- [+] gods of opposing alignments should never make offers.
- [+] new armour flag:
- [+] f_underclothing
- [+] getequippedob() - get the outer one.
- [+] if you have f_underclothing, can wear other armour on top of
it.
- [+] can't remove underclothes without removing outer first.
- [+] TEST with cotton shirt
- [+] make sure autoequip handles undercltohing
- [+] fix other objects
- [+] adjust ']' output
- [+] make armour help against some magical damage too
- [+] move armour check and reduction into losehpeffects().
- [+] pass damreducedbyarmour to losehpeffects
- [+] psionic spells:
- [+] dampen missiles - lots of extra evasion vs missiles only
* [+] soul link (l4, share damage)
- [+] mind sheidl (l4, like the amulet)
- [+] delay death (l5, don't die if hp <= 0 and this spell is
active)
- [+] remote ko (l6)
- [+] Silence spell / effect - air.
- [+] f_silenced.
- [+] announce in io.c
- [+] prevents spellcasting
- [+] prevents docomms()
- [+] prevents reading scrolls
- [+] prevents speech-based abilities like warcry and sonic bolt
- [+] say() will fail
- [+] sayphrase() wil fail
- [+] test the spell.......
- [+] CRASH when adjusting glyph on edge of map
- [+] non-humanoids can't climb without climb skill.
- [+] player sohuld be able to swap with unconscious/asleep lfs <= same
size
- [+] too easy to knock things unconscious??? bug. fixed.
- [+] reusable cells being set to empty! think this was a vault
definition problem.
- [+] demon chameleon / deech
- [+] low-level mosnter which can hide
- [+] bug: giant ant zombie not attacking giant ant
- [+] change table symol to PI
- [+] replace footstool with chair
- [+] allow reusable cells in vaults
- [+] slippery floors should make pushing easier
- [+] when checking stairs i found "Pete footprints"
- [+] new monsters:
- [+] polar bear
- [+] owlbear
- [+] bug: sleeping monsters never waking up.
- [+] "random good weapon" wish broken. fixed now.
- [+] cope with med/small/large dancing weapons
- [+] generice code to check baseid instead of raceid
- [+] handle automatic generation - need to populate:
- [+] select an appropriate object (rarity freq / common,
uncommon, rare)
- [+] copy from obejct to lf:
- [+] OBHP
- [+] SIZE
- [+] OBATTACKDELAY
- [+] bug: always getting 'twisted branch' for small dancing weapon
- [+] bug: crash in attackcell. nweps = 0
- [+] replace thin walls with unicode symbols
- [+] glass
- [+] wood
- [+] metal
- [+] getcellglyph() looks at surrounding cells if required
- [+] too slow?
- [+] attacking helpless undead shouldn't count
- [+] differentiate EXTRADAM from WOUNDING.
- [+] wounding = add damage to ALL attacks
- [+] EXTRADAM = add DIFFERENT type of damage
- [+] psionics on levelup
- [+] make this a "select from iq/10", not a select from any
- [+] if poison needle trap misses, place it on the ground.
- [+] no nauseated effects while asleep.
- [+] if something runs out of view adjacent to you, say "xxx moves
behind you"
- [+] ashkari bug:
- [+] when getting enraged by the sight of something, f_rage runs
out a few turns before f_aicontrolled. should be the same!!!
- [+] shopkeepers
- [+] remove F_SHOPITEM - this was used for old shop code.
- [+] "shop" vaults
- [+] village map (but leave the habitat for use in bazaar vault
etc)
- [+] vault: support for random monsters - use "random" for name
- [+] vault flag: f_monsstayinvault
- [+] vaults for goblin caves
- [+] pool of water
- [+] small hut
- [+] brick wall
- [+] trapped corridor
- [+] pranksters dust (makes everyone invisible)
- [+] allow c_random for animations
- [+] random chance of different kind of wallfloor when creating
dungeons
- [+] brick wall (slightly weeaker, orange/red)
- [+] metal wall
- [+] wood ??
- [+] instead of using map->habitat->solidcelltype, use
getsolidcelltype(map)
- [+] this checks map for f_solidcelltype
- [+] if not there, uses map->habitat->solidcelltype.
- [+] vaults should be able to inherit empty/solid types from map
- [+] x:cell:EMPTY