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#1 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,310
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"band-aid" tweaks to item generation
In light of Magnate's overhaul of ego generation not making it into 3.4, I'm going to go ahead with my band-aid tweaks. Specifically, there are three tweaks.
1) Remove the line that makes items that fail the special artifact roll into forced-great items. This has been both playtested by me and stats-tested. It tends to reduce artifact creation by about 10% (which is just about 1 standard deviation) and it has no significant effects on ego generation. I've already sent a pull-request for this, and it should be in soon. 2) Remove the DROP_GOOD flag from most non-unique monsters. This has been playtested by me, but not yet stats-tested. I plan to do that this weekend. The concern for this is actually an increase in specific uber items like _banishment and _magi (actually those are the only ones I care about limiting). DROP_GOOD should actually be interpreted as 'drop_weapons/armor/dungeonbooks' If you have suggestions for what monsters should retain DROP_GOOD, please post them here. 3) Change the level dependent good/great values. Currently these are: Code:
/* Chance of being `good` and `great` */ int good_chance = (lev + 2) * 3; int great_chance = MIN(lev / 4 + lev, 50); If it's good and randint(100) < great_chance then the item is great good means it has magical bonuses. great means it is an ego. I'm not sure how to change these formulas yet, but suggestions are appreciated. I'm not planning on doing any changes to the edit files, but if anyone has concrete suggestions on how those can be tweaked for 3.4, I'll be happy to try them out and run simulations on them. |
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#2 |
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Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 765
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What about also making some 'uber' arts (Bladeturner, 1 Ring etc) more rare?
And is there a case for an across-the-board increase of X% in artifact rarities? [EDIT:] How about increasing the rarity and/or depth of the 'of Speed' footwear ego? A.
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Ironband - http://angband.oook.cz/ironband/ Last edited by Antoine; October 20, 2011 at 04:09. |
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#3 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
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Quote:
If someone else wants to take up the edit file part, I can probably look at the code. (The edit file part would be changing all lines that read like A:5:40-127 to A:50:40-127) Right now BoS has a rarity of 2, so we can cut that to 1. However, a lot of the artifacts already have rarity of 1 though... |
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#4 | |
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Angband Devteam member
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Quote:
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#5 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,310
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Quote:
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#6 | |
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Angband Devteam member
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I modified artifact.txt to use a scale between 1 and 1000 (the highest commonness in 3.3.x is Elvagil at 50, which is now 500). This means that something with a commonness of 1 is now 10x rarer, relative to other artifacts, than it was before. But I also dispensed with the "rarity roll", because calling make_artifact() now means you actually want to create an artifact, rather than just roll for one, and this is what would really change the balance. If someone wanted to incorporate my changes but minimise the effect on balance, they could put the rarity roll back into make_artifact(), but using 1-1000 instead of 1-100. This effectively doubles the relative rarity differentials (because it affects both entering the allocation table and being picked), which is why I removed it. But it would probably mean a smaller overall impact on balance.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#7 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,310
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Ok, step 2 has been tested and has a pull request. DROP_GOOD has been removed for all non-unique monsters giving another ~10% reduction in artifact generation. All together artifacts should be about 15-20% less common now. Apparently this has been merged before I was even able to finish this comment.
As I guessed, this caused a roughly factor 2 increase in many high end goods like staves of magi/healing/banishment. I corrected the probs in object.txt for this. Also, dungeon books became significantly more rare. I fixed the probs for them as well, to bring them back to the same prob as they were before, although the sources may be different now. I'm going to hold off on step 3, as I think this might be enough to make a difference in object generation for 3.4, and we'll see how it plays. One thing to check is whether or not Uniques are dropping dungeon books too often now, or any other wonky effects. edit: I should add that consumables overall will be more common deep in the dungeon. So if things are popping up too often, we can tweak them some more. The most egregious problems have been taken care of though. |
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#8 |
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Prophet
Join Date: Dec 2009
Posts: 4,788
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You should also make certain that the following consumables have about the same rarity:
* ?Banish * ?MassBanish * ?Destruction * !*Healing* * !Life Any others that I missed? |
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#9 | |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,310
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Quote:
Also, stats calculations are a bit inflated because they assume you're killing all the monsters in graveyards and demon pits. Actual gameplay is a bit harder to simulate, so it'll take a couple playthroughs and feedback to see if these items need to be toned down also. |
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#10 | |
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Angband Devteam member
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Quote:
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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