-07 17:05:00 -0600 Properly give guardian mummies the mummy species. This matches all other mummies other than bog mummies, which seem different enough that they get their own species (a la generic dwarves versus deep dwarves). -------------------------------------------------------------------------------- 4a3d472 | David Lawrence Ramsey | 2011-11-07 17:00:48 -0600 Add spacing fixes. -------------------------------------------------------------------------------- 866a6d0 | David Lawrence Ramsey | 2011-11-07 10:58:20 -0600 Add minor cosmetic fixes. -------------------------------------------------------------------------------- 8f03d05 | David Lawrence Ramsey | 2011-11-07 10:33:09 -0600 Fix Mantis 4686: Properly restore toadstool duration. Their duration formula assumed their original speed of 10, which was broken when it was reduced to 0 when fixing Mantis 4584. As long as speed_to_duration() keeps returning a minimum value of 10, this change is all that's necessary. -------------------------------------------------------------------------------- 0cf6096 | David Lawrence Ramsey | 2011-11-07 10:00:01 -0600 Make Kiku properly not shield you from torment while pain branding your weapon. The previous code would make him always shield you then. Note that it's a bit hackish, but it does work. -------------------------------------------------------------------------------- b45cf1b | Jude Brown | 2011-11-07 20:12:51 +1000 If a map vetoes, don't keep trying to place it. (Zaba) This further differentiates map veto chunks. -------------------------------------------------------------------------------- e88a35e | Jude Brown | 2011-11-07 19:54:09 +1000 Update docs for veto chunk. -------------------------------------------------------------------------------- 9d2b1f5 | Jude Brown | 2011-11-07 19:54:08 +1000 New Crypt end (El Kab), make veto Lua chunk do something. The new Crypt end has four monster sets, similar to Bobbens' Church of Pain. The average EXP and loot should be about the same regardless of the monster set, and the loot itself is similar to other Crypt endings; finally, the vampire set can get Jory, which brings us to: Veto chunk now actually does something. I've updated levdes.vim so that it'll pick up as a deslua block, and I'll update the documentation. Basically, this is consulted /before/ the map is generated or place, and gives the map the option to veto placement before it begins. This usage is to prevent tower_of_silence from being placed if Jory has already been placed via the Crypt ending. It was, of course, possible to uniq_ them together, but as kilobyte points out, it's a one-way problem: if Jory is already placed, the Crypt map will just give a vampire knight. -------------------------------------------------------------------------------- 0a7d188 | Adam Borowski | 2011-11-07 10:16:58 +0100 Fix several uses of mon_info->mon(). Most were even immediately converted to mon_info again, and that's damn costly. Another one is a legitimate (wizmode) information leak, so it can use monster_at() directly. -------------------------------------------------------------------------------- ac18834 | Adam Borowski | 2011-11-07 10:16:58 +0100 Fix an useless use of mon_info by the obsidian axe. -------------------------------------------------------------------------------- 4772703 | Michael Gagno | 2011-11-06 17:41:07 -0800 Give Lom Lobon Ice Storm as an emergency spell. This replaces blink away, which really just made lom less dangerous at low hp. Now lom lobon will be more likely to cast ice storm when badly hurt. This is only a small buff. -------------------------------------------------------------------------------- 430fa3f | Adam Borowski | 2011-11-07 01:01:28 +0100 Drop the distinction between pan lords in connected branches vs Pan/Zig. -------------------------------------------------------------------------------- ed2eff5 | Adam Borowski | 2011-11-07 00:59:08 +0100 Make 1/3 rather than 1/10 pan lords non-spellcasters, reduce brands on casters. -------------------------------------------------------------------------------- fae387d | Adam Borowski | 2011-11-07 00:14:34 +0100 Fix pan lords having always speed 10, cut ghost_demon code duplication. Yeah, this has pretty profound balance implications... -------------------------------------------------------------------------------- bc22462 | Adam Borowski | 2011-11-06 23:20:55 +0100 Use Denzi's green bones floor for the ruined half of tar_minmay_river. The rest of the endings are unmodified for now -- still the space base floor. -------------------------------------------------------------------------------- 5510d4e | Adam Borowski | 2011-11-06 22:43:48 +0100 Show partial skills in character dumps. -------------------------------------------------------------------------------- bff1c41 | Adam Borowski | 2011-11-06 22:43:48 +0100 Enchant Psyche's dagger. She had force_item but no enchantment set, so it was always 0,0. -------------------------------------------------------------------------------- 372cecc | Florian Diebold | 2011-11-06 20:29:16 +0100 Webtiles: Use F12 instead of _ for chat. It should be configurable, but there's not yet a good way to do client configuration. -------------------------------------------------------------------------------- 0e1242d | Eino Keskitalo | 2011-11-06 20:13:59 +0200 Fix a couple of occasions of treating tengu as winged. Fixes #4866. -------------------------------------------------------------------------------- 191c2e5 | Eino Keskitalo | 2011-11-06 19:40:20 +0200 Tiles credits (John McCartney, Lantier). -------------------------------------------------------------------------------- 0f57a8c | Chris Campbell | 2011-11-06 14:14:36 +0000 Update Donald's description for player Octopodes -------------------------------------------------------------------------------- 2601227 | Adam Borowski | 2011-11-06 14:29:34 +0100 Don't let Zin/Ely/TSO/Beogh/Yred lifesave people at 0 maxhp. Alternatively, we could make them undo rotting, but that'd be more work, and if you have no potions of curing, most likely you'll die the very next turn anyway. -------------------------------------------------------------------------------- 6d02fa1 | Adam Borowski | 2011-11-06 13:38:34 +0100 Pre-identify a few items that are always of the same types. (or in one case, it may be inferred from the quantity) -------------------------------------------------------------------------------- 5055a2b | Adam Borowski | 2011-11-06 13:38:34 +0100 Revert inscriptions on things found in portal vaults as well. It was a major pain in the rear -- adding meaningless inscriptions on 2/3 scrolls and potions, etc. And if you had 99 needles, picking one would make the whole stack {found in the Sewer}. On unstackable items, you can get this information in #chardump and now also in the description. With stackables, this is problematic and doesn't help except for IIRC one sewer and one bailey that always give potions of levitation in the same place. -------------------------------------------------------------------------------- 6c1f7ed | Adam Borowski | 2011-11-06 13:38:34 +0100 Show item's origins in item description. Sometimes it's a minor information leak (if a monster dies off-sight), but it was already available in #chardump so there's no reason to require using an out-of-game tool to read it. -------------------------------------------------------------------------------- c571a7e | Adam Borowski | 2011-11-06 13:38:34 +0100 Remove an invalid comment. -------------------------------------------------------------------------------- a7615e4 | Adam Borowski | 2011-11-06 13:37:57 +0100 Don't annotate items dropped by uniques except in three cases where it matters. Now that non-random brands on uniques pre-identify, this is pointless except for three specific cases: Psyche, Sonja and (debatably) Donald's shield. Also buggy: when an unique picks something up, the current code will claim it was their original gear. If you really want to know the origin, it is already specified in dumps, anyway. -------------------------------------------------------------------------------- 4f49d3f | Adam Borowski | 2011-11-06 11:31:25 +0100 Disambiguate hit_funcs and damage_funcs. Some damage ones were called hit; they are called at different times so the difference matters. -------------------------------------------------------------------------------- 28d9147 | Adam Borowski | 2011-11-06 11:31:25 +0100 Delay elec arrow discharge until after the attack, to avoid a possible crash. -------------------------------------------------------------------------------- 480424f | Adam Borowski | 2011-11-06 11:31:25 +0100 Get rid of a copy-the-monster hack. With no old reaping, range_funcs don't looking at the victim (none did) and hit_funcs not called on dead monsters (none of them care), it's no longer needed. -------------------------------------------------------------------------------- ba21d88 | Adam Borowski | 2011-11-06 11:31:25 +0100 Don't pass the victim to range_func, it's useless. And makes it harder to get rid of cleanup_dead = false. -------------------------------------------------------------------------------- e375396 | Adam Borowski | 2011-11-06 11:31:25 +0100 Remove the ranged brand of reaping (unused for over a year). Fixing it is possible -- if you want that, please revert this commit and do the work, using the new melee design. -------------------------------------------------------------------------------- 6c9230e | Michael Gagno | 2011-11-06 02:25:42 -0800 Colour the cracked metal wall tile orange. It's only used in a single vault, which now uses orange tinted metal walls. It looked a bit out of place. -------------------------------------------------------------------------------- 7de1999 | Michael Gagno | 2011-11-06 01:38:06 -0800 Add Denzi's alt tartarus floor to rltiles/UNUSED It's a good floor and someone might be able to come up with a use for it. I prefer the floor tartarus currently has, but only slightly. One possibility: use this floor inside the tartarus ending vaults? -------------------------------------------------------------------------------- 5f25f20 | Michael Gagno | 2011-11-06 01:24:26 -0800 Denzi's new Pandemonium walls. In eight colours. I have also lowered the chance of the fleshy wall appearing in pandemonium, but it's still there. Unique pan lord levels get their own walls/floors (defined in pan.des) which aren't affected by this. -------------------------------------------------------------------------------- 240a38d | Michael Gagno | 2011-11-06 01:53:18 -0700 Denzi's new pandemonium floor tiles. They come in 8 colours. This removes floor_tomb from pandemonium and gives the tiles version of it a similar random feel to the console version. The tiles might be worth editing a little still. -------------------------------------------------------------------------------- 75476a0 | David Lawrence Ramsey | 2011-11-05 23:08:20 -0500 Attempt to fix encapsulation-violating hacks involving racial weapon types. -------------------------------------------------------------------------------- 1bffe33 | Michael Gagno | 2011-11-05 20:02:36 -0700 Updated Tartarus stone walls. (Denzi) -------------------------------------------------------------------------------- df714ea | David Lawrence Ramsey | 2011-11-05 22:00:49 -0500 Fix the species abbreviation for Kenku -> Tengu: Ke -> Te. -------------------------------------------------------------------------------- 817bbed | Jude Brown | 2011-11-06 12:46:36 +1000 Whoops, some tiles I forgot to check-in. -------------------------------------------------------------------------------- 9503462 | Jude Brown | 2011-11-06 10:49:55 +1000 Rename Kenku -> Tengu. "Kenku" itself seems to be a name and a concept specifically from D&D. Our kenku (now tengu) were alike these in that they were quite weak ("glass canon" about sums it up), but ours can fly, and D&D kenku cannot. This is really only the first step in properly differentiating then. D&D kenku are based on the Japanese folk creature of the tengu, so it seems sane to return to the roots; this is where NetHack tengu come from. Should retain save compatability. There might be a possible issue with the renamed tiles, but the order of the tiles file hasn't changed at all, so presumably these will be safe. -------------------------------------------------------------------------------- 35b2e96 | Adam Borowski | 2011-11-06 00:16:02 +0100 Don't copy the entire monster whenever one of several properties is queried. With lots of monsters of view, ~15% of time was spent just doing this copy. In all of those cases, it's a read-only operation, so a const pointer is just as good. -------------------------------------------------------------------------------- f40b9be | Jude Brown | 2011-11-06 08:57:53 +1000 Some quick code stolen from place-population to give EXP stats on a map. -------------------------------------------------------------------------------- ae2aedd | David Lawrence Ramsey | 2011-11-05 15:37:57 -0500 Tweak wording. It was either this or use a semicolon; this seems more consistent. -------------------------------------------------------------------------------- f9845cc | Adam Borowski | 2011-11-05 21:21:59 +0100 Short-circuit mons_is_safe() for other firewood. Except for ballistos, which somehow are marked as that even when active. Player should have a right to mark them as unsafe -- heck, I'd do that by default. For now, they are left as "safe" but unlike other plants which can't directly harm you, can be overridden. Pillars of salt, etc, are not overridable. -------------------------------------------------------------------------------- baea2d2 | Adam Borowski | 2011-11-05 21:04:00 +0100 Fix a crash on &t art flags. -------------------------------------------------------------------------------- 971edcd | Adam Borowski | 2011-11-05 21:04:00 +0100 Trim away a comma at the end of artefact inscriptions. If the artefact's only known property is the brand, you'd get {flame,}. -------------------------------------------------------------------------------- d59c05e | Adam Borowski | 2011-11-05 21:04:00 +0100 Give different messages when nausea goes away, depending on food and hunger. "Your stomach is not as upset anymore, and you want to eat." -- spoilable food you can eat right now "Your stomach is not as upset anymore, and you