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	<title>User:Jonadab/Scratchpad - Revision history</title>
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	<updated>2026-06-04T03:32:15Z</updated>
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	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=165211&amp;oldid=prev</id>
		<title>Jonadab: Move the Dungeon Overhaul proposal off my scratchpad to clear it.</title>
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		<updated>2024-03-19T20:22:15Z</updated>

		<summary type="html">&lt;p&gt;Move the Dungeon Overhaul proposal off my scratchpad to clear it.&lt;/p&gt;
&lt;a href=&quot;https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;amp;diff=165211&amp;amp;oldid=107571&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
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		<title>Jonadab: /* Tribute Level */</title>
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		<updated>2017-10-07T19:27:03Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Tribute Level&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&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 19:27, 7 October 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-l373&quot; &gt;Line 373:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 373:&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;=== Tribute Level ===&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;=== Tribute Level ===&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There &lt;/del&gt;will now be a &amp;quot;bank&amp;quot; of several possible tribute&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Developer time permitting (but at lower priority than many of the other changes proposed), there &lt;/ins&gt;will now be a &amp;quot;bank&amp;quot; of several possible tribute levels, each one being a tribute to a particular roguelike game other than NetHack.  In any given game you get one. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/ins&gt;The Rogue level is retained as one of these possibilities.&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;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;levels, each one being a tribute to a particular roguelike&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;game other than NetHack.  In any given game you get one.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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 Rogue level is retained as one of these possibilities.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;Each tribute level will have its own floor layout style&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;Each tribute level will have its own floor layout style designed to look like the other game's levels, its own symbol mappings to resemble the other game, its own monster generation rate and set of rules for which monsters can generate, its own object generation rules, and its own set of special features.&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;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;designed to look like the other game's levels, its own&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;symbol mappings to resemble the other game, its own monster&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;generation rate and set of rules for which monsters can&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;generate, its own object generation rules, and its own set&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;of special features.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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 Rogue level itself does not need to change, IMO.  It's&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 Rogue level itself does not need to change, IMO.  It's unique enough to be interesting for some players and, being only one level, is and quick to breeze through for the rest&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;: there's nothing difficult about it, and it takes like two minutes to fully explore&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/ins&gt;Also, the fact that it has not kept up with all the most recent changes in the game is kind of the point here; updating and enhancing the level as part of a dungeon overhaul seems like it would spoil that dynamic.  In particular, the Rogue level should be exempt from new &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;features such as &lt;/ins&gt;non-rectangular rooms&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, new special rooms, etc&lt;/ins&gt;.  The main special feature of the Rogue level is the guaranteed fake bones pile with the cheap plastic amulet.&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;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;unique enough to be interesting for some players and, being&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;only one level, is and quick to breeze through for the rest.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;Also, the fact that it has not kept up with all the most&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;recent changes in the game is kind of the point here;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;updating and enhancing the level as part of a dungeon&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;overhaul seems like it would spoil that dynamic.  In&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;particular, the Rogue level should be exempt from &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;new&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;&lt;/del&gt;non-rectangular rooms&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; feature&lt;/del&gt;.  The main special feature&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;of the Rogue level is the guaranteed fake bones pile with&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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 cheap plastic amulet.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;An Angband tribute level might be reasonable to introduce as&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;An Angband tribute level might be reasonable to introduce as another possibility.  It should obviously be larger than a normal NetHack level and scroll as you explore it and will use a generation algorithm designed to make it look like a typical Angband level.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Obviously the Angband level would &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;non-persistent, though this &lt;/ins&gt;could &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;perhaps &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;implemented by writing code to remove all the monsters and (non-unique) objects, reset all the terrain, and regenerate the level whenever the player arrives&lt;/ins&gt;.&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;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;another possibility.  It should obviously be larger than a&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;normal NetHack level and scroll as you explore it and will&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;use a generation algorithm designed to make it look like a&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;typical Angband level.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The list of possible monsters and&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;items will &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;chosen to coincide as much as possible with&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;things that &lt;/del&gt;could &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;also &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;seen in Angband&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;Would a Crawl tribute level be practical at all?  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ADOM?&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;An ADOM tribute level would likely need to refer to a particular dungeon in ADOM, perhaps something made to resemble (one level only of) the infinite dungeon or, if it doesn't create difficulty problems, (one level of) the puppy cave.&lt;/ins&gt;&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;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;Larn?  Others?  These are questions I cannot answer, because&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; &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;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;I am not enough of a gamer to have played all the games.&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;Would a Crawl tribute level be practical at all?  Larn?  Others?  These are questions I cannot answer, because I am not enough of a gamer to have played all the games&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  (I've attempted DCSS but have not gotten very far in it.)&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;/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 class=&quot;diffchange diffchange-inline&quot;&gt;Brogue and ZapM, unfortunately, are likely not possible to do reasonably&lt;/ins&gt;.&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;=== Medusa's Island ===&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;=== Medusa's Island ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107570&amp;oldid=prev</id>
		<title>Jonadab: /* Dungeons of Doom, Lower */</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107570&amp;oldid=prev"/>
		<updated>2017-10-07T19:11:16Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Dungeons of Doom, Lower&lt;/span&gt;&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;
