crawl:crawl.git
3 years agoFix los_maps test. squarelos-0.17
elliptic [Sun, 26 Apr 2015 20:00:17 +0000 (16:00 -0400)]
Fix los_maps test.

3 years agoSquarelos.
elliptic [Sun, 26 Apr 2015 03:48:59 +0000 (23:48 -0400)]
Squarelos.

This commit changes many aspects of Crawl (LOS, spell/ability ranges,
explosions, haloes, etc) to use squares instead of circles. This makes sense
because it takes the same amount of time to move one cell diagonally as to
move one cell horizontally or vertically, so a square region of radius r is
actually the area that can be reached in r steps. Switching to the use of
squares fixes many unfortunate features of the old system; I'll list a few
of the more major ones here.

First, suppose that you find a sleeping monster with a ranged attack in an
open area and you want to close to melee it (or stab it). If you approach
it horizontally or vertically then it has 8 turns to wake up and start
attacking you, but if you approach it diagonally then it only has 5 turns.
Similarly, if you find a sleeping melee-based monster and you want to use
ranged attacks on it yourself, you should approach it horizontally or
vertically rather than diagonally.

Another variant of this is if you want to lead a dangerous monster (e.g. an
orc priest) elsewhere on the level -- in this case it is much safer to
enter the edge of its vision horizontally or vertically from it rather
than diagonally. If you start leading it away diagonally, then you will be
only 5 steps ahead of it and it will get several attacks for free if you
both turn into a corridor.

Spells of lower range having circular ranges also causes weird behavior. For
instance, suppose you ('@') have Stone Arrow (range 5) and want to use it on an
troll ('T'). You encounter the ogre with it 5 squares diagonally from you:

.....@.....
...........
...........
...........
...........
..........T

If you just wait until the troll enters range of your spell, you will have to
wait two turns and then will only get two casts before the troll is in melee
range of you. But if instead you move SW a few steps, you can reach this
position:

...........
...........
...........
..@....T...
...........
...........

And now you can cast your spell four times before the troll reaches you. In
other words, circular spell ranges encourage a little kiting to position
monsters properly.

-----

This commit follows the old model for squarelos since that seemed to test
well in the past. Here are some notes on the details of the implementation:

* LOS_RADIUS is now 7 instead of 8 (this means that there are 225 cells
  in view at a time, compared with 213 previously).
* Spells and effects with range >= 4 had their range reduced by 1 as well
  (not including variable-range spells such as Flame Tongue).
  A few effects with larger ranges than LOS had their ranges reduced by more
  than 1. These ranges can all be tweaked more if desired, of course.
* Fire Storm now has a pow/1000 chance of higher radius (used to be
  (pow - 76)/pow), to balance out radius 2 and 3 explosions being larger now.
* Tornado is square and rotates monsters squarely. The rotation happens at the
  same speed as with circular tornado, meaning that it still takes about 60
  aut for a full rotation.
* EUCLIDEAN compile option is gone now, since it never had much support and
  doesn't make sense with squarelos.
* I probably missed some places in the code that should be squarified at some
  point. In general the things that are important to squarify are effects
  involving interaction between different cells on the map - these effects
  should depend on the number of steps needed to walk between them, not on
  the Euclidean distance. Things that are static during the game (such as
  dungeon generation) don't need to be squarified.

3 years agoActually normalize Ru sac piety
Corin Buchanan-Howland [Sat, 25 Apr 2015 15:51:38 +0000 (11:51 -0400)]
Actually normalize Ru sac piety

Because somehow I reverted most of my changes before pushing that previous
commit. :P

3 years agoAdjust Ru sacrifice ability letters
Corin Buchanan-Howland [Sat, 25 Apr 2015 15:44:26 +0000 (11:44 -0400)]
Adjust Ru sacrifice ability letters

There are more sacrifices now, so we need more breathing room.

3 years agoNormalize Ru sacrifice values slightly
Corin Buchanan-Howland [Sat, 25 Apr 2015 15:43:35 +0000 (11:43 -0400)]
Normalize Ru sacrifice values slightly

Just reducing the number of different values.

3 years agoAdd two new Ru sacrifices: resistance and eye
Corin Buchanan-Howland [Sat, 25 Apr 2015 15:41:37 +0000 (11:41 -0400)]
Add two new Ru sacrifices: resistance and eye

Sacrifice Resistance is {rF- rC-} and worth as much piety as sac hand.
Sacrifice an Eye gives you 2x inaccuracy, like the amulet*2. It stacks with
the amulet. It's worth 35 piety, like Sacrifice Skill.

