forge generation scheme from this post: http://angband.oook.cz/forum/…#3
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phaethonfire wants to merge 1 commit intosemitonal:masterfrom
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forge generation scheme from this post: http://angband.oook.cz/forum/…#3phaethonfire wants to merge 1 commit intosemitonal:masterfrom
phaethonfire wants to merge 1 commit intosemitonal:masterfrom
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This PR changes the forge generation scheme to do two things: 1.) make forge generation more uniform and consistent through the game (while maintaining enough randomness that it isn't predictable), and 2) limiting the number of forges to a specified number (currently 10; 4 based primarily on depth and 6 based primarily on turn count).
From my own playtesting, I like the change. Graceful smith characters are too overpowered when they have access to 13+ forges. The change helps balance that slightly I don't think it changes the difficulty of the early game, but I haven't done deep analysis on that.. It also makes the pacing a lot better and lessens the urge to level scum for forges at the end (because once you hit 10 forges, wasting turns won't trigger another).
I haven't been able to confirm if all games end up with 10 forges exactly. i think the dungeon generation routines may allow for an extra forge or two, but at least the "forge_drought" won't trigger anything. I would LOVE having some people play test and give feedback. I'm pretty confident that this algorithm is a better way to generate forges, but the "constants" may not be perfect.