need some food." -- hungry, no chunks "Your stomach is not as upset anymore, let's find someone to eat." -- carnivore/gourmand with tummy space "Your stomach is not as upset anymore." -- otherwise By default, only the first one stops run/rest, but the extra messages are different so players with different tastes can set them accordingly. -------------------------------------------------------------------------------- 9a085d9 | Samuel Bronson | 2011-11-05 15:56:27 -0400 Speed hack: Special case MONS_PLANT as safe and not auto-excludable. This helps certain plant-heavy vaults not cause quite so much lag, e.g.: * roderic_crop_circles_entry_small * minmay_entry_arboretum_large They're still noticeably laggy, but less than before. -------------------------------------------------------------------------------- d1f6b3e | Chris Campbell | 2011-11-05 17:16:17 +0000 Fix sandblast displaying an empty line when cast -------------------------------------------------------------------------------- f4af87a | Chris Campbell | 2011-11-05 14:56:09 +0000 Make the Nausea status light brown instead of yellow so it's not the same colour as "Hungry" Also made it just stay one colour for the whole duration - knowing that Nausea is about to expire isn't really useful information in the same way as it is for Haste or other buffs. -------------------------------------------------------------------------------- 0ed9818 | Michael Gagno | 2011-11-05 03:05:22 -0700 Don't repeat the word in in loot inscriptions. -------------------------------------------------------------------------------- e558a97 | Adam Borowski | 2011-11-05 09:57:27 +0100 Use the common versioning scheme for map cache files. They used their own, which was never incremented as no one remembers about it, and didn't follow changes to marshalling structures which might affect map files. -------------------------------------------------------------------------------- 0dc0d1d | Adam Borowski | 2011-11-05 09:39:33 +0100 Mark a race condition as "FIXME". The whole part needs an overhaul, no time to do that right now. -------------------------------------------------------------------------------- 2f142e0 | Adam Borowski | 2011-11-05 09:30:43 +0100 Handle buffer underflows of memory streams gracefully. An invalid save would cause a crash there. -------------------------------------------------------------------------------- 5de2656 | elliptic | 2011-11-05 00:46:43 -0400 Buff antennae slightly. Radius of detection was increased by 1, from 1/3/5 to 2/4/6. This might make them more noticeable, and the aux-giving mutations recently got buffed a bit also. -------------------------------------------------------------------------------- f7e130d | Michael Gagno | 2011-11-04 21:37:05 -0700 A new (tiles) look for Tartarus (Denzi). It's much darker, and greener than before. The only problem is metal stands out a bit too much... I've made it use a dark metal tile in tartarus, but it's still grey instead of greenish like everything else. Luckily metal is rare in tar. Also, I made some small comestic adjustments to tomb, so the "wall of skulls" still has a place in crawl. It's most obvious on tomb:1. -------------------------------------------------------------------------------- c82e9c6 | Florian Diebold | 2011-11-05 01:36:05 +0100 Fix the install target. Somehow, I forgot to add that change to the commit. -------------------------------------------------------------------------------- 23c24bce | Jude Brown | 2011-11-05 09:51:24 +1000 Add origin inscription to items found in portal vaults (dpeg). This now appends "found in a volcano", "found in a trove", etc, using the dstorigin field of the portal vault marker. It's also possible to manually set level_origin_type, as Tukima's Studio wizlab does; in these instances, that specific value will be used. -------------------------------------------------------------------------------- bce641a | Florian Diebold | 2011-11-04 23:31:05 +0100 Webtiles: Apply substitutions to the path when editing the rcfile. -------------------------------------------------------------------------------- cca9092 | Florian Diebold | 2011-11-04 23:31:05 +0100 Allow specifying the path to the Webtiles client data while compiling crawl. This is mainly to allow trunk builds, which can have multiple different crawl versions behind a wrapper script, so that the server can't know in advance which client version it has to send. Also, this will install the client data to that folder in the install target. -------------------------------------------------------------------------------- e1c64ce | Florian Diebold | 2011-11-04 23:31:05 +0100 Remove a left-over debug log. -------------------------------------------------------------------------------- f82819f | Chris Campbell | 2011-11-04 21:14:16 +0000 Let potions of curing and Ely purification cure nausea -------------------------------------------------------------------------------- 22202bf | Chris Campbell | 2011-11-04 20:52:05 +0000 Don't try to place mimics (and crash doing so) in Zotdef -------------------------------------------------------------------------------- b23313c | Robert Burnham | 2011-11-04 15:27:58 -0500 Actually fix the @ bug Hopefully I can remove this code when I hear word that there are no future plans to bring the text back in the @ screen that tells you how good of a fighter you have by rolling a dummy attack roll and comparing it against a list of preset values. -------------------------------------------------------------------------------- 93ce233 | Robert Burnham | 2011-11-04 15:27:58 -0500 Rearrange player_monattk_hit_effects, apply_damage_brand significantly Chances are if something breaks with brands in the UCC branch in the near future, this commit may be to blame. Moves the application of damage brands to a more logical location. Also moves the application of brand special_damage inside apply_damage_brand along with the output of any special_damage messages applying to brands. Also removes a couple of extra (now unnecessary) calls to apply_damage_brand, particularly within player_monattk_hit_effects. As a side note, up to this point, the branch still is suffering from segfault crashes when you press '@' in game. Could have sworn I fixed it.... -------------------------------------------------------------------------------- f508d0a | Robert Burnham | 2011-11-04 15:27:57 -0500 Move some variables from melee_attack to attack -------------------------------------------------------------------------------- 5521ed4 | Robert Burnham | 2011-11-04 15:27:57 -0500 Remove extra_noise; replace last instances with noise_factor The extra_noise that got added in for flaming and elec attacks (1 and 2 respectively) is now added directly to noise_factor, adjusted (400 and 800 - respectively - * damage_done) to result in roughly the same amount of noise (with error due to rounding) after the noise_factor scaling equation (noise_factor * damage_done / 100 / 4) -------------------------------------------------------------------------------- 839233c | Robert Burnham | 2011-11-04 15:27:57 -0500 Change player_weapon_affects god to player_weapon_upsets_god Although the method actually handles both positive and negative god effects, I can't think of a good name which reflects that and isn't so long that it messes with formatting the rest of the source. -------------------------------------------------------------------------------- 535f8b4 | Robert Burnham | 2011-11-04 15:27:57 -0500 Rearrange instantiation of can_do_unarmed Moves the assigning of can_do_unarmed's value up to the initializer of melee_attack so that its value is ready to be checked throughout the class. Also removes a teeny bit of logic which was pointlessly checking the value of can_do_unarmed when its value was previously checked. -------------------------------------------------------------------------------- 0e27dc1 | Robert Burnham | 2011-11-04 15:27:56 -0500 Update remaining unarmed_ok to can_do_unarmed Simple naming change to improve readability of the code. "ok" isn't descriptive enough. -------------------------------------------------------------------------------- 409a150 | Samuel Bronson | 2011-11-04 18:56:18 -0400 Merge branch 'master' into unified_combat_control -------------------------------------------------------------------------------- 67e5524 | elliptic | 2011-11-04 15:49:14 -0400 Fix ghouls getting less than 40% as much healing from eating chunks. -------------------------------------------------------------------------------- 1276218 | Samuel Bronson | 2011-11-04 15:29:18 -0400 Merge branch 'master' into unified_combat_control with help of -X patience As usual, lots of the changes to master's fight.cc were to things that are in our melee_attack.cc, so were applied there instead. Conflicts: crawl-ref/source/fight.cc crawl-ref/source/melee_attack.h -------------------------------------------------------------------------------- a328b09 | Adam Borowski | 2011-11-04 17:45:00 +0100 A set of floor tiles, by Denzi, meant for Tartarus. I did not install them there yet since it would be a pity to detach the skull wall from skull floors. -------------------------------------------------------------------------------- 9ddb560 | Adam Borowski | 2011-11-04 17:45:00 +0100 A whitespace fix. -------------------------------------------------------------------------------- 863538d | Adam Borowski | 2011-11-04 17:45:00 +0100 Drop redundant TAGS from Labyrinth entrances. -------------------------------------------------------------------------------- 02354b5 | Chris Campbell | 2011-11-04 16:24:15 +0000 Make Jiyva remove mutations slightly less often -------------------------------------------------------------------------------- 6b914ba | Chris Campbell | 2011-11-04 16:24:15 +0000 Don't put exclusions on cloud generators in portal vaults, fix some volcano cloud generators being too big -------------------------------------------------------------------------------- 160194f | Neil Moore | 2011-11-04 16:24:14 +0000 Allow cursed items to block training other slots. If a cursed weapon prevents training a different weapon, then a cursed shield should prevent training a two-handed weapon. Likewise, cursed gloves should prevent training evocations with an unworn ring. We only check cursedness, not swappability, because no armour is considered easily-swappable. Though realistically one must remove gloves to swap rings, it doesn't actually work that way in Crawl. The argument for shields is less solid, but discussion in IRC raises the concern that having an uncursed shield block 2H weapon training only encourages carrying around junk weapons. -------------------------------------------------------------------------------- cda9fcc | Neil Moore | 2011-11-04 16:24:14 +0000 Apply De Morgan's laws for readability. -------------------------------------------------------------------------------- e0a4a6a | Neil Moore | 2011-11-04 16:24:13 +0000 Distinguish hard-to-swap-in from hard-to-swap-out. A staff of power, ring of magical power, or amulet of the gourmand is hard to swap out (you will lose bonuses that take time to recover), but easy to swap in (there is no loss from putting it on then taking it back off). This change allows training staves with only an unequipped staff of power. -------------------------------------------------------------------------------- d4d74e6 | Neil Moore | 2011-11-04 16:24:12 +0000 Fix skill blocking when swapping weapons. Swapping weapons can enable a weapon skill when unwielding the old weapon, then re-disable the skill when wielding the new weapon. However, update_can_train() disables, then enables, so a skill can be enabled even when it shouldn't be. To see the problem, enable both short blades and long blades, then swap from a short blade to a staff of power. This disables both sbl and lbl, but then erroneously re-enables lbl. This commit fixes the problem by updating can_train in the middle of the action, after unwielding but before wielding. -------------------------------------------------------------------------------- 24ef732 | Chris Campbell | 2011-11-04 14:18:42 +0000 Don't let monsters remain asleep when stabbed (#4799) -------------------------------------------------------------------------------- c4f97ea | Chris Campbell | 2011-11-04 14:18:41 +0000 Make monster-cast Haunt a bit less spammy -------------------------------------------------------------------------------- 8adbabc | David Lawrence Ramsey | 2011-11-04 07:45:21 -0500 Don't recommend HOIE anymore, since their Ice Magic aptitude tweak. -------------------------------------------------------------------------------- 9dabe32 | Adam Borowski | 2011-11-04 12:20:46 +0100 Don't let monsters act twice when entering a level, double the entering time. The first call was done too early, before the level was fully loaded. -------------------------------------------------------------------------------- 0e92741 | Michael Gagno | 2011-11-04 00:00:57 -0700 Make Denzi's new Dis tiles look more metallic. Modified by roctavian and due. One thing to note, the rust spots on the floor stand out a bit more now. It's not too distracting though. -------------------------------------------------------------------------------- de6e92c | Michael Gagno | 2011-11-03 21:54:33 -0700 Add blizzard demons to ice zig levels. -------------------------------------------------------------------------------- d7476ae | Adam Borowski | 2011-11-03 22:19:56 +0100 Recite: mark demigods as heretics in Zin's view. The "heretic" recite does little against non-casters, so it's mostly a theme thing. -------------------------------------------------------------------------------- fdc3c9b | Adam Borowski | 2011-11-03 21:15:15 +0100 Denzi's tiles for Dis. Metal walls appear to regular brick at the first glance, though -- not sure if that's good. -------------------------------------------------------------------------------- fc78b5d | David Lawrence Ramsey | 2011-11-03 14:45:57 -0500 Add wording fixes. -------------------------------------------------------------------------------- 084c9ff | Florian Diebold | 2011-11-03 18:48:34 +0100 Webtiles: Various layout fixes and JS cleanup. -------------------------------------------------------------------------------- 8d3935e | Florian Diebold | 2011-11-03 18:48:34 +0100 Disallow starting a game while another is running for the