|
From: <gi...@cr...> - 2017-06-20 04:50:14
|
via 82a99e05bea1874fc1d0b095402e063f1e2daae6 (commit)
via 5014f931b3c8c65173143d085515c3365315c9ca (commit)
via 3dfdc92ec14d1431088d0ef28169a7b0330018e7 (commit)
via 0c55a54dd446a0031c66e1e1395f520af5b29e80 (commit)
via 2fc178d24cd5239bc749c5bd683bee4b33251590 (commit)
via 62f518fac0c0f4482ca85357202bdf90d0e278b4 (commit)
from bbb65ab2d72387d470c1269714bdc354b078a32c (commit)
-----------------------------------------------------------------------
commit 82a99e05bea1874fc1d0b095402e063f1e2daae6
Author: gammafunk <gam...@gm...>
Date: Mon Jun 19 05:32:45 2017 -0500
Make a transporter vault transparent and adjust
The vault gammafunk_wand_slinger places a fairly specific types and
numbers of monsters, especially early on. This commit makes it
transparent to reduce spoilers and adjusts the threat to be a little
more forbidable and the reward a little better.
Slightly increase the either monster count or difficulty at some depths,
making early placements have at least one orc priest, and restrict its
max depth to D:13. For non-wand loot we add two gold piles, and add up
to two items as the depth increases, but still only giving a single
star_item in earlier levels, since at that time a wand is more powerful.
commit 5014f931b3c8c65173143d085515c3365315c9ca
Author: gammafunk <gam...@gm...>
Date: Sun Jun 18 07:46:32 2017 -0500
Fix up a transporter vault and move it deeper in the dungeon
This vault gammafunk_sealed_library places more monsters on-average
compared to the other transporter vaults, nearly all of which have nasty
spells. Move it to place on D:12- for Dungeon placements. Fix some
errors in the monster definitions and rework the monster loot placement
to better balance the types of monsters.
Also give the vault extra walling to help keep the library quiet, making
it less likely for all monsters to wake up. Finally, replace item
defined by a list of magical equipement with a simple jewellery
good_item, since that will better appeal to players that don't use
spells, and add a couple missing aux armour in the armour item
definition.
commit 3dfdc92ec14d1431088d0ef28169a7b0330018e7
Author: gammafunk <gam...@gm...>
Date: Sun Jun 18 05:51:32 2017 -0500
Tweak placement of a trog-themed transporter vault
Allow it to place on the final three dungeon levels, since the monsters
it places are not significantly more out-of-depth for D:13-14 than they
are for D:15.
commit 0c55a54dd446a0031c66e1e1395f520af5b29e80
Author: gammafunk <gam...@gm...>
Date: Sun Jun 18 01:21:40 2017 -0500
Remove a runed door from a vault
Tentacled monstrosities are normal level spawns, and this vault is not
overly dangerous, since the monstrosity is reavealed before the player
can reach it. Also renaming the vault to not indicate that the monster
is behind a runed door.
commit 2fc178d24cd5239bc749c5bd683bee4b33251590
Author: gammafunk <gam...@gm...>
Date: Sat Jun 17 00:49:00 2017 -0500
Some tweaks to a transporter vault.
In the gammafunk_sealed_arena vault, 8 and 9 roll nothing fairly often
in Dungeon , resulting in a lot of missing enemies in that branch, so
add two more 9s. Only thin out the 9s in earlier Dungeon, since this
vault is not especially dangerous later on and doesn't have a high
monster count. Also replace one gold pile with a good_item jewellery
and replace another with good_item aux armour in later depths/branches,
since the average result of two star_item + 3 superb_item can be quite
bad motivation. This rolls mundane jewellery/equip pretty frequently and
based on player identification knowledge, so early on it will often be
just a jewellery drop, and later on it will have a decent chance of
making artefact jewellery.
commit 62f518fac0c0f4482ca85357202bdf90d0e278b4
Author: gammafunk <gam...@gm...>
Date: Fri Jun 16 22:53:30 2017 -0500
Tweak wall borders in some transporter vaults
The vaults changed in this commit prefer to have the monsters inside not
wake until they come into view of the player from inside the vault, but
had only single tile walls previously, so monsters frequently would wake
before the player entered. The vault gammafunk_its_a_trap in particular
works best when monsters don't wake, but some very loud things like
alarm traps have woken monsters up in this vault. These vaults also all
are fully surrounded by floor perimeter that isn't necessary except
before any transparent stone, where something is intentionally exposed
to the player outside the vault.
