evktalo

TODO:

  • Translate the rest of the warwalrus report DONE! 2011-01-16
  • Check out RangerC's summon patches done 2011-01-19
    • Summons are extended a bit too much, see at the bottom of this page done 2011-03-03
    • Remove the hydra spell from Book of Summonings, so that dragon and hydra are not in the Vehumet gifting chain done 2011-03-31
    • Re-add Book of Beasts, for example: Call Canine Familiar, Summon Ice Beast, Summon Hydra, Summon Dragon done 2011-03-31
      • MarvinPA made a patch, but I'm already thinking of a “Book of Zoology”, to fit in Summon Butterflies as well. Nerfed by another MarvinPA patch, naturally. done 2011-03-31
  • Check out Eronarn's Zin patch for bug fixes the full patch was merged instead (yay)
  • Test and refine the portal vault timers 2011-03-26; I was mostly just confused about what was implemented; fixed a couple of bugs anyway
  • Separate easy/hard Ice Caves (partway done locally) 2011-03-01
  • ctele tweaks to the teleporter ice cave (casmith789) 2011-03-01

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:

  • Take existing test results (especially Dungeon Olms report)
  • Look at the tutorial des files, learn how to edit them
  • Rework tutorials based on results and problems identified; suggestions:
    • remove the more advanced topics from the five basic lessons, saving them for later (separate short advanced lessons?)
    • split longest lessons
    • make mouse-only versions (the tiles version could have “mouse only tutorial” and then “keyboard short-cut tutorial”)
  • Test the changes

Credits

  • Sewer portal vault (initial author)
  • Ice cave portal vault (initial author + most maps, still)
  • Many other vaults (such as the gnoll camp serial vault)
  • Spider's Nest (portal vault version, the easy-to-code monsters, general championing)
  • Making a mess out of the relationships between silver, Zin and chaoticness <3
  • The Usability Project
    • UP team project manager/coordinator
    • Contact person (with felirx) for other Oulu-based testing teams
  • Used to do Windows trunk builds (mostly by running the scripts Napkin set up, hehe)
  • Helping define requirements for the the new Wiki/Mantis stuff; also some minor administration duties
  • Writing down some project process documentation

Secret agendas

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

Dig sux

  • Dig should go as a spell. The principle is that making permanent changes with unlimited resources is bad. Digging walls is a small change most of the time, but it breaks possible features, such as the current Slime (tedious digging away the walls being the optimal thing to do).
    • In the same vein LRD and Shatter shouldn't destroy stone walls.
    • ..but high-powered disintegration should. This is from wands, which are a limited resource, and would require Evocations investment.
    • Slime walls shouldn't be LRD/Shatter/IOODable but dig/disint should work (again, from wands).
    • The flipside: LRD/Shatter/IOOD probably shouldn't destroy rock walls either, but for LRD and Shatter it sort of works as a resource for them: you lose shatterable walls and allow more free enemy movement (same for IOOD). As a tedious way to dig, it's bad to have.
      • So perhaps ultimately, LRD/Shatter/IOOD should keep destroying walls because it is an interesting drawback; vaults and branches should still be able to block free digging etc by using special walls.
      • Of course, if rock walls are actually a resource for LRD/Shatter, then stone walls and metal walls being an infinite resource for them is bad. Perhaps they could break, but not be destroyed. The only difference between a broken stone wall and a regular stone wall could be LRD-ability. (They could also become transparent.)
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

Air travel

Summoning and good gods

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!

Weapon type, damage type

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.

Monster categories

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:

  • “weak spot”: mostly living, fleshy enemies. They have weak points (inner organs), that piercing weapons can impale for extra damage.
  • “no weak spot”: a mixed bag of enemies, living and undead, that are fairly “uniform” in bodily composition - or otherwise lacking in vital spots. Includes zombie-type undeads, oozes and jellies, worms, eyes and also insects.
  • hard construct: very resistant to physical damage, only crushing weapons do not suffer penalties. Obviously includes golems, but I'd also take “iron” in “iron dragon/troll/devil” literally and have them be in this category.
  • brittle construct: resistant to most types of damage, but weak against crushing. Includes skeletal beings, icy beings and so on.
  • soft construct: includes plants. Resistant to most damage, although not as resistant as hard constructs. This category is also crushing-resistant, but chopping weapons get a bonus. This category includes not only clay golems and the like, but also plants and fungi.

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.

Weapon type / monster category table

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

What attacks belong in which group

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.

Weapon schools

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. -

Monster categories in branches

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”
Zot
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.

Demonnnns

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).

Comments

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

Map sketches

Centaur Bailey

{{
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

An ice cave map draft

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

Spidery sketching (two-wide diagonal corridors)

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

Project Subvaultified Volcanoes

Volcanoes now utilize subvaults. Many grotto subvaults and one new tomb subvault are live in 0.8!

Grotto

  • volcano_grotto
  • 19×11
  • no_rotate, no_hmirror, no_vmirror
  • rock at 0,0 - door/entry at 9,0
  • original loot: 10 items (defgg defgg), 8 gold
  • original foes: 3*1, 1*2, 2*3
grotto_statues
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

Lake

  • volcano_lake
  • 17*12
  • no_rotate
  • original loot: 10 items, 6 gold
  • original foes: 5*1, 1*2, 2*3 (golem/gargoyle)
lake_another_temple
.......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
Locally implemented volcano_lake maps

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
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user/evktalo.txt · Last modified: 2011-12-21 20:55 by XuaXua
 
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