Applying this kit while to a corpse dissects it and advances all active research tracks.
Applying this kit over a philosophy altar refills it.
Late game as an undead hunter you may need to dissect an excessive number of monsters. The kit exists to simplify that, since you won't need to altar camp so much.
One is spawned in the possetion of a new "monster" (crimson moon-lotus) that mostly exists to hold the kit behind the veil for you.
Also touches up research
-Dissecting c without gloves is fatal now
-College gets extra research credit for the first of every monster type dissected and reanimated.
Very large flying jellyfish, always peaceful.
While peaceful, emits soothing chiming sounds that raise sanity and heal.
-The jelly itself taxes sanity, so it's unlikely to raise your san to 100, but it likely can to 95 or so.
In combat, the jelly sings healing songs and can sting and disintegrate enemies
-The whole length of the jelly's train in dangerous, stinging for 3d6 damage plus pain
-The "bell" contains the disintegrating tentables.
-Attacking the tentacles won't sever off an additional jelly
-Grows more slowly than long worms, but longer than hunting horrors.
-Insubstantial and not vulnerable to materials or alignments, requiring magic to attack.
--Reveals a bug with flaming melee weapons etc.
Insight monster for mithardir chaos desert
Drops a random syllable when killed
Stationary psionic casters, also have int-draining tentacles. Can pull you into tentacle range as a polearm-range attack.
Levels where lots of elves and fey have been killed with iron weapons can spawn nymphs of murder and anger as insight encounters.
Rage-walker:
-20th level, 18 speed, 30 mr, -10 AC, 4-6 DR nymph
-25-33 insight to see
-Vampire claw attacks, seduce at low sanity, mandrake shriek when killed.
-Automatic electric chain lashes against adjacent enemies
-Up to three generated per level. High rage and insight and low sanity control chance.
-Created in the company of a large number of poltergiests, vorticies, and spheres.
-While unseen, can create further batches of poltergiests.
Poltergiest:
-20th level, 18 speed, 50 MR, -5 AC ghost
-1d6 weapon attack (expert weapon user).
-Created
"Heavy Iron Balls" renamed to "Balls", with special handling to add "heavy" before the material-word. Allows for things like "heavy gold ball" etc.
Attacks can have high-san or low-san requirements
Lol, we are back on DNH brand restrictions, as they got majorly revised, and I don't feel like rererererererereconcilling the changes I want with the new list.
Compiles without warnings. This includes the new Fire/Frost Brand
base type rules from ndnh, which differ from both the old ndnh rules,
the old and new dnh rules, and the old nndnh rules: crow quills are
banned, but diskoses and isamuseis are allowed. I don't think this
makes sense and I'll probably change it later, but I'm not sure how
exactly yet.
Lost equipment is more like knight starting equip (notably no plate mail)
The castle has a lawful temple (room with downstair)
No random traps (dishonorable) and the sleep gas traps are falling rocks (murder holes)
Rondel dagger: +2 to-hit 1d6/1d3 pierce etraits: quick, armor piercing, second attack, target weakpoints
-3 replace the 3 short swords on the knight home level
-Carnwennan is now a rondel dagger instead of a normal dagger
-Note: knights get Expert in dagger, but have -3 multi-throw dagger
Church pick/shortsword:
-shortsword: +1 to-hit 1d8/1d7 pierce/slash etraits: create opening for sneak attacks, target weakpoints
-pick: -1 to-hit 1d12/1d8+2d6 pierce etraits: armor piercing, cleave, fell, hew
-pick works as a pick
-90% chance to find one in the uh home box
-righteous (both)
-Piercing attacks (shortswords vs. non-pierce resistant, all pick attacks) get +20% damage vs. animals and ritually impure targets
-uh gets skilled pick axe
-get insight bonus
Fixes some missing monster-wield-list entries
Fixes bugs causing dire poison to never proc
Beast cutter/crusher:
-crusher (club): 2d6/1d8 blunt/pierce etraits: armor piercing, hew, stunning strike, knockback
-cutter (flail): -2 to-hit 1d6+4/3d4+3 blunt/slash etraits: armor piercing, bleed, hew, stunning strike
-80% chance to find one in the uh home box
-Serrated (both)
-uh gets skilled flail
Fossilized tooth (club): -3 to-hit 6d6/3d12+3 blunt armor piercing, hew, stunning strike, knock back+charge, target weakpoints
-Confers fire resistance and half-spell damage when wielded.
