| Commit message (Collapse) | Author | Age | Files | Lines |
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Iron Trolls are back, by popular demand! Now only present
in deep troll shaman packs.
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They never really worked as enemies - their only unique aspect, partner
resurrection, was just annoying.
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To give them something to mirror without relying on vaults or mere
chance that something else is nearby them.
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They're not really interesting in bands, either.
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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>
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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?
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They're likely still not very notable, but maybe not always completely
irrelevant when they spawn in Swamp (or, now, from Shambling Mangroves).
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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.
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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.
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An abyssal lightning beast. Transforms itself into a light and blinks.
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This reverts commit 6485c99bb781b308f116e1a5ed974bd43843adc9
in part. Thrashing Horror bands are restored with berserk escape.
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These shouldn't be changed so soon before 0.13. Frenzy also no longer exists
as a spell.
This reverts commit f9558cffac70bb8210ce7da55b14fe73de9138df and
c0fda6b406a43fcf7e83bbfb0278cf3103afc5ba.
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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.
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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.
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None of them did anything interesting or spawned anywhere outside of a
small number of vaults.
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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).
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warriors
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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).
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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).
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This gives her a band comparable to what the two current endings place
in her immediate vicinity.
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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.
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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.)
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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?)
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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).
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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!
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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.
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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.
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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.
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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.
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Especially, don't encode two distinct types in mspec.type, use enums like
draconians do.
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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.
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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
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This is to make two changes:
- Polyphemus gets a catoblepas in his death yak pack;
- Lamia gets two guaranteed greater nagas.
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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.
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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.
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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.
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This goes with the "spider waves" theme.
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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.
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