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* Make Crawl a little bit more metalNicholas Feinberg2014-06-071-0/+1
| | | | | Iron Trolls are back, by popular demand! Now only present in deep troll shaman packs.
* Remove non-marshalled obsolete enumsNicholas Feinberg2014-06-071-15/+0
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* Remove Shedureaverb2014-05-131-1/+1
| | | | | They never really worked as enemies - their only unique aspect, partner resurrection, was just annoying.
* Let Rakshasa sometimes be accompanied by a single depth-appropriate monsterDracoOmega2014-03-111-0/+1
| | | | | To give them something to mirror without relying on vaults or mere chance that something else is nearby them.
* Don't generate plain formicidsChris Campbell2014-03-081-1/+0
| | | | They're not really interesting in bands, either.
* Remove a reference to spirit wolvesChris Campbell2014-03-081-1/+0
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* Give Formicids bands.pubby2014-03-071-0/+1
| | | | | | | | They're useless popcorn on their own. [Committer's note: this makes the band entirely regular formicids.] Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
* Replace Summon Ugly Thing with Summon Menagerie (pending a better name)DracoOmega2014-03-061-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Summon Ugly Thing was never a particularly impressive spell and the summon cap changes have left it even more underwhelming these days. Still, there is a need for a solid midrange summon available to good god worshipers, and this is a shot at assembling one that might be more interesting than the ubiquitous ugly things. The spell can summon either a manticore, lindwurm, harpy (multiples at higher power), or a sphinx (much rarer except at high power), which I feel are solid midrange creatures with a shared mythological theme and some relatively unobtrusive gimmicks (and more of an emphasis on ranged combat than its immediate 'upgrade' in Summon Hydra). Somewhat similarly to Shadow Creatures, multiple harpies count as a single creature for the purposes of the spell's cap, and the creatures also receive a modest HD boost based on high spellpower (I'm still somewhat divided on this, unlike with Ice Beast, but it does help the spell scale more strongly with spellpower that it otherwise would; perhaps there is some higher-tier creature accessible with high power that could help bridge this gap on its own?) As a natural consequence of Summon Ugly Thing being replaced, Kirke also acquires this spell. This is effectively a buff for her, but as one of the least dangerous midgame uniques, I am sure she can handle it, and a selection of Greek mythological beasts are surely at least as suitable things for her to summon as... whatever ugly things are.
* Allow nearly created allies to automatically choose appropriate foesDracoOmega2014-02-121-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Having to repeatedly pause to tw after summoning new allies in a battle-in-progress (lest they simply stand around doing nothing) makes the pure summoner playstyle a bit more tedious than necessary. Also, it is not always intuitive to new players why allied monsters will sometimes appear to engage on their own and other times ignore obvious threats (say, if those threats simply missed you with their attacks on the previous turn). This adds the capacity for newly created summons to automatically choose valid nearby foes similar to if tw had been used just after making them. If there are no valid nearby foes, they will simply follow alongside the player as normal (no change to their general AI behavior has been made). (I did this by repurposing the apparently unused M_PLAYER_MADE flag. Hopefully there wasn't some reason for its existence that was not clear to me.) There is one caveat that is slightly different from tw: they will choose only foes that the player is also in los of (so as to not run off after monsters the player is not yet even aware of) and will even choose a foe that they are not in los of, but the player is, if no other one is available). This last property is particularly because often summons will be created slightly more distant from a monster you are fighting than the player is, and it is often very unclear that the monster cannot actually see the target from that spot. So when they do not engage and simply stand around the player, it appears moreso that the AI has failed to work properly, rather than the monster cannot see any target. We will assume that the player passes along some indication of its foes' positions that allies can use - in practice, the fact that this is even happening is not obvious; things simply just appear to move towards obvious enemies.
* Unique: Vashnia, leader of the elite marksnaga squad.Steve Melenchuk2014-02-031-0/+1
| | | | | | | | | | | | | An HD 16 naga sharpshooter who also comes with various Blink spells, inherent Phase Shift, and a Shroud of Golubria that she can renew if it gets broken. Appears on Snake:2-. Historical note: Vashnia's original design had Disjunction as an escape spell; currently the escape spell is Blink Other, which accomplishes basically the same thing but with less visual impressiveness. Perhaps at a later date the possibility of this can be revisited.
