Difference between revisions of "User:Jonadab/Scratchpad"

From NetHackWiki
Jump to navigation Jump to search
(Early Dungeon)
(Move the Dungeon Overhaul proposal off my scratchpad to clear it.)
(Tag: Replaced)
 
(34 intermediate revisions by the same user not shown)
Line 1: Line 1:
NetHack Dungeon Overhaul Proposal
+
Nothing is here at the moment.  The Dungeon Overhaul proposal has been moved to [[User:Jonadab/DungeonOverhaul|DungeonOverhaul]].
 
 
== About This Document ==
 
Compiled by [[User:Jonadab | Jonadab]]
 
 
 
Version 0.1.0
 
 
 
This is a preliminary proposal.  It is expected that several
 
rounds of revisions will be required.
 
 
 
This version of the proposal was revised in 2017, after making the original, obsolete 2014 version of the proposal public.  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.  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.
 
 
 
__TOC__
 
 
 
== Introduction ==
 
 
 
=== Background ===
 
IRC log of #nethack4 from 2014 March 16:
 
* 16:39 <  dtsund > More globally, I think I'd like to see some competing total writeups for dungeon-overhaul
 
* 16:40 <  ais523 > that's a good idea, I think
 
* 16:40 <  ais523 > although, I haven't been thinking that much about the big picture
 
* 16:40 < jonadab > dtsund: remind me where the current writeup is, and I'll consider writing up an alternative.
 
* 16:40 <  ais523 > I care more about gehennom-overhaul
 
* 16:40 <  dtsund > jonadab: There isn't one
 
* 16:40 <  ais523 > jonadab: there isn't one yet
 
* 16:40 < jonadab > Oh, ok.
 
* 16:40 <  dtsund > Also, I think it'd be best to write them blind
 
* 16:40 < jonadab > So we can then compare them?  You may be right.
 
* 16:40 <  dtsund > Then each person can make a second draft based on ideas from the others
 
* 16:41 <  dtsund > s/based on/based on and incorporating/
 
* 16:41 <  ais523 > I like this idea
 
* 16:41 <  ais523 > we could even make it a big thing
 
* 16:41 <  ais523 > Design a Dungeon week
 
 
 
At the time, it didn't happen.  Better late than never.
 
 
 
=== Starting Assumptions ===
 
 
 
These are some assumptions I'm working from.
 
 
 
* It's good for the player to have meaningful choices.  Choices are meaningful if the options are genuinely different, even (perhaps especially) if they are roughly equivalent in terms of approximate balance.
 
 
 
* Early-game balance should not be greatly disturbed, and In particular we do not want to make the early game any harder for new players; and if we decide that we want to make the early game easier for new players to learn, we would do that in some other way that does not involve dungeon layout changes.
 
 
 
* Late-game balance isn't very good and is going to be disturbed anyway, due to other changes, so additional disturbances due to dungeon layout changes are acceptable.  We'll then proceed to adjust the late-game balance as necessary until it is reasonably close to appropriate.
 
 
 
* Every single level of Gehennom being a maze is boring.
 
 
 
* The total number of wishes in the game should be about the same as in 3.4, but they should not be given to the player all at once at the castle (because then the rest of the game is boring).
 
 
 
* Stairs (and ladders, etc.), trapdoors, and holes will have (stored at generation) a specific destination, enough info to nail down branch, level, and coordinates.  Thus it will be possible to have stairs in more than one location on a level, which lead to different places:  either to different coordinates on the same destination level, or to different levels in different branches.  This requires infrastructure changes, but I think it allows us to do some very nice things with the dungeon structure overall.
 
 
* The Inhell() function will be able to handle more than one branch (or "sub-branch" if you prefer) being considered hellish or "part of Gehennom".
 
 
 
* It's good for non-randomly-generated levels to have multiple variants.  This enhances game-to-game variety and thus replay value, even if only by a little.  However, it's even better for a special level to have significant random components within it, hopefully something more impactful than a maze around the edge.
 
 
 
* We still want a "chokepoint" that has to be passed when going from mid-game to late-game.  (In 3.4, this is the Castle and the Valley of the Dead.)
 
 
 
* The quest will be considered separately as part of a role-balance review or "class overhaul", so it is not necessary for this proposal to go into detail about each role's quest.
 
 
 
=== Opening Remarks ===
 
 
 
My guiding philosophy for this proposal has been to put
 
forward carefully measured changes that I believe will make
 
the experience of playing the game better.
 
 
 
My thinking is that Slash'em already exists, and so NetHack
 
does not need to be that.  Thus, I have not included every
 
idea that I could come up with, or every idea that I think
 
would be cool.
 
 
 
Rather, I have looked at each section of the dungeon and
 
asked questions like "What is boring or unenjoyable about
 
this part of the game?  Why might an experienced player wish
 
he could skip this part?  What is unbalanced?  What is
 
unfair?  What is too easy?  What is too hard?"
 
 
 
Having asked these questions, I then attempted to answer
 
them and to address each problem with a possible solution.
 
Someone else may come up with a better solution, but I
 
believe that just about every proposal in this document is
 
better than making no change at all.  Each thing that I
 
propose is intended to address some perceived deficiency in
 
the experience of playing through the game.
 
 
 
The rest of this document is written breadth-first, starting
 
with generalities then following them with multiple sections
 
that flesh them out to the next level, recursively.
 
 
 
=== Overview ===
 
 
 
The early dungeon will effectively be rather similar to
 
version 3.6, with a handful of minor changes.  The number
 
of bones-ineligible levels will be significantly reduced
 
(but, by default, players will still not get bones on most
 
of the special levels with important features that would be
 
disrupted; players who are willing to play through bones
 
even on these levels will need to set a bones option to a
 
non-default value to enable that).  Some of the special
 
levels will have changes, but nothing that alters their
 
overall position or function in the dungeon.
 
 
 
The mid-game dungeon will have a few more changes.  Some of
 
these will be intended to relieve monotony; others will be
 
geared toward accommodating what we want to do lower down,
 
for the late game.  The mid-game will finish up (after
 
Medusa) with a small handful of maze levels (perhaps 3-4),
 
followed by the terminus, which will have several variants
 
(one of which will be the existing, familiar Castle of Yendor).
 
The terminus will grant fewer wishes on average than previously,
 
potentially leaving the player wanting some of the things
 
that can be found below.
 
 
 
Gehennom is where the really big changes are, including
 
all-new filler level generation algorithms.  The middle
 
portion of Gehennom will now feature alternative paths,
 
allowing the player to choose which dangers to face (and
 
which loot to pursue).  As a result of this, the total
 
number of levels in the game will increase, but the minimum
 
number of levels that the player must traverse will not
 
increase very much, if at all.  Gehennom will contain a
 
number of potential wish sources to make up for the
 
reduction at the terminus.  Several of the special levels
 
in Gehennom will be found at different depths than previously,
 
and there are a couple of new ones.
 
