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I still think Crawl keeps a toxic community and is boiling itself away in a consensus-less desire to cut down a game some people have played far too much of. I'm not coming back for more work.
I still had old plans and thoughts, though, and since my last absence basically no changes have bothered at all towards the opposition content of the blasted game. I'm exactly anxious and wound up enough to write up a thought dump of this place I scarred myself on, so.
Lair has been incessantly cut in length with minimal addressing of how it lacks for variety and depth scaling in a branch meant to provide desperately necessary experience. It should follow the same path Depths took, leaning on a large roster of vaults by reliably placing on every floor- guaranteed minivaults on floors 1/3/5 and large vaults (given more depth scaling?) on 2 and 4. Spawn-wise, the filler spawns porcupines and bullfrogs should also diminish slowly over time (through a negative-starting-value SEMI), weight should be lightly redistributed between common melee-only filler and the rarer spawns, and the MONS_NO_MONSTER jump should hit the second-last rather than last level.
Also, there's a fundamental redundancy between death yaks and elephants, not that it's easy to remove either. Hippogriffs should use the hellwing swoop feature, as they're some of the plainest spawns and it lets an early monster with no other features introduce blink close (compare to how imps and phantoms establish blink for later casters without being as large a threat as early orc wizards).
Orc lost the floors gimmick with its cut floors and it'd be a hard sell to re-add them. Honestly, I'd rather just cut it down to one floor entirely (letting it be unique in being the only branch besides Temple to do such) and use the branch-specific vaults for a guaranteed serial vault on the floor the entrance spawns in (because post-Lair D lacks for much reliable highlights, and it also lets normal D spawns suppliment the not-enough-for-a-whole-branch orc classes).
These are mostly fine, though the spawn scaling could be a little harsher and the absence of vault review with my departure has let dust accumulate on many vaults. It'd be cleaner to have another enemy each for Spider / Snake, and the uniquely un/distinguished layouts could do with guaranteed decor vaults much like Swamp had, but this isn't as pressing as issues in other branches.
Again, this is mostly fine, though it'd be purer to trim down some of the earlier weaker spawns (harpies, plain wraiths, wolf spiders, hornets) inherited from the old D spawns range.
I still think the deep elves classes could be a little purer than before their compression, and some of this was work I was already prepared to do before I left.
People also used to be unhappy with how much luring the end vault necessitates, but considering how dense and threatening the vaults are this is an inevitable byproduct of their design- it'd take significant nerfs to make more prohibited back-and-forth efforts (like a portal split-off, or more one-way stairs like Tomb) any reasonable, and considering how awkwardly Tomb was handled I'd say this isn't worth the risk.
Originally, I wanted to merge this with Elf as two truncated branches both based on optional rewards. While this didn't follow through (elf + non-elf classes providing a confusing presence, standard crypt spawns being far too harsh to permit early Elf trips), there's still a dire problem of it providing less rewards than Elf while being even later in availability. Barring significant locational changes or a subduction into portal territory, it'd be best to at least guarantee vaults on upper floors in a fashion similar to Elf / Depths. The spawns are all great, their position much less so.
More monster nitpicking, mostly. Branch-wise a second layout would especially help, I think.
I've still got a few ideas for more monsters (morphogenic oozes as weaker spawns with short badform transformation melee, nuclei as lost soul style eye support / zyme-style player mr reduction for lesser eyes + organelle presence justification), but the current above might be enough paired with the uniquely effective form of TRJ. Branch once more direly lacks scaling but this hardly matters for the dive anyway.
Mostly fine, though the entry vaults for Depths are awkwardly split between plain decorations and a brief taste of contents- they ought to be weirder and supportive of depth-scaled chances for spawns like the Pan entry vaults, possibly through more vault-mashing like what was done with old Abyssal rune vaults. mon-pick curation might be cleaner and support more scaling, but this is the one branch that can excuse being filled to the brim with junk.
Comprehensive vault review would help salvage how endlessly exhausting this branch can be, not that many people can be trusted with such.
For a climax emphasizing “weird” contents, the layout is awfully plain- guaranteed decorative vaults and marginal more readied decor would be nice for the odd position this branch keeps. While some higher vault guarantees would most likely be safe at the current roster threshold after some review, most of them being stair vaults would make this most likely a little more obnoxious than necessary. Scorchers and knights are a bit bland, but the rest of the roster has solidified just fine.
As I once asserted before, Hell-Pan Roulette is direly needed to constrain the excesses and overlaps of extended. A shame that fell through. Most of what's in the old Bosch branch is almost ready for committing, though I'd probably prefer cutting to five floors (and rescaling spawns to that) rather than four after some arguments.
One additional matter that comes to mind is that while the Pan unrand lords have become iconic in their gimmicked excesses, the context of frustratingly unpredictable hell effects and the more generic natures of the Hell lords make them far less satisfying to fight. Dispater and Asmodeus in particular have nothing unique beyond their sheer bulk ontop of bogstandard conjurations + summoning spells for extended, and could do with a nerf in exchange for some distinct effect (in particular there's still some free dramatic debilitation: Dimensional Anchor, Cause Fear, AF_CONFUSE, trample, AF_CORRODE). They are of course in the most lethal hells, but a buff to the other two hells (vault revisions integrating mazes and open space and optional buildings together really would bring Tar together) would be good anyway.
I never did finish up Purgatory map designs, unfortunately, and it was always a dicey position in the roulette. Non-roulette branch improvement matters (especially for Pan) could be decoupled for testing purposes before committing to the full effort. I also never figured out any names better than that or Gevurah, either.
Changes are again outlined in the Roulette proposal, most of which was implemented (yet not made public) by the absent Brannock. The only lasting issue here was how to implement the guaranteed demonic rune vault floors, the solution to which (make the guaranteed vaults into subvaults of the pan_divisions layout to cleanly always place them both, forgoing the serial vault attempt) came to mind long after he left and I left.
I don't have any particular solutions for this beyond reducing the tedium of extended entirely in an external fashion, but gods, mummy priests and greater mummies just don't work as the main content for a branch due to how overwhelming their suite of effects serves as. Playing them down slightly, reducing the enemy spam a bit, and leaning more on the current slipped-in guests will help a fair bit with the tedium and excess danger of the most difficult branch. A unique set of effects for death curses which removes the worst of their contents (summon spam, rot) would also… marginally help, for how death curse bombs necessitate more resting with gambles for extra torment more than anything else?