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author | Nicholas Feinberg <pleasingfung@gmail.com> | 2014-07-13 00:10:30 -0700 |
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committer | Nicholas Feinberg <pleasingfung@gmail.com> | 2014-07-13 00:33:57 -0700 |
commit | cfb61905c56eeeb599c04d43f7be9efdaad15e89 (patch) | |
tree | 92033bdb46857585911d6f80228a3583455baaba /crawl-ref/source/ng-setup.cc | |
parent | 9b6b733bccd0de2af35eb6c28e94e4708a92004d (diff) | |
download | crawl-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-setup.cc')
-rw-r--r-- | crawl-ref/source/ng-setup.cc | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/crawl-ref/source/ng-setup.cc b/crawl-ref/source/ng-setup.cc index 401d81cecb..d4aa8c7cdd 100644 --- a/crawl-ref/source/ng-setup.cc +++ b/crawl-ref/source/ng-setup.cc @@ -494,8 +494,9 @@ static void _update_weapon(const newgame_def& ng) // Wield the bow instead. you.equip[EQ_WEAPON] = 1; break; - case WPN_CROSSBOW: - newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_CROSSBOW, -1, 1, plus); + case WPN_HAND_CROSSBOW: + newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_HAND_CROSSBOW, -1, 1, + plus); newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_BOLT, -1, 20); autopickup_starting_ammo(MI_BOLT); |