2010/12/21 David Ploog <dpl...@mi.fu-berlin.de>: >> commit 44e93c5fb84afd4bbf14cc0eb7df4499e47fac2b >> Author: Eino Keskitalo <evkt...@users.sourceforge.net> >> Date: Sat Dec 18 23:51:46 2010 +0200 >> >> Trampling for yaks and death yaks. >> >> Increase the size of yaks (to BIG) and death yaks (to GIANT). Make >> their attack trampling. >> >> I think the trampling is a great feature for yaks. They are the last of >> the great archetypal boring monsters of Crawl (the others being slime >> creatures and ugly things). Being pushed around by herds of yaks should >> be good. > > I am not convinced. With this change, why did we introduce elephants? Now, > yak bands and elephant bands look awfully the same.
I think elephants are good flavour for the jungle book vault (that is how they were introduced), and hellephants are excellent monsters on their own. Like I said, we shouldn't generate elephant bands. I see this as rearranging the building blocks (gameplay elements), and yaks being old monsters should be priority instead of new monsters. I proposed this on wiki but got no comments, so I pushed in part to generate them. :) If the feeling is this is not a good idea, I'm fine with reverting. Kilobyte was positive about the change, but on IRC elliptic remarked that yaks are actually fine as plain monsters, which I don't actually disagree with.. I like the idea of herd AI (keeping together etc, possibly some other leader-related things, like morale), but not the stampede speed-up. Yaks should be something that you can run away from. Herd AI (keeping the pack together) feels like it should be used for elephants too, though, and probably most animal bands. But not sheep. :) > We now have a three elephant castes. Elephants could also grab (constrict) > opponents with their trunks. Well, constricting-styled effects are already proposed for a long list of monsters. I had a (silly) idea of elephants being able to block attacks with their tusks, having a SH score (I'm not sure how the code handles monster shields though). > By the way, I sometime proposed extra damage when trampling does not work > because you're standing at a wall. Something like +50%. If you're not > about to be pushed around, feel the pain. I like this, it'd make you consider your positioning - would you rather be pushed around, or take extra damage? You'd need to be careful to not let yourself be pushed into a corner too. Pushing into water and lava is a difficult case. We don't want instadeaths, but having it be the best position for the player (no pushing and no damage) would be funny. Maybe just reflavouring the damage into burns/getting water in lungs (in a single turn....) could work. --Eino ------------------------------------------------------------------------------ Forrester recently released a report on the Return on Investment (ROI) of Google Apps. They found a 300% ROI, 38%-56% cost savings, and break-even within 7 months. Over 3 million businesses have gone Google with Google Apps: an online email calendar, and document program that's accessible from your browser. Read the Forrester report: http://p.sf.net/sfu/googleapps-sfnew _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss