The second paragraph about Medusa is an excerpt from Bulfinch's
Mythology, but first paragraph is not. Insert an empty attribution
line between them. Also, remove the reference to Graeae from the
introduction since it contradicts Bulfinch, which describes them as
"three sisters who were gray-haired from their birth" and Gorgons as
"monstrous females with huge teeth, brazen claws, and snaky hair".
Reported by vultur-cadens: it was possible to encounter ettin zombies
and giant zombies at shallow levels if those levels were generated
with the "buried zombies" theme room.
This uses a simpler fix than the suggestion(s); it's only applicable
to the zombie room though.
Also, vary the zombify_mon timeout. If the hero happened to be in
the room at the time that that expired, they would all claw their way
out of the ground at once. The new variation is quite small so they
still escape burial as a group, but over the span of 21 turns rather
than all on one turn.
Fixes#1016
Two error cases with the map generation in minetn-6:
first one was the lregion placement impossible, caused by randomly
generated mines not going past the map either left or right, and
the stair generation being restricted outside the fixed map.
second was one side of the map being unreachable, because the
mines layout joined to the other side right at the edge of map
behind the small room with the "x" mapchars.
The "butterfly" shaped bigroom was missing the four fountains
in the corners of the room - this was due to my copy-paste error
when converting the bigrooms from des to lua.
Also add some variation to the bigroom.
- add a themeroom with random buried zombifying corpses
- disturbing buried zombies makes them revive much faster
- lua des.object() now returns the object it created
The prior behavior was an ugly kludge that treated rumors as
only-eligible-to-appear-from-fortune-cookies if they contained the
string "fortune" or "pity". This commit gets rid of that system and
introduces a system where each rumor can be specified as such by
prefixing it with "[cookie]".
In order to avoid changing existing behavior, I have applied the
[cookie] prefix to all the rumors which were affected under the old
rules. However, several rumors seem like they were misclassified under
the old rules, and I am in favor of changing them as follows:
Should be made cookie-only (they only really make sense in context of
eating a fortune cookie):
- "Ouch. I hate when that happens."
- "PLEASE ignore previous rumor."
- "Suddenly, the dungeon will collapse..."
- "Unfortunately, this message was left intentionally blank."
Should be made non-cookie-only (they make sense if they appear as
engravings, Oracle messages, or artifact whispers):
- "They say that a gypsy could tell your fortune for a price."
- "They say that fortune cookies are food for thought."
This was added before level flipping, and its purpose effectively was to
randomize the interior secret door layout (and thus the entire level,
because the rest is vertically symmetric) by manually flipping it.
Now that the entire level can be flipped and produce this same effect,
this is no longer necessary.
Doors weren't getting added to the correct subrooms in certain cases.
Also fix one of the themerooms, because doors have to be added
after subrooms; there was a possibility of no door to the subroom(s)
in that themeroom, because the subrooms overwrote the doors in
the parent room.
Test case for the subroom doors:
Large room, with a medium subroom, with a tiny subroom inside that.
The doors go from outermost room <-> tiny innermost room <-> middle room.
des.room({ type = "ordinary", x = 1, y = 1, w = 10, h = 10,
contents = function()
des.room({ type = "ordinary", w = 6, h = 6, x = 2, y = 2,
contents = function()
des.room({ type = "ordinary", w = 2, h = 2, x = 0, y = 0,
contents = function()
des.door({ state="random", wall="south", pos = 1 });
end
});
des.door({ state="random", wall="north", pos = 1 });
end
});
end
});
Before this fix:
ROOM: ndoors:1, subrooms:1
SUBROOM: ndoors:1, subrooms:1
SUBROOM: ndoors:1, subrooms:0
after this fix:
ROOM: ndoors:1, subrooms:1
SUBROOM: ndoors:1, subrooms:1
SUBROOM: ndoors:2, subrooms:0
1. Add "engraved room floor" pchar sym (S_engroom). The symbol that
displays at the engraved part of a room (not a corridor though).
The default symbol is '`' which is currently never shown if people
have defined the boulder symbol to '0' and statues are displayed as
monster symbols. It is bright blue.
Add some stylized variations of the S_engroom symset to some of
the symsets.
2. Add "engraved corridor" pchar sym (S_engrcorr). The symbol that
displays at the engraved part of a corridor. The default symbol is
'#', and it matches the symbol for corridor from for whatever the
current symset uses. It is bright blue to match the color of the
S_engroom symbol. Using the normal corridor symbol for display
preserves the lines of the corridor so is not as visually-disruptive
as a smaller symbol would be. Explicit entries that match the S_corr
symbol have been added to the symset file.
Magic mapping and clairvoyance impacts yet to be determined.
The Guidebook updates will come later.
Adds a more general way to handle gameplay tips, and adds
a boolean option "tips", which can be used to disable all
tips. Adds a helpful longer message when the game goes
into the "farlook" mode.
Also adds a lua binding to easily show multi-line text
in a menu window.
Breaks save compat.
Comparable to #vanquished, be able to view info normally available
during end of game disclosure while the game is still in progress.
The new #genocided command lists all genocided and extincted types
of monsters. Unlike #vanquished, there aren't any sorting choices.
Potential future enhancement: provide a way to view the genocided
list at the "what do you want to genocide?" prompt.
Add "walls of lava", basically lava which blocks vision and
require a bit more than just levitation or flight to move through.
No levels use this yet, as testing isn't thorough enough.
The lava river will now draw another river, until a certain
amount of map locations have been turned into lava, so you don't
get a teensy "river" made out of 2 lava pools.
Add a lua selection method to count the number of locations
in the selection.