 
 
Changes have also been made to the Sanctum and to the
 
Elemental Planes, in order to make them more interesting and
 
less anticlimactic.  As a consequence they are also somewhat
 
more dangerous than in previous versions, but not beyond
 
what a late-game character should be able to handle,
 
provided the endgame is approached with caution and respect;
 
and it is hoped that they will be less tedious (due to the
 
removal of Summon Ants).
 
 
 
== Section Overviews ==
 
 
 
=== Early Dungeon ===
 
 
 
The overall structure of the early dungeon is to be very
 
similar to 3.6.
 
 
 
The Gnomish Mines will have very similar overall structure
 
to version 3.6, although I do propose (below) some changes
 
to the details of individual levels.
 
 
 
Sokoban, likewise, does not need to change its overall
 
structure.  I do propose that there be a larger number of
 
possible variants for each level in Sokoban, and I propose
 
some tweaks to make traditional completion of Sokoban feel
 
somewhat more genuinely optional, so that players who do not
 
care for it have better freedom
 
(<a href="http://nethack4.org/blog/strategy-headroom.html">"stragetic
 
headroom"</a>) to skip it.  Completing Sokoban will still be
 
beneficial, but I aim to make it feel less mandatory.
 
 
 
The levels with the branch stairs to enter the Mines and
 
Sokoban both can already occur at a range of depths, so they
 
can both be made bones-eligible simply by removing the branch
 
stairs and saving a normal non-special bones level, since
 
the extra set of stairs is quite literally the only special
 
thing about the level.  Remove the stairs, and ipso facto
 
the resulting bones level becomes a normal bones level.
 
Bones will still never be loaded at the depth where the
 
branch stairs are found, but some other player will have the
 
branch entrance at a different depth and thus be able to
 
load the bones as a normal level at their original depth.
 
 
 
Regular filler levels in the early Dungeons of Doom will be
 
room and corridor levels, much as before, possibly with a
 
small number of minor enhancements (such as the occasional
 
non-rectangular room, see existing implementation in either
 
Fourk or UnNetHack, or possibly both, as they differ not
 
only in implementation but also in results).
 
 
 
Special levels in this part of the Dungeons of Doom will be
 
very similar to version 3.6. 
 
 
 
Delphi barely needs to change at all, being one of the better special levels and Working As Intended.  I particularly like that Delphi is not instantly recognizable when you reach the level; in fact, I frequently recognize Delphi by the sounds before reaching the visually recognizable portion.  Since reaching it is
 
often an important milestone (both for the guaranteed fountains and also because it signals the Sokoban entrance, if not because of the actual Oracle), this lack of instant recognition provides a meaningful sense of searching, watching for signs, and thus anticipation.  This is good. I do think Delphi could do with having multiple versions (possibly including one where the Oracle's area is a diamond shape rather than an orthogonal rectangle), but the basic idea should remain the same.
 
 
 
The main change for the Big Room is that it should be guaranteed NOT to occur before or on the same level with the entrance to Sokoban.  (The rationale here is that players should have the option to complete Sokoban early, before entering the Mines, and having the Sokoban entrance be in the Big Room makes that difficult, especially for new players.  More experienced players should be finding their
 
challenges somewhat deeper into the dungeon or may choose to skip Sokoban altogether.)
 
 
 
When I wrote my original proposal in 2014, I concluded that adding more BigRoom variants was unnecessary, due to the fact that more than half the time it's not generated at all anyhow; thus, when the Big Room is generated, it naturally feels like variety.  Combined with the fact that there are already several versions of it, I decided no further versions were needed.  However, I have since added several additional versions of the Big Room to Fourk, purely because I could, and I now feel that in general, having more versions of special levels is in general a good thing.  The Big Room isn't a high priority for this, but that doesn't mean there's no value in it at all.
 
 
 
=== Middle Dungeon ===
 
 
 
The lower portion of the Dungeons of Doom is to contain a
 
wider variety of special rooms than in 3.4.
 
 
 
As before, in any given game, there shall always be one
 
Tribute level in the middle dungeon; however, the Rogue
 
level show now be only one possibility.  Each possible
 
tribute level shall be designed to look and feel like one
 
roguelike game (other than NetHack itself), but the player
 
shall only encounter one of these tributes per game.  The
 
various possible tribute levels are discussed later.
 
 
 
Although it would be really cool, it is almost certainly not
 
worth the amount of effort that would be required to
 
introduce a good Brogue tribute level, more's the pity.
 
 
 
Quest branch and level changes are to be dealt with on a
 
role-by-role basis in the Class Overhaul proposal or
 
elsewhere; they are beyond the scope of this document.
 
 
 
The level with the quest portal can be made eligible for
 
bones by the simple expedient of removing the portal (if it
 
still exists when the player dies) and storing a normal
 
bones level.  Bones from a quest portal level would just be
 
normal bones and could be loaded any time the new game wants
 
a normal level at that depth.  This change should not be
 
significant to the character in the new game, since the only
 
really special feature of the quest portal level is the
 
portal itself, which will have been removed.  The same
 
approach also works for the level with the Ludios portal.
 
 
 
As before, bones will not be loaded when generating the
 
quest portal level; but since the quest portal is not always
 
at the same depth, this will not prevent a given bones file
 
from ultimately being loaded in some game or another.
 
Again, the same is also true of the Ludios portal level.
 
 
 
Medusa's Island is to have a larger number of variants
 
(instead of only two, at least four) and is to occur 3-5
 
levels above the terminus of the Dungeons of Doom (i.e.,
 
there should be 2-4 levels between Medusa and the final
 
level at the bottom).  I thought about removing the
 
no-teleport restriction from Medusa's Island either entirely
 
or removing the restriction only when Medusa has been killed
 
but concluded that having a non-teleport water level between
 
the upper and lower dungeons is strategically significant
 
and should be retained.  Players who dig past Medusa should
 
need to find a way to traverse it (typically, levitation; or
 
levelport; or scrolls of earth; or whatever) before they can
 
return upstairs e.g. to get the stuff they left in their
 
stash or to revisit Minetown.  This makes bypassing the
 
level by digging past it a tradeoff that has a downside.  So
 
Medusa's Island stays no-teleport, even when Medusa has been
 
killed, the same as in 3.4.
 
 
 
The levels between Medusa and the terminus are to be mazes
 
and are to have item generation and monster generation
 
probabilities that are different than the rest of the
 
Dungeons of Doom and also different from Gehennom.  I am
 
open to the possibility that some of these mazes may have
 
passage widths or corridor widths of more than 1 tile.
 
 
 
The terminus of the Dungeons of Doom is to occur at the same
 
depth as in version 3.4.  I know some variants (notably
 
Slash'em) move it lower, but I do not believe this is the
 
correct solution to making Gehennom less boring.
 
 
 
You'll note that I have not called the terminus "the
 
Castle".  This is because there are to be several versions
 
of it.  At minimum, these will include The Castle of Yendor
 
(similar to the Castle from version 3.4), Aladdin's Palace
 
(which contains a magic lamp), Doctor Jeckyl's Laboratory
 
(which has a lot of potions), and the Ken Arnold Memorial
 
Library (predictably rich in books and scrolls).  I am open
 
to suggestions for more versions, if they are both genuinely
 
different from the others and yet also reasonably balanced
 
in terms of difficulty and loot.
 
