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* Adjust mspell_list definition.Neil Moore2014-08-061-3/+4
| | | | | | Make it static; and to match the other data headers (mon-data.h etc.), move the whole definition into mon-spll.h and remove the include guards there.
* Add the new monster spell 'Corrosive Bolt'Nicholas Feinberg2014-07-311-3/+3
| | | | | | | | | As part of the continuing quest to add more acid to more places. For now, it's on deep elf sorcerers (replacing b. draining), tengu reavers (replacing one of the venom bolts in one of their spellbooks), and a./liches (replacing the bolt of draining in one of their spellbooks).
* Clarify spellbook themingNicholas Feinberg2014-07-311-0/+5
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* Give orange crystal statues Mass ConfusionNicholas Feinberg2014-07-221-2/+2
| | | | To make them work a little better in river_lethe, Wucad Mu, etc.
* Remove Haste from spriggan air mages.Steve Melenchuk2014-07-221-1/+1
| | | | | | | | | The justification given for giving them the spell initially in 0b45604 was "they're delayed in hasting themselves, causing them to be similar in threat to their previous selves". It's been since established that their very first action is often to haste themselves, leading to Airstrike spam and causing them to be overwhelmingly more lethal than anything else in Depths to the point where it's undesirable.
* Make octopode crushers a little more crushinggammafunk2014-07-021-3/+3
| | | | | | | | | I've given them iron shot over icicle, and increased their HD by two. This is more in keeping with the idea of them as the most dangerous enemy in the Depths water population, roughly on par with Tengu reavers as a threat. They've been slightly rethemed in the description so as to mention the affinity with earth magic, which is perhaps more appropriate for something that "crushes".
* Nerf boggart HD slightly (elliptic).Shmuale Mark2014-05-211-1/+1
| | | | | | | | | They still have more HP/MR than they did before, and have more shadow creatures slots. This also changes Blink Away back to Blink, since the latter at least gives a bit more of a chance for players without SInv. If the HD change is enough it could be changed back to Blink Away again.
* Remove Shedureaverb2014-05-131-11/+0
| | | | | They never really worked as enemies - their only unique aspect, partner resurrection, was just annoying.
* Give orange crystal statues a spell set.Steve Melenchuk2014-05-101-0/+11
| | | | | | | | Brain Feed, Drain Magic, and Confuse, specifically; this mimics their previous effects. The statue of Wucad Mu also picks up these three spells in addition to its current summoning behaviour.
* Get silver statues summoning again.Steve Melenchuk2014-05-101-0/+11
| | | | | | | | | | Using a spell list. Right now this aims to duplicate their old spell set, but less spammily. Their HD has been bumped up to match orange crystal statues; this is meant to get them summoning at a reasonable rate. Further adjustment might be needed.
* Remove spriggan enchanters.Shmuale Mark2014-05-051-11/+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.
* Remove silver starsChris Campbell2014-04-281-0/+2
| | | | | | Both of their spells work by dealing ridiculous amounts of damage to a few, vulnerable species and little or no damage otherwise, which does not make for an interesting monster.
* Remove Animate Dead from hellwing spell setChris Campbell2014-04-261-1/+1
| | | | | | | It was incredibly rare for it to ever be relevant, except in Pan where they now have decent odds of animating demonspawn (which are just fodder). Possibly hellwings should be removed, or given a rethought (translocations-themed?) spell set instead.
* Remove thorn lotuses.Shmuale Mark2014-04-231-11/+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 monstersgammafunk2014-04-091-11/+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 formicid venom mages and an associated vaultgammafunk2014-03-291-11/+0
| | | | | Formicid enemies may get a new implementation in the future, but it won't be as a venom mage, despite that lovely dress.
* Remove unneeded references to axed monsters and move related tilesgammafunk2014-03-291-13/+0
| | | | | | Remove code references to removed monsters, except where needed for save compatibility, as well as quotes/descriptions references, and move the related tiles to UNUSED. RIP gnomes.
