This is a little long and a little dense. Apologies.
Recently I've spent some time thinking about the change to object generation, specifically that monster inventories are created when monsters are generated. I've concluded that the change has a side effect of suppressing effective late game artifact generation.
For example, consider a DL90 with a demon pit with horned reapers and a greater vault. I'm not sure the exact dungeon generation algorithm, but lets say the pit is generated and populated before the GV. It doesn't matter much either way. Also, lets say a lesser balrog is generated with Nenya in its inventory. Nenya can no longer be generated on a special item floor squares. Furthermore, any monster generated after the lesser balrog has a 0% chance to yield Nenya. Since this an extreme example with horned reapers, the likelihood of a lesser balrog not being trampled AND the likelihood of the player choosing to clear that patricular pit are very small. Thus, the effective probability of finding Nenya on that level is 0.
To generalize this, lets say the chance a given monster is generated carrying Nenya is P_gen. Whether the item is created when the monster is generated or when the monster is killed shouldn't effect P_gen. Lets say the chance the player kills a monster ion a given level is P_kill.
Previously the effective chance to find Nenya per monster on a given level was P_gen, whereas now the chance is P_gen*P_kill. P_kill will inevitably be <1, so P_gen*P_kill < P_gen. Thus, the effective chance of finding Nenya on a level is reduced and depends strongly on playing style. This effect is compounded when considering graveyards and pits.
Graveyards and pits have a high concentration of deep monsters, which means the chance a monster in a graveyard or pit is generated with an artifact is higher relative to the rest of the dungeon. As monster density contributes to the difficulty of clearing the monsters, P_kill for monsters in graveyards, demon pits, and dragon pits with complex compositions is lower than P_kill for monsters scattered throughout the dungeon. Or, more directly, levels generated with these features are less likely to yield end game artifacts.
This behavior implies tuning rarity for late game artifacts is more difficult to control than editing a rarity index in a .txt file. I'm not sure the current behavior is ideal, but I don't have a suggestion except to consider reversion to item generation upon monster death and not monster generation.
Recently I've spent some time thinking about the change to object generation, specifically that monster inventories are created when monsters are generated. I've concluded that the change has a side effect of suppressing effective late game artifact generation.
For example, consider a DL90 with a demon pit with horned reapers and a greater vault. I'm not sure the exact dungeon generation algorithm, but lets say the pit is generated and populated before the GV. It doesn't matter much either way. Also, lets say a lesser balrog is generated with Nenya in its inventory. Nenya can no longer be generated on a special item floor squares. Furthermore, any monster generated after the lesser balrog has a 0% chance to yield Nenya. Since this an extreme example with horned reapers, the likelihood of a lesser balrog not being trampled AND the likelihood of the player choosing to clear that patricular pit are very small. Thus, the effective probability of finding Nenya on that level is 0.
To generalize this, lets say the chance a given monster is generated carrying Nenya is P_gen. Whether the item is created when the monster is generated or when the monster is killed shouldn't effect P_gen. Lets say the chance the player kills a monster ion a given level is P_kill.
Previously the effective chance to find Nenya per monster on a given level was P_gen, whereas now the chance is P_gen*P_kill. P_kill will inevitably be <1, so P_gen*P_kill < P_gen. Thus, the effective chance of finding Nenya on a level is reduced and depends strongly on playing style. This effect is compounded when considering graveyards and pits.
Graveyards and pits have a high concentration of deep monsters, which means the chance a monster in a graveyard or pit is generated with an artifact is higher relative to the rest of the dungeon. As monster density contributes to the difficulty of clearing the monsters, P_kill for monsters in graveyards, demon pits, and dragon pits with complex compositions is lower than P_kill for monsters scattered throughout the dungeon. Or, more directly, levels generated with these features are less likely to yield end game artifacts.
This behavior implies tuning rarity for late game artifacts is more difficult to control than editing a rarity index in a .txt file. I'm not sure the current behavior is ideal, but I don't have a suggestion except to consider reversion to item generation upon monster death and not monster generation.
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