same user in Webtiles. Instead, the option is given to stop the old process, like in DGL. -------------------------------------------------------------------------------- 1c0cd4c | David Lawrence Ramsey | 2011-11-03 12:45:49 -0500 Add punctuation fix. -------------------------------------------------------------------------------- fc9bade | Chris Campbell | 2011-11-03 17:20:40 +0000 Make Foul Stench trigger more often -------------------------------------------------------------------------------- b02ace6 | Chris Campbell | 2011-11-03 17:20:39 +0000 Adjust Demonic Guardians a bit Trying to use some of the more interesting demons where possible (while still avoiding summoners). -------------------------------------------------------------------------------- b546ac8 | Samuel Bronson | 2011-11-03 13:03:27 -0400 Makefile: Accept additional linker flags in EXTERNEL_LDFLAGS -------------------------------------------------------------------------------- 0929d55 | Samuel Bronson | 2011-11-03 13:01:24 -0400 Makefile: Accept additional linker flags in EXTERNEL_LDFLAGS -------------------------------------------------------------------------------- 5ceb0ce | Michael Gagno | 2011-11-03 02:10:33 -0700 Fix Lemuel's jelly drop vaults. (uh oh) The jellies would generate asleep. Being behind walls, they were completely insulated from noise, and would never wake up. They'll actually be awake now, and will probably ruin someone's day because of that. -------------------------------------------------------------------------------- 2cefd04 | Robert Burnham | 2011-11-03 02:14:34 -0500 Fix double-damage in mons vs player combat -------------------------------------------------------------------------------- c36e68e | Robert Burnham | 2011-11-03 02:02:25 -0500 Simplify some poison-related output -------------------------------------------------------------------------------- 6f905f0 | Robert Burnham | 2011-11-03 01:37:22 -0500 Fix crash on @ Also removes a *2 scaling to the display of player to-hit. This corresponds with the removal of a *2 scaling I removed some time ago...but that was for the player evasion as well? Perhaps this scaling is legacy code. -------------------------------------------------------------------------------- 830e565 | elliptic | 2011-11-02 23:54:55 -0400 Remove special case for message for raising a skill to 1. With smooth skills, there isn't anything special about 1... it is only a little better than 0.9. Also fixed a couple other tiny things in the function. -------------------------------------------------------------------------------- f21c212 | Michael Gagno | 2011-11-02 19:18:40 -0700 Add balrugs to gehenna, blizzard demons to cocytus. Surprisingly, they weren't native monsters to either branch. Balrugs could be found in Gehenna, but only in vaults. They should generate normally now, although you won't find more than one or two per level, usually. The cocytus ending vaults still don't have blizzard demons. -------------------------------------------------------------------------------- 64a8858 | Michael Gagno | 2011-11-02 18:26:05 -0700 Fix the border in coc_mu. It had a border of permarock, surrounded by normal rock. It was possible (albeit unlikely) to use shatter to break the normal rock and then teleport past the permarock, and travel outside of the level. A better way of fixing this would have been to use set_border_fill_type, but that doesn't work right now. -------------------------------------------------------------------------------- e38440a | Chris Campbell | 2011-11-02 23:32:42 +0000 Don't paralyse the player when a monster on the other side of the level hits a Zot trap -------------------------------------------------------------------------------- 40c838f | Chris Campbell | 2011-11-02 23:32:42 +0000 Let Inner Flame place clouds on the exploded monster's square too -------------------------------------------------------------------------------- a1780f6 | elliptic | 2011-11-02 18:56:10 -0400 Remove guaranteed UC skill with vampires. Since biting no longer uses UC skill, this doesn't make sense any more. -------------------------------------------------------------------------------- 1d392ee | David Lawrence Ramsey | 2011-11-02 13:28:50 -0500 Simplify beastly_slot(). -------------------------------------------------------------------------------- f42af4d | Aaron Becker | 2011-11-02 18:02:46 +0000 Annotate weapons and armour dropped by uniques with its original owner. -------------------------------------------------------------------------------- d07646d | Robert Burnham | 2011-11-02 11:52:04 -0500 Inline the cotents of the wasp_paralyse_defender function -------------------------------------------------------------------------------- cf80bcf | Robert Burnham | 2011-11-02 11:25:22 -0500 Remove another previously-removed method -------------------------------------------------------------------------------- 7cddb25 | Robert Burnham | 2011-11-02 11:08:58 -0500 Remove prevoiusly-removed melee_attack method and some whitespace -------------------------------------------------------------------------------- 3823072 | Samuel Bronson | 2011-11-02 14:13:39 -0400 Attempt to stop capitalising inventory letters in messages. I hope I didn't miss any! -------------------------------------------------------------------------------- 506e49a | Adam Borowski | 2011-11-02 15:09:49 +0100 Make Fe/Op genus names apply to all cases, not just non-god skill titles. -------------------------------------------------------------------------------- a6a93d1 | Adam Borowski | 2011-11-02 14:14:25 +0100 Give XP and blame for kills with Zin's holy word in Sanctuary. The other two abilities can invoke it as well but grant XP. -------------------------------------------------------------------------------- 0b35942 | David Lawrence Ramsey | 2011-11-02 08:00:37 -0500 Fix Mantis 4847 by removing asphyxiation resistance from monster ice beasts. There seems to be confusion over whether they're made of ice (and, hence, have no lungs) or not, but since sky beasts apparently have lungs despite being made of "clouds and tortured flesh", and the proper way to mark a lungless monster is with the unbreathing quality, this should be okay. -------------------------------------------------------------------------------- 2928e3f | Adam Borowski | 2011-11-02 11:42:05 +0100 Don't make the mountain bat vault block others. -------------------------------------------------------------------------------- 54c6594 | Adam Borowski | 2011-11-02 11:40:49 +0100 An incentive to actually explore Lair. -------------------------------------------------------------------------------- aca8d7b | Adam Borowski | 2011-11-02 11:30:46 +0100 Mountain bats. -------------------------------------------------------------------------------- 05ff299 | Adam Borowski | 2011-11-02 11:11:40 +0100 Allow the alchemist's garden to generate in the Lair. -------------------------------------------------------------------------------- a777208 | Adam Borowski | 2011-11-02 11:09:57 +0100 A whitespace fix. -------------------------------------------------------------------------------- 573d05d | Adam Borowski | 2011-11-02 10:42:25 +0100 Recompress two tiles with > 7x waste. -------------------------------------------------------------------------------- f1eeef9 | Jude Brown | 2011-11-02 17:46:05 +1000 Fix broken fog machine loading (Elynae). This now introduces the capacity to check the minor version of a save file via file.minor_version(th). Unfortunately, the enum in tag-version.h isn't accessible, so you have to go off the numeric values. This may introduce issues on updating the major version. Don't forget to clear lm_fog.lua too! May cause other bugs, but none I've noticed so far. -------------------------------------------------------------------------------- ba60515 | Robert Burnham | 2011-11-02 02:38:34 -0500 Remove deprecated message logic The older emit_nodmg function and corresponding logic should be handled without the need to store the message and hold the output until a later date. The message sequence is definitely correct for weapon effects like venom and staff of summoning (which causes abjuration). -------------------------------------------------------------------------------- 20c6342 | Robert Burnham | 2011-11-02 02:15:34 -0500 Comment and whitespace fix -------------------------------------------------------------------------------- e716cd7 | Robert Burnham | 2011-11-02 02:02:07 -0500 Rename player_check_weapon_effects The function has nothing to do with checking effects of the ego or properties of a weapon (as the name would suggest). It actually is for checking if a property of the weapon affects a god (haste w/ chei, for example). -------------------------------------------------------------------------------- 9703cc9 | Robert Burnham | 2011-11-02 01:57:58 -0500 Move move_stairs to misc.cc It could be used for other things, its certainly not conceptually melee_only. As an aside, there appears to be another move_stairs esque method: move_stair which moves based on a ray, perhaps it should calculate its ray and use move_stair to check for error conditions and actually perform the feat move? -------------------------------------------------------------------------------- 1cef3b3 | Michael Gagno | 2011-11-01 22:09:33 -0700 Two diamond shaped vaults for mid-late D. I originally made these as pan lord vaults (for mnoleg and gloorx) but I think they work better as normal traditional dungeon vaults. Somewhat nasty if they show up early. -------------------------------------------------------------------------------- 88e0b39 | Michael Gagno | 2011-11-01 21:50:48 -0700 Make the weapon in ashenzari_altar_1 +0,+0 (neil) It was usually generating with a negative enchantment. -------------------------------------------------------------------------------- 328ea1a | Michael Gagno | 2011-11-01 19:56:05 -0700 Merge branch 'master' of gitorious.org:crawl/crawl -------------------------------------------------------------------------------- 4367d95 | Michael Gagno | 2011-11-01 19:54:47 -0700 A ruined temple to Ashenzari. Originally made for a serial vault that fell through. This part of it was worth salvaging. -------------------------------------------------------------------------------- ad0ae35 | Jude Brown | 2011-11-02 12:42:33 +1000 Allow specification of cloud exclusion radius, also via Lua; cloud traps. All new clouds are created with an exclusion radius of -1, which means that they will not create an exclusion. That's the default, and is what is provided to all functions which create clouds. Specifying any non -1 value will result in the coud not being considered "temporary", and view.cc will create an exclusion for that cloud. By default, the excluson radius of damaging clouds created by vaults is 1 (set by lm_fog.lua). You can specify any radius that you'd like, and it'll use that. For steam clouds, it will change the radius to zero if the radius is at the default 1; otherwise, it will use whatever radius to have specified. This might have some unwanted effects: any clouds which are loaded from an old save file will all be considered temporary, so until they properly decay, they won't be considered for exclusion. This will be tempoary until the next wave of clouds is created. Finally, this fixes cloud traps: they'll no longer create exclusions. Hooray! -------------------------------------------------------------------------------- 3f11d06 | Michael Gagno | 2011-11-01 18:26:04 -0700 Fix a small colouring error in a zot entry vault. -------------------------------------------------------------------------------- bd6f7e0 | Michael Gagno | 2011-11-01 18:11:53 -0700 Give unique pan lord levels specific tiles. They're coloured similarly to console. Ideally new tiles would be used, but in the mean time, might as well make good use of existing ones. Also, this stuff has been moved to a pan_lord_setup function in the des file. -------------------------------------------------------------------------------- b392848 | Florian Diebold | 2011-11-01 23:18:42 +0100 Hopefully generate the right files to make Webtiles games register in DGL. This also makes the Webtiles server replace the string %n with the current username in file paths, like DGL does (none of the other codes are currently implemented, but that could easily be changed). The username isn't automatically appended to the morgue path, now, since it can be done in the config. -------------------------------------------------------------------------------- 5847085 | Florian Diebold | 2011-11-01 23:18:41 +0100 Webtiles: Fix Tab keypresses being registered twice in Opera (#4148). -------------------------------------------------------------------------------- 9c030ba | Adam Borowski | 2011-11-01 23:01:33 +0100 Check for draconian/octopode/Gastronok armour only after it's already known. -------------------------------------------------------------------------------- 6653701 | Eino Keskitalo | 2011-11-01 23:48:46 +0200 New ghost moth tile, from Denzi, to replace the palette swap. (#4812) -------------------------------------------------------------------------------- 388c3f9 | Eino Keskitalo | 2011-11-01 22:18:42 +0200 Add the two other imps from #4625 to UNUSED as well. -------------------------------------------------------------------------------- e23b0fc | Robert Burnham | 2011-11-01 15:02:55 -0500 Update calc_base weapon comment -------------------------------------------------------------------------------- 936672e | Robert Burnham | 2011-11-01 14:58:24 -0500 Fix missing .c_str() on f23905913 -------------------------------------------------------------------------------- 5f6e4bb | elliptic | 2011-11-01 15:46:59 -0400 Improve the message for trying to eat while nauseous (|amethyst). -------------------------------------------------------------------------------- e73b9ac | Robert Burnham | 2011-11-01 14:28:35 -0500 Rename methods handling Spiny and Passive Freeze - mons_do_spines => do_spines - mons_do_passive_freeze => do_passive_freeze -------------------------------------------------------------------------------- cefe53f | Robert Burnham | 2011-11-01 14:28:35 -0500 Remove 2 deprecated functions - player_fights_well_unarmed (mostly removed in previous commits) - replace mons_defender_name with defender_name -------------------------------------------------------------------------------- 