(This is also true of small/med/large snowstorm. Haven't had a chance to test their fire/chaos/holy equivalents yet.)
Server version, by the way, is the latest linux version from CVS.
Occasionally, casting Icestorm against large numbers of monsters causes massive slowdown - looking at a top for the server machine, the crossfire process goes from <0.1% CPU to >98%. The situation it was most noticeable in was in the pupland raffle1, in the first floor with the goblins. The procedure was something like this:
-open inner spikes
-run back, close outer door
-wait for goblins to build up
-open door, cast a few icestorms in, close door
-rinse and repeat until bored, then go in and finish the generators
At first, all was well; then, however, it started slowing down when I cast icestorm, and it got worse since.
It's most noticeable when casting so that the cone hits a wall rather than simply dissipating.
Also, the change isn't gradual; it'll go from normal to slow, and then at some later point drop back to normal in the space of a single tick.
There's a few possibilities I can think of:
-knockback. As more items are created as the goblins die, icestorm has much more stuff to knock back. I wouldn't think it would eat this much CPU time, though (it's a 2.66 GHz P4).
-icecubes. Perhaps it's re-wrapping the icecubes in more icecubes? If so, it probably shouldn't be, and I don't think this is what's happening. [EDIT] I went DM and looked at the icecubes. No, this isn't happening.
-some change in the cone propagation/spell collision code that makes it orders of magnitude less efficient for large cones than small ones? It's a level 7/pow 19/int 16 icestorm, and the spike seems to happen when it's at its largest.
-some combination of the above?
Exploring the room after clearing it, I found that the icecubes had tended to drift into lines at the edge of the range of my icestorm
Icestorm causes massive CPU use spike
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