Testing build

Oct 12, 2017, 7:21 am
#26
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
I'm not sure if I haven't mentioned some of this before, but there are some new changes.

Zombie of Khaz-zadm is now a more cool boss, with her own magical axes (as discussed here) and a better reward.

Scroll of immolation is a rare scroll that allows you to summon a fireball at any location you like, maximum distance based on you Int like with teleportation.

Scroll of earthquake does the obvious. Given how rare it is, it should not overshadow Silva, but for people who can't pray to Silva, it might be a niche but nice item.

Ommel brister armor is an artifact body armor (based on the cool story on our wiki, see Ommel article, plus on dragon cuirass from CLIVAN). It's indestructible, but also as rare as any artifact and non-material-changeable, so it will always remain made of ommel hair. While normal plate mail made of adamant may give you better AV, ommel bristler armor is much more reliable when huge explosions or rust threaten your equipment.

Bone of Ullr is an artifact wand, inspired by CLIVAN but unlike there, it has only 8 charges (12 was quite excessive), grants swimming (like in the original legend) and cannot break (it can be used as a weapon, so making it breakable and explody somewhat defeats the purpose).

Finally, I slightly lowered strength of magical gauntlets and boots. Thus, nonmagical gauntlets/boots will have slightly more AV than magical gauntlets/boots. This balances the fact that magical gauntlets/boots always start with +1 enchantment, making them strictly better than any other equipment. Don't worry, this does not make end-game magical gauntlets/boots any less powerful.

Also includes uninteresting minor fixes (well, earthquake crashing on Lobh-se level is somewhat interesting).

And here's the PR, because I don't think I have anything more to add now!
Oct 23, 2017, 3:26 am
#27
Joined: Sep 8, 2010
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Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
red_kangaroo wrote
Also includes uninteresting minor fixes (well, earthquake crashing on Lobh-se level is somewhat interesting).

Can you try setting EarthquakesAffectTunnels = false; in the dungeon data file for that level and see if it stops it crashing?
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Oct 23, 2017, 5:05 am
#28
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
fejoa wrote
Can you try setting EarthquakesAffectTunnels = false; in the dungeon data file for that level and see if it stops it crashing?

Yes, that was the minor fix I was talking about. It is just one big room, so it was crashing because of no tunnels to destroy, but I already added EarthquakesAffectTunnels = false, sorry for the confusion.
Oct 23, 2017, 5:17 am
#29
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Nice!
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Nov 23, 2017, 5:56 am
#30
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
I have one more coding question, if anyone would be willing to help.

I'm trying to implement a new horn of plenty, which should give you one piece of food when applied. However, for some reason you are granted mutliple pieces instead.

Here is the relevant code (and relevant commit is here, but note I managed to write only a single : before each Spawn(), which is a mistake I know about ):

          else if(GetConfig() == PLENTY)
          {
            item* Food;

            switch(RAND() % 15)
            {
             case 0:
              Food = carrot::Spawn();
              break;
             case 1:
              Food = sausage::Spawn();
              break;
             case 2:
              Food = mango::Spawn();
              break;
             case 3:
             case 4:
             case 5:
              Food = can::Spawn();
              break;
             case 6:
              Food = lump::Spawn();
              break;
             case 7:
              Food = loaf::Spawn();
              break;
             case 8:
              Food = kiwi::Spawn();
              break;
             case 9:
              Food = pineapple::Spawn();
              break;
             default:
              Food = banana::Spawn();
              break;
            }

            if(Blower->IsPlayer())
              ADD_MESSAGE("Suddenly, %s falls out of the horn.", Food->CHAR_NAME(INDEFINITE));

            Blower->GetStack()->AddItem(Food);
          }

I though this should give you random piece of food with a slightly larger chance for cans (because cases 3 - 5 fall through to can::Spawn()) and bananas (because cases 10+ fall through to default, that is banana::Spawn()). Yet somewhere the code creates multiple random pieces of food per applying of the horn instead of only one, which is way overpowered.
Nov 23, 2017, 1:44 pm
#31
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Horns check for creatures in a square around the player. Kenny must be beside you, because for any empty square around the player, it creates a piece of fruit. You're inside the loop that checks for creatures, that's why you have seven pieces of fruit.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Nov 23, 2017, 2:37 pm
#32
Joined: Dec 11, 2008
Posts: 1,770
I kinda like the idea of blowing on a horn and an assortment of fruit and veg getting blasted out the end.
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Nov 23, 2017, 2:58 pm
#33
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
fejoa wrote
Horns check for creatures in a square around the player. Kenny must be beside you, because for any empty square around the player, it creates a piece of fruit. You're inside the loop that checks for creatures, that's why you have seven pieces of fruit.

Oooh, thanks!

4zb4 wrote
I kinda like the idea of blowing on a horn and an assortment of fruit and veg getting blasted out the end.

Yeah, that's exactly the imagery I was trying to evoke.
Nov 23, 2017, 3:51 pm
#34
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
And the horn of plenty is fixed!

BTW, just so you know what I'm doing, here is the branch.

Additions:
* Buffed chilling axes and scythes of terror, because they were triggering way too rarely.
* Item graphics from CLIVAN ported.
* Best claws from alien mod ported, they are rather rare weapons using unarmed combat skill.
* Mangos and sausages added!
* Masks, a new headgear, added. Necromancers wear them.
* Taiahas ported from CLIVAN, but they don't explode when broken (they were unusable as weapons, which is stupid for a weapon) and are not normally generated - instead, they will be given as a quest reward in Mondedr.
* Scroll of body switch can be wished for.
* Cauldrons added, but not randomly generated. Can be used for special rooms (I have a vault with cauldron of healing liquid in mind ).
* Some potted plants and clocks added to the Cathedral, to make it more homey.
* Magic weapon price increased, per fejoa's suggestion. (Only of the new weapons, they had very low price.)
* New Fearless (Panic immunity) and Fasting status effects.
* Ring of bravery!
* Artifact armor "filthy tunic of martyr Bessica" grants disease immunity, fearless and fasting.
* New horn of healing and horn of plenty.
Nov 26, 2017, 12:09 pm
#35
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
I added one last item, a wand of webbing, and all seems to be working well now. New PR!

I tried to address comments from here and the other thread, but any further remarks are of course welcome.
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