I've hacked together a patch to compress the dungeon down to 10 levels (attached). My first character died quickly at 800', but then again I was an underequipped level-10 half-troll rogue. I should have replayed the 400' level before going down again. So I'm not quite ready to redo the level table, which is, as it currently stands:
This does drastically change the nature of the first dungeon level the player encounters -- particularly, the presence of Grip, Fang, and the various novice humans make it much more dangerous. So if this were ever to happen officially, I suspect the first dungeon level would still just map to 50' only. However, from then on out, my goal was to make taking down staircases be a significant step with a big increase in danger, that you would probably only do after re-playing the current dungeon level a few times. We'll see how it goes with repeat playing. Fortunately it's quite easy to tweak the level mapping.
I haven't fully tested this; staircases appear to work, but I don't know the debug commands enough to summon myself some scrolls of Deep Descent or Teleport Level. So play at your own risk. I was a bit worried about the structure of dungeon_compress_change_level, but the else branch should always work -- it's impossible to generate down staircases (or otherwise go down) at the bottom of the dungeon, after all.
On a side note, it has been a long time since I programmed in C.
Code:
0 => 0 1-2 => 2 3-8 => 8 9-16 => 16 17-30 => 30 31-40 => 40 41-80 => 80 81-98 => 98 99 => 99 100-127 => 127
I haven't fully tested this; staircases appear to work, but I don't know the debug commands enough to summon myself some scrolls of Deep Descent or Teleport Level. So play at your own risk. I was a bit worried about the structure of dungeon_compress_change_level, but the else branch should always work -- it's impossible to generate down staircases (or otherwise go down) at the bottom of the dungeon, after all.
On a side note, it has been a long time since I programmed in C.
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