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#1 |
Prophet
Join Date: Apr 2008
Posts: 2,845
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Artifact generation: some interesting stats
Is it raining artifacts now in the dungeon? The answer is probably yes...
Using a special "ghost" character to generate dungeon levels, I came up with the following stats: * each depth between 50ft and 5000ft was generated 1000 times (100000 levels generated) * 68789 artifacts were generated * number of times the least common artifacts (alloc_prob = 1) have been generated: - Vilya: 48 - The One Ring: 14 - Fëanor: 35 - Zarcuthra: 32 - Ringil: 28 - Durin: 26 - Eönwë: 39 - Ulmo: 32 - Aulë: 34 - Olórin: 34 - Fundin Bluecloak: 26 - Éowyn: 32 * maximum number of artifacts generated on the same level: 45 (!) 1000ft: 103 artifacts generated on 80 levels 2000ft: 423 artifacts generated on 265 levels 3000ft: 721 artifacts generated on 357 levels 4000ft: 1300 artifacts generated on 471 levels 5000ft: 2371 artifacts generated on 602 levels Note that, starting from roughly 2000ft, all artifact-able objects are generated "good" and half are generated "great". This could explain the high number of artifacts generated below this depth. Worth considering looking at artifact generation again?
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#2 | |
Angband Devteam member
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#3 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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The level with 45 artifacts probably had a greater vault "Huge - Modified" on it, which has 126 guaranteed-great objects generated as if they were 20 levels OOD. Or some similarly high-density vault ("Bubbles" has 80 such spaces as well as 45 guaranteed-good items generated as if they were 7 levels OOD). Especially if this was a deep vault and each level in your sim was generated as if no artifacts had been created yet, that could easily get you tons of artifacts.
The last character I had was really starving for decent gear right up until he started finding vaults. They had a huge impact -- at the end of the game, 7 out of 12 of his equipment items were from the floors of vaults, and his home had another 7 such items. I'd like to see how much vaults are contributing to artifacts. From my understanding, normally the game silently discards items that don't meet its quality bar, which is why e.g. a great wyrm with DROP_4D2 still usually only generates two or maybe three items. A similar algorithm evidently does not hold for vaults, since all spaces that are marked as having items always have those items. Does the game instead keep generating items until it gets one that passes the quality bar? That would explain why vaults now have such a massive useful-item density compared to the rest of the dungeon. |
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#4 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Greater vaults have always had massive useful item density compared to rest of the dungeon. That's the purpose of the vault. In old days getting CGV was a huge boost in game. There is absolutely nothing wrong in that. Getting maybe too many vaults... that's another problem completely.
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#5 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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I've always felt that the checkered vaults are too easy, since you can avoid the too dangerous monsters and still go on and pick good items. I very much prefer vault designs that are inherently more dangerous, put the best items after an open space of some sort, where several monsters can get at you at the same time. Then you have to risk death, or be creative to get the goods.
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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A simple fix for that would be to remove every other wall in the GCV. The center section (which has a long stretch of 8's) is quite dangerous enough as it is.
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#7 | |
Sangband 1.x Maintainer
Join Date: Apr 2007
Posts: 522
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Quote:
Of course, there's the NPP solution, where you actually have to kill the monsters to get the loot. But a lot of people disliked that immensely, as I recall.
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#8 | |
Knight
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
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@jens: Mages will banish everything, see ^^^ |
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#9 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
I would rather increase the danger of vaults than decrease the rewards. EDIT: one thing that would help here is banning group monsters from vaults, or tweaking their placement therein. The problem is that group monsters block placement of other monsters. For example, the Miniature Cell vault consists solely of a small cross-shaped placement of 5 monsters guarding good items. If the game decides that the first monster it places is a group monster, then the group will expand to fill the other four tiles, and no other monsters are generated. Since group monsters are typically less dangerous for their depth, and because this reduces the variety of foes the player has to deal with, this makes the vaults much less dangerous. The simple fix is to modify place_monster_group; insert this after the "walls and monsters block flow" section: Code:
/* Vault tiles block flow past the first monster */ if (n > 0 && cave->info[my][mx] & CAVE_ICKY) continue; Last edited by Derakon; June 14, 2011 at 20:30. |
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#10 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
This "vaults are too lucrative" might get a bit too much boost from dev version dungeon generation. Dungeons are now small. If you get just one GV in there you multiply the size of the dungeon. Even tiny LV multiplies item generation several times over. Single DLV probably has over ten times more items than rest of the dungeon combined, even calculating non-vault monsters in that. |
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