* Merge branch 'demonspawn-enemies'Steve Melenchuk2014-01-281-0/+10
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | With the forest dispersal work done, and with everything working up to the original designer's standards, this is ready for trunk. Conflicts: crawl-ref/source/beam.cc crawl-ref/source/dat/des/branches/pan.des crawl-ref/source/enum.h crawl-ref/source/hiscores.cc crawl-ref/source/melee_attack.cc crawl-ref/source/mgen_enum.h crawl-ref/source/mon-cast.cc crawl-ref/source/mon-data.h crawl-ref/source/mon-ench.cc crawl-ref/source/mon-info.cc crawl-ref/source/mon-info.h crawl-ref/source/mon-place.cc crawl-ref/source/mon-spll.h crawl-ref/source/mon-stuff.cc crawl-ref/source/mon-util.cc crawl-ref/source/mutation.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/spl-data.h crawl-ref/source/status.cc crawl-ref/source/wiz-you.cc
| * Adjust DS bands, throw into pan spawn slots, zigstenofswords2014-01-241-2/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Directly copying draconian bands mostly makes melanges and also floods Pan with swarms of Ds, and as such I'm lowering their minimum and maximum band sizes while also including some (somewhat weird) thematic demons and repeats per given Ds spawn. A little experimental, but effective enough. As such, they can be thrown into the pan level spawn slot generator thing, for both fodder and weird unique greater threats (give or take lowering the overall chances for placing them). They're not super-common, but it's important to not flood the branch with these complicated jerks. Also, do some initial zig placement. Still have to put them into pan lord vaults, though.
| * Spawn locales for the new enemies.Steve Melenchuk2014-01-211-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | The demonspawn obviously spawn in Pan; base demonspawn have 1000 weight each (same as 3s and 2s) and nonbase have 800 weight (80% of the base weight, as with nonbase vs base draconians in Zot). They appear in bands - 2-4 for base draconians, 4-7 for those led by nonbase (of which the first follower has a 50% chance of being nonbase, the second has a 25% chance of being non-base, and the remainder are base). This also sneaks the worldbinder into Abyss, stealing 1/3 of the weight of ynoxinuls per the original proposal. The weights may need to be adjusted further.
* | Experimental band and population adjustments for SnakeDracoOmega2014-01-281-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This deploys the new and revamped monsters into their home. Naga mages and warriors show up more often, but on shallow floors have a chance to spawn alone instead of in a band. Salamanders are able to show up in naga bands in place of plain naga (with low frequency). Guardian serpent bands focus moreso on melee-capable creatures than ranged ones and are larger (but the serpents themselves rarer). Sharpshooters get smaller bands that often contain other sharpshooters instead of other professional naga (but can still show up as a support in other bands). Ritualists get bands of snakes instead of naga (with more common use of mana vipers than elsewhere). Anacondas are more common in general, and greater naga somewhat more common outside of the rune vault (though they still do not come with a band). Salamander mystics will sometimes accompany a naga band (though are the rarest support) and even more rarely spawn alone with a couple salamanders. Shock serpents are also a mid-range encounter at moderate frequency. Since there is a lot of experimental content at work here at once, these weights are most definitely provisional. I fully expect them to need some revisions in fairly short order (along with some of the monsters themselves, perhaps), but this is a least a starting point.
* | Adjust fauns and satyrs for ShoalsDracoOmega2014-01-281-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Generally this is an overall power reduction, with a few other tweaks. Faun and satyr hd and hp are reduced - notably the satyr hd reduction also cuts the power of their rouse effect and prevents it from affecting impalers. Fauns however also recieved a tiny melee buff and slightly better melee weapons. Accounting for the much lower expected player MR when first encountering them, faun spells are diluted so that slow will be somewhat less common and confusion much less common. (The method this is accomplished is unpleasantly hacky, but without more fine-grained control of spell frequency within a single set, I am not sure how to reduce it low enough without removing it entirely). Satyr overall cast frequency is also somewhat reduced. Faun bands are now a little smaller, and fauns and satyrs both have a 1 in 3 chance to spawn without a band, however their bands now have a chance of containing a single mermaid. Accompanying other monsters that can actually harm you will give mermaid mesmerize more of a chance to do work, and would a faun really turn away the company of such a charming maiden?
* | Buff ravens' damage a bit, make them spawn in small bandsDracoOmega2014-01-281-0/+1
|/ | | | | They're likely still not very notable, but maybe not always completely irrelevant when they spawn in Swamp (or, now, from Shambling Mangroves).
