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author | Robert Vollmert <rvollmert@gmx.net> | 2009-11-27 19:24:41 +0100 |
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committer | Robert Vollmert <rvollmert@gmx.net> | 2009-11-27 19:47:25 +0100 |
commit | 0b0f05c8a99f72f49c6faab41757d28722097304 (patch) | |
tree | 8706e09bb97f30bd969690f158f372632bf8a1b4 /crawl-ref/source/traps.cc | |
parent | e9cced7968163fe40ede23a8188ddc7c60394485 (diff) | |
download | crawl-ref-0b0f05c8a99f72f49c6faab41757d28722097304.tar.gz crawl-ref-0b0f05c8a99f72f49c6faab41757d28722097304.zip |
Make early undiscovered shaft traps a little milder.
As per FR 2905062, the drop you at most 1 level from D:1 or
2 levels from D:2. Considering the steep difficulty increase
in the early dungeon, this seems like a good idea, even once
they become as rare as intended.
Diffstat (limited to 'crawl-ref/source/traps.cc')
-rw-r--r-- | crawl-ref/source/traps.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc index c531c55d57..824f6fc4bd 100644 --- a/crawl-ref/source/traps.cc +++ b/crawl-ref/source/traps.cc @@ -1343,8 +1343,8 @@ level_id generic_shaft_dest(level_pos lpos, bool known = false) } else { - // 33.3% for 1, 2, 3 - lid.depth += 1 + random2(3); + // 33.3% for 1, 2, 3 from D:3, less before + lid.depth += 1 + random2(std::min(lid.depth, 3)); } if (lid.depth > branch.depth) |