-Comes in world-erpent, primordial dragon, and void-dragon variants
-If wielded in "target weakpoints" mode, becomes -3 to-hit 1d8/1d8 pierce etrait: target weakpoints, and gains special on-hit effects
--Special effects (*requires 20 insight*)
--primordial dragon: +5d10 + spe fire, burns scrolls, potions, and spellbooks
--world-serpent: +1d8+spe poison, +1d8+spe acid, boils potions, inflicts dire poison
--void-dragon: +3d3+spe cold, freezes potions, drains 3 levels from target
-5% of occultists have a occult tooth instead of an occult dragon-tooth club
-5% of level-gen fossil placements are now teeth
-get insight bonus
Migo now generate with actual mist projector items instead of having
weird cloud-creating gaze attacks.
New item: mist projector
-Chargeable tool with the same charge count as a can of grease.
-Weighs 50 aum, made of metal, not randomly generated.
-Migo queens/philosophers/soldiers get them, replacing the weird gaze attack.
-Creates a radius 3/4/5 (depending on BUC) cold cloud, which deals
3/6/9/12 cold damage per turn depending on firearm skill for the PC or
migo type for monsters.
-Cold-resistant monsters will use them.
Also add goatmom holy symbols and hyperborean dials to the item use menu.
# Conflicts:
# changelog-nndnh.txt
# src/apply.c
Makes breaking a wand give you a yes/no prompt instead of a y/n
prompt, defaults to TRUE.
Also unify y/n and yes/no prompt handling into a new yesno() function.
# Conflicts:
# dat/opthelp
# include/extern.h
# src/artifact.c
# src/cmd.c
# src/end.c
# src/options.c
# src/xhityhelpers.c
1d8/1d12 S|P, 1d4/1d4 P
Because obv. I started making up new trick weapons.
50% chance of one in the UH quest storebox, Vampire UH may start with one.
Gets bonus damage for a few turns after wounding a monster with blood.
-Doing a blood transfusion, drawing a blood vial, or drawing blood bullets also bloodies the weapon (if wielded or in your swap slot).
-+10 rounds per.
-Adds impurity modifier (1/2 impurity)
-Adds magic damage, +1%x per point of insight, up to +1x
-Bonus damage applies to both melee and ranged attacks, only melee attacks bloody the weapon.
Patas (including Shanta) add 2 base AC and 4 base dr to your glove slot, plus standard enchantment modifiers (ie, 1/2 to each)
In twingun katar form it can be used as a 2-shot gun. It does not recieve bonus multishot from skill.
Shanta patas can use the long sword skill instead of unarmed combat.
On a melee hit in twingun form, fires one or both guns in a V around the primary target. Each shot will only be fired if there is a valid target in range (it will not fire at the air or at peacefuls).
This finishes the quest, "research path" subsitutes for normal altar gifts
and crowning, and ascension, as well as myriad lesser additions and
bugfixes. This role has a few features that I consider "unusually spoiable"
so this commit message will give a spoiler-lite rundown of how to play the
roll, a changelog with unmarked spoilers, then a clear summary of the
spoilers.
Your smithing is capped at basic at the start of the game, upgrading
items with columnar crystals can unlock higher skill caps. Let corpses
rot to find columnar crystals. You will need a forge for this, there is
a guaranteed one in minetown and the quest home level. You can safely
forge any fireproof item. Metal items can be improved up to limits based
on your current smithing skill, non-metal objects can only be improved
using columnar crystals. You can improve basic weapons to 2x energy
weapons by forging with the appropriate spell known. In my opinion this
plus the ability to apply all 3 cult oprops to the same item adds up to
being able to make any half-way decent base weapon type USEABLE in the
endgame. My experience is that they're not the best thing I've ever used
but they also aren't totally crippling.
The quest is designed to be done ASAP, at around 14th level. The quest
home level is generally a good home base, especially after you have
permision to enter the quest. There is a guaranteed general store on
the first filler level.
#offer or #research corpses on a philosophy altar to build research
points. It is heavy on werewolves so you need some means of dealing
with lycanthropy. How to do the research paths are explained
hopefully-fairly-well by the research progress self exam option
(Ctrl-X h). Very roughly, the lawful philosophy offers weapon
improvements, the neutral philosophy offers spellcasting improvements,
and the chaotic philosophy offers (crummy) defensive improvements to
everyone and (strong) offensive improvements to vampires only. You can
advance multiple paths with the aid of wishes but only your starting
path otherwise (even if you change alignments).
