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* Don't place Boris in a maze filled with freezing cloudsNicholas Feinberg2014-08-111-1/+1
| | | | Or other monsters; Boris's dignity was just most injured.
* Make Crawl a little uglier (upgrade ugly things)Nicholas Feinberg2014-07-301-2/+2
| | | | | | | | | | | Ugly things now have the stats of old very ugly things; very ugly things are now... miniature elemental dire elephants, more or less. (A little weaker.) They've been adjusted to not spawn in bands below a certain depth (d:13 for ugly things), ala the famous d:1 gnoll. Ideally, they'll be potentially threatening in Vaults/Depths now. (Their primary spawning spot.)
* Rebalance crossbowsNicholas Feinberg2014-07-131-4/+4
| | | | | | | | | | | | | | | | | | | | | | Again as a result of the ranged weapons rebalance, crossbows needed to change. The analogy here is long blades' to bows' m&f; better return on skill investment & a higher power cap, but rarer. Hand crossbows are added as a starting type, "something like an armour-piercing dagger"; crossbows are upgraded to arbalests (a little worse than a glaive), and a new rare triple crossbow type is added on the top end (a little worse than a bardiche, though with a lower skill cost.) Please note that the triple crossbow historically existed & is extremely verisimilitudinous. Hellfire is now an arbalest, and Sniper is now a triple crossbow (well, a "heavy crossbow", since it has mindelay of 27 instead of 22, and since I didn't want to have to change the sprite). All crossbows have a mindelay of at least 1.0; this is an attempt to differentiate them. Possibly something more ambitious will be attempted in 1.6, but this is a first step.
* Remove sharks from vaultsreaverb2014-07-121-3/+3
| | | | | Somebody might want to look at my sprint edits, I had PleasingFungus look them over but I'm still unsure how well they work.
* nicolae vaults (#8745).Steve Melenchuk2014-06-271-0/+34
| | | | | | Dithmenos vaults have been edited to not use darkgray and not smoke out the altar 100% of the time, and there are a couple of minor formatting fixes as well.
* Fixup a problem vault (Kvaak)Nicholas Feinberg2014-06-251-3/+3
| | | | | Uniques were spawning in the back & getting stuck. (Also, it looked terrible.)
* Some cleanups to a vaultgammafunk2014-06-191-3/+3
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* Remove brown oozes.Shmuale Mark2014-06-171-7/+5
| | | | | | | | | | | 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.
* Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-3/+3
| | | | | | | Elec and venom launchers already use the same brands, and with ranged code more similar to melee code this change actually simplifies most code. There should be no gameplay change though some weird brand picking code for launchers was refactored, which might have some effect.
* Allow (ruined) grunt_megastairs_* in Lair.Steve Melenchuk2014-06-091-3/+3
| | | | | Mainly so that more extra vaults can place there, diluting the appearance of e.g. bh_autumn_forest_stairs.
* Some vaults from Cheibrodos (#8638)gammafunk2014-06-051-0/+70
| | | | | | | | | | | | | | | | | | | | | | | Some content changes from the original submission: * cheibrodos_hippocracy: Removed the mirroring limitations (these make it harder to place), added a demonic crawler to the loot pile blocked by water. * cheibrodos_swamp_tower_of_moss: Made it have the same wall/floor theme as the other "ruined structure" vaults in swamp. * cheibrodos_crypt_eye_of_stone: Place the granite statues only when placing the giant eyeball, since the statues/skull can't be disintegrated or otherwise instakilled. * cheibrodos_slime_lost_civilization_1: Increased open area in the vault to not require quite as much potential walking next to slime walls. * cheibrodos_slime_lost_civilization_3: Substituted some of the water for floor. Also added a no_monster_gen KMASK for water, since we don't want water enemies in slime. Some other cleanups include removing extra newlines and trailing whitespace, consistent use of tags, using { or } for the first set of stone stairs, fixed usage of 'g' to be 'G'.
* Removal of old food types in vaults.Shmuale Mark2014-05-261-3/+2
| | | | | | | | Someone who understands food vaults better might want to look over the food.des changes, though I tried to keep them the same. This also makes blue_anna_fruit_fields unrand and moves it to food.des, since there are Lair vaults with fruits anyway.
