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authorShmuale Mark <shm.mark@gmail.com>2014-06-17 11:49:24 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-06-17 11:49:24 -0400
commit453527f43a8e6778a0bf5ac4eaac57a0d6c09eec (patch)
treecc5ed195dbeade48bea34edae98ae974cf8820f0 /crawl-ref/source/tilepick.cc
parent716c7cbec051f954d5ac85039ace6b3e6f90c398 (diff)
downloadcrawl-ref-453527f43a8e6778a0bf5ac4eaac57a0d6c09eec.tar.gz
crawl-ref-453527f43a8e6778a0bf5ac4eaac57a0d6c09eec.zip
Remove brown oozes.
The idea behind them seems to be a simple upgrade to a jelly, rather than getting one of the more complicated and harder monsters like acid blobs/death oozes/azure jellies. The thing is, they generate only in Slime, outside vaults, and by then they're not very different from jellies, being mostly just "weak things that corrode." Even in the Slime entrance with 4 of them, which is all of them most games will see, they're already pretty weak. Slime itself has plenty of enemy variety and can stand the removal.
Diffstat (limited to 'crawl-ref/source/tilepick.cc')
-rw-r--r--crawl-ref/source/tilepick.cc2
1 files changed, 0 insertions, 2 deletions
diff --git a/crawl-ref/source/tilepick.cc b/crawl-ref/source/tilepick.cc
index 9fe177faaf..ec3c9874d1 100644
--- a/crawl-ref/source/tilepick.cc
+++ b/crawl-ref/source/tilepick.cc
@@ -1596,8 +1596,6 @@ static tileidx_t _tileidx_monster_base(int type, bool in_water, int colour,
return _mon_clamp(TILEP_MONS_SLIME_CREATURE, number - 1);
case MONS_PULSATING_LUMP:
return TILEP_MONS_PULSATING_LUMP;
- case MONS_BROWN_OOZE:
- return TILEP_MONS_BROWN_OOZE;
case MONS_AZURE_JELLY:
return TILEP_MONS_AZURE_JELLY;
case MONS_DEATH_OOZE: