Introducing "ebering-sil" a.k.a mpa-sil plus some earthquakes tweaks and the quiver user interface for throwing.
Check it out.
Get a Throwing Mastery win.
Knock the crown off in a duel of earthquakes.
Current change log:
Future plans
Check it out.
Get a Throwing Mastery win.
Knock the crown off in a duel of earthquakes.
Current change log:
Code:
- ebering-sil 1.3 --------------------------------------------------------------------------------------
- throwing
- throwable items can be placed in the quiver in place of arrows and
thrown with f/F
- throwable items held this way don't count as wielded for granting
passives and abilities.
- assassination and cruel blow now apply to thrown attacks, when made
with weapons designed for throwing.
- monsters
- Morgoth's crown can now be knocked off by earthquakes caused by the
player. (Tricking a Kemenrauko into earthquaking Morgoth will not
work.)
- Morgoth's crown can now be knocked off by causing him to falter with
Song of Mastery
- items
- Horn of Blasting now creates an earthquake in power proportional to
the player's will score, like the staff.
- abilities
- Lore-Master does not identify all items
- Instead it (after a perception check against staircasiness) reveals a
level feeling. Either valuable (forges and lesser vaults) or great
importance (enchanted forges and greater vaults).
- Focused Attack and Concentration give bonuses to Sil cutting.
- interface
- Split wield into two commands. 'w' works as the old wield, but always
goes into the default slot. 'W' wields an item into an alternate
slot, if applicable. These are the off-hand for two weapon fighting
and the quiver for throwable items.
- character dumps
- List starting skills in the notes
- Note reaching multiples of 5 in a skill thereafter.
- bugfixes
- Correctly apply monster protection to earthquakes.
- Correctly give chanelling bonus to staff of earthquakes.
- Fix Gorthaur's song to summon the correct monster.
Code:
- char dumps
- track consumables (generated, found, used)
- action tracker a la crawl???????
- code cleanup?
- do some things mirroring the vanilla 4.0.0 re-factoring (but not autoconf. never that.)
- fix main-gcu so that it correctly takes advantage of colors
- add background highlighting to curses for unwary monsters (doing this depends
on the previous bulletpoint) if enough colors are available in the terminal.
- dgamelaunch support????????
- probably not too hard, just a no menu main that must be started with correct flags for everything
- milestones from standard player notes
- mail scrolls with the notes items??? man would it suck if a big red D burned your mail though.
- probably not
To get an idea of what I mean, take the monsters from ToME 2.3.x's Angband dungeon. Here, the monsters, even your then trivial Stone Trolls, are waaay faster, stronger, and harder to kill by DarkGod's design. This will definitely make it less boring.
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