TODO:
A blog post about the user testing would be nice, but not mandatory. (jpeg made one!) Also this years usability testing stuff.
Sort-of-a-TODO for KiSS:
Stuff I'd like Crawl to have/be but is not necessarily in the official roadmap. In fact, many of these may be in opposition of it. I just like to list them here.
Could you take a minute to move this stuff to the proper pages? Discussion is already spread out among enough places without the wiki being both “the wiki” and “special snowflakes' miniwikis.” Doing this shouldn't be allowed, devs shouldn't add feedback if people try, and devs certainly shouldn't be doing it themselves. It makes the format much less usable. — OG17 2011-02-07 09:16
The point is to have an intermediate step, mulling stuff semi-publicly over before posting a proposal for real. Kind of like the Tavern threads, or the irc channel. I can see your point though, if stuff starts going in directly from user pages it will be harder to follow development (discussion). — evktalo 2011-02-07 12:03
User pages are fine as clipboards and private indexes but actual ideas belong on their actual pages so everything's in one accessible comprehensive place - that's the point of a wiki. The place is explicitly for brainstorming (ie “mulling stuff”), there's no purpose in the “intermediate steps” you're presenting this as. People should get the full picture of what's going on with a topic here by looking at that topic's page, not by reading through however many people's user pages for however many parallel discussions. It really doesn't take that much more effort to place and track things in the right places than it does to throw everything into a personally convenient ball of pet topics, and people doing the latter undermines discussion while making things harder on everyone else. — OG17 2011-02-07 12:56
I support removing Dig as a spell. It is a spell with strategical and tactical uses. For the former, wands are better (limited resource). For the latter, Passwall is much more interesting. Of course, we still want Earth users to be able to move from one bubble to another (in Orc, say)… but there are possibilities for that beyond the Dig spell. (One cheap idea: Rock Probe, only possible at full MP even though it only deducts the usual cost, needs a number of turns to adapt before anything happens, lands you in the nearest bubble, using a deterministic approach so that trying times and again will not gain new information/results.)
Caution: if we remove the Dig spell, players will be quick to employ LRD etc. and even earth elementals for their digging needs.
I like the idea that LRD and Shatter use rocks as a resource. Does damage already depend on nearby rock? (Or we could make them only work on rock walls, and the player has to ensure that monsters are nearby.) Regarding elemental abuse, drawing elementals from rock could make “all potential drawn from that rock wall”, and you couldn't do it again (but the rock is still there).
— dpeg 2011-01-23 22:45
Both TSO and Elly have great themes for ally play: crusading and healing. So they should be viable Summoner gods but alas, all the high-end spells are E-V-I-L. RangerC has come to rescue!
The weapon types are fairly poorly differentiated at the moment. They have a fairly unused “damage type” property, which is basically only used for giving different weapons a different vorpality descriptor (of piercing, of crushing and so on).
I'm a full supporter of the weapon moves proposal. I also think that the existing damage type property could (additionally) be used to differentiate the weapons and skill schools in a fairly straightforward manner: make them give different kind of damage (crushing, slicing, piercing, …), and make monsters resist some of them but not others.
To keep it as simple as possible, I've divided monsters to just five categories below - no tweaking individual monster resistances, if possible. The (badly named) categories are the following:
There's also a category of monsters that don't belong to any category, and have no resistance pluses or minuses. These include e.g. insubstantial creatures. They should have a different thing for damage resistance, such as a high amount of GDR. If we want to have something for them. Also, note that plain AC is a good way to differentiate defences of monsters especially inside the same category.
What would each weapon type be good against then? Note that the weapons are not balanced by this feature alone, the sum of this is not zero, so to speak. Instead you have to consider base stats of each weapon category, plus the coming special moves, and so on. The obvious aim is to make different weapon types and categories better than others in certain areas of the game, or for certain builds, and so on.
