At the end of the "Your views wanted on artifacts in V" thread, Magnate says:
>I think Takk will rein in ego generation a bit further for 3.2, as
> we're still getting too many (compared with stuff like stat potions
> and other high-end consumables).
While I don't necessarily disagree with this statement, I think a lot of it has to do with two significant changes to object generation that were made in 3.1.0 that I never saw mentioned in the announcements:
1) The calculation for the "level" of an object dropped is now the *maximum* of either the dungeon level or the monster level, whereas before it was the *average* of the dungeon level and the monster level (I note BTW that the comment in monster2.c was not updated when the code was changed, and still erroneously claims to use the average).
This change has far reaching implications, and personally, I don't like it. In particular it means that you no longer have to fight tough monsters to get high level drops. No longer do you have to descend to level 85 and kill a Hell Wyrm to have a good chance of getting a =Speed; a novice priest will do, and on level 75. It also means that the boring but reasonably safe tactic of "breed black oozes until you get what you want" is probably a winner. Previously you could do this to find stat potions, but not the really high level items since black oozes are only level 23. Appropos Magnate's original comment, this change also means that ego (or better) items are a lot more common at deeper levels, because every item dropped by every monster at a deep level will be a deep level item with a correspondingly higher chance of being a great item. This change greatly facilitates the "dive fast, dive deep" method of play because in addition to hoping to find stuff on the floor, you can also kill any weak monsters that happen to be on the level, and get drops just as good as the monsters that could instantly kill you. This is not necessarily a bad thing depending on your point of view (*I* think it is a bad thing, but could imagine others holding different views) but it is a serious change.
2) The *Heal*, and Life, and stat gain potions are no longer considered to be "good" items in the sense of monsters that have the DROP_GOOD flag. This alone makes them much less common (Magnate's second point). Admittedly these items only recently make it *on* to the "good" list (in 3.0.x I think?). but now that they're back off, the items are more rare. In fact, annoyingly enough, if you're looking for *Heal* or *Life* for the final battle with Morgoth (and IMO you need at least a half-dozen; more is definitely better), there is no point in killing Wryms or high level Demons, since monster with DROP_GOOD will *never* drop these items.
[Admittedly you don't want these items to be too easy to find either. But I do think that there should be at least some chance that the high level monsters will drop them.]
>I think Takk will rein in ego generation a bit further for 3.2, as
> we're still getting too many (compared with stuff like stat potions
> and other high-end consumables).
While I don't necessarily disagree with this statement, I think a lot of it has to do with two significant changes to object generation that were made in 3.1.0 that I never saw mentioned in the announcements:
1) The calculation for the "level" of an object dropped is now the *maximum* of either the dungeon level or the monster level, whereas before it was the *average* of the dungeon level and the monster level (I note BTW that the comment in monster2.c was not updated when the code was changed, and still erroneously claims to use the average).
This change has far reaching implications, and personally, I don't like it. In particular it means that you no longer have to fight tough monsters to get high level drops. No longer do you have to descend to level 85 and kill a Hell Wyrm to have a good chance of getting a =Speed; a novice priest will do, and on level 75. It also means that the boring but reasonably safe tactic of "breed black oozes until you get what you want" is probably a winner. Previously you could do this to find stat potions, but not the really high level items since black oozes are only level 23. Appropos Magnate's original comment, this change also means that ego (or better) items are a lot more common at deeper levels, because every item dropped by every monster at a deep level will be a deep level item with a correspondingly higher chance of being a great item. This change greatly facilitates the "dive fast, dive deep" method of play because in addition to hoping to find stuff on the floor, you can also kill any weak monsters that happen to be on the level, and get drops just as good as the monsters that could instantly kill you. This is not necessarily a bad thing depending on your point of view (*I* think it is a bad thing, but could imagine others holding different views) but it is a serious change.
2) The *Heal*, and Life, and stat gain potions are no longer considered to be "good" items in the sense of monsters that have the DROP_GOOD flag. This alone makes them much less common (Magnate's second point). Admittedly these items only recently make it *on* to the "good" list (in 3.0.x I think?). but now that they're back off, the items are more rare. In fact, annoyingly enough, if you're looking for *Heal* or *Life* for the final battle with Morgoth (and IMO you need at least a half-dozen; more is definitely better), there is no point in killing Wryms or high level Demons, since monster with DROP_GOOD will *never* drop these items.
[Admittedly you don't want these items to be too easy to find either. But I do think that there should be at least some chance that the high level monsters will drop them.]
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