Full scoring ascension requires piercing the veil, completing a
quest-related step, and purchasing 6 upgrades from one upgrade path
(the self-exam menu will refer to this as "a breakthrough in the
philosophy of X").
== Changelog ==
Quest revisions
-Quest counts as all-outside
-Quest home:
--Add a morgue to the quest home
--Add 20 blood bullets to the chest
--Add rolls for saw spear, chikage, and bow blade
--Add 5 crystal rods
--Fix altar pos
--Move lifeless doll inside and add statue
--Add locked doors.
-Locate:
--Add a chaos altar
-Nemesis
--Remove stake of withering (the BBEG drops it on death).
--Add a chikage
--Add a columnar chunk
--Convert fire traps to bear traps
-Filler A
--Add some random shops
--The first one will always be a general store (uh_shop_created), others will be nothing (33%) or a random shop type.
-Filler B
--Add a bunch of undead to the (now-Haunted) woods, including befouled wraiths
--Add ruined elf huts in the woods and graveyard inclusions
Quest trip 2
-Quest can be re-opened after initially being completed (qrecalled)
-The PC is re-contacted by the quest leader when revisiting the quest branch level at any time after UH Time 1 (28000 turns), or when branchporting into the quest
-Enemy spawns etc. evolve over time
--UH_QUEST_TIME_0: 16000 turns
---Monsters spawn in the upper filler levels if the index wolf hasn't been killed.
--UH_QUEST_TIME_1: 28000 turns
---PC re-called to the quest
---Peaceful NPCs outside the quest home level begin turning to werewolves
---Stake begins guttering
---Monsters spawn in the upper filler levels even if the index wolf has been killed
--UH_QUEST_TIME_2: 32000 turns
---Peaceful NPCs on the quest home also may turn to werewolves
---Peaceful NPCs on the quest locate level turn to werewolves
---By this point, the Withering Stake definitely fails
---Monsters spawn on the quest home.
--UH_QUEST_TIME_3: 38000 turns
---The quest leader may turn into the vicar wolf when approached
--UH_QUEST_TIME_4: 48000 turns
---The quest is "failed": All NPCs will turn to werewolves (or the vicar wolf) when next you vist the level. The moon moves close to the astral plane, making a full-scoring uh ascension possible without killing the Moon's Chosen.
UH Role changes
-The moon being close (quest "failed" or completed) also lowers san regen to -10
Research basics:
-Slotless upgrades tracked via W_UPGRADE
-Ascension gated by moon_close in quest data
-#offering on a research altar redirects to the dedicated #research function
-Dedicated thoughts
--UH get a free thought slot
--Defilement
---+1 HP per round when less than
---+3 AC and DR to pets, with both impurity and scorpion carapace upgrades combining with this to get extra bonuses based on your impurity score.
---Recover 10 HP when sneak attacking
--Lumen
---Carrycap +6.4%
---Increase death drops by 1/3
--Rotten Eyes
---+10 energy regen (+10 energy per 90 turns)
---+5% HP
---+10% XP gain
---+20% enemy item rates
Research upgrades
-Self exam menu (h - Research progress)
-Law (College/Reanimation)
--Tracks dissection and reanimation counts.
--Reanimation research
---#research (disect) monsters on "altars", apply a portable electrode to access upgrade menu.
---Alternatively, reanimate monster corpses with portable electrodes to gain research
---Upgrades also require 10 insight per upgrade, capped at 60
--Reanimation upgrades
---Shock res
---Water res
---Clairvoyance
---Blood clone: GNDN at the moment :(
---Antenna weapons: Add int bonus vs. non-sock res targets
---Errant thoughts via antennae: Deals bonus damage to telepathic monsters (1d15 + spe)
---Bolt damage via antennae: Deals bonus shock damage, 2x vs telepathic monsters, 1d10+spe
---Push away via antennae: Knockback attack 1 square behind primary target.
---Lightsources grant phasing
----One turn of intrinsic passes_walls granted while holding a lit consumable lightsource.
-----Permanent light sources don't work for this. Look! A wizard!
