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- commit c5150db817a2eb6384b4d3c9e5cdb2c23e397c7d
- Author: Johannes M <kenranunderscore@users.noreply.github.com>
- Date: Thu Jun 22 18:54:35 2017 +0200
- Add an autumn forest themed bazaar vault (#551)
- Add an autumn forest-themed bazaar vault
- commit 1f6c8c026d155503b190d6dc2fff847ecccf4836
- Author: advil <rawlins@gmail.com>
- Date: Thu Jun 22 08:46:58 2017 -0400
- Restore base value of 5 max kick damage (minmay)
- Accidentally(?) removed in 6d440e639429.
- commit 04744e27a9746e074e7847dbe04b41057bf2aeea
- Author: gammafunk <gammafunk@gmail.com>
- Date: Wed Jun 21 19:52:40 2017 -0500
- Allow bazaar vaults to not set floor tile "halos" (Kenran)
- Previously all shops place in bazaars would always get a circle of floor
- tiles set around the shop itself. This was done through the main bazaar
- setup function, so it would be difficult for vault authors to use a
- different kind of shop decoration. This commit adds default-true
- argument to the setup function to allow disabling of these floor tile
- halos on a per-vault basis.
- commit 82a99e05bea1874fc1d0b095402e063f1e2daae6
- Author: gammafunk <gammafunk@gmail.com>
- Date: Mon Jun 19 05:32:45 2017 -0500
- Make a transporter vault transparent and adjust
- The vault gammafunk_wand_slinger places a fairly specific types and
- numbers of monsters, especially early on. This commit makes it
- transparent to reduce spoilers and adjusts the threat to be a little
- more forbidable and the reward a little better.
- Slightly increase the either monster count or difficulty at some depths,
- making early placements have at least one orc priest, and restrict its
- max depth to D:13. For non-wand loot we add two gold piles, and add up
- to two items as the depth increases, but still only giving a single
- star_item in earlier levels, since at that time a wand is more powerful.
- commit 5014f931b3c8c65173143d085515c3365315c9ca
- Author: gammafunk <gammafunk@gmail.com>
- Date: Sun Jun 18 07:46:32 2017 -0500
- Fix up a transporter vault and move it deeper in the dungeon
- This vault gammafunk_sealed_library places more monsters on-average
- compared to the other transporter vaults, nearly all of which have nasty
- spells. Move it to place on D:12- for Dungeon placements. Fix some
- errors in the monster definitions and rework the monster loot placement
- to better balance the types of monsters.
- Also give the vault extra walling to help keep the library quiet, making
- it less likely for all monsters to wake up. Finally, replace item
- defined by a list of magical equipement with a simple jewellery
- good_item, since that will better appeal to players that don't use
- spells, and add a couple missing aux armour in the armour item
- definition.
- commit 3dfdc92ec14d1431088d0ef28169a7b0330018e7
- Author: gammafunk <gammafunk@gmail.com>
- Date: Sun Jun 18 05:51:32 2017 -0500
- Tweak placement of a trog-themed transporter vault
- Allow it to place on the final three dungeon levels, since the monsters
- it places are not significantly more out-of-depth for D:13-14 than they
- are for D:15.
- commit 0c55a54dd446a0031c66e1e1395f520af5b29e80
- Author: gammafunk <gammafunk@gmail.com>
- Date: Sun Jun 18 01:21:40 2017 -0500
- Remove a runed door from a vault
- Tentacled monstrosities are normal level spawns, and this vault is not
- overly dangerous, since the monstrosity is reavealed before the player
- can reach it. Also renaming the vault to not indicate that the monster
- is behind a runed door.
- commit 2fc178d24cd5239bc749c5bd683bee4b33251590
- Author: gammafunk <gammafunk@gmail.com>
- Date: Sat Jun 17 00:49:00 2017 -0500
- Some tweaks to a transporter vault.
- In the gammafunk_sealed_arena vault, 8 and 9 roll nothing fairly often
- in Dungeon , resulting in a lot of missing enemies in that branch, so
- add two more 9s. Only thin out the 9s in earlier Dungeon, since this
- vault is not especially dangerous later on and doesn't have a high
- monster count. Also replace one gold pile with a good_item jewellery
- and replace another with good_item aux armour in later depths/branches,
- since the average result of two star_item + 3 superb_item can be quite
- bad motivation. This rolls mundane jewellery/equip pretty frequently and
- based on player identification knowledge, so early on it will often be
- just a jewellery drop, and later on it will have a decent chance of
- making artefact jewellery.
- commit 62f518fac0c0f4482ca85357202bdf90d0e278b4
- Author: gammafunk <gammafunk@gmail.com>
- Date: Fri Jun 16 22:53:30 2017 -0500
- Tweak wall borders in some transporter vaults
- The vaults changed in this commit prefer to have the monsters inside not
- wake until they come into view of the player from inside the vault, but
- had only single tile walls previously, so monsters frequently would wake
- before the player entered. The vault gammafunk_its_a_trap in particular
- works best when monsters don't wake, but some very loud things like
- alarm traps have woken monsters up in this vault. These vaults also all
- are fully surrounded by floor perimeter that isn't necessary except
- before any transparent stone, where something is intentionally exposed
- to the player outside the vault.
- This commit replaces the floor perimeter with another layer of stone,
- helping to further insulate the monsters from noise. This also will tend
- to explose less of the vault to noise, since the vault can now place
- adjacent to any rock on the level. Industrious players can still make
- enough noise to wake the monsters in most of these vaults if they wish
- to (e.g. scrolls of noise and some of the loudest spells).
- commit bbb65ab2d72387d470c1269714bdc354b078a32c
- Author: advil <rawlins@gmail.com>
- Date: Mon Jun 19 10:38:58 2017 -0400
- Warn on placing encompass vaults in the wrong place with &P (kenran)
- This usually fails / crashes if the vault isn't designed for the place.
- Then since `wizard_recreate_level` saves (several times!) during its
- process, this typically leads to a corrupted save. For example, placing
- a bazaar or other portal vault in the dungeon, and in some cases mixing
- portal vault types. Even placing depths encompass vaults in D isn't safe
- in general in my testing. &L is generally ok, because it has far fewer
- checks.
- In a few cases this warning is a little over-enthusiastic, e.g. it warns
- on placing lemuel_river_lethe on depths 1 even though that is
- technically ok. But anyone using wizmode should be able to handle that.
- commit 5e5ddd215409b666ceeb85d032d494f2932a6049
- Author: advil <rawlins@gmail.com>
- Date: Sun Jun 18 11:36:22 2017 -0400
- Prevent crashes when a spiny monster kills itself under Usk pain bond
- Fix suggested by |amethyst.
- commit 32e1473728e8ef2d9a8c58ed1af75db6c77d5577
- Author: advil <rawlins@gmail.com>
- Date: Sat Jun 17 14:24:01 2017 -0400
- Add a bounds check
- oops
- commit 3fa40af13f904aec611813e7339343ceead2ae76
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Sat Jun 17 13:08:15 2017 -0400
- checkwhite + unbrace
- commit 37f92568e5f95bbe160e2f6110db568a0a6ad41b
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Sat Jun 17 13:01:42 2017 -0400
- Fix behavior of translevel autotravel when called on walls (10802)
- Previously this would do really weird things when called on walls or
- other non-traversable positions, depending on various factors like
- whether you were standing on stairs; typically it would try to send you
- off-level (see Yermak's bug report for the exact conditions). This is
- triggered when traveling from the `X` display, which always calls
- translevel travel (even if you're looking at the curent level). The
- problem was that some of the translevel pathfinding code doesn't
- differentiate between inaccessible without translevel travel vs plain
- inaccessible. I left this code as is & added a note about this
- assumption, and added a check earlier, so X. into a non-traversable
- feature on the current level fails immediately.
- If you try to autotravel to a solid (or non-traversable) feature on a
- different level, this will still send you to that level, but stop when
- you get there. I'm not sure if this is the ideal behavior.
- commit 3f13d09f4ca693a04192cb1566c1d52256c19d68
- Author: Corin Buchanan-Howland <corin@buchananhowland.net>
- Date: Fri Jun 16 19:48:11 2017 -0400
- Lessen the odds of corrosion stacking
- Changed the formula for blocking corrosion from prev_corr in prev_corr+9 to
- prev_corr in prev_corr+7. The aim is to make spammy corrosion a little less
- absurd.
- commit b9da00d39c91fe2666ee083826a6f978d4cef5a7
- Author: Corin Buchanan-Howland <corin@buchananhowland.net>
- Date: Fri Jun 16 19:38:23 2017 -0400
- Decrease entropy weaver cast rate
- From 1/5 to 1/8. Hopefully this will make them likely to be machine-gun
- corrosion machines and also make them more actually threatening. This is
- not meant to rule out further changes, like giving them staggered casting ala
- giant eyeballs.
- commit 20745e5424ada6eee409f114314ee284ae5332f3
- Author: Corin Buchanan-Howland <corin@buchananhowland.net>
- Date: Fri Jun 16 19:23:03 2017 -0400
- Make caustic shrikes a normal spawn on Depths:5 again
- Caustic shrike density was a bit low in the average game.
- commit 1c0f2e30f7b523059e52ab499f04359bacddfbcd
- Author: gammafunk <gammafunk@gmail.com>
- Date: Fri Jun 16 05:37:29 2017 -0500
- Add missing branches to Vim DES syntax file and clean up formatting
- Mostly try to wrap lists of keywords at the 80 line length.
