| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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).
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To make them work a little better in river_lethe, Wucad Mu, etc.
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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.
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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".
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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.
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They never really worked as enemies - their only unique aspect, partner
resurrection, was just annoying.
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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.
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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.
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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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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.
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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.
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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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Formicid enemies may get a new implementation in the future, but it
won't be as a venom mage, despite that lovely dress.
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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.
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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).
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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.
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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).
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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.
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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).
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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.
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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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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Less boring, at least.
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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.
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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.
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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.
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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
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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.
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It's not a particularly appropriate spell for a non-unique/relatively
common Pan spawn.
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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.
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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.
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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.
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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.
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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).
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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.
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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]
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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.
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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.
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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.
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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
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