-Neutral (parasite choir)
--Parasitoloty research
---#research (disect) monsters on "altars", apply a treph kit with a parasite in inventory to access the upgrade menu.
---Parasites are also sometimes left by rotting corpses of eligible monsters, if the monster *wasn't* disected.
---Upgrades require only disections and parasites (gained through disections), but only intelligent monsters give much research when disected.
--Upgrades
---Brainsuckers: 1 d2 int draining tentacle per parasite
---Ray and beam spell multicast: 1st parasite is 50% chance of a doublecast, 2nd is 100%, 3rd is 33% chance of a triple cast
---Explosion spell extra blasts: For multi-explosion spells: +1 explosion per parasite. For single explosion spells as above
---Jellyfish tentacle auto-attacks
----up to 2 targets per parasite
----up to 1 roll vs. all adjacent plus 1 per 3 parasites.
----Damage is 1 per parasite
---Extra effective charm spells, +1 skill per parasite, +1 charm monster cast per 3 parasites
--- -5% spell failure per upgrade, -5% again per charm upgrade on charm spells
-Chaos (blood research, two paths)
--Defilement research
---#research (disect) monsters with blood on altars. Upgrades also requires impurity, 5 points per vampire upgrade and 2 points per preservation (capped at 30 required). Apply a phlebotomy kit to access upgrade menu.
--Preservation upgrades (standard, taken in order)
---Reduced hunger: Halves hunger rate (hungermod x 2), halves hunger cost from spells (round up)
---No stat abuse
---Nat DR: +3 all slots (rms stack with armor)
---Cold res
---Sleep res
---Nat DR up: +3 (more) all slots (rms stack with armor)
---Dead truce: mindless undead typically spawn peaceful
--Vampire upgrades (Vampires only, picked from menu)
---Thralls
----Vampire tameness set to 100 every turn
----Vampire pets count as 1/2 pet for pet cap purposes (round down)
----Vampire pets can't betray
----Vampire steeds don't lose tameness
---Mastery
----Vampire pet follow distance up by one.
----Vampire pet xp_threshold up by 5
----Vampire pet AC up by 1d5,
----Vampire pet +5 to-hit and damage
---Blood rip: Vampire attacks and blood silver weapons (blood bullets etc.) are "vorpal" (10% chance of +400 damage or 30% of target's max hp, whichever is MORE)
---Blood spikes: Blood bullets replaced by blood spears, which do more damage and don't auto-vanish when fired.
---Gaze: 1d4 paralysis gaze. May be bugged.
-All upgrades cause "brain damage": -1 int and wis, plus permanent 1 point penalty per 3 upgrades. Preservation and parasite upgrades also reduce your max scores by 1 point for 3 and 2 points for 6 (each, so -4 max)
Astral and Ascension:
-Failed ascensions
--Traveling to the astral while the moon isn't close (veiled or incomplete quest) results in astral having the wrong altars (wizard pantheon) and only escapes in celestial disgrace are possible.
--Attempting to enter the astral plane while the moon is close but you haven't completed an active research path or changed to worship an actual god results in the PC being diverted "high into the air", resulting either in death or escape from the dungeon.
---(The PC would not be able to ascend (or escape) at any high altar, so the game is in an unwinable state)
--Attempting to go up the upstairs as a Demigod (with or without amulet) in a state that would be unable to ascend warns the player with new "Still climb?" messages.
--Drinking gain level will fail to lift the PC if they wouldn't get a full-scoring ascension (philosophy god plus veil in place, incomplete research, or moon not close).
-Astral: ariving on astral while moon_close (required to win) subs out many enemies
--Randomly placed at start: 3 moon entity tongues, 3 eye clusters, 6 manipalps, 6 mist wolves, 9 moon fleas.
--Unaligned angels in des become foetid angels, other angels become aether wolves.
--Makemon subouts: Angels for Aether wolves (90%) and Foetid angels (10%)
--High priests become high priest wolves when entering the shrines. All other des file monsters become tongue puppets
--A philosophy worshiper doesn't get an angel companion
--Random non-unique animals and mortals are tongue-puppet templates.
-#researching the amulet of yendor at a high altar lets you win.
--Must have purchased 6 upgades of the matching research path.