3 years agoDocument that shadow invis swiftness appears in two places.
Neil Moore [Sat, 25 Apr 2015 15:07:58 +0000 (11:07 -0400)]
Document that shadow invis swiftness appears in two places.

[skip ci]

3 years agoMention a MONS_SHADOW hidden mechanic in xv (kvaak)
Neil Moore [Sat, 25 Apr 2015 14:51:27 +0000 (10:51 -0400)]
Mention a MONS_SHADOW hidden mechanic in xv (kvaak)

3 years agoMake Cheibriados wrath continue to slow the player until it expires
Chris Campbell [Sat, 25 Apr 2015 13:31:20 +0000 (14:31 +0100)]
Make Cheibriados wrath continue to slow the player until it expires

Based on however slow the player was at their max Chei piety reached.

3 years agoMake shadow form undispellable, end shadow form when abandoning Dith
Chris Campbell [Sat, 25 Apr 2015 13:30:44 +0000 (14:30 +0100)]
Make shadow form undispellable, end shadow form when abandoning Dith

3 years agoSuppress Ignite Blood under Dithmenos
Chris Campbell [Sat, 25 Apr 2015 13:30:24 +0000 (14:30 +0100)]
Suppress Ignite Blood under Dithmenos

3 years agoUpdate and improve some god descriptions
Chris Campbell [Sat, 25 Apr 2015 13:09:02 +0000 (14:09 +0100)]
Update and improve some god descriptions

3 years agoDon't redraw the screen when starting/ending gold distraction
Chris Campbell [Sat, 25 Apr 2015 12:06:20 +0000 (13:06 +0100)]
Don't redraw the screen when starting/ending gold distraction

Apparently this isn't necessary after all.

3 years agoGive Maxwell's etheric cage a "RegenMP" inscription
Chris Campbell [Sat, 25 Apr 2015 11:49:01 +0000 (12:49 +0100)]
Give Maxwell's etheric cage a "RegenMP" inscription

3 years agoFix fire dragon description (9678)
Nicholas Feinberg [Fri, 24 Apr 2015 14:16:07 +0000 (07:16 -0700)]
Fix fire dragon description (9678)

3 years agoAdd draconian flavours to -playable-json.
Darshan Shaligram [Thu, 23 Apr 2015 23:58:11 +0000 (19:58 -0400)]
Add draconian flavours to -playable-json.

3 years agoFix a missing paren (#9675)
Neil Moore [Thu, 23 Apr 2015 22:41:02 +0000 (18:41 -0400)]
Fix a missing paren (#9675)

3 years agoDocument -playable-json replacing -list-combos.
Darshan Shaligram [Thu, 23 Apr 2015 20:51:02 +0000 (16:51 -0400)]
Document -playable-json replacing -list-combos.

3 years agoUpdate MSVC project for JSON changes.
Neil Moore [Thu, 23 Apr 2015 20:46:28 +0000 (16:46 -0400)]
Update MSVC project for JSON changes.

Add json.h to the project, and make it build and link in json.obj
unconditionally.

3 years agoJSON for playable species+apts, jobs, combos
Darshan Shaligram [Thu, 23 Apr 2015 20:42:12 +0000 (16:42 -0400)]
JSON for playable species+apts, jobs, combos

Because Sequell would like to stop parsing C++ code now, please.

Uses webtiles' json.cc.

3 years agoRevert "JSON for playable species+apts, jobs, combos"
Darshan Shaligram [Thu, 23 Apr 2015 19:45:34 +0000 (15:45 -0400)]
Revert "JSON for playable species+apts, jobs, combos"

This reverts commit 46ea7691c8421e3b1c6b5f04fcd833724311eba1.

3 years agoJSON for playable species+apts, jobs, combos
Darshan Shaligram [Thu, 23 Apr 2015 19:01:42 +0000 (15:01 -0400)]
JSON for playable species+apts, jobs, combos

Because Sequell would like to stop parsing C++ code now, please.

Adds https://github.com/miloyip/rapidjson as a contrib submodule (forked into
GitHub crawl project).

3 years agoMostly add etheric cage tiles (CanOfWorms)
Nicholas Feinberg [Thu, 23 Apr 2015 04:58:18 +0000 (21:58 -0700)]
Mostly add etheric cage tiles (CanOfWorms)

The playerdoll tile isn't working and I can't figure out why;
someone else can fix that.

