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authorwheals <shm.mark@gmail.com>2014-02-13 17:30:40 -0500
committerShmuale Mark <shm.mark@gmail.com>2014-03-29 23:49:58 -0400
commit7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af (patch)
tree0e6ab1b961470ecea3ef8472d8d61489a40f2bce /crawl-ref/source/tag-version.h
parentefe43552feae675eb0654e67188a19492e8ea6e9 (diff)
downloadcrawl-ref-7a9dbbb8cd0f2796dd8a1cb7ef544a3e205210af.tar.gz
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Remove mangroves, make single trees block LOS.
Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
Diffstat (limited to 'crawl-ref/source/tag-version.h')
-rw-r--r--crawl-ref/source/tag-version.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/tag-version.h b/crawl-ref/source/tag-version.h
index 81852d7f51..df6c5575af 100644
--- a/crawl-ref/source/tag-version.h
+++ b/crawl-ref/source/tag-version.h
@@ -86,6 +86,7 @@ enum tag_minor_version
TAG_MINOR_NEMELEX_WEIGHTS, // Nemelex deck weighting removed
TAG_MINOR_UNSEEN_MONSTER, // Invis indicators for monsters going from seen to unseen
TAG_MINOR_MR_ITEM_RESCALE, // Rescaled MR property on items.
+ TAG_MINOR_MANGROVES, // Turn all mangroves into trees
#endif
NUM_TAG_MINORS,
TAG_MINOR_VERSION = NUM_TAG_MINORS - 1