4월

[21일]

* feat: Simplify chances for special rooms

For the `special_room` vault, currently there's a 0.5% chance to place
this vault in Slime, a 1% chance to place this in Orc, Spider, Crypt,
and Pan, and a 3% chance to place it elsewhere. There's no reason to
have different yet extremely similar chances for this vault among the
non-extended branches. This commit uses a 2% chance for non-extended
branches and 1% for the Hells and Pan. This will reduce the frequency of
special rooms somewhat, but the vault does have `allow_dup` and hence
still has a decent chance of being seen one or more times for each
complete game.

The 1% chance for extended branches isn't quite justified either.
Arguably it might have some impact on balance for the Hells. For Pan we
have potentially infinite levels, so it may be good to reduce its
frequency. I'll keep it at 1% in these branches and leave any adjustment
to people wanting to tweak extended.


* feat: Rebalance the slime special room

Remove the dependency on absdepth, instead using simple monster lists
conditioned by branch. We don't need weight scaling by depth for a vault
placing only on Lair:$ and endgame branches. Remove the endoplasms
completely, since they're total chaff, using more jellies instead in
Lair and more slime creatures in Slime and Depths. Likewise don't use
jellies in Slime and Depths.

Nerf the amount of rockslimes, treating them on par with acid blobs as
the top tier threats, favoring quicksilver oozes and to a lesser extent
azure jellies. This tones down the vault in Lair:6 a good deal, but
you're still getting two top tier slimes on-average, decent numbers of
mid-tier slimes, and the removal of endoplasms. It will remain a quite
nasty (and rare) Lair:6 vault that will cause the player to abandon the
level for a while in many cases. The vault should also now pose a better
threat in Slime and Depths with all the chaff removed; in these places
the top tier slime monsters get higher weighting. We also introduce
golden eyes and shining eyes in these branches.



[22일]

* 대미지 표시 간략화


* 카이팅을 해야하는 적들(하늘짐승, 죽음의기사) 출현장소를 던전 더 깊은 곳으로 옮김


* 동료는 이제 시야 내의 적을 즉시 공격하는 것이 명령의 기본 설정이다.


* 타일 개선: 샐러맨더, 윈드 드레이크



[25일]

*  fix: tile sheet tweaks for better packing

This is basically an emergency patch to get the player.png tile sheet
size below height 2048, which won't work as a long term solution for the
relevant issues but can be back-ported to 0.28 at least. If the tile
sheet size exceeds 2048, on local tiles, it requires a 1024x4096 size
texture atlas. Any modern hardware will support this, but a non-trivial
amount of older or cheaper hardware won't[1]. Before 0.28, we had been
able to keep most tile sheets to 1024x1024 with the exception of
wall.png and player.png, both at 1024x2048. This is still not ideal
(https://crawl.develz.org/mantis/view.php?id=11378), but this is
something like 1% of graphics cards these days, as opposed to 6% for not
supported 1024x4096. Various additions in 0.28 pushed player.png up
across this threshold.

In the long run, it would be much better if tile sheets were
automatically split up and the implementation weren't tied to the size
of the tile sheet. However, the tech cost for doing this is really
painful, as the local tiles buffer implementation is really deeply tied
to the assumption that each texture atlas is stored in a single 2D
texture. So since I was able to tweak things to get player.png down a
bit, I'm going with that for now.



* Vv 근접 대미지 45->35로 너프



[27일]

* 변신한 상태로 아셴자리를 배교할 경우 아이템이 파괴되지않던 버그 수정



[29일]

* 특수지형 추가: Morg, Devastator, and Throatcut.



[30일]

* 이제 원거리무기 탄환은 존재하지않으므로, 오카와루는 탄환 하사 판정을 할 때 투척무기 스킬 레벨에만 영향을 받음.


*  fix: tweak rest/wait with inhibited regen

Background terminology: CMD_REST triggers a "rest delay" if there's
hp/mp/ancestor hp/barbs to rest off (details configurable), or a "wait
delay" (which lasts a fixed amount of time) otherwise.

Before this commit:
* if you do CMD_REST with an inhibiting monster in view that can't reach
  you, a wait delay is started and lasts the full wait time (unless a
  reachable monster shows up of course). For example, a monster across
  deep water with no (direct-ish) path to you.
* if an inhibiting monster that can't reach you enters view during
  either a rest or wait delay, it counts as safe and nothing happens, so
  if the monster stays in view, a rest proceeds infinitely (which gets
  detected and triggers a crash). A wait finishes normally.

After this commit:
* CMD_REST doesn't work at all with an inhibiting monster in view
* both rest and wait delays are interrupted by an inhibiting monster,
  even if it can't reach you.

We'll see whether this is annoying for some reason. A more nuanced
behavior would be possible if there are common use-cases for waiting
with an inhibiting monster that can't reach you in view.

(It may still be possible to force an infinite rest by disabling seen
monster interrupts. One complication here is that there is currently no
particularly good way to detect when the -Regen status actually turns
on, because it all happens indirectly. But possibly the game should also
detect this and send a full_hp interrupt in this case.)



5월

[1일]

* 투키마의 댄스로 만든 리빙웨펀을 살해할 시 돈을 떨구던 꼼수 차단



[3일]

* fix: remove =g inscription on autopickup ignore

Otherwise autopickup gets stuck. This is similar to code that removes
this inscription when explicitly dropping something.

There's still a weird UI interaction with [a] and items that are being
targeted for autopickup only because of a =g, but one that seems mostly
harmless..


* 새로운 아이템: 독의 두루마리

 - 시야 내 빈 공간에 독구름을 모두 채움.


* 신성한 언어의 두루마리 삭제


* 네임드 몬스터 로둘의 오우거 밴드에서 쌍두오우거 제거



[4일]

* Add the most nicolae demonic rune vault possible

I have reached my apotheosis: I have put a rune in a shop.

Since the demonic rune repeats if you don't pick it up, I figured it
would be the best option for a rune shop. (The abyssal rune also
reappears if you don't pick it up, but the theme is easier to fit into
Pandemonium.) If you already have the rune, the shop instead places
another kind of rarity: a figurine of a ziggurat. (The only other
really rare item I could think of was a quad damage, and I've been
explicitly told multiple times that I'm not allowed to use those
outside of Sprint. Tyranny!)

Out of 25 generated shops, the stats on the price of a demonic rune:
Minimum: 3804
Maximum: 8647
Average: 6640.76
St Dev:  1412.1
I didn't check the price stats on the zigfig because the rune is the
real draw here.

The vault also places fat stacks of cash, three other shops, and
demon-summoning monsters from other branches as visitors. Enjoy!

* Make adjustments to the pan bazaar rune vault

Make some changes based on feedback from the other devs:
1) If you already have the demonic rune, instead of selling a
   zigfig, the central shop now just sells randarts. (I had
   underestimated the importance of zigfigs.)
2) The difficulty has been turned up a bit. The area outside
   the central area places more monsters now.
3) A few of the nonruniferous shops have been tweaked.