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author | Nicholas Feinberg <pleasingfung@gmail.com> | 2014-07-09 21:51:32 -0700 |
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committer | Nicholas Feinberg <pleasingfung@gmail.com> | 2014-07-09 22:02:03 -0700 |
commit | b938532f5e844c74ce70ae9282c10cf00cbb8666 (patch) | |
tree | c081f705e5dc4038b3f6bdd982200d3d61c877af /crawl-ref/source/newgame.cc | |
parent | d4491263ab3907a7ccb7a342e9da60437b4c8a04 (diff) | |
download | crawl-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.cc | 4 |
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++) { |