57b80bd | Robert Burnham | 2011-11-01 14:27:43 -0500 Remove mons_announce_dud_hit Its output (monster hit but did no damage) has been generalized and unified with the player-equivilent call. -------------------------------------------------------------------------------- df0ce89 | Samuel Bronson | 2011-11-01 19:58:38 -0400 Fix whitespace. -------------------------------------------------------------------------------- f239059 | Robert Burnham | 2011-11-01 15:30:45 -0500 Unify announce_hit methods mons_announce_hit and player_announce_hit quashed into announce_hit The code for player_announce_hit was also changed from msg::stream to mprf-style for easier future-maintainability. -------------------------------------------------------------------------------- 2739e96 | Robert Burnham | 2011-11-01 14:58:33 -0500 Fix compile error caused by careless copy/paste -------------------------------------------------------------------------------- 16f396a | Robert Burnham | 2011-11-01 14:09:48 -0500 Move modify_blood_amount to attack Blood graphics (and the need to scale those) could occur in ranged or magical combat just as they presently do in melee. -------------------------------------------------------------------------------- 82fc2b8 | David Lawrence Ramsey | 2011-11-01 12:52:41 -0500 Add wording fix. -------------------------------------------------------------------------------- 4e2d4f5 | Chris Campbell | 2011-11-01 17:45:10 +0000 Don't try and auto-eat (and crash) when nauseated -------------------------------------------------------------------------------- 8d40d7d | Samuel Bronson | 2011-11-01 11:45:31 -0500 Fix obvious cut & paste error which broke the *nix build. -------------------------------------------------------------------------------- 8b63eec | Samuel Bronson | 2011-11-01 11:45:31 -0500 Windows (MinGW): Do crash dumps, same as on *nix. We do this by defining USE_UNIX_SIGNALS there and fixing the resulting compiler errors. For some reason they aren't being written to files yet, though :-(. -------------------------------------------------------------------------------- a65c813 | Samuel Bronson | 2011-11-01 11:45:30 -0500 Win32: Don't tromp over scrollback: use a fresh console screen buffer. Could maybe use some error checking ... -------------------------------------------------------------------------------- c8c97c5 | Chris Campbell | 2011-11-01 16:40:36 +0000 Update Geryon's description -------------------------------------------------------------------------------- e2f1f93 | Chris Campbell | 2011-11-01 16:40:35 +0000 Don't mark Shields as restricted for Draconians -------------------------------------------------------------------------------- dba91a8 | Adam Borowski | 2011-11-01 17:36:09 +0100 Cut Geryon's wings, to let the tile match behaviour. -------------------------------------------------------------------------------- 5f1273c | Samuel Bronson | 2011-11-01 11:01:02 -0400 Merge branch 'w32c-crash-better' -------------------------------------------------------------------------------- a858787 | Chris Campbell | 2011-11-01 14:31:07 +0000 Make LRD use default targeting again (#4843) It doesn't do any damage to non-brittle monsters so on the one hand it's a bit misleading this way... but on the other hand having it not automatically target monsters means it takes many more keypresses per cast to aim at the desired wall. -------------------------------------------------------------------------------- 808fea4 | Adam Borowski | 2011-11-01 13:32:42 +0100 Change the wording on maximally enchanted items. The new one is clumsy but doesn't suggest higher enchanted items can't exist. -------------------------------------------------------------------------------- 83f9cc8 | Adam Borowski | 2011-11-01 12:03:29 +0100 Recompress the logo. As something shipped as-is, any non-negligible reduction counts, and here it's almost by half. -------------------------------------------------------------------------------- c9fa8cd | Adam Borowski | 2011-11-01 12:03:29 +0100 Recompress new tiles with more than 60% waste. -------------------------------------------------------------------------------- 8b47a07 | Adam Borowski | 2011-11-01 11:48:51 +0100 Don't guarantee layout_delve on D:13 anymore. It works, and testing other parts without hellspider is pointless. And due hates testing webs even though they're not good enough yet. -------------------------------------------------------------------------------- 41ae520 | Adam Borowski | 2011-11-01 11:48:51 +0100 For monsters that always get the same weapon brand, pre-identify it. -------------------------------------------------------------------------------- fa86d64 | Jude Brown | 2011-11-01 18:36:52 +1000 Remove testing web traps for D:13. -------------------------------------------------------------------------------- 783cd33 | elliptic | 2011-11-01 02:31:26 -0400 Make auxes depend more on stats, less on UC skill. UC skill now just helps auxiliary attacks in two ways: you get an offhand punch and you have some chance of headbutting/kicking even if you lack the corresponding mutations. Other features of auxiliary attacks now depend more heavily on strength and dexterity. I tried to keep the role of strength and dexterity fairly equal, though it is still the case that strength helps more with damage and dexterity helps more with accuracy. -------------------------------------------------------------------------------- a57a3de | elliptic | 2011-11-01 02:31:26 -0400 Remove extra hunger from aux attacks. Having aux attacks shouldn't hurt you... and this did sometimes, since often aux attacks will miss or do no damage. -------------------------------------------------------------------------------- 7d2e811 | Samuel Bronson | 2011-10-31 23:10:43 -0400 Fix obvious cut & paste error which broke the *nix build. -------------------------------------------------------------------------------- 6ea7024 | David Lawrence Ramsey | 2011-10-31 21:03:34 -0500 Add wording fix. -------------------------------------------------------------------------------- a06a4a0 | Samuel Bronson | 2011-10-31 21:41:11 -0400 Windows (MinGW): Do crash dumps, same as on *nix. We do this by defining USE_UNIX_SIGNALS there and fixing the resulting compiler errors. For some reason they aren't being written to files yet, though :-(. -------------------------------------------------------------------------------- d17453a | Adam Borowski | 2011-11-01 02:24:31 +0100 Recompress imp tiles. Up to 10x! -------------------------------------------------------------------------------- f3ba467 | Samuel Bronson | 2011-10-31 21:08:33 -0400 Win32: Don't tromp over scrollback: use a fresh console screen buffer. Could maybe use some error checking ... -------------------------------------------------------------------------------- 0dfbe3a | elliptic | 2011-10-31 19:14:14 -0400 Unrestrict maces for ogres. -------------------------------------------------------------------------------- 0d1c40d | Adam Borowski | 2011-10-31 23:52:41 +0100 Don't trigger Evolution when the player is doing nothing. -------------------------------------------------------------------------------- cc8cebf | Adam Borowski | 2011-10-31 23:21:40 +0100 A new mutation "Evolution" -- brings in new mutations. The mutations are usually good, but bad ones are pretty hard to remove. -------------------------------------------------------------------------------- 0013ddb | Robert Burnham | 2011-10-31 15:39:05 -0500 Fix various bugs and "helpless monster" text -------------------------------------------------------------------------------- d856397 | Robert Burnham | 2011-10-31 15:32:30 -0500 Fix contrib/sdl -------------------------------------------------------------------------------- 76db36a | Eino Keskitalo | 2011-10-31 22:00:39 +0200 Use Curio's iron imp tile from #4625, also clean up the shadow imp tile (using head from Curio's tile). -------------------------------------------------------------------------------- a057f74 | Eino Keskitalo | 2011-10-31 22:00:38 +0200 Use Curio's new base crystal plate tile from #4621, and add two more ego/randart variations from #3827. Remove the old base crystal plate tile. -------------------------------------------------------------------------------- 906c603 | Chris Campbell | 2011-10-31 18:32:05 +0000 Don't spam warning messages when trying to attack hostile holies under a good god -------------------------------------------------------------------------------- 35bc405 | Chris Campbell | 2011-10-31 18:32:04 +0000 Re-retier some DS muts, add two new mutations: Foul Stench and Ignite Blood Ignite Blood confers immunity to flame clouds and causes any blood spilled in the player's sight to erupt in flames and create a flame cloud (and also makes more blood get spilled in the first place). It's a single-level mutation available as a replacement to Hellfire in the fire facet (and making it a tier 2 facet instead of a tier 3 one). Foul Stench provides resistance to rotting and miasma, sickens monsters that attack the player in melee, and may create clouds of miasma when the player takes large amounts of damage in melee. It's a two-level mutation, and a level of Saprovore is gained as the first part of the facet. Both need plenty of testing and feedback! -------------------------------------------------------------------------------- 409c34e | Chris Campbell | 2011-10-31 18:32:03 +0000 Remove passive mapping as a DS mut, re-tier some other mutations -------------------------------------------------------------------------------- 9028046 | Chris Campbell | 2011-10-31 18:32:03 +0000 Don't let Geryon fly To protect people from dropping the horn in lava. It was suggested to make the horn-blowing automatic on Geryon's death, which would also work but this is an easy change to make in the meantime. -------------------------------------------------------------------------------- fde78b2 | David Lawrence Ramsey | 2011-10-31 13:30:25 -0500 Add wording fixes. -------------------------------------------------------------------------------- 740d005 | Robert Burnham | 2011-10-31 12:07:41 -0500 Merge branch 'master' into unified_combat_control Conflicts: crawl-ref/source/delay.cc crawl-ref/source/fight.cc -------------------------------------------------------------------------------- 6405c4a | Adam Borowski | 2011-10-31 16:23:12 +0100 Merge branch 'nausea'. Blame dpeg! -------------------------------------------------------------------------------- c59df72 | Adam Borowski | 2011-10-31 16:19:41 +0100 Restore the healing ghouls get from clean chunks. Before the food changes, they got it in 4/5 cases (5/5 for "bad" chunks). By my mistake, it became 1/5 (and 5/5). I wonder about removing badness from the formula at all -- losing some theme but making playing more straightforward. -------------------------------------------------------------------------------- acc561b | Adam Borowski | 2011-10-31 16:12:49 +0100 Relax nausea at starving. You get only at most half of nutrition, but can do something besides waiting for death. All chunks become effectively contaminated, those which already were, doubly so. Getting hit by bad food while already nauseated (and starving) gives you sickness in addition. (dpeg: is that ok? It removes a part of the rationale behind nausea -- but can happen only when the player is on dire straits already.) -------------------------------------------------------------------------------- 95b763f | Adam Borowski | 2011-10-31 15:18:53 +0100 Make centaurs Fastmeta 1 Herbi 1, now that it no longer affects thresholds. Within Vintermann's rules, it'd cause them to eat clean chunks at Hungry, contaminated ones at Very Hungry, which has been shown to be unplayable. Now that it affects only nutrition again, it should be ok. With recent changes to herbivorousness, this makes centaurs need to eat even more (effective hunger 5.33, before this commit 5). On the other hand, most permafood is vegetarian, so it's a double improvement to centaurs in non-living branches and those who worship Zin. -------------------------------------------------------------------------------- dda850b | Adam Borowski | 2011-10-31 14:30:02 +0100 Fix poison beams doing more damage when rPois, fix tracers. The former had reversed logic. The latter were based on an uninitialized place in memory. -------------------------------------------------------------------------------- 8a8e775 | Adam Borowski | 2011-10-31 14:09:31 +0100 Remove no longer necessary casts after random_choose(). -------------------------------------------------------------------------------- b73196b | Adam Borowski | 2011-10-31 13:40:43 +0100 Use proper type declarations for brand_type. -------------------------------------------------------------------------------- bc61b04 | Adam Borowski | 2011-10-31 13:24:02 +0100 Use templates for random_choose() to eliminate the need for multiple definitions. -------------------------------------------------------------------------------- c56cb9b | Adam Borowski | 2011-10-31 12:54:20 +0100 Simplify use of random_choose() by using overloading. -------------------------------------------------------------------------------- 56a7a78 | Robert Burnham | 2011-10-31 06:28:17 -0500 Unify to-hit messages, temporarily add in debug messages -------------------------------------------------------------------------------- aacbd52 | Adam Borowski | 2011-10-31 01:42:17 +0100 ZotDef: don't crash when a monster somehow gets into loot vaults. This should never happen for hostiles, but you can teleport into and summon stuff. You can even aggro your summons so an allegiance check wouldn't be right. Keeping the assert, though -- in any case where it fails, the monster would stare blankly into the space, not responding to attacks. Better to crash than to give a free victory. -------------------------------------------------------------------------------- 195423d | Adam Borowski | 2011-10-31 01:28:40 +0100 Whitespace fixes. -------------------------------------------------------------------------------- c745fde | Adam Borowski | 2011-10-31 01:22:37 +0100 Mark artefacts with wizardry INT<0 as conflicting. -------------------------------------------------------------------------------- 7476ad2 | Florian Diebold | 2011-10-30 23:41:11 +0100 Webtiles: Fix some layout issues. -------------------------------------------------------------------------------- 2a3d0ea | Florian Diebold | 2011-10-30 23:41:11 +0100 Webtiles server: Allow running in a chroot and as a daemon. Running in a chroot is insufficiently tested. It will require some python base libraries in the chroot, at least. -------------------------------------------------------------------------------- 53b9fe3 | Chris Campbell | 2011-10-30 19:40:21 +0000 Temporal Distortion: a new Chei ability to help against ranged attackers It's essentially just a very low duration step from time, with the result that monsters will approach the player, possibly bringing them into range for Bend Time and allowing the player to spend less turns being pelted by missiles. Probably needs lots of testing and tweaking! Additional changes: Bend Time moved to the 1* piety level, bonus resistances removed (now Chei worshippers can wear randarts there's not as much justification for them). -------------------------------------------------------------------------------- 5db97c4 | Chris Campbell | 2011-10-30 17:57:41 +0000 Don't let monsters heal under Death's Door -------------------------------------------------------------------------------- 039cc78 | Chris Campbell | 2011-10-30 16:47:43 +0000 Don't spend a turn and create a tloc cloud when aborting Passage of Golubria on a -cTele floor -------------------------------------------------------------------------------- 60b79e0 | Chris Campbell | 2011-10-30 16:35:07 +0000 Make Inner Flamed monsters leave behind some flame clouds on death -------------------------------------------------------------------------------- 4a13432 | Chris Campbell | 2011-10-30 15:59:33 +0000 Reduce the damage reduction from petrification -------------------------------------------------------------------------------- 31f3d58 | Chris Campbell | 2011-10-30 15:34:07 +0000 Make it easier to gain piety from pacification at low piety -------------------------------------------------------------------------------- e93b154 | Chris Campbell | 2011-10-30 15:34:03 +0000 Don't give Ely piety for mundane weapons/missiles after 1* -------------------------------------------------------------------------------- 03a7e9c | Frank Benkstein | 2011-10-30 13:14:08 +0000 show the item's name if you're throwing stuff at yourself -------------------------------------------------------------------------------- 3f6e89c | Michael Gagno | 2011-10-30 13:14:07 +0000 Buff door vaults. They were good in D and Vaults but fairly wimpy elsewhere. This makes it so the monsters are always a bit scary. Also, the weight of a variant door vault is reduced. -------------------------------------------------------------------------------- b5d04e0 | Chris Campbell | 2011-10-30 13:14:07 +0000 Improve the description for Enter the Abyss -------------------------------------------------------------------------------- 1a5a63f | Michael Gagno | 2011-10-30 12:37:53 +0200 Remove problematic darkgrey colours from a vault. -------------------------------------------------------------------------------- 1fe77f0 | Eino Keskitalo | 2011-10-30 11:57:16 +0200 Several redone tiles and adjusted tiles from roctavian (#4805). Total redesigns: Asmodeus, Dispater, Ereshkigal, Hell Knight, Necromancer, Wizard. (The lords will actually soon be replaced by 32x48 designs.) The rest get a hand-drawn border, and some other (mostly minor) adjustments. -------------------------------------------------------------------------------- da166e7 | Eino Keskitalo | 2011-10-30 11:36:47 +0200 Fix automatic bordering for several tiles, broken in af4fe25. -------------------------------------------------------------------------------- eeaecd6 | Eino Keskitalo | 2011-10-30 11:36:47 +0200 Let wyverns fly. -------------------------------------------------------------------------------- bd8d23c | Eino Keskitalo | 2011-10-30 11:36:47 +0200 Remove mentions of domake.sh and dolinks.sh from INSTALL.txt. They're long gone. -------------------------------------------------------------------------------- b76dd12 | elliptic | 2011-10-29 22:05:53 -0400 Passage of Golubria changes. The spell now creates two portals per cast (one near you and one near the target square), and there is no limit on the number of portals that can be open at once (you exit out a random portal each time). -------------------------------------------------------------------------------- 0d624ea | Chris Campbell | 2011-10-29 22:55:18 +0100 Tweak Velocity card now that swiftfly don't combine for extra speed -------------------------------------------------------------------------------- b6a7af2 | Chris Campbell | 2011-10-29 18:44:20 +0100 Don't start Ogres with ankuses instead of maces Similarly to Merfolk who used to get their spears upgraded to tridents for free, it just doesn't really make a lot of sense. -------------------------------------------------------------------------------- 03fc88d | Chris Campbell | 2011-10-29 18:44:20 +0100 Minor rewording of equip messages for the dragonskin cloak -------------------------------------------------------------------------------- 4f04187 | Chris Campbell | 2011-10-29 18:44:19 +0100 Make Berserkers start with a slightly more species-appropriate weapon Starting everyone with an axe just results in most races dropping it immediately for a spear or short sword as appropriate - it doesn't really add much other than mild annoyance on D:1. Kobolds deliberately get a mace over a short sword with this change, since that's a case where either sticking with the mace or swapping to short/long blades are both reasonable things to do. -------------------------------------------------------------------------------- 89d469a | Samuel Bronson | 2011-10-29 13:39:19 -0400 Rename rltile-build target to build-rltiles, to match clean-rltiles. -------------------------------------------------------------------------------- 21b08db | Adam Borowski | 2011-10-29 17:24:22 +0200 Don't spawn hammers naturally. They're left in a couple vaults, and on draconian zealots. Acquirement weight was already 0 (which zeroes regular spawns too), but they were special-cased as a common weapon generated on the floor on shallow dungeon levels. That special casing is gone. -------------------------------------------------------------------------------- 5cdff14 | Adam Borowski | 2011-10-29 17:21:30 +0200 Cut the chance for ankuses by 10. Might be better to all the way to 0, though. They're flails that are two-handed for spriggans, a tiny bit faster and can have no brand. Rare weapons are a bit interesting, let's try making them really rare first. Not that anyone is going to use them, though. -------------------------------------------------------------------------------- b386c4e | Adam Borowski | 2011-10-29 15:29:31 +0200 Rename "plate mail" to "plate armour". Not sure about the name, "full plate" might sound better. I wonder how no one else was annoyed by having three pieces of armour being synonyms of each other. Also, our tiles show solid plate rather than mail. -------------------------------------------------------------------------------- aafe938 | Adam Borowski | 2011-10-29 14:12:41 +0200 Rename "crystal plate mail" to "crystal plate". It makes no sense to make MAIL from crystal -- thin plates made of a material that is on the brittle side would break in no time, and piercing them to insert combining rings would chip it out quickly as the rings move somewhat during use. Making plate ARMOUR on the other hand is reasonable assuming you have proper crystal. (Yeah, yeah, "crystal" in the popular meaning, I know how most solids look on the molecular level :p) The tiles show plate armour rather than plate mail, too. -------------------------------------------------------------------------------- 2601dec | Adam Borowski | 2011-10-29 14:05:33 +0200 Improve medium armour, remove banded mails. Ring, scale, chain get +1 base AC. So do steam and mottled dragons -- no one ever uses them as +2 AC is not worth having no brand. "Banded mail" is a D&D invention, and is mostly synonymous with splint. Even our code merged them in some cases -- like, tiles display. -------------------------------------------------------------------------------- 5c3b075 | David Ploog | 2011-10-29 03:11:26 +0200 New Tar:7 map (minmay), #4636. -------------------------------------------------------------------------------- 2559445 | David Ploog | 2011-10-29 03:11:25 +0200 17 repeating rune Pan minivaults (evilmike), #4647. -------------------------------------------------------------------------------- eaf0a5f | David Ploog | 2011-10-29 03:11:25 +0200 Four abyss exit vaults (Brendan), #4626. -------------------------------------------------------------------------------- 4cdc635 | David Ploog | 2011-10-29 03:11:25 +0200 New Geh:7 map (evilmike), #4774. -------------------------------------------------------------------------------- 27d1d94 | David Ploog | 2011-10-29 03:11:25 +0200 New Pan vaults for Gloorx Vloq, Mnoleg, Cerebov (evilmike), #4630. -------------------------------------------------------------------------------- 8a4c72d | Samuel Bronson | 2011-10-28 20:02:27 -0400 Fix a segfaulting die() call. -------------------------------------------------------------------------------- b97ab68 | Florian Diebold | 2011-10-29 01:19:36 +0200 Fix wrong colour key handling in the rltile tool (#4824). It assumed all paletted images used colour keys; when they didn't, the first palette entry would be transparent. Since that was mostly the darkest colour, this wasn't very noticeable, but still yielded some artifacts for tinted floor tiles, for examples. -------------------------------------------------------------------------------- 62f6cd9 | Florian Diebold | 2011-10-29 01:19:36 +0200 Webtiles: Fix minimap farview. -------------------------------------------------------------------------------- 2914977 | Florian Diebold | 2011-10-29 01:19:36 +0200 Add a loading screen for Webtiles. -------------------------------------------------------------------------------- 3c4dfa2 | Florian Diebold | 2011-10-29 01:19:36 +0200 Webtiles: A small bandwidth improvement. -------------------------------------------------------------------------------- 4aeefdb | Florian Diebold | 2011-10-29 01:19:36 +0200 Webtiles JS Modularization, part II. This organizes the game-specific javascript into proper modules, and converts all messages from Crawl to JS objects. This means that the game javascript is now loaded asynchronically, which should fix the browser hang when starting a game. -------------------------------------------------------------------------------- a85dba6 | Florian Diebold | 2011-10-29 01:19:36 +0200 Webtiles: Fix text wrapping around to the start of the screen. -------------------------------------------------------------------------------- 6067133 | Adam Borowski | 2011-10-28 23:12:49 +0200 Use different character names for canned runs, so they can be tested concurently. -------------------------------------------------------------------------------- 0987ac4 | elliptic | 2011-10-28 16:44:51 -0400 Tweak minotaur apts slightly. Earth, Tmut: -3 -> -2. Charms, Hexes: -3 -> -4. -------------------------------------------------------------------------------- ac89a1c | Chris Campbell | 2011-10-28 20:50:13 +0100 Rework drop/pickup menu headers to fit on one line -------------------------------------------------------------------------------- 8fdc6e1 | kittel | 2011-10-28 20:50:08 +0100 drop and pickup menu display new burden state -------------------------------------------------------------------------------- 976349f | Adam Borowski | 2011-10-28 15:28:11 +0200 Give Tiamat a bit more AC. -------------------------------------------------------------------------------- 699ebe1 | Adam Borowski | 2011-10-28 15:24:22 +0200 Give Tiamat an unrand cloak instead of her GDA. It provides an unreliable 50% chance for each of: rF+ rC+ rPois rElec rSticky rSteam rN+, rolled on every hit. -------------------------------------------------------------------------------- 8b7d827 | Robert Burnham | 2011-10-28 08:01:21 -0500 Fix whitespace, cursed Windows! -------------------------------------------------------------------------------- f486246 | Robert Burnham | 2011-10-28 07:52:13 -0500 Generalize player_fights_well_unarmed -------------------------------------------------------------------------------- a146594 | Adam Borowski | 2011-10-28 13:44:30 +0200 Somewhat prefer racial items during acquirement. For example, items with 1/5 chance to be racial will match you around half of the time. Most of high-end gear can never get races, though, and neither currently can artefacts. -------------------------------------------------------------------------------- 4eff48b | Adam Borowski | 2011-10-28 13:04:19 +0200 Externalize the function to determine the player's item race flag. -------------------------------------------------------------------------------- 1ce7a0e | Adam Borowski | 2011-10-28 12:48:28 +0200 Assert on invalid missile types. Actually, I care mostly for a false positive for "what does racial gear do?". -------------------------------------------------------------------------------- 33e4a7d | elliptic | 2011-10-28 06:32:24 -0400 Improve brand-checking when determining which skills are trainable. This currently doesn't update immediately when you enter or leave lichform. -------------------------------------------------------------------------------- 76d8b1b | elliptic | 2011-10-28 06:32:24 -0400 Improve handling of curse knowledge for skill training (Fyren). (Changes coded by Fyren, thanks!) -------------------------------------------------------------------------------- d444790 | Adam Borowski | 2011-10-28 11:54:16 +0200 Fix a doubled period. For some reason, Zin's @important_subject@ has a period already. -------------------------------------------------------------------------------- 05cae96 | Adam Borowski | 2011-10-28 11:50:31 +0200 Game restore messages for Chei and Fedhas penance. Only Jiyva is left; other gods don't have penance for worshippers. -------------------------------------------------------------------------------- 9f02356 | Adam Borowski | 2011-10-28 11:39:02 +0200 Don't claim elven armour for most slots has benefits other than reduced weight. -------------------------------------------------------------------------------- d8ac04c | Adam Borowski | 2011-10-28 11:12:02 +0200 ZotDef: Colour the "battle