I would combine “stabbing” and “piercing” - in my proposal their damage chart became the same, and “piercing” is good for all the “stabbing” weapons. Also, I would add kind of a “crushing lite” damage type for low-powered unarmed attacks, and use “slashing” for small claws, bites, darts et cetera. Note that “crushing lite” and non-slashing “slashing” would not come up in text in-game (i.e. there's no “of lite crushing” vorpal brand). I would also use the damage types for spells with physical components. Also, the spiked m&f use a new “crush-n-pierce” vorpal type, which has the good sides of both but also makes the areas in which they both suck suck even more. (Just having them piercing seemed too awkward).
Here's the table of monster (category) resistances against different damage types. A ”+” means that the category has one tick of resistance against the corresponding damage type - a ”-” signifies some resistance and ”–” a lot of resistance. The actual numbers (how much % a resistance level is worth) are totally up in the air. They should be significant enough to warrant e.g. occasional weapon switches, and harder time for different weapon categories in certain areas than for others, but OTOH not so significant to make e.g. spears no-brainers in areas with living monsters.
“weak spot” | “no weak spot” | hard constr | brittle consrt | soft constr | Total | |
---|---|---|---|---|---|---|
slashing | + | ++ | ++ | + | 6 | |
crushing | + | - | + | 1 | ||
crush lite | + | + | + | 3 | ||
chopping | + | - | 0 | |||
slicing | + | + | 2 | |||
piercing | - | + | ++ | ++ | + | 5 |
crush-n-pierce | - | ++ | + | - | ++ | 3 |
Total | -2 | 6 | 9 | 3 | 5 |
list of attacks included | |
---|---|
slashing | whips mainly; also included (not because they're necessarily whip-like, but because the resistances would be the same): sandblast, claws, horns, beaks and talons < 3, horned helmets, bite (small), darts, possible whip-like tail/tentacle/wings mutations, … |
crushing | maces, clubs, flail, staves, hooves, statue form punch, draconian tail, some tentacles, high str punch/kick (*), large rocks, force bolt (from rod of striking), iron shot |
crush lite | low str punch/kick (*), slings, thrown stones, headbutts, throwing nets(?) |
chopping | axes, halberd, bardiche, huge bites (dragon form) |
slicing | swords, big claws and talons, scythe (if I recall correctly), blade hands, Lee's Serrated Disc (reflavoured Stone Arrow), lajatangs |
piercing | daggers, spears, tridents, glaive (if I recall correctly), a new big polearm (imho (x)), arrows, javelins, Lehudib's Crystal Spear, icicles, big beaks and horns, stinger |
crush+pierce | morning- and eveningstars, spiked flails and giant spiked club (perhaps ankus too), bolts |
(*) Punches and kicks could be randomly crushing and crushing lite, weight according to body size, str and skill, and possibly new “knuckleduster” glove and “of kicking” boots type. Headbutts should perhaps work the same (but horned helmets would give you a slashing/piercing type attack).
(x) lance, 2H, piercing, too big for wielding unless you are a large race (including centaurs and naga)
Shrapnel, if made to consist of several small attacks, could have a random damage type assigned to each projectile.
