The chance that randomly generated item is an artifact will
now depend on the number of already existing artifacts.
lifesaving healing amount depends on the consitution
hitting a monster with a wielded potion hits you far less
pyrolisks get a mundane bite attack
+chances of random item being an artifact depends on already existing artifacts
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
if (is_poisonable(otmp) && !rn2(100))
otmp->opoisoned = 1;
- if (artif && !rn2(20))
+ if (artif && !rn2(20 + (10 * nartifact_exist())))
otmp = mk_artifact(otmp, (aligntyp) A_NONE);
break;
case FOOD_CLASS:
otmp->spe = rne(3);
} else
blessorcurse(otmp, 10);
- if (artif && !rn2(40))
+ if (artif && !rn2(40 + (10 * nartifact_exist())))
otmp = mk_artifact(otmp, (aligntyp) A_NONE);
/* simulate lacquered armor for samurai */
if (Role_if(PM_SAMURAI) && otmp->otyp == SPLINT_MAIL