heart" in a map by that name red. -------------------------------------------------------------------------------- faa967a | Adam Borowski | 2011-10-28 11:04:12 +0200 Darken Gehenna floor tiles (evilmike) -------------------------------------------------------------------------------- 6b9eb66 | Adam Borowski | 2011-10-28 10:17:13 +0200 Fix a message with no verb. -------------------------------------------------------------------------------- 2cbe0d8 | Adam Borowski | 2011-10-28 10:16:22 +0200 Don't crash on every level of Pan. -------------------------------------------------------------------------------- f84a851 | Robert Burnham | 2011-10-27 13:43:14 -0500 Handle AT_CHERUB and AT_WEAP_ONLY in adjust_noise -------------------------------------------------------------------------------- 85cd492 | Florian Diebold | 2011-10-27 17:45:15 +0200 Mention Webtiles in the README.txt (#4820). I also changed the Website URL to crawl.develz.org. -------------------------------------------------------------------------------- fac3801 | Chris Campbell | 2011-10-27 14:56:56 +0100 Fix inability to train level 0 skills with experience potions/cards (|amethyst) -------------------------------------------------------------------------------- e5fff7d | Adam Borowski | 2011-10-27 15:18:40 +0200 Crash less when shattering dudes. -------------------------------------------------------------------------------- eaded97 | kittel | 2011-10-27 13:59:47 +0100 Toggle between locations and items when searching -------------------------------------------------------------------------------- f7e7b21 | Michael Gagno | 2011-10-27 13:59:47 +0100 Make low maxhp monsters unable to flee again. The new formula overlooked this aspect. Previously, monsters with less than 8 maxhp were unable to flee. This should restore that behaviour. -------------------------------------------------------------------------------- ccd80fe | Adam Borowski | 2011-10-27 12:59:40 +0200 Really fix rltiles being built when building for console. There was another dependency I missed, that was executed only before link. -------------------------------------------------------------------------------- 61d0dd0 | Adam Borowski | 2011-10-27 12:48:22 +0200 When crashing, print the error to stderr as well. It's tedious to have to look inside the dump to see what's wrong. -------------------------------------------------------------------------------- 9d1de06 | Adam Borowski | 2011-10-27 12:48:14 +0200 A nicer assert message. -------------------------------------------------------------------------------- 1e2f007 | Chris Campbell | 2011-10-27 02:21:02 +0100 Fix monsters not swapping weapons properly (#4818) -------------------------------------------------------------------------------- 39b5387 | Robert Burnham | 2011-10-26 13:08:04 -0500 Fix build issues stemming from merge unified_combat_control will build and link properly now, what functionality remains from pre-merge, I'm unsure. -------------------------------------------------------------------------------- f6ade65 | Robert Burnham | 2011-10-26 10:59:17 -0500 Merge master into unified_combat_control This commit does not build, but rather serves as a milestone for my sanity and to make my work portable. Hopefully the next commit improves on the status of compiling. -------------------------------------------------------------------------------- a071b35 | Chris Campbell | 2011-10-26 16:07:49 +0100 Move the ^C targeting command to the right section of the help (galefury) -------------------------------------------------------------------------------- 5a8852d | Adam Borowski | 2011-10-26 14:02:41 +0200 Build rltile data only when building TILES_ANY. -------------------------------------------------------------------------------- 22b5b46 | Chris Campbell | 2011-10-26 12:53:04 +0100 Option removal continued: colour_map, verbose_monster_pane, item_colour, easy_butcher Also document a hidden option, show_waypoints. -------------------------------------------------------------------------------- 7281982 | Adam Borowski | 2011-10-26 12:47:51 +0200 Don't leak info about amulets of stasis. An interesting thing: it was done right for -TELE arts on the very next line. -------------------------------------------------------------------------------- 44a30ca | Adam Borowski | 2011-10-26 12:38:43 +0200 Make dropping things take the same time whether wielded or not. Before, it was: * wielded: 3aut * wield+drop: 8aut * from inventory: 10aut It's 8 aut now except for the second case where you do two actions so it takes longer (13aut). -------------------------------------------------------------------------------- 4372483 | Adam Borowski | 2011-10-26 12:29:22 +0200 Unify redundant drop code. Dropping multiple {!d} items is still broken, but that's no regression. -------------------------------------------------------------------------------- cfa7290 | Adam Borowski | 2011-10-26 09:56:41 +0200 Manual updates from the wiki. -------------------------------------------------------------------------------- bfd0d11 | Adam Borowski | 2011-10-26 09:35:19 +0200 Tweak the hill dwarf description. -------------------------------------------------------------------------------- f55c42b | Adam Borowski | 2011-10-26 09:32:49 +0200 Whitespace fixes. -------------------------------------------------------------------------------- 7b30451 | Neil Moore | 2011-10-26 09:18:10 +0200 A new addition to the gallery of extinct species. Mountain dwarves were conquered by the hill orcs, who do the same things with faster level progression. -------------------------------------------------------------------------------- 5a62dcd | Adam Borowski | 2011-10-26 07:21:19 +0200 Git ignores for webtiles generated files. -------------------------------------------------------------------------------- 0a0b1e0 | Adam Borowski | 2011-10-26 07:10:06 +0200 Fix a warning. -------------------------------------------------------------------------------- 8a404b7 | Adam Borowski | 2011-10-26 07:06:54 +0200 Fix tile junk not being cleaned up. -------------------------------------------------------------------------------- 86239eb | Adam Borowski | 2011-10-26 06:40:07 +0200 Vp: -1 -> 0 Earth. Vampires have no reason to dislike earth (like, a handful of earth from their place of birth stored in the coffin in some myths), and it hurts St. -------------------------------------------------------------------------------- cadfff9 | Adam Borowski | 2011-10-26 06:30:39 +0200 Make orcs more apt at burning stuff down. Ice magic on the other hand is no fun. -------------------------------------------------------------------------------- cf848d1 | Adam Borowski | 2011-10-26 05:47:31 +0200 Adjust minotaur aptitudes. This moves them closer to the MD niche, although way more conservatively than what was discussed. We can adjust them more. On the other hand, I thoroughly disagree that equal weapon and magic aptitudes are "boring". They should differ between races, but they don't always need to differ between weapons. In fact, a race equally competent is _more_ interesting as you get a choice instead of being railroaded. -------------------------------------------------------------------------------- 5384ae0 | Adam Borowski | 2011-10-26 05:31:09 +0200 Don't delete montier tracking yet. I'll need it soon. -------------------------------------------------------------------------------- d536cb9 | Samuel Bronson | 2011-10-25 18:54:56 -0400 Share my nice .des "git diff" hunk header secret. (Well, I guess it isn't a secret anymore...) -------------------------------------------------------------------------------- ce5cd1e | Robert Burnham | 2011-10-25 15:38:46 -0500 Merge branch 'master' into unified_combat_control Conflicts: crawl-ref/source/Makefile.obj crawl-ref/source/dbg-scan.cc crawl-ref/source/decks.cc crawl-ref/source/describe.cc crawl-ref/source/directn.cc crawl-ref/source/evoke.cc crawl-ref/source/fight.cc crawl-ref/source/fight.h crawl-ref/source/ghost.cc crawl-ref/source/ghost.h crawl-ref/source/item_use.cc crawl-ref/source/items.cc crawl-ref/source/map_knowledge.cc crawl-ref/source/melee_attack.h crawl-ref/source/mon-abil.cc crawl-ref/source/mon-act.cc crawl-ref/source/mon-stuff.cc crawl-ref/source/monster.cc crawl-ref/source/monster.h crawl-ref/source/player.cc crawl-ref/source/player.h crawl-ref/source/shopping.cc crawl-ref/source/spl-damage.cc crawl-ref/source/spl-summoning.cc crawl-ref/source/spl-transloc.cc crawl-ref/source/stairs.cc crawl-ref/source/stuff.cc crawl-ref/source/tags.cc crawl-ref/source/traps.cc crawl-ref/source/xom.cc -------------------------------------------------------------------------------- cda7f72 | Samuel Bronson | 2011-10-25 16:37:04 -0400 A couple of basic GDB pretty-printers. -------------------------------------------------------------------------------- f70a561 | Chris Campbell | 2011-10-25 21:33:26 +0100 Remove some more options: classic_hud, classic_item_colours -------------------------------------------------------------------------------- 8723275 | Chris Campbell | 2011-10-25 21:33:26 +0100 Remove some options: show_beam, pickup_dropped -------------------------------------------------------------------------------- 477dc57 | Chris Campbell | 2011-10-25 21:33:25 +0100 Boost Kenku mp, and Hill Orc spellcasting, base int and mp slightly -------------------------------------------------------------------------------- 749d90c | Chris Campbell | 2011-10-25 21:33:24 +0100 Don't recommend VpTm now that Fulsome/Evap are gone from the book -------------------------------------------------------------------------------- 9bf785e | Adam Borowski | 2011-10-25 20:05:50 +0200 Don't consider rPois- to be same as rPois+. Note that some of these cases shouldn't consider rPois to be immunity, either. -------------------------------------------------------------------------------- 5955a17 | Adam Borowski | 2011-10-25 19:58:39 +0200 Clean up genuses of removed species. -------------------------------------------------------------------------------- 0edc768 | Adam Borowski | 2011-10-25 19:39:38 +0200 Give mountain dwarves the axe. -------------------------------------------------------------------------------- 9cbb328 | Samuel Bronson | 2011-10-25 12:47:49 -0400 Add some GDB tips to the developer documentation. -------------------------------------------------------------------------------- acc067b | Adam Borowski | 2011-10-25 17:49:34 +0200 Three furniture vaults: a hexagonal grid of columns. -------------------------------------------------------------------------------- da20ac2 | Adam Borowski | 2011-10-25 17:35:31 +0200 Don't place bee larvas in old vaults. They don't make sense with the new rules -- they instantly devour the food they start on. -------------------------------------------------------------------------------- d066b0f | Adam Borowski | 2011-10-25 14:41:33 +0200 Make the giga bat tile even larger, use the old one for megabats. -------------------------------------------------------------------------------- 356a0a0 | Adam Borowski | 2011-10-25 14:40:48 +0200 Don't allow monster draconians, octopodes and Gastronok to pick up body armour. -------------------------------------------------------------------------------- 5e49ef3 | Adam Borowski | 2011-10-25 13:50:51 +0200 When switching between good gods, transfer half of the piety. This solves two issues: * it was a no-brainer to go Ely first and get 45 piety then switch. Now, you'd need to get to 90 for the same result, which is not a matter of saccing a couple of levels worth of weapons anymore. * the boost was too small to matter when thinking about a late game conversion. -------------------------------------------------------------------------------- d77a735 | Adam Borowski | 2011-10-25 12:40:57 +0200 Remove stash_filter completely. It's a remnant of old explicit stashes, not needed with the new interface. And its primary mode of operation relies on the user specifying base_type / sub_type numbers, something even the code doesn't do anymore for years. The ability to use names was half-baked. If you're searching for a scroll, "useless" ones being not shown is surprising and leads to bug reports. -------------------------------------------------------------------------------- 71b738e | Robert Burnham | 2011-10-25 03:05:17 -0500 Get basic melee combat working, fix monster energy usage -------------------------------------------------------------------------------- fb560b7 | Florian Diebold | 2011-10-25 04:05:44 +0200 Fix a spelling mistake (mumra). -------------------------------------------------------------------------------- 5e55e7d | Adam Borowski | 2011-10-25 01:29:52 +0200 Move the one-vault wonder gnome from 'q' to 'g'. About as related to boggarts than qwarves. -------------------------------------------------------------------------------- 58f55f5 | Adam Borowski | 2011-10-25 01:17:29 +0200 Fix the shillelagh shattering stuff on a miss. -------------------------------------------------------------------------------- 4d1b017 | Adam Borowski | 2011-10-25 01:17:29 +0200 Make the shillelagh usable by monsters. They won't care about collateral damage, though -- thus I did not remove the "special" flag, preventing monsters from picking it up. -------------------------------------------------------------------------------- 4fdb08d | Samuel Bronson | 2011-10-24 18:55:59 -0400 Merge branch 'luadoc' Conflicts: crawl-ref/source/Makefile -------------------------------------------------------------------------------- 3ee7943 | Raphael Langella | 2011-10-25 00:23:27 +0200 New Ashenzari skill boost formula. The scale is more regular. The formula is: factor * piety_rank * skill_level low bonus -> factor = 3 medium bonus -> factor = 5 high bonus -> factor = 7 low medium high current new current new current new 1 0.7 1.7 1.0 2.5 1.2 3.1 2 1.5 2.2 2.0 3.3 2.5 4.2 3 2.2 2.6 3.0 3.8 3.7 4.9 4 3.0 2.8 4.0 4.2 5.0 5.3 5 3.7 3.0 5.0 4.4 6.2 5.6 6 4.5 3.1 6.0 4.5 7.5 5.7 7 4.2 3.1 5.7 4.5 7.2 5.7 8 4.0 3.0 5.5 4.4 7.0 5.7 9 3.7 2.9 5.2 4.3 6.7 5.6 10 3.5 2.8 5.0 4.2 6.5 5.5 11 3.2 2.7 4.7 4.2 6.2 5.5 12 3.0 2.6 4.5 4.1 6.0 5.4 13 2.7 2.6 4.2 4.1 5.7 5.4 14 2.5 2.5 4.0 4.0 5.5 5.3 15 2.2 2.5 3.7 4.0 5.2 5.2 16 2.0 2.5 3.5 3.9 5.0 5.1 17 1.7 2.4 3.2 3.8 4.7 5.0 18 1.5 2.3 3.0 3.6 4.5 4.9 19 1.2 2.2 2.7 3.5 4.2 4.8 20 1.0 2.2 2.5 3.5 4.0 4.7 21 0.7 2.1 2.2 3.4 3.7 4.6 22 0.5 2.1 2.0 3.3 3.5 4.5 