Commit Graph

15 Commits

Author SHA1 Message Date
PatR
0597eeebe9 Valk quest comment 2019-03-28 14:06:46 -07:00
PatR
81d755a9e0 fix githib issue #179 - random drawbridge state
Fixes #179

The Valkyrie goal level has two drawbridges and one of them was set to
have 50:50 chance to be closed (raised).  But 'random' for drawbridge
open/closed (or lowered/raised) state was always choosing open (lowered).
This fixes that and also changes that level to have the old settings
(southern open, northern 50:50) for 75% of the time and new settings
(both 50:50) for 25% of the time.  So there's now a 12.5% chance that
both will be closed instead of both always being open (due to the bug
with handling random).
2019-03-28 08:40:40 -07:00
Sean Hunt
1c081b1647 Remove stale version control lines. 2015-05-25 09:21:31 +09:00
karnov
2a907f894e Version number increment 2015-05-06 22:04:27 -04:00
Pasi Kallinen
04bea10298 Random melted spots in Valk quest home 2015-05-02 20:47:02 +03:00
Pasi Kallinen
c266d05680 Minor special level and compiler tweakage
Fix allowed map characters.
Make some predefined MAPs blend in better with randomly
generated parts.
2015-04-10 16:47:32 +03:00
Pasi Kallinen
56699486a0 Catch up with post-343 lev_comp changes
- Iced pools vs. iced moats
- allow making map outer edges nonpasswall & nondiggable,
  so eg. xorns cannot be teleported there
2015-03-17 18:57:39 +02:00
Pasi Kallinen
79eb17a0a7 New level compiler: des-file changes 2015-03-17 18:52:49 +02:00
keni
25cd007c48 Bulk recovery of file CVS headers and addition of NHDT- headers. 2015-03-17 18:45:12 +02:00
keni
df20791e59 Add RCS version lines 2009-05-06 10:45:32 +00:00
nethack.rankin
4c83db0294 fix #H1232 - hole in ice is described as moat [1 of 2] (trunk only)
From a bug report, when ice on the Valkyrie
quest home level was melted and a boulder filled the resulting pool, that
pool was described as a moat.  This was actually a terrain issue rather
than a formatting glitch, so instead of tweaking waterbody_name() with an
extra special case, extend the level compiler to allow specifying ice as
frozen pool instead of always being frozen moat.  There's no provision
for having both types of ice on the same level, just a level-wide flag to
control which of the two applies for ice on that level.

     This change has a side-effect for the V quest levels:  once ice has
been melted, a second blast of fire will now boil away the pool and leave
a pit.  The unfrozen water locations on the home level already behaved
that way (ie, they are pools rather than moats) so this should be ok.  I
also added <Someone>'s suggestion to make one of the two drawbridges
on the goal level start in random state instead of always being open.
2007-08-03 01:05:50 +00:00
nethack.allison
e5a3d7ebf5 housekeeping: mark trunk sources 3.5 (dat) 2005-01-02 16:54:29 +00:00
nethack.rankin
55f3390e5b special level fountain fix
Add FOUNTAIN directives to the maps that just had '{' symbols.
Without them, the special level loader sets up those maps in a way
that prevents nethack from keeping the fountain counter accurately,
resulting in lack of fountain noises when they haven't been touched
yet and persistent noises after at least one of them has been dried
up.  (It would be better to fix lev_comp's map handling code to do
this automatically.)
2002-05-03 08:05:56 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
jwalz
688d97d52d *** empty log message *** 2002-01-05 21:05:47 +00:00