3 years agoFlatten some animate dead code
Nicholas Feinberg [Thu, 23 Apr 2015 04:30:55 +0000 (21:30 -0700)]
Flatten some animate dead code

3 years agoDisallow animating deep-water corpses (bcadren)
Nicholas Feinberg [Thu, 23 Apr 2015 04:24:43 +0000 (21:24 -0700)]
Disallow animating deep-water corpses (bcadren)

Letting non-aquatic species animate corpses trapped in deep water
is a UI screw. Letting only aquatic species do so is, as bcadren
notes, counterintuitive and bizarre. (Also, it was bugged when
trying to revive the corpses of land monsters that somehow wound
up in deep water - a 'puff of smoke' would appear...)

3 years agoTweak zombification comments
Nicholas Feinberg [Thu, 23 Apr 2015 04:24:05 +0000 (21:24 -0700)]
Tweak zombification comments

3 years agoFix Maxwell's changelog
Nicholas Feinberg [Thu, 23 Apr 2015 04:10:58 +0000 (21:10 -0700)]
Fix Maxwell's changelog

3 years agoNew Eternal Torment sprites (CanOfWorms)
Nicholas Feinberg [Thu, 23 Apr 2015 01:59:48 +0000 (18:59 -0700)]
New Eternal Torment sprites (CanOfWorms)

There were multiple sets of tiles submitted; I did an entirely
scientific poll by asking my little brother which he preferred,
and he chose these. Enjoy your torment!

3 years agoChangelog through 0.17-a0-762-gdd96e34
Nicholas Feinberg [Thu, 23 Apr 2015 01:53:34 +0000 (18:53 -0700)]
Changelog through 0.17-a0-762-gdd96e34

3 years agoMake grand avatars faster (travis).
Shmuale Mark [Wed, 22 Apr 2015 20:03:53 +0000 (16:03 -0400)]
Make grand avatars faster (travis).

3 years agoRemove a duplicate obsolete file
Chris Campbell [Wed, 22 Apr 2015 19:22:32 +0000 (20:22 +0100)]
Remove a duplicate obsolete file

If anyone really needs to know about key changes in 0.5 and 0.4, the .txt file
is probably sufficient, there's no need for a fancy pdf too!

3 years agoRemove the constant term in Gozag's fee.
Shmuale Mark [Wed, 22 Apr 2015 18:30:36 +0000 (14:30 -0400)]
Remove the constant term in Gozag's fee.

It's intended to make switching in the late game harder, and a constant
term overwhelmingly affects early-game characters considering Gozag.

3 years agoRefactor and comment monster_habitable_grid.
Shmuale Mark [Wed, 22 Apr 2015 18:09:54 +0000 (14:09 -0400)]
Refactor and comment monster_habitable_grid.

3 years agoMerge levitation and flight.
Shmuale Mark [Wed, 22 Apr 2015 17:23:01 +0000 (13:23 -0400)]
Merge levitation and flight.

There were only very minor gameplay differences between them, and they
were arguably bugs -- for example, paralysed flyers couldn't teleport onto
deep water, but being paralysed didn't make them fall in ever since commit
8973858003fa. No need for the extra code complexity in order to say that a
monster is flying magically; "It can fly" is generic enough.

3 years agoMake Ash skill boost and fencer's gloves (and Heroism) stack (#9666).
Shmuale Mark [Wed, 22 Apr 2015 14:56:05 +0000 (10:56 -0400)]
Make Ash skill boost and fencer's gloves (and Heroism) stack (#9666).

3 years agoFix the speed brand (amalloy).
Shmuale Mark [Wed, 22 Apr 2015 14:34:45 +0000 (10:34 -0400)]
Fix the speed brand (amalloy).

3 years agoUpdate Ignite Poison description
Nicholas Feinberg [Wed, 22 Apr 2015 02:17:59 +0000 (19:17 -0700)]
Update Ignite Poison description

3 years agoRemove an outdated comment
Nicholas Feinberg [Wed, 22 Apr 2015 02:16:46 +0000 (19:16 -0700)]
Remove an outdated comment

3 years agoSquash ignite poison spam
Nicholas Feinberg [Mon, 20 Apr 2015 03:25:31 +0000 (20:25 -0700)]
Squash ignite poison spam

3 years agoAdjust Ignite Poison cloud duration
Nicholas Feinberg [Thu, 16 Apr 2015 06:00:01 +0000 (23:00 -0700)]
Adjust Ignite Poison cloud duration

Base it on power, rather than the previous clouds' durations.