 
 
All versions of the terminus will have several things in
 
common.  The terminus will always be at the bottom of the
 
main dungeon, below the maze levels, and will contain some
 
mechanism for entering the Valley of the Dead (and thus
 
Gehennom), usually in the form of trapdoors or holes.  It
 
will always contain a chest on a burned Elbereth square,
 
which contains something important the player is very likely
 
to want.  And it will always feature threatening monsters,
 
including a high probability of several types of monsters
 
the player will likely not have seen up to this point.
 
 
 
Please don't get hung up on the word "terminus".  I just
 
needed a word I could use in this document.  It is not
 
intended to be used in the game itself.  The game itself can
 
refer to each variant of the terminus by its own name
 
("Castle of Yendor", "Ken Arnold Memorial Library", "Doctor
 
Jeckyl's Laboratory", "Aladdin's Palace", etc.)
 
 
 
=== Late Dungeon ===
 
 
 
Gehennom is to start with the Valley of the Dead, as before;
 
although there are now four versions of the Valley map.
 
Below the Valley, much is to change.
 
 
 
The special levels will each have multiple variants (except
 
for Vlad's), and they will appear in different places from
 
version 3.4.  Gehennom is now to be divided into three major
 
portions, Upper, Middle, and Lower Gehennom.
 
 
 
The mazes are gone; filler levels in Upper and Lower
 
Gehennom will be generated using a new algorithm, based on
 
the new Gehennom cavern generator (per ais523), with some
 
adjustments.  There can now be lakes of water and/or lava,
 
with probabilistic bias toward water at earlier levels and
 
lava deeper in; the probability will also be slanted toward
 
larger quantities at deeper levels.  In some cases it may be
 
necessary for the player to cross water or lava, but '''usually'''
 
it will be possible to go around.  The probability
 
numbers are to be tweaked so that levels with no water or
 
lava occur sometimes, but levels with multiple regions of
 
water or lava also occur.  Lava should generally be lit, but
 
water and floor areas should usually be dark, and corridors
 
in Gehennom should always be generated dark.
 
 
 
Monster generation in Gehennom is to change somewhat.
 
Item generation in Gehennom is to change significantly.
 
Also, at least one monster will gain an additional attack,
 
in order to make the lava more interesting.  (One idea
 
for this is to give salamanders a two-turn attack that
 
grabs you and then drowns you in lava, similar to what
 
eels can do in water except that it also destroys your
 
entire inventory even if you are lifesaved.)
 
 
 
Because Gehennom is no longer composed mostly of mazes,
 
there will be fewer minotaurs and therefore somewhat fewer
 
wands of digging.  To compensate for this, the "it only digs
 
one tile down here" effect is gone: wands of digging in
 
Gehennom work just as well as they do in the main dungeon.
 
 
 
Upper Gehennom is to begin with the Valley of the Dead and
 
features up to two additional special levels: the Garden of
 
Temptation (which is new and has only a 50% chance of being
 
generated) and Orcus Town (which is similar to 3.4 but now
 
has multiple versions).  The remainder is filled in with
 
filler levels.  (The main reason for moving Orcus Town to
 
an earlier place is to prevent it from being too greatly
 
overshadowed by Lower Gehennom's Black Market.)
 
 
 
The entrance to Vlad's Tower will be in Upper Gehennom, on
 
one of the filler levels.  Vlad himself is to be buffed up
 
and given a draining attack that works both at range and
 
point-blank.  The level with the ladder to Vlad's Tower is
 
eligible to leave bones, but the ladder will be removed,
 
creating a normal bones level, similar to what was done
 
for Mines and Sokoban branch stairs.
 
 
 
I can't think of a good set of alternate versions of the
 
Vlad's Tower levels that preserves the general feel of the
 
branch and yet is still genuninely different, on a
 
level-by-level basis, from the existing versions.  Unless
 
someone else can come up with such a set, I propose that
 
Vlad's Tower be left as an exception to the "special levels
 
should have alternate versions" rule.  Think of it as the
 
exception that proves the rule.  The loot in Vlad's Tower is
 
also basically unchanged.
 
 
 
Middle Gehennom is to feature two sub-branches; the player
 
can choose whether to traverse one of them or both.  The
 
last level in Upper Gehennom (i.e., Orcus Town) is to have
 
two down stairs, one of which leads to the Fire Pits
 
sub-branch and the other to the Swamp of Death sub-branch.
 
These are each to contain the same total number of levels,
 
including two demon lairs each and several (maybe 3)
 
branch-themed filler levels (fire-themed or swamp-themed as
 
the case may be), and the down stairs at the bottom of each
 
of them should lead to the same level, the start of Lower
 
Gehennom.
 
 
 
Trapdoors, holes, and levelport traps near the bottom of
 
Upper Gehennom can potentially deposit the player in either
 
the Fire Pits or the Swamp of Death, but only on the first
 
level of either, which is a filler level.  Levelport by
 
other means (such as with a scroll), however, can drop the
 
player onto any level in Middle Gehennom; which sub-branch
 
the player lands in is random, even with teleport control.
 
(Branchport, however, instead of listing one option for
 
Gehennom, will now list Upper Gehennom, The Fire Pits,
 
Swamp of Death, and Lower Gehennom as distinct branches.)
 
 
 
The Fire Pits are to be fire themed and will be the easier
 
of the two paths, but less rewarding.  The filler levels in
 
the Fire Pits will be more than half lava and be inhabited
 
mostly by fire-resistant monsters, many of which have fire
 
attacks (some of which, hopefully, are only partially
 
resistable with fire resistance; the "wand balance" proposal
 
would help significantly here).  To make the lava even more
 
interesting, at least one monster will be given an attack
 
that takes advantage of it.  Perhaps Salamanders will have
 
a drown-in-lava attack similar to the eels' drown-in-water
 
attack.  Two demons will have lairs here, but these lairs
 
are redesigned to fit the fire/pit theme.  The first demon
 
lair in the Fire Pits is either Asmodeus or Baalzebub
 
(equal chance), and the second is either Yeenoghu or
 
Dispater (equal chance).
 
 
 
The Swamp of Death will be swamp themed and will be more
 
dangerous, but also more rewarding, than the Fire Pits.
 
There will be more monsters and more dangerous monsters here
 
than in the Fire Pits.  Two demons have lairs here: the
 
first is Juiblex, and the second is Demogorgon, whose lair
 
contains a guaranteed magic lamp.
 
 
 
Lower Gehennom consists of a mixture of filler levels
 
(several of which contain embedded features: this is where
 
the Wizard's Tower and fake wizard towers live) and special
 
levels, chiefly the Black Market.  The last level in Lower
 
Gehennom appears like an ordinary (new ais-caverns style)
 
filler level, but instead of being generated with a down
 
stair it contains the Vibrating Square, which works just
 
about the same as in 3.4.3.
 
