the formatting of the msg/endmsg to be consistent. This is all
cosmetic changes, no actual change of objects other than msg/endmsg
or other typos.
MSW 2006-01-02
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falls are no more a multipart item and crystalball duplicate corrected.
Also fixed type in falls_4 (was falls_3)
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- add greater hell hound, dire wolf sire and change magehounds spell
- make rug's whip glow
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- some modifications to ixalovh
- add some god treasure list info from objects doc to README
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gaea still using them.
Break out many of the treasure lists, and add the necessary skills so that
the monsters can properly use things like spellbooks, wands, rods, etc.
In many cases, update the creatures to have their own specific treasurelist.
Add proper skill values to rods, horns, and staves - should fix problem with
exp not being credited to correct skill.
MSW 2004-02-01
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sister/enemy to Ruggilli (still needs a bit more tuning).
Cleaned up Ruggilli graphics - however not currently used...
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Main changes for weapons is to add what skill they use.
MSW 2003-09-12
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This is only for their appearance in the editor.
--AV
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with bodyparts for them. Also changes races for readable scroll
objects so that scrollcase objects can be used. Add ruined tower.
New images for some objects.
Commited by MSW 2002-08-20
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Update armor to use gen_sp_armour instead of last_heal.
can_use_shield added to necessary arcs.
Add dev/scripts directory, which contains some handy scripts I wrote
for updating on the items.
Add item_power to the armours - needs to be done for rest of equippable
items.
MSW 2002-07-14
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Remove some duplicates, change poisonfood to use the same face as booze
so you can't tell simply by looking at it that it is bad food.
Change some of the names for the skill scrolls to put them more in line
with the skills they actually give you.
MSW 2002-05-30
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Add merged images for some objects I used in testing - the archetypes
need to be modified to use these, but a new version of the clients needs
to get pushed out before that can happen. Committing them will save
someone the work of merging them later on.
MSW 2002-05-18
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somehow. This is very unbalanced compared to other gods.
I set Gorokh to "hp-regen -1" again. This is only very little
compensation for flaming aura, vitriol and slaying angel.
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set and thus didn't dissapear when dropped.
I assume this wasn't intended and set it startequip 1 now.
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dnh 8/11/01
ps. I also turned down hp 1000 for a 1x1 is rather scary =)
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But devourers grant nightfall as divine spell,
which is of path light. Therefor, I set the
path light from denied to repelled, for devourers.
--AV
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impossible to get from gods:
The spell is called "retributive strike",
not "cause retributive strike".
--AV
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lack of low/medium level spells for killing.
Added cold attack to the avatar.
--AV
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avatar to 60%. According to feedback and testing,
it really was too low (30% before).
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It will add fire attack, to make the monk's
life easier.
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Set "resist_confusion 20" and blinding immu instead.
This has long been planned, now it is finally done.
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and set "resist_confusion -10" instead.
Vuln confusion might be slightle less "logical" for
Mostrai, but it is simply better for playability.
Confusion can be cured, and protections have more
effect than for paralyze. Vuln paralyze is just
plain deadly after say level 10.
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from "/arch/gods/god_spelldirect/" and moved them
into "/arch/gods/randomitems/". Thus, all arches that
existed doubled have been replaced.
Now we should have some order finally. Please be
careful not to mess it up again.
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After I put them into /arch/gods/, someone else
put the same stuff into /arch/gods/randomitems/ recently.
Since we need some order, I decided to make
"/arch/gods/randomitems/" the one and only dir to contain
the god_*.arc - gods' treasure arches.
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low = level 10
medium = level 6
high = level 4
To see how these values affect the player's level
requirements for enchanting, see "server/gods.c".
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I tried to stick to the proposions in dnh's
god-"pantheon", these have been set up and accepted
by the developers on cf-devel.
Of course here and there I felt that there was more finetuning
needed, so I tried my best to make it truely balanced.
Explaining all the details would take too long to post it
here, please read my comments on cf-devel instead.
However, I tried to give every god a unique "personality"
(according to the pantheon). Furthermore, I carefully
adjusted every god to have both pros AND cons. So that
there hopefully won't be one god that can always be
considered the "best one". --AndreasV
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Added new archetypes & god changes for new god code. Changes by Jan E.,
checked in my MSW.
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They had several resistances set (of the same type!).
Moreover I had to reduce the amount of fire and cold
vulnerabilities. With PR these cults would get *very*
unpopular otherwise.
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Commit for PR code. General changes was to clean up archetypes that
were immune/protected/vulnerable to the same attacktype (ie, protected &
immune). Disease code changed to use last_grace instead of armour for
contagious values. Gods still need to be fixed up.
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