Commit Graph

  • bbaca368e7 - [+] make ring of invisibility also drain your hp! - [+] monster with tremorsense can 'hear' - [+] allow attacking of wall cells with normal melee attacks - [+] glass should shatter - [+] option: stop running on hearing a sound - [+] make describerace use downline(). - [+] make certain strengths and weaknesses not show up in player selection - [+] An uncursed manriki wraps around the hawk. The hawk falls to the ground. A black bear comes into view. You critically scratch #. The black bear roars. - [+] check construct_hit_string. - [+] i was hitting a hawk. - [+] still some entrances overlapping glyphs. - [+] genericise checking code in fix_Reachabilty - [+] Also: in fix_reachability, disallow linking to cells which: - [+] are adjacent to a door - [+] are part of a vault with maintain_edge, and are 't marked as exits. - [+] looking a bit better now... - [+] incorrect glyph colour for animated zombies - [+] grow/shrink potions? to change lf size to fit armour. - [+] resizelf() - [+] modification spell (l2) - [+] grow - [+] shrink - [+] potions - [+] cursed growth does shrink - [+] make rare monsters / objects only sometimes be known. Rob Pearce 2012-01-12 01:28:07 +0000
  • 4cff04558c dentifying one map shouldn't identify all maps??? - [+] only show map name if it is IDENTIFIED, not just known. - [+] don't allow jumping onto impassable object - [+] food doesn't rot if it's on ice - [+] rename fly to gnat - [+] 'reflection' mod for shields - [+] bounces thrown objects stuff back Rob Pearce 2012-01-10 05:05:40 +0000
  • f7061b45ca - [+] in shops, show 'ESC when done, ? to describe/purchase' - [+] b - a silver shoddy bastard sword - [+] show object's condition before changed material state? - [+] bug: torches aren't lighting up walls when walking in corridor! - [+] scrolls with f_scrollneedsob should say 'tried on object' - [+] dungeon light - [+] lit shoudl be "illuminated" and be an enum - [+] IL_FULLYLIT - [+] IL_WELLLIT (dark, candelabras in every room and moss every 4 steps) - [+] IL_DIM (dark, torches in rooms and moss every 6 steps) - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8 steps) - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no light at all) - [+] need more fixed light source objects: - [+] moonmoss and sunmoss - [+] if not fully lit, map illumination level determines how often light sources are placed, and what type. - [+] special monster behaviour (perception or lore will show this?) - [+] insane monsters (attacks anything) - [+] hunting for food (hungry, add covets food) - [+] returning to lair with plunder (extra treasure) - [+] timid (lower morale, maybe add f_timid or alwaysflees) - [+] drugged (never flee) - [+] drunk - [+] diseased (start with a non-lethal disease. eating its corpse infects you) - [+] determined (will chase the player for longer) - [+] lazy (chase for less time) - [+] only show if perception >= skilled) - [+] only show monster jobs if lorelev >= beginner - [+] bug: cursed scrolls no longer having bad effects. fixed. - [+] after you fool a monster by feigning death, it shouldn't target you for a while. - [+] prevent wands from being blessed/cursed. - [+] bug: still no displayed text when your pet dies. - [+] update: this seems to happen when a monster is killed by another monster - [+] The bear cub claws the dog. The dog wakes up. - [+] fixed! - [+] hwen monsters start with weapons/sheilds, their starting skill should be based on hit dice. - [+] max skill is hitdice / 3 - [+] wake up player before giving god gift! - [+] "a goblin shaman moves out of view" - [+] but i didnt hav ehigh enough lore! - [+] maybe real_getlfname needs "showall". check this istneda of usevis to see whether to show job. - [+] crash when objects fall through a hole and the lower hole needed to be moved slightly. - [+] bug: invisibility is fooling even things with 'enhancesmell' - [+] water onto dirt only makes mud if there isn't some already there. - [+] monk fists DR should max out at 12 or so, since #attacks keeps going up! - [+] don't show god pleaseing messages when asleep - [+] bug: showing '%s dodges" when you can't see it. - [+] fix rarity of wands - [+] reward at bottom of caves: - [+] godstone of war (cases RAGE on everyone near you) Goblin cave bosses: - [+] goblin king - [+] young dragon Rob Pearce 2012-01-10 03:40:43 +0000
  • 5c4fb99162 - [+] player should know about all cells in lof/los at start of game. - [+] stop sprinting when you rest. - [+] show Injured on botl - [+] i got hit by a fire bolt spell while asleep, but never got told that it hit me! Rob Pearce 2012-01-09 06:53:52 +0000
  • e1b569f306 - [+] BUG: trying to go down stairs from L7 (6?) - [+] You walk down the staircase... ERROR - can't find opposite end of stairs/portal! - [+] You walk down the staircase... ERROR - unlinked stairs! - [+] This is related to the fact that all the staircases came from Jimbo's vault - [+] For some reason we're not linking them when they come for ma vault!!! - [+] "joining unliked stairs" section not working??? - [+] it calls getstairdestination, but this DOESNT call linkstairs! - [+] maby: call autolink everytime i add stairs ? or only do this during createvault ? - [+] automatically remove useless doors (ie. ones where all adjacent walkable cells are in the same room) - [+] in fix_reachability i'm drawing a corridor through vault/room walls. <- probably this one. - [+] don't allow auto reachability to enter rooms through the wrong side wall. - [+] TEST during regular playtests, see if maps look better. - [+] quality on doors. - [+] sturdy / plain / shoddy doors. this impacts the hp - [+] stone doors (solid / plain /crumbling) - [+] metal ( reinforced / plain / rusty) - [+] only show this if perception >= beginner - [+] dungeon shapes - [+] new cell attribute - locked. - [+] calcroompos can't make rooms on locked cells. - [+] normal - [+] cross - [+] circle - [+] turret - [+] - premask out blocked cells before generation! - [+] minion code - if leader dies, - [+] minions drop morale - [+] and might either immediately flee - [+] need lastdamlf - [+] if wisdom >= gtaverage, automatically turn off lamps when you go to sleep - [+] "scratch"/"gnaw" etc should be based on actual damage hp amount, not percentage. - [+] change getattackverb() - [+] 1-2 - [+] 3-6 - [+] 8-12 - [+] 12-18 - [+] 18+ - [+] shop objects should start with all flags known. - [+] allow usage of godstones without id'ing them first. this will id them. - [+] weapon/armour shop should resize armour for you for a cost. - [+] chanelling bonus - [+] novice - [+] tell you when wand is low on charges (0-3) - [+] beginner - [+] let you determine exact remaining charges in wands once it is == 1! - [+] adept - [+] let you determine exact remaining charges in wands once it is <= 3! - [+] skilled: - [+] let you determine exact remaining charges in wands once it is <= 6! - [+] master - [+] lets you always see full amount of want charges. - [+] lets you convert your mp into wand charges? "imbue item" Rob Pearce 2012-01-09 04:02:26 +0000
  • 6d57f7ebe3 - [+] text issue: Bthe goblin archer pack attacks you! - [+] Operate what (ESC=quit,?=list): a malachite wand Dig in which direction (- to cancel) [-]? u - [+] somewhere in ther,e put "this is a wand of digging!" - [+] wand of reveal hidden - [+] "a rock wall is magically revealed" - [+] need to reveal it firtst. - [+] bug: always showing blast of energy trap text, even when it hits someone else. - [+] maps shouldn't be stackable - [+] it's cause multiple maps to join into one! - [+] don't show [activated] on unknown tech Rob Pearce 2012-01-07 22:47:06 +0000
  • 060470ac3a - [+] allies should always give out info without payment - [+] ....but only about their home level! - [+] f_startmapid - [+] cave entrances should make noise - [+] drip - [+] echoing - [+] cope with multiple f_makesnoise flags on objects (pick one randomly) - [+] showlfstats skill display bug - "MORE" keystroke doesn't fall through. - [+] You impale the chicken! The chicken turns to face you. - [+] shouldn't turn to face if your'e dead! - [+] nulllify spell not populating seenbyplayer - [+] crash in createfakes() - [+] animals hsould still walk onto SHARP objects. - [+] secret doors showing up as empty remembered cells when you look away from them (and have lowish cartography) - [+] don't call remove_deadends on vaults. - [+] when walking down stairs to level 3: - [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)', depth 2), but it has no free stairs - [+] ie. Level 3 has too many up staircases ? no. 3 on all of them. - [+] FIXED. countstairs() was including too much. now using countmapobs(map, stairtype) instead. - [+] The goblin rogue a half-sized leather armour (null). - [+] fixed crash when you cast rage on someone who is eating. - [+] crash when catching a glowbug in a flask - [+] use canreachbp code when selecting armour to damage as well.... ie newt can't hit your helmet! - [+] BUG: "tunnel doing up" went down! - [+] for monsters:auto raise lf stats to match starting weapons - [+] crash in aigetspelltarget() for CLIMB - [+] should deactiveate all spells on polymorph - [+] allow usage of FEIGNDEATH while prone. - [+] make coprses non-stackable - [+] CRASH in animatedead - [+] shouldn't say 'you attack x from behind' if x has awareness Rob Pearce 2012-01-06 00:20:57 +0000
  • 040b9bf052 - [+] don't place draininge grates on low floor!! - [+] gate spell should always take you to a location wihtout water!! - [+] enhance speak with dead spell (SPEAKDEAD) - [+] may ask "how did you die" plus one of the below: - [+] tell me about the area - [+] mark stairs on the map - [+] mark shops on the map - [+] tell about very rare objects - [+] tell me about nearby dangers - [+] tell about odd monsters - [+] tell about traps - [+] test - [+] let you ask peaceful lfs about the surroundings too - [+] move code into io.c "askaboutarea(char *who)" - [+] test - [+] the first time you ask someone for info, randomly determine whether they know about: - [+] stairs (high chance) - [+] shops (medium chance) - [+] traps (low chance) - [+] areacomms_danger should include out of depth monsters - need isoutofdepth(lf) - [+] room floors should take the entry type from the habitat, NOT just use ct_room!!!! - [+] sometimes generate fixed SEWER regionthings - [+] done - [+] BUG: canT enter goblin caves again!!!! - [+] getting "ERROR - can't find opposite end of stairs/portal!" - [+] FAILED to link stiars: 'tunnel leading up' - [+] make maps direct you to regionthings. - [+] region things need unique IDs !!! - [+] change F_MAPTO - [+] v0 = src region id - [+] v1 = src depth - [+] v2 = regionthing with whatkind = RT_REGIONLINK - [+] when generating map objects, fill in a random branch entry - [+] fix getobname code for unknown maps. - [+] TEST - [+] with "map to the goblin caves" - [+] with "map" - [+] with "map to" - [+] use "the goblin caves are to the north", not "is to the north" - [+] is - [+] isn't - [+] test reading a map when on the wrong branch - [+] test reading a map when on the wrong level - [+] test reading a map when on the right level - [+] move staircase generation to END of map create - [+] finalisemap() - [+] countobswithflagval(obpile, flagid, val0...) - [+] countmapobswithflagval(map, flagid, v0...) - [+] jimbo's map should lead you to one of the major branches. - [+] crit pos shouldn't be higher than you can reach! - [+] same size or bigger = can reach anything - [+] 1 size smaller = you can't reach the head - [+] 2 sizes smaller = can't reach head or hands - [+] 3 sizes smaller = can't reach head, hands or body - [+] jimbo's room should contain all the staircases - [+] make you have to pass a speech check before people will tell you about the area - [+] bug in recruitment skillchecks - using wrong attribute, and too easy. - [+] rename dwarf to delver - [+] somtimes say "dons" instead of "puts on" Rob Pearce 2012-01-04 15:54:28 +0000
