From 8570421449c612bc28bf68cfc2286464c850460b Mon Sep 17 00:00:00 2001 From: Pasi Kallinen Date: Fri, 11 Jul 2025 13:04:25 +0300 Subject: [PATCH] Create familiar spell can create harder creatures --- doc/fixes3-7-0.txt | 1 + src/dog.c | 5 ++++- 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/doc/fixes3-7-0.txt b/doc/fixes3-7-0.txt index 56d72fe80..8bb097002 100644 --- a/doc/fixes3-7-0.txt +++ b/doc/fixes3-7-0.txt @@ -1520,6 +1520,7 @@ the engraving pristine text field was not being appropriately populated during worn alchemy smock reduces chances of dipped potions exploding dwarves can sense buried items under their feet monsters trapped in pits cannot kick +create familiar spell can create harder creatures Fixes to 3.7.0-x General Problems Exposed Via git Repository diff --git a/src/dog.c b/src/dog.c index d0d4e7f3c..0682cf610 100644 --- a/src/dog.c +++ b/src/dog.c @@ -124,7 +124,10 @@ pick_familiar_pm(struct obj *otmp, boolean quietly) } else if (!rn2(3)) { pm = &mons[pet_type()]; } else { - pm = rndmonst(); + int skill = spell_skilltype(SPE_CREATE_FAMILIAR); + int max = 3 * P_SKILL(skill); + + pm = rndmonst_adj(0, max); if (!pm && !quietly) There("seems to be nothing available for a familiar."); }