Difference between revisions of "Out of depth"

From CrawlWiki
Jump to: navigation, search
m (Creation of Out of Depth Monsters)
m
Line 1: Line 1:
 
Crawl tends to create many '''Out of Depth''' ('''OOD''') monsters, who have spawned on a higher floor then where they are "usually" spawned. The source file mon-pick-data.h<ref>{{source ref|0.28.0|mon-pick-data.h|1}}</ref> defines where is a monster's base floor is, so anything above that is technically OOD. The term typically refers to monsters which are much more difficult relative to where you are in the game, such as a [[sky beast]] on D:2.
 
Crawl tends to create many '''Out of Depth''' ('''OOD''') monsters, who have spawned on a higher floor then where they are "usually" spawned. The source file mon-pick-data.h<ref>{{source ref|0.28.0|mon-pick-data.h|1}}</ref> defines where is a monster's base floor is, so anything above that is technically OOD. The term typically refers to monsters which are much more difficult relative to where you are in the game, such as a [[sky beast]] on D:2.
 
__NOTOC__
 
__NOTOC__
==Creation of Out of Depth Monsters==
+
==Creation==
 
Like all monsters, out of depth monsters are spawned when the floor is generated. Their 'base floor' is fuzzed, favoring the actual number, but often either up or down. However, there are also a few special cases with monster spawns, which can break the "normal" rules of generation.
 
Like all monsters, out of depth monsters are spawned when the floor is generated. Their 'base floor' is fuzzed, favoring the actual number, but often either up or down. However, there are also a few special cases with monster spawns, which can break the "normal" rules of generation.
 
*Monsters can often spawn in "bands", which have their own depth. Despite orc priests naturally spawning on D:4, it isn't uncommon for them to spawn in D:3 with an orc band.
 
*Monsters can often spawn in "bands", which have their own depth. Despite orc priests naturally spawning on D:4, it isn't uncommon for them to spawn in D:3 with an orc band.
Line 9: Line 9:
 
OODs are most noticable in the [[Dungeon]], which has the most monster variety and is when the player doesn't have many options to deal with them. Many later branches don't have many floors, and all of their monsters can spawn from floor 1 (just more rarely).
 
OODs are most noticable in the [[Dungeon]], which has the most monster variety and is when the player doesn't have many options to deal with them. Many later branches don't have many floors, and all of their monsters can spawn from floor 1 (just more rarely).
  
==Dealing with Out of Depth==
+
==Strategy==
 
*Check the monsters speed and range, and determine if you can just walk away. An OOD [[orc priest]] is extremely scary, with its 17 damage [[Smiting]] that reaches the entire screen. An [[ogre]] or [[hydra]] are 10 speed melee enemies, meaning you can just run away if you see them. The same applies to the 10 speed orc priest, but only if you can keep it out of sight (where monsters can't attack).
 
*Check the monsters speed and range, and determine if you can just walk away. An OOD [[orc priest]] is extremely scary, with its 17 damage [[Smiting]] that reaches the entire screen. An [[ogre]] or [[hydra]] are 10 speed melee enemies, meaning you can just run away if you see them. The same applies to the 10 speed orc priest, but only if you can keep it out of sight (where monsters can't attack).
 
*[[Escaping_from_(and_avoiding)_trouble#Options_when_in_immediate_danger|Use your consumables]]! ''Especially'' if you can't escape.
 
*[[Escaping_from_(and_avoiding)_trouble#Options_when_in_immediate_danger|Use your consumables]]! ''Especially'' if you can't escape.

Revision as of 00:12, 5 June 2022

Crawl tends to create many Out of Depth (OOD) monsters, who have spawned on a higher floor then where they are "usually" spawned. The source file mon-pick-data.h[1] defines where is a monster's base floor is, so anything above that is technically OOD. The term typically refers to monsters which are much more difficult relative to where you are in the game, such as a sky beast on D:2.

Creation

Like all monsters, out of depth monsters are spawned when the floor is generated. Their 'base floor' is fuzzed, favoring the actual number, but often either up or down. However, there are also a few special cases with monster spawns, which can break the "normal" rules of generation.

  • Monsters can often spawn in "bands", which have their own depth. Despite orc priests naturally spawning on D:4, it isn't uncommon for them to spawn in D:3 with an orc band.
  • Monsters can spawn in manmade vaults. For example, one Lair entrance vault contains death yaks, which are very tough enemies for D:8.

There are some hardcoded assurances that certain, ridiciously difficult monsters can't spawn, such as a D:2 water moccasin.

OODs are most noticable in the Dungeon, which has the most monster variety and is when the player doesn't have many options to deal with them. Many later branches don't have many floors, and all of their monsters can spawn from floor 1 (just more rarely).

Strategy

  • Check the monsters speed and range, and determine if you can just walk away. An OOD orc priest is extremely scary, with its 17 damage Smiting that reaches the entire screen. An ogre or hydra are 10 speed melee enemies, meaning you can just run away if you see them. The same applies to the 10 speed orc priest, but only if you can keep it out of sight (where monsters can't attack).
  • Use your consumables! Especially if you can't escape.

History

  • Prior to 0.21, monster spawning was used as a means to create out of depth monsters. If the out-of-depth timer went on too long, then it became more and more likely for these difficult monsters to spawn.

References