Feature branch drop balancing

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  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #31
    Originally posted by Nick
    It doesn't apply to template rooms, but does apply to all the things in vault.txt (including the new interesting rooms).
    Oh i see. That does mean those numbers will be wonky. Probably should adjust wiz-stats so it only considers lesser/medium and greater vaults. Is there an easy way to do that?

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9634

      #32
      Originally posted by fizzix
      Oh i see. That does mean those numbers will be wonky. Probably should adjust wiz-stats so it only considers lesser/medium and greater vaults. Is there an easy way to do that?
      The only quick (and very dirty) way I can think of is to hack gen-room.c so interesting rooms aren't marked as vaults. You could do that for stat-collecting purposes by something like replacing
      Code:
      			icky = true;
      with
      Code:
      			icky = !streq(v->typ, "Interesting room");
      in build_vault(), but I wouldn't want to bring that into the codebase at the moment.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #33
        Is it currently the case that you can't teleport into "interesting rooms?" If so, I think that's something we should consider changing

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        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9634

          #34
          Originally posted by fizzix
          Is it currently the case that you can't teleport into "interesting rooms?" If so, I think that's something we should consider changing
          Yeah, I want to do a bit of a rationalisation of room selection for 4.2 - Nomad has discussed this before, with IIRC the possibility of uniting interesting rooms and template rooms.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • wobbly
            Prophet
            • May 2012
            • 2629

            #35
            Hi, I was wondering if you have the odds on !speed/depth somewhere in your stats? My personal experience is a !speed is near guaranteed on dlvl 1. Clearing the 1st 10 dungeon levels however is unlikely to net you 10 !speed. There seems a perverse incentive to repeat dlvl 1 for !speed likely caused by a removal of junk items from the early game.

            Comment

            • MattB
              Veteran
              • Mar 2013
              • 1214

              #36
              Originally posted by fizzix
              But, here's something that surprised me. 4.feature has, on average, far fewer monsters than 3.4. In fact at about level 40, the two branches diverge, with 4.feature having about 60% of the monsters per level than 3.4. There are a lot of possible reasons for this.
              I don't know how much difference this would make, or even if it is relevant to the way you are collecting stats, but I seem to remember Takkaria dropping the spawn rate of monsters right down, i.e. monsters created after level creation.

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