So, do these things ever go away? The Malkuth Sephirah at the very least don't seem to respect extinction, and none of them are genocidable. Their high speed, numbers, and the lack of magic cancellation means that it is literally impossible for me to wear rings - they just turn to dust in under a minute. -- Qazmlpok (talk) 02:30, 5 January 2016 (UTC)
The Sephiroth don't respect extinction and aren't genocidable, but most types only spawn in specific circumstances and eventually stop spawning (the exception is gevurah, whose spawn frequency gradually approaches 5% as a function of lifesaving and rehumanization and never decreases, and the convict quest, which spawns malkuth as a quest monster).
Rings should no longer turn to dust as a result of electrical damage. The precompiled graphical version of the game is several versions behind the source code/online versions, though (Catching the graphical version back up is my current project).
I'm not sure if this is relevant or not; but, though the use of wizard and/or explore modes is not discouraged, the existence of gevurah sephiroth means that if the player chooses not to die too many times, the dungeon tends to get taken over by large numbers of gevurah.
- I am using the graphical version, so that might be the problem. But are you certain about that? I checked the source (on github) and I still saw code to destroy rings.
- And I'm not in explorer mode; I stepped into a polymorph trap on dl10 or so and turned into a monkey. Dying was about the only possible outcome. Then I kept getting harassed by the Keter. Ironically, they even dusted the ring of polymorph control I started wearing immediately after that incident. I'll admit I savescummed just to see the bodycount I've racked up; I'm on dl17 or so and I've already taken out 160 Malkuth Sephirah and around 15 Gevurah Sephirah. -- Qazmlpok (talk) 18:44, 5 January 2016 (UTC)
I'm pretty sure, destroy_item in zap.c now just immediately returns if it is told to destroy rings via electricity. That sounds like there's a hole in the gevurah code, you now get up 6 rehumanizations (or 1 lifesave and 2 rehumanizations) before the gevurah come after you....
<Fiddles around on github a bit>
Yep, I'm guessing the graphical version comes from before commit cedff78aa38974f5d869086322a40c64e751e276: Tweak to keter spawn rates (Lowering spawn rates and changing scaling. Also, I'm pretty sure that the old version had its min/max logic reversed in the test) Looking at it, the old version does indeed have the min/max logic reversed, causing swarms of gevurah right from the first offense :(