3 years agoIncrease Ignite Poison's direct damage
Nicholas Feinberg [Thu, 16 Apr 2015 05:48:21 +0000 (22:48 -0700)]
Increase Ignite Poison's direct damage

The charts for monster poison damage:

    avg. dam/turn   avg. dam (total)    avg total turns
stacks
1       0.75            6.75            9
2       1.00            15.75           18
3       1.25            18              18
4       2.5             24.75           18
(not just avg * turns since degree degrades over time)

Ignite Poison now does an average of 200%-300% of average poison
damage (increasing with spellpower), depending on degree. Doesn't
currently take remaining duration into account - possibly it
should, or possibly the damage numbers should just be lowered
slightly to compensate.

3 years agoTweak debug messages for poison damage
Nicholas Feinberg [Thu, 16 Apr 2015 05:47:59 +0000 (22:47 -0700)]
Tweak debug messages for poison damage

Include degree when printing poison damage for monsters.

3 years agoAdjust Ignite Poison's level & schools
Nicholas Feinberg [Wed, 1 Apr 2015 07:00:52 +0000 (00:00 -0700)]
Adjust Ignite Poison's level & schools

Level from 5 (formerly 6, formerly 7) to 3; add Poison school.
Also cap power at 100 (formerly 200).

3 years agoSimplify Ignite Poison
Nicholas Feinberg [Wed, 1 Apr 2015 05:26:15 +0000 (22:26 -0700)]
Simplify Ignite Poison

It now only ignites poisoned creatures & poisonous clouds, not
creatures/weapons with venom attacks, &c.

3 years agoAlso check item egos before choosing to stack them
Alan Malloy [Wed, 22 Apr 2015 01:33:45 +0000 (18:33 -0700)]
Also check item egos before choosing to stack them

3 years agoDon't collide with existing saves (|amethyst)
Nicholas Feinberg [Tue, 21 Apr 2015 05:54:02 +0000 (22:54 -0700)]
Don't collide with existing saves (|amethyst)

3 years agoGenerate random names for players (Arrhythmia)
Nicholas Feinberg [Tue, 21 Apr 2015 05:35:27 +0000 (22:35 -0700)]
Generate random names for players (Arrhythmia)

If they leave the name field blank during offline character
creation. (Using panlord/shopkeeper/etc name gen.)

3 years agoFix naga save compat (wheals)
Nicholas Feinberg [Tue, 21 Apr 2015 01:14:33 +0000 (18:14 -0700)]
Fix naga save compat (wheals)

The previous version would stomp on any upgraded innate muts on
save load.

3 years agoTake speed brand into account in weapon_min_delay (#9663).
Shmuale Mark [Mon, 20 Apr 2015 22:18:23 +0000 (18:18 -0400)]
Take speed brand into account in weapon_min_delay (#9663).

3 years agoWarn the player when tabbing with a bad weapon.
Alan Malloy [Sun, 19 Apr 2015 20:50:26 +0000 (13:50 -0700)]
Warn the player when tabbing with a bad weapon.

It already warns you once you're in melee rangs with, say, a rod;
this patch gives you a warning even when you're not yet in melee
range, instead of moving you toward the enemy while wielding
a stupid weapon.

3 years agoDon't attack neutrals with plain direction keys (#9184).
Shmuale Mark [Mon, 20 Apr 2015 21:58:43 +0000 (17:58 -0400)]
Don't attack neutrals with plain direction keys (#9184).

Instead, you have to use ctrl-direction. This is a bit different from both
how friendlies and now hostiles work, and I wouldn't be averse to simply
making them simply prompt-to-attack like an attack on a helpless monster
under TSO is. But at the same time, I believe that unnecssary prompts are
almost as bad as pissing off a monster with no warning.

3 years agoDisallow swapping with stoned/asleep allies (#5733, #9551).
Shmuale Mark [Mon, 20 Apr 2015 21:45:23 +0000 (17:45 -0400)]
Disallow swapping with stoned/asleep allies (#5733, #9551).

Additionally, don't give an attack prompt when trying to move onto a
square with a stationary ally.

3 years agoHave monsters zap empty wands, once.
Shmuale Mark [Mon, 20 Apr 2015 21:24:38 +0000 (17:24 -0400)]
Have monsters zap empty wands, once.