* Remove plague shamblers.Shmuale Mark2014-05-141-1/+1
| | | | | | | | | The idea behind the miasma death explosion is interesting, but in general miasma can be extremely annoying and the cloud rather easy to avoid. This is especially true in the layout of Crypt, which is the only place they show up outside of vaults. The retching attack gave a rare special case that very rarely mattered and didn't help to distinguish them all that much.
* Consistantly use "antimagic" instead of "anti-magic" (MarvinPA)reaverb2014-05-111-2/+2
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* Revert "Remove silver statues."Steve Melenchuk2014-05-101-4/+4
| | | | | | | | Don't worry; the whole point of this set of commits is to fix the problems with them and their companion statues. This partially reverts commit b4c3b502143418fb4fdb3faaa29a2ef6e9eabce5. This reverts commit e1156a91a6a0b1bb26c7e7ee63710c3eefbd2739.
* A Depths vault from Cheibrodosgammafunk2014-05-101-0/+131
| | | | | I also moved gammafunk_depths_water_palace to float.des, since larged_themed.des is for orientations other than float.
* Remove silver statues.Shmuale Mark2014-05-091-4/+4
| | | | | | | They have all the usual problems of summoners, stationary monsters, and special-cased interactions (with disintegration). Almost every single vault that had them was "OCS / silver statue / ice statue" or something like that, so fairly few actual changes had to be made.
* Some vaults from Cheibrodosgammafunk2014-05-081-0/+51
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* Remove phoenixesreaverb2014-05-061-1/+1
| | | | | They were so annoying they were removed from holy zigs, reducing their appearnces to just a few vaults.
* Remove some residual item race references (#8480).Steve Melenchuk2014-04-301-3/+3
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* Remove grizzly bears.Shmuale Mark2014-04-291-1/+1
| | | | | | They were almost identical to polar bears, which at least had the distinguishing (from black bears) to swim and be at home in an ice cave.
* Remove flaming corpses.Shmuale Mark2014-04-291-1/+1
| | | | | | | | Sticky flame damage is hardly noticeable in D, and basically non-existent in Crypt -- the only thing an average game noticed about these monsters was that they liked to destroy scrolls. It was nice for some vaults to have an undead counterpart to simulacra but there are plenty of other evil fiery monsters.
* Avoid some potential disconnections in wad_lake_hut.Neil Moore2014-04-291-3/+3
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* Remove silver starsChris Campbell2014-04-281-1/+1
| | | | | | Both of their spells work by dealing ridiculous amounts of damage to a few, vulnerable species and little or no damage otherwise, which does not make for an interesting monster.
* Remove vapour monstersgammafunk2014-04-091-4/+5
| | | | | | | | | | | | | | | | | Always confused, permanently invisible monsters that only know how to check your electricity resistance are not very fun to fight. For vaults, I've replaced many instances of vapours with wind drakes where the "air" is the theme, replaced a couple instances with lightning spires where the theme was electricity or with thorn hunters if the theme is merely swamp. Other instances have been outright removed. For the cloud mage wizlab, I've replaced vapours with wind drakes but have down-weighted them relative to air elementals and insubstantial wisps. For the foxfire card, I've moved vampire mosquitos into the position where vapours were, put insubstantial wisps as lower-power summons behind fireflies, since the latter got a buff some time ago, and added killer bees in between insubstantial wisps and fireflies to keep the number of summon types the same.
* Remove some of the glass in minmay_eyes.Shmuale Mark2014-04-031-11/+11
| | | | | It was kind of excessive, and G effects don't work through glass now anyway.
* Remove mangroves from vaults.Shmuale Mark2014-03-291-1/+0
| | | | There may still be some vaults that rely on trees to act like glass.
* Remove unneeded references to axed monsters and move related tilesgammafunk2014-03-291-1/+1
| | | | | | Remove code references to removed monsters, except where needed for save compatibility, as well as quotes/descriptions references, and move the related tiles to UNUSED. RIP gnomes.
* Revive ragdoll_tomb_raider as a regular vaulttenofswords2014-03-291-0/+63
| | | | | | | | | With the special lua stripped out and the monsters re-arranged, the original concerns of the vault being a spoilery death trap should be absolved. Of course, this still features fun early Tomb mummies, but mummy priests are slow, and there's precedent in minmay_librarian and lemuel_minitomb for non-Tomb Tomb mummies. As always, one doesn't have to fight _everything_ immediately, or at all.