* Spice up JosephineDracoOmega2014-03-201-1/+12
| | | | | | | | | | | | | | | | | | | Josephine having both the exact same spellset and band as normal necromancers felt a little lackluster, so this is an attempt to make her a little more distinctive (and also threatening). Her new spell list is: ghostly fireball, dispel undead, vampiric draining, and animate dead. Ghostly fireball combos with her zombie army and gives earlier exposure to a later mechanic (a bit like a mini-revenant that cannot readily produce new minions). This also gives her rN+++, which fits with her description (and also lets her use ghostly fireball at close range, which otherwise she generally refuses to do to avoid killing herself with it.) (This commit also removes dispel undead from Nergalle to move to Josephine; I'm a bit iffy on two similar-depth uniques having the same uncommon spell, and Josephine definitely needs it more than she does, but am not opposed to anyone reverting that if they wish).
* Remove SPELL_MELEE from blood saints.Steve Melenchuk2014-03-151-2/+2
| | | | | | | | I think this was there originally to prevent Legendary Destruction from getting spammed too much, but feedback is that they almost never use either of ther invocations right now. Let's see if this helps.
* A few misc monster tweaksDracoOmega2014-03-111-1/+1
| | | | | | | | Increas kobold demonologist hp and efreet melee base damage (both of which were pretty low). Replace giant orange brain confuse with mass confusion (it was hard for them to use the former with their summons in the way, and this should be a little more distinguishing compared to the many other users of normal confuse).
* Revamp RakshasaDracoOmega2014-03-111-5/+5
| | | | | | | | | | | | | | | | | | | 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.
* Remove fake Mara/Rakshasa monsters and associated code, refactor to use ↵DracoOmega2014-03-111-11/+0
| | | | | | | | | | | | | | | | | | | Phantom Mirror There was quite a bit of special case code for the 'fake' monsters which Mara and other rakshasa would create that can be subsumed beneath the general Phantom Mirror effect (which can properly create fake dummies of any type of monster in a unified way). The main practical gameplay difference that will result (aside from bugs introduced by this, of course) is that the true Mara will actually be disguised when he splits, instead of the player knowing for sure which one he is (until two of them blink in the same turn, anyway). This is a Mara buff, but it seems to me that an illusion spell of this nature shouldn't have been so easy to see through in the first place and that this is an overall better state of affairs. (Also, the clones do have less hp than before, if you end up killing the wrong one first).
* Attempt to salvage boggarts a littleDracoOmega2014-03-111-4/+4
| | | | | | | | | | | | | | | | | | | | | | | The abjure-on-death change (on top of several other nerfs) completely defanged these monsters, which relied wholly on their summons to present any threat, but were so fragile as to die to a stiff breeze. In fact, their low HD made the monsters they summoned frequently consider it fine to shoot through them to get at the player, killing the boggart in the process and immediately abjuring themselves. This is a small attempt to make them a little less useless in the current system. The commit raises boggart HD a fair bit (and thus also hp). Though they remain distinctly fragile for their depth, they should be a bit less prone to being killed by their own summons. Also, Slow and Confuse are removed from their spellbook in favor of more Shadow Creatures (they were basically cantrips, and a monster so harmless doesn't need to be made even MORE harmless), and Blink is replaced with Blink Away. In preliminary testing, they're frequently still easily dealt with (which is fine), but are also sometimes capable of causing an actual problem to deal with, as opposed to their current very sad state.
* 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.
* Various spriggan monster adjustmentsDracoOmega2014-03-111-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove SunrayDracoOmega2014-03-111-1/+1
| | | | | | | | | | | Sunray had a number of quirks that were rather non-transparent if uninformed about them, and not usually very interesting from a tactical perspective (namely: it ignored repel missiles, did bonus damage to vampires and shadows, and couldn't hurt things that were invisible). There seemed a general agreement that it probably ought to simply be removed. Stone arrow replaces it in the spriggan druid spellbook.