- commit e63d07cab723d99ca36f3602abb3964258963902
- Author: gammafunk <gammafunk@gmail.com>
- Date: Fri Jun 16 03:58:57 2017 -0500
- Support lua markers in the DES Vim syntax file
- Parse the lua after the marker definition as lua, allowing multiple
- lines using backslashes at the end of line.
- commit 11b22976119003edd11af945d6f642946e1d9835
- Author: EMTedronai <emtedronai@gmail.com>
- Date: Sat May 27 21:17:24 2017 +0200
- Do not hard-code colors in levdes.vim.
- The hard-coded color definitions in the .des syntax file did not play well
- together with a lot of vim colorschemes. This commit removes the
- hard-coded colors and links instead to predefined syntax elements which
- should be recognized by every Vim colorscheme.
- Of course this means that it is no longer guaranteed that water is
- displayed in a blueish color in every colorscheme. But I think being
- readable in every colorscheme is much more important. If someone is not
- happy with how the map is displayed in their favorite colorscheme, they
- still can use an autocmd to change the colorscheme just for the des
- filetype.
- The only thing I am not completely happy with is stone (c) and metal (v)
- walls using the same color definitions. I would link metal walls to
- something else, but if you use Vim in 8 color mode the fallbacks will
- usually result in 'v' having either the same color as 'w' or 'W'. And I
- definitely want to avoid that since it can get quite hard to distinguish
- in that case. I think 'c' and 'v' are distinct enough to share the same
- color (and usually they are not used right next to each other).
- This commit should also resolve the issue of the syntax coloring breaking
- when changing the colorscheme with an open des file. The issue here was
- that vim syntax files are not reevaluated when changing colorschemes. This
- resulted in the hard-coded definitions of the syntax file being overridden
- by the colorscheme change and not being reapplied afterwards.
- Committer's Note: Closes #543.
- commit 23bf2620dea661b45b50d86ca7e500f13e4bcc9f
- Author: gammafunk <gammafunk@gmail.com>
- Date: Fri Jun 16 02:51:38 2017 -0500
- Some adjustements to a transporter vault
- In emtedronai_trogs_sanctum, make the loot more even between gold and
- star_item to give the vault more appeal to adventurous players. Also
- move the exit transporter destination off the entrance transporter, make
- there be less blood for the blood god, and reformat some of the glyph
- usage to make it consistent with lower-case for solid terrain,
- upper-case or symbols for habitable terrain.
- This closes #548.
- commit a9a1f1cf38d86bab1945f8e5d3ef90d8beedc7ec
- Author: Elan Morin Tedronai <emtedronai@gmail.com>
- Date: Sun Jun 11 16:26:42 2017 +0200
- Transporter vault: Trog's Sanctum.
- Trog's most devout followers finally succeeded in creating a secret haven
- devoid of all influences of forbidden magic. Will the hero dare to
- desecrate this sacred place of silent rage?
- The vault makes sure that the player is aware of the silence by placing
- the entry transporter inside the silence field. Because of the silence it
- is very easy to pull all monsters individually and fight them one by one.
- In the end it comes to the player being able to fight the (potentially
- berserking) boss monster while being silenced. Mainly magic focussed
- characters should probably refrain from entering ;-)
- Unfortunately for the player, the imprisoned magic users are not very
- grateful for their rescue once the field of silence is being lifted :-/
- commit 7b0e1919fa8630ebc5b5cb4c71ead75fafbc5805
- Author: Nicholas Feinberg <pleasingfung@gmail.com>
- Date: Thu Jun 15 16:21:33 2017 -0700
- Ungroup same-name mons in webtiles list (11110)
- Probably two orcs named 'Boldo' should get separate entries.
- Note that mon-info::less_than will also have to change if we want
- the same behavior for the local tiles monster list, but I'm not
- sure if it's actually a problem there?
- commit 625dad4402b27f34ba25d6c9ce785eba803060cb
- Author: cut1less <kazoon401@gmail.com>
- Date: Fri Jun 9 19:31:22 2017 -0500
- Fix viable species/background option
- commit dbfcba73ebbeb46c4d2e77d26494032e2e15a8d7
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Thu Jun 15 13:14:40 2017 -0400
- Prevent random xom crashes on felid revival
- If xom_tick got to the point of calling `xom_choose_action`, this would
- crash on an old assert. This commit lets xom act immediately after
- revival, which may or may not be desirable (before it was impossible,
- because the game would crash instead).
- I've also prevented xom from taking credit for a felid revival (I'm not
- sure when this triggered before, but it would always trigger in the case
- that previously crashed. This change is just cosmetic.
- commit 828620c7301e1e00c041161cb3d8c6db8e95b6fc
- Author: Alan Malloy <alan@malloys.org>
- Date: Wed Jun 14 23:10:59 2017 -0700
- Fix a teleport closet in dpeg_arrival_solitude (Slave-to-Armok)
- commit b612c2353f111f7051ca8fb2838a46160e13e034
- Author: advil <rawlins@gmail.com>
- Date: Tue Jun 13 22:49:46 2017 -0400
- Make Hep mutation wording more Hep-specific
- Based on the second report I've seen about someone new to Hep being
- confused about this vs regular frail. (The first was me, I even tried to
- cure it a few times before realizing.)
