My first attempt at a text roguelike game.
Go to file
Rob Pearce 98ba363e8a - [+] vault:pub
- [+] has lots of recruitable people
- [+] plants, magic creatures, etc shoudl have infinite staina
- [+] severed fingers/heads are no longer considered "corpses".
- [+] new kind of bed: pile of straw
- [+] closed shops now work properly.
- [+] stench skillcheck (in makenauseated) - announce this differenlty
      to 'nothing happen's
- [+] monsters won't turn to face sounds when fleeing.
- [+] increase accuracy for spear, but reduce accuracy when adjacent 
- [+] why didn't cyborg warrior start with bullwhip equiped??
    - [+] isbetterwepthan() should take EXTRADAM flag into account
- [+] monster starting skill levels should depend on iq
- [+] no sprinting with injured legs
- [+] more restructions when stunned:
    - [+] no throwing
    - [+] no operating
    - [+] no firearms
- [+] tombstone text:   Eaten by a snow troll's halberd
- [+] bug: ekrub gained MASSIVE piety when i sacrificed a  soldier ant
      corpse! reduced.
- [+] learning certain lore skills should please gods
- [+] repairing should take a lot longer. ie. shoudlbn't be able to do
      it during a fight.
    - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR,
          v0=material, v1=howmuch
    - [+] continuerepairing() should only fix <skill + helpsrepair> hp
          per turn.
    - [+] announce helpsrepair in obdesc
- [+] coldroom vault:
    - [+] ice floor
    - [+] ice walls
    - [+] ice pillar
    - [+] frozen corpses
- [+] new job: gladiator
    - [+] sword
    - [+] shield
    - [+] high shield skill
    - [+] high evasion skill
    - [+] limited armour skill
    - [+] net
    - [+] war cry fairly early on
- [+] gust of wind and airblast should drop flying creatures
    - [+] fall_from_air().
    - [+] trigger then when wind-based effects hit.
    - [+] chance of falling depends on size.
- [+] if you polymorph a monster, it should NOT turn back to its
      original form!
- [+] criticals dont seem to be happening any more... fixed
- [+] when picking first askcoords target lf, pick the closest
- [+] sakcs etc should contain rarer objects.
- [+] intelligent ai: if exhausted and in battle, and faster than
      opponent, flee.???
- [+] easy way to fix reachability:
    - [+] is there a solid cell which is: 
        - [+]  adjacent to both a filled and an unfilled area?
        - [+] not a fixed vault wall?
    - [+] if so, just clear it.
- [+] genericise getrandomrace flags
- [+] some containers should have mini/tiny monsters inside!
    - [+] f_hashidinglf, v0=rid
    - [+] if you loot it, monster jumps out
        - [+] ...and gets a free hit!
    - [+] perception lets you see the container moving (only if it
          weighs less than what is inside it)
- [+] genericise getrandomcell() with conditionsets.
    * [+] condset_t
    - [+] then replace all getrandomadjcell() calls...
    - [+] remove getrandomroomcells
    - [+] then remove WE_xxx
2012-11-13 05:04:30 +00:00
data - [+] vault:pub 2012-11-13 05:04:30 +00:00
doc - [+] don't trigger ANY god effects while raging. 2012-07-30 02:35:02 +00:00
Makefile - [+] "peek" down stairs now works 2012-11-07 20:21:35 +00:00
ai.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
ai.h - [+] BUG: lfs are getting map flags! 2012-11-06 20:32:56 +00:00
attack.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
attack.h - [+] most monsters which covet food should have snatch - so that you 2012-11-09 11:50:52 +00:00
data.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
data.h - [+] new skill: advanced combat 2012-07-18 10:12:32 +00:00
defs.h - [+] vault:pub 2012-11-13 05:04:30 +00:00
findleak.c adding findleak 2012-03-05 10:32:17 +00:00
findleak.h adding extra headers 2012-03-05 10:32:29 +00:00
flag.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
flag.h - [+] most monsters which covet food should have snatch - so that you 2012-11-09 11:50:52 +00:00
god.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
god.h - [+] most monsters which covet food should have snatch - so that you 2012-11-09 11:50:52 +00:00
io.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
io.h - [+] BUG: lfs are getting map flags! 2012-11-06 20:32:56 +00:00
lf.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
lf.h - [+] vault:pub 2012-11-13 05:04:30 +00:00
map.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
map.h - [+] vault:pub 2012-11-13 05:04:30 +00:00
mod_ob.txt initial checkin 2010-12-02 01:17:54 +00:00
move.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
move.h - [+] BUG: lfs are getting map flags! 2012-11-06 20:32:56 +00:00
nexus.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
nexus.h - [+] vault:pub 2012-11-13 05:04:30 +00:00
objects.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
objects.h - [+] vault:pub 2012-11-13 05:04:30 +00:00
save.c - [+] walking on glowing moss sohuld damage it. 2012-10-15 02:15:36 +00:00
save.h - [+] make zombies eat flesh. 2012-03-05 10:31:21 +00:00
shops.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
shops.h - [+] bug: shouldn't be able to pay with gems without beginner 2012-05-22 06:10:49 +00:00
spell.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
spell.h - [+] vault:pub 2012-11-13 05:04:30 +00:00
text.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
text.h - [+] add a glyph for 'bright light'. yellow sun 2012-11-05 01:44:01 +00:00
vault.c - [+] vault:pub 2012-11-13 05:04:30 +00:00
vault.h - [+] hecta's escaping sacrifices - only trigger this 5 turns AFTER 2012-07-15 13:27:45 +00:00