  • c9a8866870 - [+] when creating the first map of a new multi-floor region, make sure its up stairs lead to the entry object. - [+] implement. Rob Pearce 2012-01-03 17:00:07 +0000
  • adb066d31a - [+] prevent ALL overlapping rooms! - [+] stop running for any non-cosmetic object. - [ ] echoing? - [+] OPTIONS - [+] option_t - [+] id - [+] letter - [+] text - [+] int enabled - [+] int default - [+] next/prev - [+] addoption() - [+] getoption() - [+] dooptions() - [+] list them all (with 'more' for multipages) - [+] pressing a letter toggles it. - [+] "display trails" - [+] make scents be "cosmetic"! - [+] increaes skeleton's vulnerability to falling - [+] missing announcement for bleed() - [+] let rapid ivy cast entangle - [+] caves - [+] new regiontype - [+] new link - [+] new habitat - [+] objectlass rarities - [+] assign obs/mons to habitat - [+] code to dig caves - [+] stairs linking to cave region - [+] when learning random skills: - [+] prefer lower-level skills - [+] onyl learn up to adept level - [+] animate dead crashes if there is no space to place the lifeform! - [+] increase range of charge ability - [+] when you gain techusage, check held objects for conferred flags. - [+] bug: motion scanner working even though i have no tech usage! - [+] warn player before climbing without climb skill (if wisdom is >= average) - [+] regions should have depthmod. - [+] regionthings should be based on DEPTH, not difficulty! - [+] rename firstdungeon to maindungeon - [+] announcearrival broken -always saying 'new area' - [+] don't use ranged attacks when feigning death if target is adjacent - [+] don't say 'argh' if you were beheaded. - [+] The bear cub bites a wooden door with a teeth.--More-- - [+] random levelup skills - only select from skills which we have used? - [+] need to chance f_hasskill to use f->val[2] = used_this_level - [+] when you gain a skill, set f>val[2] = b_false or NA - [+] add setskillused for all skills! - [+] make random levleup only pick from used skills. - [+] TEST - [+] knowledge skills - practice them when you see a new lf of this type. - [+] slithering shoudl hardly ever awaken you - make listen check harder. - [+] don't put fireplaces in corridors. F_ONLYINROOM ? - [+] bug: acid trails from slug disappearing or never appearing? - [+] snails/slugs - [+] killed by salt - [+] vslow - [+] snails have vhigh armourrating - [+] slugs have lots of hp and do more damage - [+] brown/grey 'j' ? - [+] leave slime/acid trails? Rob Pearce 2012-01-03 01:21:22 +0000
  • 8d0d14b8dc - [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work) Rob Pearce 2011-12-28 05:06:47 +0000
  • 60f6648511 Added stomach vault Rob Pearce 2011-12-20 08:05:44 +0000
  • 585876caee - [+] high metalwork/sewing lets you make things into masterwork (combine two). - [+] get dizzy if you turn too much. - [+] stomach - [+] obejcts - gems etc (check phone) - [+] if you kill it form inside, you get expelled. - [+] don't say "you hear fighting" when things are attacking you! - [+] fix crash in polymorph code - [+] All bandits should demand gold - [+] when you give it to them, thel ALL get satisfied. - [+] more flagpile corruption still happening. - [+] wasn't allcoating enough space for losdark in precalclos. - [+] still missing death announcement for plauyer pets - [+] reduce #attacks for young hawk to 1 - [+] mercy - [+] say this to intelligent mosnters then pass a speech check - [+] if you pass: - [+] they say something - [+] they ko you - [+] monstesr shouldn'ts randomly move into unconscious/dead lfs - [+] monsters should take wanted obs from adjacent unconscious lfs - [+] when you wake up: "some/all of your items are missing..." - [+] at beginner weapon skill level: exposed strike - takes longer but higher accuracy? - [+] impaler frog - [+] sinkmite - [+] drills for hands - [+] canwill Ot_s_dig - [+] targetting: - [+] fleeing: downwards - [+] can drill downwards to flee - [+] can dig through walls - [+] necrons: - [+] trapper - blue - [+] reaper - red - [+] scythe - [+] hurricane strike - [+] bug: necron reaper is not preffering its weapon for attacks.... why? - [+] check attackcell() - [+] fix colour in retaliation text - [+] need to announce hurricane strike ability - [+] amnesia scroll - lose all skill points! - Hecta effects - [+] flay flesh (bleed depending on hitdice) - [+] hecta's servent (skeletal hand rises, cannot move, grabs adjacent lfs, drags underground) Rob Pearce 2011-12-20 08:03:15 +0000
  • 27f08ed7ab - [+] stomach code - [+] create 1 vault - [+] must have: - [+] ot_playerstart - [+] ot_stomachexit - [+] swallow ability moves to there - [+] when the lf dies, destroy the map - [+] TEST - [+] mover object - [+] moves you if you didn't move - [+] f_pushdir, v0 = dir - [+] invisible obejct - [+] may flip them horizontally - [+] chance to dodge the swallow - [+] rename green ooze to "sizzling slime" - [+] don't put traps on top of stairs!! - [+] remove unneeded extra redraw when changing levels. - [+] make ']' show object AR bonusss - [+] don't even call precalclos during endgame. - [+] don't say "you see footprints and footprints here" - [+] break grabs when you fall unconscious - [+] bug - ring of wounding not working. - [+] crash in free(npcnames) !!!!! pointer being freed was not allcoated - [+] grave sprite - [+] glutworm - [+] swallows you - [+] eats all objects - [+] canines/felines should die from chocolate - [+] weapons with multiple damtypes - [+] at adept skilllevel, you can change type (but only with weapons you're pr_skilled or higher in) - [+] f_altdamtype xx. must have altdam for normal dam too. - [+] fire primality Hecta effect: - [+] necrotic beam Rob Pearce 2011-12-19 08:04:49 +0000
  • edd16853c8 - [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known Rob Pearce 2011-12-16 19:54:08 +0000
  • 58f23588e8 - [+] weapon skill of sk_skilled or high gives you a chance to block some damtypes - [+] BUT each weapon can only block certain damtypes (whereas shields can block all melee damtypes) - [+] add f_canblock to some weapons - [+] add f_canblock to shields - [+] check_for_block() should be a function - [+] getallshields() - [+] move othermod in SC_SHIELDBLOCK out of skillcheck(). calculate the bonus beforehand instead?? - [+] update descriptions for weapon skills - [+] can only block if you have full attrib requirements for this weapon - [+] update io.c to show what weapons/shields can block. "it can block xx, xx and xx damage" - [+] weapons can't ever block projectiles - [+] make pickup/drop actions heaps faster - [+] better description of agi/str affecting weapon accuracy/dam - [+] stinkbeetle should be hostile, and should have bite attack ,not zapper - [+] don't recover stamina while training - [+] add seetext for "a blaring siren" - [+] draw up a matrix for weapon types - [+] draw it up for: - [+] accuracy - [+] damage - [+] attack speed - [+] crit chance - [+] then adjust weapon stats - [+] in shops, "?" now lets you examine an object - [+] add canwill option for abilities: "stamcost:" (to override stamina cost) - [+] add it. - [+] bug: pickaxe not working - [+] "you start digging". but nothign more. - [+] salt kills: - [+] frog - [+] impaler frog - [+] canwill jump - [+] ranged tongue attack - [+] killed by salt - [+] BUG; getting manuals with no contents - [+] odd-sized armour should cost more. - [+] need to set statdirty when we change armour. - [+] when we say "you see x and y here", don't include obs we can't see Rob Pearce 2011-12-12 16:40:17 +0000
  • 58e61e6a07 * [+] CRASH when you create a pit on the last level of a dungeon. - [+] no evasion if grabbed/grabbing - [+] polyrevert only usable if you cast the spell AND it's controlled - [+] salt kills leeches, causes pain in lfs who are bleeding - [+] raging ai will attack anything - [+] rage gives big morale boost - [+] potion of fury - [+] don't run onto water if it will hurt you! - [+] bad brands should be cursed more often. brands should have "startcursedchance" - [+] brand->blessstatus, br->blesschance Rob Pearce 2011-12-11 16:47:45 +0000
  • f31222e47d - [+] all torches are broken!!! i'm not setting losdirty when a cell's light level changes - [+] try implementing "haslosdark" - [+] TEST TEST TEST - at the moment this is causing massive amounts of redraws!!! - don't announce sounds when we can see the source (but monsters still hear them) Rob Pearce 2011-12-09 03:39:57 +0000
  • 0f99007c2a added bazaar vault. - [+] remove damage from jumping onto other lfs - [+] when you jump in water or something lands in water: "you hear a splash" - [+] tweaks to how evasion works. - [+] The book crumbles to dust. Your manual is no longer glowing. FIXED. - [+] fix msghistbuf for askchar - not showing your choice. - [+] in shops, show prices in red if you can't afford them. - [+] retaliate should only work if you're still adjecent - [+] show Ravenous in RED - [+] no xp for rapid ivy clones - [+] make weapon of impact only knockback 33% of the time (instead of always) - [+] don't set F_NOSCORE when quitting. - [+] some scrolls cost $1?? - [+] You see a masterwork shoddy club here. - [+] shouhldn't be able to have both!!! - [+] change bleeding code. lowhp doesn't mean bleeding. - [+] also change flee on bleed etc Rob Pearce 2011-12-09 00:37:02 +0000
  • 089ce94751 * [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread Rob Pearce 2011-12-08 02:55:14 +0000
  • 9da88f06e3 - [+] ob1() macros - [+] healing potions should heal even "permenant" injuries - [+] potions/spells - [+] summon decoy (chicken horde) spell - "friends!" - [+] potion of spider climb (arachnid adhesion) - [+] gloves of the spider - [+] F_startobwepskill sk_shortblades etc - [+] change mosnter starting weapons to be based on wepsk, not specific named weapons - [+] make wrapprint cope properly with 0 length strings - [+] fix io.c showlfstats layout - [+] fountains of xp should always dry up after one use! - [+] plants shouldn't leave footprints! - [+] fix overcomplicated code in updateknowncells - [+] you always "see" allies following you down/up stairs, even if they are behind you. - [+] remove dtresist slash from skeletons - their bone skin reduces this already. - [+] leave dtresist pierce because it's hard to hit them. - [+] confirm gold amount when donating to shops - [+] increase piety by half of any gold donated to temples - [+] move hp, mp, sp to same line as target, and make them into bars - [+] HP:[ 11 / 11 ] - [+] makebar(window,min,max, loss,barcol, losscol) - [+] print the prefix: "HP:[" - [+] construct the bar string to fit into 10 chars: " 11 / 11 " - [+] print it one char at a time, setting bg as follows: - [+] background: - [+] 0 - min is barcol - [+] min+1 - min+loss is losscol - [+] rest is black - [+] print the suffix: "] " - [+] remember last dam amount for hp. - [+] show mp and stamina like this too. - [+] update viewpoint sooner when moving vertically - [+] if you can't comprehend the contents of a spellbook, don't ID it! - [+] hpbar: pass textcol and texcolwithbg - [+] show f_stability in @e - [+] don't identify tech inside shops if it's beyond your skill level - [+] bug: "a cursed +-1 ring of dexterity" - [+] enraged or deaf lfs shouldn't respond to chats - [+] drawbar: show mp/sp text in orange if it's at 0. - [+] allow vegetarians to eat frozen corpses. - [+] anything flying + stunned loses flying. - [+] chance for monsters to throw missiles is reduced when acc < C - [+] use same code as firearms - [+] undead shouldn't lose consciousness - they should jsut die. Rob Pearce 2011-12-05 17:03:47 +0000