--Must have matching insight thought "equipped"
--Trying to ascend at an altar without meeting the requirements causes the moon to eat your head (burning a life saving or killing you)
-Nonstandard titles via title_override
Impurity
-Add goo_transcendence (6 bits)
--First 2 points (4 pips) are automatic, after that it's !rn2(pips/2).
--Adds a point of impurity at 1, 4, 8, 16, 32, and 63 pips
--Some sources are a guaranteed pip
---Guaranteed: Nyarly's on-death greater masks.
---Rolled: Lurking hands spawn, cold night double proc, overlord double proc, cthulhu dreams while not sleep res, cthulhu's corpse revives, suzerain flaying arrow rain, yellow dead spell, incarcerate spell, black flower songs, lurking hand levelport
-Add betrayal (4 bits/standard)
--Killing a feral pet
--Being attacked by a befouled wraith, a feral pet, or a traitorous pet
Smithing
-Can safely dip any fireproof item (metal, ceramic, fooproofed, etc).
--Cannot upgrade non-metal items
--Blood-smithers (undead hunters, currently) CAN use upgrade materials on non-metal items.
-Dip columnar crystals for the option to break them into smaller crystals.
--Allows converting twin crystals to singles (which are suprisingly hard to find)
-Blood smithed items resist drains etc. as artifacts/lightsabers.
-High-powered insight weapons get lesser oprops rather than full-power ones
-Add the ability to extract smithed oprops into a crystal, add ability to apply oprops via crystals
--Allows you to swap out energy uprages etc.
Attack types
-Drain HP: -5 bonus HP per hit
-Push: Pushes targets away (same rules as Pull, just 180o difference)
-Lick: Variable attack type attack
--Glue to the ground in a TT_SALIVA fake-trap (Similar to beartraps in effect) for 1d12 turns. Monsters are paralyzed instead
--Pull (if not adjacent), falls through to ecold if adjacent.
--Elemental cold: 10d8 damage
--Acid: 10d8 damage
Oprops
-Antenna
Weapons
-Bow blade/Bladed bow
--Bow is multi-ended, 1d8 each end
-Saw spear/long saw
--Serrated (both forms)
-Blood spear: 4d4+5/2d10+5
--Can be poisoned (unlike other bullets)
Stake of Withering
-Withering stake extrinsic
-Initially scares off Animals, demihumans, and werewolves that don't resist fire
-Eventually fails and may flip polarity to agravating them instead.
-Faintly-burning/faintly-guttering: Scares beasts as noted and adds +1d10 fire to all attacks (only when the quest is formally completed)
-Charred: Stake has failed, veil is intact
-Budding: Stake has failed, veil is broken
-Blooming: Moon is close. Stake grants extra XP and a small amount of silver damage (+1d2) and fire damage (+1)
-Fire damage bonus doubled vs. naturally cold resistant targets.
Portable electrode:
-Apply to raise corpses of monsters with skeletons as spark skeletons.
-Can distract enemies for you.
-Also grants reainimation research
-Old corpses will be hostile
-The monster is converted into a summon and vanishes when the timer is over
-Costs 3 energy per point of monster difficulty, plus 3.
Templates:
-Spark Skeleton
--Skeleton traits
--Refered to as "reanimated" when summoned and destroyed rather than banished.
--Aditional electric touch attack
-Tongue Puppet
--Float in the air, rip webs, bust doors, Mindless, hostile, stalkers. Do not hide or collect items, Not resistant to slashing attacks. Infravisible, insight-granting, sanity-taxing
--Great old one (Moon entity), animal, alien
--High MR (90), boosted AC and DR, 8 points of magic DR and 12 of AC. Resists poison, stone, cold, and magic. 15 move
--Aditional tongue attack, which does different things based on the m_id of the monster.
---Force target to attack allies
---Pain
---Elemental cold
---Acid
---Blood draining tongue
---Int drain
--knockback when hit (same as khaamun tannin)
Monsters
-Mist wolf/Mist cloud
--High level scaling. Show up from the uh quest to endgame
--"Werewolves": Mist wolf bites confer werewolf-lycanthropy
--Can't turn into mist clouds while the veil is intact.
--Prot from Shape Changers locks them to cloud form.
-Befouled wraith
--Spawn elf zombies while behind the veil when at least 10 squares away
--Reduce luck while sharing your square (You feel someone step on your grave!)
--May reduce bonus HP while sharing your square (You feel like you've been stabbed!)
--Bonus-HP draining melee attacks when visible (-5 bonus HP per hit)
--Your attacks pass through befouled wraiths (as shades etc) unless you have >24 impurity, <50 sanity, or <= 0 hp bonus.
-Index wolf
--One eye (-2 to-hit)
--Heals instead of changing form
--Body always leaves a columnar chunk when it rots
--Killing the index wolf locks the moon into the full moon phase (If the PC noticies (Wis > 14), prints a message and grants a point of insight (iff the veil is pierced))
--The index wolf death-drops the stake of withering and a portable electrode.
-Vicar wolf
--Heals instead of changing form
--Cure close, mon protection, paralyze, Nightmare, cure self
-High priest wolf
--Heals instead of changing form
--High priest caster
-Moon's Chosen
--"Snake bite" (wolf bite) 1-3 auto-attacks vs all adjacent
--Gigantic head
--Long reach attacks do double damage in melee (~6d4 each).
--Mist wolf spell, mass cure close, mass cure far, mon protection, paralyze, nightmare, nail to the sky (note: there is a sink on the quest home)
--While it's alive, an insight event spawns mist wolves around the pc (You are surrounded by howling wind!)
--Killing the Moon's Chosen
---applies a +12 penalty to AC, -12 total penalty to DR (8 head, 2 upper torso, 1 lower torso, 1 arms). The Moon wants to eat you.
---locks the moon into the new hunting moon phase (printing a special message)
---flips the stake into agravating werewolves
---Grants the PC bonus damage with insight weapons (as madman/ose binders)
-Aether wolf/aether cyclone
--"Werewolf-angels": Aether wolf bites confer werewolf-lycanthropy
--Still shoot holy missiles
--Aether cyclonse just have a physical damage engulf
-Foetid angel
--Headless-ghoul angels
--Disease and Paralizing claw attacks and holy-unholy misiles
--Mind blast that inflicts doubt on targets
-Moon Flea
--Vampire quadrupeds with a long reach blood suck and a blood-spray wetting attack.
-Moon-entity manipalp
--High-damage werewolf bite (werewolf lycanthropy), cold damage touch, and hug attack
-Moon-entity tongue
--High-damage lick attack and digestion engulf
-Moon-entity eye-cluster
--High study gaze
Factions
-City faction: For non-guardian quest peacefuls. Hostile (50%) to Moon faction.
-Moon faction: For Quest hostiles and astral. No in-faction grudges (standard nemesis faction). Hostile to city faction.
Hunting Moon:
-Counts as full moon for most purposes
-8th phase of the moon added
-+2 luck vs. +1 for full moon
-Moon axe phase: 33% weight, 2d9 v. large, 2d12 v. small
-Howlers howl in the day or night.
-Werewolves have a 50% chance to change form at all times (up from 33% at night 10% during the day)
-Moon blade spiritual rapiers deal +2 dice of size at least 12.
Refactors
-mortal_race macro to moral_race(mon) and mortal_race_data(ptr)
-bash_kill_mon for
-sflm_active(otmp) now separate from sflm_able()
-add an obj_is_material accessor function that replaces direct checks of obj_material
--Currently has no added functionality.
-rndmonst() now takes an x, y coordinate (currently used to make undead spawn in the uh quest home graveyard.
-mbodypart refactored to allow pointers-only instead of requiring a monster. Used in disection messages.
-add a known_glyph function to check if a thought is equipped, regardless of whether or not it is active. Used for research code.
-Refactor non-weapon weapon skill code (bladed items etc) to reduce repitition.
-Refactor xhity skill damage variable so that it is still available outside the skill damage code (planned feature)
Tweaks
-Hemargyos weapons now keep silver flame props
-Remove all non-artifact +10 weapons
--Replaced by blood-smithing
-Blood transfusion heals 40% HP instead
-Death drop up thoughts also improve columnar crystal drop rates from corpses (including new lumen thought)
-When find familiar is cast, lawful UH get a floating eye, neutral get a parasitic mind flayer, and defilement get a centipede
-Vampire PC undead pet follow distance up by 1, vampire pet follow distance up by additional 1
-Crystal skull monsters follow at any distance
-grave placement allows soil and grass as well
-Angels and minions use wizard gods
-Non-quest non-endgame altars spawn with the apropriate tools on them.
-And uh to the lists of crystal skull monsters and prisoners.