This commit replaces the floor perimeter with another layer of stone,
helping to further insulate the monsters from noise. This also will tend
to explose less of the vault to noise, since the vault can now place
adjacent to any rock on the level. Industrious players can still make
enough noise to wake the monsters in most of these vaults if they wish
to (e.g. scrolls of noise and some of the loudest spells).
-----------------------------------------------------------------------
Summary of changes:
crawl-ref/source/dat/des/branches/swamp.des | 4 +-
crawl-ref/source/dat/des/variable/float.des | 324 ++++++++++++-----------
crawl-ref/source/dat/des/variable/the_bubble.des | 38 +--
3 files changed, 186 insertions(+), 180 deletions(-)
diff --git a/crawl-ref/source/dat/des/branches/swamp.des b/crawl-ref/source/dat/des/branches/swamp.des
index 9fcffaf..54265e6 100644
--- a/crawl-ref/source/dat/des/branches/swamp.des
+++ b/crawl-ref/source/dat/des/branches/swamp.des
@@ -1853,7 +1853,7 @@ __ttt-v...ZZ.....ZZ...v-ttt__
_____
ENDMAP
-NAME: cheibrodos_swamp_sealed
+NAME: cheibrodos_swamp_monstrosity
DEPTH: Swamp
TAGS: no_item_gen no_monster_gen no_pool_fixup
ORIENT: float
@@ -1865,7 +1865,7 @@ MAP
'tttttttt'
'ttttW--ttt'
'tttWWWWW-tt
-'tttcc=cc-W-t'
+'tttcc+cc-W-t'
'ttcc...ccW-t'
'ttc"..."c-Wt'
tttc".1."c-Wt'
diff --git a/crawl-ref/source/dat/des/variable/float.des b/crawl-ref/source/dat/des/variable/float.des
index 5705020..17e595f 100644
--- a/crawl-ref/source/dat/des/variable/float.des
+++ b/crawl-ref/source/dat/des/variable/float.des
@@ -3997,59 +3997,55 @@ ENDMAP
NAME: gammafunk_sealed_library
TAGS: no_monster_gen no_trap_gen
-DEPTH: Crypt, D:8-, Depths, Elf, Snake, Zot
-ORIENT: float
-ITEM: any book
-ITEM: magical staff / ring of magical power / ring of wizardry \
- / ring of intelligence / amulet of mana regeneration \
- / amulet of guardian spirit / w:5 crystal ball of energy
-ITEM: any jewellery good_item / robe good_item / cloak good_item \
- / scarf good_item / hat good_item, any manual
+DEPTH: Crypt, D:12-, Depths, Elf, Snake, Zot
+ORIENT: float
+ITEM: any book, any manual, any jewellery good_item
+ITEM: robe good_item / cloak good_item / scarf good_item \
+ pair of boots good_item / hat good_item
# Do this nsubst now so some branches can adjust monster placement.
-NSUBST: ' = 2 = d2 / 2, 2 = 2=112 / 6=2 / 3=3 / 4=23.. / ., 4 = 1=4 / 4...
+NSUBST: 4 = 1:4 / 2=433 / 2=53 / 3, 3 = 3:3 / 3=3222 / 2
+NSUBST: ' = 1=d2 / 2, 2 = 2=211. / 6=2 / 4=2... / .