* Remove Nagas from Guardian Serpent bandsBrendan Hickey2013-12-011-0/+1
| | | | | | | | | There's apparently a push to reduce the number of chaff nagas from Snake. This removes ordinary nagas from Guardian bands and replaces them with professional nagas. This idea comes from HangedMan, so throw vegetables at him if it isn't to your liking.
* Make elemental badsprings summon (via the primal wave) instead of having a band.Adam Borowski2013-11-291-1/+0
| | | | | | | That's what DracoOmega suggests. Should be less annoying now that the wellspring can get used up. Also, note that they don't have two separate spells: their Primal Wave does damage, spawns water and summons the elementals, all in one package.
* Raiju: Lightning BeastsBrendan Hickey2013-11-161-0/+1
| | | | An abyssal lightning beast. Transforms itself into a light and blinks.
* Revert "Revert Abyss/Thrashing horror changes"Brendan Hickey2013-10-311-0/+1
| | | | | This reverts commit 6485c99bb781b308f116e1a5ed974bd43843adc9 in part. Thrashing Horror bands are restored with berserk escape.
* Revert Abyss/Thrashing horror changesChris Campbell2013-09-221-1/+0
| | | | | | | | These shouldn't be changed so soon before 0.13. Frenzy also no longer exists as a spell. This reverts commit f9558cffac70bb8210ce7da55b14fe73de9138df and c0fda6b406a43fcf7e83bbfb0278cf3103afc5ba.
* Thrashing Horror BandsBrendan Hickey2013-09-191-0/+1
| | | | | Thrashing Horrors turn up in bands based on how deep in the abyss you are. Since they appear in groups, I've restored Frenzy as their escape slot, as they'll typically have something available to maul.
* Give wellsprings a small band of water elementals instead of summons.Steve Melenchuk2013-09-161-0/+1
| | | | | | This was suggested on IRC as a means to make them less aggravating to fight. This might not be the ultimate solution here, but I want to see how it works out in practice.
* Remove deep dwarf scions, artificers and necromancersChris Campbell2013-08-091-0/+2
| | | | | None of them did anything interesting or spawned anywhere outside of a small number of vaults.
* Remove Lamia's bandChris Campbell2013-07-131-0/+2
| | | | | | She's strong enough without needing to be accompanied by multiple greater nagas (and it's not like there will be any lack of nagas nearby when she spawns anyway).
* Give vampire knights a 1-in-4 chance of coming with a pair of phantasmal ↵DracoOmega2013-06-261-0/+1
| | | | warriors
* Adjustments to Forest bandsDracoOmega2013-06-241-0/+4
| | | | | | | | | | | | | | Faun and spriggan defender bands are slightly smaller. Spriggan air mages now come with a band of air elementals instead of other spriggans. Spriggan riders come with a band of other riders instead of mixed spriggans. Druids and berserkers retain their mixed bands, but have a 1 in 3 chance of spawning without a band at all. Mixed spriggan bands have a larger chance of placing non-plain spriggans, and this list is weighted to favor air mages (for cloud protection) and disfavor druids and riders. The Enchantress's band also comes with a gaurenteed air mage for the same reason. Finally, spirit wolves come in bands of up to 3, and treants have a 1 in 4 chance of being accompanied by a druid (who can haste them).
* Bump up wolf stats to match war dogs, replace war dogs with wolvesDracoOmega2013-06-241-1/+1
| | | | | | | | | | | | | | | | | | | | | Wolves were sort of in an awkward position of being very similar to other canine monsters in a similar depth range, yet being less notable than either war dogs or wargs, and also rarely appearing. Yet, in discussion in ##crawl-dev, it was generally agreed that wolves were far more thematic in ice caves (one of the only places they occur commonly) than war dogs would be, and also that war dogs primarily occuring wild (ie: in Lair), despite their description indicating otherwise was itself a little odd. Following that discussion, in merging the monsters together I have elected to keep wolves, but promoted them to the more notable war dog stats. Hopefully this won't cause player confusion for too long. Wolves replace war dogs in all places the latter could previously spawn. Vaults that previously placed wolves now sometimes place fewer of them than before, or at a lower weight. Call Canine Familiar now summons wargs in place of old wolves (which it sometimes already did).
* Place the Enchantress on Forest:$ even if the ending doesn't.Steve Melenchuk2013-06-041-0/+1
| | | | | This gives her a band comparable to what the two current endings place in her immediate vicinity.
