This place seems reasonably safe.
Collapse
X
-
With the small thermonuclear caveat that jelly pits generating superb or special feelings is just utterly gut-wrenchingly rubbish ... otherwise yeah, they're fine.
Actually no - even if you take jelly pits out of the picture completely, they still need work."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
-
If you really want to eliminate jelly pits from the level feeling equation someone needs to put some moderate work into the formula. I'm not an expert on the code but it appears to me that any pit generated on a level contributes to a higher feeling. Yes, jelly pits are a nuisance, but dragon/wyrm pits give drops and undead pits are mega dangerous. I'd vote for keeping pits as they are, finding a jelly pit at DL10 is no more of a disappointment than an animal pit at DL50.
Whoever changes this will have to put in code to distinguish between each of the types of pit and whether the DL and pit type warrants boosting the feeling score. Seems like a lot of work to change something that most are used to by now.
The level feeling logic was only broken recently, V2.9.x and, I believe V3.0.x were pretty reasonable. If no one actually changed the formula in generate.c then the likely culprit is the changes in drops, like more artifacts being dropped or less good drops from generated monsters. And most of the complaints I've read have been of finding artifacts on a level with a low feeling.Comment
-
If you really want to eliminate jelly pits from the level feeling equation someone needs to put some moderate work into the formula. I'm not an expert on the code but it appears to me that any pit generated on a level contributes to a higher feeling. Yes, jelly pits are a nuisance, but dragon/wyrm pits give drops and undead pits are mega dangerous. I'd vote for keeping pits as they are, finding a jelly pit at DL10 is no more of a disappointment than an animal pit at DL50.Whoever changes this will have to put in code to distinguish between each of the types of pit and whether the DL and pit type warrants boosting the feeling score. Seems like a lot of work to change something that most are used to by now.The level feeling logic was only broken recently, V2.9.x and, I believe V3.0.x were pretty reasonable. If no one actually changed the formula in generate.c then the likely culprit is the changes in drops, like more artifacts being dropped or less good drops from generated monsters. And most of the complaints I've read have been of finding artifacts on a level with a low feeling."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
-
Comment
-
AFAIK the situation that the OP had, namely finding an artifact on a low DL and with a low feeling, did not occur prior to V3.1.x. That's the actual bug."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
-
"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
-
Already have the checkout part, still working on learning the band code so I can continue work on the savefile project I have going. Quick question, how does one make a patch? I've seen the files but I don't know if I have the utility installed. I do have cygwin on this comp and a machine with linux I can ssh/xming intoComment
-
Code:/* Increase the level rating */ rating += 10; /* (Sometimes) Cause a "special feeling" (for "Monster Nests") */ if ((p_ptr->depth <= 40) && (randint1(p_ptr->depth * p_ptr->depth + 1) < 300)) { good_item_flag = TRUE; }
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
Already have the checkout part, still working on learning the band code so I can continue work on the savefile project I have going. Quick question, how does one make a patch? I've seen the files but I don't know if I have the utility installed. I do have cygwin on this comp and a machine with linux I can ssh/xming into
Update my checkout: svn up
<edit some code>
<make sure it works>
Make a patch: svn diff -x -w > changes.patch
<inspect the patch to make sure it seems sane>
The "-x -w" arguments to SVN tell it to ignore all whitespace changes. This is useful to avoid accidentally sending random, non-meaningful whitespace changes, which some editors will make to files. YMMV.Comment
-
So, I'm not sure how one does things on Windows. Here is how I make patches from SVN on Linux:
Update my checkout: svn up
<edit some code>
<make sure it works>
Make a patch: svn diff -x -w > changes.patch
<inspect the patch to make sure it seems sane>
The "-x -w" arguments to SVN tell it to ignore all whitespace changes. This is useful to avoid accidentally sending random, non-meaningful whitespace changes, which some editors will make to files. YMMV.Comment
Comment