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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0007012||[DCSS] Bug Report||major||always||2013-05-04 22:52||2015-07-25 02:46|
|Status||closed||Product Branch||0.13 ancient branch|
|Summary||0007012: Ridiculous zombie/skeleton/simulacrum generation|
Commit 630cb13277100dd2dfbdd6881b64086b5580405f changed zombie generation to use depth "correctly." This has made tougher undead generate much, much earlier: hill giant zombies have 75 kills in 0.13-a, which has been around for only a few weeks. They had 91 in 0.12-a which existed for around 8 months, and numbers for 0.10 and 0.11 stable are very similar.
I consider this bad enough to be a severe bug because zombies are among the worst enemies in the game - nearly all of them are slower than you and they have a lot of HP, so there is rarely any danger but they take a very large amount of real time to fight. Furthermore, this is greatly increasing the amount of experience available - an ogre zombie on D:2 is easy to kill unless you are a naga, but likely gives more XP by itself than all of D:1 put together. This seems to throw early-game balance off by quite a bit.
My preferred solution would be to remove zombies, skeletons, and simulacra from random generation entirely since they are such boring enemies, but at the very least, please use a shallower base depth.
|Tags||No tags attached.|
Regardless of the random generation or not, there are enough monsters and vaults that place zombies as part of the band / map that having ridiculous monsters generate as a result of this tweak is undesirable.
I've adjusted the zombie selector to scale the out-of-depthness as a function of current dungeon depth (0.13-a0-624-gd04699d), which should help address some of the ridiculousness on the early game side of things (where this is going to matter the most).
I'm leaving this open so we can decide on the fate of undead monster generation in main D, but I certainly wouldn't object to their removal there (they place enough there as part of vaults, bands, etc. already).
Zombie generation was changed to remove slow zombies from D, which makes them a lot more tolerable.
...that probably should have been a different ticket; the original issue was solved nearly two years ago...
|2013-05-04 22:52||minmay||New Issue|
|2013-05-07 00:59||sgrunt||Note Added: 0022561|
|2015-03-06 07:19||PleasingFungus||Note Added: 0028607|
|2015-03-06 07:19||PleasingFungus||Status||new => resolved|
|2015-03-06 07:19||PleasingFungus||Fixed in Branch||=> 0.16 pre-release branch|
|2015-03-06 07:19||PleasingFungus||Resolution||open => done|
|2015-03-06 07:19||PleasingFungus||Assigned To||=> PleasingFungus|
|2015-07-25 02:46||minmay||Status||resolved => closed|
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