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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0008365||[DCSS] Upload: Maps and Vaults||feature||have not tried||2014-04-10 00:18||2014-05-10 10:40|
|Status||resolved||Product Branch||0.14 ancient branch|
|Summary||0008365: More Vaults|
|Description||Practicing with new locations and features. Helpful feedback is always appreciated. Comments in file.|
|Tags||No tags attached.|
vaults2.txt [^] (7,797 bytes) 2014-04-10 00:18 [Show Content]
cheibrodos_poisonous_passages.txt [^] (2,112 bytes) 2014-05-10 04:40 [Show Content]
edited on: 2014-05-08 11:12
All vaults with the exception of cheibrodos_poisonous_passages were pushed with some minor modifications in 0.15-a0-652-g23cdfa8, thanks!
For cheibrodos_shoals_oceanic_diplomacy, I placed the entry points near each door, armed the ordinary octopodes, and gave the diplomats some nice equipment.
I thinned out the salamanders in cheibrodos_snake_lava_hold only very slightly and added the patrolling tag; I don't think the encounter is way out of the ordinary in terms of how many N you're fighting and given that there's some nice loot, but others might disagree
Other minor cleanups: no_pool_fixup for cheibrodos_snake_ritualist_ritual and consistent use of ":" in NSUBST (instead of mixing = and :). The syntax file says that doors on the edge of a vault are always considered entry points, so it seems that any @ in cheibrodos_snake_lava_hold are not needed, but I learned this after pushing the commit.
Feel free to upload a new cheibrodos_poisonous_passages in this report based on our discussion of the problems with that vault.
|I added an updated version of poisonous_passages. I went through some of the others, and the shoals vaults keep placing strangely like we talked about. I think it's safe to say that shoals is weird and I'm not sophisticated enough to figure it out. I'm not sure how to fix them.|
Pushed in 0.15-a0-730-g8fb6756, thanks.
The only content adjustment I made was to reduce the loot from 7 to 4 items per type. Seven acquire-level items and seven good items is closer to what we give in e.g. crypt ends, which there are much larger numbers of enemies. We could put in some gold piles if you feel strongly that the loot is too minimal.
The crawl.random2(N) function returns a value in [0,N), so [0,14] in your case, hence I changed the cutoffs to use <= so as to give equal weighting to each, monster set, since that seemed to be your intention.
The only other cleanups were to using no_rtele_into instead of no_ctele_into (preventing cteles isn't necessary, only random ones), and to clean up the indent of multiline MONS statements.
|2014-04-10 00:18||Cheibrodos||New Issue|
|2014-04-10 00:18||Cheibrodos||File Added: vaults2.txt|
|2014-05-08 11:11||gammafunk||Note Added: 0026093|
|2014-05-08 11:12||gammafunk||Note Edited: 0026093|
|2014-05-10 04:40||Cheibrodos||File Added: cheibrodos_poisonous_passages.txt|
|2014-05-10 04:43||Cheibrodos||Note Added: 0026119|
|2014-05-10 10:40||gammafunk||Note Added: 0026122|
|2014-05-10 10:40||gammafunk||Status||new => resolved|
|2014-05-10 10:40||gammafunk||Fixed in Branch||=> 0.15 development branch|
|2014-05-10 10:40||gammafunk||Resolution||open => done|
|2014-05-10 10:40||gammafunk||Assigned To||=> gammafunk|
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