  • d5b1e40f98 - [+] add more vrare vaults to reduce likelihood of cockatrice lair! - [+] bazaar - [+] money vault hsould be vrare - [+] so should traproom - [+] rename giant rat to "dire rat" - [+] don't show anything other than object description and throwing for unknown tech - [+] shouldn't be able to rest in a tent if it's not known! - [+] eyebat corpse increase maxmp? - [+] blessed missiles should nearly always hit undead * [+] too easy to dodge thrown missiles? - [+] spell and wand of culinary abundance - [+] if a carnivorous animal kills you: "Eaten by a xxx" * [+] bug: stairsperlev is only ever used in making DUNGEONS. generecise this ?? - [+] safetorest - should ignore monsters feigning death - [+] broken nose should reduce smell range - [+] fresh and stale bread should be interchangable in cooking - [+] make scroll of permenance act on you, not your objects - [+] tweak object rarity yet agian... - [+] bug: hole in roof above player start pos is immediately destroyed. - [+] change pickaxe to be like resting - [+] wait first, then if not interrupted, do the dig. - [+] add cell->hp, celltype->hp. around 100. - [+] f_digging, x, y, digperturn - [+] interrupt() will stop this. - [+] each turn, lower hp of cell by 1. - [+] make wlaking bakwards take less time based on athletics skill!!! - [+] at adept, takes no extra time? - [+] better racial display - [+] ? for extra info. - [+] hitdice - [+] general attribs (str etc) - [+] don't show description until you press '?' - [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid index issues - [+] remove VULNS from "effects" unless temporary - [+] isresistantto() etc need to have "int onlytemp" - [+] remove VULNS from manual BONTEXT flags - [+] CRASH IN DTVULN CODE!! - [+] limit '?r' display ?? - [+] what to show - [+] show races you have encountered - [+] show races you know about through Lore (adept level) - [+] show playable races????? - [+] structs - [+] race->encountered - [+] need to save this. - [+] make EFFECTS only show TEMPORARY effects or ones which don't come from race? - [+] automate bondesc/pendesc based on flags! - [+] vulnarabilities / resist / immun - [+] vision range!! (visrangemod) - [+] size? restricted armour. - [+] stayinroom - [+] f_humanoid (can use weapons) - [+] tamable - [+] seeindark - [+] caneatraw - [+] enhancesmell - [+] caneatraw - [+] vegeatrian - [+] cernivore - [+] fastmetab - [+] startskill - [+] tremorsense - [+] silentmove - [+] deaf - [+] flying / levitating - [+] awareness - [+] nocturnal / diurnal - [+] heavyblow - [+] packattack - [+] dodges - [+] autocreateob - [+] MPMOD - [+] HPMOD - [+] MEDITATES - [+] PHOOTMEM - [+] canwill "Spells: xx, x, x, x" - [+] spells: - [+] animate stone - "power" walls turn into stone golems - [+] implement spell - [+] golem - [+] r_golemstone - [+] knockback attack - [+] high str - [+] fists - [+] corpsetype and iunsummonob = boulder - [+] spell power modification - subtract spell level. - [+] when i go down a drain, make sure the new map links to THE DRAIN I WENT DOWN. not some otehr one. - [+] some monsters shouldn't sleep! add new flag: f_nosleep - [+] make spanner help disarm traps! Rob Pearce 2011-12-03 22:33:37 +0000
  • c27ad12c49 added vault code to svn! Rob Pearce 2011-11-30 02:07:19 +0000
  • 64c9cd1af4 new vaults Rob Pearce 2011-11-30 02:07:00 +0000
  • 9f6c28f7e9 removed vault Rob Pearce 2011-11-30 02:06:49 +0000
  • dbe5e14703 new vault Rob Pearce 2011-11-30 02:06:36 +0000
  • d2be8b6c6a - [+] corpse colours aren't working anymore. - [+] bug: knocking a sleeping lf unconscious fails, they kepe sleeping. need to change the f_sleeping flag! - [+] another secret door bug: can identify them in askcoords!! fixed. - [+] wrong order for text: - [+] You attack the helpless kobold! You kill the kobold! The kobold shouts "This isn't over!". - [+] SOLUTION: say "the dying kobold shouts ...." - [+] only use death text somtimes. random chance. - [+] force player sarting dir to be the one with the most LOS cells. - [+] avian/ashkari monks - [+] at both initial creation and levleup: - [+] need to update hasattack claws, not hasattack fists. - [+] genericise this to just use whatever f_hasattack flag you have? - [+] bug with flying creatures falling: - [+] You miss the giant bat. The giant bat bites you. The giant bat stops flying. The giant bat falls to the ground. The giant bat's ribs are cracked! - [+] was causing ATTACKER to fall, not defender. - [+] fix bug with objects falling through pits. - [+] new sewer map type: - [+] BUG: getting empty map!!! - [+] roomon etc is good. - [+] but map empty - [+] probably an issue with corridor vs section size... - [+] make drains be locked again - [+] grating causes stench - [+] monsters: - [+] aquatic animals (piranha, merloch, etc) - [+] slimes - [+] troglodytes (and anything which causes stench) - [+] rats - [+] water snakes - [+] drains should make sounds ("you hear a drip") - [+] snakes shouldn't get nauseated. - [+] F_NOSMELL. - [+] feigh death shouldn't work on things which are attached to you (leech/mosquitoid) - [+] stores should never sell gold coins!!! - [+] givestartobs() - give a potion of water instead if it's going to a shop - [+] no resting when raged - [+] make MAXIMUM map height higher. bumped from 20 to 30. - [+] grating cell/object? - [+] liquids fall through it. - [+] to unlock it: - [+] loosen with spanner - [+] knock spell - [+] pick the lock - [+] lock hacker Rob Pearce 2011-11-30 02:06:16 +0000
  • 6c26901e75 - [+] monster: triclops. perception. vuln to light. - [+] flying creatures shoudl fall to the ground when unconscious - [+] (this might kill them) Rob Pearce 2011-11-29 02:25:04 +0000
  • c522cac6c0 - [+] bug: mosnters not wkaing up - [+] why don't i see "%s dies" when my ally dies? - [+] cause it was behind me. added sound to tell us about this. - [+] bug: s - 2 four leavesed clover - [+] random portals - [+] genericise code for making destination - [+] check gate spell - [+] enter a portal which doesn't go anywhere = generate a destination. - [+] increase range of all light sources - [+] ring of hunger should override vege/carni Rob Pearce 2011-11-24 19:06:24 +0000
  • e9edb81ec6 - [+] when something grabs you, show an 'X' in its location so you know SOMETHING is there. - [+] do this in getscannedthing . glyph = 'X' - [+] make grabbing force a redraw if the target is the player!! - [+] fix crash for fountain of ambrosia (because potion name starts with 'vial' not 'potion') - [+] show X for latched on monsters too - [+] and make latching onto the player force a redraw too - [+] chnage f_rage flag redraw to be done in flagcausesredraw() - [+] shop bugs - [+] bug: food vendor only had 3 pieces of food - [+] bg: jewellery store had no items!! - [+] getrandomobject bug - [+] bug - wantrr too low!!! - [+] if wantrr gets to 0 and still nothing, start ticking up from original value. - [+] bug: rings cost $0 - [+] need a warning before invisibility runs out - [+] make most recipe food heal you a bit - [+] if interrupted halfway through training, remember where we were up to - [+] instead of using F_TRAINING->val[2], use F_TRAINING->val[0] (v1 is the goal) - [+] when you start resting, if you don't already have it, add it: - [+] v1 = 50; v1 = modifybystat(traincounter, player, A_IQ); - [+] v0 = 0 - [+] if you DO have it, drop v0 by 25 modified by IQ. minimum of 0. - [+] when you train, INC the counter, don't dec it. - [+] when v0 = v1, your'e done. - [+] when you finish training, kill the flag. - [+] shadowcat meat - produce and see through smoke - [+] split aimove up into sections - [+] emergencies - [+] healing - [+] housekeeping - [+] inventory mgt urgent - [+] attacks - [+] pre-movement - [+] movement along existing paths - [+] boredom - [+] go back to my shop - [+] look for something to attack - [+] gods go home - [+] training - [+] inventory_mgt_nonurgent - [+] repairing armour - move this to inventory mgt?? - [+] snakes "slither into a wall", not walk. use F_WALKVERB - [+] animate stone spell - turn statues to pets. - [+] can't be both a vegetarian and carnivore! race overrides job. Rob Pearce 2011-11-23 22:10:08 +0000
  • 8514f948f1 - [+] tail sometimes lets you sense things behind you??? - [+] "your tail brushes up against xxx" - [+] cats should be able to eat raw meat. - [+] don't include f_nopickup objects when you use ',' - [+] bed - can use this as restob, equivilant of tent - [+] "a goblin corpse stands up" - this shoudl trigger a redraw. - [+] warn when attacking with LevUp that you won't get any xp. - [+] whenever you train, remove knowledge of the "really atatck and get no xp" warning. Rob Pearce 2011-11-23 08:20:42 +0000
  • c9758836a4 - [+] prevent using 'v' to identify corpses which are feigning death somehow.... - [+] add a fake one - [+] BUT we need to make the screen not redraw... - [+] TEST THIS. Rob Pearce 2011-11-22 21:35:10 +0000
  • c9fcd90a2c - [+] better body part handling - [+] bodypart_t[MAXBODYPARTS] - [+] enum BODYPART id - [+] char *name - [+] add defs to all races - [+] fix quadrapeds - not all have tails! - [+] remove f_bodypartname - use addbodypart instead - [+] update hasbp - [+] remove occurences of F_NOBODYPART in races - [+] fix up getrandombodypart functions - [+] getrandomonbodypart - [+] getcrithitpos - [+] copy with null returns - [+] check all occurences of MAXBODYPARTS, change to "for each bodypart of this lf/race" - [+] show nobodypart differently in io.c - [+] criticals: hindlegs / frontlegs -> legs - [+] makeunusual shaped be part of the body part. then remove F_NOARMOURON - [+] critical hits on new body parts - [+] wing crits - [+] bash - wings are bruised - reduced flight speed - [+] slash - [+] - wings are torn - can't fly. implement in cancast. - [+] bleeding - flying hurts - [+] explosive - [+] destroyed - can't fly! - [+] tail crits - [+] slash - [+] bleeding - [+] bash - [+] bruised - accuracy lowered - [+] fractured - randomly move the wrong way like drunkenness - [+] explosive - [+] lacerated - randomly fall like hamstrung - [+] don't prompt for moving into dangerous cells f moving randomly due to drunkenness etc - [+] bug: double criticals? - [+] You flatten the kobold! The kobold loses consciousness. The kobold's hand is swollen! The kobold's leg is broken! - [+] all f_flying races should have f_canwill ot_s_fly with no spellcasttext Rob Pearce 2011-11-22 21:32:10 +0000
  • c596623603 - [+] monk fist damage not increasing. - [+] RANDOM MONSTER BUGS - [+] levle 1: always getting goblins/kobolds - [+] levle 2: always getting poltergeists - [+] debug getrandomrace().... - [+] enforce f_rarity val[2] != NA!! - [+] empty levels - [+] whenever we pick rr=frquent, we're getting no monsters - [+] start MONSTER randomness at COMMON - [+] bug: i lost f_size when i died when polymorphed! - [+] yumi should only hate killing helpless things, not ANYTHNIG! - [+] make armour more common than weapons, since this tends to get damaged - [+] bookshelf (contains scrolls/books) - [+] wardrobe (contains armour) - [+] coffin sometimes contains corpses - [+] not getting enough objects now ?? Rob Pearce 2011-11-22 00:38:01 +0000
