Difference between revisions of "Monster generation"

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==History==
 
==History==
 
*In [[0.23]], the Orb run's spawn set was changed to be spawn more difficult monsters, but slower.
 
*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]]
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*Prior to [[0.21]], the most branches in the Dungeon naturally spawned monsters over time. Most of these were [[out of depth]], spawning mostly after 3k turns have passed.
 
*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.
 
*Prior to [[0.6]], there was no [[out-of-depth timer|special function to create out of depth monsters]] when staying in one area.

Revision as of 11:58, 9 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; a higher value means a slower spawn rate. This monster will normally fit the branch it was spawned in. The MGR's value varies:

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

References