				&lt;col class=&quot;diff-content&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 19:11, 7 October 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-l356&quot; &gt;Line 356:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 356:&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;=== Dungeons of Doom, Lower ===&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;=== Dungeons of Doom, Lower ===&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;Below the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sokoban entrance&lt;/del&gt;, the player may begin to&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;Below the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;entrances to the Parallel Branches&lt;/ins&gt;, the player may begin to encounter a wider variety of special rooms than was common&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;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;encounter a wider variety of special rooms than was common&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;in version 3.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;6&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; (Shaped rooms, mentioned previously, can occur here with the same rules as earlier and can be special rooms if that doesn't cause bugs&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/ins&gt;&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;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;in version 3.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;4&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;3&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Shaped rooms, mentioned previously&lt;/del&gt;, can &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;occur here &lt;/del&gt;with&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The bug that causes antholes and cockatrice nests to barely ever be generated will be fixed&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and their minimum starting depth will be reduced.  I &lt;/ins&gt;can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;imagine a player reaching dungeon level 12 and still being unprepared to deal &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ants, but such a scenario would necessarily be abnormal in some way, perhaps due to conduct play, poor strategy, or RNG disfavor realized through multiple trap doors.  In a typical game, it is reasonable for antholes to start showing up as early &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;DL11 or two levels below Delphi, whichever is &lt;/ins&gt;earlier&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  Cockatrice nests should be possible by DL14, if not sooner, while they still have the potential to be dangerous and not just a free source of petrifying corpses&lt;/ins&gt;.&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the same rules &lt;/del&gt;as earlier.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The bug that causes antholes &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;cockatrice nests to barely&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Dragon halls, if we don't wish to reserve them for Gehennom, seem like an obvious enhancement and could feature (sleeping) Great Dragons and normal adult dragons (&lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;possibly baby dragons, maybe even dragon eggs) of the same color&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;thematic loot&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Great Dragons are &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;step up from normal adult dragons.  Besides having higher stats &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;so &lt;/ins&gt;being &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;harder &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;kill, they also have more powerful attacks, possibly including breath attacks that are only partially resistable and/or not rendered entirely harmless by reflection (like what the wand balance proposal suggests), or themed melee attacks (e.g.&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for red dragons &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;melee attack that does fire damage), so that reflection does not make them entirely harmless to the player. Thematic loot &lt;/ins&gt;would &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;include gold and gems of course but also &lt;/ins&gt;some &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;items themed to the element corresponding with the dragons' color, e.g., fire-themed items (scroll of fire&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wand of fire&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ring of fire resistance&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;potions of oil &lt;/ins&gt;or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;booze, and maybe even a spellbook of fireball) if the dragons are red, poison-themed items if the dragons are green, acid-themed if yellow, etc.  Dragon halls can start occurring a few levels before Medusa and should be given priority (for being generated) over the low-level &amp;quot;easy&amp;quot; special room types&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;For example, if &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;leprechaun hall would be generated&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but the dungeon level &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;deep enough &lt;/ins&gt;for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a dragon hall&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the dragon hall &lt;/ins&gt;should be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;generated instead of the leprechaun hall&lt;/ins&gt;.&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ever be generated will be fixed&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;their minimum starting&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;depth will be reduced&lt;/del&gt;.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;I can imagine &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;player reaching&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dungeon level 12 &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;still &lt;/del&gt;being &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;unprepared &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;deal with&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ants&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but such &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;scenario &lt;/del&gt;would &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;necessarily be abnormal in&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;some &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;way&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;perhaps due to conduct play&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;poor strategy&lt;/del&gt;, or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;RNG&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;disfavor realized through multiple trap doors&lt;/del&gt;.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;typical&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reasonable &lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;antholes to start showing up as&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;early as DL11 or two levels below Delphi&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;whichever is&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;earlier.  Cockatrice nests &lt;/del&gt;should be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;possible by DL14, if&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;not sooner&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dragon &lt;/del&gt;halls&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, if we don't wish to reserve them for Gehennom,&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Statue &lt;/ins&gt;halls are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;another possibility: &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;walls would &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lined &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;statues&lt;/ins&gt;, a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;few &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which would &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;statue traps&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;These &lt;/ins&gt;would &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;mainly &lt;/ins&gt;be for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;flavor&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;however; &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gameplay significance of statue traps that are obvious and can &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;easily avoided is basically nil&lt;/ins&gt;.&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;seem like an obvious enhancement and could feature&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(sleeping) Great Dragons, normal adult dragons (and possibly&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;baby dragons, maybe even dragon eggs) of the same color, and&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;thematic loot.  Great Dragons are a step up from normal&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;adult dragons.  Besides having higher stats and so being&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;harder to kill, they also have more powerful attacks,&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;possibly including attacks that &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;only partially&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;resistable and/or not rendered entirely harmless by&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reflection (like what &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wand balance proposal suggests),&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or themed melee attacks (e.g., for red dragons a melee&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;attack that does fire damage) that cannot &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reflected.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Thematic loot would include gold and gems of course but also&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;some items themed to the element corresponding &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dragons' color&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;e.g., fire-themed items (scroll of fire,&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wand of fire, ring of fire resistance, potions of oil or&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;booze, and maybe even &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;spellbook &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fireball) if the&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dragons are red, poison-themed items if the dragons are&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;green, acid-themed if yellow, etc.  Dragon halls can start&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;occuring a few levels before Medusa and should &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;given&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;priority (for being generated) over the low-level &amp;quot;easy&amp;quot;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;special room types&lt;/del&gt;.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;For example, if a leprechaun hall &lt;/del&gt;would&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;generated, but the dungeon level is deep enough &lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dragon hall&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;dragon hall should &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;generated instead of&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the leprechaun hall&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Statue halls are another possibility: &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;walls would be&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;At least one variant has pool rooms, which have a one-tile-wide floor around &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;edge, and the middle is filled &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;either water (POOL terrain) or lava&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/ins&gt;These &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;could &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;considered &lt;/ins&gt;for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;occasional inclusion&lt;/ins&gt;.