Another summary with thoughts on usefulness and balance of each weapon skill school:
Base usefulness of school (current balance) | In-school versatility re: damage type | Weapon moves considerations | |
---|---|---|---|
Short/Long Blades | Short blades are (relatively) fast and accurate (early on), and excellent with stabbing, counterbalanced by lack of raw power. Long blades are an overall good school with both 1H and 2H options. | Can switch between piercing/slicing, especially a dedicated short blades user. The special cross-training relationship is an additional layer of complexity: if a long blades user wants access to a fast piercing weapon, they need to spend more xp to gain the versatility than a M&F user would. Slicing is a versatile damage type with no real weaknesses. Piercing is good against living enemies; combined with stabs, it is quite powerful. (Note that Stabbing damage probably needs a bit of nerfing in compensation.) | ? |
Axes | A very good school, with weapons up to battleaxes being a common find in the dungeon. Has all of 1H, 1.5H and 2H covered. | Only access to chopping, but it is a versatile damage type without weaknesses. Being good against “soft constructs” (including plants) is more of a common sense thing than a substantial perk. | ? |
Polearms | Demon tridents/holy trishula make great 1H weapons. Also, Merfolk make great use of the school because of their high skill aptitude. | Low-end weapons are piercing (which is a great damage type in much of the dungeon), heavier weapons are of chopping type. Having both piercing and chopping is very good versatility. A high-end piercing polearm would make the school more desirable (see the above “lance” idea). Otherwise the highest-damaging piercing weapons will be in M&F. | ? |
Maces & Flails | Whips have the best 1H weapons in the game, and giant clubs are the best 2H weapons, although restricted to large races. The rest of the school is thought to be lackluster as far as I can tell. | Crushing has clear perks (against hard and brittle constructs) and you'd think that maces & flails means a lot of crushing. But there are also the slashing whips - a poor damage type, but good as base weapons, and whips should have interesting and unique special moves. Then there's crush+piercing type, which has the goods of both crush and piercing but makes the areas they are both bad in be even worse. As a result, M&F are really bad against “no weak spot” and soft constructs, while otherwise being versatile. | ? |
Staves | … | Regular staves have crushing, and lajatangs have slicing. It'd be great if a lajatang-user still carried a quarterstaff around for hard and brittle constructs. | ? |
Unarmed | Transmutations and mutations to consider. | Adding different damage types to different body mutations (and transmutations, too) will help differentiate them. | ? |
Throwing | … | More versatile than launchers. | - |
Bows | … | Piercing. | - |
Crossbows | … | Crush-n-piercing (because of high impact of a fired bolt). | - |
Slings | … | Crushing lite instead of crushing - slings are designed as “lower grade” launchers. Differentiates them from bows/xbows. | - |
Overall, the dungeon is very “weak spot” centric. The post-endgame is probably different - it depends on what is done with demons.
Branch | Categories |
---|---|
Early D | mostly “weak spot”; oozes, worms, early zombies, insects make up a notable “no weak spot” population |
Lair | “weak spot”; a few “no weak spot” enemies |
Orc | “weak spot” |
Mid/late D | again mostly “weak spot”, with notable “no weak spot” -ers: ugly things, slime creatures, and some so called construct types: skeles, simulacra, rock/iron trolls and stone giants |
Hive | “no weak spot” |
Elf | “weak spot” apart from summoned demons and raised undead |
Vaults | mostly as Mid/late D even after changes |
Crypt | a mix of “no weak spot” (zomb, other z and n), brittle constructs (skele, skele warrior, liches, curse skulls). hard constr (golems), even “weak spots” (necromancers, hell knights, …) and then of course ghosts/spectrals) |
Blade | hard constructs |
Slime | “no weak spot” |
Snake | “weak spot” |
Swamp | a mix of “weak spot” and “no weak spot” |
Shoals | “weak spot” |
Category | Monsters |
---|---|
“weak spot” | dragons, draconians, killer klowns, orb guardians (*) |
“no weak spot” | moths (wrath/ghost), tentacled monstrosities, curse toes |
hard constr | - |
brittle constr | bone and ice dragons, liches |
soft constr | death cob |
no category | orb of fire, electrical golem |
(*) Orb guardians can easily be switched around to the best category balance-wise.
Hells/Pan have a substantial amount of demons (duh), and for them it's often not obvious what category they should belong to. We should use this leeway to make Hells different from each other in this matter too, and have an interesting mix ready for Pan (I think individual Pan levels should be (often) thematic, instead of random).
20:49 < TGWi> is damage type a good place for differentiation? 20:50 < TGWi> encouraging people to use different weapons against everything could get annoying 21:01 < casmith789> if it were more desirable to switch weapons it would boost hybrids and nerf pure melee 21:03 < Keskitalo> casmith789: how? 21:03 < Keskitalo> (i believe but don't see it myself immediately= 21:03 < Keskitalo> hybrids do kind of get best of both worlds all the time.. high skill doesn't matter enough I think :/ 21:04 < casmith789> hybrids are the kind of players that train loads of skills to 12 or so. They could easily do this for a weapon too, especially if they're crosstraining. While a heavy armour fighter could, it means that they're less on the way to getting their exec axe 21:04 < TGWi> hybrids can often get high skill anyway 21:04 < TGWi> if they're dumb things like polearm merfolk 21:04 < Keskitalo> ah yeah, generalization is cheaper because of non-linear xp spendage? 21:04 < Keskitalo> TGWi: that too :) 21:04 < casmith789> yup
The principles are good, but we somehow need to teach players what's going on. And the matrix is a bit involved. So perhaps we can get by with something a little easier: don't introduce the concept of “weak spot”, rather have appropriate weapons sometimes “sever|impale the head|heart” etc. (I also believe that it is better to give a very visible battle effect every tenth attack than a +10% damage boost for every attack, at least for many types). The advantage of this is that we can leave the allowed weapons and the relevant monsters more implicit. Something similar works for the brittle constructions. — dpeg 2011-01-23 22:45
due thought swapping weapons against different enemies would become old fast.
I kind of disagree, it's like using different spells or ammo against different enemies. OTOH, spells cost MP and ammo costs.. ammo, weapon swapping has only an insignificant delay as a cost. The rest of it is having to fiddle with the interface. Thought this way I can see the tedium and there's not really a lot of meaningful tactical choices. There's still strategical choices - what skills to invest in, which good weapon finds to invest in.. — evktalo 2011-02-11 11:53
{{ function centaurs(e) e.mons("centaur ; spear good_item / centaur ; glaive / \ centaur ; spear . javelin q:3 / \ centaur ; spear . throwing net q:2 / \ nothing w:5") end }} ############################################################################### # Centaurs (Eino) # # Centaurs with polearms and a bit of javelins and nets. The centaurs are quick # to close in. Plenty of escape opportunities. # NAME: bailey_polearm_centaurs WEIGHT: 10 ORIENT: encompass TAGS: bailey_polearm no_item_gen no_monster_gen SUBVAULT: B : bpc_sub_mid