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Timestamp:
05/16/08 21:11:36 (2 months ago)
Author:
takkaria
Message:

This is the big object list reordering. Savefile compat broken for sanity's sake. Graphics also broken, but will be fixed before release -- don't worry!

First off, this is an attempt to make the item list have a decent order, such that similar items are grouped together. Second, it's an attempt to make the object list more interesting; to remove needless duplication, purely bad items, and to add more variety. This involves a lot of things, which are summarised below. This is not a full changelog.

  • The mushrooms have been redesigned mostly from scratch. One mushroom (Sprinting) doesn't have an implementation right now.
  • Per suggestions on r.g.r.a, healing potions now have significant nutritional content.
  • Use enums in tvalsval.h rather than #defines.

#312:

  • Make scrolls appear in piles sometimes.

#313:

  • Changes here have been made already; the three temporary new mentioned have not been added but will be.

#316:

  • Tone down Rods of Fire Bolts a little.
  • Make rods start at dlev8 at the earliest.
  • Object/Treasure detection merged some time ago now.
  • Don't remove staff of CLW or steal anything from OAngband.

#320: (Rings)

  • Sustain rings combined
  • Bad rings removed
  • Give elemental rings brands, though currently non-functional
  • Add a whole bunch of rings based mostly on suggestions from the forum and r.g.r.a

#321: (Amulets)

  • DOOM removed
  • Adornment made rarer
  • Resistance kept
  • Amulet of Inertia kept (FA, but -3 speed)

#350: (Scrolls)

  • ?Deep descent added.
  • Redundant scrolls can stay; not too much of an issue.

#445: (Combat gear)

  • Body armour changes:
    • There are now only 17 types of body armour.
    • Body armour ACs are even-numbered until you reach the very top-end.
  • Footwear changes:
    • Footwear now goes: leather sandals -> boots -> iron shod -> steel shod -> mithril shod.
    • Add some Ethereal Slippers. (weightless, no AC, ignore elements)
  • Handwear changes:
    • Gauntlets now base AC of 3
    • Mithril Gauntlets with IGNORE_ACID, base AC 5
    • Cesti -> Caestus, now base AC 2 but +3 to-dam (brass knuckles)
    • Add Alchemist's Gloves, which ignore the elements and have only magical AC
    • Add commented-out Mining Gloves
  • Shield changes:
    • Shields now go: Wicker -> Small Metal -> Leather -> Large Metal -> Mithril
    • ACs of the above are 2, 4, 6, 8, 10
    • Weights adjusted so they go from 3lbs to 15lbs.
  • Cloak changes:
    • Shadow Cloak -> Elven Cloak, add stealth.
    • Add Ethereal Cloak, ignores elements and weighs nothing (but also 0 AC).
    • Add Fur Cloak, base AC of 3 but heavy.
  • Weapon changes:
    • Remove Gnomish Shovel, Dwarven Shovel, Pick, Dwarven Pick.
    • Remove the Sabre; tweak artifacts to use rapier.
    • Remove broken daggers/swords (and Narsil).
    • Return the Great in Two-Handed "Great" Flail. Rename Two-Handed to Zweihander. (Moria)
    • Merge short + small swords. Remove damage duplication between swords.
    • Add a Great Hammer (8d1), and a Maul (4d4).
    • Make Tridents 1d10.

#540: (Tweak the Elven rings again)

  • give Narya back resist fear
  • give Nenya sustain con
  • remove sust str/wis from Vilya but add sust con. (based on a suggestion by Timo)
Files:

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  • trunk/src/obj-make.c

    r900 r907  
    681681                        { 
    682682                                /* Strength, Constitution, Dexterity, Intelligence */ 
    683                                 case SV_RING_STR
    684                                 case SV_RING_CON
    685                                 case SV_RING_DEX
    686                                 case SV_RING_INT
     683                                case SV_RING_STRENGTH
     684                                case SV_RING_CONSTITUTION
     685                                case SV_RING_DEXTERITY
     686                                case SV_RING_INTELLIGENCE
    687687                                { 
    688688                                        /* Stat bonus */ 
     
    736736                                } 
    737737 
     738                                /* Light, Dark */ 
     739                                case SV_RING_LIGHT: 
     740                                case SV_RING_DARK: 
     741                                { 
     742                                        /* Searching bonus */ 
     743                                        o_ptr->pval = 1 + m_bonus(5, level); 
     744 
     745                                        break; 
     746                                } 
     747 
    738748                                /* Flames, Acid, Ice, Lightning */ 
    739749                                case SV_RING_FLAMES: 
     
    744754                                        /* Bonus to armor class */ 
    745755                                        o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level); 
     756 
    746757                                        break; 
    747758                                } 
     
    799810                                                o_ptr->to_d = -o_ptr->to_d; 
    800811                                        } 
     812 
     813                                        break; 
     814                                } 
     815 
     816                                case SV_RING_RECKLESS_ATTACKS: 
     817                                { 
     818                                        int amt = rand_range(3, 5); 
     819 
     820                                        o_ptr->to_d = o_ptr->to_h = amt; 
     821                                        o_ptr->to_a = -4 * amt; 
     822 
     823                                        break; 
     824                                } 
     825 
     826                                case SV_RING_OF_THE_MOUSE: 
     827                                { 
     828                                        int amt = randint1(4); 
     829 
     830                                        /* Dex bonus, dam penalty */ 
     831                                        o_ptr->pval = amt; 
     832                                        o_ptr->to_d = -3 * amt; 
     833 
     834                                        break; 
     835                                } 
     836 
     837                                case SV_RING_DELVING: 
     838                                { 
     839                                        /* Digging bonus */ 
     840                                        o_ptr->pval = rand_range(3, 5); 
    801841 
    802842                                        break; 
     
    901941                                        /* Mention the item */ 
    902942                                        if (cheat_peek) object_mention(o_ptr); 
    903  
    904                                         break; 
    905                                 } 
    906  
    907                                 /* Amulet of Doom -- always cursed */ 
    908                                 case SV_AMULET_DOOM: 
    909                                 { 
    910                                         /* Cursed */ 
    911                                         o_ptr->flags3 |= TR3_LIGHT_CURSE; 
    912  
    913                                         /* Penalize */ 
    914                                         o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level)); 
    915                                         o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level)); 
    916943 
    917944                                        break;