&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lined &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;statues, a few of which would be statue traps&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;These &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;would mainly &lt;/del&gt;be for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;flavor, however; the gameplay&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;significance of statue traps that are obvious and can be&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;easily avoided is basically nil&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Additional types of special rooms should also be added if we&lt;/del&gt;&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;I like the way Brogue has puzzle rooms, but the specific details of how they work in Brogue are not a good fit for NetHack, so if we wanted to do something like that we would have to design them basically from scratch.  As yet I have not thought through exactly how something like that might work in NetHack.&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can think of more good ones.  (&lt;/del&gt;I like the way Brogue has&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; &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;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;puzzle rooms, but the specific details of how they work in&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Additional types of special rooms should also be added if we can think of more good ones.&lt;/ins&gt;&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;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;Brogue are not a good fit for NetHack, so if we wanted to do&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;something like that we would have to design them basically&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;from scratch.  As yet I have not thought through exactly how&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;something like that might work in NetHack.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;=== Tribute Level ===&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;=== Tribute Level ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107504&amp;oldid=prev</id>
		<title>Jonadab: /* Nabokos */</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107504&amp;oldid=prev"/>
		<updated>2017-10-02T19:50:04Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Nabokos&lt;/span&gt;&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;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&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 19:50, 2 October 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-l350&quot; &gt;Line 350:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 350:&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;Another possibility for one of the Parallel Branches would be a three-dimensional maze.  A Perl script has been written that demonstrates an example of what such a maze might potentially look like&amp;lt;ref&amp;gt;https://github.com/tsadok/level-generator-perlscripts/blob/master/3dmaze.pl&amp;lt;/ref&amp;gt;.&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;Another possibility for one of the Parallel Branches would be a three-dimensional maze.  A Perl script has been written that demonstrates an example of what such a maze might potentially look like&amp;lt;ref&amp;gt;https://github.com/tsadok/level-generator-perlscripts/blob/master/3dmaze.pl&amp;lt;/ref&amp;gt;.&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;=== Nabokos ===&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=&lt;/ins&gt;=== Nabokos &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=&lt;/ins&gt;===&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;I originally proposed &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;new branch that runs upward, &lt;/del&gt;parallel to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sokoban (the entrance being on the same level with the Sokoban entrance, in the main dungeon directly below Delphi).  This branch branch would have been five levels tall &lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;- one level taller than &lt;/del&gt;Sokoban&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, so that its top level would be directly above the Sokoban zoo.&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Nabokos was my original proposal for &lt;/ins&gt;a parallel&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/ins&gt;to-Sokoban branch, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;details &lt;/ins&gt;were boring, so I am now withdrawing that specific branch proposal.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;We can do &lt;/ins&gt;better.&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There would then be an additional &lt;/del&gt;branch &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stair running from the Sokoban zoo upward to the fifth level of this new branch (also connected back in the other direction; the top level of the new branch thus would have had two down stairs&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a regular one and &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;branch stair to Sokoban), thus providing a &amp;quot;back entrance&amp;quot; as it &lt;/del&gt;were &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to Sokoban, allowing yet another way for players who dislike Sokoban to skip it.  &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;However, the details of the specific alternate branch that I proposed are &lt;/del&gt;boring, so I am now withdrawing that specific branch proposal.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The idea of having a parallel-to-Sokoban branch as an alternate way of reaching the prize might potentially have merit, but someone would need to come up with &lt;/del&gt;better &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;details&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;=== Dungeons of Doom, Lower ===&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;=== Dungeons of Doom, Lower ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107503&amp;oldid=prev</id>
		<title>Jonadab: /* 3D Maze */ outline level adjustment.</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107503&amp;oldid=prev"/>
		<updated>2017-10-02T19:47:13Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;3D Maze: &lt;/span&gt; outline level adjustment.&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;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&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 19:47, 2 October 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-l346&quot; &gt;Line 346:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 346:&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;ais523 proposes an alternative-to-Sokoban branch called The [https://nethackwiki.com/wiki/User:Ais523/Dungeon_Overhaul_Proposal#The_Arena Arena].  I am undecided as to what I think of this, I think mostly because I have not thought through the possibilities for what its specific match-ups or challenges would be.  With some work and attention to detail with regard to this, I think the idea might have potential, but I'm not yet sure.  If so, the Arena could be one of the Parallel Branches.&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;ais523 proposes an alternative-to-Sokoban branch called The [https://nethackwiki.com/wiki/User:Ais523/Dungeon_Overhaul_Proposal#The_Arena Arena].  I am undecided as to what I think of this, I think mostly because I have not thought through the possibilities for what its specific match-ups or challenges would be.  With some work and attention to detail with regard to this, I think the idea might have potential, but I'm not yet sure.  If so, the Arena could be one of the Parallel Branches.&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;=== 3D Maze ===&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=&lt;/ins&gt;=== 3D Maze &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=&lt;/ins&gt;===&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;Another possibility for one of the Parallel Branches would be a three-dimensional maze.  A Perl script has been written that demonstrates an example of what such a maze might potentially look like&amp;lt;ref&amp;gt;https://github.com/tsadok/level-generator-perlscripts/blob/master/3dmaze.pl&amp;lt;/ref&amp;gt;.&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;Another possibility for one of the Parallel Branches would be a three-dimensional maze.  A Perl script has been written that demonstrates an example of what such a maze might potentially look like&amp;lt;ref&amp;gt;https://github.com/tsadok/level-generator-perlscripts/blob/master/3dmaze.pl&amp;lt;/ref&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107502&amp;oldid=prev</id>
		<title>Jonadab: /* Sokoban */ Parallel Branches</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107502&amp;oldid=prev"/>
		<updated>2017-10-02T19:43:11Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Sokoban: &lt;/span&gt; Parallel Branches&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;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&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 19:43, 2 October 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-l288&quot; &gt;Line 288:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 288:&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;He also proposes making the Big Room always generate.  I'm not sure I see the point of this.  To me, the Big Room is not strategically important enough to need to be guaranteed in this manner, and I like having some special levels that don't always appear, for variety.&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;He also proposes making the Big Room always generate.  I'm not sure I see the point of this.  To me, the Big Room is not strategically important enough to need to be guaranteed in this manner, and I like having some special levels that don't always appear, for variety.&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;=== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sokoban &lt;/del&gt;===&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;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Parallel Branches &lt;/ins&gt;===&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 level below Delphi now contains &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;three &lt;/del&gt;up stairs.  The regular one leads to the Delphi level.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The second one, a &lt;/del&gt;branch stair&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;leads to Sokoban, as before.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The third one, also a &lt;/del&gt;branch &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stair, &lt;/del&gt;now &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;leads &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a second &lt;/del&gt;optional &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;branch &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;runs &lt;/del&gt;parallel to Sokoban &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and connects to the Sokoban zoo at the top&lt;/del&gt;.