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* Re-add yellow & mottled draconians to abyssNicholas Feinberg2014-07-301-0/+2
| | | | | | | They were removed because of item destruction; now they can return. Still quite rare & mostly there for flavour, but hey, no harm.
* Experimentally add torpor snails to DepthsNicholas Feinberg2014-07-231-0/+1
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* End the snail honeymoonNicholas Feinberg2014-07-231-2/+2
| | | | | Return torpor snails to normal spawning rates, now that they've been fairly well playtested.
* Shift gargoyle monsters slightly deeper in DNicholas Feinberg2014-07-051-1/+1
| | | | | Since they're very nasty, now that they have stone arrow and can actually hurt the player.
* Remove Big Fish and Sharks from natural generation completelyreaverb2014-07-011-4/+2
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* Make base demonspawn much less common in PanChris Campbell2014-06-271-5/+5
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* Partially revert removal of bone dragons from generationNicholas Feinberg2014-06-231-0/+5
| | | | | | | | | They're decent in Hells for the same reasons slow melee monsters are (wasted time = hell effects), and they're a fun thing to run away from in Abyss, or to get from Lugonu's Corruption. (Note of course that wasting time in Abyss is potentially dangerous for similar reasons to Hell...)
* Simplify mon-pick-data.h weightsreaverb2014-06-221-234/+234
| | | | | | Every weight greater than 200 or so has been rounded to the nearest multiple of 5. This should simplify the numbers without significantly affecting gameplay.
* Remove Bone Dragons from normal generation (KoboldLord)reaverb2014-06-221-10/+0
| | | | | | | | | | | These monsters were never a threat where they naturally spawned,so now they only exist for vaults and Yred gifts. Ideally some substitute monster would be found for those purposes so these monsters can be completely removed. Bone dragons being problematic in this way was brought up a few days ago on the Tavern and ##crawl-dev, but the discussion has died down so I'm removing Bone Dragons for now.
* Remove some liquid-only, melee-only monster spawns (Psiweapon)reaverb2014-06-211-7/+6
| | | | | | | | | | | | | | | | This commit replaces some monsters which can only damage players if they are standing next to a liquid (lava worm, shark, big fish, etc) with MONS_NO_MONSTER in the liquid spawn tables. These monsters are problematic because the player can easily avoid them by moving away. Monsters such as electric eels or kraken are not changed, since they are relevant more often (for example, in vaults were they guard branch entrances). This doesn't mean they work very well currently, but starting with this minimal change seems best. Swamp water spawns have also been left alone, because the large amount of water there means that water monsters are both more relevant and that their removal would affect xp totals.
* Remove some Forest spawn tables on TAG_MAJOR_VERSION bumpreaverb2014-06-211-10/+3
| | | | | The only reason I'm not removing the main one now is that it still might be used for Crypt zombies.
* Make Torpor Snails more commonNicholas Feinberg2014-06-191-2/+2
| | | | | For testing purposes; they'll probably be shifted back down after the honeymoon.
* Remove pulsating lumps.Shmuale Mark2014-06-171-2/+1
| | | | Cigo's now has simple shapeshifters, which seem to work all right.
* Remove brown oozes.Shmuale Mark2014-06-171-3/+2
| | | | | | | | | | | 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.
* Add torpor snailsNicholas Feinberg2014-06-151-0/+2
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* Make the rarest lair monster somewhat less rareNicholas Feinberg2014-06-151-2/+1
| | | | | And remove giant spores from lair in the process; they didn't really exist there anyway.
* Ghost crabs (PleasingFungus, floatingatoll).Shmuale Mark2014-06-131-2/+2
| | | | | | | | | | | | | | | | | | | They have stats similar to fire crabs but slightly stronger. Instead of fire clouds, they breathe clouds of ghostly flame, the spell that revenants have. I think that they combine two fairly unused monster mechanics -- the "big cloud" that crabs have and the otherwise-unused ghostly flame -- to create a monster that is fairly understandable based on previous ones but has interesting gameplay. Unlike revenants, they are not spellcasters, and the cloud is more about bringing fellow monsters to beat you up, since it does less damage, their HD being lower. They also contribute a few more non-undead to Crypt, which I think is good to have. I'm not certain about the spawn weight, but in tests they seemed to show up once or twice a level on Crypt:1 which seems about right. They simply replace mummies in Tar; this doesn't seem very controversial.
* Remove giant fireflies.Shmuale Mark2014-06-091-3/+1
| | | | | | | | | Outside of vaults, they existed only from spriggan rider death, and as a fairly rare spawn in Swamp. Their stats were overall very similar to 'spider,' and their special ability was not too noticeable. Spriggan riders now ride vampire mosquitoes instead, as a more swampy substitute.
* Remove D:1 chaff from the Lairreaverb2014-06-081-7/+2
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* Remove Hall of Bladesreaverb2014-06-071-7/+14
| | | | | | The complaints against the branch are well documented, mostly stating Dancing Weapons are awful enemies and the Hall of Blades is filled with them.
* Change the spawn range of worms like beetlesreaverb2014-06-041-2/+1
| | | | | Considering both monsters have similar problems, it doesn't make sense to change one but not the other.
* Modify Goliath Beetle D spawn depth too. (|amethyst)reaverb2014-06-031-1/+1
| | | | | | | | Removing them from the Lair but leaving them in D:11-16 range didn't make much sense. I've also changed their pick type to DOWN instead of SEMI so they spawn in their shallow range more often. If this change is reverted for whatever reason it would probably make sense to add Goliath Beetles back to the Lair too.
* Remove Goliath Beetles from the Spider's Nest and the Lairreaverb2014-06-031-2/+0
| | | | | | While some people have defended Goliath Beetles as teaching monsters or early game threats, nobody argued they worked well in their late spawn range.
* Remove Elephant Slugs (actually turn them to dummy monsters)reaverb2014-06-021-1/+0
| | | | | | | | | | Basically this has all the effects of a removal, but the elephant slug "stat block" remains as a dummy so Gastronok has a base type. The slugs even get swapped out on load for ghosts. One thing I've considered is turning Elephant Slugs into some other monsters, such as worms. "Slug" conveys the fact it is slow better than "Worm".
* Remove Giant Slugsreaverb2014-06-011-3/+0
| | | | | | | Slow melee-only monsters are awful, and nobody objected to removing these. Next to be removed: elephant slugs. Somebody might want to look over my vault edits, as ususal.
* Remove Iron Trolls from natural generationreaverb2014-06-011-6/+0
| | | | | | | As a slow melee-only monster they didn't work well. Originally the plan was to keep them in Dis but it turns out they never actually spawned in Dis. Instead, Iron Trolls are place by a few Dis vaults, and are left there by this change.
* Remove plague shamblers.Shmuale Mark2014-05-141-2/+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.
* Remove giant eyeballs from normal monster generation.elliptic2014-05-071-19/+14
| | | | | | | | | | | | | | | | | | | | | I left them in almost all vaults that placed them, and pan lords can still summon them, but they don't generate normally in D/Depths/Slime/Pan/Abyss any more. The monster just doesn't work well as a random spawn, since it will usually be near the edge of LoS when the player encounters it, there will usually not be any dangerous monsters around, and the terrain will usually be such that the player can just step a square or two away upon seeing it. A lot has to go right for giant eyeball to be an interesting monster, and mainly they just prey on players who don't notice that one has entered sight for multiple turns in a row. I moved giant eyeball spawn weight to other monsters in most cases, but it isn't a significant weight change anywhere except Slime, where GOoE and eyes of devastation are a bit over 50% more common now. I also changed the giant eyeball description to make it clearer how dangerous their gaze is.
* Remove some D:2 chaff from Lair branchesreaverb2014-05-061-7/+3
| | | | Weights replaced with MONS_NO_MONSTER except in the swamp, where the effect was pretty trivial.
* Remove oozes from the Slime Pits.reaverb2014-05-061-1/+1
| | | | | They're completely irrelevant. Replaced with MONS_NO_MONSTER because they make up a surprising portion of the monsters there.
* Remove spriggan enchanters.Shmuale Mark2014-05-051-1/+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.
* Add polar bears in grizzlies' place to Lair (|amethyst).Shmuale Mark2014-04-291-0/+1
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* Remove grizzly bears.Shmuale Mark2014-04-291-2/+0
| | | | | | 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 Mark2014-04-291-7/+3
| | | | | | | | 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.
* Make salamanders rarer in the hellsChris Campbell2014-04-261-1/+1
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* De-dwarfify death knights.Steve Melenchuk2014-04-241-3/+3
| | | | Complete with a bad tile, which could/should be replaced ASAP.
* Remove giant goldfish.Shmuale Mark2014-04-241-9/+5
| | | | | | | | Given the problems with water monsters, the niche for "melee-only general placement" is already filled out by big fish on the low end for sewers and such and sharks on the higher end for Lair and Shoals. The spawn weights and vault placements have been pretty evenly split between the two.
* Remove thorn lotuses.Shmuale Mark2014-04-231-2/+0
| | | | | | | They had many of the same problems as vapours, in that you could easily just walk away from them and heal any time. In addition to that, they were water monsters, so they were even more limited in where they could go.
* Remove vapour monstersgammafunk2014-04-091-2/+0
| | | | | | | | | | | | | | | | | 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 spriggan assassins.Shmuale Mark2014-04-021-1/+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.
* Some tweaks to Spider population weightsDracoOmega2014-03-291-4/+3
| | | | | | | | | | | | | | Throughout much of 0.14, and particularly since forest dispersal, Spider has consistently lagged behind the other Lair rune branches in overall threat. With deterministic poison formulas more stable for a little while now, I think some of this discrepancy can be amended by making the chance to encounter the higher tier threats in the branch before the rune vault itself less vanishing (as has now been the case in other branches for some months). This is aimed at being a (relatively) conservative way to get a bit more parity between all 4 branches without any changes to established monsters or much adjustment to overall population.
* Remove species dummy monsters from vaults (minmay, #8119)tenofswords2014-03-281-6/+3
| | | | | | | | | | | | | | (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.)
* Don't randomly generate plain octopode enemies.Steve Melenchuk2014-03-281-3/+0
| | | | | | | | | This was really only meant as an experiment dating back to before forest dispersal work, which proved to be about as interesting as a hat farm. You can still get randomly generated octopode zombies in the late game (possibly for now, alongside formicid and deep dwarf zombies despite their respective base monsters never generating randomly).
* Finish up vault/etc removals of stone, clay, (most) iron golemstenofswords2014-03-281-11/+7
| | | | | | | | | | | | | | | | 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.)
* Abyss rune vault edits, misc. set/vault tweakstenofswords2014-03-271-6/+3
| | | | | | | | | | | | | | | Most prominently center on abyssal rune vaults. Nearly every abyss rune vault should prominently use some variety of Abyss-native monster now, instead of some just being a random challenge in front of the rune in the midst of Abyss:3- being pretty dangerous in and of itself. The siren has a fellow singing partner, the spatial vortex shrine gains a maelstrom, the lightning spires get raiju, the forest has rakshasas, and so on and so forth. Also, continue the glacial phasing out of clay and stone golems, and replace the awkwardly-banded super-rare naga mages with mana vipers. Additionally, update some weird and wide monster sets, and auto-id some non-random chaos and distortion brands on weapons from some vaults.
* Reduce Depths demon weapon spam (elliptic).Steve Melenchuk2014-03-161-1/+1
| | | | | ...both by reducing the weight of hell knights and the chance that they get demon weapons.
* Nudge the D/Depths spawn tables a bit further.Steve Melenchuk2014-03-111-4/+3
| | | | | | | | | | | Remove blink frogs from D (this was supposed to happen in the last set of changes I made); reduce slime creature weight in out-of-depth D (15% in some out-of-depth ranges!), cap stone giants and ettins at Depths:8 again instead of :9 (so that we don't get 10% stone giants in some ranges). Spreadsheets are still where they were before; see the new sheets for the latest changes.
* A few Depths population tweaksDracoOmega2014-03-111-11/+11
| | | | | | | This reduces some of the profusion of deep trolls by shifting some of their weight back onto a few other generic monsters (at lower levels than before, however), reduces the frequency of some spriggans a little, and one or two other minor changes.
* Some D population adjustmentsDracoOmega2014-03-111-17/+20
| | | | | | | | | | | This is largely to try and slightly spice up the still-awkward post-Lair section of D. The presence of some generic enemies drops off more quickly than before, others also appear earlier, where they might be more impactful, and a few things are added or made much less rare in the late D range. (Also, some crimson imp weight has been offloaded onto shadow imps, which seem like a reasonable monster that never spawns anywhere they might do something - and are likely better than crimson imps anyway).
* Salamander tweaksDracoOmega2014-03-111-1/+1
| | | | | | Increase Salamander hp slightly (all types), nudge up mystic HD, add a second copy of Haste Other to their spellbook. Make mystics a bit less rare in Snake.