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authorgammafunk <gammafunk@gmail.com>2014-04-09 12:42:00 -0500
committergammafunk <gammafunk@gmail.com>2014-04-09 14:12:07 -0500
commitb05c47ca704ebbd0a835eb0ff4c52f69e65923b5 (patch)
tree5f52286b991279648a75e7dcd16ff9fded8dd32d /crawl-ref/source/rltiles/UNUSED
parent01b6a50c178d906a6b2d09b09eec19e1ea6339f5 (diff)
downloadcrawl-ref-b05c47ca704ebbd0a835eb0ff4c52f69e65923b5.tar.gz
crawl-ref-b05c47ca704ebbd0a835eb0ff4c52f69e65923b5.zip
Remove vapour monsters
Always confused, permanently invisible monsters that only know how to check your electricity resistance are not very fun to fight. For vaults, I've replaced many instances of vapours with wind drakes where the "air" is the theme, replaced a couple instances with lightning spires where the theme was electricity or with thorn hunters if the theme is merely swamp. Other instances have been outright removed. For the cloud mage wizlab, I've replaced vapours with wind drakes but have down-weighted them relative to air elementals and insubstantial wisps. For the foxfire card, I've moved vampire mosquitos into the position where vapours were, put insubstantial wisps as lower-power summons behind fireflies, since the latter got a buff some time ago, and added killer bees in between insubstantial wisps and fireflies to keep the number of summon types the same.
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