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This new branch, which I am provisionally&lt;/del&gt;&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 level below Delphi now contains &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;four &lt;/ins&gt;up stairs &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(one regular and three branch)&lt;/ins&gt;.  The regular one leads to the Delphi level.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;One &lt;/ins&gt;branch stair leads to Sokoban, as before.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Two other &lt;/ins&gt;branch &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;stairs &lt;/ins&gt;now &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lead up &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;two additional &lt;/ins&gt;optional &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;branches &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;run &lt;/ins&gt;parallel to Sokoban.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;All three &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;these Parallel Branches connect at &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;top&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;reaching &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;same &lt;/ins&gt;prize &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;goal level&lt;/ins&gt;.   &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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;calling Nabokos (from a shortened form &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Nabokodrosoros, a Greek name for &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ancient Babylonian king more popularly known in modern times as Nebuchadnezzar)&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is more difficult (from a character survival standpoint) and less rewarding than Sokoban but allows &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;final &lt;/del&gt;prize &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to be claimed without pushing boulders around&lt;/del&gt;.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Nabokos is discussed in&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;its own section, below.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Level difficulty &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for monster generation purposes&lt;/del&gt;) &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for all four levels &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sokoban will &lt;/del&gt;be the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;same as &lt;/del&gt;that of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;main dungeon level with &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;branch stair to &lt;/del&gt;Sokoban&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; whereas&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for Nabokos &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;difficulty will increase as you go further into &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;level&lt;/del&gt;.&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It is worth noting here that the statue of Perseus &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;at Medusa's Island&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is now guaranteed to contain both a shield of reflection and a bag (usually a plain sack, or possibly &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;some cases an oilskin sack), so players who press on can &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;assured of finding both these items there.  The amulet of reflection or &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bag of holding &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you can get by completing one &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Parallel Branches would be nicer, and could be obtained without going so deep; but it is possible to live without.  In &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;past, if you skipped &lt;/ins&gt;Sokoban, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you risked facing &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Castle with no bag and/or no reflection.  This is now no longer &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;case&lt;/ins&gt;.&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;Each level of Sokoban is to have at least three versions, preferably four or more.  Perhaps some of the better ones from Fourk may be cherry-picked, or others can be designed.&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==== Sokoban ====&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;/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 class=&quot;diffchange diffchange-inline&quot;&gt;Level difficulty (for monster generation purposes) for all four levels in Sokoban will be the same as that of the main dungeon level with the branch stair to Sokoban.  &lt;/ins&gt;Each level of Sokoban is to have at least three versions, preferably four or more.  Perhaps some of the better ones from Fourk may be cherry-picked, or others can be designed. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; (Alternately, Sokoban levels could be randomly generated on the fly as ais523 proposes.  With alternative routes to reach the same prize, players who dislike Sokoban can now simply just skip it.)&lt;/ins&gt;&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;There are several reasons why I feel more variants of the Sokoban levels would be a Good Thing:&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;There are several reasons why I feel more variants of the Sokoban levels would be a Good Thing:&lt;/div&gt;&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-l302&quot; &gt;Line 302:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 302:&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 levels are of entirely fixed design with no random component at all to their layout or terrain.  One of the most important things that gives NetHack its high replay value is that randomly generated content makes the game different every time.  Having entirely-non-random levels undermines that somewhat.  Non-random level layout is desirable in some cases, with Sokoban being a rather obvious example (alternatives that might work well in other branches, such as including random areas within the level, are less viable here); but the &amp;quot;same every time&amp;quot; aspect can be and should be mitigated somewhat by having multiple variants of each level.  Such variety is good provided that balance and playability are maintained, because it increases replay value.&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 levels are of entirely fixed design with no random component at all to their layout or terrain.  One of the most important things that gives NetHack its high replay value is that randomly generated content makes the game different every time.  Having entirely-non-random levels undermines that somewhat.  Non-random level layout is desirable in some cases, with Sokoban being a rather obvious example (alternatives that might work well in other branches, such as including random areas within the level, are less viable here); but the &amp;quot;same every time&amp;quot; aspect can be and should be mitigated somewhat by having multiple variants of each level.  Such variety is good provided that balance and playability are maintained, because it increases replay value.&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;div&gt;# The Sokoban levels occur fairly early in the dungeon and are often strategically advantageous to enter as soon as possible, and so players tend to encounter them frequently.  In this regard, Minetown is similar; the dev team appears to have realized this about Minetown, and so it has way more than two variants; and while it is arguable that not all of the Minetown variants are as genuinely different from one another as would be ideal (an issue addressed separately below), the total amount of variety is still quite a bit more than for e.g. the first level of Sokoban.  Also, most of the Minetown variants have at least minor random components, typically around the stairs, which serves to mitigate the sameness somewhat.&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 Sokoban levels occur fairly early in the dungeon and are often strategically advantageous to enter as soon as possible, and so players tend to encounter them frequently.  In this regard, Minetown is similar; the dev team appears to have realized this about Minetown, and so it has way more than two variants; and while it is arguable that not all of the Minetown variants are as genuinely different from one another as would be ideal (an issue addressed separately below), the total amount of variety is still quite a bit more than for e.g. the first level of Sokoban.  Also, most of the Minetown variants have at least minor random components, typically around the stairs, which serves to mitigate the sameness somewhat.&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;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 levels are physically small and so the entire level is instantly recognizable and becomes extremely familiar after a relatively small number of sightings, exacerbating the game-to-game &amp;quot;sameness&amp;quot; issue.&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 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Sokoban &lt;/ins&gt;levels are physically small &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and also premapped, &lt;/ins&gt;and so the entire level is instantly recognizable and becomes extremely familiar after a relatively small number of sightings, exacerbating the game-to-game &amp;quot;sameness&amp;quot; issue.&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;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;# It doesn't increase difficulty significantly.  As a tautology, players fall into one of two categories:  either they routinely consult spoilers for Sokoban or else not.  Sokoban puzzle difficulty is more or less irrelevant for those players who do use spoilers (and it may be reasonably assumed that spoilers will quickly emerge for the new puzzles)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;; and for &lt;/del&gt;players who do not use spoilers, the difficulty of each puzzle itself, and the number of puzzles that must be solved in each game, are more important to overall difficulty than the amount of game-to-game variety.  (There is a third category, players who make their own spoilers.  But these players are clearly the exception.)&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;# It doesn't increase difficulty significantly.  As a tautology, players fall into one of two categories:  either they routinely consult spoilers for Sokoban or else not.  Sokoban puzzle difficulty is more or less irrelevant for those players who do use spoilers (and it may be reasonably assumed that spoilers will quickly emerge for the new puzzles&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;; granted, this argument falls apart if Sokoban levels are generated procedurally on the fly; in that case we must rely on the players' ability to take one of the other Parallel Branches&lt;/ins&gt;)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  For &lt;/ins&gt;players who do not use spoilers, the difficulty of each puzzle itself, and the number of puzzles that must be solved in each game, are more important to overall difficulty than the amount of game-to-game variety.  (There is a third category, players who make their own spoilers.  But these players are clearly the exception.)&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;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; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;For the fourth level of Sokoban, one of the balancing factors in determining how many variants to include is that they each have to have a prize, and the prizes must be reasonably balanced against one another.  Some variants offer a cloak of magic resistance as a third prize, but this is widely considered (especially by experienced players) to be a more powerful advantage than the other two prizes, except for wizards who already start with one.  Fourk, for the third type of prize, eventually settled on a sack containing three rings: a ring of polymorph control, a ring of teleport control, and a random ring.  There may be other possibilities, as well.  Note that it is possible for more than one variant of the level to feature the same prize, or, indeed, which prize you get may be decoupled from which level variant you get (as in 3.6), or the prize may &amp;quot;reroll&amp;quot; if when the level is generated you already have that thing, as in Fourk.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Because some players dislike it, I would like to make traditional completion of Sokoban, according to the Sokoban rules, feel somewhat more genuinely optional.  To this end, several concessions are offered.  &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In the first place, players can choose to complete Nabokos (see next section) instead of Sokoban and still claim the final prize from the Sokoban zoo, without pushing a single boulder, missing only the extra food (which experienced players usually don't need), four wands, and four rings.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Additionally&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;luck penalties for breaking &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sokoban rules shall only apply if the character is NOT carrying a luckstone.  Any player who has been to Mine's End and picked &lt;/del&gt;up &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the luckstone there should be able &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;breeze through Sokoban using a pick-axe and &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;two provided scrolls &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;earth, with no luck penalty.  (A player who happens upon a luckstone on &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;floor before reaching the Sokoban entrance can do the same thing.)  Additionally, once a given Sokoban level has been completed, its luck penalties and other Sokoban-specific restrictions (e.g., against rolling boulders diagonally) shall be lifted&lt;/del&gt;.&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The fourth level of Sokoban&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;instead of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;prize, now contains &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;branch &lt;/ins&gt;up &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;stairs &lt;/ins&gt;to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;single prize/goal level that serves all &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Parallel Branches&lt;/ins&gt;.&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Third&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as discussed elsewhere in this proposal&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the average number of wands &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rings in the Mines will be very slightly increased, so that players who choose to forego &lt;/del&gt;Sokoban (&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;possibly completing Nabokos instead) will not be missing as large a percentage of the available wands and rings in the early game&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; I propose that each filler level in the Mines has a 50% chance of an additional random ring and&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;independently, a 50% chance of an additional random wand.  (It is understood that players who do both Sokoban and the Mines will thus get a few more rings and wands in the early game than was typical in version 3.6; but I do not believe this difference will &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;significantly unbalancing, since rings and wands also occur as death drops anyhow and become more common later in the game&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Additionally&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;once a given Sokoban level has been completed&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;its luck penalties &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;other &lt;/ins&gt;Sokoban&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-specific restrictions &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;e.g&lt;/ins&gt;., &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;against rolling boulders diagonally) shall &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lifted&lt;/ins&gt;.&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Finally&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;statue of Perseus is now guaranteed to contain both a shield &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reflection &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a bag (usually a plain sack, or possibly &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;some cases an oilskin sack)&lt;/del&gt;, so players who &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;press on can &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;assured &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;finding both these items there&lt;/del&gt;.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The amulet of reflection or &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;bag &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;holding from Sokoban would be nicer&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and could be obtained without going so deep&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but it is possible to live without&lt;/del&gt;.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In the past, if you skipped &lt;/del&gt;Sokoban&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, you risked facing &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Castle with no bag &lt;/del&gt;and&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/or no&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Further, as discussed elsewhere in this proposal&lt;/ins&gt;, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;average number &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wands &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rings &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the Mines will be very slightly increased&lt;/ins&gt;, so &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that &lt;/ins&gt;players who &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;choose to forego Sokoban will not &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;missing as large a percentage &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the available wands and rings in the early game&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;I propose that each filler level in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mines has a 50% chance &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an additional random ring and&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;independently&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a 50% chance of an additional random wand&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(It is understood that players who do both &lt;/ins&gt;Sokoban &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mines will thus get a few more rings &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wands in the early game than was typical in version 3&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;6; but I do not believe this difference will be significantly unbalancing, since rings and wands also occur as death drops anyhow and become more common later in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/ins&gt;&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reflection&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; This is now no longer &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;case&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;All four Sokoban levels are to be made bones-eligible.  However, the bones option shall default to 1, which means &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;&lt;/del&gt;only load bones on normal levels&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; (where &amp;quot;normal&amp;quot; levels are mostly the levels where bones were possible in NetHack 3.6)&lt;/del&gt;.  If the bones option is set to 0, that means never load bones at all, and setting it to 2 means they can be loaded &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(very nearly) anywhere&lt;/del&gt;.  Only players who have deliberately set the bones option to 2 can ever see Sokoban bones.  By default, Sokoban bones will not be loaded.&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;All four Sokoban levels are to be made bones-eligible.  However, the bones option shall default to 1, which means only load bones on normal levels.  If the bones option is set to 0, that means never load bones at all, and setting it to 2 means they can be loaded &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;even on special levels&lt;/ins&gt;.  Only players who have deliberately set the bones option to 2 can ever see Sokoban bones.  By default, Sokoban bones will not be loaded.&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;Finally, every version of every Sokoban level is to be given a name, which is to show up in #overview by default, once the level has been visited, unless the player renames it (using #annotate).  This minor change has no impact within the game itself but is intended to facilitate conversations about the game.  Currently we find ourselves referring to things like &amp;quot;Sokoban level 2a&amp;quot;, which indeed is slightly&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;Finally, every version of every Sokoban level is to be given a name, which is to show up in #overview by default, once the level has been visited, unless the player renames it (using #annotate).  This minor change has no impact within the game itself but is intended to facilitate conversations about the game.  Currently we find ourselves referring to things like &amp;quot;Sokoban level 2a&amp;quot;, which indeed is slightly ambiguous since not all spoilers present the levels in the same order.  (In particular, Steelypips and the wiki are at odds about this nomenclature.)  Giving them all official names does away with that.