summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/ng-restr.cc
diff options
context:
space:
mode:
authorNicholas Feinberg <pleasingfung@gmail.com>2014-07-13 00:10:30 -0700
committerNicholas Feinberg <pleasingfung@gmail.com>2014-07-13 00:33:57 -0700
commitcfb61905c56eeeb599c04d43f7be9efdaad15e89 (patch)
tree92033bdb46857585911d6f80228a3583455baaba /crawl-ref/source/ng-restr.cc
parent9b6b733bccd0de2af35eb6c28e94e4708a92004d (diff)
downloadcrawl-ref-cfb61905c56eeeb599c04d43f7be9efdaad15e89.tar.gz
crawl-ref-cfb61905c56eeeb599c04d43f7be9efdaad15e89.zip
Rebalance crossbows
Again as a result of the ranged weapons rebalance, crossbows needed to change. The analogy here is long blades' to bows' m&f; better return on skill investment & a higher power cap, but rarer. Hand crossbows are added as a starting type, "something like an armour-piercing dagger"; crossbows are upgraded to arbalests (a little worse than a glaive), and a new rare triple crossbow type is added on the top end (a little worse than a bardiche, though with a lower skill cost.) Please note that the triple crossbow historically existed & is extremely verisimilitudinous. Hellfire is now an arbalest, and Sniper is now a triple crossbow (well, a "heavy crossbow", since it has mindelay of 27 instead of 22, and since I didn't want to have to change the sprite). All crossbows have a mindelay of at least 1.0; this is an attempt to differentiate them. Possibly something more ambitious will be attempted in 1.6, but this is a first step.
Diffstat (limited to 'crawl-ref/source/ng-restr.cc')
-rw-r--r--crawl-ref/source/ng-restr.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/ng-restr.cc b/crawl-ref/source/ng-restr.cc
index c54d215619..5a79d04ff6 100644
--- a/crawl-ref/source/ng-restr.cc
+++ b/crawl-ref/source/ng-restr.cc
@@ -1019,7 +1019,7 @@ char_choice_restriction weapon_restriction(weapon_type wpn,
return CC_RESTRICTED;
}
- case WPN_CROSSBOW:
+ case WPN_HAND_CROSSBOW:
switch (ng.species)
{
case SP_DEEP_ELF: