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ID Category Severity Reproducibility Date Submitted Last Update
0005912 [DCSS] Bug Report minor sometimes 2012-07-11 01:59 2012-07-16 18:07
Reporter Claws View Status public  
Assigned To sgrunt
Priority normal Resolution done  
Status resolved   Product Branch 0.11 ancient branch
Summary 0005912: ZotDef: Zot placement, random monster placement results in extreme unbalancing
Description With ZotDef moved to Zot from D:1 in trunk, as well as the randomly placing monsters around as well as the player:
 * Ghosts get to spawn! Naturally broken due to the different nature between ZotDef and regular Crawl.
 * Extremely early draconian skeletons and zombies are placed too, which are beyond the regular wave-boss out of depths and into almost absolute death.
 * Sometimes when the player is placed by the <s combined with the random monster placement, monsters reach the orb before the player can, which usually results in absolute death before even "beginning".
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-  Notes
(0018906)
sgrunt (administrator)
2012-07-11 02:46

0.11-a0-2796-gda90b54 disables ghost spawning in ZotDef.

I think more discussion is needed on what to do with respect to the described random monsters; personally I think they could be done away with altogether (this could be done just by tagging the vaults with no_monster_gen, I believe).
(0018907)
sgrunt (administrator)
2012-07-11 04:10

On further feedback, I've realised that I misunderstood some bits of the initial description of the zombie problem - the problem is that randomly generated zombies in ZD are now taking the monster set from Zot, yielding draconian / dragon zombies / skeletons independent of anything to do with the current progress of the game.

I can think of three approaches:

1) Force the zombie generation code to assume the player is in the Dungeon for the purpose of base undead monster type selection;

2) Ignore branches altogether, and select base monsters for zombies based on something else such as hit dice;

3) Track the branch of the current wave type and generate zombies based on that.

1) would be the previous behaviour, though it would tend to yield inconsistencies with the rest of the current wave. 2) would allow more types of zombies to appear, but would probably be even more inconsistent. 3) would be the most consistent, but would necessitate a reliable way of tracking the branch across save games (this would probably need a save game format change).

Opinions?
(0018908)
sgrunt (administrator)
2012-07-11 04:39
edited on: 2012-07-11 04:44

Per IRC consultation, 0.11-a0-2797-g0bba7d7 has undead base monster selection assume the player is in Dungeon while playing ZotDef (i.e. option 1); this is the behaviour that was present prior to the move from Dungeon to Zot.

Further IRC discussion suggests the monsters described in the third case above are probably ghosts, in which case it's already been addressed. If it happens further, then we can assume that it's not ghosts, but we will have to wait and see.

(0019074)
sgrunt (administrator)
2012-07-16 18:07

In the absence of further reports of issues, I'm going to consider this done.

Please reopen the issue if these crop up again (somehow).

- Issue History
Date Modified Username Field Change
2012-07-11 01:59 Claws New Issue
2012-07-11 02:46 sgrunt Note Added: 0018906
2012-07-11 02:46 sgrunt Status new => acknowledged
2012-07-11 04:10 sgrunt Note Added: 0018907
2012-07-11 04:39 sgrunt Note Added: 0018908
2012-07-11 04:44 sgrunt Note Edited: 0018908
2012-07-11 04:44 sgrunt Status acknowledged => assigned
2012-07-11 04:44 sgrunt Assigned To => sgrunt
2012-07-11 04:45 sgrunt Status assigned => feedback
2012-07-16 18:07 sgrunt Note Added: 0019074
2012-07-16 18:07 sgrunt Status feedback => resolved
2012-07-16 18:07 sgrunt Fixed in Branch => 0.11 development branch
2012-07-16 18:07 sgrunt Resolution open => done


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