The goal is to prevent picking up wands from unique corpses with 20 zaps
that the player knows are obviously exhausted, but the game doesn't tell
you outright. It also has a nice side effect of answering the question "How
do monsters know the wand is empty, anyway?"

3 years agoAllow non-related monsters to swap places.
Shmuale Mark [Mon, 20 Apr 2015 21:00:15 +0000 (17:00 -0400)]
Allow non-related monsters to swap places.

Restricted to related monsters, swapping is almost a curiosity, or
sometimes even a hindrance if two monsters swap with each other,
effectively slowing down both. However, there's little reason not to
extend it to non-related ones. This prevents, for example, being entirely
safe by having a rat between you and a dragon in a corridor (though
in practice the dragon usually breathes and kills the rat anyway).

3 years agoFix compilation.
Shmuale Mark [Mon, 20 Apr 2015 20:44:59 +0000 (16:44 -0400)]
Fix compilation.

What kind of crazy would amend a commit and totally forget to recheck
compilation?? Pull it together, wheals...

3 years agoReorder field definitions of mgen_data to match the constructor.
Shmuale Mark [Mon, 20 Apr 2015 20:22:24 +0000 (16:22 -0400)]
Reorder field definitions of mgen_data to match the constructor.

This doesn't really matter, but it's pretty confusing at first.

3 years agoEnhance and clean up the parameters for newgame_make_item.
Shmuale Mark [Mon, 20 Apr 2015 19:50:41 +0000 (15:50 -0400)]
Enhance and clean up the parameters for newgame_make_item.

There was no need to pass in a specific slot or equipment slot. This
refactor ended up being a lot bigger than I was expecting, and
it's probably bigger than it should be in a single commit.

3 years agoNerf DrFi (DrKe).
Shmuale Mark [Mon, 20 Apr 2015 16:57:46 +0000 (12:57 -0400)]
Nerf DrFi (DrKe).

OpFi doesn't get a hat, and FeFi doesn't get a ring of protection.

3 years agoShow merfolk song success chance (#9659).
Shmuale Mark [Mon, 20 Apr 2015 16:38:52 +0000 (12:38 -0400)]
Show merfolk song success chance (#9659).

3 years agoRemove an unused parameter.
Shmuale Mark [Mon, 20 Apr 2015 16:38:39 +0000 (12:38 -0400)]
Remove an unused parameter.

3 years agoFix a vault typo (#9658).
Shmuale Mark [Mon, 20 Apr 2015 16:22:19 +0000 (12:22 -0400)]
Fix a vault typo (#9658).

3 years agoSimplify menu colour for mutagenic chunks.
Neil Moore [Mon, 20 Apr 2015 15:19:02 +0000 (11:19 -0400)]
Simplify menu colour for mutagenic chunks.

Now that chunk names omit irrelevant adjectives such as "mutagenic" for
ghouls, we no longer need to make sure we are matching the "mutagenic"
tag rather than the item name.

3 years agoFix whitespace.
Neil Moore [Mon, 20 Apr 2015 15:16:28 +0000 (11:16 -0400)]
Fix whitespace.

3 years agoColour useless/mutagenic/forbidden chunk glyphs (geekosaur)
Neil Moore [Mon, 20 Apr 2015 15:15:42 +0000 (11:15 -0400)]
Colour useless/mutagenic/forbidden chunk glyphs (geekosaur)

3 years agoMake all chunks lightred.
Neil Moore [Mon, 20 Apr 2015 15:03:27 +0000 (11:03 -0400)]
Make all chunks lightred.

Since the monster type of chunks no longer matters, and chunk colours
overlapped with permafood colours.

Using lightred rather than red to not overlap with "forbidden".

3 years agoEntropy weaver corpse tile (9660)
Nicholas Feinberg [Mon, 20 Apr 2015 15:17:17 +0000 (08:17 -0700)]
Entropy weaver corpse tile (9660)

3 years agoRemove an unused macro (gammafunk)
Neil Moore [Mon, 20 Apr 2015 02:45:20 +0000 (22:45 -0400)]
Remove an unused macro (gammafunk)

Besides being unused, it used a raw block where it should have been
a do-while(0).

