Advertisement
Guest User

Untitled

a guest
Jun 22nd, 2017
801
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 38.03 KB | None | 0 0
  1. commit c5150db817a2eb6384b4d3c9e5cdb2c23e397c7d
  2. Author: Johannes M <kenranunderscore@users.noreply.github.com>
  3. Date: Thu Jun 22 18:54:35 2017 +0200
  4.  
  5. Add an autumn forest themed bazaar vault (#551)
  6.  
  7. Add an autumn forest-themed bazaar vault
  8.  
  9. commit 1f6c8c026d155503b190d6dc2fff847ecccf4836
  10. Author: advil <rawlins@gmail.com>
  11. Date: Thu Jun 22 08:46:58 2017 -0400
  12.  
  13. Restore base value of 5 max kick damage (minmay)
  14.  
  15. Accidentally(?) removed in 6d440e639429.
  16.  
  17. commit 04744e27a9746e074e7847dbe04b41057bf2aeea
  18. Author: gammafunk <gammafunk@gmail.com>
  19. Date: Wed Jun 21 19:52:40 2017 -0500
  20.  
  21. Allow bazaar vaults to not set floor tile "halos" (Kenran)
  22.  
  23. Previously all shops place in bazaars would always get a circle of floor
  24. tiles set around the shop itself. This was done through the main bazaar
  25. setup function, so it would be difficult for vault authors to use a
  26. different kind of shop decoration. This commit adds default-true
  27. argument to the setup function to allow disabling of these floor tile
  28. halos on a per-vault basis.
  29.  
  30. commit 82a99e05bea1874fc1d0b095402e063f1e2daae6
  31. Author: gammafunk <gammafunk@gmail.com>
  32. Date: Mon Jun 19 05:32:45 2017 -0500
  33.  
  34. Make a transporter vault transparent and adjust
  35.  
  36. The vault gammafunk_wand_slinger places a fairly specific types and
  37. numbers of monsters, especially early on. This commit makes it
  38. transparent to reduce spoilers and adjusts the threat to be a little
  39. more forbidable and the reward a little better.
  40.  
  41. Slightly increase the either monster count or difficulty at some depths,
  42. making early placements have at least one orc priest, and restrict its
  43. max depth to D:13. For non-wand loot we add two gold piles, and add up
  44. to two items as the depth increases, but still only giving a single
  45. star_item in earlier levels, since at that time a wand is more powerful.
  46.  
  47. commit 5014f931b3c8c65173143d085515c3365315c9ca
  48. Author: gammafunk <gammafunk@gmail.com>
  49. Date: Sun Jun 18 07:46:32 2017 -0500
  50.  
  51. Fix up a transporter vault and move it deeper in the dungeon
  52.  
  53. This vault gammafunk_sealed_library places more monsters on-average
  54. compared to the other transporter vaults, nearly all of which have nasty
  55. spells. Move it to place on D:12- for Dungeon placements. Fix some
  56. errors in the monster definitions and rework the monster loot placement
  57. to better balance the types of monsters.
  58.  
  59. Also give the vault extra walling to help keep the library quiet, making
  60. it less likely for all monsters to wake up. Finally, replace item
  61. defined by a list of magical equipement with a simple jewellery
  62. good_item, since that will better appeal to players that don't use
  63. spells, and add a couple missing aux armour in the armour item
  64. definition.
  65.  
  66. commit 3dfdc92ec14d1431088d0ef28169a7b0330018e7
  67. Author: gammafunk <gammafunk@gmail.com>
  68. Date: Sun Jun 18 05:51:32 2017 -0500
  69.  
  70. Tweak placement of a trog-themed transporter vault
  71.  
  72. Allow it to place on the final three dungeon levels, since the monsters
  73. it places are not significantly more out-of-depth for D:13-14 than they
  74. are for D:15.
  75.  
  76. commit 0c55a54dd446a0031c66e1e1395f520af5b29e80
  77. Author: gammafunk <gammafunk@gmail.com>
  78. Date: Sun Jun 18 01:21:40 2017 -0500
  79.  
  80. Remove a runed door from a vault
  81.  
  82. Tentacled monstrosities are normal level spawns, and this vault is not
  83. overly dangerous, since the monstrosity is reavealed before the player
  84. can reach it. Also renaming the vault to not indicate that the monster
  85. is behind a runed door.
  86.  
  87. commit 2fc178d24cd5239bc749c5bd683bee4b33251590
  88. Author: gammafunk <gammafunk@gmail.com>
  89. Date: Sat Jun 17 00:49:00 2017 -0500
  90.  
  91. Some tweaks to a transporter vault.
  92.  
  93. In the gammafunk_sealed_arena vault, 8 and 9 roll nothing fairly often
  94. in Dungeon , resulting in a lot of missing enemies in that branch, so
  95. add two more 9s. Only thin out the 9s in earlier Dungeon, since this
  96. vault is not especially dangerous later on and doesn't have a high
  97. monster count. Also replace one gold pile with a good_item jewellery
  98. and replace another with good_item aux armour in later depths/branches,
  99. since the average result of two star_item + 3 superb_item can be quite
  100. bad motivation. This rolls mundane jewellery/equip pretty frequently and
  101. based on player identification knowledge, so early on it will often be
  102. just a jewellery drop, and later on it will have a decent chance of
  103. making artefact jewellery.
  104.  
  105. commit 62f518fac0c0f4482ca85357202bdf90d0e278b4
  106. Author: gammafunk <gammafunk@gmail.com>
  107. Date: Fri Jun 16 22:53:30 2017 -0500
  108.  
  109. Tweak wall borders in some transporter vaults
  110.  
