Have potion drop rates changed? (WAS: Trove asking...)


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Pandemonium Purger

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Post Friday, 13th April 2012, 18:06

Have potion drop rates changed? (WAS: Trove asking...)

This is off topic but not worth of it's ownthread. I'm playing a HOEE at clvl16 and on dungeon: 17. I still do not have heal wounds identified, and have no unidentified potions stashed or packed. Been playing this character through four revisions of trunk; have the drop rates been adjusted for some consumables or is this unbelievably bad rng?
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Post Friday, 13th April 2012, 18:46

Re: Have potion drop rates changed? (WAS: Trove asking...)

Okay, wasn't intending for this to be it's own thread, so I might as well elaborate and make this thread worthy.

I actually just found what I think is my first heal wounds potion - on Spider's Nest 1, a green unidentified potion that has been tried by another monster. To my knowledge, there are only a few potions that monsters actually drink - heal wounds being one of them - the rest of which I have identified.

I cleared lair, dived to orc 4 for the shops, explored every level and shop up to D:17, and didn't find one heal wounds potion until spider's lair. This isn't a complaint, just a inquiry of possible consumable drop rate adjustment.
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Barkeep

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Post Friday, 13th April 2012, 19:32

Re: Have potion drop rates changed? (WAS: Trove asking...)

New threads are better than resurrecting old threads with offtopic content.

Also: I'm not seeing anything about potion frequency in the commit logs. Bad RNG.
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Dungeon Master

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Post Friday, 13th April 2012, 20:49

Re: Have potion drop rates changed? (WAS: Trove asking...)

You now that we don't have to pay to create threads, right?

I don't think there has been any adjustment to item drops lately. Heal wounds aren't very common, so what you're describing is unlikely, but not impossible.

Monsters can use curing, heal wounds, berserk, speed, might and invisibility. And vampire can drink blood too.
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Post Friday, 13th April 2012, 21:05

Re: Have potion drop rates changed? (WAS: Trove asking...)

galehar wrote:And vampire can drink blood too.

Out of curiosity, does that do anything for them, or is this behavior just for flavor?
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Post Saturday, 14th April 2012, 05:03

Re: Have potion drop rates changed? (WAS: Trove asking...)

Sorry, I'm a 9 year member of SA and aren't used to creating threads unless they have a massive commitment to content and a desire to start a worthwhile conversation. I didn't think the question merited it's own thread because I had no real reason to challenge the drop code.
Last edited by twelwe on Saturday, 14th April 2012, 05:05, edited 1 time in total.
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Post Saturday, 14th April 2012, 05:04

Re: Have potion drop rates changed? (WAS: Trove asking...)

mageykun wrote:
galehar wrote:And vampire can drink blood too.

Out of curiosity, does that do anything for them, or is this behavior just for flavor?


probably changes resistances, dead/alive effects
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Dungeon Master

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Post Saturday, 14th April 2012, 08:00

Re: Have potion drop rates changed? (WAS: Trove asking...)

mageykun wrote:
galehar wrote:And vampire can drink blood too.

Out of curiosity, does that do anything for them, or is this behavior just for flavor?

It heals them.
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Lair Larrikin

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Post Saturday, 14th April 2012, 17:35

Re: Have potion drop rates changed? (WAS: Trove asking...)

Is it possible that the monsters AI face the same situations as a player : drinking an unknown potion (for the better or the worst) as a last resort when facing a near death situation (same as reading an unknown scroll too) , or are the monsters always 100% using only identified items ?

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Post Saturday, 14th April 2012, 17:47

Re: Have potion drop rates changed? (WAS: Trove asking...)

Robsoie wrote:Is it possible that the monsters AI face the same situations as a player : drinking an unknown potion (for the better or the worst) as a last resort when facing a near death situation (same as reading an unknown scroll too) , or are the monsters always 100% using only identified items ?


Monsters don't distinguish between the identification status of items. They use only certain items under certain situations, and don't use them outside those situations even if it would be sensible. The items don't even have the same effect on the monsters as they would have on the player.

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