+# Monster glyph counts after these nsubst:
+# 1:0-2 (ave 1.0), 2:6-12 (ave 7.5), 3:3-6 (ave 3.75), 4:1-3 (ave 1.66)
+# 5:0-2 (ave 1)
: if you.in_branch("Crypt") then
MONS: phantasmal warrior
MONS: necromancer / vampire mage / vampire knight / deep elf death mage \
/ eidolon
MONS: revenant / ancient champion / lich, ancient lich
+SUBST: 4 = 23, 5 = 4
: elseif you.in_branch("D") then
MONS: eye of draining
MONS: boggart / kobold demonologist / deep elf mage / tengu conjurer
MONS: wizard / necromancer / orc sorcerer / ogre mage
MONS: deep elf annihilator / deep troll earth mage / sphinx / tengu reaver
-: if you.depth() <= 11 then
-SUBST: 4 = 3334
-: else
-SUBST: 4 = 34
-: end
+SUBST: 4 = 23, 5 = 4
: elseif you.in_branch("Depths") then
-MONS: floating eye, boggart / ogre mage / wizard / necromancer
+MONS: floating eye / phantasmal warrior
+MONS: boggart / ogre mage / wizard / necromancer
MONS: deep elf sorcerer / deep elf annihilator / deep elf demonologist \
- / deep elf elementalist / deep elf death mage / deep troll earth mage \
- / spriggan air mage / vampire mage
-MONS: sphinx / tengu reaver / fire giant / frost giant, titan / ancient lich
+ / deep elf death mage / deep troll earth mage / spriggan air mage \
+ / vampire mage / hell knight
+MONS: sphinx / tengu reaver / lich / fire giant / frost giant
+MONS: titan / ancient lich
: elseif you.in_branch("Elf") then
-MONS: water elemental, deep elf mage / w:2 orc sorcerer
+MONS: water elemental / shapeshifter, deep elf mage / w:1 orc sorcerer
MONS: deep elf sorcerer / deep elf annihilator / deep elf demonologist \
- / deep elf elementalist / deep elf death mage
-SUBST: 4 = 3
+ / deep elf death mage
+MONS: glowing shapeshifter
+SUBST: 4 = 23, 5 = 4
: elseif you.in_branch("Snake") then
MONS: mana viper / guardian serpent
MONS: naga mage / naga ritualist / salamander mystic, nagaraja
-SUBST: 3 = 23, 4 = 3
-: elseif you.in_branch("Vaults") then
-MONS: phantasmal warrior, boggart / ogre mage / wizard / necromancer
-MONS: deep elf sorcerer / deep elf annihilator / deep elf demonologist \
- / deep elf elementalist, deep elf death mage / deep troll earth mage \
- / spriggan air mage / vampire mage / hell knight
-MONS: sphinx / tengu reaver / fire giant / frost giant, titan / ancient lich
+SUBST: 5 = 4, 4 = 23
: elseif you.in_branch("Zot") then
-MONS: ghost moth
+MONS: ghost moth / death cob / curse toe
MONS: draconian annihilator / draconian scorcher / draconian shifter \
/ draconian knight / draconian monk / draconian stormcaller
-MONS: ancient lich
-SUBST: 3 = 2, 4 = 3
+MONS: ancient lich, orb of fire
+SUBST: 3 = 2, 4 = 3, 5 = 4
: end
+KFEAT: _ = altar_sif_muna / altar_vehumet
SHUFFLE: efg
NSUBST: R = R / tGT
MARKER: P = lua:transp_loc("sealed_library_entry")
@@ -4057,23 +4053,25 @@ MARKER: Q = lua:transp_dest_loc("sealed_library_entry")
MARKER: R = lua:transp_loc("sealed_library_exit")
MARKER: S = lua:transp_dest_loc("sealed_library_exit")
MAP
- ccccccccccccccccccccccc
- c2.'c.c'c.c'c.c'c....Rc
- cG$..............2b4..c
- cT*4bb2bb2bb2.....bb..c
- cG$..........bbb.....Gc
- c2...Gc'c.Tbbb.....b2.c
- ccc+ccccccbb...bbbbb..c
-....nden...c......G.G.$tc
-@S.Pndfn.Q.+.........2|Uc
-....ndgn...c......G.G.$tc
- ccc+ccccccbb...bbbbb..c
- c2...Gc'c.Tbbb.....b2.c
- cG$..........bbb.....Gc
- cT*4bb2bb2bb2.....bb..c
- cG$..............2b4..c
- c2.'c.c'c.c'c.c'c....Rc
- ccccccccccccccccccccccc
+ ccccccccccccccccccccccccc
+ ccccccccccccccccccccccccc
+ ccc.3c'c'c'c'c'c'c3..$Rcc
+ ccG4...............b4$*cc
+ ccT..bb2bb2bb2.....bb..cc
+ ccG4..........bbb.....Gcc
+ cccc3.Gc'c2Tbbb...2.b3.cc
+ cccc+ccccccbb...bbbbb..cc
+...nnedUnG..c.....G.G.$tcc
+@SPnnfd_nQ..+........4|Ucc
+...nngdUnG..c.....G.G.$tcc
+ cccc+ccccccbb...bbbbb..cc
+ cccc3.Gc'c2Tbbb...2.b3.cc
+ ccG4..........bbb.....Gcc
+ ccT..bb2bb2bb2.....bb..cc
+ ccG4...............b4$*cc
+ cc..3c'c'c'c'c'c'c3..$Rcc
+ ccccccccccccccccccccccccc
+ ccccccccccccccccccccccccc
ENDMAP
NAME: gammafunk_jiyva_shrine
@@ -4081,7 +4079,7 @@ TAGS: no_monster_gen no_trap_gen
DEPTH: D:8-, Depths
ORIENT: float
KFEAT: _ = altar_jiyva
-NSUBST: " = R / '
+NSUBST: " = R / ', * = 3:| / 2:* / $
: if you.in_branch("Depths") then
MONS: slime creature / acid blob / azure jelly / death ooze
MONS: floating eye / glowing orange brain / shining eye / golden eye band \
@@ -4108,19 +4106,19 @@ MARKER: S = lua:transp_dest_loc("jiyva_chamber_exit")
COLOUR: c = green
COLOUR: n = lightgreen
MAP
- .........