  111. The vaults changed in this commit prefer to have the monsters inside not
  112. wake until they come into view of the player from inside the vault, but
  113. had only single tile walls previously, so monsters frequently would wake
  114. before the player entered. The vault gammafunk_its_a_trap in particular
  115. works best when monsters don't wake, but some very loud things like
  116. alarm traps have woken monsters up in this vault. These vaults also all
  117. are fully surrounded by floor perimeter that isn't necessary except
  118. before any transparent stone, where something is intentionally exposed
  119. to the player outside the vault.
  120.  
  121. This commit replaces the floor perimeter with another layer of stone,
  122. helping to further insulate the monsters from noise. This also will tend
  123. to explose less of the vault to noise, since the vault can now place
  124. adjacent to any rock on the level. Industrious players can still make
  125. enough noise to wake the monsters in most of these vaults if they wish
  126. to (e.g. scrolls of noise and some of the loudest spells).
  127.  
  128. commit bbb65ab2d72387d470c1269714bdc354b078a32c
  129. Author: advil <rawlins@gmail.com>
  130. Date: Mon Jun 19 10:38:58 2017 -0400
  131.  
  132. Warn on placing encompass vaults in the wrong place with &P (kenran)
  133.  
  134. This usually fails / crashes if the vault isn't designed for the place.
  135. Then since `wizard_recreate_level` saves (several times!) during its
  136. process, this typically leads to a corrupted save. For example, placing
  137. a bazaar or other portal vault in the dungeon, and in some cases mixing
  138. portal vault types. Even placing depths encompass vaults in D isn't safe
  139. in general in my testing. &L is generally ok, because it has far fewer
  140. checks.
  141.  
  142. In a few cases this warning is a little over-enthusiastic, e.g. it warns
  143. on placing lemuel_river_lethe on depths 1 even though that is
  144. technically ok. But anyone using wizmode should be able to handle that.
  145.  
  146. commit 5e5ddd215409b666ceeb85d032d494f2932a6049
  147. Author: advil <rawlins@gmail.com>
  148. Date: Sun Jun 18 11:36:22 2017 -0400
  149.  
  150. Prevent crashes when a spiny monster kills itself under Usk pain bond
  151.  
  152. Fix suggested by |amethyst.
  153.  
  154. commit 32e1473728e8ef2d9a8c58ed1af75db6c77d5577
  155. Author: advil <rawlins@gmail.com>
  156. Date: Sat Jun 17 14:24:01 2017 -0400
  157.  
  158. Add a bounds check
  159.  
  160. oops
  161.  
  162. commit 3fa40af13f904aec611813e7339343ceead2ae76
  163. Author: Kyle Rawlins <rawlins@gmail.com>
  164. Date: Sat Jun 17 13:08:15 2017 -0400
  165.  
  166. checkwhite + unbrace
  167.  
  168. commit 37f92568e5f95bbe160e2f6110db568a0a6ad41b
  169. Author: Kyle Rawlins <rawlins@gmail.com>
  170. Date: Sat Jun 17 13:01:42 2017 -0400
  171.  
  172. Fix behavior of translevel autotravel when called on walls (10802)
  173.  
  174. Previously this would do really weird things when called on walls or
  175. other non-traversable positions, depending on various factors like
  176. whether you were standing on stairs; typically it would try to send you
  177. off-level (see Yermak's bug report for the exact conditions). This is
  178. triggered when traveling from the `X` display, which always calls
  179. translevel travel (even if you're looking at the curent level). The
  180. problem was that some of the translevel pathfinding code doesn't
  181. differentiate between inaccessible without translevel travel vs plain
  182. inaccessible. I left this code as is & added a note about this
  183. assumption, and added a check earlier, so X. into a non-traversable
  184. feature on the current level fails immediately.
  185.  
  186. If you try to autotravel to a solid (or non-traversable) feature on a
  187. different level, this will still send you to that level, but stop when
  188. you get there. I'm not sure if this is the ideal behavior.
  189.  
  190. commit 3f13d09f4ca693a04192cb1566c1d52256c19d68
  191. Author: Corin Buchanan-Howland <corin@buchananhowland.net>
  192. Date: Fri Jun 16 19:48:11 2017 -0400
  193.  
  194. Lessen the odds of corrosion stacking
  195.  
  196. Changed the formula for blocking corrosion from prev_corr in prev_corr+9 to
  197. prev_corr in prev_corr+7. The aim is to make spammy corrosion a little less
  198. absurd.
  199.  
  200. commit b9da00d39c91fe2666ee083826a6f978d4cef5a7
  201. Author: Corin Buchanan-Howland <corin@buchananhowland.net>
  202. Date: Fri Jun 16 19:38:23 2017 -0400
  203.  
  204. Decrease entropy weaver cast rate
  205.  
  206. From 1/5 to 1/8. Hopefully this will make them likely to be machine-gun
  207. corrosion machines and also make them more actually threatening. This is
  208. not meant to rule out further changes, like giving them staggered casting ala
  209. giant eyeballs.
  210.  
  211. commit 20745e5424ada6eee409f114314ee284ae5332f3
  212. Author: Corin Buchanan-Howland <corin@buchananhowland.net>
  213. Date: Fri Jun 16 19:23:03 2017 -0400
  214.  
  215. Make caustic shrikes a normal spawn on Depths:5 again
  216.  
  217. Caustic shrike density was a bit low in the average game.
  218.  
  219. commit 1c0f2e30f7b523059e52ab499f04359bacddfbcd
  220. Author: gammafunk <gammafunk@gmail.com>
  221. Date: Fri Jun 16 05:37:29 2017 -0500
  222.  
  223. Add missing branches to Vim DES syntax file and clean up formatting
  224.  
  225. Mostly try to wrap lists of keywords at the 80 line length.
  226.  
  227. commit e63d07cab723d99ca36f3602abb3964258963902
  228. Author: gammafunk <gammafunk@gmail.com>
  229. Date: Fri Jun 16 03:58:57 2017 -0500
  230.  
