Level feelings are determined by the "rating" value of the cave object, which is increased by the following:
* 5 + .1 * native level for pits and nests
* A per-vault modifier defined in vault.txt
* For OOD monsters, 2x the level of OODness if unique, 1x otherwise
* A per-ego modifier defined in ego.txt (for footwear of Speed, this is 25)
* 30 + (power level) / 25 for artifacts
* (power level) / 15 for all items (presumably this is zero for most)
* For OOD nonmagical items, 1x the level of OODness
calculate_feeling() in generate.c determines the actual feeling received. If the rating is:
If nothing else of interest was on the level, you'd have a rating of 25, which at dlvl 30 puts you into the "unsure" category (since the rating equals 25, is not greater than it).
* 5 + .1 * native level for pits and nests
* A per-vault modifier defined in vault.txt
* For OOD monsters, 2x the level of OODness if unique, 1x otherwise
* A per-ego modifier defined in ego.txt (for footwear of Speed, this is 25)
* 30 + (power level) / 25 for artifacts
* (power level) / 15 for all items (presumably this is zero for most)
* For OOD nonmagical items, 1x the level of OODness
calculate_feeling() in generate.c determines the actual feeling received. If the rating is:
Code:
> 50 + dlvl => superb feeling > 40 + .8 * dlvl => excellent feeling > 30 + .6 * dlvl => very good feeling > 20 + .4 * dlvl => good feeling > 15 + .33 * dlvl => little lucky > 10 + .2 * dlvl => unsure > 5 + .1 * dlvl => reasonably safe > 0 => quiet, peaceful place = 0 => looks uninteresting
Comment