PSA: The swamp worms are coming


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

Tomb Titivator

Posts: 909

Joined: Thursday, 3rd January 2013, 20:32

Post Tuesday, 22nd December 2015, 19:17

PSA: The swamp worms are coming

https://github.com/crawl/crawl/commit/7 ... e23218a770
  Code:
Make swamp worms amphibious.

They're still speed 12, but I've also assigned them MOVE_ENERGY(12) so
they move at speed 10 on land.  I considered using MOVE_ENERGY(20),
which would make them speed 6 on land (equivalent to regular worms but
attacking twice as fast), but that seemed silly.


https://github.com/crawl/crawl/commit/3 ... decd116265
  Code:
Turn swamp worms into ambush predators

Start submerged, but never re-submerge. Surprise!


https://github.com/crawl/crawl/commit/c ... 26560cd85b
  Code:
Re-remove Swamp's disturbances

Submerged monsters (which is just swamp worms & trapdoor spiders,
now...) will not show up as 'strange disturbances' in shallow
water.
Wins (Does not include my GrEE^Veh 15-runer...stupid experimental branch)

Vestibule Violator

Posts: 1508

Joined: Monday, 21st November 2011, 07:40

Post Tuesday, 22nd December 2015, 19:29

Re: PSA: The swamp worms are coming

This is probably only dangerous in the Lair vaults that place them, but still.
Usual account: pblur on kelbi

Crypt Cleanser

Posts: 747

Joined: Friday, 6th January 2012, 12:30

Post Wednesday, 23rd December 2015, 05:55

Re: PSA: The swamp worms are coming

Nice, that's exactly what I wanted them to be reworked into. Unfortunately, incoming complaints about having to memorize which pools of water you have been next to.
User avatar

Tomb Titivator

Posts: 838

Joined: Friday, 2nd October 2015, 04:47

Post Wednesday, 23rd December 2015, 07:09

Re: PSA: The swamp worms are coming

It says they never re-submerge?

So at least if you pull them out, they won't hide again and you won't have to memorize those patches.

I don't really understand why they wouldn't want to hide again (except out of character, to spare players from double jeopardy coming back to the same areas), but anyway...
Online game stats & morgues
More runes! GnWn (11, 0.21), GhMo^Makh (15, 0.17)
And a Yiuf: (1.4.6, 0.20): ImpGl^Oka (3)
User avatar

Mines Malingerer

Posts: 54

Joined: Sunday, 29th November 2015, 17:31

Post Wednesday, 23rd December 2015, 07:16

Re: PSA: The swamp worms are coming

Just started a trunk game and faced several of these worms and lived to tell the tale.

I see this as a net positive, actually, for eliminating the frustration of hunting those damn things down. Haven't they always kinda been pushovers?
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Wednesday, 23rd December 2015, 08:05

Re: PSA: The swamp worms are coming

Swamp worms actually hit reasonably hard (for 26, compare with death yaks' 30). But the re-submerging was tedious. I rejoice at this change.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

For this message the author Sprucery has received thanks:
MainiacJoe
User avatar

Dis Charger

Posts: 2057

Joined: Wednesday, 7th August 2013, 08:25

Post Wednesday, 23rd December 2015, 08:22

Re: PSA: The swamp worms are coming

This has the same issue as mimics. It's now technically optimal to walk by every space methodically.
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

For this message the author bcadren has received thanks:
duvessa

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Wednesday, 23rd December 2015, 10:44

Re: PSA: The swamp worms are coming

bcadren wrote:This has the same issue as mimics. It's now technically optimal to walk by every space methodically.


Clearly swamp worms need to be able to leap up out of the water at you, so you don't have to actually touch the tile where they start. A one-shot blink close whenever they become aware of you would probably do it. That one Lair vault with a bunch of swamp worms in a pool behind a door would probably become a little bit too much fun for early Lair, though.
User avatar

Mines Malingerer

Posts: 54

Joined: Sunday, 29th November 2015, 17:31

Post Wednesday, 23rd December 2015, 14:35

Re: PSA: The swamp worms are coming

KoboldLord wrote:
bcadren wrote:This has the same issue as mimics. It's now technically optimal to walk by every space methodically.


Clearly swamp worms need to be able to leap up out of the water at you, so you don't have to actually touch the tile where they start. A one-shot blink close whenever they become aware of you would probably do it. That one Lair vault with a bunch of swamp worms in a pool behind a door would probably become a little bit too much fun for early Lair, though.

Their current behavior is to pursue you if they see you at range (following your stealth checks, presumably).

Return to Crazy Yiuf's Corner

Who is online

Users browsing this forum: No registered users and 19 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.