- ..ccccccc..
- ..cc'ccc'cc..
- .cc''c.c''cc.
- .c''.....'"c.
-..ccc.$*|.ccc..
-@PnnQ.$_|..ccS@
-..ccc.$*|.ccc..
- .c''.....'"c.
- .cc''c.c''cc.
- ..cc'ccc'cc..
- ..ccccccc..
- .........
+ ccccccccc
+ ccccccccccc
+ cccc'ccc'cccc
+ ccc''c.c''ccc
+ cc''.....'"cc
+ .cccc.***.cccc.
+@PnnnQ.*_*..nnnS@
+ .cccc.***.cccc.
+ cc''.....'"cc
+ ccc''c.c''ccc
+ cccc'ccc'cccc
+ ccccccccccc
+ ccccccccc
ENDMAP
NAME: gammafunk_beogh_shrine
@@ -4160,21 +4158,21 @@ MARKER: Q = lua:transp_dest_loc("beogh_ambush_entry")
MARKER: R = lua:transp_loc("beogh_ambush_exit")
MARKER: S = lua:transp_dest_loc("beogh_ambush_exit")
MAP
- .............
- ..ccccccccccc..
- .cc...1R1..1cc.
- .c...ccccc.11c.
- .c...3c3c3...c.
- .c.c."13""3c.c.
-..c.cc*I$I"cc1c..
-@PnQn|||_"33cRcS@
-..c.cc*I$I"cc1c..
- .c.c."13""3c.c.
- .c...3c3c3...c.
- .c...ccccc.11c.
- .cc...1R1..1cc.
- ..ccccccccccc..
- .............
+ ccccccccccccc
+ ccccccccccccccc
+ ccc...1R1..1ccc
+ cc...ccccc.11cc
+ cc...3c3c3...cc
+ cc.c."13""3c.cc
+ .cc.cc*I$I"cc1cc.
+@PnnQn|||_"33cRccS@
+ .cc.cc*I$I"cc1cc.
+ cc.c."13""3c.cc
+ cc...3c3c3...cc
+ cc...ccccc.11cc
+ ccc...1R1..1ccc
+ ccccccccccccccc
+ ccccccccccccc
ENDMAP
NAME: gammafunk_corrupted_shrine
@@ -4213,23 +4211,23 @@ MARKER: S = lua:transp_dest_loc("corrupted_shrine_exit")
COLOUR: bc = magenta
COLOUR: n = lightmagenta
MAP
- ...... ......
-.@.ccc.. ..cccc..
-..Pc.cc. .cc""cc.
-.ccn..c...cbb""c.
-.c..Q.cc.cc''b"c.
-.cc....ccc.''bcc.
-..ccc.......ccc..
- ...cc.$$$.cc...
- ..c.*_*.c..
- ...cc.|||.cc...
-..ccc.......ccc..
-.ccb''.ccc.''bcc.
-.c"b''cc.cc''b"c.
-.c""bbc...cbb""c.
-.cc""cc. .cc""cc.
-..cccc.. ..ccccS.
- ...... ......@
+ cccccc.@.cccccc
+ccccccccPcccccccc
+ccc..nnn.ccc""ccc
+cc.Q..ccnccbb""cc
+cc....ccncc''b"cc
+ccc....cnc.''bccc
+ccccc.......ccccc
+ ccccc.$$$.ccccc
+ ccc.*_*.ccc
+ ccccc.|||.ccccc
+ccccc.......ccccc
+cccb''.cnc.''bccc
+cc"b''ccncc''b"cc
+cc""bbccnccbb""cc
+ccc""ccc.ccc""ccc
+ccccccccScccccccc
+ cccccc.@.cccccc
ENDMAP
NAME: gammafunk_steamed_eel
@@ -4261,32 +4259,33 @@ ENDMAP
NAME: gammafunk_wand_slinger
TAGS: no_monster_gen no_trap_gen no_pool_fixup
ORIENT: float
-DEPTH: D:3-
+DEPTH: D:3-13
KPROP: LM = no_tele_into
+KMASK: LM = no_item_gen
ITEM: wand of flame
ITEM: wand of lightning / wand of iceblast / wand of acid
ITEM: wand of confusion / wand of disintegration / wand of paralysis \
/ wand of enslavement / wand of polymorph
ITEM: wand of clouds / wand of scattershot
+MONS: shadow imp, orc priest, kobold demonologist
+MONS: deep elf knight / fire crab / orc high priest / orc sorcerer
KMONS: p = plant
KFEAT: p = W
+KFEAT: - = iron_grate
: if you.depth() <= 5 then
-MONS: dart slug / shadow imp
-MONS: orc priest / w:5 kobold demonologist
-NSUBST: L = 1:1 / 1=1NN / N, M = 1:1 / 1=1NN / N, N = 2... / .
+NSUBST: L = 1:1 / 1=12N / N, M = 1:1 / 1=12N / N, N = 1:2 / 3..... / .
+SUBST: * = ., | = *
# Always place one wand, and make it more likely to be flame
SUBST: D = d:20 e f g
: elseif you.depth() <= 8 then
-MONS: shadow imp / orc priest
-MONS: kobold demonologist
-MONS: deep elf knight, fire crab, orc high priest, orc sorcerer
-NSUBST: L = 1:1 / 2=1NN / N, M = 1:1 / 2=1NN / N, N = 2=2.. / 3..... / .
+NSUBST: L = 1:1 / 1:2 / 2=12N / N, M = 1:1 / 1:2 / 2=12N / N
+NSUBST: N = 1:3 / 1=3. / 4..... / .
+SUBST: | = .
# 50% chance to place one, 50% chance to place two
SHUFFLE: DEF / HJK
: else
-MONS: orc priest / kobold demonologist
-MONS: deep elf knight, fire crab, orc high priest, orc sorcerer
-NSUBST: L = 2=1N / N, M = 2=1N / N, N = 2 / 2=2. / .
+NSUBST: L = 1:2 / 1:3 / 2=23N / N, M = 1:2 / 1:3 / 2=23N / N
+NSUBST: N = 1:4 / 2=4. / .
# 25% chance to place one, 75% chance to place two
SHUFFLE: DEF / HJK / HJK / HJK
: end
@@ -4298,15 +4297,15 @@ MARKER: R = lua:transp_loc("wand_slinger_exit")
MARKER: S = lua:transp_dest_loc("wand_slinger_exit")
MAP
.................
- .ccccccccccccccc.
- .cGpcLLLLLLLxWGc.
- .cp.cwwwwwwwc.pc.
-..c.Ec..WWW..c..c..
-@PnQD+..WtW..+*RcS@
-..c.Fc..WWW..c..c..
- .cp.cwwwwwwwc.pc.
- .cGpcMMMMMMMxWGc.
- .ccccccccccccccc.
+ .nnnnnnnnnnnnnnn.
+ .nGpnLLLLLLL-WGn.
+ .np.nwwwwwwwn.pn.
+..n.En..WWW..n*$n..
+@PnQD+..WtW..+|RnS@
+..n.Fn..WWW..n*$n..
+ .np.nwwwwwwwn.pn.
+ .nGpnMMMMMMM-WGn.
+ .nnnnnnnnnnnnnnn.
.................
ENDMAP
@@ -8655,14 +8654,21 @@ ENDMAP
NAME: gammafunk_sealed_arena
TAGS: no_monster_gen no_trap_gen
DEPTH: Crypt, D:8-, Depths, Elf, Vaults, Zot
+ITEM: any jewellery good_item
+ITEM: cloak good_item / scarf good_item / helmet good_item / hat good_item \
+ / gloves good_item / pair of boots good_item
KITEM: R = |
MONS: orange crystal statue / obsidian statue
-: if you.in_branch("D") and you.depth() <= 11 then
-SUBST: 1 = 1...