- commit 4ad91a05bbc20fc481583542ab70a125a0369532
- Author: Corin Buchanan-Howland <corin@buchananhowland.net>
- Date: Tue Jun 13 20:26:00 2017 -0400
- Make amulet of magic regeneration give a fixed bonus
- The amulet now gives 1/4th of an mp each turn instead of +50% of current mp
- regen each turn. Since mana regen is 7/100ths of a mana + 1/100th per 2 maxmp,
- this amulet now gives regeneration equal to 50 additional mp. This breaks even
- with the previous version at 36 mp. At less mp, it is better, and at higher mp
- it is worse.
- I made this change both for better parallel with the amulet of regen and
- because the amulet had very little effect in the part of the game where
- additional mp regeneration would make the most difference. I am hoping
- that this change will make the amulet a little more competitive with other
- strong amulets. I'm not particularly worried that having access to faster
- mp regeneration as an amulet will push magic-heavy builds over the top.
- commit 44a88e32f74749e8c93969444017885c4f85010e
- Author: Corin Buchanan-Howland <corin@buchananhowland.net>
- Date: Tue Jun 13 20:06:41 2017 -0400
- Make HP/MP regen display more granular.
- commit bf4951533123dc54c6348ff2bf3c9dfbcfc56d33
- Author: Corin Buchanan-Howland <corin@buchananhowland.net>
- Date: Mon Jun 12 21:15:17 2017 -0400
- Make Fedhas Sunlight targeter accurate
- Now it shows the radius correctly.
- commit ea492e930d02cfc9c8954c36c4a87b80a2d67652
- Author: elliptic <hyperelliptical@gmail.com>
- Date: Sun Jun 11 16:11:14 2017 -0400
- Revert "0.20 tournament reminder."
- This reverts commit 8b44e269dd4b56ba3d8c41eddb8065157e2e9f4f.
- commit 941c86297e927dc306f88c32a78238cc41bc46cd
- Author: advil <rawlins@gmail.com>
- Date: Sat Jun 10 13:09:43 2017 -0400
- Add a `-` to the new cooldown status lights
- Though the wording in % is clear, the "you can't do this" nature of
- these status displays was only indicated by color (yellow), which was
- somewhat confusing (e.g. yellow "Recite" = can't recite white "Recite" =
- reciting) and also not very accessible. This now displays yellow
- "-Recite", "-Tornado", etc., which might have other misconstruals but I
- think are overall clearer.
- commit 7bf2ba42c2f58a6f696049a9de6de22564c0c34d
- Author: Alan Malloy <alan@malloys.org>
- Date: Thu Jun 8 17:53:02 2017 -0700
- Convert launch_retval to an enum class
- This way we can't accidentally coerce it to a bool.
- Since we *were* coercing it to a bool in several places, I also fixed the
- compile errors at those locations. Only one looked like a definite bug
- (hints-mode prompts about how to use ammo); someone should also look at
- _mons_has_usable_ranged_weapon, which treated throwable missiles as
- ranged weapons: it wasn't clear whether that's intended or not, so I left
- it alone (saying yes, they should count as ranged weapons).
- This commit was inspired by 2d4c0a5, which did indeed have a bug of
- exactly this sort.
- commit 2d4c0a5d2e135d77bcc8dced75e08342c5dc9e63
- Author: Alan Malloy <alan@malloys.org>
- Date: Thu Jun 8 17:15:59 2017 -0700
- Don't let equipped-weapon accuracy affect throwing accuracy (minmay)
- commit 7c8f5373d83dbaaaaf1d4c892f8beaf05771251e
- Author: gammafunk <gammafunk@gmail.com>
- Date: Wed Jun 7 06:19:02 2017 -0500
- Fix the Android build
- by adding l-wiz.cc to the Android.mk build file.
- commit df2c16248b20957035de38a9ec08445b11a940cc
- Author: advil <rawlins@gmail.com>
- Date: Tue Jun 6 13:28:39 2017 -0400
- Extremely basic lua bindings for fsim
- This also adds a proof-of-concept test that calls fsim 10 times with a
- lot of iterations and prints the AvEffDam.
- commit c929894b0a488efbb8862f0a94158a60b682c3da
- Author: advil <rawlins@gmail.com>
- Date: Tue Jun 6 13:26:47 2017 -0400
- Fix NOWIZARD builds
- It seems that this isn't widely used.
- commit b82119a2b70b62f1dec5b356b1a63f1a4c051470
- Author: advil <rawlins@gmail.com>
- Date: Tue Jun 6 12:11:53 2017 -0400
- Fix up restoration/sustab innate muts on load
- The removal of these mutations didn't zero out their innate mutation
- levels properly, and so saves that underwent the previous upgrade could
- crash on a mutation validation assert.
- commit 14795715213bbc1291f777b3572325dedcc25755
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Mon Jun 5 12:06:49 2017 -0400
- Add some more detail to the potion simulator
- Calculate the mean number of resulting mutations (currently sitting at
- around 3 if I've got this right).
- commit b537e02bcc315db224c747af110ed5bf45bd68be
- Author: Neil Moore <neil@s-z.org>
- Date: Sun Jun 4 10:52:17 2017 -0400
- Make holiday meals of shrikes and bennus.
- commit 5e91feffef409a2bdb70d9c0a285f2c43771230c
- Author: gammafunk <gammafunk@gmail.com>
- Date: Fri Jun 2 21:33:02 2017 -0500
- Remove an entry vault that can get a player stuck behind grates
- Random blink or Hop can land a player behind the grates. Using
- transparent rock would fix this, but I've spoken with Doesnt, who
- prefers removing the vault over making the vault's low security prison
- theme worse.
- commit e4214e12554a29d09db62f9ba47ceffa8638cf3c
- Author: gammafunk <gammafunk@gmail.com>
- Date: Fri Jun 2 03:34:39 2017 -0500
- Remove the 0.19 survey message
- The survey is now closed and 0.20 has been released.
- This reverts commit 99dbe1240bc0091a40e4a3c9e011386fb95b6b0c.
- commit 28ea6b7797f3f1e1a672259ee361f02c8075b7bc
- Author: advil <rawlins@gmail.com>
- Date: Mon May 29 14:12:12 2017 -0400
- Update options doc to reflect default change in tile_web_mouse_control
- [skip ci]
- (cherry picked from commit 6b59dc7fbf78e9f6a5c5a43a9eeb167fb5bb8d21)
- commit 95c5c02e20325262202d8c7243e31b6e06b365f6
- Author: gammafunk <gammafunk@gmail.com>
- Date: Sat May 27 23:34:36 2017 -0500
- Down-weight two transporter overflow vaults
- Make gammafunk_overflow_arena weight 1 and reduce the number of altars
- it can place to 3. It was still a common vault even with weight 5, more
- so for higher numbers of altars which have fewer vaults. This is a
- challenging overflow vault that I'd like to be relatively rare. Future
- fixes to mapstat might let me get a better idea of just how common it
- and other overflows are, but until then err on the side of caution.
- Also fix some glyph issues with this vault and down-weight
- gammafunk_temple_of_torment for the same reason as for overflow_arena.
- commit 7dc85f4a8c49e1cf05db2381b7f8c1ad7abafd42
- Author: gammafunk <gammafunk@gmail.com>
- Date: Sat May 27 22:40:40 2017 -0500
- Allow transpoters to show up stash searches (qw)
- This allows another easy way for the player to travel to transporters in
- addition to `X >'. It might be ideal to have autoexplore move the player
- next to this location as is done for runed doors, but that's a more
- complicated change that can be done later.
- commit 307f10e563d365256b8d1e1036eb9ef79c6fcfe7
- Author: gammafunk <gammafunk@gmail.com>
- Date: Sat May 27 21:11:38 2017 -0500
- Remove a player-based veto from a vault and adjust placement
- Instead of a veto based on the player's mutations/race, simply place a
- down-hatch as an alternative to the dig wand for character that
- otherwise might not be able to use the wand. This always allows us to
- not specific set wand charges since if the player runs out, they can
- still escape.
- Also adjust placement so that the down-hatch can always place and remove
- generation in Dis, since this is a loot vault and we try to not have
- those in Hells.
- commit 70e9ed9011c3cae31b3819788f900c893230fbcb
- Author: gammafunk <gammafunk@gmail.com>
- Date: Wed May 24 05:23:36 2017 -0500
- A digging-themed transporter vault
- The player is given an identified wand of digging with sufficient
- charges to carve a path to the loot they saw before entering. Two sealed
- groups of nasty monsters are also visible from the outside, with digging
- monsters positioned inside so that they will dig through the rock
- "seals" as they spot the player. Additionally there is little
- non-diggable terrain, so if the player wants to fight through the
- monsters in some kind of terrain they can controll, they'd better try to
- take care of the diggers first.
- It's possible to use stealth or controlled blinking to get past the
- digging monsters before they have a chance to release a seal, but this
- has to be done carefully from the right positions and timing turn-wise.
- So there are a few different strategies for the vault ranging from
- trying to tab through the horde with what useful rock they have left to
- outright sneaky theft.
- The vault vetos for non-formicid worshipers of Ru who have sacrificed
- evocations, out of an abundance of caution, since those might enter the
- vault with no way to teleport out.
- commit b2ef3f03bf125d64450ebee2c980bb3a977fc9d8
- Author: advil <rawlins@gmail.com>
- Date: Sat May 27 21:18:02 2017 -0400
- Handle mutation names with uppercase properly (elliptic)
- Makes mutation_from_name fully case-insensitive.
- commit 8b44e269dd4b56ba3d8c41eddb8065157e2e9f4f
- Author: elliptic <hyperelliptical@gmail.com>
- Date: Fri May 26 15:54:40 2017 -0400
- 0.20 tournament reminder.
- commit a058ae749a5284471e7911be9b99eafb9b5a80ec
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Fri May 26 15:45:02 2017 -0400
- Don't display local tiles tooltip on out of view cell
- This was causing random-seeming crashes on resize (and switching between
- fullscreen and windowed). In principle this probably means that
- something is weird about the mouse position vs the grid at the point of
- this call, but I couldn't figure that out.
- commit ddac83bfc5185de77f4df173d23e5032eda8841b
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Fri May 26 10:16:42 2017 -0400
- Properly reset m_overlay on resize (LHJW)
- This was only getting set when the window got too small, never reset
- when it increased in size, so the overlay color / opacity were
- permanent for the session (position isn't contingent on this value).
- commit 494ec52ba23054a423c3c7f7a07518552f4a9207
- Author: gammafunk <gammafunk@gmail.com>
- Date: Fri May 26 06:28:43 2017 -0500
- Don't choose non-starting species in random species selection (#11076)
- Before this commmit, the '*' key to choose a random species could choose
- e.g. Gnolls in stable. It wouldn't allow actually starting a game with
- that species, but it shouldn't be selecting non-starting species in the
- first place.
- commit 43b307424c37ae30c5a6e33a462a2ed573f8839e
- Author: gammafunk <gammafunk@gmail.com>
- Date: Thu May 25 19:03:02 2017 -0500
- Fix and balance a float vault
- There were some errors in gammafunk_corrupted_shrine including using
- SUBST instead of NSUBST and undefined monster lists. Fix these, and also
- adjust the vault to not place monsters so close to the center, so that
- the player can have more freedom of movement, and adjust monster
- generation levels based on the new lists and to not place so many unseen
- horrors in Dungeon.
- commit 9a7844af832fb7f52f888715fa8d45959d4a0b89
- Author: gammafunk <gammafunk@gmail.com>
- Date: Thu May 25 01:30:26 2017 -0500
- Update the Debian changelog for 0.20
- commit ea9004e51e39672dd34a0e75c4dc326a221e45d7
- Author: gammafunk <gammafunk@gmail.com>
- Date: Thu May 25 01:27:36 2017 -0500
- Final 0.20 changelog
- (cherry picked from commit 8729b15a00de92e01cfa0de3058831651afff87d)
- commit 7b23a2ff032c7d1dec4d968f650962005cb2f1ab
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Wed May 24 22:28:05 2017 -0400
- Add a changelog entry for best_effort_brighten_foreground
- With pointers to what options to change.
- commit 8cdcbb248a512809b3632449e24bd35b10694f29
- Author: gammafunk <gammafunk@gmail.com>
- Date: Wed May 24 20:55:06 2017 -0500
- Tweak the changelog description of Ignition
- commit a372141e0a3f164219b80e760e60163a487c77c5
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Wed May 24 11:10:00 2017 -0400
- Change default terminal settings for mac build
- This should use dark gray properly for mac builds by default in my
- testing. Doesn't address online console players but hopefully works for
- the release. (Using the new Terminal.app profile will improve the
- colors, but still work with this default.)
- commit aa92ef90e34e9fa6593edf419339002024f71ddd
- Author: Pekka Lampila <pekka.lampila@iki.fi>
- Date: Wed May 24 15:48:20 2017 +0200
- Regenerate build.h when git version changes.
- Fixes an issue with version info not being updated when switching
- between different branches where the only differences are tags and
- non-code changes.
- commit ab6d75698d7700d67ce9fd0b3fea93fcbaec5acc
- Author: gammafunk <gammafunk@gmail.com>
- Date: Wed May 24 05:49:38 2017 -0500
- Fix make install (heftig)
- Adding settings/mac directory caused the non-recursive copy of settings
- to fail during the install target, so make this a recursive copy.
- commit a0515975dc3ade5124e283de0509b2c5c11e1b6d
- Author: gammafunk <gammafunk@gmail.com>
- Date: Wed May 24 05:22:42 2017 -0500
- A Zot trap themed transporter vault
- Shows the player loot and that they'll have to deal with Zot traps if
- they want to transport in and get it. A line of monsters will move
- toward the player once far enough in, and these will reach a guantlet of
- Zot traps very quickly, but there are relatively safe los-blocking
- corridors for the player nearby. Even inside the corridors, the player
- has to take care to not let monsters step on an adjacent trap.
- All traps are pre-identified and there are always walking paths through
- the vault that won't trigger a single trap. Only places on levels that
- might normally generate Zot traps.
