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:
If randint(100) < good_chance the item is good
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.
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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