I suspect all those crying 'bout the FAA wilderness haven't seen any wilderness vaults yet 
I like the FAA wilderness, and didn't have any problems with earlier version.
Ok, I did have some problems, but nothing that a new character wasn't able to cure
For me, it's a pity that the wilderness got shortened ... besides those pesky mountains, maybe, which IMHO still need a little bit of an overhaul as far as the generation algho is concerned - they still look odd ... .
I would rather have the dungeons shortened, and the wilderness levels just around the dungeons made more dangerous.
Just got an intriguing idea - with a little bit of engine rewrite

it should be possible to have seamless levels :
Why not "pre-gen" the next wilderness level and stitch it together with the current one as soon as the @ gets near enough to look over the border ?
Oh, and maybe add pack animals that follow the @ around the wilderness levels, up to the dungeon entrance, where they (and a good part of the consumables) have to be left behind, to be fetched again after the @ returns from the dungeons depths.
And then, get rid of recall scrolls. Or make them only work for the return to the surface.
hmm .... "SeamlessBand" ...

I like the FAA wilderness, and didn't have any problems with earlier version.
Ok, I did have some problems, but nothing that a new character wasn't able to cure

For me, it's a pity that the wilderness got shortened ... besides those pesky mountains, maybe, which IMHO still need a little bit of an overhaul as far as the generation algho is concerned - they still look odd ... .
I would rather have the dungeons shortened, and the wilderness levels just around the dungeons made more dangerous.
Just got an intriguing idea - with a little bit of engine rewrite



it should be possible to have seamless levels :
Why not "pre-gen" the next wilderness level and stitch it together with the current one as soon as the @ gets near enough to look over the border ?
Oh, and maybe add pack animals that follow the @ around the wilderness levels, up to the dungeon entrance, where they (and a good part of the consumables) have to be left behind, to be fetched again after the @ returns from the dungeons depths.
And then, get rid of recall scrolls. Or make them only work for the return to the surface.
hmm .... "SeamlessBand" ...
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