gem probabilities (trunk only)
This is probably on <Someone>'s bug list, but I don't remember where that lives. I found a copy of an old news message by him which pointed out that gem probabilities are set for a given dungeon level at the time it is being created, but they don't get reset when an existing level is revisited. So giants' inventory creation and any monsters' death drops generate gems using values from the level most recently made rather than from their/hero's current location. That can lead to high level gems in the main dungeon after entering the mines.
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@@ -230,6 +230,7 @@ breath attack directed at self by poly'd hero always hits
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override non-silver vs shades for artifacts which deal extra damage to undead
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assorted mirror fixes--mainly visibility issues
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some monsters can't be strangled; self-polymorph can stop/restart strangulation
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re-adjust gem generation probabilities when revisiting existing dungeon levels
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Platform- and/or Interface-Specific Fixes
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3
src/do.c
3
src/do.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)do.c 3.5 2007/02/03 */
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/* SCCS Id: @(#)do.c 3.5 2007/05/21 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1133,6 +1133,7 @@ boolean at_stairs, falling, portal;
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minit(); /* ZEROCOMP */
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getlev(fd, hackpid, new_ledger, FALSE);
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(void) close(fd);
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oinit(); /* reassign level dependent obj probabilities */
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}
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/* do this prior to level-change pline messages */
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vision_reset(); /* clear old level's line-of-sight */
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