 
 
Moloch's Sanctum will dispense with most of the riff-raff
 
and make the High Priest himself more dangerous.  My current
 
thinking for this is a special attack that turns random
 
tiles in your general vicinity to lava, as well as a melee
 
attack that does shock damage (which is partially resistable
 
but can still destroy rings and maybe wands) and the destroy
 
armor monster spell.  Salamanders with their new drowning
 
attack, to make the lava even more dangerous, can be
 
considered if additional difficulty is wanted, but that
 
may not be necessary.
 
 
 
Summary of a Typical Structure of Gehennom:
 
* Upper Gehennom (5-6 levels)
 
** Valley of the Dead
 
** Filler (possible Vlad's entrance)
 
** Garden of Temptation OR filler
 
** Filler (possible Vlad's entrance)
 
** Orcus Town
 
* Middle Gehennom (5 or 6 levels each on two paths)
 
** Fire Pits
 
*** Fire Filler (easier path)
 
*** Asmodeus or Baalzebub
 
*** Fire Filler
 
*** Yeenoghu or Dispater
 
*** Fire Filler
 
** Swamp of Death (challenge path)
 
*** Swamp Filler
 
*** Juiblex
 
*** Swamp Filler
 
*** Demogorgon
 
*** Swamp Filler
 
* Lower Gehennom (12-14 levels)
 
** Black Market
 
** Filler
 
** Wizard's Tower Levels
 
** Filler
 
** Fake Tower Levels
 
** Filler
 
** Vibrating Square Level
 
** Moloch's Sanctum
 
 
 
In some cases "Filler" may allow for more than one consecutive filler
 
level. In some cases "Filler" may also be zero levels, if all the
 
filler levels for the sub-branch in question are elsewhere.  For
 
example, in Upper Gehennom, there are 5-6 levels total, and the Garden
 
of Temptation, if generated, can be anywhere between the Valley and
 
O-Town.  Any of the filler levels can have the entrance to Vlad's
 
Tower, even the one that replaces the Garden when it is not generated.
 
Note, however, that both sub-branches in Middle Gehennom have the
 
same number of levels (to keep numbering consistent) and always start
 
with a filler level.
 
 
 
=== End Game ===
 
 
 
The end game is still to contain five planes representing
 
the five elements (earth, fire, water, air, and aether), but
 
the order of the first four planes is to be randomized, and
 
some of the planes themselves have been redesigned.  Whether
 
travel back to previous levels is still impossible here is
 
an open question.  (I can see arguments either way.)
 
 
 
The Amulet of Yendor is still required in order to reach
 
the end game.
 
 
 
== Details ==
 
 
 
=== Gnomish Mines ===
 
 
 
The entrance to the Gnomish Mines is to occur at the same
 
depth as in version 3.4.  The branch is to be the same
 
length as in 3.4 and contain two special levels, Minetown
 
and Mine's End, each at the same depth as in 3.4.
 
 
 
Filler levels in the Gnomish Mines are to be very similar to
 
version 3.4.  The first level of the Mines is to be lit,
 
guaranteed, but subsequent levels have the same lighting
 
odds as in version 3.4.
 
 
 
Monster generation in the Gnomish Mines is to be very
 
similar to version 3.4, and item generation may also be
 
rather similar to 3.4, except where changes are needed for
 
balance reasons.  For reasons discussed later (under
 
Sokoban), I propose that each filler level in the Mines
 
receive a 50% chance of an additional random ring and,
 
independently, a 50% chance of an additional random wand.
 
 
 
Rather than having Gnomes carry light sources, as so many
 
variants do, I propose that (non-undead) dwarvish monsters
 
in the Mines sometimes carry one, usually a candle,
 
occasionally a brass lantern.  The flavor explanation for
 
this is that while Gnomes do not need light for anything
 
(they live exclusively underground and have a magical
 
affinity with the earth that lets them feel things like
 
minerals at a distance), dwarves do need it for some things.
 
Dwarves can see better underground than a human (because,
 
infravision), well enough to get around and to defend
 
themselves, but they need light e.g., to appraise gem
 
qualities.  This is why they carry light sources in the
 
Mines in particular.  Perhaps they buy them in Minetown.
 
The real (play balance) reason for giving light sources to
 
dwarves, not Gnomes, is that dwarves are fewer in number
 
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.  This
 
proposal is not strictly required in order to ensure enough
 
candles: another source of candles is added later.  Note
 
too that NetHack4 currently gives stacks of candles to
 
Gnomes, so for NetHack4 this actually brings us back closer
 
to vanilla.
 
 
 
Minetown in principle is to be roughly the same as in
 
version 3.4, 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.
 
 
 
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, which is adequate to bootstrap the
 
identification process.  (The other three Minetown variants
 
already guarantee the general store, so no change is
 
required there.)
 
 
 
Additional changes are proposed mainly in order to
 
meaningfully differentiate the various Minetown versions
 
from one another.  It is my hope that this can be done
 
without altering the overall balance quality of Minetown.
 
These changes are detailed later, in the proposed levels
 
section of this document.
 
 
 
I am tempted to say that Minetown bones are not loaded by
 
default; players who want to be able to encounter bones in
 
Minetown must set the bones option to 2.  In some ways this
 
complicates the meaning of the setting (for all other
 
levels, 1 means load bones only if the level was
 
bones-eligible in 3.4.3; setting it to 2 means they can be
 
loaded even on levels that were not eligible in 3.4), but in
 
other ways it would seem to make the setting simpler,
 
because Minetown really is an anomoly, and allowing bones
 
there seems inconsistent with 3.4.3's general philosophy of
 
making special levels bones-ineligible if they contain
 
important things.  Minetown contains the only guaranteed
 
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.  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.)
 
 
 
Mine's End is to be similar to 3.4, except that the Mimic of
 
the Mines will be adjusted (so that what it offers is more
 
closely balanced against the other versions, both in terms
 
of challenge and also reward), and at least one new variant
 
is to be added.  These enhancements are detailed in the
 
proposed levels section, below.  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.
 
 
 
=== Dungeons of Doom, Early ===
 
 
 
The basic room-and-corridor design for main-dungeon filler
 
levels is largely unchanged for version 4.4, with only minor
 
enhancements.
 
 
 
Falling rock traps should not be generated in the main
 
dungeon until dungeon level four.  This gives both the
 
player and their starting pet a chance to kill enough
 
monsters to level up a couple of times and thus have enough
 
HP to not die instantly.  (In other branches, falling rock
 
traps can be generated at any dungeon level, as before.
 
Currently this is only relevant for the first Mines level.)
 