* Bandify enemy spriggans.Steve Melenchuk2013-05-281-0/+2
| | | | | | | | | | | | | In most significant vaults that have made use of them outside of individual gimmicks (i.e. vaults like minmay_lair_end_enchanted_forest and spriggan_forest as opposed to the_bakery), small numbers of spriggans tend to be grouped together for encounters. Basic spriggans and most low-tier spriggan professionals place 2-4 extra spriggans (assassins and enchanters, who work best through subterfuge, still go it alone). Defenders place at least two low-tier professionals (excluding assassins and enchanters) with a chance for more, with 3-6 followers in total.
* Sojobo, king of the tengu!Steve Melenchuk2013-05-271-0/+1
| | | | | | | | He hastes his tengu pack and blinks them around you, with the occasional blast of chain lightning. (Pedantry: it should be Sōjōbō, or at least Soujoubou. I'm going with what seems to be most common.)
* Add tengu to forest; add tengu conjurers and tengu warriors.Steve Melenchuk2013-05-261-0/+1
| | | | | | | | | | Tengu are traditionally associated with forests, so it makes sense to have them here. Tengu conjurers have Force Lance, IMB, Battlesphere, and Airstrike. Tengu warriors are to regular tengu essentially as naga warriors are to regular nagas. (TODO: greater tengu and/or a tengu unique?)
* New unique: Pan, the lord of all satyrs.Steve Melenchuk2013-05-261-0/+1
| | | | | | | | | Pan casts Mass Confusion and Sleep, and can create duplicates of himself (in the vein of rakshasas / Mara) - quite terrifying with ranged weaponry! Yes, this includes a monster implementation of Mass Confusion (kind of primitive, but working).
* Forest monsters: fauns and satyrs.Steve Melenchuk2013-05-261-0/+1
| | | | | | | | | | | | | | | | | | | | | | | Drawing from the ever-popular mythology, these half-men, half-goats cast hexes to render the player spellbound. Since our other 'c's are archers, so too are the fauns; they have a spell set drawing from arcane markspeople. The big draw is Leda's Liquefaction; it now interacts specially with monsters given the M_ARCHER flag (as fauns and satyrs are) so that - if they have an opportunity for a ranged attack while on liquefied ground - they will take it as opposed to having a small random chance to try to keep moving. They also have both Cause Fear and Mesmerise - in packs, this means a not-very-magic-resistant player is going to find their movement options severely limited! The designs here could probably use some fine tuning, but I hope they prove to be interesting enemies to fight. TODO: the unique Pan!
* New monster: JiangshiDracoOmega2013-05-261-1/+1
| | | | | | | | | | | | | | | These are a comparatively straightforward melee threat to help shore up and vary the backbone of Crypt after the reduction in skeletal warriors and major zombies. Moreover, they have faster-than-average movement, a quality in short supply in the branch. They have two vampiric claw attacks and sixfirhy-like movement, except more erratic and slower overall (accounting for the turns they skip, they have an effective movement speed of a little under 16 and an action speed around 9.5) This commit also replaces the plain vampires in vampire mage bands with jiangshi.
* Necromancer / vampire wizard band adjustmentsDracoOmega2013-05-261-0/+1
| | | | | | | | | | Reduce the size of necromancer bands a little (but not for Josephine), and replace the chance for necrophages with a somewhat larger one for simulacra (as the former stop being remotely threatening long before you run into necromancer bands). Remove this band of zombies from vampire mages altogether, and instead give them a 1 in 3 chance to spawn with 2-3 normal vampires.
* Give deep dwarf death knights a band of mixed undead instead of deep dwarvesDracoOmega2013-05-261-0/+1
| | | | | The band has a 50% chance of a single higher-tier Yred gift (either a ghoul or a flayed ghost), and then a small mix of lower level gifts.
