static void _place_aquatic_monsters()
{
- // [ds] Shoals relies on normal monster generation to place its monsters.
- // Given the amount of water area in the Shoals, placing water creatures
- // explicitly explodes the Shoals' xp budget.
- //
- // Also disallow water creatures below D:6.
+ // Shoals relies on normal monster generation to place its monsters.
+ // Abyss's nature discourages random movement-inhibited monsters.
+ // Default liquid creatures are harmless in Pan or Zot, and
+ // threatening ones are distracting from their sets.
+ // Random liquid monster placement is too vicious before D:6.
//
if (player_in_branch(BRANCH_SHOALS)
|| player_in_branch(BRANCH_ABYSS)
|| player_in_branch(BRANCH_PANDEMONIUM)
+ || player_in_branch(BRANCH_ZOT)
|| player_in_branch(BRANCH_DUNGEON) && you.depth < 6)
{
return;
{ 0,0,0,FLAT,MONS_0 }
};
+// Shoals, Abyss, Pan, Zot, D:1-5 liquid monsters are blocked in dungeon.cc
static const struct { const pop_entry *pop; int count; } population_water[] =
{
POP(water_d),
#endif
POP(water_generic),
POP(water_swamp),
- POP(water_generic), // Shoals isn't actually used
+ POP(water_generic),
POP(water_snake),
POP(water_generic),
POP(water_generic),