 
 
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.  As I currently
 
envision it, this works as follows:  when a level is being
 
generated, each room that is created is checked to see if it
 
is eligible to be shaped.  In order to qualify for this, a
 
room's dimensions must provide for at least four floor tiles
 
in each direction (horizontal and vertical), or six tiles in
 
each direction including walls.  Smaller rooms are simply
 
made rectangular as in version 3.4.3.  Additionally, shops
 
are always rectangular (mainly because I don't want to
 
calculate the effect of smaller floor area for shops on game
 
balance; but also because I don't want to try to understand
 
the shopkeeper code well enough to know if non-rectangular
 
shops would reveal bugs in it).  Once a room is determined
 
to be both large enough and not a shop, it gets a percentage
 
chance to be a non-rectangular shape (currently I am
 
thinking about one chance in five, which with many rooms not
 
being large enough will lead to an expectation of a bit less
 
than one shaped room per level, average).  The zoo-filling
 
code may need to be adjusted to deal with shaped rooms, but
 
I believe that code is easier to work with than the
 
aforementioned shopkeeper code, and I think shaped zoos
 
will be reasonably interesting and not a balance problem.
 
Other special room types can be decided on a case-by-case
 
basis as to whether they can be shaped or not.
 
 
 
The following shapes are available:  rectangle with one
 
corner cut out ("L"); rectangle with two adjacent corners
 
cut out ("T"); rectangle with two non-adjacent corners cut
 
our ("S/Z", a shape that will remind some people of Tetris);
 
rectangle with all four corners cut out ("+"); rectangle
 
with rounded ends ("oval"); rectangle with a wall-edged rock
 
pillar taken out of the middle ("O"); or a rectangle with
 
both rounded ends and a pillar in the middle ("stadium").
 
This last shape ("stadium") is only available if the room is
 
large enough to support both modifications; otherwise it
 
reverts to one of the simpler shapes.  The size of each
 
cutout in each dimension is randomized.  For shapes with no
 
directly adjacent cutouts ("L", "S/Z", and "O"), each cutout
 
measures at least two tiles and not more than half the
 
room's size (rounded down) in each dimension.  For the
 
others ("T", "+", "oval", and "stadium"), each cutout
 
measures at least one tile and not more than a third of the
 
room's size (rounded down) in each dimension.
 
 
 
The code that decides where the doors go may need to be
 
adjusted to handle shaped rooms.  Also, the code that
 
decides where to place vaults may benefit from being
 
adjusted, as a vault may fit near some of these shapes
 
where it wouldn't fit if the room were a full rectangle.
 
 
 
The design of the regular room-and-corridor levels could be
 
improved in a number of additional ways, but these changes
 
should be adquate for the time being.  More can be done in
 
some later version, but honestly at this time I feel that it
 
is more important to focus most of the effort on other areas
 
of the game, particularly Gehennom.
 
 
 
That leaves early special levels.
 
 
 
Delphi is 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 should be expanded
 
somewhat; the NH4 bug tracker has a ticket for this.
 
 
 
The Big Room, if generated (same probability as in 3.4),
 
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.  One way or the
 
other, it should be possible to reach the Sokoban entrance
 
without going into the Big Room.
 
 
 
=== Sokoban ===
 
 
 
The level below Delphi now contains three up stairs.  The
 
regular one leads to the Delphi level.  The second one, a
 
branch stair, leads to Sokoban, as before.  The third one,
 
also a branch stair, now leads to a second optional branch
 
that runs parallel to Sokoban and connects to the Sokoban
 
zoo at the top.  This new branch, which I am provisionally
 
calling Nabokos (from a shortened form of Nabokodrosoros, a
 
Greek name for the ancient Babylonian king more popularly
 
known in modern times as Nebuchadnezzar), is more difficult
 
(from a character survival standpoint) and less rewarding
 
than Sokoban but allows the final prize to be claimed
 
without pushing boulders around.  Nabokos is discussed in
 
its own section, below.
 
 
 
Each level of Sokoban is to have at least three versions,
 
preferably four; but the hard ones from Slash'em shall NOT
 
be adopted.  (They work very well in Slash'em, but we're not
 
trying to be Slash'em.)  Instead, some new Sokoban levels
 
have been drawn up, which are comparable in difficulty to
 
the existing ones.  I am tempted to also replace the widely
 
disliked "Soko2a" (level 2 version B on Steelypips).
 
 
 
There are several reasons why I feel more variants of the
 
Sokoban levels would be a Good Thing:
 
 
 
# 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; but in such cases the "same every time" 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.
 
# 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 old dev team appears to have realized this, and so Minetown has way more than two variants; and while it is arguable that not all of the Minetown variants in NetHack 3.4 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.  (That approach -- random generation of at least part of each level -- could also be used for Sokoban, but it would be a much more radical change than what I am proposing here.)
 
# 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 "sameness" issue.
 
# 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); and for 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.)
 
 
 
The fourth level of Sokoban will probably have only three
 
versions (bag, amulet, and ring), unless someone can think
 
of a fourth prize that matches well (balance-wise) against
 
the other three, in terms of being preferred by a similar
 
percentage of the player base.  (The other option would be
 
to maintain an even number of variants for Soko4 and place
 
the amulet in half of them and the bag in the other half,
 
leaving out the ring.)
 
 
 
The new possible Sokoban prize that I propose is a ring of
 
polymorph control.  I feel that this provides a character
 
survival benefit intermediate in value between the bag of
 
holding and the amulet of reflection; additionally, I feel
 
that it provides a fun/convenience benefit intermediate in
 
value between the amulet and the bag.  Thus, on both scales
 
it is a middle ground.  Like both of the others, it is an
 
item that can be obtained elsewhere but can often be
 
difficult to find in the early game.  It is not actually
 
needed, but it can be really handy and in particular could
 
be handy below Minetown (where polytraps can occur with
 
some frequency) but is certainly not required.
 
 
 
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. 
 
 
 
In the first place, players can choose to complete Nabokos
 
(see next section) instead of Sokoban and still claim the
 
final prize (the bag of holding, amulet of reflection, or
 
ring of polymorph control) from the Sokoban zoo, without
 
pushing a single boulder. 
 
 
 
Additionally, the luck penalties for breaking the Sokoban
 
rules shall only apply if the character is NOT carrying a
 
luckstone.  Any player who has been to Mine's End and picked
 
up the luckstone there should be able to breeze through
 
Sokoban using a pick-axe and the two provided scrolls of
 
earth, with no luck penalty.  (A player who happens upon a
 
luckstone on the 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.
 
 
 
Third, as discussed elsewhere in this proposal, the average
 
number of wands and rings in the Mines will be very slightly
 
increased, so that players who choose to forego Sokoban
 
(possibly completing Nabokos instead) will not be missing as
 
large a percentage of the available wands and rings in the
 
early game.  I propose that each filler level in the Mines
 
has a 50% chance of an additional random ring and,
 
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 3.4; 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 the game.)
 
 
 
Finally, the statue of Perseus is now guaranteed to contain
 
both a shield of reflection and a bag (usually a plain sack
 
or in one variant an oilskin sack), so players who press on
 
can be assured of finding both these items there.  The
 
amulet of reflection or the bag of holding from Sokoban
 
would be nicer, and could be obtained without going so deep,
 
but it is possible to live without.  In 3.4.3, if you skip
 
Sokoban, you risked facing the Castle with no bag and/or no
 
reflection.  This is now no longer the case.
 
