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authorDracoOmega <draco_omega@live.com>2014-01-23 14:58:20 -0330
committerDracoOmega <draco_omega@live.com>2014-01-28 02:31:16 -0330
commit487b75a77a18d6c10fa492c9f06a046d0298509c (patch)
tree4d19a26435a17fed16a4d57230ce778f5a7e75f3 /crawl-ref/source/ouch.h
parent3b6715411341475540d2cb36859f48379e8bdb2c (diff)
downloadcrawl-ref-487b75a77a18d6c10fa492c9f06a046d0298509c.tar.gz
crawl-ref-487b75a77a18d6c10fa492c9f06a046d0298509c.zip
Revamp manticores
These were a fairly unnotable monster, especially so in Shoals (though usually barely worth noticing in D, either). They now fly (which one might expect from the wings, and helps them become stranded less frequently in Shoals), move at speed 8 instead of 7 and act at normal speed. Their melee is considerably improved, as well as the accuracy of their spikes. The spikes get a new effect. When they hit the player and inflict damage, the barbed spikes become embedded in your body and will cause further damage with every step you move. Resting for a few turns will remove the spikes, but other actions will not (nor will thet wear off while asleep/ paralyzed/etc.). Moving will eventually cause them to snap off, but this is much less quick than resting (and incurs non-trivial damage during that length of time). The idea is to create an impairment that limits the player primarily via damage and is overwise inobtrusive. If you are in no danger, then you can simply charge the manticore and accept the extra damage. But in more dicey situations, it makes running away not so automatically a correct answer and could hopefully cause tension between flight and standing your ground. Numbers are provisional and will likely need further adjustment following playtesting.
Diffstat (limited to 'crawl-ref/source/ouch.h')
-rw-r--r--crawl-ref/source/ouch.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/ouch.h b/crawl-ref/source/ouch.h
index 91c5a454ff..9917a6c194 100644
--- a/crawl-ref/source/ouch.h
+++ b/crawl-ref/source/ouch.h
@@ -56,6 +56,7 @@ enum kill_method_type
KILLED_BY_MIRROR_DAMAGE,
KILLED_BY_SPINES,
KILLED_BY_FRAILTY,
+ KILLED_BY_BARBS,
NUM_KILLBY
};