  231. Support lua markers in the DES Vim syntax file
  232.  
  233. Parse the lua after the marker definition as lua, allowing multiple
  234. lines using backslashes at the end of line.
  235.  
  236. commit 11b22976119003edd11af945d6f642946e1d9835
  237. Author: EMTedronai <emtedronai@gmail.com>
  238. Date: Sat May 27 21:17:24 2017 +0200
  239.  
  240. Do not hard-code colors in levdes.vim.
  241.  
  242. The hard-coded color definitions in the .des syntax file did not play well
  243. together with a lot of vim colorschemes. This commit removes the
  244. hard-coded colors and links instead to predefined syntax elements which
  245. should be recognized by every Vim colorscheme.
  246.  
  247. Of course this means that it is no longer guaranteed that water is
  248. displayed in a blueish color in every colorscheme. But I think being
  249. readable in every colorscheme is much more important. If someone is not
  250. happy with how the map is displayed in their favorite colorscheme, they
  251. still can use an autocmd to change the colorscheme just for the des
  252. filetype.
  253.  
  254. The only thing I am not completely happy with is stone (c) and metal (v)
  255. walls using the same color definitions. I would link metal walls to
  256. something else, but if you use Vim in 8 color mode the fallbacks will
  257. usually result in 'v' having either the same color as 'w' or 'W'. And I
  258. definitely want to avoid that since it can get quite hard to distinguish
  259. in that case. I think 'c' and 'v' are distinct enough to share the same
  260. color (and usually they are not used right next to each other).
  261.  
  262. This commit should also resolve the issue of the syntax coloring breaking
  263. when changing the colorscheme with an open des file. The issue here was
  264. that vim syntax files are not reevaluated when changing colorschemes. This
  265. resulted in the hard-coded definitions of the syntax file being overridden
  266. by the colorscheme change and not being reapplied afterwards.
  267.  
  268. Committer's Note: Closes #543.
  269.  
  270. commit 23bf2620dea661b45b50d86ca7e500f13e4bcc9f
  271. Author: gammafunk <gammafunk@gmail.com>
  272. Date: Fri Jun 16 02:51:38 2017 -0500
  273.  
  274. Some adjustements to a transporter vault
  275.  
  276. In emtedronai_trogs_sanctum, make the loot more even between gold and
  277. star_item to give the vault more appeal to adventurous players. Also
  278. move the exit transporter destination off the entrance transporter, make
  279. there be less blood for the blood god, and reformat some of the glyph
  280. usage to make it consistent with lower-case for solid terrain,
  281. upper-case or symbols for habitable terrain.
  282.  
  283. This closes #548.
  284.  
  285. commit a9a1f1cf38d86bab1945f8e5d3ef90d8beedc7ec
  286. Author: Elan Morin Tedronai <emtedronai@gmail.com>
  287. Date: Sun Jun 11 16:26:42 2017 +0200
  288.  
  289. Transporter vault: Trog's Sanctum.
  290.  
  291. Trog's most devout followers finally succeeded in creating a secret haven
  292. devoid of all influences of forbidden magic. Will the hero dare to
  293. desecrate this sacred place of silent rage?
  294.  
  295. The vault makes sure that the player is aware of the silence by placing
  296. the entry transporter inside the silence field. Because of the silence it
  297. is very easy to pull all monsters individually and fight them one by one.
  298. In the end it comes to the player being able to fight the (potentially
  299. berserking) boss monster while being silenced. Mainly magic focussed
  300. characters should probably refrain from entering ;-)
  301.  
  302. Unfortunately for the player, the imprisoned magic users are not very
  303. grateful for their rescue once the field of silence is being lifted :-/
  304.  
  305. commit 7b0e1919fa8630ebc5b5cb4c71ead75fafbc5805
  306. Author: Nicholas Feinberg <pleasingfung@gmail.com>
  307. Date: Thu Jun 15 16:21:33 2017 -0700
  308.  
  309. Ungroup same-name mons in webtiles list (11110)
  310.  
  311. Probably two orcs named 'Boldo' should get separate entries.
  312.  
  313. Note that mon-info::less_than will also have to change if we want
  314. the same behavior for the local tiles monster list, but I'm not
  315. sure if it's actually a problem there?
  316.  
  317. commit 625dad4402b27f34ba25d6c9ce785eba803060cb
  318. Author: cut1less <kazoon401@gmail.com>
  319. Date: Fri Jun 9 19:31:22 2017 -0500
  320.  
  321. Fix viable species/background option
  322.  
  323. commit dbfcba73ebbeb46c4d2e77d26494032e2e15a8d7
  324. Author: Kyle Rawlins <rawlins@gmail.com>
  325. Date: Thu Jun 15 13:14:40 2017 -0400
  326.  
  327. Prevent random xom crashes on felid revival
  328.  
  329. If xom_tick got to the point of calling `xom_choose_action`, this would
  330. crash on an old assert. This commit lets xom act immediately after
  331. revival, which may or may not be desirable (before it was impossible,
  332. because the game would crash instead).
  333.  
  334. I've also prevented xom from taking credit for a felid revival (I'm not
  335. sure when this triggered before, but it would always trigger in the case
  336. that previously crashed. This change is just cosmetic.
  337.  
  338. commit 828620c7301e1e00c041161cb3d8c6db8e95b6fc
  339. Author: Alan Malloy <alan@malloys.org>
  340. Date: Wed Jun 14 23:10:59 2017 -0700
  341.  
  342. Fix a teleport closet in dpeg_arrival_solitude (Slave-to-Armok)
  343.  
  344. commit b612c2353f111f7051ca8fb2838a46160e13e034
  345. Author: advil <rawlins@gmail.com>
  346. Date: Tue Jun 13 22:49:46 2017 -0400
  347.  
  348. Make Hep mutation wording more Hep-specific
  349.  