* More monster tweakstenofswords2014-03-091-1/+1
| | | | | | | Give quokkas the one bit of interest from grey rats (speed 12), make raiju normal speed due to boltblink making them unescapable, make warmongers try to get out their grand avatars more often, slightly lower the cap on corrupter's planerend from 8 to 6.
* Disable the "Rearrange the Pieces" monster spell.Steve Melenchuk2014-03-091-1/+1
| | | | | | | | | | | And schedule for removal. People up to and including the original designer have agreed that this doesn't work well in the slightest; the promised replacement spell has yet to materialise (probably due to lack of ideas). The temporary replacement in the chaos champion spell set here is underwhelming, but better than nothing.
* Reduce the frequency of Asterion's Major Destruction.gammafunk2014-03-071-2/+2
| | | | | | | | | His major destruction accounts for over half of his player kills, yet I'd like his melee together with spectral weapon to play the larger role in his fights. This commit fills his non-enchant slots with spectral weapon, which makes him either summon his weapon or fall back to melee/move if the weapon is already summoned. The end result is he'll cast major destruction half as frequently as before.
* Nudge FoVM enemies again.Steve Melenchuk2014-03-071-2/+2
| | | | | | | | | | | | | | See 65f686f for context; this gives them the spell set of Venom Bolt, Poison Arrow, and Localized Ignite Poison (i.e. the original idea there but with a spell set that can't particularly inflict collateral damage, as was noted with a concern with the original spell set). Also gives them bands (see previous commit). I'm not 100% happy with this state of affairs (the spell set still strikes me as a bit boring, even if it enables the Ignite Poison combo I've been seeking), but it's more interesting than the status quo and I think this can eventually turn into something worthwhile.
* Octopode Crusher: An octopode warrior that throws your weight around.gammafunk2014-03-061-0/+11
| | | | | | | | | | | | | | | | | This a late-game octopode monster with a new throw ability as well as throw icicle. It's meant to be a bit tougher than the late-shoals merfolk it can spawn with in the Depths water population (it replaces ordinary octopodes there). New ability: Throw. A 2 in 5 chance to hurl a victim that's currently being constricted by the crusher for undodgable, AC-checking damage, preferably "into" (i.e. adjacent to) a solid feature for 50% increased damage. The base throw damage is currently HD * 3. The landing site must be at distance of at least 4 from the thrower, is always habitable for the victim, and the feature site must be visible to the thrower if the damage increase is to apply. If no landing site adjacent to a solid feature can be found, any habitable landing site in LOS is used, but then only the base damage applies.
* Rename Summon Menagerie to Monstrous Menagerie.Steve Melenchuk2014-03-061-1/+1
| | | | Less boring, at least.
* Replace Summon Ugly Thing with Summon Menagerie (pending a better name)DracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove ignises.Shmuale Mark2014-03-031-11/+0
| | | | | | They don't spawn anywhere, and there's no clear consensus how to get them to work: HD 1 means that they have no chance of mattering, and even if they could affect the player corona has a minuscule effect.
* Nudge monster (molten) gargoyles; give them spells and maces.Steve Melenchuk2014-03-031-0/+22
| | | | | | | 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.
* Glaciate.Steve Melenchuk2014-02-251-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice around a specified target. The minimum range of the cone is 3, and the maximum is LOS at maximum spellpower; damage within a minimum-range cone is equivalent to Ice Storm, and falls off with the square of the distance for larger cones. Leaves freezing clouds over the affected area, like Ice Storm; they dissipate really quickly over large areas, though. Targets hit with Glaciate are flash-frozen; they are subject to slow movement for three turns. Targets killed with Glaciate have a 3/5 chance of becoming a block of ice (similar to a pillar of salt). Also contains a monster-castable version of the spell. Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster version. Large chunks of this either originate from a patch from Keanan Smith (Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or from the following discussion on Tavern: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
* Give Asterion a boost.gammafunk2014-02-251-2/+2
| | | | | | | | | | 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.
* Remove Death's Door from monster demonspawn spell setsChris Campbell2014-02-181-1/+1
| | | | | It's not a particularly appropriate spell for a non-unique/relatively common Pan spawn.