3 years agoRemove obsolete chunk default colours
Nicholas Feinberg [Mon, 20 Apr 2015 00:10:52 +0000 (17:10 -0700)]
Remove obsolete chunk default colours

3 years agoRemove the hunger/regen cap on movement
Nicholas Feinberg [Sat, 18 Apr 2015 22:29:28 +0000 (15:29 -0700)]
Remove the hunger/regen cap on movement

Previously, various over-time effects behaved oddly with slow
movement. When walking, any action that took more than 10 aut
(one normal turn) was counted as if it took 10 aut instead for
regen/hunger purposes. This meant that, for example, moving in
statue form cut your hunger & regen to 2/3rds normal; Chei
worshippers had both halved...

This removes that effect and adds a few small compensations;
Naga get Slow Metabolism 1 and Chei reduces hunger significantly
more. (Now cuts it to 50%; previously 75%).

3 years agoSimplify monster malmut (ENCH_WRETCHED)
Nicholas Feinberg [Sun, 19 Apr 2015 23:48:05 +0000 (16:48 -0700)]
Simplify monster malmut (ENCH_WRETCHED)

From -10% HD and -4 AC per level to a flat -25% HD, -8 AC.

No reason to have multiple levels on something that was never
going to get stacked...

This is probably an Irradiate buff.

3 years agoRemove unnecessary comment
Corin Buchanan-Howland [Sun, 19 Apr 2015 23:01:25 +0000 (19:01 -0400)]
Remove unnecessary comment

3 years agoActually disable Invocations training when you have no god (rchandra)
Corin Buchanan-Howland [Sun, 19 Apr 2015 23:01:05 +0000 (19:01 -0400)]
Actually disable Invocations training when you have no god (rchandra)

Previously it would allow you to keep training until you saved and reloaded
your game.

3 years agoFix derived undead not dropping gold under Gozag
Chris Campbell [Sun, 19 Apr 2015 18:13:12 +0000 (19:13 +0100)]
Fix derived undead not dropping gold under Gozag

3 years agoAdd some translators to CREDITS and mailmap.
Neil Moore [Sun, 19 Apr 2015 18:00:26 +0000 (14:00 -0400)]
Add some translators to CREDITS and mailmap.

[skip ci]

3 years agoImprove a few Spanish god translations (quik)
Neil Moore [Sun, 19 Apr 2015 17:58:27 +0000 (13:58 -0400)]
Improve a few Spanish god translations (quik)

[skip ci]

3 years agoTranslate gods text to spanish.
Edgar Carballo [Mon, 12 Jan 2015 03:50:47 +0000 (21:50 -0600)]
Translate gods text to spanish.

Translations, retranslations and organizations of gods descriptions to
spanish

[skip ci]

3 years agoAdd the define DEBUG_STATISTICS to build mapstat and objstat
gammafunk [Sat, 18 Apr 2015 23:16:05 +0000 (18:16 -0500)]
Add the define DEBUG_STATISTICS to build mapstat and objstat

Setting DEBUG_STATISTICS will now cause mapstat and objstat code to
build, so a full debug build is no longer required for these
features. You can add EXTERNAL_FLAGS_L=-DDEBUG_STATISTICS to your make
command to set the define. The DEBUG_DIAGNOSTIC define used by full
debug builds sets DEBUG_STATISTICS, so both features are still available
for these builds as well.

3 years agoMove objstat code to its own source file
gammafunk [Sat, 18 Apr 2015 20:27:38 +0000 (15:27 -0500)]
Move objstat code to its own source file

Adds dbg-objstat.cc and moves code to there from dbg-scan.cc, with the
appropriate header changes.

3 years agoAdd some folks to CREDITS and one to mailmap.
Neil Moore [Sun, 19 Apr 2015 17:33:22 +0000 (13:33 -0400)]
Add some folks to CREDITS and one to mailmap.

3 years agoAdded code for a formicid corpse tile
Tom Conrad [Mon, 16 Mar 2015 19:24:30 +0000 (14:24 -0500)]
Added code for a formicid corpse tile

3 years agoDon't allow drinking curemut with only temporary mutations (#9655)
Neil Moore [Sun, 19 Apr 2015 17:05:46 +0000 (13:05 -0400)]
Don't allow drinking curemut with only temporary mutations (#9655)

Since it won't cure them.

