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Old April 7, 2011, 05:47   #1
SSK
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Embarrassment of SPEED footwear riches

New to 3.2.0

Is it just this ridiculously lucky character, or has there been a change in the frequency of speed boots in the newest versions? In prior versions, my character would be slowly progressing constantly lacking speed, *longing* for speed boots.

This lucky b*stard Carog the Dunedain Paladin scored a +9 Speed boots off Wormtongue on D level 8, and has since found:

Speed boots +4
Speed boots +8
*another* Speed boots +9
*another* Speed sandals +8,

...and now-- Dal-i-Thalion (+5) off a Crystal drake on DLevel 37--I haven't even gotten down to D level 40!

And I can't even sell all the other speed boots since I can't get rid of that cheapo Kondar the Ugly LOL.

Dal-i-Thalion is just great--don't think I should wear it just yet though giving up 4 speed until after I get some other speed items...
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Old April 7, 2011, 06:03   #2
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Quote:
Originally Posted by SSK View Post
New to 3.2.0

Is it just this ridiculously lucky character, or has there been a change in the frequency of speed boots in the newest versions?
There is a bug in Leather boots object type rarity.

Check the object.txt

It should be

N:131:& Pair~ of Leather Boots
G:]:U
I:30:2:0
W:3:0:20:7
A:20:3 to 100
P:2:1d1:0:0:0


IIRC that A: -line starts with 110 which makes dungeon a one big shoe shop.
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Old April 7, 2011, 06:19   #3
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Quote:
Originally Posted by Timo Pietilš View Post
There is a bug in Leather boots object type rarity.

Check the object.txt

IIRC that A: -line starts with 110 which makes dungeon a one big shoe shop.
Hey Timo.

I don't bother looking at source code, but that is interesting: In fact 4 of the 6 speed footwear items I found were leather, but the other two were iron or steel-shod.

So Morgy's developed a foot fetish heh. I have found about a bazillion boots of free action and stability as well, in line with overgeneration of leather footwear being a culprit, but still--so many of speed flavor? You think that's just a normal percentage of the increased amount of footwear generation?
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Old April 7, 2011, 06:28   #4
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Quote:
Originally Posted by SSK View Post
Hey Timo.

I don't bother looking at source code, but that is interesting: In fact 4 of the 6 speed footwear items I found were leather, but the other two were iron or steel-shod.

So Morgy's developed a foot fetish heh. I have found about a bazillion boots of free action and stability as well, in line with overgeneration of leather footwear being a culprit, but still--so many of speed flavor? You think that's just a normal percentage of the increased amount of footwear generation?
You got lucky with two BoS, but that is quite normal. Lucky, but not extraordinary lucky. I fixed that in my object.txt and it fixed the "too many boots" problem.

It isn't source-code, you only need to edit that pure ASCII text file in \lib\edit to fix this problem. Not like the "8" block problem in vaults which requires editing sources and recompiling.
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Old April 7, 2011, 06:38   #5
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Quote:
Originally Posted by Timo Pietilš View Post
I fixed that in my object.txt and it fixed the "too many boots" problem.

It isn't source-code, you only need to edit that pure ASCII text file in \lib\edit to fix this problem. Not like the "8" block problem in vaults which requires editing sources and recompiling.
OK so my next question is:

A: How do I edit the object.txt file and more importantly

B: What is this "8" block vault problem you speak of? I haven't encountered it yet... (and what can one do about it)?
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Old April 7, 2011, 06:41   #6
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If I recall correctly, speed boots have no particular depth bias, so any given pair of boots you find has an X% chance of being boots of speed. Let's say X is 1 and normally you find 50 pairs of boots by the time you hit dlvl 40; then you have about a 40% chance of having found any speed boots by that point (1 - .99^50). If boots become more common and you instead find 400 pairs of boots by that same time, then the odds of having found any speed boots are instead 98%!

Of course, these numbers are pulled out of the netherworld (ahem), but the same statistical principles apply regardless of what the actual numbers are.
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Old April 7, 2011, 07:28   #7
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Quote:
Originally Posted by SSK View Post
OK so my next question is:

A: How do I edit the object.txt file and more importantly

B: What is this "8" block vault problem you speak of? I haven't encountered it yet... (and what can one do about it)?
A: Any text editor is sufficient for editing (I use freeware notepad++). Unfortunately windows notepad (win XP) doesn't seem to understand unix-style EOL so it shows garbage contents.

B: Greater Vaults have fixed shape determined in vault.txt and blocks that contain symbol 8 should have monster 40 levels OoD and guaranteed item 20 levels OoD. Instead they have monster 40 levels OoD and just guaranteed good (dagger (1d4) (+1,+0) is enough) 20 levels OoD.

In order to fix that you need to edit generate.c, find "case" that determines what block 8 should do and change one "FALSE" to "TRUE" for item, then recompile.
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Old April 7, 2011, 12:55   #8
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Quote:
Originally Posted by Timo Pietilš View Post
A: Any text editor is sufficient for editing (I use freeware notepad++). Unfortunately windows notepad (win XP) doesn't seem to understand unix-style EOL so it shows garbage contents.
...and you can find object.txt in your Angband/lib/edit folder.
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Old April 7, 2011, 13:56   #9
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Quote:
Originally Posted by Timo Pietilš View Post
A: Any text editor is sufficient for editing (I use freeware notepad++). Unfortunately windows notepad (win XP) doesn't seem to understand unix-style EOL so it shows garbage contents.
OK thanx will look into fixing this.

Quote:
Originally Posted by Timo Pietilš View Post
B: Greater Vaults have fixed shape determined in vault.txt and blocks that contain symbol 8 should have monster 40 levels OoD and guaranteed item 20 levels OoD. Instead they have monster 40 levels OoD and just guaranteed good (dagger (1d4) (+1,+0) is enough) 20 levels OoD.

In order to fix that you need to edit generate.c, find "case" that determines what block 8 should do and change one "FALSE" to "TRUE" for item, then recompile.
This seems to be a much bigger problem--I love greater vaults. I usually just get precompiled stuff for MacOSX and have no experience compiling. Hasn't anyone posted a precompiled fix? Or maybe I can backtrack to 1 previous version that doesn't have this bug? With what versions will my 3.2.0 save file be compatible?
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Old April 7, 2011, 14:00   #10
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Make that "should have ..guaranteed excellent item 20 levels OoD....".
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