* Crystal golem -> Crystal guardian (Grunt, tenofswords).tenofswords2014-02-151-0/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementer's notes (Grunt): The spell Crystal Bolt is player-castable for possible future use with the "rod of bolts" (reworked rod of destruction), and crystal golems have been replaced 1:1 in vaults that used them. --- Designer's notes (tenofswords): Not every golem can be cut without scarring many a vault, and golems are very strongly themed to the point of reluctance with complete cuts. Still, they're golems, slow melee-only monsters with extreme defenses and excellent melee that thus encourage annoying tactics due to being unable to kill patient players but also being very difficult to kill. We certainly don't need nearly versions of this sort of monster as we currently do (goliath beetle, slugs and snails, golems, iron trolls, iron imp/devil, earth elemental); the only time this really works is in Dis, where there are hell effects and very nasty company to make sure that there's no time to use the slow strategies of avoiding being hurt much by golems. This serves as another change to a slow, melee-only monster for preserving some themes and flavours without outright cutting into the monsters available. These new crystal guardians once more have good defense and even better resists in exchange for bad health and zero EV, appear in numbers in most vaults, are boosted (to normal) speed, and get a ranged option; in this case, a bolt of fire or cold that happens to bounce off all walls, rather than just crystal, easily resisted by the caster in ricchoets. This is modelled off the decent-enough edits on minmay_guarded_unrand_dyrovepreva, and the name originates from there, too. Between crystal guardians and war gargoyles as less terrible material, I've got plans to edit out stone golems, clay golems, and iron golems out from basically everywhere but Dis:7 vaults, which should pave the way for essentially removing these three and dealing a decent blow to the multitudes of slow, melee-only, very difficult to destroy encounters in sheer differences of monsters, though mostly by changing vault-specific mediocre monsters rather than significantly impacting overall monster sets. For now, the patch has a near 1:1 replacement use with crystal golems, aside from most importantly adjusting (and upping) their use as rare D:12-16 OODs. Needs a new tile.
* Somewhat unnerf deep elf summonersDracoOmega2014-02-111-1/+1
| | | | | | | | | | | | | | | | | | These were hit especially hard by both the summon cap and the abjure-on-death change, since they are squishy and rely on their summons for all of their threat (and their summons were of a somewhat swarming style that was hard to achieve with a cap of only 3) For comparison, they were about on parity with deep elf conjurers in 0.13, yet score less than 1/4 of their kills in 0.14 so far (and less than even fighters, who are the weakest of all deep elves, supposedly). This raises the cap to 5, adds an extra slot of summon vermin, gives them some more hp, and very slightly adjusts summon weightings. I expect they will still be much weaker than in 0.13 anyway, but this might help a little.
* Nerf spriggan druids a littleDracoOmega2014-02-111-2/+2
| | | | | | | | | | | | | Reduce Sunray damage somewhat, remove Haste Plants (since druids no longer spawn alongside plants, making its use more rare, and the few that it might run across in Swamp are comparatively more threatening even when unhasted than they were in Forest), and make Druid's Call only have a 50% chance of calling an additional low-HD monster if the first is low-HD (which will also dilute its chances of summoning high-HD things across multiple casts). I have left the code for Haste Plants at the moment, even though it is unused. There might well be some other situation it could fit.
* Replace Natasha's minor demon with call impChris Campbell2014-02-111-1/+1
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* Unique: Vashnia, leader of the elite marksnaga squad.Steve Melenchuk2014-02-031-0/+11
| | | | | | | | | | | | | 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.
* A felid unique, Natasha.wheals2014-02-021-0/+11
| | | | | | | She is the familiar of a lost mage (Boris) who wandered into the dungeon in search of the orb. She's effectively a XL3 FeWz, though I'm not sure if one could actually get all the spell slots she does. As you might guess, she comes back to life after she dies, losing 1 HD each time (blame Grunt for that idea).
