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authorNicholas Feinberg <pleasingfung@gmail.com>2014-08-13 21:05:47 -0700
committerNicholas Feinberg <pleasingfung@gmail.com>2014-08-13 21:05:47 -0700
commit49c2c94070c5a027f7dcb51c6a4bc6c29564ccad (patch)
treef08638f405507580a4411fd85492a80da5f6b2f1
parentc9fe9b17557c126f5fd4bf519c2ba495c7cb2831 (diff)
downloadcrawl-ref-49c2c94070c5a027f7dcb51c6a4bc6c29564ccad.tar.gz
crawl-ref-49c2c94070c5a027f7dcb51c6a4bc6c29564ccad.zip
Make magic mapping reliably reveal the entire map
The 'patchy holes' in the map generally didn't hide anything important, especially since in the most common cases when they were relevant (portal vault entrances), you could generally look at the surrounding tiles to guess where the entrance was. The primary effect, in practice, was occasionally fucking with autotravel. Making *non*-patchy holes in the map would be an interesting variant, but harder to implement; this is a simple improvement to make in the meanwhile.
-rw-r--r--crawl-ref/source/item_use.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 49b42d7062..e67f513eb1 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -2864,7 +2864,7 @@ void read_scroll(int slot)
break;
case SCR_MAGIC_MAPPING:
- magic_mapping(500, 90 + random2(11), false);
+ magic_mapping(500, 100, false);
break;
case SCR_TORMENT: