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author | DracoOmega <draco_omega@live.com> | 2013-04-11 20:10:00 -0230 |
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committer | DracoOmega <draco_omega@live.com> | 2013-05-26 18:58:24 -0230 |
commit | 74d61dde2545259cf7b2cc3cc197a17ec4bf5650 (patch) | |
tree | 0e3c907d760dfda69ea502b1376d8fc14eb5733f /crawl-ref/source/mon-info.h | |
parent | b4d1501b8e34a3b98005e7f73de9e843c3116a1c (diff) | |
download | crawl-ref-74d61dde2545259cf7b2cc3cc197a17ec4bf5650.tar.gz crawl-ref-74d61dde2545259cf7b2cc3cc197a17ec4bf5650.zip |
Give water elementals a drowning attack, adjust stats
Water elementals now have a chance to engulf any target they hit in
melee with a mass of water, acting similarly to silence against targets
that are neither unbreathing nor water-breathing, as well as inflicting
moderate asphyxiation damage against these same types.
The water can be freely withdrawn from, but creatures that are not natural
swimmers will take 50% longer than normal to step away (similar to when they
move through shallow water normally, though less variable). Killing the
elemental also immediately ends the effect, and players get a one-turn
immunity from being reengulfed after recovering or escaping.
Also, increase water elemental AC and hp a little (their old AC in
particular was oddly pathetic), but lower their melee damage somewhat.
They should now have overall performance in a similar league to the more
interesting elementals while having favorable matchups against differing
types of targets, and hopefully offer an interesting support monster to
be used in wider cirumstances.
Diffstat (limited to 'crawl-ref/source/mon-info.h')
-rw-r--r-- | crawl-ref/source/mon-info.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-info.h b/crawl-ref/source/mon-info.h index 5057b46454..28117a1c82 100644 --- a/crawl-ref/source/mon-info.h +++ b/crawl-ref/source/mon-info.h @@ -88,6 +88,8 @@ enum monster_info_flags MB_SCREAMED, MB_WORD_OF_RECALL, MB_INJURY_BOND, + MB_WATER_HOLD, + MB_WATER_HOLD_DROWN, NUM_MB_FLAGS }; |