+# In earlier Dungeon depths, one d item and remove 1/3 of the 9 spawns
+# on-average. Elsewhere place one d item and one e item and don't reduce the 9
+# spawns.
+: if you.in_branch("D") and you.depth() < 12 then
+SUBST: 1 = 1..., 9 = 99., " = d, ' = $
: elseif you.in_branch("D") then
SUBST: 1 = 1.
: end
-SUBST: 9 = 99., h : b., i : b., b : bcvx
+SUBST: " = $, h : b., i : b., b : bcvx
+NSUBST: ' = d / e / $
MARKER: P = lua:transp_loc("sealed_arena_entry")
MARKER: Q = lua:transp_dest_loc("sealed_arena_entry")
MARKER: R = lua:transp_loc("sealed_arena_exit")
@@ -8673,9 +8679,9 @@ MAP
.nn9......nn.
.nG.hi9ih.Gn.
.n..ih.hi$*n.
-..n......8$|n..
-@Pn..Q.1..$RnS@
-..n......8$|n..
+..n9.....8'|n..
+@Pn..Q.1.."RnS@
+..n9.....8'|n..
.n..ih.hi$*n.
.nG.hi9ih.Gn.
.nn9......nn.
@@ -8688,34 +8694,34 @@ TAGS: no_monster_gen no_trap_gen no_tele_into
DEPTH: Crypt, D:$, Depths, Elf, Shoals, Spider, Snake, Swamp, Zot
KMASK: ^ = no_item_gen
ITEM: any randart jewellery
-KFEAT: ^ = known zot trap
SHUFFLE: FGHI / JKLM
-NSUBST: D = ^ / ., E = ^ / ., I = . / B
-SUBST: FGH = ., JKLM = B, A = ^., B = ^^.
+NSUBST: D = ^ / ., E = ^ / ., I = . / "
+SUBST: FGH = ., JKLM = ", ' = ^., " = ^^.
+KFEAT: ^ = known zot trap
MARKER: P = lua:transp_loc("its_a_trap_entry")
MARKER: Q = lua:transp_dest_loc("its_a_trap_entry")
MARKER: R = lua:transp_loc("its_a_trap_exit")
MARKER: S = lua:transp_dest_loc("its_a_trap_exit")
MAP
- ..........
- ..cccccccc..
- ..cccccccccc...
- ....ccccDcc^ccccc......
- .cccccc.D....ccccccccc.
- .cccccB.c.ccc..ccccccc.
- .cc.AA.BcBI.0AB.cd^$nn.
- .ccAA.cBGHc.9AB.cA*Ann.
-..nn^..cFcBI.0AB^+|^$nn..
-@PnnQ.^.BBBc.8ABBcA*RnnS@
-..nn^..cJcBM.0AB^+|^$nn..
- .ccAA.cBKLc.9AB.cA*Ann.
- .cc.AA.BcBM.0AB.c|^dnn.
- .cccccB.c.ccc..ccccccc.
- .cccccc.E....ccccccccc.
- ....ccccEcc^ccccc......
- ..cccccccccc...
- ..cccccccc..
- ..........
+ cccccccccc
+ cccccccccccc
+ ccccccccccccccc
+ ccccccccDcc^ccccccccccc
+ ccccccc.D....cccccccccc
+ cccccc".c.ccc..cccccccc
+ ccc.''."c"I.0'".cd^$ccc
+ ccc''.c"GHc.9'".c'*'nnn
+..nnn^..cFc"I.0'"^+|^$nnn..
+@PnnnQ.^."""c.8'""c'*RnnnS@
+..nnn^..cJc"M.0'"^+|^$nnn..
+ ccc''.c"KLc.9'".c'*'nnn
+ ccc.''."c"M.0'".c|^dccc
+ cccccc".c.ccc..cccccccc
+ ccccccc.E....cccccccccc
+ ccccccccEcc^ccccccccccc
+ ccccccccccccccc
+ cccccccccccc
+ cccccccccc
ENDMAP
NAME: gammafunk_dig_for_victory
@@ -8743,30 +8749,30 @@ MARKER: Q = lua:transp_dest_loc("dig_for_victory_entry")
MARKER: R = lua:transp_loc("dig_for_victory_exit")
MARKER: S = lua:transp_dest_loc("dig_for_victory_exit")
MAP
- ................
- .cnnnnccccccccc.
- ..cDDDDEEccccccc..
- ......ccDDDDEE--cm1ccc......
- .ccccccnnnnnnnnnmnnnncccccc.
