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authorRobert Vollmert <rvollmert@gmx.net>2009-11-27 19:24:41 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-27 19:47:25 +0100
commit0b0f05c8a99f72f49c6faab41757d28722097304 (patch)
tree8706e09bb97f30bd969690f158f372632bf8a1b4 /crawl-ref/source/traps.cc
parente9cced7968163fe40ede23a8188ddc7c60394485 (diff)
downloadcrawl-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.cc4
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)