Been silent for awhile, but I've just had some questions on my mind regarding current trunk, several of which deal with the Dwarf Hall.
(And for my entry on the development team page, you can put "USA" as location and "November 2007" for joining date. Sorry for the delay on that.) 1. The name Dwarf Hall is a bit inconsistent, given the Elven Halls. Should it be the Dwarven Hall instead? 2. "Deep dwarf unborn" has no pluralization routine, so its plural ends up being "deep dwarf unborns". Should "unborn" be effectively handled as a suffix there, or should we take the easy way out and rename the monster to "unborn deep dwarf", which is already handled by virtue of ending with "dwarf"? 3. There was a commit message awhile ago mentioning a proposal to rename the greater wraith to the eidolon. I'd support this, as "greater wraith" is somewhat bland. Comments, alternatives, etc.? 4. Are any of the Dwarf Hall monsters suitable candidates for showing up in the Abyss? For example, the greater wraith, currently one of the rare faster-than-average undead, might fit, and some of the death-themed deep dwarf monsters (necromancer, death knight, unborn) also might, since human necromancers already show up there, and the undead-themed branches seem full enough already. The same question, to a lesser extent, also applies to Pandemonium. 5. The monster version of Cause Fear isn't used anywhere. Should it be, and, if so, for what? 6. One of the reasons that Conjure Ball Lightning is named such is apparently that the ball lightning created is permanent as opposed to being summoned. By the same logic, since the scroll of summoning creates a permanent small abomination, should it be renamed to the scroll of conjuring, or is that too potentially confusing? 7. Should undead abominations be split off into their own monster type? I remember in very old versions, abominations were marked as undead based on color, which was deemed a hack, and one of the original reasons for the "fake undead" flag. However, now that demonic abominations are barred from having those colors, the distinction is easier. The strength of the abomination (from rotting to average to fresh) could be indicated outside of color by using monster->number, and this could be useful as a step toward the proposed Twisted Resurrection overhaul on the wiki). Besides, even as it is, this would make it much easier to place undead abominations in vaults if anyone wanted to do so; under the current code, you'd have to place one and then somehow indicate that it needs to be run through _undead_abomination_convert(), as well as indicating potential mass and strength if random values were unsuitable for those. Unresolved issues with this include the need for tile changes or additions, as well as for new names (since e.g. "large undead abomination" is bland and probably too long), and placement locations. ------------------------------------------------------------------------------ Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! Tap into the largest installed PC base & get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss