Most monsters no longer deathdrop comestibles other than their corpse
Playtesting has shown that there is too much permafood in the game at present: in the late-game the only food-related problem is how much to carry in order to avoid burdening yourself. In the early game, food could previously have been a problem prior to Minetown/Sokoban (thus the recent commit to add a guaranteed ration in the upper dungeons), but past that point, there is easily enough food generated on the ground. Additionally, the recent commits to make healing sources more available in the early game reduce the amount of time that needs to be spent waiting to heal, thus further reducing food requirements. The main purposes of food as a mechanic are to given an incentive to press onwards and to discourage grinding. However, if monsters are deathdropping non-corpse permafood, then beyond the very early game, grinding actually generates more food than it uses up, so the nutrition mechanic doesn't do its job properly. Playtesting (including a full ascension!) has shown that there is still plenty of food available even without deathdrops available (my test game had 8 spare non-deathdrop food rations upon reaching the Castle, at which point nutrition is no longer an issue due to the Castle food stores and the huge numbers of C- and K-rations dropped by the soldiers). I will address the potential problems this causes for vegetarian Monks in a future commit.
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@@ -1302,6 +1302,9 @@ early dungeon (pre-Sokoban) generates extra useful survivability items
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potion of healing is much more common, and has a unique price
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alchemy may affect only a portion of the dipped potions if a large
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stack is dipped (especially if that stack is diluted)
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monster kills can no longer deathdrop comestibles (other than the
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monster's corpse) unless the monster collects food or
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generates with food
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Fixes to 3.7.0-x General Problems Exposed Via git Repository
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10
src/mon.c
10
src/mon.c
@@ -3285,7 +3285,15 @@ xkilled(
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otmp = mkobj(RANDOM_CLASS, TRUE);
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/* don't create large objects from small monsters */
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otyp = otmp->otyp;
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if (mdat->msize < MZ_HUMAN && otyp != FIGURINE
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if (otmp->oclass == FOOD_CLASS && !(mdat->mflags2 & M2_COLLECT) &&
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!otmp->oartifact) {
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/* don't drop newly created permafood from kills, unless
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the monster collects food; it creates too much nutrition
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in the late game and encourages grinding in the early
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game; oartifact check is paranoia and will be redundant
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until an artifact comestible is added */
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delobj(otmp);
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} else if (mdat->msize < MZ_HUMAN && otyp != FIGURINE
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/* oc_big is also oc_bimanual and oc_bulky */
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&& (otmp->owt > 30 || objects[otyp].oc_big)) {
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if (otmp->oartifact) /* un-create */
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