* Remove species dummy monsters from vaults (minmay, #8119)tenofswords2014-03-281-1/+1
| | | | | | | | | | | | | | (I wanted to take my own spin on most of these vault changes, but the issue served as a base on finding and weeding out all of these monsters that shouldn't really spawn in places as threats for the sake of simplicity and avoiding redundancy. Of course, humans are special due to being too bloody ubiquitious to cleanly remove half as easily, and items / display cases are fine.) (Also, this cuts octopodes, as they've been recently de-spawned, fits in a few random dumb hd redefinition clearings, and removes not-really-available-for-comparsion formicid, octopode, and deep dwarf zombies from the extended zombies player-species list.)
* Finish up vault/etc removals of stone, clay, (most) iron golemstenofswords2014-03-281-57/+48
| | | | | | | | | | | | | | | | The golem archetype - slow, omni-resistant, melee-only, and with titanic defenses and health - hardly needs to be around as much, as exaggerated as it is, or with as many different types as it currently has. This forms the last push of vault revisions on vaults containing stone, clay, or (some) iron golems. The last of these is preserved for the flavour and function for Dis, where it can have enough ambient support to work; the other two have been phased out by appropiate other earth-themed monsters. Earth elementals are still based off of the golem archetype, but already serve purposes beyond vault placement, and have much less extreme health; for the most part, they've replaced many of the earth and clay golem uses, alongside the revamped and equally flimsy gargoyles. (Also, adjust crystal golem speech and banish iron elementals back to Sprint.)
* D, Depths vault depth tweakstenofswords2014-03-281-2/+2
| | | | | | | | * Fix some vaults requesting for D:15-, !D:$ placement, and other such cases leftover from cutting D and Depths by one level each. * Throw out some statue minivaults from Depths, statues are no threat compared to their surroundings by that point and are just providing essentially-free loot for the depth.
* Uncapitalise some vault namesChris Campbell2014-03-251-2/+2
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* Remove damage traps, ~, ^ from vaults (except Zot:5).Andrew Minton2014-03-251-2/+2
| | | | | | [Committer's note: kept them around in Ossuary and Tomb as well; they're a pretty iconic feature of the two placecs and confining the traps to one portal vault and one branch seems fine.]
* Depths entry vault, Zot entry vault edit-festtenofswords2014-03-231-26/+40
| | | | | | | | | | | | | | | | | | | | | | | For vaults that _have_ to be traversed in every successful game, the draconian numbers in Zot entry vaults have started to become very exaggerated. They've become a maligned cap-off of the long and ardous journey through Depths, and such a concern was the impetus for a bit of review and quite a few edits. * Reduce what has become a flood of draconians over time in most Zot entries, both in some dilution with some appropiate Depths representatives as well as a general flattening of Zot entry vault monster numbers. * Edits for several other large vaults that also (can) contain Zot entrances: * profane_halls's population excesses have been cut down further. * spin_cycle and slaughterboxes now place on U:$ and (very rarely) D:$. * spin_cycle, crystal_crosses and pleasuredromes got general saner set tweaks, plus lost random base draconian placement for the last two. * lemuel_castle_with_subvaults got set vs. depth adjustments (including a new set of giants) and much less excessive draconian settings. * Grunt's floating 098 vaults mostly place much less draconians on Depths:$; they're pretending to be Zot entries and thus fall under above standards. * Tweak the Depths entrances some more due to population changes past them. * Wizlabs no longer have any chance for D:$ placement, due to the significant gap between there and the other possible depths combined with being much easier to delay than most portal vault locations.
* Fix a vault typo.Steve Melenchuk2014-03-141-1/+1
| | | | This wasn't changed correctly with the removal of deep dwarf berserkers.
* Redistribute some vaults.Steve Melenchuk2014-03-141-10/+129
| | | | | | | Move some common functionality to a dlua file so it doesn't appear in more than one place, and do away with kennysheep.des as a consequence. Move a floating vault incorrectly placed with the minivaults.
* A few vaults for a few places (#8273).David Speare2014-03-131-0/+28
| | | | | | [Committer's note: a few adjustments.] Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
* Potion of speed => Potion of hastereaver2014-03-101-1/+1
| | | | | | Changes everything, including vaults, the enum (now POT_HASTE) and the .txt files in /dat/descript (things like hints.txt and foreign language description files).