- commit d15e932a636db9ffe8e7bd57b13ab695e1346ec9
- Author: Chris Campbell <chriscampbell89@gmail.com>
- Date: Wed May 24 11:03:30 2017 +0100
- Fix a vault typo
- Closes #542
- commit 210df22d70012acf21f88f9af4a2c965b2b98851
- Author: Kyle Rawlins <rawlins@gmail.com>
- Date: Tue May 23 13:19:52 2017 -0400
- Add an official OS X terminal profile for dcss
- This profile adjusts the colors to be more usable (brighter blue, etc),
- and the app settings so that things will look ok (no blue map symbols)
- with either bold_brightens_foreground, allow_extended_colours, or both
- set to true. If best_effort_brighten_foreground is set, this still gets
- odd looking blue for dark grey.
- I'm not quite sure if there's a good way to install this profile
- automatically, but this commit at least gives us something we can point
- console players to.
- (cherry picked from commit aa2fd6273a2a1d66d10efd2aa61b4d6c96b9e3bd)
- commit 5d43826d7f506404c33d6196668b4a8d1f3a10b4
- Author: Doesnty <doesntalt@gmail.com>
- Date: Tue May 23 11:21:45 2017 -0500
- Don't let Kiku wrath inflict infinite miscasts (#533)
- Allows either 1 or 2 miscasts, with the average number the same as before.
- commit 82ea730c97edf3bc37c6917bb5c302cddf2ca279
- Author: hawthornbunny <hawthornrabbit@gmail.com>
- Date: Thu May 18 21:08:01 2017 +0100
- Fix "Wear which item" typo
- commit 539691771175043f1d08edcb19796003eaf9506e
- Author: Furbeh <ufomanalien@gmail.com>
- Date: Sun May 14 16:46:05 2017 -0700
- Make cooldowns for DDoor and Berserk accessible through status()
- commit 606531cec949316b49a3f161cc9390a23bde93a3
- Author: gammafunk <gammafunk@gmail.com>
- Date: Tue May 23 05:28:04 2017 -0500
- Balance and overflow altar vault
- The vault gammafunk_overflow_arena is a vault rewarding high quality
- loot and can appear quite frequently since it supports between one and
- five altars. Half its weight and lessen the loot quality somewhat.
- commit cd0b4565c008f409dc9aa998847e5f6dab11ef8d
- Author: gammafunk <gammafunk@gmail.com>
- Date: Tue May 23 04:54:01 2017 -0500
- Fix an overflow vault crash (Sage1234)
- The vault gammafunk_temple_of_torment tried to veto when placed in
- certain depths if Menkaure had already generated, but overflow altar
- vault placement code can't deal with vetos and the level generation will
- crash when this veto occurs.
- This commit makes suitable monster replacements for Menkaure in the
- vault when he's already generated and removes the veto.
- commit 3fd62ac8a2729ca35b28b4ec17798d6fdd16fd76
- Author: gammafunk <gammafunk@gmail.com>
- Date: Mon May 22 22:05:31 2017 -0500
- Tweak advpng compression levels in a png compression script
- to be consistent with our Makefile, which was changed in 8e3c6a0.
- commit ff8e487a928659ac3b126ac8487692d7434dac4d
- Merge: b8b669ed62 8e3c6a0382
- Author: gammafunk <gammafunk@gmail.com>
- Date: Mon May 22 22:01:37 2017 -0500
- Merge pull request #539 from alexjurkiewicz/advpng
- Reduce advpng compression webtiles sprite sheets
- commit b8b669ed627ed6ddcb9faf55d6a5490508bd91d8
- Author: gammafunk <gammafunk@gmail.com>
- Date: Mon May 22 17:58:58 2017 -0500
- Some tweaks to Cocytus end vaults
- In coc_mu, the rock border seemed to function as a way to allow
- characters with dig access to the rest of the level and to the rune
- itself. With the recent changes to not require flight in these Cocytus
- end vaults, the border is no longer necessary, so replace it with stone.
- In coc_old, rework the shallow water path to be at the back of the
- vault, forcing non-flight users to walk further around, and replace dry
- land before the doors with shallow water.
- In coc_dpeg, make there be two shallow water paths to small connecting
- islands on either side of the starting area, each leading to one pair of
- islands. Remove the shallow water connections between main islands not
- in the same pair, so that a player without flight will have to choose a
- pair to explore, backtracking through the starting vault if they want to
- visit the other pair (either because they didn't find the rune or
- because they want the loot).
- commit d008f6786510ed9f38a6442cfb08706b3299e185
- Author: Floodkiller <floodkiller3228@gmail.com>
- Date: Sat May 13 21:22:58 2017 -0500
- Remove flight requirements from Hell rune floors
- Adds solid ground/shallow water pathways in Hell rune floors (mainly
- Cocytus) in order to avoid requiring the player to obtain a source of
- flight/translocations to access the rune. Only rune access is kept in
- mind; the level may be much longer to travel through without flight, and
- non-rune items may still remain out of reach.
- Specific breakdown of changed vaults:
- coc_dpeg- Added a shallow water pathway from the middle to the closest
- outside island, and added a circular shallow water pathway linking all the
- outside islands.
- coc_old- Added a short shallow water pathway across the moat to each
- entrance to the middle.
- coc_mu- Created a shallow water path that takes the player to all
- landmasses on the longer route (flight still required for shorter route).
- Added a curved shallow water path at the end to Antaeus's island.
- coc_grunt- Added short shallow water paths in between each island, sink
- the islands to create more shallow water, shorten the lower wall
- dividers on each side
- coc_grunt_cove- Added short shallow water paths connecting the outside
- islands, with the last island on each side connecting to the center land
- mass.
- geh_mu- Added a solid land bridge to access the fortress, and replaced the
- lava tile in front of the rune with a door.
- Committer's Note: This commit is a squashed commit of PR 540. Closes
- #540.
- commit cf94df67d8e3b78d22952461350cdc23a8321ab6
- Author: Andrew Minton <a@cowmuffins.net>
- Date: Fri May 19 18:09:16 2017 -0600
- Comment fix.
- Committer's Note: Closes #540.
- commit ee15c392cb12560cb31d8e89123859e2fbf7923c
- Author: Andrew Minton <a@cowmuffins.net>
- Date: Fri May 19 18:06:18 2017 -0600
- Remove translucent transformations from the_grid_setup
- Making large vaults out of translucent materials doesn't produce good gameplay,
- especially with how monster pathfinding works.
- commit 3c61f937d49f03476f15e7f98857ed185be9611d
- Author: Andrew Minton <a@cowmuffins.net>
- Date: Fri May 19 17:53:45 2017 -0600
- Another major the_grid revision
- Consensus was that the vaults placed too many monsters and too many OOD
- monsters. So the number of monsters has decreased, most 8s have been replaced
- with 9s, and most 9s have been replaced with 0s. There are still a few 8s, but
- they are very rare now.
- Items in the non-prize subvaults have been reduced as well, so the vaults give
- much less reward (both experience and items).
- Also add the float tag to all but the smallest main vaults, to reduce the number
- of vetos, and fix missing subvaults in the recursive triangle main vaults.
- commit 9b971b6ef20ca3dd7c9cac88bab5e1afdf24490b
- Author: Andrew Minton <a@cowmuffins.net>
- Date: Fri May 19 16:41:38 2017 -0600
- Add no_monster_gen to minmay_the_grid_ultimate
- commit 305a42f3007e561b4f1910a2e9b888df11191751
- Author: Andrew Minton <a@cowmuffins.net>
- Date: Fri May 19 16:36:34 2017 -0600
- Remove minmay_the_grid_triangle_9x9_line_8
- The vault's size and shape is too awkward to place without vetoing most of the
- time.
- commit 279f716fa23df40aa6f874ad9b0dd573823469de
- Author: Andrew Minton <a@cowmuffins.net>
- Date: Fri May 19 16:36:08 2017 -0600
- Fix translucent stone and green crystal in minmay_the_grid_9x9_recursive_3.
- commit e494091ab23eec1933fe91626e4d1bca20cd998e
- Author: gammafunk <gammafunk@gmail.com>
- Date: Sat May 20 00:05:18 2017 -0500
- Fix a typo in an equip message (koboldina)
- commit af3b9a5c4d0654fbd089024a7a8e1f3ba5893450
- Author: gammafunk <gammafunk@gmail.com>
- Date: Fri May 19 17:42:48 2017 -0500
- Move a float vault to its own DES file (Shimatora)
- The vault gammafunk_the_bubble was failing to place since its subvaults
- don't have DEPTH tag and were inheriting the default-depth from
- float.des.
- Rather than duplicate the parent vault's DEPTH tag in each subvault,
- move the vault to the_bubble.des. This will allow easier expansion of
- the vault in the future, as well.
- commit 8e3c6a038288447d0c95250a41ef441cb51f3890
- Author: Alex Jurkiewicz <alex@jurkiewi.cz>
- Date: Fri May 19 11:11:24 2017 +1000
- Reduce advpng compression webtiles sprite sheets
- Here's a quick chart of compression level vs size vs time, using
- player.png webtiles sprite sheet (three runs per compression level,
- picking the best run for time):
- Compression Level Size (kb) Time (s)
- 1 966 1.7
- 2 893 3
- 3 890 21.7
- 4 885 61
- While there's an argument to be made we should use the best possible
- compression level since all players benefit, going from level 2 to 4
- results in 20x slower compression for 1% smaller file, which seems
- particularly not worth it.
- commit 0b12a6df10bda5331537b73e596b7def6afef68a
- Author: gammafunk <gammafunk@gmail.com>
- Date: Thu May 18 00:14:51 2017 -0500
- Updates to the Debian changelog from 0.19 releases
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