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	<id>https://nethackwiki.com/index.php?action=history&amp;feed=atom&amp;title=User%3AAis523%2FDungeon_Overhaul_Proposal</id>
	<title>User:Ais523/Dungeon Overhaul Proposal - Revision history</title>
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	<updated>2026-06-13T14:23:53Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Ais523/Dungeon_Overhaul_Proposal&amp;diff=122936&amp;oldid=prev</id>
		<title>Ais523: /* The Tower of Madness */ typo fixes</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Ais523/Dungeon_Overhaul_Proposal&amp;diff=122936&amp;oldid=prev"/>
		<updated>2018-06-09T04:25:21Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;The Tower of Madness: &lt;/span&gt; typo fixes&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 04:25, 9 June 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l190&quot; &gt;Line 190:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 190:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The trinsic required for each level is hinted at by an engraving on (or rarely, adjacent to) the stairs, e.g. &amp;quot;Sometimes only the blind can see&amp;quot;. Typically speaking, the trinsic would be either negative (e.g, blindness, hallucination), or else rarely used (e.g. monster detection, being polymorphed). It's probably best to avoid things with semi-permanent negative consequences, such as god anger.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The trinsic required for each level is hinted at by an engraving on (or rarely, adjacent to) the stairs, e.g. &amp;quot;Sometimes only the blind can see&amp;quot;. Typically speaking, the trinsic would be either negative (e.g, blindness, hallucination), or else rarely used (e.g. monster detection, being polymorphed). It's probably best to avoid things with semi-permanent negative consequences, such as god anger.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The actual level that's generated can vary a lot, and is often in-theme to the chosen trinsic, and/or generated to create ironic situations. For example, a level generated while blind might contain mindless monsters and the occasional chickatrice (forcing the player to remember the location of its corpse). A level that required food poisoning to traverse might be a maze of iron bars (i.e. the entire maze is visible upon generation) with no monsters or items, designed so that the shortest path through the maze would allow the player to take the exit with only one turn left to cure the poisoning. (This may be a bad idea without a clear indication of how long the food poisoning timeout is, but is included as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a nexample &lt;/del&gt;of how the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;themeng &lt;/del&gt;works.) A level generated while stunned might just place the exit stairs right next to the player, needing luck to stumble into them before the stunning ends. There probably also shouldn't be a 1-to-1 relationship between trinsics and level themes (although the same trinsic will always create the same level theme on any given game) it'd be fun to have the occasional amusing-but-harmles situation like a player putting on a blindfold and discovering they're surrounded by yellow lights, but only if it's a rare variant that happens as a surprise.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The actual level that's generated can vary a lot, and is often in-theme to the chosen trinsic, and/or generated to create ironic situations. For example, a level generated while blind might contain mindless monsters and the occasional chickatrice (forcing the player to remember the location of its corpse). A level that required food poisoning to traverse might be a maze of iron bars (i.e. the entire maze is visible upon generation) with no monsters or items, designed so that the shortest path through the maze would allow the player to take the exit with only one turn left to cure the poisoning. (This may be a bad idea without a clear indication of how long the food poisoning timeout is, but is included as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an example &lt;/ins&gt;of how the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;themeing &lt;/ins&gt;works.) A level generated while stunned might just place the exit stairs right next to the player, needing luck to stumble into them before the stunning ends. There probably also shouldn't be a 1-to-1 relationship between trinsics and level themes (although the same trinsic will always create the same level theme on any given game)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;; &lt;/ins&gt;it'd be fun to have the occasional amusing-but-harmles situation like a player putting on a blindfold and discovering they're surrounded by yellow lights, but only if it's a rare variant that happens as a surprise.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The central (fifth) level of the branch is special, having no relevant trinsic, and an engraving that simply says &amp;quot;Not yet.&amp;quot;. The only way to solve this level, therefore, is to approach it from both sides (as the stairs you enter from always become permanently real), connecting the tower into a single continuous tower. The level has a few real items scattered around to serve as a minor reward, but nothing major; my current plan is to place an amulet of lifesaving, plus a few random items.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The central (fifth) level of the branch is special, having no relevant trinsic, and an engraving that simply says &amp;quot;Not yet.&amp;quot;. The only way to solve this level, therefore, is to approach it from both sides (as the stairs you enter from always become permanently real), connecting the tower into a single continuous tower. The level has a few real items scattered around to serve as a minor reward, but nothing major; my current plan is to place an amulet of lifesaving, plus a few random items.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ais523</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Ais523/Dungeon_Overhaul_Proposal&amp;diff=108126&amp;oldid=prev</id>
		<title>Chris: Added this page to the design category, so that it shows up with the other dungeon overhaul proposals</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Ais523/Dungeon_Overhaul_Proposal&amp;diff=108126&amp;oldid=prev"/>
		<updated>2017-11-19T15:27:36Z</updated>

		<summary type="html">&lt;p&gt;Added this page to the design category, so that it shows up with the other dungeon overhaul proposals&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 15:27, 19 November 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l412&quot; &gt;Line 412:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 412:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For atheists, therefore, Astral is not the final &amp;quot;boss level&amp;quot; at all; Endgame is. Unlike in other branches of the game, this is now very much a real level; it's still mechanically the same, but there's no outside force helping or hurting the character, it's just them against a really large horde of monsters. The portal only appears once every monster that generated has been killed (although like before, this doesn't force the player to re-kill every monster they've killed; only a representative subset actually appear in the level). I'm currently unsure whether there should be an &amp;quot;ascension poem&amp;quot; for this case, or whether the game should just show its normal game messages.  (Incidentally, this also means that for an atheist pacifist ascension, the last tricky part is on the Elemental Planes. Trying to do the new versions of those as a pacifist is likely to be nightmarish, though.)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For atheists, therefore, Astral is not the final &amp;quot;boss level&amp;quot; at all; Endgame is. Unlike in other branches of the game, this is now very much a real level; it's still mechanically the same, but there's no outside force helping or hurting the character, it's just them against a really large horde of monsters. The portal only appears once every monster that generated has been killed (although like before, this doesn't force the player to re-kill every monster they've killed; only a representative subset actually appear in the level). I'm currently unsure whether there should be an &amp;quot;ascension poem&amp;quot; for this case, or whether the game should just show its normal game messages.  (Incidentally, this also means that for an atheist pacifist ascension, the last tricky part is on the Elemental Planes. Trying to do the new versions of those as a pacifist is likely to be nightmarish, though.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Design]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Chris</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Ais523/Dungeon_Overhaul_Proposal&amp;diff=107463&amp;oldid=prev</id>
		<title>Phol ende wodan: Post ais dungeon overhaul proposal to wiki</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Ais523/Dungeon_Overhaul_Proposal&amp;diff=107463&amp;oldid=prev"/>
		<updated>2017-09-30T03:54:29Z</updated>

		<summary type="html">&lt;p&gt;Post ais dungeon overhaul proposal to wiki&lt;/p&gt;
&lt;a href=&quot;https://nethackwiki.com/index.php?title=User:Ais523/Dungeon_Overhaul_Proposal&amp;amp;diff=107463&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Phol ende wodan</name></author>
		
	</entry>
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