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gem probabilities (trunk only)
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     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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nethack.rankin committed May 22, 2007
1 parent 47348b9 commit c89d5f2
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1 change: 1 addition & 0 deletions doc/fixes35.0
Original file line number Diff line number Diff line change
Expand Up @@ -230,6 +230,7 @@ breath attack directed at self by poly'd hero always hits
override non-silver vs shades for artifacts which deal extra damage to undead
assorted mirror fixes--mainly visibility issues
some monsters can't be strangled; self-polymorph can stop/restart strangulation
re-adjust gem generation probabilities when revisiting existing dungeon levels


Platform- and/or Interface-Specific Fixes
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3 changes: 2 additions & 1 deletion src/do.c
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@@ -1,4 +1,4 @@
/* SCCS Id: @(#)do.c 3.5 2007/02/03 */
/* SCCS Id: @(#)do.c 3.5 2007/05/21 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */

Expand Down Expand Up @@ -1133,6 +1133,7 @@ boolean at_stairs, falling, portal;
minit(); /* ZEROCOMP */
getlev(fd, hackpid, new_ledger, FALSE);
(void) close(fd);
oinit(); /* reassign level dependent obj probabilities */
}
/* do this prior to level-change pline messages */
vision_reset(); /* clear old level's line-of-sight */
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