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authortenofswords <mwclaws@gmail.com>2014-02-15 22:20:39 -0500
committertenofswords <mwclaws@gmail.com>2014-02-15 22:22:30 -0500
commit61fa7b4fe219100615cf3a0fcef95670bc14381a (patch)
tree0b539a97b563860f8638a044692ad3ec8349fbca /crawl-ref/source/zap-data.h
parent5c5a55856df248e728a11f844340ed11f2e3143a (diff)
downloadcrawl-ref-61fa7b4fe219100615cf3a0fcef95670bc14381a.tar.gz
crawl-ref-61fa7b4fe219100615cf3a0fcef95670bc14381a.zip
Crystal golem -> Crystal guardian (Grunt, tenofswords).
Implementer's notes (Grunt): The spell Crystal Bolt is player-castable for possible future use with the "rod of bolts" (reworked rod of destruction), and crystal golems have been replaced 1:1 in vaults that used them. --- Designer's notes (tenofswords): Not every golem can be cut without scarring many a vault, and golems are very strongly themed to the point of reluctance with complete cuts. Still, they're golems, slow melee-only monsters with extreme defenses and excellent melee that thus encourage annoying tactics due to being unable to kill patient players but also being very difficult to kill. We certainly don't need nearly versions of this sort of monster as we currently do (goliath beetle, slugs and snails, golems, iron trolls, iron imp/devil, earth elemental); the only time this really works is in Dis, where there are hell effects and very nasty company to make sure that there's no time to use the slow strategies of avoiding being hurt much by golems. This serves as another change to a slow, melee-only monster for preserving some themes and flavours without outright cutting into the monsters available. These new crystal guardians once more have good defense and even better resists in exchange for bad health and zero EV, appear in numbers in most vaults, are boosted (to normal) speed, and get a ranged option; in this case, a bolt of fire or cold that happens to bounce off all walls, rather than just crystal, easily resisted by the caster in ricchoets. This is modelled off the decent-enough edits on minmay_guarded_unrand_dyrovepreva, and the name originates from there, too. Between crystal guardians and war gargoyles as less terrible material, I've got plans to edit out stone golems, clay golems, and iron golems out from basically everywhere but Dis:7 vaults, which should pave the way for essentially removing these three and dealing a decent blow to the multitudes of slow, melee-only, very difficult to destroy encounters in sheer differences of monsters, though mostly by changing vault-specific mediocre monsters rather than significantly impacting overall monster sets. For now, the patch has a near 1:1 replacement use with crystal golems, aside from most importantly adjusting (and upping) their use as rare D:12-16 OODs. Needs a new tile.
Diffstat (limited to 'crawl-ref/source/zap-data.h')
-rw-r--r--crawl-ref/source/zap-data.h16
1 files changed, 16 insertions, 0 deletions
diff --git a/crawl-ref/source/zap-data.h b/crawl-ref/source/zap-data.h
index 334a182630..4d81c55895 100644
--- a/crawl-ref/source/zap-data.h
+++ b/crawl-ref/source/zap-data.h
@@ -1127,3 +1127,19 @@ struct zap_info
false,
0
},
+
+{
+ ZAP_CRYSTAL_BOLT,
+ "crystal bolt",
+ 200,
+ new calcdice_calculator<6, 18, 2, 3>,
+ new tohit_calculator<10, 1, 25>,
+ GREEN,
+ false,
+ BEAM_CRYSTAL,
+ DCHAR_FIRED_ZAP,
+ true,
+ true,
+ false,
+ 6
+},