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authorDracoOmega <draco_omega@live.com>2014-02-11 19:07:37 -0330
committerDracoOmega <draco_omega@live.com>2014-02-11 19:10:46 -0330
commitb750380a6ace8cbff6683595cfd404412f80b07a (patch)
tree43b7d4441dc92645c05e9e4e30acc4894a6cf16b /crawl-ref/source/mon-spll.h
parent6b13c70ea2720c9a45d790e79a0056afd1f1662c (diff)
downloadcrawl-ref-b750380a6ace8cbff6683595cfd404412f80b07a.tar.gz
crawl-ref-b750380a6ace8cbff6683595cfd404412f80b07a.zip
Nerf spriggan druids a little
Reduce Sunray damage somewhat, remove Haste Plants (since druids no longer spawn alongside plants, making its use more rare, and the few that it might run across in Swamp are comparatively more threatening even when unhasted than they were in Forest), and make Druid's Call only have a 50% chance of calling an additional low-HD monster if the first is low-HD (which will also dilute its chances of summoning high-HD things across multiple casts). I have left the code for Haste Plants at the moment, even though it is unused. There might well be some other situation it could fit.
Diffstat (limited to 'crawl-ref/source/mon-spll.h')
-rw-r--r--crawl-ref/source/mon-spll.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/mon-spll.h b/crawl-ref/source/mon-spll.h
index 8fb638c34c..b26d8a3a0e 100644
--- a/crawl-ref/source/mon-spll.h
+++ b/crawl-ref/source/mon-spll.h
@@ -1480,9 +1480,9 @@
{
SPELL_SUNRAY,
SPELL_AWAKEN_FOREST,
- SPELL_HASTE_PLANTS,
+ SPELL_NO_SPELL,
SPELL_DRUIDS_CALL,
- SPELL_HASTE_PLANTS,
+ SPELL_NO_SPELL,
SPELL_MINOR_HEALING
}
},