3 years agoDon't let Gozag distraction affect conjured monsters or tentacles
Chris Campbell [Sun, 19 Apr 2015 16:45:38 +0000 (17:45 +0100)]
Don't let Gozag distraction affect conjured monsters or tentacles

3 years agoDon't goldify any no-XP monsters
Chris Campbell [Sun, 19 Apr 2015 16:40:56 +0000 (17:40 +0100)]
Don't goldify any no-XP monsters

3 years agoDon't allow drinking known !curemut with no mutations (#9655)
Neil Moore [Sun, 19 Apr 2015 16:32:12 +0000 (12:32 -0400)]
Don't allow drinking known !curemut with no mutations (#9655)

3 years agoDon't goldify firewood (Lightli, 4chan)
Nicholas Feinberg [Sun, 19 Apr 2015 16:26:58 +0000 (09:26 -0700)]
Don't goldify firewood (Lightli, 4chan)

Also don't goldify corpses twice.

3 years agoDe-sprettify transform()
Nicholas Feinberg [Sun, 19 Apr 2015 16:22:10 +0000 (09:22 -0700)]
De-sprettify transform()

I have no idea why the lava orc code was set up that way to begin
with, so it's possible that this breaks something with them
somehow...?

3 years agoMerge pull request #9 from noxdominus/patch-1
Neil Moore [Sun, 19 Apr 2015 14:49:24 +0000 (10:49 -0400)]
Merge pull request #9 from noxdominus/patch-1

ru descript update

3 years agoUpdate backgrounds.txt
noxdominus [Sun, 19 Apr 2015 14:08:37 +0000 (17:08 +0300)]
Update backgrounds.txt

3 years agoUpdate unident.txt
noxdominus [Sun, 19 Apr 2015 13:45:00 +0000 (16:45 +0300)]
Update unident.txt

3 years agoDon't crash when animating undead fails.
Neil Moore [Sun, 19 Apr 2015 13:43:31 +0000 (08:43 -0500)]
Don't crash when animating undead fails.

3 years agoDon't waste time while cancelling blurread (9650)
Nicholas Feinberg [Sat, 18 Apr 2015 23:44:41 +0000 (16:44 -0700)]
Don't waste time while cancelling blurread (9650)

oops

3 years agoUpdate Potion Petition description
Chris Campbell [Sat, 18 Apr 2015 23:18:38 +0000 (00:18 +0100)]
Update Potion Petition description

3 years agoAdjust Gozag's faith-removal message
Chris Campbell [Sat, 18 Apr 2015 23:07:22 +0000 (00:07 +0100)]
Adjust Gozag's faith-removal message

The wording is an attempt to make it clear that it's the set-up cost for
merchants that increases, not the prices of their items, probably this could
be clarified better.

3 years agoRemove an unused Gozag attribute
Chris Campbell [Sat, 18 Apr 2015 23:07:01 +0000 (00:07 +0100)]
Remove an unused Gozag attribute

3 years agoMake corpseless monsters actually drop gold at the same rate as corpseful ones
Chris Campbell [Sat, 18 Apr 2015 23:02:35 +0000 (00:02 +0100)]
Make corpseless monsters actually drop gold at the same rate as corpseful ones

3 years agoSlightly increase the base price of Potion Petition
Chris Campbell [Sat, 18 Apr 2015 23:02:03 +0000 (00:02 +0100)]
Slightly increase the base price of Potion Petition

Mainly just to make it a nicer, round number on the ability screen.

3 years agoDrop gold for corpseless monsters under Gozag.
Alex Jurkiewicz [Thu, 16 Apr 2015 04:51:23 +0000 (14:51 +1000)]
Drop gold for corpseless monsters under Gozag.

Low-corpse branches give Gozagites very little "piety" and are
concentrated in extended, which made Gozag extremely poor there.
This change makes corpseless monsters drop gold at the same rate as
their more corporeal allies.

3 years agoRemove cost scaling from Potion Petition.
Alex Jurkiewicz [Thu, 16 Apr 2015 04:22:42 +0000 (14:22 +1000)]
Remove cost scaling from Potion Petition.

Gold gain rate doesn't scale, and in fact tapers off as the ratio of
corpseless monsters increases.

3 years agoReduce the crown of torment's HP penalty to 20%
Chris Campbell [Sat, 18 Apr 2015 22:35:18 +0000 (23:35 +0100)]
Reduce the crown of torment's HP penalty to 20%

-20% is still a lot of -HP, and unlikely to be worth using.

3 years agoImprove crown of torment's inscription and desc
Chris Campbell [Sat, 18 Apr 2015 22:28:14 +0000 (23:28 +0100)]
Improve crown of torment's inscription and desc