* Turn a vault into a minivault.Steve Melenchuk2014-03-101-20/+0
| | | | | | This was turning up in Lair in basically every game. Now it shouldn't, given that the tags are there to get it to do the thing that originally caused it to be a full vault and not a minivault.
* A large number of Kennysheep vaults (#7433, #7754, #7979).Steve Melenchuk2014-03-101-0/+199
| | | | | | | Adjustments as usual. See those entries for more details, especially #7433, where only a subset of vaults have been added.
* Stab randomly at random minivaults.tenofswords2014-03-081-0/+41
| | | | | | | | | | | | | | | | Depth adjustments, depth scaling, minimal minor loot placements, header re-organizations and spacing, out-of-date or undesirable vault tricks updated or replaced, non-random unknown things pre-identified, definition placement order thrown around, highly similiar vault consolidation, general "fixes". Fun highlights: minivaults assuming D:17-27 still exists, a vault that slipped in from a tutorial example, many golem cuts and dummy-player-species-monster cuts, runed door reduction, let lost-purpose late D also have more decorative vaults, and (for now, while runed doors still block monster movements) making all doorvault runed doors function as one door for the sake of making it not so restrictive on opening door vaults.
* Remove a pointless runed door.Shmuale Mark2014-03-021-1/+0
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* Don't let eyeballs use their abilities through transparent wallsChris Campbell2014-02-271-0/+1
| | | | | | | All other player and monster smiting abilities are blocked by glass, so there shouldn't be an exception here just because of the flavour as a "gaze" attack. Only a few vaults still relied on this, changed them to use grates instead of glass.
* Remove giant centipedesChris Campbell2014-02-261-1/+1
| | | | | Replaced with various combinations of adders, worker ants and giant mites in the places that used them.
* Give deep dwarf berserkers the axe.Shmuale Mark2014-02-241-2/+1
| | | | So to speak.
* Don't generate racial weapons or launchersChris Campbell2014-02-241-2/+2
| | | | | | | | | | | | The effects of racial weapons were very minimal and unlikely to be noticed. Even if they were made significant, they would only apply to a very small subset of races. The only somewhat notable effect was Beogh's slight slaying bonus (and even that was very minor), this could be compensated for in some other way if necessary. Racial armour has slightly more noticeable effects and currently still remains, but could probably be removed too (potentially replacing the racial effects with armour egos instead).
* Remove giant amoebaeChris Campbell2014-02-241-2/+2
| | | | | | | | They were almost identical to slime creatures except without the merging ability, and barely appeared outside of a few vaults anyway. Split their weight mostly between brown oozes and slime creatures in vaults and Slime branch spawns. Removed a couple of Slime-only vaults that placed only giant amoebae, possibly they would be fine with slime creatures instead.
* Crystal golem -> Crystal guardian (Grunt, tenofswords).tenofswords2014-02-151-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Buff, speed up, move around metal gargoyles, rename to war gargoylestenofswords2014-02-051-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | For monsters partially representative of one of the strongest current races plus primarily Dis:$ spawns, metal gargoyles are quite weak. While low health and few resists lets them be much more palatable as part of the group of slow, high defense pure-melee monsters, said group is very full and these serve as autofight-material at best. Thus, this patch gives them buffs to fit into a particular niche: fast, high ac, low hp, nasty ranged. This renames metal gargoyles and uses a flavour of explicit smithing preperation to buff their speed, give them maces, and lets them use a slightly weaker form of iron dragon metal splinters. Of course, there are also a few general stat buffs: rough health of deep troll shamans, the damage of merfolk impalers, see invisible. Imagine them as stone giants with halved health and less melee damage in exchange for haste, mild resists, weapons, and golem-level AC. It also adjusts their vault uses, and puts them as rare Vaults OOD spawns for both more V to D distinction and extra flavour. Further monster gargoyle changes echoing this would be appropiate; molten gargoyles with lava breath and higher HD for AF_FIRE to address the low focus on fire damage in Gehenna, rare occasional plain gargoyles a little harder hitting. Using these gargoyles to replace most iron golem uses would also be worthwhile; this was recently prompted by getting something to replace some vault golems with. TODO: Get a new tile that can show weapons or at least _a_ weapon.