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authorelliptic <hyperelliptical@gmail.com>2013-11-27 15:34:31 -0500
committerelliptic <hyperelliptical@gmail.com>2013-11-27 15:56:35 -0500
commit4c3d7924ca2c02338b3695c0cc544bac4a3b3428 (patch)
tree8fa815a052fe5e146af3d5f0e9201d9b1c3101c0 /crawl-ref/source/spl-goditem.cc
parentab5b2a22664456eeed7d1b4fea2c63c817b5452d (diff)
downloadcrawl-ref-4c3d7924ca2c02338b3695c0cc544bac4a3b3428.tar.gz
crawl-ref-4c3d7924ca2c02338b3695c0cc544bac4a3b3428.zip
Swiftness changes.
A L2 buff that could easily be kept up permanently and gave a very powerful effect for the entire game was problematic for a few reasons. The stealth and trapfinding penalties were supposed to help with this, but they didn't really succeed, so let's try something else. Now Swiftness has two stages, of equal duration. In the first stage it decreases movement delay by 25% and in the second stage it increases movement delay by 50%. This has the effect that the spell is speed-neutral over the two stages combined if you are moving the entire time, so you cannot simply use the spell to kite monsters forever. It still provides a powerful short-term boost to movement speed and the balance between the two stages can be broken in a few ways, including simply taking more non-movement actions during the second stage. Of course, the spell cannot be recast while either stage is in effect. The penalties to stealth and trapfinding have been removed and the spell is now castable by Formicids.
Diffstat (limited to 'crawl-ref/source/spl-goditem.cc')
-rw-r--r--crawl-ref/source/spl-goditem.cc3
1 files changed, 3 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-goditem.cc b/crawl-ref/source/spl-goditem.cc
index 595d1b87a2..988917dbc6 100644
--- a/crawl-ref/source/spl-goditem.cc
+++ b/crawl-ref/source/spl-goditem.cc
@@ -435,6 +435,9 @@ void antimagic()
mpr("Your charged fireball dissipates.", MSGCH_DURATION);
}
+ if (you.attribute[ATTR_SWIFTNESS] > 0)
+ you.attribute[ATTR_SWIFTNESS] = 0;
+
// Post-berserk slowing isn't magic, so don't remove that.
if (you.duration[DUR_SLOW] > you.duration[DUR_EXHAUSTED])
you.duration[DUR_SLOW] = max(you.duration[DUR_EXHAUSTED], 1);