SUBVAULT: C : bpc_sub_end # Little pointless randomization. {{ local z_walls = crawl.random2(4) + 1 local y_walls = crawl.random2(4) + 1 nsubst("z = " .. z_walls .. ":c / *:.") nsubst("y = " .. y_walls .. ":c / *:.") }} # Centaurs NSUBST: . = 8:1 / *:. : centaurs(_G) : bailey_setup(_G) epilogue{{ bailey_milestone(_G) }} MAP xxxxxxxxxxxxxxxxxxzxxxxxxxxxxxx xxxx....x..x.xx<x..x.xx.x.x.xxxx xx.............................xxx xx..ccccc.............ccccc...1.<x x<..c...cczzzzzzzzzzzcc...c.xx...xx xx..c.<.c.............c.<.c..xx...xx xx..c.....................c..xx<...xx xx..ccc.ccccccccccccyyc.ccc.xxxxx..<x x....c..c..........c..c..c...xxxx..xx x....c..c..........c..y..c...xxx..xx x....c..cBBBBBBBc..c..y..c....xx<1.xx x....c..cBBBBBBBc.....c..c..xxxxx..<x xx...c..cBBBBBBBc.....c..c...xxxxx..x xx...c..cBBBBBBBccccccc..c....xxx...x xx...c..cBBBBBBB......c..c....xx<..xx x....c..cBBBBBBB......c..c...xxx..xx xx...c..cccccccccccc..c..c..xx....xx xxx..c..cCCCCCCCCCCc..c..c.xxx<..xx x....c..cCCCCCCCCCCc..c..c...xx.1.xx xx...c..cCCCCCCCCCC...c..c...xxx...xx x....c..cCCCCCCCCCC...c..c....xxx..<x x...ccc.ccccccccccccccc.ccc...xx...xx xx..z.....................c...x...xx x...c.<.c.............c.<.c..xx<Axx x<..z...ccccccccccccccc...c..xxxxx xx..czczc.............ccccc..<x x...........................xxx xx...........................xx xxxxxxxx...xxxxx<xx.xx..xxx.xxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: bpc_sub_mid_01 TAGS: bpc_sub_mid no_item_gen no_monster_gen : centaurs(_G) MONS: bush # Getting to the loot may require digging. : if crawl.random2(10) < 7 then NSUBST: x = 1:= / *:x : end MAP 222.222 211.112 ..xxx.. ..x*x.. 2.xxx.2 2.....2 ENDMAP NAME: bpc_sub_mid_02 TAGS: bpc_sub_mid no_item_gen no_monster_gen KMONS: W = electric eel KFEAT: W = w : centaurs(_G) MONS: bush MAP ....... .2www2. ..wWw.. .1www1. ccccc.. $$$$+.. ENDMAP NAME: bpc_sub_mid_03 TAGS: bpc_sub_mid no_item_gen no_monster_gen : centaurs(_G) MONS: bush MAP ..222.. .21.12. .2.1.2. ..222.. ccccc.. $$$$+.. ENDMAP NAME: bpc_sub_end_01 TAGS: bpc_sub_end no_item_gen no_monster_gen SUBST: * = ***$$ : centaurs(_G) MONS: bush MAP ....12..12 c....2.2.2 **c..2.2.2 **c...12.. ENDMAP NAME: bpc_sub_end_02 TAGS: bpc_sub_end no_item_gen no_monster_gen SUBST: * = ***$$ : centaurs(_G) MONS: hog MAP **c..+...c **c..+.1.c *$+22c.1.+ $$+22c...+ ENDMAP
