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authorDracoOmega <draco_omega@live.com>2014-01-21 14:57:26 -0330
committerDracoOmega <draco_omega@live.com>2014-01-28 02:31:09 -0330
commit4a95513685cd52e08a0870072e977854e10af435 (patch)
treee2dc2ffc7d33f702d07284f9fa25aa1b4db7a5de /crawl-ref/source/mon-behv.cc
parentdf4788baaa0839bc2f5ada2494950d4c7c0516b9 (diff)
downloadcrawl-ref-4a95513685cd52e08a0870072e977854e10af435.tar.gz
crawl-ref-4a95513685cd52e08a0870072e977854e10af435.zip
Teach sirens a new offensive trick
A long-acknowledged problem with sirens is that while their mesmerisation can be powerful and relevant when supported by dangerous allies, they are completely harmless on their own yet can still camp out where you can't reach them and prevent you from leaving as well. The solution I propose to these staring matches is to make lone sirens actually dangerous and so I am giving them a powerful and thematic form of offense: calling up the spirits of the drowned to inflict the same fate on their captive audience. When a siren starts to sing, it starts a counter that will (after a short time) start to continuously call up drowned souls from nearby deep water. These drowned souls have very short duration and die upon hitting something, but their touch inflicts considerable AC-ignoring drowning damage. Since mesmerisation can already be powerful in the presence of allies, said counter will not be incremented in the presence of more than a few HD worth of them (and thus sirens with existing support will not call up drowned souls). This ability is intended foremost to give threat to the many sirens one encounters WITHOUT any backup to speak of without making all others much more dangerous. I think requiring deep water to perform this ability could work well with their already-existing behavior to pull the player towards this terrain and gives a powerful incentive to try and not let that happen. Most of the numbers involved here are provisional, including rate of soul calling, damage of individual souls, number of allies required to inhibit using it, etc. The idea is that it should be quite dangerous on its own without making situations where a siren's presence is already dangerous far moreso, but nor should one or two harmless monsters prevent it outright. Let's see how it plays.
Diffstat (limited to 'crawl-ref/source/mon-behv.cc')
-rw-r--r--crawl-ref/source/mon-behv.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/mon-behv.cc b/crawl-ref/source/mon-behv.cc
index f90d25d3b6..cc994bb182 100644
--- a/crawl-ref/source/mon-behv.cc
+++ b/crawl-ref/source/mon-behv.cc
@@ -800,7 +800,7 @@ void handle_behaviour(monster* mon)
else
_set_firing_pos(mon, you.pos());
}
- else if (mon->type == MONS_SIREN && you.beheld_by(mon))
+ else if (mon->type == MONS_SIREN)
find_siren_water_target(mon);
else if (!mon->firing_pos.zero()
&& mon->see_cell_no_trans(mon->target))