NerdanelVampire: I've been playing with monster filtering and other features in dungeons.lua. I like it, but the potential to make a horribly unbalanced dungeons is significant. For example, you make an open dungeon. Fine, but now the dungeon is very hard relative to its level for most characters. Now if you want to balance it, you can filter the monster generation to only allow, say, icky things, but if your vision doesn't allow for that - say, it's an undead dungeon and you don't want to wimpify undeads - you'd rather that there were fewer monsters or that the loot lying around and dropped by monsters was very high quality.

The following things cannot currently be customized without LEVEL_GENERATE_POST or even worse hacks:

For example, instead of having leveled-up jackals in an evil god's dungeon, I'd like to have no or very rare normal jackals, but instead have lots and lots of naturally deep stuff.

In fact I'd like to change the entire monster generation algorithm more to my liking. I'd like it if there were a very, very tiny but nonzero chance of meeting something as utterly unfair as a Star-spawn of Cthulhu on dungeon level 1, just like I'd like it to be possible but very, very unlikely to find something as sweet as a quadruple-immunity randart or a +30 to blows randart on dungeon level 1. As this is clearly not the philosophy of the recent ToME, I'd like a better control over these things.

Sorgath: First off i'd just like to say that few people really want to find a Star-spawn of Cthulhu on lvl 1 or a +30 blows randart, they take all the fun out of the game, one is instant death and the other is instant victory.

secondly, this is the second time in two days i've seen you refer to using hooks as a really bad way of doing things. They are there for a reason and now that T3 has expanded the number of hooks they are even more useful, why do you so dislike having to use them?

I would also recommend you ask around to the forums and wiki to see if someone else can come up with nice easy ways of doing these things rather than simply stating that they aren't possible. I personally haven't looked through the dungeon generation code much but i'm sure with the huge abundance of hooks and the amount of stuff that's been moved to lua the things you're asking should be possible.

BucketMan: I have no objection to hooks, but I would also like to see more control over dungeon generation. In my case, the primary issues are:

Everything else I can 'wing' but I haven't figured out how to iterate through existing items or traps, and going through and retroactively deleting them all after they've been generated seems a bit silly. Of course, building a dungeon generator is an option, but these two seem like fairly obvious things that people want want to do. It would be nice to have dungeon level flags that caused these things to not generate. That way I could simply place my own. (Of course, I haven't looked at alph14 yet. These things have been mentioned on the mailing list. It's possible they've already been implemented.)

Oh...also, if anyone has figured out a way to make the random object generators filter by flag rather than TVAL, please let me know.

NeilStevens: Funny, I've had total control over item generation in E-Team.

Module Developers Discussion/Balancing a dungeon (last edited 2007-02-17 00:08:01 by LukeHaub)