Skip to content

Instantly share code, notes, and snippets.

@amalloy
Created June 22, 2017 22:52
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save amalloy/1aece79cfc349a0ef1d1677abdb2bc9e to your computer and use it in GitHub Desktop.
Save amalloy/1aece79cfc349a0ef1d1677abdb2bc9e to your computer and use it in GitHub Desktop.
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
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment