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authorNicholas Feinberg <pleasingfung@gmail.com>2014-07-09 21:51:32 -0700
committerNicholas Feinberg <pleasingfung@gmail.com>2014-07-09 22:02:03 -0700
commitb938532f5e844c74ce70ae9282c10cf00cbb8666 (patch)
treec081f705e5dc4038b3f6bdd982200d3d61c877af /crawl-ref/source/newgame.cc
parentd4491263ab3907a7ccb7a342e9da60437b4c8a04 (diff)
downloadcrawl-ref-b938532f5e844c74ce70ae9282c10cf00cbb8666.tar.gz
crawl-ref-b938532f5e844c74ce70ae9282c10cf00cbb8666.zip
Rebalance slings
Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r--crawl-ref/source/newgame.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index 659b9f5c0f..527a26f667 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -1625,8 +1625,8 @@ static vector<weapon_choice> _get_weapons(const newgame_def* ng)
vector<weapon_choice> weapons;
if (ng->job == JOB_HUNTER || ng->job == JOB_ARCANE_MARKSMAN)
{
- weapon_type startwep[4] = { WPN_THROWN, WPN_SLING, WPN_SHORTBOW,
- WPN_CROSSBOW };
+ weapon_type startwep[4] = { WPN_THROWN, WPN_HUNTING_SLING,
+ WPN_SHORTBOW, WPN_CROSSBOW };
for (int i = 0; i < 4; i++)
{