  350. Based on the second report I've seen about someone new to Hep being
  351. confused about this vs regular frail. (The first was me, I even tried to
  352. cure it a few times before realizing.)
  353.  
  354. commit 4ad91a05bbc20fc481583542ab70a125a0369532
  355. Author: Corin Buchanan-Howland <corin@buchananhowland.net>
  356. Date: Tue Jun 13 20:26:00 2017 -0400
  357.  
  358. Make amulet of magic regeneration give a fixed bonus
  359.  
  360. The amulet now gives 1/4th of an mp each turn instead of +50% of current mp
  361. regen each turn. Since mana regen is 7/100ths of a mana + 1/100th per 2 maxmp,
  362. this amulet now gives regeneration equal to 50 additional mp. This breaks even
  363. with the previous version at 36 mp. At less mp, it is better, and at higher mp
  364. it is worse.
  365.  
  366. I made this change both for better parallel with the amulet of regen and
  367. because the amulet had very little effect in the part of the game where
  368. additional mp regeneration would make the most difference. I am hoping
  369. that this change will make the amulet a little more competitive with other
  370. strong amulets. I'm not particularly worried that having access to faster
  371. mp regeneration as an amulet will push magic-heavy builds over the top.
  372.  
  373. commit 44a88e32f74749e8c93969444017885c4f85010e
  374. Author: Corin Buchanan-Howland <corin@buchananhowland.net>
  375. Date: Tue Jun 13 20:06:41 2017 -0400
  376.  
  377. Make HP/MP regen display more granular.
  378.  
  379. commit bf4951533123dc54c6348ff2bf3c9dfbcfc56d33
  380. Author: Corin Buchanan-Howland <corin@buchananhowland.net>
  381. Date: Mon Jun 12 21:15:17 2017 -0400
  382.  
  383. Make Fedhas Sunlight targeter accurate
  384.  
  385. Now it shows the radius correctly.
  386.  
  387. commit ea492e930d02cfc9c8954c36c4a87b80a2d67652
  388. Author: elliptic <hyperelliptical@gmail.com>
  389. Date: Sun Jun 11 16:11:14 2017 -0400
  390.  
  391. Revert "0.20 tournament reminder."
  392.  
  393. This reverts commit 8b44e269dd4b56ba3d8c41eddb8065157e2e9f4f.
  394.  
  395. commit 941c86297e927dc306f88c32a78238cc41bc46cd
  396. Author: advil <rawlins@gmail.com>
  397. Date: Sat Jun 10 13:09:43 2017 -0400
  398.  
  399. Add a `-` to the new cooldown status lights
  400.  
  401. Though the wording in % is clear, the "you can't do this" nature of
  402. these status displays was only indicated by color (yellow), which was
  403. somewhat confusing (e.g. yellow "Recite" = can't recite white "Recite" =
  404. reciting) and also not very accessible. This now displays yellow
  405. "-Recite", "-Tornado", etc., which might have other misconstruals but I
  406. think are overall clearer.
  407.  
  408. commit 7bf2ba42c2f58a6f696049a9de6de22564c0c34d
  409. Author: Alan Malloy <alan@malloys.org>
  410. Date: Thu Jun 8 17:53:02 2017 -0700
  411.  
  412. Convert launch_retval to an enum class
  413.  
  414. This way we can't accidentally coerce it to a bool.
  415.  
  416. Since we *were* coercing it to a bool in several places, I also fixed the
  417. compile errors at those locations. Only one looked like a definite bug
  418. (hints-mode prompts about how to use ammo); someone should also look at
  419. _mons_has_usable_ranged_weapon, which treated throwable missiles as
  420. ranged weapons: it wasn't clear whether that's intended or not, so I left
  421. it alone (saying yes, they should count as ranged weapons).
  422.  
  423. This commit was inspired by 2d4c0a5, which did indeed have a bug of
  424. exactly this sort.
  425.  
  426. commit 2d4c0a5d2e135d77bcc8dced75e08342c5dc9e63
  427. Author: Alan Malloy <alan@malloys.org>
  428. Date: Thu Jun 8 17:15:59 2017 -0700
  429.  
  430. Don't let equipped-weapon accuracy affect throwing accuracy (minmay)
  431.  
  432. commit 7c8f5373d83dbaaaaf1d4c892f8beaf05771251e
  433. Author: gammafunk <gammafunk@gmail.com>
  434. Date: Wed Jun 7 06:19:02 2017 -0500
  435.  
  436. Fix the Android build
  437.  
  438. by adding l-wiz.cc to the Android.mk build file.
  439.  
  440. commit df2c16248b20957035de38a9ec08445b11a940cc
  441. Author: advil <rawlins@gmail.com>
  442. Date: Tue Jun 6 13:28:39 2017 -0400
  443.  
  444. Extremely basic lua bindings for fsim
  445.  
  446. This also adds a proof-of-concept test that calls fsim 10 times with a
  447. lot of iterations and prints the AvEffDam.
  448.  
  449. commit c929894b0a488efbb8862f0a94158a60b682c3da
  450. Author: advil <rawlins@gmail.com>
  451. Date: Tue Jun 6 13:26:47 2017 -0400
  452.  
  453. Fix NOWIZARD builds
  454.  
  455. It seems that this isn't widely used.
  456.  
  457. commit b82119a2b70b62f1dec5b356b1a63f1a4c051470
  458. Author: advil <rawlins@gmail.com>
  459. Date: Tue Jun 6 12:11:53 2017 -0400
  460.  
  461. Fix up restoration/sustab innate muts on load
  462.  
  463. The removal of these mutations didn't zero out their innate mutation
  464. levels properly, and so saves that underwent the previous upgrade could
  465. crash on a mutation validation assert.
  466.  
  467. commit 14795715213bbc1291f777b3572325dedcc25755
  468. Author: Kyle Rawlins <rawlins@gmail.com>
  469. Date: Mon Jun 5 12:06:49 2017 -0400
  470.  
  471. Add some more detail to the potion simulator
  472.  
  473. Calculate the mean number of resulting mutations (currently sitting at
  474. around 3 if I've got this right).
  475.  
  476. commit b537e02bcc315db224c747af110ed5bf45bd68be
  477. Author: Neil Moore <neil@s-z.org>
  478. Date: Sun Jun 4 10:52:17 2017 -0400
  479.  
  480. Make holiday meals of shrikes and bennus.
  481.  
  482. commit 5e91feffef409a2bdb70d9c0a285f2c43771230c
  483. Author: gammafunk <gammafunk@gmail.com>
  484. Date: Fri Jun 2 21:33:02 2017 -0500
  485.  
  486. Remove an entry vault that can get a player stuck behind grates
  487.  
  488. Random blink or Hop can land a player behind the grates. Using
  489. transparent rock would fix this, but I've spoken with Doesnt, who
  490. prefers removing the vault over making the vault's low security prison
  491. theme worse.
  492.  
  493. commit e4214e12554a29d09db62f9ba47ceffa8638cf3c
  494. Author: gammafunk <gammafunk@gmail.com>
  495. Date: Fri Jun 2 03:34:39 2017 -0500
  496.  
  497. Remove the 0.19 survey message
  498.  
  499. The survey is now closed and 0.20 has been released.
  500.  
  501. This reverts commit 99dbe1240bc0091a40e4a3c9e011386fb95b6b0c.
  502.  
  503. commit 28ea6b7797f3f1e1a672259ee361f02c8075b7bc
  504. Author: advil <rawlins@gmail.com>
  505. Date: Mon May 29 14:12:12 2017 -0400
  506.  
  507. Update options doc to reflect default change in tile_web_mouse_control
  508.  
  509. [skip ci]
  510.  
  511. (cherry picked from commit 6b59dc7fbf78e9f6a5c5a43a9eeb167fb5bb8d21)
  512.  
  513. commit 95c5c02e20325262202d8c7243e31b6e06b365f6
  514. Author: gammafunk <gammafunk@gmail.com>
  515. Date: Sat May 27 23:34:36 2017 -0500
  516.  
  517. Down-weight two transporter overflow vaults
  518.  
  519. Make gammafunk_overflow_arena weight 1 and reduce the number of altars
  520. it can place to 3. It was still a common vault even with weight 5, more
  521. so for higher numbers of altars which have fewer vaults. This is a
  522. challenging overflow vault that I'd like to be relatively rare. Future
  523. fixes to mapstat might let me get a better idea of just how common it
  524. and other overflows are, but until then err on the side of caution.
  525. Also fix some glyph issues with this vault and down-weight
  526. gammafunk_temple_of_torment for the same reason as for overflow_arena.
  527.  
  528. commit 7dc85f4a8c49e1cf05db2381b7f8c1ad7abafd42
  529. Author: gammafunk <gammafunk@gmail.com>
  530. Date: Sat May 27 22:40:40 2017 -0500
  531.  
  532. Allow transpoters to show up stash searches (qw)
  533.  
  534. This allows another easy way for the player to travel to transporters in
  535. addition to `X >'. It might be ideal to have autoexplore move the player
  536. next to this location as is done for runed doors, but that's a more
  537. complicated change that can be done later.
  538.  
  539. commit 307f10e563d365256b8d1e1036eb9ef79c6fcfe7
  540. Author: gammafunk <gammafunk@gmail.com>
  541. Date: Sat May 27 21:11:38 2017 -0500
  542.  
  543. Remove a player-based veto from a vault and adjust placement
  544.  
  545. Instead of a veto based on the player's mutations/race, simply place a
  546. down-hatch as an alternative to the dig wand for character that
  547. otherwise might not be able to use the wand. This always allows us to
  548. not specific set wand charges since if the player runs out, they can
  549. still escape.
  550.  
  551. Also adjust placement so that the down-hatch can always place and remove
  552. generation in Dis, since this is a loot vault and we try to not have
  553. those in Hells.
  554.  
  555. commit 70e9ed9011c3cae31b3819788f900c893230fbcb
  556. Author: gammafunk <gammafunk@gmail.com>
  557. Date: Wed May 24 05:23:36 2017 -0500
  558.  
  559. A digging-themed transporter vault
  560.  
  561. The player is given an identified wand of digging with sufficient
  562. charges to carve a path to the loot they saw before entering. Two sealed
  563. groups of nasty monsters are also visible from the outside, with digging
  564. monsters positioned inside so that they will dig through the rock
  565. "seals" as they spot the player. Additionally there is little
  566. non-diggable terrain, so if the player wants to fight through the
  567. monsters in some kind of terrain they can controll, they'd better try to
  568. take care of the diggers first.
  569.  
  570. It's possible to use stealth or controlled blinking to get past the
  571. digging monsters before they have a chance to release a seal, but this
  572. has to be done carefully from the right positions and timing turn-wise.
  573. So there are a few different strategies for the vault ranging from
  574. trying to tab through the horde with what useful rock they have left to
  575. outright sneaky theft.
  576.  
  577. The vault vetos for non-formicid worshipers of Ru who have sacrificed
  578. evocations, out of an abundance of caution, since those might enter the
  579. vault with no way to teleport out.
  580.  
  581. commit b2ef3f03bf125d64450ebee2c980bb3a977fc9d8
  582. Author: advil <rawlins@gmail.com>
  583. Date: Sat May 27 21:18:02 2017 -0400
  584.  
  585. Handle mutation names with uppercase properly (elliptic)
  586.  
  587. Makes mutation_from_name fully case-insensitive.
  588.  