&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;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;ambiguous since not all spoilers present the levels in the same order.  (In particular, Steelypips and the wiki are at odds about this nomenclature.)  Giving them all official names does away with that.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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 proposed new levels will be given names later in this document, as they are presented.  However, I propose here names for the existing levels:&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 proposed new levels will be given names later in this document, as they are presented.  However, I propose here names for the existing levels:&lt;/div&gt;&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-l348&quot; &gt;Line 348:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 340:&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;Note that these names are provisional suggestions.  I'm not attached to these specific names.  Someone may be able to think of better names for some of them.&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;Note that these names are provisional suggestions.  I'm not attached to these specific names.  Someone may be able to think of better names for some of them.&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;Whatever new Sokoban levels are added shall have names as well.&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;Whatever new Sokoban levels are added shall have names as well &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(unless they are all generated randomly at runtime, in which case players will just have to take screenshots or something).&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;/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 class=&quot;diffchange diffchange-inline&quot;&gt;==== Arena ====&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;/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 class=&quot;diffchange diffchange-inline&quot;&gt;ais523 proposes an alternative-to-Sokoban branch called The [https://nethackwiki.com/wiki/User:Ais523/Dungeon_Overhaul_Proposal#The_Arena Arena].  I am undecided as to what I think of this, I think mostly because I have not thought through the possibilities for what its specific match-ups or challenges would be.  With some work and attention to detail with regard to this, I think the idea might have potential, but I'm not yet sure.  If so, the Arena could be one of the Parallel Branches.&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;/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 class=&quot;diffchange diffchange-inline&quot;&gt;=== 3D Maze ===&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;/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 class=&quot;diffchange diffchange-inline&quot;&gt;Another possibility for one of the Parallel Branches would be a three-dimensional maze.  A Perl script has been written that demonstrates an example of what such a maze might potentially look like&amp;lt;ref&amp;gt;https://github.com/tsadok/level-generator-perlscripts/blob/master/3dmaze.pl&amp;lt;/ref&amp;gt;&lt;/ins&gt;.&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;=== Nabokos ===&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;=== Nabokos ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107501&amp;oldid=prev</id>
		<title>Jonadab: /* Dungeons of Doom, Early */</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107501&amp;oldid=prev"/>
		<updated>2017-10-02T19:03:37Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Dungeons of Doom, Early&lt;/span&gt;&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;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&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 19:03, 2 October 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-l278&quot; &gt;Line 278:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 278:&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;Currently this is only relevant for the first Mines level.)&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;Currently this is only relevant for the first Mines level.)&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;One enhancement that is easy to make, adds a little variety and visual interest to the layouts, and does not disrupt game balance to any significant extent, is to allow some rooms to have a non-rectangular shape.  There are at least two different existing implementations of this: a procedural one in Fourk, and the one in Un that is based on a library of stock non-rectangular rooms.  Either or both could be considered as possible approaches here.&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;One enhancement that is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;relatively &lt;/ins&gt;easy to make, adds a little variety and visual interest to the layouts, and does not disrupt game balance to any significant extent, is to allow some rooms to have a non-rectangular shape.  There are at least two different existing implementations of this: a procedural one in Fourk, and the one in Un that is based on a library of stock non-rectangular rooms&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  They give somewhat different results&lt;/ins&gt;.  Either or both could be considered as possible approaches here.&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;Delphi is in principle fine as it stands, except that the Oracle should charge less.  (Players reaching this depth in the dungeon should be able to afford at least one major consultation, if they have picked up all the gold so far.)  Also, the Oracle's repertoire of consultations could be expanded somewhat.  If desired, minor alternate versions of the special room at the center can be considered, possibly including one that is diamond-shaped rather than an orthogonally aligned rectangle, but the basic idea of the level is already Working As Intended.&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;Delphi is in principle fine as it stands, except that the Oracle should charge less.  (Players reaching this depth in the dungeon should be able to afford at least one major consultation, if they have picked up all the gold &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;on the floor &lt;/ins&gt;so far.)  Also, the Oracle's repertoire of consultations could be expanded somewhat.  If desired, minor alternate versions of the special room at the center can be considered, possibly including one that is diamond-shaped rather than an orthogonally aligned rectangle, but the basic idea of the level is already Working As Intended&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  Note that, because this is a special level, bones will no longer be loaded here by default; if players want to encounter bones on special levels, they must set the bones option to 2&lt;/ins&gt;.&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 Big Room, if generated (same probability as in 3.6), should be at least two levels below Delphi.  I don't care whether this is accomplished by changing the max depth of Delphi or the min depth of the Big Room.  (Fourk does the latter.)  One way or the other, it should always be possible to reach the Sokoban entrance without going into the Big Room.&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 Big Room, if generated (same probability as in 3.6), should be at least two levels below Delphi.  I don't care whether this is accomplished by changing the max depth of Delphi or the min depth of the Big Room.  (Fourk does the latter.)  One way or the other, it should always be possible to reach the Sokoban entrance without going into the Big Room&lt;ins class=&quot;diffchange diffchange-inline&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;/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 class=&quot;diffchange diffchange-inline&quot;&gt;ais523 has proposed that the maximum depth of the Big Room be increased, as a way of adding variety to the dungeon layout, and to the Big Room itself (since it would then sometimes have a higher-level selection of monsters).  I can't think of any significant counter-argument to this, so I guess I agree with it, though it's not particularly important to me.  &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;/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 class=&quot;diffchange diffchange-inline&quot;&gt;He also proposes making the Big Room always generate.  I'm not sure I see the point of this.  To me, the Big Room is not strategically important enough to need to be guaranteed in this manner, and I like having some special levels that don't always appear, for variety&lt;/ins&gt;.&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;=== Sokoban ===&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;=== Sokoban ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107500&amp;oldid=prev</id>
		<title>Jonadab: /* Gnomish Mines */ Vlad's Entrance.</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107500&amp;oldid=prev"/>
		<updated>2017-10-02T18:35:17Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Gnomish Mines: &lt;/span&gt; Vlad&amp;#039;s Entrance.&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;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&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 18:35, 2 October 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-l268&quot; &gt;Line 268:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 268:&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;All versions of Mine's End are now eligible to save bones, but bones are not loaded for Mine's End unless the bones option is set to 2.  With a default setting of 1, the player will never see Mine's End bones, the same as any other special level.&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;All versions of Mine's End are now eligible to save bones, but bones are not loaded for Mine's End unless the bones option is set to 2.  With a default setting of 1, the player will never see Mine's End bones, the same as any other special level.&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;Others have proposed moving the entrance to Vlad's tower, or some other level containing him, to the Gnomish Mines.  I am not strongly opposed to this but also do not feel that it is necessary.  With a little buffing, I think Vlad and his tower can be made reasonable later in the game, close to their present location; and I think the Mines contain an adequate amount of special interesting stuff as they stand, or will do if Mimic of the Mines is replaced with something better; I don't think the Mines really need Vlad, nor do I think he really needs to be that early in the game.  With that said, this isn't a very important issue to me.  If consensus shifts towards moving Vlad, I'll put up a token argument and then live with it, because I have bigger fish to fry.&lt;/ins&gt;&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;=== Dungeons of Doom, Early ===&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;=== Dungeons of Doom, Early ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107499&amp;oldid=prev</id>
		<title>Jonadab: /* Gnomish Mines */</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107499&amp;oldid=prev"/>
		<updated>2017-10-02T18:30:29Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Gnomish Mines&lt;/span&gt;&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;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&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 18:30, 2 October 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-l251&quot; &gt;Line 251:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 251:&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 real (play balance) reason for giving light sources to dwarves, not Gnomes, is that dwarves are fewer in number (in the Mines) than Gnomes, so it's a less drastic change.  This is also the reason for only giving them light sources sometimes, and only in the Mines, and usually just a single candle.&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 real (play balance) reason for giving light sources to dwarves, not Gnomes, is that dwarves are fewer in number (in the Mines) than Gnomes, so it's a less drastic change.  This is also the reason for only giving them light sources sometimes, and only in the Mines, and usually just a single candle.&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;For an example of a variant that gives stacks of candles to Gnomes, see NetHack4.  This is clearly too much, as the player can easily burn two candles at once the entire time they're in the Mines, not bothering to turn them off in lit areas, and still have dozens of them left over afterward.  There's a difference between having enough candles that the player can actually use them for light some of the time (which &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;nobody has done &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;vanilla in the entire history of ever&lt;/del&gt;), versus having so many candles that they're effectively an infinite resources, as in NetHack4.  Somewhere in between, we should be able to find balance.&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;For an example of a variant that gives stacks of candles to Gnomes, see NetHack4.  This is clearly too much, as the player can easily burn two candles at once the entire time they're in the Mines, not bothering to turn them off in lit areas, and still have dozens of them left over afterward.  There's a difference between having enough candles that the player can actually use them for light some of the time (which &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ever did &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;3.4.3 because they were so rare and lasted so short a time&lt;/ins&gt;), versus having so many candles that they're effectively an infinite resources, as in NetHack4.  Somewhere in between, we should be able to find balance.&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;Minetown in principle is to be roughly the same as in version 3.4.3 (note: not 3.6), with a few tweaks.  The randomly-generated portions of Frontier Town, Town Square, Alley Town, College Town, and Bazaar Town are now cavern-like, rather than being composed of rooms and corridors.  Additionally, all doors in Minetown are well-oiled, so you will not hear them open from outside line-of-sight.  Due to these two changes, players&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;Minetown in principle is to be roughly the same as in version 3.4.3 (note: not 3.6), with a few tweaks.  The randomly-generated portions of Frontier Town, Town Square, Alley Town, College Town, and Bazaar Town are now cavern-like, rather than being composed of rooms and corridors.  Additionally, all doors in Minetown are well-oiled, so you will not hear them open from outside line-of-sight.  Due to these two changes, players arriving via the stairs may not always immediately know that they have reached the Minetown level.&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;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;arriving via the stairs may not always immediately know that they have reached the Minetown level.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;Perhaps a more controversial change, I propose that one general store be guaranteed to be generated in Frontier Town, Town Square, and Bazaar Town.  This is intended to ensure (barring bones -- more on that in a moment) that the player always has the option to do price-checking in a&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;Perhaps a more controversial change, I propose that one general store be guaranteed to be generated in Frontier Town, Town Square, and Bazaar Town.  This is intended to ensure (barring bones -- more on that in a moment) that the player always has the option to do price-checking in a reasonably convenient manner that does not require credit cloning.  Just needing to drag everything to the level is enough hassle.  The reason for excluding College Town from this list is simply that the guaranteed book shop allows price-checking scrolls &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and thus unambiguously identify the uniquely-priced scroll of identify&lt;/ins&gt;, which is adequate to bootstrap the identification process.  (The other three Minetown variants already guarantee the general store, so no change is required there.)&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;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;reasonably convenient manner that does not require credit cloning.  Just needing to drag everything to the level is enough hassle.  The reason for excluding College Town from this list is simply that the guaranteed book shop allows price-checking scrolls, which is adequate to bootstrap the identification process.  (The other three Minetown variants already guarantee the general store, so no change is required there.)&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;Orctown, though I kind of like it as a level (out of context), very clearly does not belong as a Minetown variant, because &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it's &lt;/del&gt;balance characteristics are grossly different from the other Minetown levels, both in terms of risk and also reward (and in opposite directions, no less).  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It could perhaps be converted&lt;/del&gt;, with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;minor changes&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;into a Mine's End level&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;instead &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;although&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;I personally feel that Khor's Orc Temple version &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Mine's End &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;better&lt;/del&gt;).&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;Orctown, though I kind of like it as a level (out of context), very clearly does not belong as a Minetown variant, because &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;its &lt;/ins&gt;balance characteristics are grossly different from the other Minetown levels, both in terms of risk and also reward (and in opposite directions, no less&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;): not only does getting this Minetown potentially deny the user the chance to get any divine protection before reaching the Castle, but worse, it also _simultaneously_ may deny the user any chance to safely identify most kinds of objects (wands are a notable exception) without using a wish to do so (and, note, I intend for wishes to be significantly less common at Castle depth&lt;/ins&gt;).  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Without the chance to price-check scrolls and find the scroll of identify&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the player is left &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a range of remarkably bad choices: use-identifying items completely blind like a rank beginner is probably the least painful of these options, and although some roguelikes are designed for and balanced around this strategy (see e.g. Brogue)&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;NetHack is very clearly not&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as it goes out of its way to put game-ruining items in just about every item-appearance group.  &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The major exceptions are wands, courtesy of the engraving trick, non-cursed weapons and armor, blessed books, and kick-tested gray stones.)  Scrolls are important in NetHack.  Illiterate is one of the harder conducts for mostly this reason&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Elbereth being a secondary consideration.  Randomly preventing the player from using any &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;them until the Castle &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cruel in the extreme, especially as the player will inevitably keep hoping against hope for a shop, and the odds of finding one keep getting worse and worse the further into the dungeon you get.  Just killing the player outright about 5% of the time when they reach Minetown would be less torturous.  (Orctown occurs more than 5% of the time in 3.6; but sometimes you already found a shop in the main dungeon.&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; Combining this with the lack of a temple to buy protection until the Valley is just mean&lt;/ins&gt;.&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Additional &lt;/del&gt;changes &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;are proposed mainly in order to meaningfully differentiate the various Minetown versions from one another (which may have been &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;large part of the original aim &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;orctown).  It &lt;/del&gt;is my &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hope that this can be done without altering the overall balance quality of Minetown.  These changes are detailed later, in the proposed levels&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Orctown could perhaps be converted, with minor &lt;/ins&gt;changes&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, into &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mine's End level, instead; but I personally feel that Khor's Orc Temple version &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mine's End &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;more interesting and therefore better, so &lt;/ins&gt;my &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;preference is to just revert Orctown&lt;/ins&gt;.&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;section of this document&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;I am tempted &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;say that Minetown bones &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;not loaded by default; players who want to be able to encounter bones &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minetown must set the bones option &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2.  In some ways this complicates &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;meaning of the setting &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for most other levels, save perhaps Delphi, 1 means load bones only if &lt;/del&gt;the level &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;was bones-eligible &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;3&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;6; setting it to 2 means they &lt;/del&gt;can be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;loaded even on levels that were not eligible in 3.6), but in&lt;/del&gt;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Additional changes &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the Mines &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;proposed mainly &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;order &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;meaningfully differentiate &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;various Minetown versions from one another &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;see &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;specific &lt;/ins&gt;level &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sections later &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this document)&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; It is my hope that this &lt;/ins&gt;can be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;done without altering &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;overall balance quality &lt;/ins&gt;of Minetown.&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;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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;other ways it would seem to make &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;setting simpler, because Minetown really is an anomoly, and allowing bones there seems inconsistent with vanilla's general philosophy &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;making special levels bones-ineligible if they contain important things.  &lt;/del&gt;Minetown &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;contains the only guaranteed&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;aligned altar in the game (for most roles), and so it really belongs, conceptually, in that category of levels where bones are not loaded by default&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Still, I am willing to be pursuaded either way on this issue.  (Personally, as a player, I would in any case set the bones option to 2.)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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;/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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Mine's End &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to be similar to 3.6, except that the Mimic of the Mines is to be replaced with something else, perhaps Khor's Orc Temple version of Mine's End.  Mimic has always been the boring version of Mine's End, both in terms of danger (it poses no more risk than &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Mines filler &lt;/del&gt;level&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;) &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;also in terms &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reward (apart from &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;luckstone itself&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it has little to offer).  At least the two &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in balance (less risk but also less reward), but I feel that Mimic is &lt;/del&gt;not &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;very well &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;line with &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;other versions, and its design is visually not very interesting, and on top of that it's extremely similar &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;other levels found elsewhere in the game.  So I propose that it be replaced&lt;/del&gt;.&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Since Minetown &lt;/ins&gt;is a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;special &lt;/ins&gt;level &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(&lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;one &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;more strategically important ones at that)&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bones &lt;/ins&gt;are not &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;loaded here by default; players who want to be able to encounter bones &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minetown must set &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bones option &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2&lt;/ins&gt;.&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;These enhancements &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;detailed &lt;/del&gt;in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;proposed &lt;/del&gt;levels &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;section, later&lt;/del&gt;.  All versions of Mine's End are now eligible to save bones, but bones are not loaded for Mine's End unless the bones option is set to 2.  With a&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mine's End is to be similar to 3.6, except that the Mimic of the Mines is to be replaced with something else, perhaps Khor's Orc Temple version of Mine's End.  Mimic has always been the boring version of Mine's End, both in terms of danger (it poses no more risk than a Mines filler level, unless you are terrified of mimics for some reason) and also in terms of reward (apart from the luckstone itself, it has little to offer).  At least the two &lt;/ins&gt;are in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;balance (less risk but also less reward), but I feel that Mimic is not very well in line with &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;other versions, and its design is visually not very interesting, and on top of that it's extremely similar to other &lt;/ins&gt;levels &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;found elsewhere in the game&lt;/ins&gt;.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;So I propose that it be replaced.&lt;/ins&gt;&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;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;default setting of 1, the player will never see Mine's End bones.&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; &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;All versions of Mine's End are now eligible to save bones, but bones are not loaded for Mine's End unless the bones option is set to 2.  With a default setting of 1, the player will never see Mine's End bones&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, the same as any other special level&lt;/ins&gt;.&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;=== Dungeons of Doom, Early ===&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;=== Dungeons of Doom, Early ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107492&amp;oldid=prev</id>
		<title>Jonadab: /* About This Document */ Add reference to another set of comments.</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Jonadab/Scratchpad&amp;diff=107492&amp;oldid=prev"/>
		<updated>2017-10-02T13:17:55Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;About This Document: &lt;/span&gt; Add reference to another set of comments.&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;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&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 13:17, 2 October 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-l9&quot; &gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&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;rounds of revisions will be required.&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;rounds of revisions will be required.&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;This version of the proposal was revised in 2017, after making the original, obsolete 2014 version of the proposal public&amp;lt;ref&amp;gt;http://jonadab.jumpingcrab.com/nethack-stuff/nethack-dungeon-overhaul-proposal-jonadab-001b.txt&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://nethackwiki.com/wiki/User:Jonadab/Dungeon_Overhaul_Proposal_Draft_1&amp;lt;/ref&amp;gt;.  This revised version will include changes needed because the state of the art has changed in three years (e.g., 3.6 has already addressed certain issues and added certain features, such as wide mazes), as well as changes due to feedback from other variant developers and interested parties, including complete independent proposals by ais523&amp;lt;ref&amp;gt;http://nethack4.org/pastebin/dungeon-redesign.txt&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://nethackwiki.com/wiki/User:Ais523/Dungeon_Overhaul_Proposal&amp;lt;/ref&amp;gt; and FIQ&amp;lt;ref&amp;gt;http://home.fiq.se/overhaul.txt&amp;lt;/ref&amp;gt; and comments by aosdict&amp;lt;ref&amp;gt;https://nethackwiki.com/wiki/User:Phol_ende_wodan/DungeonOverhaul/Jonadab&amp;lt;/ref&amp;gt;, Chris_ANG&amp;lt;ref&amp;gt;https://gist.github.com/Chris-plus-alphanumericgibberish/8be492edc05282c0933ce869e172ca7b&amp;lt;/ref&amp;gt;, Elronnd&amp;lt;ref&amp;gt;https://elronnd.net/proposal.txt&amp;lt;/ref&amp;gt;, and others.  However, this is still a preliminary draft and by no means final.  It is my hope that others will write their own proposals, leading to further revisions and refinements.&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;This version of the proposal was revised in 2017, after making the original, obsolete 2014 version of the proposal public&amp;lt;ref&amp;gt;http://jonadab.jumpingcrab.com/nethack-stuff/nethack-dungeon-overhaul-proposal-jonadab-001b.txt&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://nethackwiki.com/wiki/User:Jonadab/Dungeon_Overhaul_Proposal_Draft_1&amp;lt;/ref&amp;gt;.  This revised version will include changes needed because the state of the art has changed in three years (e.g., 3.6 has already addressed certain issues and added certain features, such as wide mazes), as well as changes due to feedback from other variant developers and interested parties, including complete independent proposals by ais523&amp;lt;ref&amp;gt;http://nethack4.org/pastebin/dungeon-redesign.txt&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://nethackwiki.com/wiki/User:Ais523/Dungeon_Overhaul_Proposal&amp;lt;/ref&amp;gt; and FIQ&amp;lt;ref&amp;gt;http://home.fiq.se/overhaul.txt&amp;lt;/ref&amp;gt; and comments by aosdict&amp;lt;ref&amp;gt;https://nethackwiki.com/wiki/User:Phol_ende_wodan/DungeonOverhaul/Jonadab&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://nethackwiki.com/wiki/User:Phol_ende_wodan/DungeonOverhaul/ais523&lt;/ins&gt;&amp;lt;/ref&amp;gt;, Chris_ANG&amp;lt;ref&amp;gt;https://gist.github.com/Chris-plus-alphanumericgibberish/8be492edc05282c0933ce869e172ca7b&amp;lt;/ref&amp;gt;, Elronnd&amp;lt;ref&amp;gt;https://elronnd.net/proposal.txt&amp;lt;/ref&amp;gt;, and others.  However, this is still a preliminary draft and by no means final.  It is my hope that others will write their own proposals, leading to further revisions and refinements.&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;__TOC__&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;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Jonadab</name></author>
		
	</entry>
</feed>