* Condense Dr knight spell sets into ice+necro+misc, buff damagetenofswords2014-02-011-0/+33
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Draconian knights are the oddballs of the draconian classes; their melange of spells from the set choice of deep elf conjurers, hell knights, and necromancers may have been intended to be a stronger version of the basics in hexes, buffs, and conjurations in orc wizards and beyond, but over time with varied changes this mostly amounts to inconsistent and weird spreads of conjurations, rare charms, necromancy spells, and other oddities. They also were weaker than orc knights in melee, which is a staggering comparsion point when thus comparing something from Zot with a reference point from Orc. As such, I'm condensing the five spell sets into three mixed ones. With Zot containing more than enough forms of fire, rather than focus on the fire bias from hell knights, these knights now all have ice conjurations, a necromancy spell, and self-aide in one of three sets: * bolt of cold, throw icicle, animate dead, bolt of draining, invis, * bolt of cold, throw icicle, agony, lightning bolt, vampiric draining, * bolt of cold, throw icicle, simulacrum, haste, ozocubu's armour. Their melee is also buffed, but their highest-of-any-class-health is cut into in its stead. Draconian classes are odd cases in general, with high-health dangers managing to blend together despite themselves due to their placement amongst each other, somewhat interchangable and potentially annoying bases, and in some cases rather generic forms of threat. While making draconian knights not such a mess of random spells is worthwhile in and of itself, the overall situation for Zot:1-4 still warrants more attention.
* Asterion, a late-game unique minotaur of Makhlebgammafunk2014-01-311-0/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | He is themed as a bloodthirsty ruler cursed to become a minotaur who now wanders the dungeon in the service of Makhleb and hoping to establish a new kingdom in its depths. The name is taken from ancient greek mythology, which was either the name of the minotaur itself or of a king related to the minotaur: http://en.wikipedia.org/wiki/Asterion Thanks to SGrunt (the S is silent) for the idea of the name. Stat-wise, Asterion is a minotaur, but with 15 HD, 120 HP, a 1d40 primary attack (instead of 1d35), and the only resistances I've added are Sinv and high MR. Experience and placement-wise he's the same as Frances. He always gets a good demon weapon, large shield, and a robe. Spell-wise, he has Makhleb's major destruct and spectral weapon. The major destruct code is basically identical to the player version: it chooses randomly from 7 beam types, including orb of electricity, with a range of 7. [committer's note: Changed to ETC_FIRE (Makhleb altar colour) to distinguish from plain minotaurs. There is a proposal to move tengu thereby freeing up space on 'H', but I didn't want to tie this commit to that change. Also improved the quote formatting and citation. -nfm]
* Buff deep elf demonologists; swap summon 5 for another summon 2/1 slottenofswords2014-01-301-1/+1
| | | | | | | | | | Deep elf demonologists were one of the hardest hit when the abjure-on- summoner-death change happened, and while said change was good these previous terrors have lost a bit of their lustre when they don't even reliably get off a few turns of having a hellion around before said hellion gets sent away again. As such, I'm removing their cantrip-esque summon minor demon for another greater demon slot, which should at least give them more of a chance.
* Reduce chaos champion spell spam, band size.tenofswords2014-01-291-2/+2
| | | | | | The spells are dangerous enough without making them constantly use them, and with Rearrange Pieces, the less chaff, the better to emphasize the swap's effects.
* Antaeus buff: give him the new Flash Freeze.tenofswords2014-01-281-2/+2
| | | | | | | | | | | | | | | He may have had the scariest melee in the game, but anybody in extended would be able to run circles around him without him doing much, making him rather underwhelming for the lord of the already most boring Hell. Flash Freeze, one of the Legendary Destruction spells, is a instant-hit line-of-fire beam with decent partially irresistable cold damage that gives a status that both slows player movement for a short bit and blocks monsters from casting the spell again. A perfect match, even if he still can't necessarily catch up to hasted characters; the slow and damage are serious enough with the ice fiends and other jerks around most Cocytus:$ vaults.
* Merge branch 'demonspawn-enemies'Steve Melenchuk2014-01-281-0/+66
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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