  • c20802fc6e - [+] change how critical hits work - [+] must score a hit first THEN pass a critical hit % check. - [+] when asking for an object form the player's pack, default to NOT showing long format - [+] in askobject, pass in actionchar. remember choice for each actionchar. and use it as a default. - [+] warning system - [+] warnabout(char *warntext) - [+] if already confirmed it, keep going - [+] otherwise ask to confirm - [+] confirmations time out after some time... - [+] replace injury warnings - [+] reduce spell range - [+] big bug - way too many critical hits! - [+] askcoods: accept 'enter' to select a cell - [+] armour should never reduce damage under 1 - [+] for playable races, show bonus/penalties when selecting them. - [+] add f_hatesracewithflag with ashkari - [+] mammoan - no athletics! - [+] bug writing hiscores - need to escape 's. - [+] add v2 to F_ATTREQ - scaling. - [+] will scale up to 3 above/below - [+] v2 = 1 means "+/- v2 per point above/below" - [+] more than 3 below means you can't use it. modify "meetsattreq" - [+] more than 3 above gives no extra bonus. - [+] this is MANDATORY. add to checks. - [+] add messages if your skill it slightly too low - [+] STR scales damage, AGI scales tohit and crit chance - [+] make sure showlfstats takes this into account - [+] make sure rolltohit / getdamrange takes this into account - [+] what do I do with attreq IQ??? mus tmeet it. - [+] missile weapons: no scaling, must meet reqs - [+] reduce regular strength dam mod - [+] you only get attr bonuses if you are skilled with the weapon. - [+] crash: getrandomrace(NULL, NA) returning null! - [+] don't give away invisible creature locations in askcoords - [+] does fireat automatically re-calc lof based on obstacles? - [+] if so then change haslof in askcoords to be hasKNOWNlof! - [+] catlike race - ashkari - [+] bonus - [+] has climbing, listen - [+] jump ability - [+] agi+ - [+] unarmed attack is claws - [+] balance (stability?) - [+] eyesight, darkvision - [+] enhancesmell (only low) - [+] pens: - [+] hunger faster - [+] carnivore - [+] low-- wis (ie vuln to magic) - [+] vuln to magic - [+] vuln to water - [+] vuln to sound - [+] low str - [+] auto rage on dog/wolf/mouse/bird/chicken - [+] races CANT ahve certain flags - [+] apply this during giveskill() Rob Pearce 2011-11-21 21:26:33 +0000
  • 3c7fa61324 - [+] rage: - [+] no spells/abils - [+] no throw - [+] no operating wands - [+] will not flee - [+] no weilding/unweilding - [+] no wearing/takingoff - [+] don't warn or swap with friendly lfs - [+] always attack doors rather than open them. - [+] can't close doors. - [+] become exhausted when rage runs out - [+] infiniite stamina when you're enraged - [+] can't quaff/read - More kill verbs Rob Pearce 2011-11-18 03:25:09 +0000
  • 25ca8f3e43 - [+] fix bug in randomtalk - [+] fix bug with beggars - [+] prompt before giving money in C-d - [+] bug: allies walking into walls - [+] make your own race / job more likely to kjoin for less gold - [+] new rarity level: rr_frequent ? - [+] add it - [+] in swamp, aquatic things are freqentut - [+] swamp level: - [+] createdungeon (but use different h_habitat. how do i do this?) - [+] then remove all doors - [+] then change all walls into deep water - [+] add rarity for monsterss - [+] add rarity for objects - [+] add f_nolink for vaults which aren't linked to rest of map - [+] fishbowl vault - [+] change misisle dam calculation - add firespeed rather than multiply. - [+] forced shops at certain level intervals - [+] implmement RT_OBJECT text=objectname - [+] add buildings at levles 2-4 5- 7 8 - 10 11-13 14-16 17-19 20-22 23 -25 - [+] split sp_ally_attack into attack and attack_unseen - [+] base throwspeed on throwin gskill, not strength - [+] make it much harder to catch thrown missiles - [+] try to place RT_OBJECTs in rooms - [+] maybe get rid of sound lowering for 's'lowwalk. this should be based on stealth! Rob Pearce 2011-11-17 00:50:33 +0000
  • 10e4713940 - [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done. Rob Pearce 2011-11-16 00:57:21 +0000
  • dd03042c70 - [+] prevent 'A' (forceattack) behind you - [+] replace: - [+] Something critically savages your body. Your uncursed suit of ring mail protects you. Your suit of ring mail is damaged! - [+] with: - [+] Something critically savages your suit of ring mail. - [+] Your suit of ring mail is damaged! - [+] tremorsense shouldn't see flying creatures - [+] rename blink to "bamf" - [+] add F_containsmeat for non-vegetarian foods - [+] use this in vegetarian checks instead of mt_Flesh - [+] "what goes up" spell - [+] "equal and opposite" spell - [+] why didn't cyborg ninja start with weapon weilded? - [+] getbestwepon - accuracy was counting for too much. have changed calculation. - [+] why is wizard's staff not enchanted??? - [+] elephant race - Pachyon or Mammoan - [+] bonus - [+] Leather skin - [+] str++ - [+] photo mem - [+] high listen skill - [+] good smell - [+] penalty - [+] slow movement - [+] no armour on ears - [+] agi- - [+] low eyesight - [+] vuln to sonic - [+] vegetarian - [+] other - [+] large - [+] throw salt to blind targets - [+] if you learn a new spell school skill while game is in progress, gain a 1st level spell too. - [+] for random roast meat, always use base race - [+] ie. orc, not "elite orc" - [+] (ie. human, not 'town guard') - [+] remove "prepare food" skill. - [+] use "cook" instead - [+] startskill should be a modifier, not absolute. - [+] ie. elf can have sk_ranged, so can hunter. these will now stack. - [+] chance for ai to use a firearm is lowered based on firearm accuracy - [+] bug: massively high amount of skillxp needed for a point - [+] firearms should do more damage at pointblank range. - [+] icicle bugs - getrandomadjcell for knockback failing - [+] still a bug with firearm accuracy updating - [+] 2 squares away, move towards enemy - it doesn't update! - [+] display all valid hits in brown - [+] wear melted wax in ears to reduce sonic damage - [+] ranged skillls - [+] adp - [+] fast reloading - [+] exp - [+] fire through lifeforms! lof_wallstop instead of lof_need - [+] mas - [+] extra dam. - [+] object HP issue: - [+] head: b - an uncursed helmet [AR:3] [110%] - [+] body: c - an uncursed suit of ring mail [AR:6] [173%] - [+] hands: d - an uncursed battered pair of gauntlets [AR:2] [86%] - [+] are objects taking negative damage?? - [+] have put an assertion in to check - [+] wait for it to happen again... - [+] add hitchance to askcoords when throwing/shooting - [+] code it - [+] test for throw - [+] add for telekeniis too - [+] add for guns: - [+] "targetted: something [x%]" - [+] "bow->Target->xxx [x%]" - [+] show gun target on botl - [+] redo throw accuracy: - [+] 100 to hit yourself - [+] apply per-cell penalty based on: - [+] throwing / ranged skill (more) - [+] AGI (lesser) - [+] wetsuit description not showing dtresist cold!! - [+] hunter job - [+] wetsuit (covers multiple body parts), prot from cold - [+] announce bleeding damage from injuries - [+] only mark _weapons_ as 'tried' when weilding them - [+] change random items: - [+] fix wantrr bug - [+] test... - [+] new function: enum RARITY pickrarity() - [+] check for all wantrr = xxx and use pickrarity instead. - [+] give classes a RR_RARITY - [+] common - [+] weapon / armour / money / missile - [+] furniture - [+] misc - [+] rock - [+] uncommon - [+] potion / scroll / food - [+] rare - [+] trap - [+] tech/tool - [+] dfeature (pentagram, vending machine, etc) - [+] vrare - [+] wand - [+] ring - [+] book * [+] rewrite wrappers * [+] marge getrandomobofclass and getrandomob - [+] bug: telling allies to attack something they can't see. need a msg for this. - [+] Norman->Attack->A young hawk [flying, facing NE] - [+] Cancelled. - [+] bug: allies not regaining hp when asleep! fixed. - [+] you can now always 'see' your allies if you have LOH - [+] ie. scannedcell - [+] ie. cansee - [+] player luck should cause better random item creation, and easier monsters - [+] pickrr() needs arg to say what it is for (vault , ob, lf) - [+] meals have special effects. eg: - [+] easy: - [+] mushroom + water = mushroom soup = restore a little stamina - [+] tomato + water = tomato soup = restore a little stamina - [+] apple + stone = fruit juice (don't kill the stone) - [+] cheese + bread = cheese sandwich = restore all food and stamina - [+] rum + chocolate = rum ball = cure pain, restore some hp - [+] med: - [+] corpse + water + salt = jerky - [+] mushroom + water + beef = beef strogonoff = filling, temporary Fitness boost - [+] garlic + bread + clover = garlic bread = produce stench like a trogolodyte - [+] bread + meat + tomato = hot dog = temporary strength - [+] water + sugar + 2 berries = potion of red cordial = speed boost - [+] hard - [+] peanut + stone + salt + bread = peanut butter sandwich = super filling, restore all stamina, temp fitness boost - [+] rum + chocolate + sugar + berry = fruit cake = restores all stamina and hp and mp - [+] implement recipe_t - [+] int ningerdients - [+] enum OBTYPE ingredient[MAXINGREDS] - [+] int count[MAXINGREDS] - [+] int cosumeingredient[MAXINGREDS] (boolean) - [+] makedesc_ob should show the recipe for it, if cooking skill is high enough - [+] cooking skill determines how many ingredients you can use - [+] ie. beginner = you can make recipes which need 2 ingredients - [+] redo "cook" ability. - [+] can combine ingredients using recipes to make meals - [+] ingredients must be known! - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills Rob Pearce 2011-11-14 18:21:40 +0000
  • 497b4e0ead - [+] shouldn't be able to dodge if you can't move! ie sawgrass - [+] chef steak knives aren't stacking. - because they weren't f_stackable! - [+] chicken soup - cures poison - [+] finish ob donate code - [+] chance of becoming pet - [+] only certain races - [+] only f_tamable (but harder than pets) - [+] implement lfflammable - [+] io.c announcements ( move from shatter()) - [+] fire effect - [+] sugar water - [+] gaining skills too quickly at higher levles - [+] maybe make it get slightly harder each time. - [+] keep a count of total skillpoints ever gained - [+] fixes to rollhitdice - [+] missile weapons doing no damage!! - [+] no sprinting while levitating / flyign - [+] icicle spell should deal piercing damage if lf can't be pushed out of the way Rob Pearce 2011-11-09 01:18:07 +0000
  • 3ed4547523 - [+] if you hide while a monster can see you, it automaticlaly gains F_SPOTtED (unless your hide skill is high enough) - [+] lower damage of cockatrice attack - [+] Allies attacking each other!! - [+] Your vampire bat claws the young wolf. Your young wolf no longer looks quite so friendly! - [+] think this was related to broken ally code? Rob Pearce 2011-11-08 16:29:48 +0000
  • d5c24cd742 - [+] add a bunch of gemstones - worth points - [+] 'thrust' ability isn't showing up in ABILS - [+] give slight accuracy penalty when thrusting - [+] fixed shieldblock difficulty in melee combat - [+] increased maxstamina - [+] don't require stamina to move! - [+] "You hear a roars." - [+] remove duplicate corpse rot code - [+] CRASH - [+] malloc: *** error for object 0x1349d94f8: incorrect checksum for freed object - object was probably modified after being freed. - [+] #7 0x00000001000f438a in addobject (where=0x134edc060, name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at objects.c:983 #8 0x00000001000f298d in addobfast (where=0x134edc060, oid=OT_CLAWS) at objects.c:409 #9 0x00000001000b621b in getbestweapon (lf=0x114439ff0) at lf.c:5194 #10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236 - [+] fixed ? - [+] instead of everything >=6 being dark, make a CHANCE to be dark starting at l6. - [+] why do i ese gem of seeing so often - [+] because i need more types or 'rock' - [+] have to cook food before eating it? - [+] need novice cooking skill for preparecorpse ability - [+] otherwise you only get a very small amount of nutrition (10%) - [+] split ob piles before eating them - [+] detect poison should detect poison traps - [+] telling your ally to rest until healed isn't working... - [+] wasn't taking injuries or stamina into account. - [+] change druid spells - [+] start with 3 random spells - [+] on levelup, select a random nature spell (up to your highest level) Rob Pearce 2011-11-08 01:19:25 +0000
