Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
* Implement Aslona Castle * Aslona, part II * Bloods * Magic helms have random material Magic helms with pre-defined materials are too strong. Random materials will make it more interesting when you find one. * Add crysteel * Update * Fix ownedroom * Aslona, part III * Goblin Fort, part I * Rebel Camp, part II * Add wizard * Golem update Golem spawning rates are still not OK, with powerful golems sometimes spawning way too early and often. This tries to address this. Also handle theoretical gaseous golems. * Nerf magic helmets Magic helmets with pre-defined materials are too strong, as they appear early with good material AND a magical effect. Make magic helmets use randomized materials. Their magic effects should be good enough to make them competitive with other helmets. Also switch most magic helmets to normal helmet, rather than full helmet. This allows full helmets to be more distinct, as they will offer the best coverage and AV. * Minor tweak * Add wizard II TODO: Fix gas golems! * Nerf magic helmet, attempt II Magic helmets with pre-defined materials are too strong, as they appear early with good material AND a magical effect. Make magic helmets use randomized materials. Their magic effects should be good enough to make them competitive with other helmets. Also switch most magic helmets to normal helmet, rather than full helmet. This allows full helmets to be more distinct, as they will offer the best coverage and AV. * Merge remote-tracking branch 'upstream/master' * Fixes Mirrored items cannot be dismantled into permanent lump of material #534 Use fix from @AquariusPower to stop weapon swap from auto-stealing items from shops #555 * Implement Black Market Especially in later stages of the game, players can find themselves with large amounts of money that can no longer be spend on anything useful (barring priest services and fixing equipment in Attnam), as shops not always offer good items, or anything of value was already bought. This adds a new dungeon, the Black Market, which is randomy placed on the worldmap and may be found by players who go explore the wilderness (This also gives some incentive to go explore, as otherwise the player will only go for the shortest route between UT, Attnam and GC/TX). It has two levels: The first one is full of guards, the second has a hige shop of overpriced items. The purpose of this is to have a palce where players can spend all their hard-earned money, with enough items generated to ensure there will be at least something for every player. However, to prevent unbalancing the game with new shopping options, the Black Market has intentionally overpriced items that will only be affordable to players who have accumulated some excess funds. * Tweaks and fixes * Add missing NEWS * Make some magic helmets full again * Tweaks and fixes * Allowed dungeons * New dialogues Also make NPCs sometimes talk on their own. * Minor changes * Make NPCs talk * Monsters * Minor fixes * Allow levitation in Black Market * Minor changes and fixes * Hide black market After some play testing, I realized that wandering on the worldmap looking for the black market is not really working out. Unfortunately it tends to spawn either close to one of the other dungeons, leading to it being discovered rather soon, or in very remote location, even on other continents. Because the black market should remain a late game area, I think it would be better to make it initially hidden and reveal it only once the player can buy a map that would lead them there. BTW, why was Tomb of Xinroch "locationAW"? :) * No cloth full helmets I forgot to restore non-flexible-only materials for full helmets. * Bug fix * Add dungeon definitions... ..for ease of use and future development. * Monster update * Oops * Fix wizard summons * Minor fixes * Add nurphe bats * Cat taming * Goblin Fort update * Display Will in secrets * Fix and finish Goblin Fort * Give the player a boat for exploration ALso drop "very" from alternate running descriptions, to make them fit on a single line. * Pyramid * Fungal Cave * Script fixes and balancing * Wilderness changes * You have to board/disembark your ship. * You no longer have limitless stamina on worldmap. * Most above ground locations now have day/night cycle and weather. * Quest changes Changes the structure of quests to better allow for multiple alternative main quests without having to juggle with the encrypted scroll for all of them. Petrus now takes the encrypted scroll and gives the player some time to wander Attnam. If the player chats with him again, they will receive the GC quest, but they can also find other people to get other quests. Chat with the necromancer for TX quest, plus some preliminary work for Aslona quests is done. * Basic quest framework * Minor changes * Unify musical instruments under magicalinstrument, move GetCooldown() to this class. * Make movement over ocean slightly slower than on dry land. * Make amulets easily recognizable Change materials of amulets so that they can be easily recognized by their color. Many amulets were off-white, so unlike rings, it was rather difficult to tell them apart without looking at the description. * Muramasa and Masamune * Fix gas traps They should be revealed when you step on them. * Add mirror imps * Add some fun materials * Hotness allows to define materials that burn on contact, like Acidicity works for acid damage. * Several new material effects. * Some minor bug fixes where panic or disease immunity was not correctly respected. * Lobh-se Bite attack can sometimes be replaced by vomiting, plus her SpecialBiteEffect now correctly respects disease immunity. * Lobh-se II Summons spiders, a bit like Genetrix Vesana. * Rebel camp and graphics New graphics by @fejoa, based on #569. * Assorted changes (#8) Merge changes and bugfixes from @AquariusPower. Should fix #554 Squashed because of large number of commits: * WIP: added auto-pickup list currently 'kiwi|wand|dagger', easy to become an user cfg option later; Fix for when entering a new area/map/dungeon, will create the map note for stairs and try to pick things there; * Fixed: help F1 in case of wide lines, hard limit 80 chars for