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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-setup.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-setup.cc')
-rw-r--r--crawl-ref/source/ng-setup.cc5
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);