  589. commit 8b44e269dd4b56ba3d8c41eddb8065157e2e9f4f
  590. Author: elliptic <hyperelliptical@gmail.com>
  591. Date: Fri May 26 15:54:40 2017 -0400
  592.  
  593. 0.20 tournament reminder.
  594.  
  595. commit a058ae749a5284471e7911be9b99eafb9b5a80ec
  596. Author: Kyle Rawlins <rawlins@gmail.com>
  597. Date: Fri May 26 15:45:02 2017 -0400
  598.  
  599. Don't display local tiles tooltip on out of view cell
  600.  
  601. This was causing random-seeming crashes on resize (and switching between
  602. fullscreen and windowed). In principle this probably means that
  603. something is weird about the mouse position vs the grid at the point of
  604. this call, but I couldn't figure that out.
  605.  
  606. commit ddac83bfc5185de77f4df173d23e5032eda8841b
  607. Author: Kyle Rawlins <rawlins@gmail.com>
  608. Date: Fri May 26 10:16:42 2017 -0400
  609.  
  610. Properly reset m_overlay on resize (LHJW)
  611.  
  612. This was only getting set when the window got too small, never reset
  613. when it increased in size, so the overlay color / opacity were
  614. permanent for the session (position isn't contingent on this value).
  615.  
  616. commit 494ec52ba23054a423c3c7f7a07518552f4a9207
  617. Author: gammafunk <gammafunk@gmail.com>
  618. Date: Fri May 26 06:28:43 2017 -0500
  619.  
  620. Don't choose non-starting species in random species selection (#11076)
  621.  
  622. Before this commmit, the '*' key to choose a random species could choose
  623. e.g. Gnolls in stable. It wouldn't allow actually starting a game with
  624. that species, but it shouldn't be selecting non-starting species in the
  625. first place.
  626.  
  627. commit 43b307424c37ae30c5a6e33a462a2ed573f8839e
  628. Author: gammafunk <gammafunk@gmail.com>
  629. Date: Thu May 25 19:03:02 2017 -0500
  630.  
  631. Fix and balance a float vault
  632.  
  633. There were some errors in gammafunk_corrupted_shrine including using
  634. SUBST instead of NSUBST and undefined monster lists. Fix these, and also
  635. adjust the vault to not place monsters so close to the center, so that
  636. the player can have more freedom of movement, and adjust monster
  637. generation levels based on the new lists and to not place so many unseen
  638. horrors in Dungeon.
  639.  
  640. commit 9a7844af832fb7f52f888715fa8d45959d4a0b89
  641. Author: gammafunk <gammafunk@gmail.com>
  642. Date: Thu May 25 01:30:26 2017 -0500
  643.  
  644. Update the Debian changelog for 0.20
  645.  
  646. commit ea9004e51e39672dd34a0e75c4dc326a221e45d7
  647. Author: gammafunk <gammafunk@gmail.com>
  648. Date: Thu May 25 01:27:36 2017 -0500
  649.  
  650. Final 0.20 changelog
  651.  
  652. (cherry picked from commit 8729b15a00de92e01cfa0de3058831651afff87d)
  653.  
  654. commit 7b23a2ff032c7d1dec4d968f650962005cb2f1ab
  655. Author: Kyle Rawlins <rawlins@gmail.com>
  656. Date: Wed May 24 22:28:05 2017 -0400
  657.  
  658. Add a changelog entry for best_effort_brighten_foreground
  659.  
  660. With pointers to what options to change.
  661.  
  662. commit 8cdcbb248a512809b3632449e24bd35b10694f29
  663. Author: gammafunk <gammafunk@gmail.com>
  664. Date: Wed May 24 20:55:06 2017 -0500
  665.  
  666. Tweak the changelog description of Ignition
  667.  
  668. commit a372141e0a3f164219b80e760e60163a487c77c5
  669. Author: Kyle Rawlins <rawlins@gmail.com>
  670. Date: Wed May 24 11:10:00 2017 -0400
  671.  
  672. Change default terminal settings for mac build
  673.  
  674. This should use dark gray properly for mac builds by default in my
  675. testing. Doesn't address online console players but hopefully works for
  676. the release. (Using the new Terminal.app profile will improve the
  677. colors, but still work with this default.)
  678.  
  679. commit aa92ef90e34e9fa6593edf419339002024f71ddd
  680. Author: Pekka Lampila <pekka.lampila@iki.fi>
  681. Date: Wed May 24 15:48:20 2017 +0200
  682.  
  683. Regenerate build.h when git version changes.
  684.  
  685. Fixes an issue with version info not being updated when switching
  686. between different branches where the only differences are tags and
  687. non-code changes.
  688.  
  689. commit ab6d75698d7700d67ce9fd0b3fea93fcbaec5acc
  690. Author: gammafunk <gammafunk@gmail.com>
  691. Date: Wed May 24 05:49:38 2017 -0500
  692.  
  693. Fix make install (heftig)
  694.  
  695. Adding settings/mac directory caused the non-recursive copy of settings
  696. to fail during the install target, so make this a recursive copy.
  697.  
  698. commit a0515975dc3ade5124e283de0509b2c5c11e1b6d
  699. Author: gammafunk <gammafunk@gmail.com>
  700. Date: Wed May 24 05:22:42 2017 -0500
  701.  
  702. A Zot trap themed transporter vault
  703.  
  704. Shows the player loot and that they'll have to deal with Zot traps if
  705. they want to transport in and get it. A line of monsters will move
  706. toward the player once far enough in, and these will reach a guantlet of
  707. Zot traps very quickly, but there are relatively safe los-blocking
  708. corridors for the player nearby. Even inside the corridors, the player
  709. has to take care to not let monsters step on an adjacent trap.
  710.  
  711. All traps are pre-identified and there are always walking paths through
  712. the vault that won't trigger a single trap. Only places on levels that
  713. might normally generate Zot traps.
  714.  
  715. commit d15e932a636db9ffe8e7bd57b13ab695e1346ec9
  716. Author: Chris Campbell <chriscampbell89@gmail.com>
  717. Date: Wed May 24 11:03:30 2017 +0100
  718.  
  719. Fix a vault typo
  720.  
  721. Closes #542
  722.  
  723. commit 210df22d70012acf21f88f9af4a2c965b2b98851
  724. Author: Kyle Rawlins <rawlins@gmail.com>
  725. Date: Tue May 23 13:19:52 2017 -0400
  726.  
  727. Add an official OS X terminal profile for dcss
  728.  
  729. This profile adjusts the colors to be more usable (brighter blue, etc),
  730. and the app settings so that things will look ok (no blue map symbols)
  731. with either bold_brightens_foreground, allow_extended_colours, or both
  732. set to true. If best_effort_brighten_foreground is set, this still gets
  733. odd looking blue for dark grey.
  734.  
  735. I'm not quite sure if there's a good way to install this profile
  736. automatically, but this commit at least gives us something we can point
  737. console players to.
  738.  
  739. (cherry picked from commit aa2fd6273a2a1d66d10efd2aa61b4d6c96b9e3bd)
  740.  
  741. commit 5d43826d7f506404c33d6196668b4a8d1f3a10b4
  742. Author: Doesnty <doesntalt@gmail.com>
  743. Date: Tue May 23 11:21:45 2017 -0500
  744.  
  745. Don't let Kiku wrath inflict infinite miscasts (#533)
  746.  
  747. Allows either 1 or 2 miscasts, with the average number the same as before.
  748.  
  749. commit 82ea730c97edf3bc37c6917bb5c302cddf2ca279
  750. Author: hawthornbunny <hawthornrabbit@gmail.com>
  751. Date: Thu May 18 21:08:01 2017 +0100
  752.  
  753. Fix "Wear which item" typo
  754.  
  755. commit 539691771175043f1d08edcb19796003eaf9506e
  756. Author: Furbeh <ufomanalien@gmail.com>
  757. Date: Sun May 14 16:46:05 2017 -0700
  758.  
  759. Make cooldowns for DDoor and Berserk accessible through status()
  760.  
  761. commit 606531cec949316b49a3f161cc9390a23bde93a3
  762. Author: gammafunk <gammafunk@gmail.com>
  763. Date: Tue May 23 05:28:04 2017 -0500
  764.  
  765. Balance and overflow altar vault
  766.  
  767. The vault gammafunk_overflow_arena is a vault rewarding high quality
  768. loot and can appear quite frequently since it supports between one and
  769. five altars. Half its weight and lessen the loot quality somewhat.
  770.  
  771. commit cd0b4565c008f409dc9aa998847e5f6dab11ef8d
  772. Author: gammafunk <gammafunk@gmail.com>
  773. Date: Tue May 23 04:54:01 2017 -0500
  774.  
  775. Fix an overflow vault crash (Sage1234)
  776.  
  777. The vault gammafunk_temple_of_torment tried to veto when placed in
  778. certain depths if Menkaure had already generated, but overflow altar
  779. vault placement code can't deal with vetos and the level generation will
  780. crash when this veto occurs.
  781.  
  782. This commit makes suitable monster replacements for Menkaure in the
  783. vault when he's already generated and removes the veto.
  784.  
  785. commit 3fd62ac8a2729ca35b28b4ec17798d6fdd16fd76
  786. Author: gammafunk <gammafunk@gmail.com>
  787. Date: Mon May 22 22:05:31 2017 -0500
  788.  
  789. Tweak advpng compression levels in a png compression script
  790.  
  791. to be consistent with our Makefile, which was changed in 8e3c6a0.
  792.  
  793. commit ff8e487a928659ac3b126ac8487692d7434dac4d
  794. Merge: b8b669ed62 8e3c6a0382
  795. Author: gammafunk <gammafunk@gmail.com>
  796. Date: Mon May 22 22:01:37 2017 -0500
  797.  
  798. Merge pull request #539 from alexjurkiewicz/advpng
  799.  
  800. Reduce advpng compression webtiles sprite sheets
  801.  
  802. commit b8b669ed627ed6ddcb9faf55d6a5490508bd91d8
  803. Author: gammafunk <gammafunk@gmail.com>
  804. Date: Mon May 22 17:58:58 2017 -0500
  805.  
  806. Some tweaks to Cocytus end vaults
  807.  
  808. In coc_mu, the rock border seemed to function as a way to allow
  809. characters with dig access to the rest of the level and to the rune
  810. itself. With the recent changes to not require flight in these Cocytus
  811. end vaults, the border is no longer necessary, so replace it with stone.
  812.  
  813. In coc_old, rework the shallow water path to be at the back of the
  814. vault, forcing non-flight users to walk further around, and replace dry
  815. land before the doors with shallow water.
  816.  
  817. In coc_dpeg, make there be two shallow water paths to small connecting
  818. islands on either side of the starting area, each leading to one pair of
  819. islands. Remove the shallow water connections between main islands not
  820. in the same pair, so that a player without flight will have to choose a
  821. pair to explore, backtracking through the starting vault if they want to
  822. visit the other pair (either because they didn't find the rune or
  823. because they want the loot).
  824.  
  825. commit d008f6786510ed9f38a6442cfb08706b3299e185
  826. Author: Floodkiller <floodkiller3228@gmail.com>
  827. Date: Sat May 13 21:22:58 2017 -0500
  828.  
  829. Remove flight requirements from Hell rune floors
  830.  
  831. Adds solid ground/shallow water pathways in Hell rune floors (mainly
  832. Cocytus) in order to avoid requiring the player to obtain a source of
  833. flight/translocations to access the rune. Only rune access is kept in
  834. mind; the level may be much longer to travel through without flight, and
  835. non-rune items may still remain out of reach.
  836.  
  837. Specific breakdown of changed vaults:
  838.  
  839. coc_dpeg- Added a shallow water pathway from the middle to the closest
  840. outside island, and added a circular shallow water pathway linking all the
  841. outside islands.
  842.  
  843. coc_old- Added a short shallow water pathway across the moat to each
  844. entrance to the middle.
  845.  
  846. coc_mu- Created a shallow water path that takes the player to all
  847. landmasses on the longer route (flight still required for shorter route).
  848. Added a curved shallow water path at the end to Antaeus's island.
  849.  
  850. coc_grunt- Added short shallow water paths in between each island, sink
  851. the islands to create more shallow water, shorten the lower wall
  852. dividers on each side
  853.  
  854. coc_grunt_cove- Added short shallow water paths connecting the outside
  855. islands, with the last island on each side connecting to the center land
  856. mass.
  857.  
  858. geh_mu- Added a solid land bridge to access the fortress, and replaced the
  859. lava tile in front of the rune with a door.
  860.  
  861. Committer's Note: This commit is a squashed commit of PR 540. Closes
  862. #540.
  863.  
  864. commit cf94df67d8e3b78d22952461350cdc23a8321ab6
  865. Author: Andrew Minton <a@cowmuffins.net>
  866. Date: Fri May 19 18:09:16 2017 -0600
  867.  
  868. Comment fix.
  869.  
  870. Committer's Note: Closes #540.
  871.  
  872. commit ee15c392cb12560cb31d8e89123859e2fbf7923c
  873. Author: Andrew Minton <a@cowmuffins.net>
  874. Date: Fri May 19 18:06:18 2017 -0600
  875.  
  876. Remove translucent transformations from the_grid_setup
  877.  
  878. Making large vaults out of translucent materials doesn't produce good gameplay,
  879. especially with how monster pathfinding works.
  880.  
  881. commit 3c61f937d49f03476f15e7f98857ed185be9611d
  882. Author: Andrew Minton <a@cowmuffins.net>
  883. Date: Fri May 19 17:53:45 2017 -0600
  884.  
  885. Another major the_grid revision
  886.  
  887. Consensus was that the vaults placed too many monsters and too many OOD
  888. monsters. So the number of monsters has decreased, most 8s have been replaced
  889. with 9s, and most 9s have been replaced with 0s. There are still a few 8s, but
  890. they are very rare now.
  891. Items in the non-prize subvaults have been reduced as well, so the vaults give
  892. much less reward (both experience and items).
  893. Also add the float tag to all but the smallest main vaults, to reduce the number
  894. of vetos, and fix missing subvaults in the recursive triangle main vaults.
  895.  
  896. commit 9b971b6ef20ca3dd7c9cac88bab5e1afdf24490b
  897. Author: Andrew Minton <a@cowmuffins.net>
  898. Date: Fri May 19 16:41:38 2017 -0600
  899.  
  900. Add no_monster_gen to minmay_the_grid_ultimate
  901.  
  902. commit 305a42f3007e561b4f1910a2e9b888df11191751
  903. Author: Andrew Minton <a@cowmuffins.net>
  904. Date: Fri May 19 16:36:34 2017 -0600
  905.  
  906. Remove minmay_the_grid_triangle_9x9_line_8
  907.  
  908. The vault's size and shape is too awkward to place without vetoing most of the
  909. time.
  910.  
  911. commit 279f716fa23df40aa6f874ad9b0dd573823469de
  912. Author: Andrew Minton <a@cowmuffins.net>
  913. Date: Fri May 19 16:36:08 2017 -0600
  914.  
  915. Fix translucent stone and green crystal in minmay_the_grid_9x9_recursive_3.
  916.  
  917. commit e494091ab23eec1933fe91626e4d1bca20cd998e
  918. Author: gammafunk <gammafunk@gmail.com>
  919. Date: Sat May 20 00:05:18 2017 -0500
  920.  
  921. Fix a typo in an equip message (koboldina)
  922.  
  923. commit af3b9a5c4d0654fbd089024a7a8e1f3ba5893450
  924. Author: gammafunk <gammafunk@gmail.com>
  925. Date: Fri May 19 17:42:48 2017 -0500
  926.  
  927. Move a float vault to its own DES file (Shimatora)
  928.  
  929. The vault gammafunk_the_bubble was failing to place since its subvaults
  930. don't have DEPTH tag and were inheriting the default-depth from
  931. float.des.
  932.  
  933. Rather than duplicate the parent vault's DEPTH tag in each subvault,
  934. move the vault to the_bubble.des. This will allow easier expansion of
  935. the vault in the future, as well.
  936.  
  937. commit 8e3c6a038288447d0c95250a41ef441cb51f3890
  938. Author: Alex Jurkiewicz <alex@jurkiewi.cz>
  939. Date: Fri May 19 11:11:24 2017 +1000
  940.  
  941. Reduce advpng compression webtiles sprite sheets
  942.  
  943. Here's a quick chart of compression level vs size vs time, using
  944. player.png webtiles sprite sheet (three runs per compression level,
  945. picking the best run for time):
  946.  
  947. Compression Level Size (kb) Time (s)
  948. 1 966 1.7
  949. 2 893 3
  950. 3 890 21.7
  951. 4 885 61
  952.  
  953. While there's an argument to be made we should use the best possible
  954. compression level since all players benefit, going from level 2 to 4
  955. results in 20x slower compression for 1% smaller file, which seems
  956. particularly not worth it.
  957.  
  958. commit 0b12a6df10bda5331537b73e596b7def6afef68a
  959. Author: gammafunk <gammafunk@gmail.com>
  960. Date: Thu May 18 00:14:51 2017 -0500
  961.  
  962. Updates to the Debian changelog from 0.19 releases
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement