Notes |
(0019566)
Claws (developer)
2012-08-16 21:25
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* Not sure how to feel about rare first-enemy simulacra in the first vault, or idiosyncratic flavour features in entry vaults in both.
* In the second vault, mostly useless hidden potions are obvious spoiler issues for pointless efforts to get them and/or a vague identification of bad potions, even if (especially if) they're rare but recognizable placements.
* Standards wise the second vault's map should be rotated since it's much more tall then wide, and with both vaults there should be some indentations with the nested : if statements.
The layout randomizations are nice, though. |
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(0019581)
nagdon (reporter)
2012-08-17 11:57
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I uploaded a modified version of the vault.
* I think simulacra can be interesting for players who usually don't see simulacra in their games, I lowered the chance of generating abandoned shops and empty stone arches.
* I removed the chance for hidden potions, the items behind the plants/fungi are now always skeletons.
* I rotated the second vault and added indentation in it, the first vault doesn't have so deeply nested if statements and I think it isn't more readable with indentations. |
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(0019847)
evilmike (developer)
2012-09-02 11:35
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Thank you.
I have added both of these, with edits. I fixed a problem with certain features not being applied properly (this led to a nasty issue where the first vault got spammed with altars), and removed all monsters.
The latter change affects the first vault somewhat heavily, but I believe it is a bad idea to place monsters in an entry vault when there is only one, narrow path. |
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