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* Remove 2 more parameters from items()reaverb2014-08-081-13/+13
| | | | | They were only used in one place, and the relevant code was moved to that one place in the previous commit.
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-4/+5
| | | | As part of a wider scheme to make draining temporary.
* Rebalance crossbowsNicholas Feinberg2014-07-131-8/+13
| | | | | | | | | | | | | | | | | | | | | | 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.
* Don't guarantee greatsling generation in ShoalsNicholas Feinberg2014-07-101-2/+3
| | | | | | | Since it's supposed to be a lajatang-rarity weapon. Objstat suggests this gives a little less than a 50% chance of seeing a greatsling in Shoals, which seems more reasonable.
* Make cherubs actually spawn with bucklersNicholas Feinberg2014-07-091-2/+2
| | | | | | | If they're using slings. This appears to have been intended, but the code was looking in the wrong slot.
* Rebalance slingsNicholas Feinberg2014-07-091-5/+9
| | | | | | | | | | | | | | | Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
* Refactor weapon property codeNicholas Feinberg2014-07-091-9/+5
| | | | | | Mainly relevant to chaos champions (should mean that melee_only champions no longer spawn with slings, as a bonus), but also in preparation for adding more weapon types.
* Remove an unused argument from the items() functiongammafunk2014-06-291-14/+12
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* Don't give unclassed draconians cloaksChris Campbell2014-06-271-10/+0
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* Don't try to give the horn to Geryon twicegammafunk2014-06-251-0/+2
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* Allow Beogh to give equipment to naked/unarmed orcsNicholas Feinberg2014-06-191-0/+5
| | | | | | The level given is very arbitrary; it might be simpler to just use the current depth, but I have a vague feeling that might be exploitable somehow...?
* Plus2: Make weapons only generate with one plusChris Oelmueller2014-06-141-55/+22
| | | | [Committer's note: Merged a few commits into this.]
* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-6/+10
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * Give mercs better items.Shmuale Mark2014-06-101-6/+10
| | | | | | | | | | | | | | | | | | | | | | They automatically get their items set as MAKE_GOOD_ITEM, which might not be enough to make up for the mediocre weapon types they tend to start with, but it's the simplest solution for now. They're also marked as MF_HARD_RESET so that you can't not pay and then take their stuff. Also, fix compilation: I'll fix this (so that git bisect works) while merging into master.
* | Revert "Make random_choose_weighted() end on -1 weight"reaverb2014-06-101-44/+44
| | | | | | | | | | | | | | This reverts commit 7e81480cda18144ff185f5248639a072b654deff. Turns out I missed some calls to random_choose_weighted(), this change might not even be worth doing.
* | Make random_choose_weighted() end on -1 weightreaverb2014-06-101-44/+44
| | | | | | | | For consistency with random_choose().
* | 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.
* | Remove darts.Shmuale Mark2014-05-301-1/+1
| | | | | | | | | | | | | | | | | | | | They don't have much use outside the first level of D (possibly also the second): popping spores, killing slow things, waking up sleeping monsters, etc. are all served just as well by stones, and anybody who really wants to do damage with throwing would be better served with tomahawks before they find javelins. For one case where they could be useful (dispersal), tomahawks have been given a chance at the dispersal brand.
* | Enforce the Iron 80-Character LawNicholas Feinberg2014-05-301-3/+6
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* | Arm Iron DevilsNicholas Feinberg2014-05-301-0/+8
|/ | | | | Their only remotely distinctive feature was their love of weapons, so let's play with that.
* Remove some weird, unrelated, subjective comments (minmay)reaverb2014-05-261-5/+5
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-6/+6
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Remove spriggan enchanters.Shmuale Mark2014-05-051-9/+0
| | | | | The monster. It didn't really exist anywhere, nor did the idea seem to add too much to the good-sized danger that spriggans already posed.
* De-dwarfify death knights.Steve Melenchuk2014-04-241-2/+2
| | | | Complete with a bad tile, which could/should be replaced ASAP.
* Don't give Natasha an item when respawning.Shmuale Mark2014-04-121-3/+12
| | | | | It seems that the item would sometimes overwrite her old one, so the simplest and most logical thing is to just not give her anything.
* Remove spriggan assassins.Shmuale Mark2014-04-021-37/+0
| | | | | | | | There doesn't seem to be a very good place for these guys, as attested to by their rather limited placement (1/4 of the time, in a high-level spriggan band). They fill a similar niche as spriggan enchanters, and, absent the Forest branch, aren't common enough for their differences to be obvious.
* Remove ordinary octopode monster gear codegammafunk2014-03-291-20/+0
| | | | They were already out of distribution, it turns out.
* Remove formicid venom mages and an associated vaultgammafunk2014-03-291-2/+0
| | | | | Formicid enemies may get a new implementation in the future, but it won't be as a venom mage, despite that lovely dress.
* Give octopode crushers a hat and chance of a shieldgammafunk2014-03-291-0/+12
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* Restore Sonja's accidentally-removed curareDracoOmega2014-03-201-1/+1
| | | | She was a very sad kobold without it.
* Yet more adjustments to unique weapon selectionDracoOmega2014-03-161-48/+30
| | | | | | | | | | | | | This fixes a bug with the last commit that caused Donald to generate with only plain unbranded weapons, restores the guarantee of bonus plusses to Maud and Frederick's weapons even if they are unbranded, and adjusts Donald's weapon selection to have a chance for bastard swords or eveningstars instead of demon blades and whips (as with Maud and Frederick now). Also simplify some of Margery's code so as to duplicate less of hell knights' (the only meaningful difference is she gets more demon weapons, after all).
* More adjustments to hell knight / unique weapon sets (MarvinPA).Steve Melenchuk2014-03-161-7/+46
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* Reduce Depths demon weapon spam (elliptic).Steve Melenchuk2014-03-161-4/+4
| | | | | ...both by reducing the weight of hell knights and the chance that they get demon weapons.
* A few gargoyle monster tweaksDracoOmega2014-03-151-3/+3
| | | | | | | | | | | For consistency both with player gargoyles and war gargoyles (and fewer messages), remove the bite and claw aux attacks from plain and molten gargoyles and buff their primary attack a bit instead. Improve their starting weapons (no clubs) and raise HD a little. Also normalize resists among the three types (plain and molten get their rPois+ upgraded to rPois+++ to match war gargoyles and other constructs, while plain gargoyles' rElec++ is downgraded to rElec+ to match the others).
* Don't give Rakshasas demon weaponsChris Campbell2014-03-141-7/+2
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* Revamp RakshasaDracoOmega2014-03-111-0/+12
| | | | | | | | | | | | | | | | | | | Rakshasa were a monster that seemed to have little purpose. They couldn't really hurt you (barring picking up a rod or something), yet would duplicate in large numbers and make it rather hard to make them go away. This is aimed at turning their basic behavior into something that can present an actual threat, while simultaneously being less obtrusive. Rakshasa's new spellset consists of Phantom Mirror, IMB, and (less) blink. Phantom Mirror can be used only on other monsters - not themselves - allowing them to perform a support role by duplicating other threats. When they are reduced to 50% hp, as a one-time effect they will split into 3, but cannot otherwise copy themselves or do so continuously (they only regain this ability after recovering to full hp, which probably means you ran away and rested for a while). This commit also gives them actual equipment.
