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authorSteve Melenchuk <smelenchuk@gmail.com>2014-03-06 12:05:09 -0700
committerSteve Melenchuk <smelenchuk@gmail.com>2014-03-06 12:05:48 -0700
commit7b7e27b8a485f7b27492800626aa1eb444d32288 (patch)
tree6eb4ed0794e428bc9b86960ba67c33f91dbc352e /crawl-ref/source/spl-damage.cc
parente22cf55c433d9daa3e092c4e4e838b5d0716fef3 (diff)
downloadcrawl-ref-7b7e27b8a485f7b27492800626aa1eb444d32288.tar.gz
crawl-ref-7b7e27b8a485f7b27492800626aa1eb444d32288.zip
Increase Glaciate's max range and slightly lessen its falloff.
So that it still does 50% damage at maximum range.
Diffstat (limited to 'crawl-ref/source/spl-damage.cc')
-rw-r--r--crawl-ref/source/spl-damage.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-damage.cc b/crawl-ref/source/spl-damage.cc
index 0df2956662..35f4626841 100644
--- a/crawl-ref/source/spl-damage.cc
+++ b/crawl-ref/source/spl-damage.cc
@@ -3013,7 +3013,7 @@ spret_type cast_glaciate(actor *caster, int pow, coord_def aim, bool fail)
if (p->second <= 0)
continue;
- const int eff_range = max(3, i);
+ const int eff_range = max(3, (6 * i / LOS_RADIUS));
// At or within range 3, this is equivalent to the old Ice Storm
// damage.