| Commit message (Collapse) | Author | Age | Files | Lines |
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Chances of generation were around a maximum of one per level; they are
now around a maximum of four per level, which I think is reasonable.
They were previously as ultra-rare as tentacled monstrosities and other
unseen Swamp denizens.
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Fix warning about unchecked enum constant in switch in religion.cc.
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turtles, sea snakes.
Merfolk impalers: 28->26 dam, 23->18 EV.
Alligator snapping turtles: 8->10 action cost.
Sea snakes: 14->12 speed.
Harpies are now more common.
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New average number of sirens=0.26 (was 1.3), boss merfolk=0.16 (was 0.3) on Shoal:1.
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This keeps with the current "Greek" theme of Shoals. Single monsters are
certainly more desirable than packs in this context.
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Shoals, remove yaktaurs, centaurs and stone giants.
Snapping turtles get reaching attacks. Sea snakes get strong venom.
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experience overdose in the Shoals.
Weaken impalers and javelineers. They should still be a threat, but more in line with the Shoals depth.
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random gen - the terrain builder will place lots of plants as scenery anyway.
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and sirens extra HD, remove ettin and sheep from Shoals.
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merfolk types.
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The tile is left untouched for now.
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A blood-sucking amphibious 'w'-glyph. It also submerges, much like swamp
worms, but will follow you onto dry land.
It has a tile, but after a quick play through of Swamp and using wizard
mode to create some, it's quite difficult to see. Hopefully someone can
improve the tile for me!
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This brings it in line with all the other "drake" monsters: "swamp
drake", "death drake", etc. I don't believe this change is contentious,
and I hopefully haven't broken tiles build.
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Small, blinking, and fast, these eyes come in packs and are found
natively in Slime (though somewhat rarely). Their confusion ability does
check MR before passing, however, and can be completely avoided by
having Clarity.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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In monster generation I collapsed monsters of Lair:1-2 to Lair:1 and Lair:3-4
to Lair:2, with the rest following as usual. Monster weights have *not* been
changed.
The subbranch entrances are now as follows:
Swamp/Shoals: 2-5
Snake : 3-6
Slime Pits : 5-8
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10666 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10069 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9709 c06c8d41-db1a-0410-9941-cceddc491573
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spawns to show up in Pandemonium as well.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9606 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9474 c06c8d41-db1a-0410-9941-cceddc491573
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Make Roxanne immune to disintegration (like ice statues).
Move rock worms a bit lower in the dungeon and increase their damage (a
tiny bit).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9428 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8600 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8593 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8592 c06c8d41-db1a-0410-9941-cceddc491573
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Could someone check the Hive vaults, please?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8586 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8217 c06c8d41-db1a-0410-9941-cceddc491573
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* Make harpies actually appear in packs. (Oops...)
* Properly pluralise hippogriffs as such.
* Regard butcher swap prompt as safe and default to 'n'.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7784 c06c8d41-db1a-0410-9941-cceddc491573
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Add a description (as suggested by David) and two quotes.
Since harpies will eat anything they are now resistant to poison.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7737 c06c8d41-db1a-0410-9941-cceddc491573
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* appear in bands of 2-5
* use bat like movement
* may steal (= destroy) the player's food.
Still needs a tile.
Also, actually use the M_BATTY flag instead of hardcoding batty monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7734 c06c8d41-db1a-0410-9941-cceddc491573
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isn't very sophisticated, especially if there's friendly monsters
between the worm and the nearest wall, but it's a srart.
Added rock worms to the Lair and the Dungeon with the same depth and
rarity as trapdoor spiders.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7721 c06c8d41-db1a-0410-9941-cceddc491573
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* Reorder branch dependent placement functions in monplace.cc.
* Added chances for trapdoor spider in the Dungeon, Lair, Hive,
and Tomb (!)
I know it doesn't fit there in an obvious way, not being undead,
but aren't the pyramids rumoured to contain traps and such?
A self-hiding poisonous spider pretty much fits that bill.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7707 c06c8d41-db1a-0410-9941-cceddc491573
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program bugs instead).
* Add sirens (don't really work yet).
* Reorder monsters in tile code.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7696 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7553 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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several tweaks: its resistances are the inverse of the freezing
wraith's, but with sticky flame resistance added, and its console
character is a lightred 'z'. As specified, it uses a sticky flame melee
attack: AF_NAPALM. Note that it needs a tile.
Also, expand the list of servants that Yredelemnul can send, as
specified by Lemuel awhile ago (including the flaming corpse). This
expansion allows the sending of more than one creature per instance,
currently only used for Yred's flying skulls.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6873 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
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descriptions will have to be updated. If special cases are seen as
invaluable part of that god's design, they should be reworked to not to
ressemble grinding anymore and/or gain flavour. (Compare with Ely's
weapon destruction or Trog's book burning.)
Disallow merfolk monsters in the Swamp and reduce their "rare"
probability in the main dungeon to that of flying skulls.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6046 c06c8d41-db1a-0410-9941-cceddc491573
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suggested by dolorous in BR 1977925, and turn coloured draconian
corpses into plain draconian skeletons. Same when the game attempts
to create coloured draconian skeletons or simulacrums.
Added autoinscription to the single inscription command ('{') - this is
necessary for items with long descriptions that can't autoinscribed
otherwise.
Added a small hack to make death cobs (%) appear correctly in the monster
list.
The rest is cleanup, I believe.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5376 c06c8d41-db1a-0410-9941-cceddc491573
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