From f19752fc32d9b343f35f6b0abc33ef3c158b9abb Mon Sep 17 00:00:00 2001 From: Pasi Kallinen Date: Wed, 1 Nov 2017 12:12:17 +0200 Subject: [PATCH] Reduce the amount of gold laying on the floor There's far too much gold just laying around on the floor. Didn't previous adventurers grab most of it? This should incentivize gold detection and digging out vaults, selling stuff to the shopkeeps, and making it harder to donate for protection. Most radical reduction on the first few levels, for dlevel 1, average amount of gold was 80, is now 10, for dlevel 2, 95->15 Does not change the amount of gold deposited by mineralize, in the vaults, or contained in chests and large boxes. --- doc/fixes36.1 | 1 + src/mkobj.c | 6 ++++-- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/doc/fixes36.1 b/doc/fixes36.1 index c56c2ffcc..b5fc58221 100644 --- a/doc/fixes36.1 +++ b/doc/fixes36.1 @@ -469,6 +469,7 @@ assigning a type name to a potion on the floor which is actually a mimic could with perm_invent option enabled and no inventory, 'i' put up an empty menu charisma affects the leeway in demon lord bribes make Vlad slightly tougher +reduce the amount of gold laying on the floor Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository diff --git a/src/mkobj.c b/src/mkobj.c index 43d62b6c2..592633cac 100644 --- a/src/mkobj.c +++ b/src/mkobj.c @@ -1418,8 +1418,10 @@ int x, y; { register struct obj *gold = g_at(x, y); - if (amount <= 0L) - amount = (long) (1 + rnd(level_difficulty() + 2) * rnd(30)); + if (amount <= 0L) { + long mul = rnd(30 / max(12-depth(&u.uz), 2)); + amount = (long) (1 + rnd(level_difficulty() + 2) * mul); + } if (gold) { gold->quan += amount; } else {