-sentinelclearings are high-priority inclusions (less likely to get blocked by other inclusions)
-Undead hunter graveyards don't have burried loot.
-Some powerful insight monsters/GOO drop a columnar mass on death (blasphemous lurker, baalphegor, asmo, pale night, good neighbor, hmnyw, moon's chosen)
-Undead hunter playermons get trick weapons and lousy armor
-Playermonsters in the uh quest home are kludged to just get straitjackets (done by coordiante)
-Handle non-converting gods like philosophies and cult gods when attempting to convert altars.
-Cult oprops applied to nested weapons like the church hammer affect both forms.
-Undead hunters don't have alignment requirements to go on the quest (their friendlies are mad scientist doctors and they don't have gods watching over their shoulders).
-Undead hunters start with basic smithing as their max. Using a twin shard improves the max to basic. Using a chunk or mass improves the max to expert.
--The optimal strategy before was to camp in minetown until you reached expert
-Undead hunters get bonus damage with insight weapons like Madmen and Ose binders, AFTER killing the Moon's Chosen
-Gremlin intrinsic theft attacks raise impurity (theft)
-Death's touch raises impurity (death)
-Pestilence's touch raises impurity (illness)
-Famine's touch raises impurity (disaster)
-Evelyn's deal precision damage when you have more than 18 dex.
-Undead hunters deal 1dlevel bonus damage when shooting undead and werewolves
-Your Blade of Blood attacks deal bonus impurity damage (imp/2). Mostly affects rakuyo and chikage I believe.
Bugfixes
-Soldier's sabers are now melee launchers
-The end of the world does not respect life saving (Binder astral bugfix)
-Fix too-low material probabilities in churchhammer brick probs.
-Fix bad function name in rand_interesting_obj_material impossible
-Some objects (moon axes, nested weapons) always need extra initialization steps, even if noinit is set.
-Phlebotomy kits get 1-5 charges when created.
-Phelb kits can be charged
-Attacks that can't be used due to insight levels don't factor into ranged calculations etc.
-Change shopkeeper smithing rules so that "minor" insight weapons aren't caught up in the insight weapon ban.
Spoiler summary:
1) The Quest is meant to be done twice, once towards the beginning of the
game and once in the late game. There is a second quest "nemesis"
(the Moon's Chosen) hidden by the veil on the nemesis level, and
undead-spawning wraiths behind the veil in the lower filler levels.
The SLASH'EM-lifted mist wolves also have a cloud form supressed by
the veil. The quest friendlies will also turn to werewolves if you
take too long about it. I consider this "spoilable" because the timers
here are long enough that it's relatively easy to speedrun once you know
the twist. The Moon's Chosen should be respected, however, as it has a lot
of HP and can do an old-fashioned summon-storm by summoning werewolves that
summon werewolves.
2) The UH Astral is dominated by the Moon Entity (which owes far more to
Remina than to Bloodborne, but then Bloodborne also owes a lot to Junji
Ito). The moon draws progressively closer to the PC as they kill the
quest nemeses, and draws close to the Astral plane if the PC kills the
Moon's Chosen OR if the quest fully times out. The quest is therefore not
actually required to ascend an undead hunter. I consider this "spoilable"
because Weird Insight Stuff is weirder if you DON'T know the exact
mechanics.
1) Contains a stub version of the quest, quest text, quest NPCs, and quest artifact
-Has stakes, but missing special handling
-Has art extrinsic, but missing special handling
2) Has god list entries
3) Has hunter stats
-Physical combat role
--1x BAB
--2x level natural healing
--Good HP growth pre breakpoint
--Good energy growth post breakpoint
-When insight is > 10, madman-level energy regen.
-When veiled, +5 San regen. When insight >= 50, -10 San regen (madman level).
-Intrinsics
--Stealth at 1st
--Fast at 7th
--Drain resistant at 14th
--Searching at 21st
-No starting pet
-Skilled in hunter weapon skills (NOT expert)
-2/3rd-strength sneak attack
--Any extra sneak attack damage source buffs die to full strength.
Move towards the PC being an actual worshiper of the pantheon.
Aztec enemies become second-sun enemies (flawed humans that were turned into monkeys by Tezcatlipoca)
The quest nemesis becomes a minion of Tezcatlipoca.
Still to do: At least a couple of spells: jaguar rain and earth bite