 
 
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" (where "normal" levels
 
are mostly the levels where bones were possible in NetHack
 
3.4.3).  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 (very nearly) anywhere.  Only players who have
 
deliberately set the bones option to 2 can ever see Sokoban
 
bones.  By default, Sokoban bones will not be loaded.
 
 
 
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 "Sokoban level 2a", 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.
 
 
 
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:
 
 
 
{|
 
|+
 
!Wiki !! Steelypips !! Boulders Per Room !! Proposed Name
 
|+
 
| 1a || l1 verB || 4/3/1/4          || Setting That Aside
 
|+
 
| 1b || l1 verA || 2/3/5            || Kick It on Over
 
|+
 
| 2a || l2 verB || hard to subdivide || Boulders All Around
 
|+
 
| 2b || l2 verA || 3/2/7/8          || Twenty Lucky Rocks
 
|+
 
| 3a || 13 verB || 3/6/2/5          || Way Up There
 
|+
 
| 3b || 13 verA || 3/2/4/2/2        || Squeeze Me In
 
|+
 
| 4a || 14 verA || 5/5/7/1          || Left Holding the Bag
 
|+
 
| 4b || l4 verB || 1/7/12            || Upon Further Reflection
 
|} 
 
 
 
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.  Also, we may
 
consider removing the widely disliked Boulders All Around
 
from the game, in favor of one of the suggested new levels
 
proposed later.
 
 
 
=== Nabokos ===
 
 
 
Nabokos is a new branch that runs upward, parallel to
 
Sokoban (the entrance is on the same level with the Sokoban
 
entrance, in the main dungeon directly below Delphi).  The
 
branch is five levels tall -- one level taller than Sokoban,
 
so that its top level is directly above the Sokoban zoo.
 
There is an additional branch stair running from the Sokoban
 
zoo upward to the fifth level of Nabokos (also connected
 
back in the other direction; the top level of Nabokos thus
 
has two down stairs, a regular one and the branch stair to
 
Sokoban), thus providing a "back entrance" as it were to
 
Sokoban, allowing yet another way for players who dislike
 
Sokoban to skip it.  This stair is the sole reason Nabokos
 
exists.  It is not intended that any rational player should
 
feel compelled to complete both Sokoban and Nabokos.  (It is
 
inevitable, purely because both branches exist, that some
 
players will feel compelled to complete both; I very likely
 
will myself, because I have a tendency to want to be fully
 
thorough; but it is intended that this be a strictly
 
irrational compulsion and not strategically jusifiable.)
 
 
 
The five levels of Nabokos are intended to be more difficult
 
than Sokoban or even than normal main-dungeon levels at a
 
similar depth, but not so difficult as to be unreasonable,
 
especially for a player who has already tackled the Mines.
 
 
 
Nabokos is designed to only be worth completing for players
 
who wish to obtain the Sokoban prize without pushing around
 
boulders.  There are no items generated on the floor in
 
Nabokos, only whatever you can get from the monsters, and
 
there are no notable dungeon features other than the stairs
 
(no altars, no fountains, etc.), and the branch is biased
 
toward monsters that provide mostly uninteresting (or no)
 
inventory:  a disproportionate percentage of the monsters
 
generated here are insects, exploding spheres, lights,
 
mummies, zombies, imps, kobolds, rodents, orcs, piercers,
 
quadrupeds, vortices, bats, and chameleons, though other
 
monsters can occasionally be generated (at random) as well.
 
Players who complete Sokoban should be able to skip Nabokos
 
without really missing anything much.  (The reverse is not
 
so true, due to the rings and wands and perhaps the food.)
 
 
 
Each level of Nabokos is composed of about 8-10 rooms packed
 
close together and joined by very short (1-4 tile long)
 
corridors, making the entire level just a bit larger than a
 
fourth-level Sokoban level, with similar amounts of floor
 
space.  Each room is populated, initially at level
 
generation time, with 2-5 monsters.  There are no special
 
rooms in Nabokos, no vaults, and mineralization is lighter
 
(fewer buried coins and gems) than in the main dungeon.
 
 
 
Nabokos does contain traps.  Each level has 3d3 traps placed
 
randomly.  These will not be statue traps (because there are
 
no items, on the floor, including statues) and will also not
 
be rolling boulder traps (because there are no items on the
 
floor, including boulders), but there can be any other type
 
of trap appropriate for the level depth.  Doors may also be
 
trapped per the usual probabilities.  There are no chest or
 
box traps simply because there are no items on the floor
 
(containers would count as items), and as noted stairs are
 
the only dungeon furniture.
 
 
 
The monster generation rate in Nabokos is the same as in the
 
main dungeon, in number of monsters per dungeon level per
 
unit time.
 
 
 
Several sample Nabokos levels are included in the proposed
 
levels section at the end of this document.
 
 
 
=== Dungeons of Doom, Lower ===
 
 
 
Below the Sokoban entrance, the player may begin to
 
encounter a wider variety of special rooms than was common
 
in version 3.4.3.
 
 
 
Shaped rooms, mentioned previously, can occur here with
 
the same rules as earlier.
 
 
 
The bug that causes antholes and cockatrice nests to barely
 
ever be generated will be fixed, and their minimum starting
 
depth will be reduced.  I can imagine a player reaching
 
dungeon level 12 and still being unprepared to deal with
 
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 as DL11 or two levels below Delphi, whichever is
 
earlier.  Cockatrice nests should be possible by DL14, if
 
not sooner.
 
 
 
Dragon halls, if we don't wish to reserve them for Gehennom,
 
seem like an obvious enhancement and could feature
 
(sleeping) Great Dragons, normal adult dragons (and possibly
 
baby dragons, maybe even dragon eggs) of the same color, and
 
thematic loot.  Great Dragons are a step up from normal
 
adult dragons.  Besides having higher stats and so being
 
harder to kill, they also have more powerful attacks,
 
possibly including 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., for red dragons a melee
 
attack that does fire damage) that cannot be reflected.
 
Thematic loot would include gold and gems of course but also
 
some items themed to the element corresponding with the
 
dragons' color, e.g., fire-themed items (scroll of fire,
 
wand of fire, ring of fire resistance, potions of oil or
 
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
 
occuring a few levels before Medusa and should be given
 
priority (for being generated) over the low-level "easy"
 
special room types.  For example, if a leprechaun hall would
 
be generated, but the dungeon level is deep enough for a
 
dragon hall, the dragon hall should be generated instead of
 
the leprechaun hall.
 
 
 
Statue halls are another possibility: the walls would be
 
lined with statues, a few of which would be statue traps.
 
These would mainly be for flavor, however; the gameplay
 
significance of statue traps that are obvious and can be
 
easily avoided is basically nil.
 
 
 
Additional types of special rooms should also be added if we
 
can think of more good ones.  (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.)
 
 
 
=== Tribute Level ===
 
 
 
There will now be a "bank" 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.
 
The Rogue level is retained as one of these possibilities.
 
 
 
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.
 
 
 
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.
 