* Slight stat adjustments to some Shoals monstersDracoOmega2014-03-111-15/+1
| | | | | | | | Mermaids: +1 HD, +2 damage Merfolk: -5 hp, -2 damage Impalers: -6 hp, -1 damage Fauns: +1 HD, +4 damage Satyrs: +2 damage, no longer can generate with slings or plain bows
* Various spriggan monster adjustmentsDracoOmega2014-03-111-5/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Spriggan enemies are changed from speed 16 to move speed 16, act 10. This is not so much for parity with player spriggans (there are already multiple exceptions to such things) or power reasons, but to reduce message spam against packs (as discussed in -dev a little while ago). This change is compensated for in various ways. Most spriggans recieve boosts to their base damage, which should result in damage output that is overall approximately similar to before. Also, some recieved individual changes. Riders: Lost blowguns, except where they would have come with curare. Chance is probably slightly higher than before (still low), but quantity also lower. Berserkers: Start with better gear, and BiA can produce stronger monsters than before. (Seeing as how SpBe BiA already could produce things player BiA could not, I continued the animal theme. This does result in more things that player BiA will not produce, but I don't think this has to be an inherant problem). These should actually be somewhat stronger than their older versions, but they were considered amonst the more harmless of their set, so this is intentional. Air Mages: Gained the Haste spell, and lost cantrip Shock. In testing, this seems to come out similar to old threat levels, even if it looks on paper like it might be stronger. While a hasted air mage with a less dilute spellset is more dangerous than old air mages, in practice they are often rather delayed in hasting themselves at all, until which point they are definitely less scary - I think it works out similarly in the end. Enchanters: Gained a copy of Haste. Defenders: These remain unchanged. I felt that 'rapid attacks' was a more fitting niche for them than simply raising their base damage still further with an action speed of 10, but giving them 2 attacks and speed 10 polarized their danger against low/high AC more than I liked. There are several other examples of monsters with faster attack speeds than other members of their species (ie: blademasters or impalers), so I think this is probably not an inherant problem. The Enchantress: Did not actually recieve the base damage boost that others did (and already had Haste). Instead, I gave her rF/rC from the 'protective enchantments' her description says surround her. This should leave her a fair bit slower at stacking disables on you (and dealing less damage in general), but more durable to some of the attacks that were especially good against her. Also, (almost) all spriggans recieved a cut to their EV and boost to their hp, sometimes appreciable.
* Don't generate plain formicidsChris Campbell2014-03-081-31/+0
| | | | They're not really interesting in bands, either.
* Formatting fixes.Neil Moore2014-03-071-2/+0
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* Don't generate racial armourChris Oelmueller2014-03-061-96/+26
| | | | | | | | [It had much the same problems as racial weapons, with only very slightly more significant effects. Some of the old effects of racial armour could potentially be rethought and made into a new armour ego. Beogh still gives a (slightly smaller than before) bonus for armour use, without the orcish requirement. -MarvinPA]
* Nudge monster (molten) gargoyles; give them spells and maces.Steve Melenchuk2014-03-031-0/+10
| | | | | | | They're now basically miniature war gargoyles, exactly as you'd hope. Gargoyles now reappear in D at a smallish chance in troll depth (D:9-17); molten gargoyles are now lava spawns in more places.
* Remove the rod of venom.Steve Melenchuk2014-02-261-1/+1
| | | | | | | It had OTR (available through staff of Olgreb), Poisonous Cloud (sort of available through the rod of clouds), and Poison Arrow. A multi-spell rod which duplicates effects of other items and whose sole remaining spell is itself a normal spell does not need to exist.
* Give Asterion a boost.gammafunk2014-02-251-0/+4
| | | | | | | | | | He has struggled to be provide much danger to the player since the removal of his large shield. He now gets a medium shield to give him some blocking ability, as well as haste. In my play-testing, he puts up a good fight against melee chars that have the more well-developed defenses expected post-lair/orc. Ranged attackers can still blow him away, but maintaining distance and escape are now less trivial. Looking at the difficulty and spell sets of other uniques with his depth, he should stack up well now.
* Give deep dwarf berserkers the axe.Shmuale Mark2014-02-241-7/+2
| | | | So to speak.
* Don't generate racial weapons or launchersChris Campbell2014-02-241-127/+13
| | | | | | | | | | | | 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 the rod of wardingChris Campbell2014-02-181-0/+4
| | | | | | | It's one of the various uninteresting multi-spell rods, with Deflect Missiles as the only notable spell most of the time, and DMsl doesn't work as a rod spell with its recent changes (and probably shouldn't be a rod spell even if it did work properly).
* Give Nikola a small chance of getting the arc blade (wheals, dck).Steve Melenchuk2014-02-131-0/+2
| | | | cf. Arachne and the staff of Olgreb.
* Don't give Ds monsters giant clubs (#8149)Chris Campbell2014-02-131-0/+1
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