23 0.2 2.0 1.7 3.3 3.2 4.0 24 0.0 2.0 1.5 3.0 3.0 3.0 25 0.0 1.9 1.2 2.0 2.0 2.0 26 0.0 1.0 1.0 1.0 1.0 1.0 27 0.0 0.0 0.0 0.0 0.0 0.0 -------------------------------------------------------------------------------- 414cac6 | Raphael Langella | 2011-10-25 00:23:26 +0200 Show the skill bonus in defense simulation result. -------------------------------------------------------------------------------- 26aaba5 | Raphael Langella | 2011-10-25 00:23:26 +0200 Fix submerged monsters not fighting back when hit with reaching (#1878). -------------------------------------------------------------------------------- e974713 | Adam Borowski | 2011-10-25 00:09:11 +0200 Fix a bunch of syntax errors in vaults. -------------------------------------------------------------------------------- c773ff4 | Adam Borowski | 2011-10-25 00:08:25 +0200 Validate some atoi()s in map parsing -- they used to let errors through. -------------------------------------------------------------------------------- 65f2117 | Adam Borowski | 2011-10-24 23:26:34 +0200 Don't PLACE hallowed_hall at D:17. It was a remnant of the semi-guaranteed test at D:26. -------------------------------------------------------------------------------- 780b4cf | Adam Borowski | 2011-10-24 23:26:34 +0200 Whitespace fixes. -------------------------------------------------------------------------------- f7f9bb2 | Adam Borowski | 2011-10-24 23:26:34 +0200 Make floor in the Tomb brown, to not conflict with halo. -------------------------------------------------------------------------------- d58520b | elliptic | 2011-10-24 14:29:25 -0400 Fix Ely greater healing being almost twice as strong as intended at 27 Invoc. -------------------------------------------------------------------------------- 5efc2eb | Eino Keskitalo | 2011-10-24 21:08:54 +0300 Add Denzi's lich form tiles from #3467 into UNUSED. jpeg seemed happy with the current ones, but perhaps we can use these later from some other undead type monster. They certainly look very sinister! -------------------------------------------------------------------------------- 758c6a6 | Eino Keskitalo | 2011-10-24 20:58:23 +0300 Add purge's goblinoid tile from #958 to UNUSED. -------------------------------------------------------------------------------- 3dcd72c | Chris Campbell | 2011-10-24 18:51:09 +0100 Make LRD deal no damage to monsters that can't be shattered In the future it should also be changed to target shatterable monsters by default, and to abort with no cost when it would fail, ideally. -------------------------------------------------------------------------------- 4347b13 | Chris Campbell | 2011-10-24 18:42:17 +0100 Document that ^C while targeting cycles through possible beam paths -------------------------------------------------------------------------------- b7c539a | Chris Campbell | 2011-10-24 17:12:55 +0100 Make legendary Pain cards torment instead of mass drain, move the Torment card from destruction to punishment -------------------------------------------------------------------------------- 24e4b24 | Chris Campbell | 2011-10-24 17:05:21 +0100 Make Geryon drop his horn when pacified, improve his description -------------------------------------------------------------------------------- 4a0ab6a | Adam Borowski | 2011-10-24 12:31:11 +0200 Don't let hallowed_hall be disconnected. -------------------------------------------------------------------------------- 28761a5 | Adam Borowski | 2011-10-24 10:54:29 +0200 Beef up the hallowed quokka on deeper depths. -------------------------------------------------------------------------------- dfec0f0 | Adam Borowski | 2011-10-24 10:31:49 +0200 Mark Yiuf as a worshipper of Xom. Fish! Note that this increases Recite damage, which already can do massive damage to him. We may want to reduce it to compensate. -------------------------------------------------------------------------------- 58bcba7 | Adam Borowski | 2011-10-24 10:31:49 +0200 Make Aizul and guardian serpents eligible for recite. Being both "impure" (mutagenic) and "heretic" (intelligent and not worshipping Zin[1]) sounds like they should be hit more, rather than not at all. [1]. Yeah, that's kind of redundant. -------------------------------------------------------------------------------- 0d819ea | Adam Borowski | 2011-10-24 10:31:49 +0200 Set the shape for orbs of fire, IOOD and silver stars to "orb". -------------------------------------------------------------------------------- 1190b77 | Robert Burnham | 2011-10-24 02:11:16 -0500 Cleanup comments and test removal of unnecessary? code -------------------------------------------------------------------------------- e7e5fb8 | David Lawrence Ramsey | 2011-10-23 21:43:42 -0500 Add wording fixes. -------------------------------------------------------------------------------- 2632dd3 | Adam Borowski | 2011-10-23 21:51:17 +0200 Remove a debugging statement. It prevented non-debug builds from even compiling, too. -------------------------------------------------------------------------------- 4ccf1de | Adam Borowski | 2011-10-23 21:45:04 +0200 Fix endless lava producing a "shore" border when it touches passable lava. -------------------------------------------------------------------------------- cc42773 | Adam Borowski | 2011-10-23 21:39:48 +0200 Use dtsund's "tile" (ok, a square of yellow with 10% alpha...) for halo. Looks a lot better to me. I'd give it rounded edges, but that'd take actual, you know, work. -------------------------------------------------------------------------------- c22fc23 | Adam Borowski | 2011-10-23 21:06:57 +0200 De-rim the holy swine tile. -------------------------------------------------------------------------------- add3802 | Adam Borowski | 2011-10-23 21:03:40 +0200 As usually, add missing PNGs. Testing is not enough... -------------------------------------------------------------------------------- 68700b2 | Adam Borowski | 2011-10-23 20:26:11 +0200 Commandeer one of rejected Hellbinder tiles for a silly experiment. The floor in Lair is too boring for fun with partial alpha, so let's animate the alpha instead... -------------------------------------------------------------------------------- dafac1e | Eino Keskitalo | 2011-10-23 21:12:51 +0300 Zombie tiles for trolls, draconians, griffons, harpies and winged quadrupes (at least hippogrives, sphinxes and shedu). From #4282, by Lantier, modified a little. Strangely, the rim is correct in-game, although trolls don't have one, other tiles have, and no rim setting is in dc-zombies.txt. -------------------------------------------------------------------------------- da2c4a3 | Adam Borowski | 2011-10-23 18:28:42 +0200 Don't naturally generate zombies of holies. They're meant for player and perhaps vaults only. -------------------------------------------------------------------------------- 7322679 | Adam Borowski | 2011-10-23 18:21:51 +0200 Allow zombies of corpse-dropping holies. It's what Yredelemnul would _love_ to do to desecreate their corpses! Also allowed zombifying hellephants and hell {hogs,hounds} as demonic is the same as holy except for good gods' attitude. -------------------------------------------------------------------------------- 976229f | Chris Campbell | 2011-10-23 15:26:37 +0100 Minor changelog fixes -------------------------------------------------------------------------------- a3dd002 | Chris Campbell | 2011-10-23 13:54:29 +0100 Fix snakes to sticks punctuation (N78291) -------------------------------------------------------------------------------- 3310bc8 | Adam Borowski | 2011-10-23 11:59:59 +0200 Auto-id amulets of warding when something fliches away. -------------------------------------------------------------------------------- 5b0d169 | Adam Borowski | 2011-10-23 11:52:17 +0200 Remove obsolete code for auto-id of rings of fire/ice. No spell boosters can be worn unknown anymore. -------------------------------------------------------------------------------- 332dbff | Adam Borowski | 2011-10-23 11:50:26 +0200 Unify some code for use-id of jewelry types. -------------------------------------------------------------------------------- 09701da | Michael Gagno | 2011-10-23 00:39:37 -0400 Make zot tiles match console colours. Zot:5 vault still uses purple stone. -------------------------------------------------------------------------------- 0f8d5da | David Lawrence Ramsey | 2011-10-22 23:12:57 -0500 Give red wasps their own genus, since a wasp species is overkill for only two. -------------------------------------------------------------------------------- 3e8118d | Samuel Bronson | 2011-10-22 23:54:10 -0400 Zotdef: Use Zot wall tiles of the *same* color as is used in Console. -------------------------------------------------------------------------------- 2ac5346 | Samuel Bronson | 2011-10-22 23:52:31 -0400 Make non-light zot walls a bit darker for contrast. (Except blue ones, since I couldn't figure out how.) -------------------------------------------------------------------------------- 6c7c43d | Samuel Bronson | 2011-10-22 23:30:30 -0400 Reign in on the brightness of the "light" zot walls a bit. Some of these were just plain ridiculous... -------------------------------------------------------------------------------- 6cd1fda | Samuel Bronson | 2011-10-22 23:14:16 -0400 Zotdef: whoops, missed the stone walls... Also, for some reason these weren't magenta in tiles. -------------------------------------------------------------------------------- d4ff3ee | Samuel Bronson | 2011-10-22 19:06:30 -0400 Zotdef: Steal evilmike's zot.des tiles. Actually, only one of these two is evilmike's, but his patch brought the matter to our attention, hence the shout-out. -------------------------------------------------------------------------------- 38e46ea | Adam Borowski | 2011-10-22 22:31:00 +0200 Disable GreatZebu's Hive portal vault. It breaks save compatibility, and causes a number of problems related to conflicts with the "Hive" place name -- like, anything lua, banishment return, etc. It's possible to handle this, of course, but we'd have to port all compatibility code once I'm done with the level_type overhaul, so let's do that just once. -------------------------------------------------------------------------------- 3482506 | Chris Campbell | 2011-10-22 20:41:30 +0100 Update changelog to 2deb586e0657837 -------------------------------------------------------------------------------- 2deb586 | Chris Campbell | 2011-10-22 20:25:56 +0100 Give the Sprint starting kit to Zotdef games, too -------------------------------------------------------------------------------- 5630621 | Chris Campbell | 2011-10-22 20:04:55 +0100 Reword the warning for hasty items Calling it a "fast item" doesn't sound right for items with just evocable berserk. -------------------------------------------------------------------------------- 970c4d0 | Chris Campbell | 2011-10-22 20:04:54 +0100 Mark the Wrath of Trog as a hasty item -------------------------------------------------------------------------------- f41dbe7 | Samuel Bronson | 2011-10-22 14:56:26 -0400 Add |amethyst/ to the CIA hook; move MarvinPA and myself to devs section. -------------------------------------------------------------------------------- 9b25b43 | Samuel Bronson | 2011-10-22 14:54:41 -0400 Update git calls in CIA commit hook: use "git foo", not "git-foo". (The latter form is no longer in the PATH with recent versions of git.) -------------------------------------------------------------------------------- 12b08fa | Chris Campbell | 2011-10-22 18:59:53 +0100 Rename new_hive to hive, don't use the old Hive:2 vaults The old Hive vaults remain in dat/des/branches/hive.des for now. This means that the Hive portal vault only has one map at the moment, but we can test the functionality and see how it goes, then if it's good request more maps (or rework the old ones, if that's feasible). -------------------------------------------------------------------------------- eaf0ac4 | Aaron Becker | 2011-10-22 18:59:50 +0100 Add more vaults and entries for hive and make it not guaranteed -------------------------------------------------------------------------------- 670b910 | Aaron Becker | 2011-10-22 18:59:47 +0100 Turn hive into a portal vault and make bees more interesting. Turn the hive into a guaranteed portal, allow queens to berserk worker Allow bee larvae to turn into bees by eating honey/jelly -------------------------------------------------------------------------------- e7a636f | Neil Moore | 2011-10-22 18:59:40 +0100 Rename toll items when loading old troves. Only the two most recent changes (wands and potions of healing) are handled. -------------------------------------------------------------------------------- 59bf09b | Chris Campbell | 2011-10-22 18:09:26 +0100 Don't make demonspawn scales start out colourless (fixes #4714) -------------------------------------------------------------------------------- f3f871e | Chris Campbell | 2011-10-22 18:09:26 +0100 Don't display weight toggle on inventory screens, it's shown on the help page instead -------------------------------------------------------------------------------- a602f08 | David Lawrence Ramsey | 2011-10-22 10:46:49 -0500 Tweak wording. -------------------------------------------------------------------------------- f105402 | David Lawrence Ramsey | 2011-10-22 10:46:22 -0500 Don't use mprf() when mpr() will do. -------------------------------------------------------------------------------- 74761cf | Florian Diebold | 2011-10-22 16:40:06 +0200 Webtiles: Create the user database, if necessary. -------------------------------------------------------------------------------- 25e29a1 | Michael Gagno | 2011-10-22 15:51:47 +0200 Make zot use better tiles. This brings it more in line with console. No more floor_tomb! -------------------------------------------------------------------------------- aa3fdae | Eino Keskitalo | 2011-10-22 10:53:21 +0300 Poison susceptibility for Spider Form. Doubles the amount of poisoning (duration, and therefore damage) status. No extra damage from clouds/Poison Arrow etc. Increases rest-off time (which can be tedious), but increasing the duration instead of damage makes it so you can't just switch forms after the poisoning and shrug off the vulnerability. Two sources of rP do not bring you back to positive rP, but one does return you to non-negative resistance. -------------------------------------------------------------------------------- 3e69038 | Adam Borowski | 2011-10-22 09:05:46 +0200 No random teleports into a bazaar with no exit. -------------------------------------------------------------------------------- 9e03913 | Adam Borowski | 2011-10-22 09:05:46 +0200 Don't lie that disc of storms uses Air Magic skill. It's Evocations only. -------------------------------------------------------------------------------- edeed14 | Neil Moore | 2011-10-22 09:05:46 +0200 Refer to webtiles, not nettiles, in FAQ (#4792). -------------------------------------------------------------------------------- 3398cd2 | Adam Borowski | 2011-10-22 09:05:46 +0200 Rename the file for lemuel_castle. The new name follows the naming of other big vaults, and also is not as annoying with tab completion. -------------------------------------------------------------------------------- a981f6b | Brendan Hickey | 2011-10-22 09:59:41 +0300 Simplified poisoning, rP is 90% effective Author: Brendan Hickey How poisoning works in the code is changed: instead of asking if something can be poisoned and then poisoning it, you poison something and if it is resistant, nothing happens. Poison Arrow (partially reduces poisoning), chunks, meph and poisonous clouds (immunity), and monster resistances are unchanged. Curare gives full effect if the player gets poisoned. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 36df285 | Neil Moore | 2011-10-21 18:37:12 -0400 Fix wand of heal wounds in trove demands. Also, fix a comment. -------------------------------------------------------------------------------- 17133c5 | Neil Moore | 2011-10-21 18:35:54 -0400 Fix up !healing -> curing in a few comments etc. -------------------------------------------------------------------------------- 3b7b1c7 | Neil Moore | 2011-10-21 18:27:54 -0400 Rename potion of healing to potion of curing. -------------------------------------------------------------------------------- 0970335 | elliptic | 2011-10-21 18:10:39 -0400 Fix tile for wand of heal wounds (|amethyst). -------------------------------------------------------------------------------- 84664f6 | elliptic | 2011-10-21 18:00:28 -0400 Rename "wand of healing" to "wand of heal wounds". This is the simplest solution to the problem with "wand of healing" acting like "potion of heal wounds" rather than "potion of healing". Of course these items can all be renamed later if people actually agree on something, but this seems like an improvement for now. -------------------------------------------------------------------------------- e35ea80 | Raphael Langella | 2011-10-21 23:39:56 +0200 Show the skill bonus in the fsim result. -------------------------------------------------------------------------------- 3a3e315 | Raphael Langella | 2011-10-21 23:39:56 +0200 Initialize skills after inventory. So you.can_train is properly initialized. Fix many skills being disabled on game start when default_manual_training is set. -------------------------------------------------------------------------------- 56ca758 | Raphael Langella | 2011-10-21 23:39:55 +0200 Items that can't be easily swapped need to be equipped to allow training. To allow training, an item need to be either equipped, or easily equipped. - known to be uncursed - quick to equip (no armour) - no effect that suffer from swapping (distortion, vampirism, faith,...) - slot free or with an item which meets the same conditions -------------------------------------------------------------------------------- 118c306 | Raphael Langella | 2011-10-21 23:39:55 +0200 Simplify and tweak the checks for training evocations. -------------------------------------------------------------------------------- ec76ab7 | Robert Burnham | 2011-10-21 15:01:14 -0500 4 month old local changes...they look good? -------------------------------------------------------------------------------- 68fcc04 | Eino Keskitalo | 2011-10-21 21:14:38 +0300 Update staff of poison's description to mention poisoning resistant monsters. -------------------------------------------------------------------------------- e91f0aa | Eino Keskitalo | 2011-10-21 20:19:43 +0300 Make not all clingers web-immune, just spiders. -------------------------------------------------------------------------------- a96f5a1 | Eino Keskitalo | 2011-10-21 19:54:18 +0300 Fix every substantial web-immune monster "oozing through the web". -------------------------------------------------------------------------------- 2fa2670 | David Lawrence Ramsey | 2011-10-21 11:16:50 -0500 Fix USE_TILE #ifdef. -------------------------------------------------------------------------------- 75ae428 | Adam Borowski | 2011-10-21 18:00:09 +0200 Clear old colour, tile_flv and pgrid when a vault is overwritten. -------------------------------------------------------------------------------- 3f9ab11 | Adam Borowski | 2011-10-21 17:56:38 +0200 Fix parsing of Zot traps always failing. Since the code lowercases the specification, it will _never_ match "Zot". -------------------------------------------------------------------------------- 1d018e3 | David Lawrence Ramsey | 2011-10-21 09:31:42 -0500 Fix Zot traps' names not being capitalized, and clean up trap code a bit. -------------------------------------------------------------------------------- ac5abe7 | Adam Borowski | 2011-10-21 15:47:47 +0200 Purge Lua's dgn.persist on a new game. It included stuff like Slime:6 status, etc. -------------------------------------------------------------------------------- 038b95b | Adam Borowski | 2011-10-21 14:48:02 +0200 Give penance if a monster suffers from a cloud of miasma or mutation you caused. -------------------------------------------------------------------------------- 8092dc6 | Adam Borowski | 2011-10-21 14:17:36 +0200 Allow Conjure Flame to burn down trees. -------------------------------------------------------------------------------- 317dfc6 | Adam Borowski | 2011-10-21 13:39:59 +0200 Put Denzi's god tiles into UNUSED/ so they won't be lost. -------------------------------------------------------------------------------- 49a5161 | Adam Borowski | 2011-10-21 13:08:27 +0200 Fix Ignite Poison not affecting dancing weapons of venom. -------------------------------------------------------------------------------- dffab05 | Adam Borowski | 2011-10-21 12:03:04 +0200 Mark Insulation as useless if you have rElec (permanent/temporary). -------------------------------------------------------------------------------- cb02b2b | Michael Gagno | 2011-10-21 11:50:28 +0200 Remove tentacled monstrosities from Slime. The acid walls can burn them. Slime should only have acid-proof enemies. -------------------------------------------------------------------------------- 7807af5 | Samuel Bronson | 2011-10-20 22:06:17 -0400 Fix "the hungry kobold corpse x2" (#4534) -------------------------------------------------------------------------------- b175aec | Samuel Bronson | 2011-10-20 17:04:12 -0400 Make clear_overview() clear the automatic unique annotations (#4654). -------------------------------------------------------------------------------- 9b6c8f7 | Eino Keskitalo | 2011-10-20 23:04:01 +0300 Adjust strange machine description (Cryptic, #2137). -------------------------------------------------------------------------------- 686fcad | Chris Campbell | 2011-10-20 18:29:40 +0100 Adjust the Slouch message (Cryptic) -------------------------------------------------------------------------------- 76385f8 | Raphael Langella | 2011-10-20 18:54:30 +0200 Fix a crash in defense simulation. -------------------------------------------------------------------------------- acee67d | Raphael Langella | 2011-10-20 18:54:30 +0200 Trigger the fleeing check when monster takes damage from any source. Not just physical attacks. -------------------------------------------------------------------------------- 67448c9 | evilmike | 2011-10-20 18:54:29 +0200 Randomize triggering fleeing at low HP. Monsters get a random chance of fleeing at low HP, rather than a guaranteed chance whenever HP is less than 25%. This means that fleeing is less predictable and occurs at lower HP levels. The formula may be worth adjusting still. Particularly the 20 in there. I think that 20 is a good start, but also the highest it should go. 10 would be the lowest, I think. This also makes it so fleeing is triggered when a monster is hit, and not just whenever its HP is low. This includes being hit for 0 damage. This is done to make it so a monster won't just randomly start fleeing... you have to at least do something hostile to it first. Signed-off-by: Raphael Langella -------------------------------------------------------------------------------- 2f5a182 | Eino Keskitalo | 2011-10-20 16:55:28 +0300 Take no_rotate from geh_setup and put it manually in the geh maps. This in preparation of evilmike's new upcoming Gehenna map. -------------------------------------------------------------------------------- 7817135 | Eino Keskitalo | 2011-10-20 16:54:07 +0300 Two small changelog fixes. -------------------------------------------------------------------------------- ee301f5 | Raphael Langella | 2011-10-20 07:27:45 +0200 Fix evokable items not training evocations. -------------------------------------------------------------------------------- c6d9283 | Raphael Langella | 2011-10-20 07:27:44 +0200 Fix a minor bug with mastered skill (Fyren). Disable it as soon as it gets enough skill points for L27, don't wait for actual level up. -------------------------------------------------------------------------------- 150e420 | elliptic | 2011-10-19 21:57:29 -0400 More ring of slaying tweaks. Increased size of slaying rings a little bit more to be more in line with the changes to randart slaying, and lowered their price a little more as well. -------------------------------------------------------------------------------- 256219a | Adam Borowski | 2011-10-20 00:05:13 +0200 Adjust randart slaying: 1..4 -> 2..6. Doesn't compensate fully for the halved effectiveness. -------------------------------------------------------------------------------- f360ec6 | David Ploog | 2011-10-20 00:00:16 +0200 Fix error in changelog (galefury). -------------------------------------------------------------------------------- 4dd451c | Adam Borowski | 2011-10-19 23:34:25 +0200 Remove an unused #define. Having it might mislead someone into thinking there's a limit on concurrent enchantments on a monster. There is no more. -------------------------------------------------------------------------------- fb340e9 | Adam Borowski | 2011-10-19 23:34:25 +0200 Fix tiles compilation. -------------------------------------------------------------------------------- fe81473 | Florian Diebold | 2011-10-19 23:32:20 +0200 A tiny changelog reformulation. -------------------------------------------------------------------------------- 99bbdd5 | Florian Diebold | 2011-10-19 23:28:53 +0200 A bit of cleanup in the Webtiles server. -------------------------------------------------------------------------------- 94416f7 | Florian Diebold | 2011-10-19 23:28:52 +0200 Update a few comments. -------------------------------------------------------------------------------- 0ae9647 | David Ploog | 2011-10-19 21:47:33 +0200 Update changelog, up to 9f9c7fa0de6d822a4e957f883d5b232d6f61a8b7 -------------------------------------------------------------------------------- 9f9c7fa | Chris Campbell | 2011-10-19 20:21:27 +0100 Don't make Xom amused by polymorphs happening out of sight -------------------------------------------------------------------------------- b5e2fb4 | elliptic | 2011-10-19 14:37:25 -0400 Fix an error in the changelog (minmay). -------------------------------------------------------------------------------- 8460267 | elliptic | 2011-10-19 11:57:41 -0400 Fiend -> Brimstone Fiend. -------------------------------------------------------------------------------- f692c13 | Chris Campbell | 2011-10-19 15:00:43 +0100 Don't prompt to add Ziggurats to the shopping list when they enter LOS It tends to just confuse players, and they show up on the ^O overview screen anyway (and can even be manually added to the shopping list if desired). I just excluded Ziggurats from the check so that the function can be re-used for other tolled portals (which might be less dangerous and expensive, which is what makes it somewhat inappropriate for Zigs), if such things ever come into existence. Maybe it'd be better to just remove that part of the check completely, though? -------------------------------------------------------------------------------- 7a52707 | Chris Campbell | 2011-10-19 14:32:54 +0100 Make Refrigeration and Shatter violate Sanctuary -------------------------------------------------------------------------------- a98d9d6 | David Lawrence Ramsey | 2011-10-19 08:23:37 -0500 Properly change Makhleb's "gain power" message to "gain health". -------------------------------------------------------------------------------- bb331cc | Adam Borowski | 2011-10-19 14:40:58 +0200 A nasty hack to delete outdated (and likely invalid!) .d files. FIXME! Since bdabd553 they are not rebuilt which leads to build failures whenever the compilation mode changes. This commit will at least let CDO builds through (they worked before because of a different issue forced semi-manual cleans), and let people rebuild Crawl for a different target without deleting .d manually. Needs to be redone in a sane way, badly. If all else fails, reverting bdabd553 might be better. -------------------------------------------------------------------------------- 5eb263c | Adam Borowski | 2011-10-19 13:49:06 +0200 Partially revert "Nerf TSO's and Makhleb's HP and MP on kills." Guess which part, given that the rationale no longer applies. It's now: Vehumet: good MP TSO: some HP, some MP Makhleb: good HP Of course, Vehumet needs to die like a halfling, but until then, this will do. -------------------------------------------------------------------------------- bf697eb | Chris Campbell | 2011-10-19 12:27:47 +0100 Make Makhleb's invocations cost hp instead of mp, remove his mp-on-kills This better differentiates Makhleb from Vehumet (where mp-for-kills fits a lot better), as well as slightly reducing his overwhelming strength in the late game (where the combination of both hp and mp on kills with no conducts or restrictions makes him absurdly powerful f