* Merge branch 'mon-pick'Adam Borowski2013-03-211-13/+0
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The behaviour should be preserved exactly or almost exactly, only the code changes from totally, utterly unreadable to merely hard to read. Actual differences: * strong OODs in shallow branches would degenerate into picking a monster randomly from the whole branch, now they pick from the bottom level (or so-called OOD cap of Elf:7, Tomb:5, D:31 and Vaults:15). * Zot no longer replaces requests for Zot:5 by Zot:4, and proper hells, $(HELL):4-7 by $(HELL):3. * this means hell monster sets need fixing! * zombie size doesn't affect their spawning * zombie selection obeys the depth passed * which makes zombie sets pretty limited -- needs review/redesign? The new format is: { 9, 19, 826, SEMI, MONS_YAK }, which means: yaks can spawn on D:9-19, with _linear_ rarity 826 in the middle of the range. A "SEMI" distribution means that at the edges, D:9 and D:19, the effective rarity is half that, 413. Distributions: FLAT 100% 100% 100% SEMI 50% 100% 50% PEAK 0% 100% 0% UP 0% 50% 100% DOWN 100% 50% 0% That "0%" doesn't mean the monster won't spawn on the top/bottom level (D:9 and D:19 for yaks), the range is fudged so D:8 receives 0% chance, D:9 16.6%, linearly up to 100% on D:14. Yes, this sounds and is complex, but at least the complexity is not strewn around obscure code anymore, and a number of limitations have been lifted. ZotDef still uses the old code via an emulation layer.
| * Simplify summoning of demons by tier.Adam Borowski2013-02-261-8/+0
| | | | | | | | | | Especially, don't encode two distinct types in mspec.type, use enums like draconians do.
| * Remove layers upon layers of code for TSO summons.Adam Borowski2013-02-261-5/+0
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* | Reorder BAND_OGRE_MAGE_EXTERN on the next major version bump.David Lawrence Ramsey2013-03-031-0/+5
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* | Give ironbrand preservers a random bandDracoOmega2013-03-031-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | Given that preservers are really only interesting when they are around other creatures to protect, make sure they show up alongside some of these creatures. Bands are currently selected among most of the various humanoid bands that can naturally spawn in Vaults (currently ogre mage, deep troll, orc knight, or deep elf high priest, with equal weight), and are of generally the same size. Quite possibly this list needs further adjusting in various ways, but this is likely better than preservers simply spawning on their lonesome and doing nothing of consequence.
* | Add bands for vault wardensDracoOmega2013-03-031-0/+1
|/ | | | | | | | | Wardens now come with a band that is either (equal chance): a) several yaktaurs b) a mix of the new vault monsters and a couple vault guards. Their ability to lock the player into places is more interesting when there are more threats than just the warden himself
* Allow for guaranteeing "once-in-a-band" monsters in band generation.Steve Melenchuk2013-01-221-0/+1
| | | | | | This is to make two changes: - Polyphemus gets a catoblepas in his death yak pack; - Lamia gets two guaranteed greater nagas.
* New unique: Lamia, as a naga queen.Steve Melenchuk2013-01-201-0/+1
| | | | | | | | | | Lamia can be thought of as a "greatest naga", though differentiated through the spell set - which is comprised of IOOD, Mesmerise, Haste, Olgreb's Toxic Radiance, and Teleport Self as an emergency spell. She is generated with a naga barding, one of a halberd, glaive, or bardiche, and a band of followers up to and including greater nagas. She also can eat corpses, so she can, in fact, eat her own children.
* Remove bumblebeesChris Campbell2012-09-291-0/+2
| | | | | | Killer/queen bees and wasps already cover pretty much all the bases in terms of flying poisonous things - bumblebees almost never showed up and when they did they didn't do anything interesting.
* More Spider changes.Michael Gagno2012-03-241-0/+2
| | | | | | | | | | | | | | | This increases the number of enemies in Spider by about 25%, while also reducing the number of "plain" spiders. The monsters themselves have also been tweaked: XP values have been lowered, and so has HP (it's mostly been decreased, but not by a huge amount). Moths of wrath have been made very slightly more common - it was almost impossible to get one before. It still may be worth it to remove them entirely from this branch. The XP numbers were tested against other Lair branches (including branch endings). Right now Spider should be worth (on average) about as much as other Lair branches. These changes are somewhat experimental.
* Let regular orb-weaving spiders come in bands.Adam Borowski2012-03-171-0/+1
| | | | This goes with the "spider waves" theme.
* Have some spiders spawn in groups.Michael Gagno2012-03-161-0/+1
| | | | | | | Implemented as redback bands right now (can include other spiders). This could be dropped eventually - Wensley has plans for a new moth enemy that would work well in this branch, and it would be a more natural choice for spawning with a band of spiders.
* Clean up Terpsichore's leftovers.Adam Borowski2012-03-161-1/+0
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