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Commits on Nov 16, 2018
Commits on Nov 15, 2018
  1. Tweak a new arrival vault (gammafunk)

    ebering committed Nov 15, 2018
    Consistent stone usage and a no_item_gen KMASK.
  2. Update CREDITS

    ebering committed Oct 28, 2018
  3. Some variable vaults (WanderingBlade, 11140)

    ebering committed Oct 28, 2018
    A decor river bridge.
    A guarded_unrand vault for the ratskin cloak featuring hell rats at a
    very early depth.
    An evil kobold church, from the same sect as those kennysheep sewer
Commits on Oct 28, 2018
  1. Prevent unwielding by transforming

    ebering committed Oct 28, 2018
    After re-introducing this bug, squash it again by further refactoring.
    Both this and the bug fixed by 1406302 were caused by transform()
    calling functions whose behavior depended on the player's transformation
    while a player was in a partially transformed state. This lead to
    fragile and unpredictable behavior. Some of it is unavoidable, which
    comments point out. There may be other bugs lurking with a similar
Commits on Oct 27, 2018
  1. Add Stenella to CREDITS

    ebering committed Oct 27, 2018
Commits on Oct 24, 2018
  1. Update CREDITS.txt

    ebering committed Oct 24, 2018
Commits on Oct 18, 2018
  1. Tweak nagdon_arrival_double_spiral

    ebering committed Oct 18, 2018
    The lava and deep water variations spelled death if a ranged monster
    spawned awake and near the vault, or wandered by as the player was
    departing. The transparent stone could force the player to wake up a lot
    of monsters while navigating out of the vault leading to death.
    [Closes #864]
  2. Return disablers to disabler_island

    ebering committed Oct 18, 2018
    This vault wasn't actually placing one of its intended monsters.
Commits on Oct 16, 2018
  1. Remove Misfortune from some vaults

    ebering committed Oct 16, 2018
    The new version doesn't make sense in certain vaults.
  2. Revise the robe of Misfortune (gammafunk)

    ebering committed Oct 16, 2018
    The robe of "particularly bad identification trap" was not an
    interesting thing. This keeps the theme of an unlucky robe which
    frequently leads to unfortunate confluences of events, but now lets some
    of that bad luck fall on monsters too. Specifically, the random
    appearance is dropped and the robe becomes: +5 with {*Corrode *Contam
    *Drain Harm *Slow EV+5}.
  3. Add Harm as an artefact property

    ebering committed Jul 27, 2018
    Does not generate randomly at present. Requires *Drain. Multiple sources
    of Harm do not stack.
  4. A farewell to arms (Yermak)

    ebering committed Oct 16, 2018
    Remove some permarock and unobtainable items used decoratively in
    baileys. They're replaced with granite statues given flavourful
    descriptions. CanOfWorms is working on some custom statue tiles to use
Commits on Oct 14, 2018
  1. Identify monster equipment on sight

    ebering committed Oct 14, 2018
    Partial mosnter item identification has been increased over time to
    de-spoil item generation tables in favor of revealing tactical threats.
    Before this patch, the issue of item generation versus tacitcal threat
    continued to apply to wands.
    Further, players were encouraged to carefully observe damage
    exclamation points to watch out for plusses on either monster weapons or
    Finally, mantis bugs 10903 and 10301 involve information leaks regarding
    armour ego.
    All of these issues ultimately trace to identification of monster
    equipment. This commit resolves them by fully identifying monster
    equipment. Doing so comes at the cost of further diluting Ash's ID
    passive and making Ash's item warning passive no longer exist, as well
    as simplifying the ID game slightly more.
Commits on Oct 7, 2018
  1. Allow confusing touch with a weapon

    ebering committed Oct 7, 2018
    The dexterity to-hit bonus made the unarmed requirement for confusing
    touch more an interface obstacle than a real balance effect. If the
    spell is too strong we should nerf the mechanic, not annoy a player
    trying to use it.
  2. Reactivate autopickup when using stairs (mdonais)

    ebering committed Oct 7, 2018
    New players sometimes miss the message about ^A to reactivate
    autopickup and escape an invisible monster without killing it. They
    subsequently get confused when they are no longer eating and grabbing
    items. Even more experienced players can forget to turn autopickup on.
    If a player does get followed up the stairs by an invisible monster
    there will be a double message of Reactivate/Deactivate but handling
    this otherwise would leak information.
Commits on Oct 2, 2018
  1. Revert "Check bounds for player_can_hear (#689)"

    ebering committed Oct 2, 2018
    This reverts commit 44fbede.
    This is causing initial portal vault messages to not be displayed at
    all. I don't have time to investigate further so I'm reverting for now.
Commits on Sep 30, 2018
  1. Give Barachi full LOS halo and umbra (11650)

    ebering committed Sep 30, 2018
    you.normal_vision was perpetually LOS_DEFAULT_RANGE. This changes
    you.normal_vision to correctly be the species LOS and then apply further
    mutations, spells, and effects to it.
    The halo and umbra calculations were using LOS_DEFAULT_RANGE. There may
    be other locations where LOS_DEFAULT_RANGE is used instead of
    you.normal_vision that give Barachi weird edge cases.
  2. Have wall jump ability respect constriction (11690)

    ebering committed Sep 30, 2018
    When wall jump is triggered by moving, the player first makes an escape
    attempt, and loses a turn if they fail to escape.
    This changes wall jump activated via the ability menu to behave in the
    same fashion.
Commits on Sep 29, 2018
  1. Don't accept elemental colours by default (11468)

    ebering committed Jun 8, 2018
    The majority of uses of str_to_colour expect a terminal colour, and can
    crash if an elemental colour is returned. Lua and mapdef are the
    900b867 previously added an option to disallow elemental colours
    to fix some crashes. The option was set to default to allow elemental
    colours but the commit message mentions there are potentially other
    places where allowing elemental colours can be bad. This patch chases
    those down.
    Closes #781
  2. Fix a des syntax error

    ebering committed Sep 29, 2018
  3. Revise the Spriggan's Knife (mikee)

    ebering committed Jul 27, 2018
    The knife now always stabs at Tier 1; specifically any stab is converted
    to a sleep stab, this is flavoured as cutting into the realm of dreams.
    Remove the Dex+4 and MR+ to de-stat-stick it a little. The Dex+4 in
    addition to the EV and Stealth plusses was overkill, and since the knife
    now always stabs at tier 1 the extra Dex seemed like too much.
    A separate idea discussed for the knife was to make it a Hex enhancer.
    There's probably room for a Hex enhancer unrand dagger also.
  4. Allow tweaking more artps in wizmode

    ebering committed Jul 27, 2018
    &t only used 0-Z, there are now more artefact properties than that. This
    expands it to use a-z, then A-Z then 0-@.
  5. Allow SH specification for unrands.

    ebering committed Jul 27, 2018
    685a3a7 introduced the ARTP_SHIELDING, but did not add processing in
    util/ for a keyword. This allows unrands to specify the
    shielding property with SH: plus.