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#1 |
Prophet
Join Date: Apr 2008
Posts: 2,966
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"Great" drops replaced by "good" drops in vaults: bug or feature?
Since r612, all "great" spots in vaults (marked as "8" in vault.txt) now only generate "good" drops instead of "great" drops. Since I didn't find this documented anywhere, I was wondering if it was a new feature to lower the number of excellents items generated or simply a bug...
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#2 |
Adept
Join Date: Jun 2009
Posts: 177
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r612? Which version was that? I think I remember reading that there aren't any more great drops, period.
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#3 |
Angband Devteam member
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That refers to svn revision 612, which is just prior to 3.0.8 I think. I wasn't around much then, so I have no idea whether this change was intentional or not.
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#4 |
Adept
Join Date: Jun 2009
Posts: 177
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I tried doing an svn update -r 612 on my code base just for giggles, but it wouldn't compile.
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#5 | |
Prophet
Join Date: Apr 2008
Posts: 2,966
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The change is still present in the trunk, so there's a good chance that it's present since 3.1.0 or so.
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#6 |
Rookie
Join Date: Feb 2010
Posts: 21
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Wait. No more great drops? Does this explain why when I kill uniques, I'm just getting like [+3, +3] items, no ego or artifact items?
Why was it decided that there should be no great drops? What does this mean exactly--that artifacts only appear as randomly generated items on the dungeon floor? |
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#7 | |
Adept
Join Date: Jun 2009
Posts: 177
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Yes, this does explain why you kill Nar and only get a Hard Leather armor +3. Wait to kill him until you're much deeper and you'll get a much better drop. |
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#8 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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So why was this changed, anyway? Most of the uniques with DROP_GREAT are significantly harder than other uniques at their depth -- in particular, Wormtongue was an excellent risk/reward tradeoff, since he could generally easily kill you, but if you managed to kill him instead he had decent odds of dropping a genuinely useful item. Are uniques with DROP_GREAT being nerfed to account for their worsened drops?
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#9 | |
Adept
Join Date: Jun 2009
Posts: 177
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Quote:
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#10 |
Rookie
Join Date: Feb 2010
Posts: 21
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Wait, ok.
So if I understand correctly, if a unique typically shows up on level X, I should wait until I find that unique on level X+Y for some large Y before I kill that unique. Correct? Corollary to this: If two uniques A and B are generated on level X, and A is typically generated on X, and B is typically generated on level X-Y for some large Y, then I should kill B and leave A alone for now. Do I have this right? |
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