  • 7cd169637c - [+] magic map should be magical - [+] crash when generating monster warriors - [+] bug: calling taketime twice when attacks fail? - [+] (once in attackcell(), then again in attacklf() or attackob()) - [+] weapon changes: - [+] in general, lower accuracy for piercing weapons - [+] in general, raise accuracy for slashing / bashing weapons - [+] long piercing weapons (ie. spear) give you a 'thrust' ability (attack 2 cells away) - [+] long slashing weapons cannot be used if < 3 open cells around you (f_needspace) - [+] maybe: you can't "hear" your unseen ally if they are asleep - [+] need to draw after flying things swoop away, in case they block your view. - [+] raceslaying weapons - [+] dragon - dragonslaying - [+] animal - butchering - [+] plant - of blight - [+] undead - of divine power - [+] magic - of antimagic - [+] brand restriction - [+] brands: f_onlygoeson ot_xxx - [+] brands: f_onlygoesondt dt_xxx - [+] check this in brandappliesto Rob Pearce 2011-11-07 19:39:43 +0000
  • 39af842e74 - [+] bug: when ally can't see you it goes to sleep - [+] after waking it just goes to sleep again!!! - [+] bug:npc warriors aren't starting with a weapon - [+] shouldn't be able to shieldblock if youre asleep!!! - [+] allies sohuld announce what they are doing - [+] "I'm attacking a goblin" - [+] I just killed a goblin - [+] I need some rest soon... - [+] make sure only HUMANS do this...hu - [+] F_EXTRADESC v0 should be 'order'. - [+] makedesc_skill should honour this - [+] makedesc_spell - [+] same with other makedesc() functions - [+] auto-inc this when adding them. - [+] allies not properly following me downthe stairs - [+] armour that can cover multiple body parts - [+] f_goesonmulti - [+] multiple f_equipped flags. - [+] handle multiple f_equipped in takeoff() - [+] all required bodyparts must both be clear - [+] if not, prompt to remove both things. - [+] check all code for f_equipped copes with multiple occurences... - [+] display as: f - a wetsuit (worn over body and on legs) - [+] update io.c. "it is worn over xxx and yyy)" - [+] heat metal spell - [+] weilded metal burns hands and you drop it (unless immunte to fire/burn) - [+] metal armour damages you (1-4 each) - [+] metal lifeforms take huge damage - [+] all lifeforms should have at least novice level knowledge of their own raceclass - [+] new raceclass - dragons - [+] define it - [+] define skill for it - [+] make jobs know the skill - [+] red dragon - [+] high armourrating - [+] swoop - [+] fly - [+] breath weapon - [+] spells - [+] heat metal - [+] fireball - [+] burning wave - [+] want gold - [+] immune to fire - [+] red dragon hatchling - [+] generally lwoer power, only has heat metal and spark ? - [+] spellcasttext for individual spells - [+] ancient red dragon - [+] higher hp and armourrating - [+] more damage - [+] more spells Rob Pearce 2011-11-07 02:12:04 +0000
  • 06cf19e7c9 - [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling Rob Pearce 2011-11-02 22:34:15 +0000
  • 1222ee9550 - [+] when saying "learn a new spell/psionic power/etc", show your maxmp in the prompt? - [+] manriki - throw it, tripand take time if you hit (and they fail a trip check withbig penalties, or if they're flying) - [+] f_tanglemissile - [+] throwing net (add f_sticky on hit) - [+] tweak throing accuracy - [+] shadowcats now only produce smoke puffs, not clouds - [+] giant fly corpse should be poisonous - initial work on climbing ability.... Rob Pearce 2011-11-02 01:10:50 +0000
  • 965fcdd4c0 - [+] monsters should automatically attack locked doors if they're chasing the plaeyr - [+] if a monster tries to open a jammed door, make a noise * [+] glyph of warding spell - monsters won't walk on it - [+] ice crust not working? fixed. - [+] seal entrance should close doors too - [+] more kinds of wizard staff * [+] replace 'freezing touch' with something more useful. - [+] in askcoords, writing:xxx, use colours - [+] replace poisongas damtype name with 'gas' * [+] redo skill screen - [+] make ash clouds (sleeping etc) not affect thrower's square? - [+] There is a magical inscription here: "" * [+] rename some spells * [+] poltergeist spell keeps missing. - [+] reduce fire damage from burning objects in pack, or equipped - [+] first spell in beginner spellbook should be the one we know. - [+] fix bug with item inspect ability * [+] stamina food * [+] locate object issues - [+] still got a wrapprint bug when showing spell descriptions. Rob Pearce 2011-11-01 20:35:50 +0000
  • 6bbf4d56d2 - [+] make godsay take an argument to say whether or not to print "xxx's voice booms out" - [+] still a wrapprint bug - when doing makedesc_skill, all rows after the first are bolded. - [+] happens after showing the yellow line. bold isn't turned off. - [+] was a bug in setcol - needs to UNset bold if not required. Rob Pearce 2011-10-24 17:00:13 +0000
  • 7f809977ce - [+] chage skill descriptions to use Accuray Rating numbers, not percentages - [+] change hardness calculation - [+] assertion roomidx failure - [+] map roomids are geetting screwed up. - [+] especially when i do RESTART MAP GENERATION. - [+] possible fix is in place... - [+] maybe make all monsters always have close to max hp * [+] change weapons to use 'damage rating' - [+] when reading a spellbook, notify which spells are too hard. OR don't even list them? - [+] print "it is too powerful for you to cast" in red - [+] don't show "[magic]" on identified objects - [+] why does agility of 12 give +3 accuracy??? should be lower - [+] why do i suddenly show about rings??? - [+] bug in giveobflag() - [+] fixed ??? - [+] why could i learn a level 4 fire spell (flame pillar) when my fire mgic skillw as only lv3 (adept) ??? - [+] bug in getspellpower's enforecement of max spell levels - [+] higher level spells should cost more to cast. - [+] l1 = 1 - [+] l2 = 2 - [+] l3 = 4 - [+] l4 = 8 - [+] l5 = 16 - [+] l6 = 32 - [+] lurking horror missing a weapon - [+] in makedesc_spell, put mp cost in red if you can't cast it Rob Pearce 2011-10-24 16:46:19 +0000
  • c79a0403c2 - [+] wizard staff should deal 1 extra magic damage as long as you can pay it - [+] use "enchanted" weapon mod? - [+] test - [+] why aren't obmods working on start obs? - [+] why isn't wizard starting with staff weilded - [+] because gamemode was GM_LOADING - [+] use something different during character gen. - [+] use different text for followup weapon hits (extradam) - [+] "you hit the xxx" (first one) - [+] "the xxx burns" (second) - [+] "magic blasts the xxx" - [+] "the xxx is chilled" - [+] move all of this into construct_hit_string(lf, victim, wep, damtype, dam, damnum) - [+] test - [+] move getkillvebr() and getattackverb() into text.c - [+] make attackob() use the same code - [+] spellbooks now contain multiple spells - [+] they have an associated SKILL (not spell) - [+] they have contents (a list of spells) - [+] hiddenname isn't getting assigned - [+] contents aren't getitng filled in - [+] when you read them, you learn all the spells (if you can)... OR prompt what to read - [+] DONT give wizards spells on levelup anymore? - [+] gods should say WHY they are angry. - [+] angergodmaybe, angergod need to take enum GODANGERREASON - [+] change definitions - [+] change calls - [+] add new godsay text into angergod() Rob Pearce 2011-10-20 17:15:24 +0000
  • 168a3c49ff - [+] bug: wrapprint() needs to cope with long lines which wrap!!! - [+] in progress... - [+] currently hanging - fixed. - [+] once done, make it not add spaces - [+] add spaces manually in showlfstats. - [+] once done, change all code to use wrapprint instead of textwithcol - [+] still an issue - everything in my inventory is coming up bold! - [+] missing the last word again.... - [+] remove requirement that you have to be able to pick up an object to eat it * [+] make ninja weapons be "exotic" or ninjitsu - [+] ghost missing melee attacks - [+] make oil lamps last HEAPS longer too - [+] @ should include weapon bonuses for skill/str - [+] "headless bones" when you kill a skeleton?? - [+] allow for change of verb instead of always using "Killed by xxx" - [+] only call maketried() for the player - [+] don't show 'really attack the peaceful something' if you can't see it! - [+] vault: suply closet - [+] 1 sq room with tools - [+] why is hecta's pain hitting the player? - [+] make it so you can only Offer to gods you ahve prayeed to? - [+] recalc light on: - [+] darkness/light spells - [+] eye destroyed - [+] prevent tumble/jump while grabbed - [+] prompt to drop when wearing new armour - [+] canine tracking should be a potion, not a scroll - [+] some '?' help commands not working. - [+] add f_critprotection to armour - [+] crash when tumbling into an lf - [+] incrase cellknown time when no cartography skill - [+] change disarm and trip into abilities: - [+] disarm - [+] trip - [+] ninja - [+] skills: - [+] athletics (enouhg to tumble) - [+] throwing - [+] unarmed - [+] long blades - [+] stealth - [+] objects: - [+] smoke bombs - [+] shuriken - another missle. higher dam than darts. - [+] how will this be different from the rogue class??? - [+] disarm - [+] trip. maybe make trip polearms confer this ability? - [+] flip . Rob Pearce 2011-10-18 23:08:14 +0000
  • a297a3c180 - [+] don't show 'the xxx look exhausted' for monsters - [+] The giant blowfly (null). - [+] instant disrobe spell - tleports armour to the side - [+] why did a monk recognise a grenade? bug in conferobjectflags. - [+] adept nature lore should identify bad mushrooms too - [+] draining/vampiric brand - gives hp to user. - [+] ways to check stairs before travelling - [+] make getstairdestination() be the place where new maps are generated - [+] move getnoisedetails into new function - [+] ability to listen down stairs with adept listen skill - [+] atomatically trigger walknoise for all lfs within los of stairs, and you always pass the check. - [+] at expert listn you get names - [+] otherwise just get 'slithering' etc - [+] test...... - [+] "check stairs" ability ??? - [+] this then prompts for various methods - [+] smell down stairs with enhancesmell - [+] say "you see xxx scent" for all lfs within los of other end - [+] use perception to check stairs - [+] say "you see xxx footprints" for all lfs within los of other end - [+] ability to peek down stairs with adept stealth skill? - [+] temporarily put you there - [+] precaclc los with awareness in all directions from there - [+] show view - [+] wait for key - [+] move you back, remove temporary awareness - [+] add help for these skills Rob Pearce 2011-10-16 22:45:36 +0000
  • 0d663e81b3 * [+] maybe a new weapon damage calculation.... - [+] eyes shouldn't adjust if you can seein the dark - [+] make fire spread to nearby flammable objects. - [+] issue with soldering iron - [+] shouldn't be able to weild it if we don't know what it is - [+] shouldn't be able to get stats like damage dealt ect if we dno't know what it is - [+] need technology skill to weild tech weapons?? - [+] misile damage problem - Killed by a spear (thrown by an orc warrior).(33 damage) - [+] ring of endurance - [+] make evasion checks modified by speed. - [+] bone items have higehr chance to be cursed - [+] tweak feign death check now - int check (attacker) vs wisdom (one feigning death) - [+] cursed teleportation should take you next to a monster - [+] bug: infinite loop during getrandomroomcell(map,ANYROOM) - [+] make dumprooms able to show room ids - [+] bug: i'm able to cast varpower spells which cost more mp than i have! Rob Pearce 2011-10-13 21:37:15 +0000
  • 4eeb8cfe43 - [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit) Rob Pearce 2011-10-12 21:15:48 +0000
  • 4101e7c066 - [+] shift+backward shouldn't let you attack backwards! - [+] if LFINWAY and not "infront", "you run into somehting" - [+] change tumle to just take a direction - [+] change to take a dir - [+] different dirs should give different messages - [+] abilities should only charge STAMINA if they were successful! - [+] at end of useability() - [+] abilityeffects miust only retur TRUE on cancellation - [+] scroll of awareness not being used up! - [+] lore: at adept level, add "it could potentially kill you in xx hits" - [+] (assume no armour) - [+] need getweapons() - [+] implment 'canuseweapons(lf)' - [-] spells should only charge mp if they were successful??? - [+] move the validatespellcell() call into castspell. - [+] add f_targettedspell, tt_xx to all spell defs - [+] remove validatespellcall() call from dospelleffects - [+] test with player - [+] test with monsters - [ ] special cases: - [ ] blink - [ ] test digging... - [ ] invisibillity? - [ ] light - [ ] darkness - [ ] do i still need "frompot" in spelleffects??? - [+] new ability: flipthrow Rob Pearce 2011-10-07 02:38:58 +0000
  • c7845ee622 - [+] fixed buf where f_restuntilbetter wasn't cleared - [+] monk was starting with agility too high. - [+] crash: missing room ids. hopefully fixed. - [+] notify player when stamina rises from 0 - [+] resting - get rid of seperate "rest until xxx", just rest until EVERYTHINg is good. - [+] steam should deal heat damage, not fire (ie. don't set things alight) - [+] river going through a level. how do i do this? - [+] outline???: "hasriver" - [+] river code: - [+] pick random radius (0-3) - [+] pick random spot along top ( x >= radius and x <= w-radius-1) - [+] pick random spot along bottom - [+] bresnham between spots to make centrelist - [+] for each centrelist - [+] make a second list of rivercells (rivercell->x - wid/2) - (rivercell->x + wid/2) - [+] foreach riverercell - [+] move any staircases here to somewhere else - [+] clearcell - [+] convert to low rock floor - [+] convert to deep water - [+] make ctrl-y work, as well as ctrl-c - [+] i'm noticing tripwires too often (adventurer with 0 perception skill) - [+] make the check harder! - [+] tweak safetorest() so that monsters don't just look away form the plaeyr then go to sleep! Rob Pearce 2011-10-06 20:12:13 +0000
  • 3e7380a5b6 - [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?) Rob Pearce 2011-10-05 22:08:13 +0000
  • 25db5b0da7 - [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc Rob Pearce 2011-10-04 03:24:53 +0000
  • ad18cf2398 - [+] player start objects shouldn't get random brands like silver! - [+] warn before moving/attacking with bleeding injury - [+] leg slash = hploss form move - [+] hand slash = hploss from attack Rob Pearce 2011-09-28 01:05:10 +0000
  • 5cb8b05817 - [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player Rob Pearce 2011-09-27 18:56:58 +0000
  • 2db53bca61 - [+] when throwin gn aobject, warn if you have no LOF (just like spells) - [+] allow dodge/catch of thrown object when there is no thrower (ie. arrow traps) - [+] simplify monster spellcasting - [+] don't use any mp - [+] select power based on monster hit dice only - [+] monsters should cast spells less often - use f_castchance, default of 15% chance - [+] TEST - [+] you keep your own mpdice when polymorphing into a mosnter - [+] fxied: throw a tranq dart, then: - [+] The cockatrice loses consciousness. The cockatrice falls asleep. - [+] bug: can't operate a fridge on the ground cause it's too heavy to lift - [+] monsters generated on dark levels should always have seeindark 3-4 - [+] vending machines not working... fixed. Rob Pearce 2011-09-22 02:00:16 +0000
  • 7f33b6351c - move all definitions into data.c / data.h - [+] monsters should start sprinting if targetlf is sprinting && we can sprint && we aren't sprinting * [+] The kobold throws a potion of sleep at you. A potion of sleep hits you. A potion of sleep shatters! You are showered in glass shards! * [+] in getchoicestr, when there is only one valid choice, show its description below! - [+] in getchoicestr: - [+] remember desc_end_y - [+] if our typed text doesn't match, and desc_end_y is set - [+] blank out those lines - [+] in ], show letters and let you view amrour - [+] Still occasionally have bugs where no up stairs are placed in the first level!!!!! - [+] put in debugging to show if we ever destroy a staircase - [+] test when it happens again..... - [+] for "pentagram pulses black", if you can't see the estination, still say "your xxx flies away" - [+] change listen code: you can only hear one _footstep_ noise per turn, but any number of other things. - [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a certain %age. ie. f_modmaxhp 80% to get lower. - [+] jobs can no longer have F_HITDICE - [+] instead, they have F_MAXHPMOD - [+] why am i getting wet and drowning while flying?? - [+] show f_canwill SPELLS under abilities, not spells?? Rob Pearce 2011-09-19 01:47:35 +0000
  • b200e3acf7 - [+] move all definitions into data.c - [+] initcommands - [+] initobjects - [+] initskills - [+] initjobs - [+] initrace - [+] (but leave init() itself in nexus.c) Rob Pearce 2011-09-15 01:58:16 +0000
  • 885953fc9b - [+] bug with speech once i have listen skill: - [+] You hear a voice: "fskbbs iswkvpizazwt . nearby" You hear a shout: "ccdxgfhfaoy hwov m! nearby" Rob Pearce 2011-09-15 01:45:15 +0000
  • ef9d4b2b8d - [+] "This is a xxxx"! should be "This is a blessed xxx"! (only if we announce it AFTER picking objecT) Rob Pearce 2011-09-15 01:41:55 +0000
  • 5bd96d7e5a - [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled. Rob Pearce 2011-09-15 01:40:26 +0000
  • da656dfa52 - [+] add autopop to playerstart vaults - [+] rename magic skills: Magic:Cold - [+] bug: infinite loop in poison arrow trap - make sure the arrow always dies. - [+] bug: c4 didn't kill iron door - [+] implement stamina (float). max is Fit/2 * [+] in startlfturn: - [+] sprinting drains this. - [+] ...then stop using f_sprinting for exhausted - [+] ...and remove f_tired - [+] if exhausted, stop sprinting. (in modstamina) - [+] change crushed windpipe - [+] f_stamcost for abilities. - [+] modify cancast. - [+] tumbling - [+] jumping - [+] rage - [+] swimming - [+] drains stamina like sprinting - [+] if stamina drops to 0, you start drowning. - [+] new spell: lethargy (sets stamina to 0) - [+] if a sleep spell fails, use lethergy instead. - [+] no attacking while stam = 0 ??? - [+] need to update statbar right away when casting ongoing spells. - [+] bug: reading an awareness scroll counting as an active spell! - [+] genericise magic resistance check into a function - [+] "disorient" - l1 mental spell which randomly turns lf, someitmes makes them dizzy - [+] change stun - just means you can't attack, cast spell, use abils * [+] AI shouldn't look for targets if stunned or no stamina * [+] why do mosnters end up facing -1 (d_none) ?? - [+] turn undead problem. - [+] The skeleton turns to flee from you! The skeleton bites you. - [+] crit which spins you around (bash to body) - [+] say "you attack xxx from behind" when you ar ebehidn them and they can't see you - [+] or "you attack the helpless xxx" when thye just can't see you - [+] genericise sacrifice text - [+] fix up weight of heads (8% of body mass) - [+] make attribss do more: - [+] iq: determine how soon you learn new skills (ie. modify SKILLXPPERPOINT) - [+] fit: determines stamina points. - [+] wisdom >= AT_HIGH - [+] warn before wearing/eating/drinking/weilding unknown bad/cursed objects (low chance) - [+] use isbadobject() - [+] chance: - [+] high = 10% - [+] vhigh = 30% - [+] exhigh = 50% - [-] idea: sacrifice to gods to make them happier - [+] mercy: weapons - [+] death: any corpses - [+] thieves: gold Rob Pearce 2011-09-14 22:42:54 +0000
  • 7370b60375 - [+] flak jacket too powerful - [+] make it only protect against missiles? no AR as such - [+] facing N, walk NW. turn instead of walk! bug in getrelativedir(). fixed. - [+] ctrl+dir = turn. - [+] make novice level listen more useful. - [+] l2 tech: "styptic" - - [+] heals certain bleeding injuries - [+] then if still bleeding() due to low hp, heal back up. * [+] tool: bandage -fix blood loss - [+] change enhancedsmell to happen in same place as 'detectlife' - [+] spells: - [+] sixth sense - l1 - warns if someone is within 2 cells behind you. lasts for a single use. - [+] canine tracking - l2 divination spell, gives temporary enhanced smell for short range (3). - [+] heightened awareness - l3 ongoing divination spell to enhance FOV to 360 degrees - [+] scrolls for the second two - [+] apportation - [+] let wizards pick two secondary spell schools - [+] start with beginner in primary, novice in sec Rob Pearce 2011-09-12 23:52:21 +0000
  • c8a42323d2 * [+] bug: Hunger: [********..ve] - [+] debugging assertion broke loading a game (loading obs into dummycell with no "->where"). fixed. Rob Pearce 2011-09-12 01:42:31 +0000
  • 273ed162d1 - [+] monster chase bug with new LOS code - [+] monsters automatically turn to face targets you after movement towards them (for 0 cost) - [+] not walking towards properly.... was turning to face us but then being distracted by 'footsteps' Rob Pearce 2011-09-12 00:05:42 +0000
  • ec5942d31f - [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs Rob Pearce 2011-09-11 23:52:14 +0000
  • 8d9e444f84 Rob Pearce 2011-09-10 19:09:13 +0000
  • 281500f09d a Rob Pearce 2011-09-10 19:09:02 +0000
  • d51dfa11f9 - [+] make "fear" be used to flee, not attack - [+] CRASH in linkexit() - [+] make most monsters either have sk_perception at least novice. - [+] show success rate when studying scrolls - [+] bug: unable to drink from fountains anymore - [+] always use multidrop - this will free up 'D' - [+] forest tree cluster maps are not working - only a single tree in each cluster! - [+] crash - ghost adding footprint to solid cell! - [+] amberon's wrath for attacking peaceful should happen once per ATTACK, not once per HIT - [+] show cells outside LOS as blue or darkgrey - [+] Don't place normal rooms next to the edge of the map either!! - [+] getradiuscells(scatter) needs an option to include density - [+] then make absolute zero have high density * [+] summoning spells on pentagram will summon a demon instead - [+] "confusion" / "baffle" mental spell - l2 - [+] add 'concussion' injury (head bash) - confusion effect. - [+] iswoozy checks for this. - [+] severed limbs -"frominjury" so taht you can heal them - [+] linkexit() needs to be able to handle making THREE turns: - [+] when looking for turnpos, remember each up/down celll - [+] if we don't find one ("annot find a way to link up") , go through each up/down cell and look left/right - [+] fix is in place. - [+] tested. - [+] bug: doors being placed on top of rock walls!!! think this is related to fix_deadends. - [+] assert statement added. * [+] bug: no up stairs generated on first dungeon map! was being removed by clearcell() for overlapping rooms. - [+] mass stun spell - l4. stuns all in los ? * [+] make "stun" / massstun durations be 2-4 depending on power - [+] "restricted" jobs/races? - [+] don't put shopkeepers in pubs - [+] make a per-map maxvisrange. the deeper you go, the lower this gets (ie . it is darker, less ambientlight) - [+] limit getvisrange(lf) by getmapmaxvisrange() - [+] map->habitat->maxvisrange. set this during createhabitat() - [+] reduce maxvisrange - [+] reduce it to 6 - [+] why can i still see 1 cell? - [+] why can i still always see my own cell? - [+] when in pitch black for a certain amount of time, your vision adjusts to maxrange=1 - [+] ie. getnightvisrange(lf) should be modified by lf->eyeadjustment - [+] reset if you can ever see a lit cell. - [+] when this happens to the player: - [+] msgs about this - [+] also force light recalc - [+] only recalc light when dirty - [+] if we call "haslos()" for a lf and they have losdirty, precalclos first. - [+] vis range problems - [+] sunglasses/footballhelm visrangereduce isn't working anymore - [+] it's reducing maxvisrange(lf). - [+] BUT - my maxvisrange is 5, which is still higher than the ambient range. - [+] need to apply reductions AFTER ambient light - [+] NOW eyeadjustment isn't working. because cell lit is l_temp, not l_notlit. - [+] but if this is the case, why can't i see? anwer: because my visrange has been reduced to 0 due to no ambient light! - [+] so.... how do i make lightt sources override this? - [+] maybe say: if a cell is lit, i can see it, even if it's outside my ambient light. - [+] falling over isn't reducing your visrange anymore - [+] why doesn't eyeadjust make the screen update? - [+] is regular "haslos" code ever used anymore???? - [+] now i can't see lit cells in the darkness again....fixed - [+] after you calm something, give it xpval0 - [+] show message when calm animals fails - [+] check all spell sc_resistmag oskillcheck difficulties - [+] diff should be 20 + (spelllev*2) + power - [+] l1 spell should be diff 20 - [+] l2 should be diff 24 - [+] ... - [+] l7 should be diff 34 - [+] bleeding injuries should make armour "bloodstained" (5% chance per turn) - [+] msgs for "the sun is starting to set" and "the sun is starting to rise" - [+] make 6am, 18pm be constants - [+] add crushed windpipe - lower Fitness, cannot sprint * [+] CRASH when going down stairs! another overlapping room bug i think. - [+] cockatrices and chickens should cluck - [+] canwill param: race:xxx; - [+] define it - [+] use this in "createmonster" - [+] use this in "polymorph" when on self - [+] then remove f_forcepoly - [+] TEST - [+] make playerstart vaults able to appear randomly (just don't place the the "playerstart" object) - [+] redo texttospellopts() to make it more friendly - [+] give a list of what we want as args, rather than passing lots of nulls - [+] "pw:", &localpowervar etc - [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during losehp. - [+] rename turneffectslf() to startlfturn() - [+] show hunger level as a bar in @@ - [+] warn before becoming burdened. - [+] warn when you ARE burdened. at the end of moveob() - [+] l6 - absolute zero (turn everyone around you to ice, freeze all obs, turn ground to ice) - [+] some monsters leave non-meat food behind? - [+] cactus -> cactus juice/fruit - [+] dreamfungus -> sleeping powerder - [+] silver weapons (5% chance on eligible weapons) - [+] hurt vampires - [+] vulnerable to mat??? - then use fromob in losehp() - [+] f_matvuln mt_xxx multiplier - [+] add some silver weapons - [+] f_canbediffmat mt_silver 10% - [+] if f_canbediffmat is true, sometimes change material to this on creation - [+] getobname - if material is differnet, show this - [+] dagger - [+] sword - [+] arrow - [+] bolt - [+] dart - [+] addob should accept 'wantdiffmat' Rob Pearce 2011-09-09 23:03:32 +0000
  • 1f6429e305 - [+] intelligent (ie. more than animal) ai shouldn't move if it will cause damage - [+] move_will_hurt() - [+] ie. if in PAIN, or appropriate injury. - [+] if you're deaf, use "the xx says something" rather than "the xx says yy" - [+] STILL reachability errors in dlev 6 (jimbos' lair not linked) - [+] new forest habitat mechanism - clusters of trees - [+] bashing injury if you are slammed into a wall? - [+] jimbo didn't have a weapon! "+2 halberd" not working - [+] if you don't have knowledge about a creature, still show items (but only equipped ones) - [+] listen skill should take longer to train - [+] candle should last longer - [+] carrot grants temp darkvision - [+] shouldn't be able to eat stuff from floor while levitating - [+] CHANGE f_hitdice to use text - [+] fear spell from dretch always failing even on l1 player. why? * [+] summondemon spell - [+] adjust spell damage - 1d6 per level. ice spells: - [+] l4 - ice armour (higher power means more pieces of ice armour) - [+] (power/3)+1 pieces of armour. ie. 1 - 4 - [+] order: body,helmet, gloves, feet - [+] 4AC each. * [+] l5 - shardshot (higher level ray damage, does less damage the further away it goes) - [+] l5 - snap freeze ? turn one lf to ice? - [+] more things which use light attacks (ie. make glasses useful) - [+] replace bp_righthand with bp_rightfinger - [+] bug in blink spell: "Nothing seems to happen." - [+] make metal resist bite/slash/chop, not be immune. - [+] fix shatter spell on glass wall * [+] bug: in jimbos vault and plaeyrstart2, exits are being added in in appropriate places. * [+] make player's starting point be a "prison_cell" vault. - [+] earplugs - stop all sound. - [+] make f_deaf an intrinsic (ie. announcements) - [+] add the object critical hits: - [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised" - [+] need losehp to NOT trigger fightback in this case - we will trigger it ourself after crithit. - [+] pass this as a param? - [+] critical eye hits - [+] scraped eyelid (slash, lower accuracy) - [+] black eye (bash, lower vision range and charisma) - [+] destroyed eye (pierce, permenant lower vision range!) - [+] injuries heal heaps faster when asleep - [+] redo f_injured flag to use an "enum INJURY" IJ_xxx - [+] change how it is applied - [+] change how it is announced (io.c) - [+] change how effects work (search for F_INJURY) - [+] pierce - [+] pierced artery: v.high bleed - [+] stabbed heart (instant death, very unlikely) - [+] slash: - [+] cut flexor tendon (cannot weild ANY weapon) - [+] slashed hamstring (fall. skillcehck every time you move, vslow movement) - [+] severed finger - [+] finger drops to the ground - [+] ring drops to the ground - [+] (get nobodypart bp_rightfinger or bp_leftfinger) - [+] bash: - [+] dislocated arm (cannot weild anything heavy in that hand) - [+] broken rib (reduced carrying capacity) - [+] swelled ankle (cannot remove or put on boots) Rob Pearce 2011-09-05 22:04:51 +0000
  • c181893ae4 - [+] sleeping mosnters aren't waking up soon enough!!! make difficulty of listen check easier. - [+] they tend to only wake when i'm 1 sq away - [+] get rid of sprintf - [+] replace all with snprintf via macro - [+] then search for HUGEBUFLEN etc and fix up - [+] compile with -O2, fix up warnings. - [+] gaze attacks (ie eyebat, beholder) now need 2way los, and glasses will protect you - [+] use "wrapprint" to show physical props in @@ - [+] glowbugs should flash upon death - [+] should stop gaze attacks (like eyebat) - [+] golden cobra - acidspit at eyes - [+] bright flash (glowbug, and make some of them hostile) - [+] flashbangs (make them more common) - [+] combine tracking with searching and call it "Perception" - [+] replace all occurences of SK_xxx - [+] replace skillcheck (or make it use different skill) Rob Pearce 2011-08-31 17:33:35 +0000
  • b1b8e2506a * [+] bug: map structure being corrupted. - [+] reduce hardness values * [+] problem with skills: as you level up , you learn them less often * [+] throw objects to set off traps - [+] combination strike ability at expert wep level - [+] reduce skill bonus to sc_stealth and sc_search - [+] modify descriptions for all spells to explain the effect of spell power - [+] make chill work more like frostbite (but less powerful) - [+] make beginner skills still only cost 1. above there thye csost more - [+] modify cha check based on remaining hp% (ie. less attractive if you're bleeding everywhere!) - [+] am i getting all level up skill messages? don't think i saw "you can now detect magic" as a wizard. - [+] can use "more()" more often now that it checks strlen(msgbuf) first. - [+] make askchar etc call more() first. - [+] falling over should lower your visrange. - [+] missile size should impact how hard it is to catch it - [+] backstabbing doesn't seem to work..... fixed now ? - [+] all non-movement actions should stop sprinting. Cold spells: - [+] l1 - glaciate (turns water to sheets of ice) - [+] l1 - snowball (minor cold damage in a ball, 1 to all) - [+] l2 - e "train" to train skills or go up a levle, instead of 'R'. - [+] better way to learn spells (without spellbooks) - [+] transcribe from scrolls using "study scroll"ability - [+] sc_learnmagic - [+] (int/2) + yourlevel + sorceryskill + BONUS:(spellskill*2) - [+] difficulty is 20 + spelllevel*3 - [+] you lose the scroll even if it fails - [+] same for learning from a spellbook! - [+] but difficulty is 15 + sorceryskill + spelllevel*3 - [+] make pea soup be targetted. ie. make mist on top of your enemy, not you! - [+] implement maximum level in f_canlearn. - [+] wizards - short blades at novice. - [+] limit spell skills for some other classes? ce shield? creates a shield Rob Pearce 2011-08-30 20:10:43 +0000
  • c7f1cff1d5 Committing new vaults: Rob Pearce 2011-08-25 09:15:37 +0000
  • bce0215ef4 - [+] implement modflag() - [+] replace flagstacks() (ie. just f_evasion) with modflag() Rob Pearce 2011-08-25 09:14:46 +0000
  • 1f721ed03c - [+] bug in movement speed display for monsters - [+] bug: curtime getting past 23:59. need it to wrap around. * [+] track # days spent. - [+] need to save gametime! Rob Pearce 2011-08-25 09:01:28 +0000
  • 52f6fd21c3 - [+] bug: when running, i jumped into deep water! - [+] instead of evasion skill giving a fixed boost, make it change the evasion bonus due to xp level. * [+] give monsters free moves when you go back onto a level, BEFORE placing the player. - [+] fix dungeon code to eliminate nonlinked rooms - [+] force all vaults to be at least 3 squares away from map edges * [+] implement flood-fill test. Rob Pearce 2011-08-24 23:48:29 +0000
  • f071b379ca - [+] fix bug with help not working - [+] fix bug with redrawing when you open a door. - [+] fix bug where pleasing gods during killflag() causes crash. - [+] creatures >= 2 sizes bigger than you should block los - [+] explosion trap should kill doors - [+] redo getflags to take more args - [+] genericise isprisoner code * [+] jimbo's lair needs a portal back to dlev1 * [+] linkexits still not working properly. fixed i think! - [+] rename some spells - [+] make max spell level be 6 (to match up with pr_master) - [+] modify mp per level by sk_sorcery/2 - [+] bug: reading a blessed scroll of manding does nothing! - [+] improved crit effects - [+] bash - [+] slash - [+] fire dam cauterises slash wounds - [+] cold dam fixes brusing - [+] add crit chance to weapons. (default of xxx) - [+] stirges shouldn't be able to latch on if you have no exposed body parts Rob Pearce 2011-08-24 08:15:09 +0000
  • 9a3c2c69ba - [+] Redo precalclos() code! - [+] more haslos() improvements * [+] fix god pleaseing when fleefrom expires * [+] bug with pet running away - [+] instead of "You hit xxx but do no damage", say "You hit xx ineffectually." - [+] if you do >half someone's AR, they always take at least 1 damage - [+] initial objects aren't worth any points Rob Pearce 2011-08-20 04:14:39 +0000
  • 16fb58c3cf Rob Pearce 2011-08-17 20:57:43 +0000
  • 907ed43e40 - [+] calm animals should please mercy god - [+] fix crash in godappears() if no cells free enxt to player * [+] hecta's drain life didn't work? MR? Rob Pearce 2011-08-10 16:39:32 +0000
  • cdd7d69532 * [+] why did i get a gift from yumi in the middle of a battle? - [+] need alignment. f_alignment. default neutral. - [+] slight change to armour damage calc - [+] thrown poisoned weapons don't work! - [+] holy aura spell. lv3 cleric. * [+] are kobolds working properly?? seem buggy * [+] calmed down a war hound with a mushroom. - [+] use wisdom for checks for unwise things, not iq. * [+] hecta should only care about attacking evil creatures if they were NOT hostile. - [+] optimise: - [+] use getflags() more often. - [+] lookforobs() - redo code for ai wanting things. * [+] precalclos - 28% * [+] hasbetterweapon() - [+] haslos - 27.3% - [+] when you move now, you don't have los to your previous cell on the first drawscreen when your turn starts!!!!! - [+] ai is coming too close before firing ranged weapons. allow them to stay within 2 - maxrange if they have a weapon. - [+] also let them fire form furhter away! * [+] give healing potion to hurt (intelligent) lf to calm them down? * [+] Amberon (m) purity, righteousness * [+] Hecta - female, death, undead, evil, night * [+] Felix - male, thieves, greed * [+] bug - i found jimbo dead! - [+] cave vault (different wall types, boulder at the entrance, lots of food, bears) Rob Pearce 2011-08-10 02:40:29 +0000
