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#1 |
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Knight
Join Date: Jun 2008
Location: Los Angeles
Posts: 964
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Object and Monster generation question
How does the game determine whether or not to spawn an out of depth monster (excluding vaults)? How many levels OOD is possible?
Regarding items, I heard at a certain dlvl, any GOOD or better items are increased by 10 levels when it comes to rolling for drops. When does this start? I am trying to make a spreadsheet for myself to document when certain key resists, monsters, or items appear at which dlvl so that I can know when to "not dive further until" or "dive to this level to find ___" Thanks! edit: Also, why do all armor items in the ego_items.txt edit file have a zero depth value? Example: Boots of Speed Code:
N:59:of Speed X:25:0 W:0:24:0:100000 C:0:0:0:d10 T:30:0:99 F:SPEED | HIDE_TYPE
__________________
A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: Last edited by Zikke; April 13, 2010 at 21:25. |
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#2 | |
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Knight
Join Date: May 2009
Posts: 560
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Quote:
Code:
406 s16b get_mon_num(int level)
407 {
408 int i, j, p;
409
410 int r_idx;
411
412 long value, total;
413
414 monster_race *r_ptr;
415
416 alloc_entry *table = alloc_race_table;
417
418 /* Occasionally produce a nastier monster in the dungeon */
419 if (level > 0 && one_in_(NASTY_MON))
420 level += MIN(level / 4 + 2, MON_OOD_MAX);
Code:
259 #define NASTY_MON 25 /* 1/chance of inflated monster level */ 260 #define MON_OOD_MAX 10 /* maximum out-of-depth amount */ Example, at level 15 the highest out of depth possible is 6. 2. Not sure, I think at 30, when only magic stuff drops, but I'm too lazy to look through the code some more. 3. Elvenkind have a depth of 60 I think, but the rest can drop any time but may be quite rare. I'm sure it's just so people can have nice things early on too that aren't artifacts, when later on in the game artifacts often surpass most egos. (most, not all, mind you) |
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#3 |
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Knight
Join Date: Jun 2008
Location: Los Angeles
Posts: 964
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So in theory, a pair of boots on dlvl 1 has the same chance of being "of Speed" as a pair of boots on dlvl 100?
And thank you for the code on generating OOD monsters.
__________________
A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe A/FA W H- D c-- !f PV+++ s? d P++ M+ C- S+ I- !So B ac++ GHB? SQ? !RQ V F: |
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#4 | |
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Knight
Join Date: May 2009
Posts: 560
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Quote:
But things in town that drop items (Farmer Maggot, Mean Looking Mercs, Veterans) can drop boots of speed. There was a screenshot or a post on that not too long ago IIRC. |
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#5 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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This seems weak. A 1 in 25 chance of getting a monster that's sightly OoD (at dl32 or higher only 10 levels OoD). Does anyone else think that there is not enough variation here? Good old predictable Vanilla, I guess.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#6 |
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Prophet
Join Date: Dec 2009
Posts: 4,789
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I'd be all for more variation in monster and item placement. Back in the way-old days generation depths were a lot more variable, and you could find nicer gear much more often (for example, PDSM was more of a "once every few winners" deal rather than a "three times in one player's life" deal). Polymorph could generate any non-unique monster (so polymorphing townspeople was a fun way to check out powerful enemies in a somewhat-safe manner, by standing on the staircase). And so on.
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#7 | |
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Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 32
Posts: 1,494
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Quote:
There has been talk about moving to a function that could produce *any* depth of monster or item (obviously with a correspondingly small probability) but tuning the function so it "felt" right would be tricky and no one's done it yet. Patches welcome
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#8 | |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,774
Donated: $8
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Quote:
The OoD object generation seems to have a *lot* more variability and seems about right. It would be nice if the monsters were also. I guess I'll just sit around and wait. EDIT: A quick fix, if anybody notices this, would be to change Code:
259 #define NASTY_MON 25 /* 1/chance of inflated monster level */ to this 259 #define NASTY_MON 5 /* 1/chance of inflated monster level */
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. Last edited by buzzkill; April 15, 2010 at 03:41. |
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#9 |
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Prophet
Join Date: Dec 2009
Posts: 4,789
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It seems like a simple bell curve would work fine. You could start with a curve where monsters are generated more than the current max OOD-ness less than .1% of the time (basically similar to current behavior), and gradually increase that until it feels right.
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#10 |
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Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 32
Posts: 1,494
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The mailing list isn't very active right now but sometimes there is discussion on it. I found the email detailing the changes to OOD monsters:
http://angband.oook.cz/pipermail/ang...er/000881.html The IRC channel is #angband-dev on freenode. It too is pretty inactive right now. |
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