- .c.....mmmmmmmmmmmmmmem*men.
- .c.....mmmmmmmmmmmmnmmmmmmn.
- .c.....mmmmmmmmmmmmmm*m$m$n.
+ ..@...
+ cnnnnccccccccc
+ cDDDDEEccccccc
+ ccDDDDEE--cm1ccc
+ ccccccnnnnnnnnnmnnnncccccc
+ c.....mmmmmmmmmmmmmmem*mec
+ c.....mmmmmmmmmmmmnmmmmmmn
+ .c.....mmmmmmmmmmmmmm*m$m$n
..n..>..mmnnnmmmmmmmnmmmmmmn..
@PnQ....mmn1mmmmm1mmmm|mRm|nS@
..n..d..mmnnnmmmmmmmnmmmmmmn..
- .c.....mmmmmmmmmmmmmm*m$m$n.
- .c.....mmmmmmmmmmmmnmmmmmmn.
- .c.....mmmmmmmmmmmmmmem*men.
- .ccccccnnnnnnnnnmnnnncccccc.
- ......ccFFFFHH--cm1ccc......
- ..cFFFFHHccccccc.
- .cnnnnccccccccc.
- ................
+ .c.....mmmmmmmmmmmmmm*m$m$n
+ c.....mmmmmmmmmmmmnmmmmmmn
+ c.....mmmmmmmmmmmmmmem*mec
+ ccccccnnnnnnnnnmnnnncccccc
+ ccFFFFHH--cm1ccc
+ cFFFFHHccccccc
+ cnnnnccccccccc
+ ..@...
ENDMAP
NAME: emtedronai_trogs_sanctum
TAGS: no_monster_gen no_trap_gen no_tele_into no_item_gen
-DEPTH: D:$, Depths
+DEPTH: D:13-, Depths
: if not you.unrands("necklace_of_bloodlust") then
KITEM: _ = necklace of bloodlust no_pickup
: elseif not you.unrands("wrath_of_trog") then
diff --git a/crawl-ref/source/dat/des/variable/the_bubble.des b/crawl-ref/source/dat/des/variable/the_bubble.des
index 5690a7d..3cdea8c 100644
--- a/crawl-ref/source/dat/des/variable/the_bubble.des
+++ b/crawl-ref/source/dat/des/variable/the_bubble.des
@@ -21,25 +21,25 @@ MARKER: D = lua:transp_loc("the_bubble_entry")
MARKER: E = lua:transp_dest_loc("the_bubble_exit")
SUBST: c : bcv
MAP
- ...............
- ..ccccc.G.ccccc..
-..cccAAcccccAAAcc..
-.nn$xAAAAAAAAAAAcc.
-.n*$xAAAAAAAAAAAAc.
-.n|*+AAAAAAAAAAAAc.
-.n*$xAAAAAAAAAAAAc.
-.nn$xAAAAAAAAAAAcc.
-..cccAAAAAAAAAAAc..
-@DcccAAAAAAAAAAAcE@
-..cccAAAAAAAAAAAc..
-.nn$xAAAAAAAAAAAcc.
-.n*$xAAAAAAAAAAAAc.
-.n|*+AAAAAAAAAAAAc.
-.n*$xAAAAAAAAAAAAc.
-.nn$xAAAAAAAAAAAcc.
-..cccAAcccccAAAcc..
- ..ccccc.G.ccccc..
- ...............
+ ccccccc ccccccc
+ ccccccccccccccccc
+ cccccAAcccccAAAcccc
+.nnn$xAAAAAAAAAAAccc
+.nn*$xAAAAAAAAAAAAcc
+.nn|*+AAAAAAAAAAAAcc
+.nn*$xAAAAAAAAAAAAcc
+.nnn$xAAAAAAAAAAAccc
+.cccccAAAAAAAAAAAccc.
+@DccccAAAAAAAAAAAccE@
+.cccccAAAAAAAAAAAccc.
+.nnn$xAAAAAAAAAAAccc
+.nn*$xAAAAAAAAAAAAcc
+.nn|*+AAAAAAAAAAAAcc
+.nn*$xAAAAAAAAAAAAcc
+.nnn$xAAAAAAAAAAAccc
+ cccccAAcccccAAAcccc
+ ccccccccccccccccc
+ ccccccc ccccccc
ENDMAP
NAME: the_bubble_gammafunk_split
--
Dungeon Crawl Stone Soup
|