Difference between revisions of "Monster generation"
(i dont know any of this, but i now that they were removed) |
(Can't verify pan spawns (they happen, probably)) |
||
Line 1: | Line 1: | ||
− | {{ | + | {{version028}} |
− | + | While monsters do not normally spawn once you enter a floor, some effects or branches may generate new monsters as you stay in it. Specifically, there is a "'''monster generation rate'''" (MGR), and every 5 turns, there is a (5 in MGR) chance of a monster spawning somewhere on the level. The MGR's value varies: | |
− | + | * [[Pandemonium]]: MGR starts at 50; after 3k turns, it gradually rises up to 300 at 15k turns (meaning that monster spawn slower over time). | |
− | + | * [[Abyss]]: MGR is set to 5, meaning that there will always be a monster every 5 turns.<ref>{{source ref|0.28.0|mon-place.cc|318}}</ref> | |
− | * [[Pandemonium]]: | + | * During the [[Orb run]]: set to 18, with a special monster set:<ref>{{source ref|0.28.0|mon-place.cc|313}}</ref> |
− | + | **[[Pandemonium lord]]: 10% | |
− | * [[Abyss]]: 5 | + | **[[Tier-4 demon]] or [[Tier-3 demon]]: 10% |
− | * Orb run: set to | ||
− | **[[Tier-4 demon]] or [[Tier-3 demon]]: | ||
**Random [[demon]]: 30% | **Random [[demon]]: 30% | ||
− | **Any monster from the [[Pandemonium]]: | + | **Any monster from the [[Pandemonium]]: 40% |
**[[Orb Guardian]]: 15% | **[[Orb Guardian]]: 15% | ||
− | **[[Tier-1 demon]] or [[Tier-2 demon]]: | + | **[[Tier-1 demon]] or [[Tier-2 demon]]: 25% |
+ | |||
+ | For worshippers of [[Cheibriados]], the MGR in the Abyss or while holding the [[Orb of Zot]] is doubled (equal to half the spawn rate). | ||
==History== | ==History== | ||
− | * | + | *In [[0.23]], the Orb run's spawn set was changed to be spawn more difficult monsters, but slower. |
+ | *Prior to [[0.21]], the most branches in the Dungeon naturally spawned monsters over time. Most of these were [[out of depth]] | ||
*Orb run spawns were changed in [[0.13]]: the most notable additions were [[Orb Guardian]]s and [[list of eyeballs|eyeball monsters]]. | *Orb run spawns were changed in [[0.13]]: the most notable additions were [[Orb Guardian]]s and [[list of eyeballs|eyeball monsters]]. | ||
+ | *Prior to [[0.6]], there was no [[out-of-depth timer|special function to create out of depth monsters]] when staying in one area. | ||
+ | |||
+ | ==References== | ||
+ | <references/> | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Monsters]] | [[Category:Monsters]] |
Revision as of 08:46, 5 June 2022
Version 0.28: This article may not be up to date for the latest stable release of Crawl.
While monsters do not normally spawn once you enter a floor, some effects or branches may generate new monsters as you stay in it. Specifically, there is a "monster generation rate" (MGR), and every 5 turns, there is a (5 in MGR) chance of a monster spawning somewhere on the level. The MGR's value varies:
- Pandemonium: MGR starts at 50; after 3k turns, it gradually rises up to 300 at 15k turns (meaning that monster spawn slower over time).
- Abyss: MGR is set to 5, meaning that there will always be a monster every 5 turns.[1]
- During the Orb run: set to 18, with a special monster set:[2]
- Pandemonium lord: 10%
- Tier-4 demon or Tier-3 demon: 10%
- Random demon: 30%
- Any monster from the Pandemonium: 40%
- Orb Guardian: 15%
- Tier-1 demon or Tier-2 demon: 25%
For worshippers of Cheibriados, the MGR in the Abyss or while holding the Orb of Zot is doubled (equal to half the spawn rate).
History
- In 0.23, the Orb run's spawn set was changed to be spawn more difficult monsters, but slower.
- Prior to 0.21, the most branches in the Dungeon naturally spawned monsters over time. Most of these were out of depth
- Orb run spawns were changed in 0.13: the most notable additions were Orb Guardians and eyeball monsters.
- Prior to 0.6, there was no special function to create out of depth monsters when staying in one area.
References
- ↑ mon-place.cc:318 (0.28.0)
- ↑ mon-place.cc:313 (0.28.0)