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 the new
 
"non-rectangular rooms" feature.  The main special feature
 
of the Rogue level is the guaranteed fake bones pile with
 
the cheap plastic amulet.
 
 
 
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.  The list of possible monsters and
 
items will be chosen to coincide as much as possible with
 
things that could also be seen in Angband. 
 
 
 
Would a Crawl tribute level be practical at all?  ADOM?
 
Larn?  Others?  These are questions I cannot answer, because
 
I am not enough of a gamer to have played all the games.
 
 
 
=== Medusa's Island ===
 
 
 
Instead of 1-4 levels above the Castle, Medusa's Island now
 
occurs 3-5 levels above the terminus.  (This means that it
 
can potentially occur immediately below the Tribute level,
 
if the Tribute level is as deep as it can possibly be and
 
Medusa's as shallow as it can possibly be.)
 
 
 
There are now four distinct versions of this special level.
 
All four are water themed, and all four contain Medusa and a
 
statue of Perseus, which contains a shield of reflection
 
(always), a sack (or in one version an oilskin sack), a
 
blessed +2 scimitar, and a percentage chance of a pair of
 
levitation boots.
 
 
 
Unlike in version 3.4, the random statues on Medusa's level
 
(i.e., all the statues created when the level is generated
 
except for Perseus) have the usual chance of containing a
 
spellbook, just like the statues on any other level.  In
 
conjunction with other changes, this will help to mitigate
 
the strategic impact of fixing C343-149.
 
 
 
Medusa's Island also becomes eligible to leave bones.
 
However, the bones option shall default to 1, which means
 
"only load bones on the levels where they were possible in
 
NetHack 3.4.3 (except for Minetown)".  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 anywhere (except for the
 
very few levels that will remain entirely ineligible for
 
bones).  Only players who deliberately set the bones option
 
to 2 will ever encounter Medusa's Island bones.
 
 
 
=== Amazing Maze Zone ===
 
 
 
The levels below Medusa but above the terminus of the
 
Dungeons of Doom will be maze levels, but they can have
 
corridor widths and/or wall thicknesses other than 1.  (I
 
have a basically working patch for generating them, although
 
it was written against an old nicehack and will need to be
 
updated before it will apply cleanly to anything current.)
 
 
 
Monster generation here is random but is biased toward the
 
creation of certain types of monsters, notably minotaurs.
 
 
 
Item generation in the mazes can also be biased in different
 
directions than elsewhere, as needed for balance.  For
 
example, the frequency of spellbooks could be cranked up a
 
bit here if, after fixing C343-149, it becomes evident that
 
more spellbooks are needed.  Finding desired items makes
 
mazes feel less boring.
 
 
 
The last maze level before the terminus contains an historic
 
statue of Theseus, which contains a mace.  For flavor reasons
 
this mace is always positively enchanted, although at this
 
depth in the dungeon that is unlikely to be strategically
 
important.
 
 
 
=== Terminus ===
 
 
 
The terminus, or final level of the Dungeons of Doom, occurs
 
at the same depth as in 3.4.  There are several versions.
 
All of them are considered a "graveyard" level whether they
 
contain any undead or not, and all of them are non-teleport
 
and have undiggable walls and floors.
 
 
 
==== Castle of Yendor ====
 
 
 
This is essentially the same as the Castle
 
in 3.4, except that the wand of wishing cannot be recharged.
 
(See Object Behavior, later in this document.)  This still
 
makes the Castle of Yendor the most wish-intensive terminus,
 
with a minimum of two wishes (one of which must be wrested)
 
and possibly as many as four (ditto).  Getting the Castle
 
of Yendor is the new equivalent of getting the wand at the
 
full (0:3) in version 3.4.3.
 
 
 
==== Aladdin's Palace ====
 
You start on an island near the south edge of the map and
 
must cross the water (there is a drawbridge to your north)
 
to reach the Palace proper.  The water contains a dozen
 
random ;.  The central area (behind the portculis) contains
 
a hostile djinn, four hostile palace guard captains (similar
 
to regular captains), four hostile palace guards (similar to
 
lieutenants), a mumak, a monkey, and 18 throne-room
 
monsters, as well as a throne.  Doors at the back lead to
 
barracks full of soldiers, which may also contain chests
 
(with normal random-chest contents).  Doors at the east and
 
west ends of the room lead to the wings.  Each wing consists
 
of a central hall and three rooms (front, back, and end).
 
The central hall of each wing contains three random traps, a
 
trap door leading to the Valley, and two xorns.  One of the
 
two end rooms contains a chest, sitting on burned Elbereth,
 
which contains gold, about twelve stacks of gems, two smoky
 
potions, a magic lamp, an amulet of life saving, two +5
 
rustproof scimitars, 3d3 random scrolls, two random wands,
 
and three random items.  The front and back rooms of each
 
wing are store rooms, provisioned with armor, tools,
 
potions, and spellbooks.  The back rooms each contain an
 
exit to the outside, and behind the palace there are four
 
dragons and a jabberwock.  The water also wraps around back,
 
so some of the sea monsters can find their way there.  A
 
map of this level is included under Proposed Levels, below.
 
 
 
==== The Ken Arnold Memorial Library ====
 
The player arrives on the level outside the building and
 
must enter through the double doors at the front (west end).
 
Most of the loot is books and scrolls, with maybe a handful
 
of wands.  The chest contains a pair of lenses, 2-3 markers,
 
and an athame.  There may also be a scroll of wishing in the
 
chest, if it is decided that it's worth adding that to the
 
game just to include a wish on this level.  Defending
 
monsters are mostly spellcasters.  It is dangerous to use
 
conflict here because of the peaceful Librarians.  A map
 
of this level is included under Proposed Levels, below.
 
 
 
==== Doctor Jeckyl's Laboratory ====
 
The laboratory contains a veritable ton of potions (some
 
random, some of guaranteed type, and some of guaranteed
 
appearance, including typically 40-50 smoky potions, good
 
for about one wish collectively on average), a few books and
 
scrolls, a wand each of polymorph and death, and assorted
 
boots and cloaks.  Flavor items include alchemy smocks, cans
 
of grease, tinning kits, stethoscopes, a couple of ice
 
boxes, and eleven sinks.  A map of this level is included
 
under Proposed Levels, below.
 
 
 
=== Valley of the Dead ===
 
 
 
The Valley of the Dead now comes in several variants, but in
 
principle they are all similar.  All versions contain
 
corpses, graveyards, a temple of Moloch, one-way stairs back
 
up to the terminus, and the bidirectional stairs downward
 
that are the entrance to Gehennom proper.  The version in
 
3.4.3 is retained and is typical.  For branchport purposes,
 
the Valley is considered part of Upper Gehennom.  The new
 
versions of this level are included under Proposed Levels.
 
 
 
=== Upper Gehennom ===
 
 
 
Counting the Valley of the Dead, Upper Gehennom is typically
 
five levels long (with perhaps a small amount of random
 
variation; maybe in some games it could be six levels long).
 
Besides the Valley, there can be up to two additional
 
special levels in this section: the Garden of Temptation
 
(positioned randomly) and Orcus Town (which is now always
 
the last level in Upper Gehennom).
 
