One piece of advice you hear often on forums here is that players should never hang out around dlevel 60. Dlevel 90 is only marginally more difficult, but the loot is much better. This is good advice, but I think it's indicative of faulty dungeon engineering. So the question is how do you make dlevel 90 more deadly? First I'll give some past answers to this question, and then propose my own idea, to be met with howls of disapproval, as usually is the case.
Prev answer 1: The problem is that there are too many levels. compact the dungeon to 50 levels and redistribute monsters around. I dislike this solution because it takes away from the journey of Angband.
Prev answer 2: Enforce a minimum level for monsters. I.e. don't allow novices on dlevel 99. This doesn't work because there are so few non-unique monsters that occur deep. Furthermore, most of these monsters have DROP_GOOD so they cannot drop consumables. This would require a player to drop to a lower depth to scum for endgame consumables, which is unideal.
Prev answer 3: Increase monster density. While it's true that levels seem to sometimes be sparsely populated, another giant group of trolls isn't going to add any more difficulty. In fact it might make things easier, and certainly more tedious.
Prev answer 4: Add more deep, tough monsters. While this is probably a good idea, it's unlikely on its own to fix the problem. Especially if these monsters can be easily avoided.
My idea is to take the good parts of 2 and 3 and combine them, stealing the good parts of both. I would add additional difficult monsters in addition to what normally is there. The additional monsters would increase in both number and difficulty as the dungeon level gets deeper. The specific algorithm I thought up is as follows.
1. Take dlevel and subtract 50, then multiply by 2. Let this be N
2. Every time you make a room, roll d100 and if the value is less than N, you will add a monster.
3. If the roll passes, add a new monster in the room, constrained so that it has minimum level of dlevel/2.
4. Profit
So at dlevel 60, each room has a 20% chance of having a monster that is level 30 or deeper. At dlevel 90, each room has an 80% chance of having a monster that is level 45 or deeper. The hardest part will be to enforce the minimum level on the monster generation.
Prev answer 1: The problem is that there are too many levels. compact the dungeon to 50 levels and redistribute monsters around. I dislike this solution because it takes away from the journey of Angband.
Prev answer 2: Enforce a minimum level for monsters. I.e. don't allow novices on dlevel 99. This doesn't work because there are so few non-unique monsters that occur deep. Furthermore, most of these monsters have DROP_GOOD so they cannot drop consumables. This would require a player to drop to a lower depth to scum for endgame consumables, which is unideal.
Prev answer 3: Increase monster density. While it's true that levels seem to sometimes be sparsely populated, another giant group of trolls isn't going to add any more difficulty. In fact it might make things easier, and certainly more tedious.
Prev answer 4: Add more deep, tough monsters. While this is probably a good idea, it's unlikely on its own to fix the problem. Especially if these monsters can be easily avoided.
My idea is to take the good parts of 2 and 3 and combine them, stealing the good parts of both. I would add additional difficult monsters in addition to what normally is there. The additional monsters would increase in both number and difficulty as the dungeon level gets deeper. The specific algorithm I thought up is as follows.
1. Take dlevel and subtract 50, then multiply by 2. Let this be N
2. Every time you make a room, roll d100 and if the value is less than N, you will add a monster.
3. If the roll passes, add a new monster in the room, constrained so that it has minimum level of dlevel/2.
4. Profit
So at dlevel 60, each room has a 20% chance of having a monster that is level 30 or deeper. At dlevel 90, each room has an 80% chance of having a monster that is level 45 or deeper. The hardest part will be to enforce the minimum level on the monster generation.
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