now; AutoPickUpMatching user option added with detailed help; * autopickup: fix for owned rooms; * autopickup: ignore spoiling; * autopickUp: complex perl regex working with initial example; iosystem - global AlertConfirmMsg(); * autoPickUp: fixed default regex example; * autopickup: improved default regex; * autoPickUp: improved default regex; * more useful default pickup regex match * Doc/HelperScripts/ivanDbgmsg.sh: helper to monitor dbgmsg logs; * craft: limit firesparks to one square craft: re-allow craftable poison/sulphuricacid * craft: added dbg msgs and better abort on craft denial * craft: validate crafted only after it is completely ready; humanoid::SetEquipment: check if item is not null prior to ResetFlyingThrownStep; * craft: now anvil must be on adjacent square; * hiteffectSetup: better/granted init fields; craft: hiteffects when creating items/building; * craft: check craftability b4 being "broken"; * craft: hiteffect fix to check for tools and arms; * craft: workbench should be damaged w/o explosions (that are area effect of fire/forge); AutoPickUp: improved default; * craft: craftcore::canBeCrafted() always allows sticks now (happens when splitting one in many); * crafting: easier carving, most common bladed weapons can be used now; * craft: restored capability to craft the simple chests; * fixed old crash when Terra is being asked for lycanthropy cure at crystal cave; * Main/Include/definesvalidator.h: recreated using (ctrl+`) console command DefVal, also revalidated w/o errors!; * crafthandle::SpawnItem() fixed (workaround) a crash when the final message gets too big * fix Terra when player has the seedling and she wouldn't cure anymore * changed auto-pickup to "thrown weapons" only (never made much sense about other items) * crafted chests now come unlocked; wizard autoplay will be auto disabled to let the read command work again; * commandsystem::IsForRegionListItem() and ::IsForRegionSilhouette() properly implemented now to compare with the command's linked function pointer (instead of the hard to maintain description); auto map note for fountains; deprecated: Doc/HelperScripts/prepareCmdsDescrCode.sh; * auto map note for chair and doublebed; * craft: lowered annoyance to access new craftings by hitting space; * craft: changed flow to let resume/cancel be the first craft option; * craft: nice(?) chosen action message; * fixed: pet stay put at CheckForEnemies() if MayMoveRandomly=true; craft: cleared missing tool msg; * fix glitch that lets steal just sold weapons from shop using weaponswap command key; added bugtrack breakpoint (debug mode only) when showing the map, and also a workaround to prevent crash; * crafting: shows suspended total; * sfx: skips chat messages now; * "Show god info" option changed context: - now F1 shows god's description for coherency - and extra info is now last remembered player's offer god's reaction (much more useful) - v133 (at least) savegames will be imported automatically * items now have DescriptiveInfo that will be shown by pressing F1 * craft: sticks are now "dismantable" into lumps, to easify the melting code; * chat now is easier with previous NPC (as long it dont move) * craft: better carving fail message and failToolMsg(); auto-pickup: wont do it to items auto marked with #d when dropped (but cleared on pickup); auto-pickup: improved default regex; * auto-pickup: better help info; * TODO: fix FIRE_GAS * Bugfixes Among others: * Fix overflowing config strings. * Change WaterRain() into general LiquidRain(). * Fix ACID_GAS and FIRE_GAS. * Explosive liquids can no longer be used to douse flames (#121). * Better help for crafting. * Quests Also fix #530 and address some other bugs, oversights and balance issues. See NEWS. * Item descriptions * Prepare config options help Most entries must still be written. ;) Make restoring equipped items active for all and non-configurable #406 Remove redundant messages from auto map notes #505 * Y'yter Durr and snakes * Item descriptions * Some new graphics * Fountains and chastity belts * Tabs -> Spaces * Add Fusanga * Quests II * Tweaks and balancing * Quests III * Wand AI fix * Quests IV * Fixes * Further fixes * Travis fix * Minor fixes * More lore * Fix mommo crash Does not seem to be crashing anymore, so hopefully fixed. * Rework taming difficulty It was reported that some monsters (notably mistress whip champions and dark knights) were too easy to tame, which unbalanced both taming and body switch. This was because only TamingDifficulty was checked, which defined only several hard to tame monsters. The rest was nearly always successfully tamed. Change that to also take Willpower into account, so that monsters with higher overall stats are harder to tame. TamingDifficulty can still be used to make monsters with low Willpower but high difficulty of taming, or for NO_TAMING flag. * More fixes * Minor changes * Update README, add MANUAL We don't need two README files, and the info needed an update. Old AUTHORS and README can be still found in Doc/Obsolete. * Fixes Also attempt to make some crafting messages a bit more confusing. :) * Two new options * start with no pet * use descriptions instead of numeric HP * Nerf black market * Update * Fixes * Keybindings The command list claimed to be sorted alphabetically, but it really wasn't. Additionally, it was quite chaotic when one tried to find a specific command. I tried to reorganize the commands more by relation, putting similar commands close together. Hopefully this will make it easier for players to get oriented in the list. Also adds movement keys, because they weren't listed anywhere at all, AFAIK. * Update II * Fixes * Fixes * Minor fixes * remove commented out code * fix F1 help for ? menu * try to unify command prompts * Fixes! * Fix what @fejoa said. :) * Fix a bug that prevented temporary teleport lock from actually timing out. * Let the player review their stats on death. * Split CT_MISC_ORGANIC into _ANIMAL and _PLANT to prevent herbivores from eating animal products. * Fix help for sound options, because I misinterpreted them. * Fix + Descriptions * Aciouds -> Caustic once more. :) * Make multiple slayings on a single weapons possible. * Some item descriptions.
- Loading branch information