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Vestibule Respawns

PostPosted: Thursday, 28th August 2014, 21:05
by Aule
It used to be that no monsters would respawn in the Vestibule of Hell, but that doesn't appear to be true anymore. Was this changed in 0.15? I cleared it, scoured it clean, o'd it, was remodeling it for a snowbird camp, and constantly appearing were monsters like orange rats, ice dragons, rakashi, et al.

So I stopped remodeling, because of the pest problem. Damn southern climes.

Re: Vestibule Respawns

PostPosted: Friday, 29th August 2014, 01:19
by crate
From what I've been told in ##crawl in the past monsters have always (fsvo "always", perhaps) been able to generate over time in vestibule, it just has a low rate.

Re: Vestibule Respawns

PostPosted: Saturday, 30th August 2014, 15:08
by Aule
Definitely respawns... at a low rate. Wiki to be corrected.

Re: Vestibule Respawns

PostPosted: Saturday, 30th August 2014, 21:47
by Hurkyl
I don't think I've ever seen a Vestibule respawn prior to 0.15. And I usually move my stash once I clear Slime if I'm doing extended, and tend to visit my stash every few Pan levels, so I would have expected to see them.

Re: Vestibule Respawns

PostPosted: Saturday, 30th August 2014, 22:16
by and into
I've definitely seen vestibule respawns prior to 0.15, though I admit I can't recall exact versions in which these sightings occurred.

Re: Vestibule Respawns

PostPosted: Saturday, 30th August 2014, 22:41
by Sprucery
I'm pretty sure I've seen vestibule respawns already in a very very old version of Crawl, but the rate has been always really low.

Re: Vestibule Respawns

PostPosted: Monday, 1st September 2014, 20:43
by stickyfingers
5 years ago:
  Code:
static void _hell_spawn_random_monsters()
{
    // Monster generation in the Vestibule drops off quickly.
    const int taper_off_turn = 500;
    int genodds = 240;
    // genodds increases once you've spent more than 500 turns in Hell.
    if (env.turns_on_level > taper_off_turn)
    {
        genodds += (env.turns_on_level - taper_off_turn);
        genodds  = (genodds < 0 ? 20000 : std::min(genodds, 20000));
    }
    if (x_chance_in_y(5, genodds))
    {
        mgen_data mg(WANDERING_MONSTER);
        mg.proximity = (one_chance_in(10) ? PROX_NEAR_STAIRS
                                          : PROX_AWAY_FROM_PLAYER);
        mons_place(mg);
        viewwindow(false);
    }
}


Today:
  Code:
static int _vestibule_spawn_rate()
{
   // Monster generation in the Vestibule drops off quickly.
   const int taper_off_turn = 500;
   int genodds = 240;
   // genodds increases once you've spent more than 500 turns in Hell.
   if (env.turns_on_level > taper_off_turn)
   {
       genodds += (env.turns_on_level - taper_off_turn);
       genodds  = (genodds < 0 ? 20000 : min(genodds, 20000));
   }
   return genodds;
}


Rate looks the same.

Re: Vestibule Respawns

PostPosted: Monday, 8th September 2014, 18:07
by Hurkyl
There could be other systematic features. For example, pre-0.15, none of the portals were open until you blew Geryon's horn. If Vestibule respawns are the "monster comes through portal" type...