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.

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