| Commit message (Collapse) | Author | Age | Files | Lines |
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They were removed because of item destruction; now they can
return.
Still quite rare & mostly there for flavour, but hey, no harm.
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Return torpor snails to normal spawning rates, now that they've
been fairly well playtested.
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Since they're very nasty, now that they have stone arrow and
can actually hurt the player.
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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...)
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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.
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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.
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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.
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The only reason I'm not removing the main one now is that it still might
be used for Crypt zombies.
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For testing purposes; they'll probably be shifted back down
after the honeymoon.
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Cigo's now has simple shapeshifters, which seem to work all right.
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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.
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And remove giant spores from lair in the process;
they didn't really exist there anyway.
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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.
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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.
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The complaints against the branch are well documented, mostly stating
Dancing Weapons are awful enemies and the Hall of Blades is filled with
them.
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Considering both monsters have similar problems, it doesn't make sense
to change one but not the other.
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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.
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While some people have defended Goliath Beetles as teaching monsters or
early game threats, nobody argued they worked well in their late spawn
range.
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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".
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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.
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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.
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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.
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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.
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Weights replaced with MONS_NO_MONSTER except in the swamp, where the effect was pretty trivial.
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They're completely irrelevant. Replaced with MONS_NO_MONSTER because
they make up a surprising portion of the monsters there.
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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.
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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.
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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.
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Complete with a bad tile, which could/should be replaced ASAP.
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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.
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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.
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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.
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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.
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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.
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(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.)
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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).
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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.)
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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.
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...both by reducing the weight of hell knights and the chance that they
get demon weapons.
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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.
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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.
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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).
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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.
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