NAME: ice_cave_another_necromancer TAGS: ice_cave no_item_gen no_monster_gen no_pool_fixup ORIENT: encompass WEIGHT: 6 SUBST: - = -.. KFEAT: - = alarm trap ITEM: any scroll ITEM: book of ice / book of necromancy / book of clouds / ring of ice / \ ring of wizardry / staff of cold / staff of death / staff of wizardry ITEM: cloak ego:cold_resistance / robe ego:cold_resistance / \ robe ego:archmagi / manual of ice magic w:20 / manual of necromancy MONS: yak simulacrum generate_awake / wolf simulacrum generate_awake / \ polar bear simulacrum w:5 generate_awake MONS: ice statue MONS: freezing wraith MONS: necromancer MONS: wyvern simulacrum / ice dragon simulacrum / griffon simulacrum / \ harpy simulacrum / hydra simulacrum / mottled dragon simulacrum / \ steam dragon simulacrum / fire drake simulacrum : ice_cave_colours(_G) : ice_cave_random_monster_list_undead_necromancer(_G) epilogue{{ ice_cave_milestone(_G) }} MAP xxxxxxxxx xxxxxxcc.....xxxxxxx x$$$=ee+...........xx x$$$xffc............xxxx x$$$xccc.......1.1.....xx xxxxxx........5.5.5.1...xx x........5.4.5.4.5...xx xx.....cccccccccccc...x xx......-------.....xx xxxxxxxxxxx x.....xx--W--x.....x xx.........xxx xx.33xxxxWWWxxx33.xx xx............xxxxxxxxxx xx33x xxWWWxx33.x x....xxxx.....33.x.....xxxxxxxx xxxx xWWWxxx.xx x...xxxxxx....33..............xxxxx xxxWWWxxxx xx..$xxxx.--xxxx...xxx............xxx xxWWWWxx x$..xxxx..---.xxxxxxxxxxxw..........xxxxxWWWWWx xx..$xxx.---.....xxxxxxxxwwwwww.2.....xx..WWxxx x...xxx...xxx........xxxwwwwwwwwww........Wxx x..xxxx...xxxxxx............wwwwwwwwx....xxx x...xxxx...33x xxxx............wwwwwxxxxxx xx.....x...33x xxxxxxxxx.......xxx xx......xxxxx xxx....xddxx xxxxxxxx xxx..1..xxddx xx.1.1.1.1xxxx x..........x xx........xx xx......xx xxx...xx xx...x x...xx xx...xx xx.....xx x...A...x x.......x xx..<..xx xx...xx xxxxx ENDMAP
MAP xxxx xx<.x xxxxxxxx xxxx xxxx xA.xx xx..xx..xxxx..xx xx..xx xx..xxxx....xx..xx....xx xx....xx xx..xx..xx..xx....xx..xxxx..xx..xx xx....xxxx..xx..xx....xx..xxxx..x xx..xxxxxx..xx....xx..xx..xx..xx xx..xxxxxx....xx..xx..xx....xx xx..xxxxxxxx..xxxx..xx....xx..x xx..xxxxxxxx....xxxx..xx..xx..xx xx..xxxxxxxx..xx..xxxx..xx....xx xx..xxxxxxxx..xxxx..xx..xx..xxxx xx..xxxxxx..xxxxxx....xx..xx xx..xxxx..xxxxxxxx..xx..xx xx..xx..xxxxxxxx..xx..xx xx..WWxxxxxxxx..xx..xx xxWWxxxxxxxxxxxxxxxx xxWWxxxxxxWWxxxxWWxx xxWWWWxxxxxxWWxxWWWWxx xxWWxxWWxxWWxxWWWWxxWWxx xxWWxxxxWWWWWWxxWWxxxxWWxx xxWWxxxxxxWWxxWWWWxxxxxxWWxx xxWWxxxxxxxxWWxxxxWWxxxxxxWWxx xxWWxxxxxxxxWWWWxxxxWWxxxxxxWWxx xWWxxxxxxxxWWxxWWxxxxWWxxxxWWxxx xxWWxxxxxxWWxxxxWWxxWWWWxxWWWWxx xxWWxxxxWWxxxxxxWWWWxxWWWWxxWWx xxWWWWxxWWxxxxxxWWxxWWWWxxWWWWxx xWWxxWWWWWWxxxxWWxxxxWWxxWWxxWWx xxWWxxWWxxWWxxWWxxxxWWxxxxWWWWxx xxWWWWxxxxWWWWxxxxWWxxxxxxWWxx xxWWxxxxxxWWxxxxxxxxxxxxWWxx xxWWxxxxWWxxxxxxxxxxxxWWxx xxWWxxWWxxxxxxWWxxxxWWxx xxWWWWxxxxxxWWWWxxWWxx xxWWwwWWxxxxWWxxWWWWxx xxWWwwwwWWxxWWxxxxWWxx xxWWwwwwwwWWWWxx xxxx xxWWwwwwwwwwWWxx xxWWwwww..wwwwWWxx xWWwwww....wwwwWWx xxWWww......wwWWxx xxWWww....wwWWxx xxWWxxWWxxWWxx xxWWWWWWWWxx xxxxxxxxxx ENDMAP
Volcanoes now utilize subvaults. Many grotto subvaults and one new tomb subvault are live in 0.8!
xxxxxxxxx+xxxxxxxxx xxxxxxxx...xxxxxxxx xxxxxxx..<..xxxxxxx xxxxxxxx...xxxxxxxx xxccccccc+cccccccxx xxcdegcG...Gc$efcxx xxc$f3!.121.!3g$cxx xxcg$$cG._.Gcd$gcxx xxcccccc...ccccccxx xxxxxxxcccccxxxxxxx xxxxxxxxxxxxxxxxxxx loot: 10 items, 6 gold foes: 2*1, 1*2, 2*3 (golem/gargoyle) G turn to golem/gargoyle when the warning scrawled door next to it is opened
.......ccc....... ..l...cc$cc...l.. .lll..cfedc..lll. ..l..ccdefcc..l.. ....cccc+cccc.... ..ccc.......ccc.. ccc.1.2.C.....ccc +.+....1......+gc c1c.T.ccccc.T.c$c c1c...........cgc ccc.G.cc<cc.G.ccc ..ccccccccccccc.. loot: 8 items, 2 gold foes: 4*2, 1*2, when the warning scrawled door opens, G turn to golems/gargoyles
I've implemented the following lake maps locally. Subvaultifying the lake map borks up the lava bursts of the main map though.
lake_dualism:
..cccccccccc..... ..c...xddcc...c.. ..c.C1xdcc...cc.. ..c.1.ccc...ccc.. ..cyyc+c.1.ccec.. ..cggcc.2.cceec.. ..cgcc.1.c+czzc.. ..ccc...ccc.1.c.. ..cc...cc$u1C.c.. ..c...cc$$u...c.. .....cccccccccc.. loot: 9 items, 3 gold foes: 6*1, 1*2 SHUFFLE: def$ SUBST: de = def NSUBST: x = 1:=, *:c NSUBST: y = 1:=, *:c NSUBST: z = 1:=, *:c NSUBST: u = 1:=, *:c
lake_oval:
................. .T.....ccc.....T. ..^^^ccc<ccc^^^.. .^^yyyy...zzzz^^. .^yydey.C.zedzz^. .cy3fgy121zgf3zc. .^yyggy111zggzz^. .^^yyyy...zzzz^^. ..^^^ccc.ccc^^^.. .T.....c+c.....T. ................. loot: 12 items foes: 5*1, 1*2, 3*golem/gargoyle NSUBST: y = 1:=, *:c NSUBST: z = 1:=, *:c KFEAT: ^ = needle trap / alarm trap / net trap / nothing w:60
lake_nagi:
ccccccccccccccccc cb....bb<bb....bc c..bb.......bb..c c.bbbb.1C1.bbbb.c c.bbbb.....bbbb.c c..bb..bbb..bb..c c.....bydyb.....c cbbb..befgb..bbbc cb2+b.by$yb.b+gbc cb22b..bbb..bggbc cbbbbb.....bbbbbc cccccccc+cccccccc SHUFFLE: 2h SUBST: 2 : 23g MONS: naga mage, viper, redback KFEAT: C = altar_vehumet NSUBST: y = 1:=, *:b loot: 7-10 items, 1 gold foes: 2 naga mages, 0-3 vipers or redbacks possibly scrawl the doors with warnings
lake_temple_with_wide_gate:
ccccccccccccccccc cccc....<....cccc ccc...ccccc...ccc cc....cG.Gc....cc c.......C.......c cc...G.....G...cc cyc.....2.....czc c$yc..1...1..cz$c cd3yc1..1..1cz3dc cef$yc.....cz$fec c$gg$yc...cz$gg$c ccccccc+++ccccccc KITEM: 3 = $ NSUBST: y = 1:=, *:c NSUBST: z = 1:=, *:c foes: 5*1, 1*2, 2*golem/gargoyle loot: 10 items, 10 gold
lake_secret_stones:
................. .AAAA..CCC..EEEE. .AddA..C<C..E$$E. .AddA..C2C..E$$E. .AAAA..CCC..EEEE. ................. ................. .BBBB..DDD..FFFF. .B11B..D2D..FhhF. .B11B..D_D..FhhF. .BBBB..DDD..FFFF. ................. SHUFFLE: 1$dh SHUFFLE: <_ SUBST: dh = defg NSUBST: A = 1:=, *:c NSUBST: B = 1:=, *:c NSUBST: C = 1:=, *:c NSUBST: D = 1:=, *:c NSUBST: E = 1:=, *:c NSUBST: F = 1:=, *:c foes: 4*1, 2*2 loot: 8 items, 4 gold