  • 00f9d4e0bf - [+] vampire gas cloud not working for player - [+] monsters should only weild weapons if they are better than their inbuilt attcaks! - [+] show dtected obkects in bold green - [+] bug: can blink into impassable objects - [+] infinite loop in ai turn for porcupine. - [+] movetowards() * [+] vampires - [+] vampire changes back to its original form. CRASH. Rob Pearce 2011-08-05 21:34:35 +0000
  • 81c7f37eff - [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial Rob Pearce 2011-08-03 18:43:05 +0000
  • 94ed133ace * [+] hiscores - [+] limit name length * [+] The fire titan is burnt by a flaming greatsword! - [+] make ar slightly less effective. - [+] don't prompt "really walk into xxxdangerousthingxxx" when carefully walking. - [+] allow dodge check for web spell. - [+] speedups in attack.c - [+] "the centipede bites you" "the centipede hits you" - [+] how did it get "hit"? it should only have a teeth attack! - [+] after looking at skills, bottom line of status bar isn't redrawn. - [+] anything with a --more-- - [+] druids regenerate mana based on nearby plants - [+] bug: "your young wolf starts casting a spell" when sprinting. - [+] bug with AI follow code - now fixed. - [+] make ai pets be able to "smell" the player. - [+] unarmed adept: break wood (no "ow!" and extra dam to wood/doors) - [+] automatically give all player pets the ability to see footprints! * [+] monsters not following properly! fixed now i think. - [+] mark fountain potiontypes as "tried" after you drink - [+] replace barbarian with warrior. make it armour-based. - [+] bug: "A Jimbo comes into view" should be "Jimbo coes into view" - [+] more findlfags() calls needed in lf.c. - [+] give jimbo f_dontleaveroom! HELP SYSTEM - [+] ?? for commands - [+] ?s for skills Rob Pearce 2011-07-28 22:45:34 +0000
  • 9481e41701 * [+] bag of holding - [+] change getobpileweight() to traverse into containers! Rob Pearce 2011-07-26 02:26:19 +0000
  • 07844bb69e * [+] operate a candlabrum on the ground confers permenant light producing! * [+] bug - water appearing in walls. - [+] make armour less common in forests - [+] too many --more--s when enhancing stats. use drawmsg() rather than more(). - [+] when i go up/down stairs, i keep ending up BESIDE them?? * [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk) - [+] when i start training with a spell active, it gets interrupted. try again, interrupted again! works 3rd time. - [+] replace lockpicking with "locksmithing" - [+] replace 'body control' with 'slow metabolism' - [+] pit traps broken - fixed now. - [+] doheading issue in @M still. * [+] how did zombie get 28 hp? bug in rollhitdice. - [+] blind a skeleton with light. it gets blind, starts fleeing. but because it can't SEE you, it stops fleeing instantly! * [+] getflags(flagpile_t *fp, ... ) - [+] stun spell - [+] only say "x2" etc if msgbuf we are going to draw still contains the original text. - [+] when you level up, your psionic skill determines your chance of learning a new psionic spell? - [+] when you teleport/use stairs, get all allies in SIGHT, not adjacent. * [+] more traps! * [+] prisoners in cells - [+] recruitment: instead of outright refusing to join, just up the price. * [+] make spellbook contents depend on map difficulty - [+] cloak of shadows - give invisibility when in darkness * [+] limited wish: - [+] casting WISH reduces max hp by 50%! - [+] monster ai code: if inventory full (or close), put non-eqiupped stuff into containers * [+] infinite loop in firedam to lf - [+] pot of xp isn't working for monsters. they get no more hp!! - [+] summonmosnter should jsut relocate existing uniques - [+] 'planeshift' spell for gods - "unsummon"s them. * [+] diety - greedgod * [+] more village contents Rob Pearce 2011-07-26 02:01:05 +0000
  • ce878f6ae8 * [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish Rob Pearce 2011-07-21 01:43:45 +0000
  • 7c86e87f4a * [+] make vending machines use this container code instead. - [+] don't say "you see a few things" if one of them is footsteps * [+] IFMONSTER code failing....because flags are now SORTED!!! - [+] tumble - askcoords is letting us pick a cell we don't have lof to. * [+] assign a name to lfs once you hire them * [+] coloured msgtext - [+] make min dam reduction from AR be AR/5. - [+] safebox - [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with no getsweaker (val1) * [+] make fire / ice damage mor elike netheck - [+] towns should have gates on EVERY side - [+] forest cells outside town gates need to be CLEARED. (maybe turn to dirt) - [+] fix up knock targetting to include magical barriers - [+] say "open a bag?" not "operate a bag?" * [+] implement immunetodisease - [+] sort known skills in @s. - [+] better damage bonus when attacking someone who is asleep - [+] practive firearms/throwing * [+] need objecttype->size * [+] containers * [+] change guns so you have to reload them. ("operate") - [+] crash when loading map with water - [+] SAVE OBJECT CONTENTSk - [+] monsters with jobs aren't getting start items - [+] shopkeeper has shotgun - [+] bug: monster keeps swapping between shotgun and flail - [+] when hiring, remember failure. * [+] Inn - [+] bug: pets fighting!!! then they all turn on you. never make allies get angry unless the attacker is the player * [+] hiring npcs - [+] chat to pet: "stay close" or "keep your distance" - [+] new 'furniture' obclass - [+] allow for 'randomshop' regiontype * [+] add enchantment school - [+] cast a scroll of mending on itself. CRASH. * [+] lessengravity should make you jump better and get knocked back further - [+] boostgrav/lessengrav cancel out each other. * [+] CRASH when you fall down a hole and die. - [+] problem: master gravitation doesn't let us cast levitat. getspellschoolknown() should return the HIGHEST known skill, not the first. * [+] bug: dregion is null?!??! * [+] dig a pit, if you cleared out land below, you just stay down there. - [+] potion of leveitation - [+] warning msg when levitate is about to expire * [+] if you fall upwards to the surface... * [+] if you are ever on the surface while levitating.... - [+] BUG: cna't go up stairs to surface anymore!!!!! - [+] get hungry LOTS more quickly when you start sprinting * [+] monk slow metabolism psionic pell. - [+] fix buf with lore giving LESS accuracy instead of more. - [+] food shop - [+] wand of digging not identified if you dig upwards * [+] when you make ah ole in the roof, objects above should fall through right away * [+] all towns should have: - [+] give monks more psionics spells. - [+] sk_throwing skill - [+] make calm animals use spellpower * [+] add wisdom * [+] need to save region data along with maps * [+] COMBINE armour evasion and accuracy penalty!!! * [+] make armour reduce accuracy as well (unless you have 'armour' skill) - [+] landmine trap * [+] make friendly monsters of same raceclass swap ammo - [+] rename 'pull' to 'suck' to avoid confusion with pull metal * [+] food to fix blindness - [+] potion of coffee * [+] genericise statbrackets * [+] tumble ability * [+] simplify spell power * [+] shopkeeprs should be allowed to pursue targets outside of the shop. - [+] give shopkeepers a shotgun * [+] make F_RNDHOSTILE be able to ahve a random chance. * [+] if you randomly generate food in a shop, still give it a price. - [+] if peaceful humanoid walks into you, "sorry!" - [+] sayphrase(lf, SP_SORRY, vol) - [+] only let you recruit jobs with j_recruitable - [+] CRASH - summon "monk" - [+] dogs, - [+] chickens, - [+] drunks, * [+] village objects - [+] change armourrating AGAIN. instead of a percentage, make it a number. - [+] rename inn to "pub", since you can't sleep there. * [+] random speech code * [+] genericise sayphrase text based on lf's job * [+] monks - add rest of abliities - [+] add fiengdeath ability to some monsters Rob Pearce 2011-07-13 21:40:28 +0000
  • 14eb81566c - [+] when i pick up an object, if i'm invisible, i need to redraw my cell. - [+] bug: You pour a potion of water onto a cursed -3 pair of leather gloves. A cursed -3 pair of leather gloves gets wet. Your cursed -3 pair of leather gloves gets wet. - [+] -xx weapon shoudll reduce and accuracy(5 each) too - [+] evasion skill helps too much? only increse by 5, not 10?? - [+] test monk #attacks again. * [+] MONK MPDIEC BUG: * [+] put lighting in Jimbo's room! Rob Pearce 2011-07-01 04:05:06 +0000
  • 95c6ab8396 - [+] tweak armour damage -make natural armour hittable. - [+] getdirtowards/away bug - [+] metalwork or armour skills let you see armour hp! * [+] allow players to select their weapon specialties at the start - [+] make statbar easier to read * [+] druids - [+] spark on rum will blow it up! * [+] evasion skill - [+] add charisma * [+] add speech skill - [+] bug: gate to level 1 took me to the outside! * [+] bug: not hearing shopkeepers final yell - out of range?? - [+] special corpses: i - a Jimbo corpse should be "Jimbo's corpse" - [+] when autogenerating monsters, make sure they have ammo for ranged weapons. * [+] map to town - [+] randomly place the town now. * [+] shopkeeper still doesn't talk to us if we can't see him when we pick up an object - [+] i am STILL not hearing when the shopkeeper yells you "stop thief"!! * [+] bug: LOTS of dungeon rooms with no exit - [+] town guards want money - [+] announce "a xxx falls through a pit" * [+] make running go around corners * [+] colourise known skills - [+] rename constitution to fitness * [+] scroll of mending - should this fix dulled weapons (by hitting doors etc)? - [+] colourise @@ (boldwhite for titles) * [+] colourise @s * [+] colourise @m and @e Rob Pearce 2011-07-01 03:34:41 +0000
  • 7dfeb42e5a - [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue Rob Pearce 2011-06-29 08:48:48 +0000
  • cf328f849f * [+] check darkmantle code now that i can se ab it in dark - [+] don't drip blood from melting damge * [+] climbing - [+] LOTS of bugs with holes - [+] cope with walking diagonally off world map - [+] can no longer walk off the world map!!! * [+] BUG: worldmap 0,-1 had a link to dungeon! - [+] Dig down into a pit - CRASH. fixing previous one might fix this? * [+] CRASH: * [+] walking onto water: - [+] boots of stealth / elven boots - make footstep volume = 1 * [+] f_freezingtouch Rob Pearce 2011-06-23 05:57:55 +0000
  • 57d783ab71 - [+] make frozen lfs be cyan - [+] flaming corpses aer stil always giving roast meat. - should only happen sometimes! Fixed secret door bug Rob Pearce 2011-06-22 06:39:44 +0000
  • f82a043509 - [+] BUG: genhiddennames() not being called. - [+] because there is only ONE knowledge entry!!! - [+] BUG: no low rarity potions for forest -was causing game to hand in startobclass. Rob Pearce 2011-06-22 06:20:24 +0000
  • 6cd743b9f9 - [+] askchar - default isnt working. * [+] implement regions - [+] new vaultflag: norandom (doesn't rnadomly appear) * [+] jimbo's lair * [+] implememnt skill training * [+] still a bug with flooded rooms having no doors! * [+] change f_impassable to be a size _range_ which can't pass it. - [+] metal armour should add to walking volume! - [+] sewing/metalwork skill to repair cloth/metal armour, instead of "armour" skill? - [+] moveob() onto a pit - they fall through! vault options: - [+] dlevmin/max:xx appears at this depth/difficulty - [+] goesin appears in habitat xx (if none of these, can be anywhere) - [+] habitat has to be a struct first, with a name. - [+] norandom (don't randomly generate - only from outline) - [+] pits - [+] only one can exist in a cell - [+] replace getemptycelltype() with entries in habitat_t - [+] make map->habitat a link. * [+] update linkstairs to do pits SPELLS: - [+] shatter (grav/air, break glass, break potions. damage to anyone nearby) Rob Pearce 2011-06-22 06:01:48 +0000