summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/traps.cc
diff options
context:
space:
mode:
authorDracoOmega <draco_omega@live.com>2014-03-05 15:06:53 -0330
committerSteve Melenchuk <smelenchuk@gmail.com>2014-03-06 09:58:17 -0700
commit3eae12d311d4293cbc8390bc12f57c3336591f55 (patch)
tree5df21c42aa213056786c2271d9ca13d3e898f549 /crawl-ref/source/traps.cc
parentd5b2a9e8335341d5345aed761de5e0e93e5d5341 (diff)
downloadcrawl-ref-3eae12d311d4293cbc8390bc12f57c3336591f55.tar.gz
crawl-ref-3eae12d311d4293cbc8390bc12f57c3336591f55.zip
Increase poison damage inflicted by most sources, reduce rate of damage
After several games' playtesting, I feel I was much too conservative with numbers in several places, given that only a small percentage of poisonous melee attacks will inflict poison at all. Also, the swift rate of action combined with small quantities meant that poison damage was often practically indistinguishable from the melee that applied it. A larger amount of moderately slower-acting poison (still quicker than old poison) should make the poison effect more visible where it does occur, as well as making preemptive !curing a more appealing tactical choice. I feel it may still be too mild on high HD creatures compared to other attack flavours, but that this is closer to the mark than before.
Diffstat (limited to 'crawl-ref/source/traps.cc')
-rw-r--r--crawl-ref/source/traps.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc
index 1b1e28ae86..8671563b74 100644
--- a/crawl-ref/source/traps.cc
+++ b/crawl-ref/source/traps.cc
@@ -1569,7 +1569,7 @@ void trap_def::shoot_ammo(actor& act, bool was_known)
// Needle traps can poison.
if (poison)
- poison_player(1 + random2(3), "", n);
+ poison_player(1 + roll_dice(2, 7), "", n);
ouch(damage_taken, NON_MONSTER, KILLED_BY_TRAP, n.c_str());
}