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