 
 
The Garden of Temptation is a new level, which has a 50%
 
chance of being generated in any given game (otherwise, it's
 
replaced with a filler level).  The Garden features a lake,
 
a number of pools and fountains, numerous trees, statues
 
(mostly of nymphs and foocubi; there is also one statue of
 
Aphrodite), nymphs, foocubi, and sundry.  If adding new
 
monster types is permitted, I'd throw in sirens (dangerous
 
if you're standing close to water, because they can charm
 
the player and lure him into water, resulting in drowning
 
while helpless) and maybe also satyrs (basically like nymphs
 
on steroids).  The lake contains a submerged magic lamp, and
 
some flavor text hints at this.  The nymphs (but only the
 
ones created when the level is generated) each get a ring,
 
which is either a ring of adornment (50%) or a random ring.
 
 
 
Orcus Town is similar to 3.4 but now comes in several
 
variants.  The other notable thing about it is that it
 
now has two down stairs (near one another, both near Orcus'
 
starting position): one down stair leads to the Fire Pits,
 
and the other leads to the Swamp of Death.
 
 
 
Filler levels in this section are generated randomly, using
 
the ais caverns algorithm or some variation on that.  It's
 
possible (but not particularly likely on any given level),
 
for there to be some regions of water or possibly even lava.
 
(The likelihood is based on how far below Terminus the level
 
is, so the same formula that produces low probabilities
 
here yields rather higher chances in Lower Gehennom.)
 
 
 
=== Vlad's Tower ===
 
 
 
As noted previously, the entrance to Vlad's Tower will now
 
occur in Upper Gehennom, just 1-4 levels below the Valley.
 
 
 
Combined with the reduced wish count at the Terminus, this
 
means the player will typically be a little less prepared
 
than before when facing him, but not so much as to entirely
 
ameliorate Vlad's obvious balance issues.  Consequently, he
 
will still need a little buffing.
 
 
 
In addition to increasing Vlad's basic stats (hitpoints, AC,
 
etc.), I recommend giving him a venom-style "vampire blood"
 
non-reflectable spitting attack that drains levels (if the
 
target is not drain resistant), which is not blocked by MC
 
and is usable both at range and also point-blank.  One
 
reason I propose this is that it has reasonably good flavor
 
justification.  Another reason is, draining attacks are
 
under-represented in NetHack generally, especially ranged
 
ones, so having more of them is good.  (However, I don't
 
want to go off the deep end and adopt Slash'em's wand of
 
draining, because that's just crazy.)  A third reason I
 
propose this is that it makes Elbereth tactically
 
ineffective against him, without having him ignore it
 
outright: he'll refrain from melee and instead use the
 
spitting attack, which drains levels.  With this
 
modification, Vlad is still pretty much a joke for lawful
 
longsword-wielders, but other characters will need to take
 
him somewhat more seriously than before.  Beating him to
 
death with a rusty tin opener will not be so easy.
 
 
 
The first level of Vlad's tower should be bones-eligible 
 
(I have no idea why it wasn't already), and bones should
 
be loaded there unless the player has entirely disabled
 
the loading of bones.  That is, this level is no longer
 
considered "special" for bones purposes.
 
 
 
The last level is not bones-eligible because of the
 
Candelabrum.  This could be resolved, if desired, by
 
removing any extant Candelabrum from the level when bones
 
are saved (this is already done anyway, in case you happen
 
to have carried the thing to any bones-eligible level) and
 
then adding it back in when the level is loaded, at Vlad's
 
location if he is present or a random location on the level
 
otherwise.  None of the other properties of the level are so
 
important that they would necessarily need to be preserved
 
in bones.  As usual, bones for these levels are not loaded
 
by default; the user must set the "bones" option to 2 to
 
enable loading of bones on traditionally-ineligible levels.
 
 
 
I can't think of a good reason to significantly alter the
 
loot in this branch.  The guaranteed items here are, in
 
any vaguely recent version of NetHack (certainly since
 
well before version 3.4.0) mostly strategically insignificant
 
pure-flavor items (e.g., a mundane longsword), which are fine.
 
The major exceptions to this are on the middle level, which
 
contains two potentially important items (life saving,
 
water walking); however, it is my opinion that the presence
 
of these in Vlad's tower doesn't really alter the overall
 
game balance much, because there are numerous other ways
 
to obtain them in most games (not least, they are both
 
commonly achieved results when polypiling).  So my current
 
thinking is to leave them stand as-is.  However, if more
 
books are needed for balance reasons, due to the fixing
 
of C343-149, some could be added here.
 
 
 
I have elected NOT to add a wish-granting item to Vlad's
 
Tower.  Upper Gehennom, being within half a dozen levels of
 
the Terminus, really only needs one magic lamp at most, and
 
the Garden is not only a more flavor-appropriate place for
 
it but also allows it to be "hidden" better (so that the
 
player must actually do something to obtain it, beyond just
 
walking in and picking it up) and furthermore is not
 
guaranteed to be generated in every game, making the lamp
 
less than guaranteed, which IMO is good.  We should have, in
 
Gehennom, one magic lamp that is less than guaranteed but
 
significantly more likely than random generation; and if we
 
are indeed going to have a magic lamp that only appears half
 
the time, Upper Gehennom is the ideal place for it, since
 
it's so soon after Terminus, where the user probably just
 
received at least one wish.  This is potentially a little
 
rough on a player who gets the Library variant of Terminus
 
(thus no wish there) and no Garden, but I think the better
 
solution to that (if it is deemed to require a solution) is
 
to manufacture a flavor-appropriate way to put a wish into
 
the Library; this possibility is discussed separately.
 
 
 
Also, with the new way we are doing wishes, virtually none
 
of them are actually guaranteed.  A magic lamp grants only
 
80% of a wish on average, for instance.  This fact will
 
already need to be taken into consideration when balancing
 
the new Gehennom, so the possibility of no lamp at Terminus
 
and also no Garden and thus no lamp in Upper Gehennom
 
doesn't really break anything additional, provided it's
 
uncommon.  With four variants of Terminus and the Garden
 
generated half the time, I calculate a one-in-eight chance
 
that the player gets Library and no Garden; this is very
 
comparable to the probability that the player gets no wish
 
from Aladdin's Palace or the Laboratory.  So even if we do
 
not put a wish in the Library, I will still recommend
 
putting the Upper Gehennom lamp into the Garden and not
 
putting any into Vlad's.
 
 
 
=== Middle Gehennom ===
 
==== The Fire Pits ====
 
 
 
The Fire Pits are the easier but less rewarding path through
 
Middle Gehennom.  (That's relative.  They're likely harder
 
than the mazes that they're replacing from 3.4, if nothing
 
else simply because they're pretty "open"; although, due to
 
the rock outcroppings blocking line-of-sight, the player may
 
not be able to see everything when arriving on the level.)
 
The overall theme of the levels is fire, and basically
 
every monster in the branch is fire-resistant.
 
 
 
The filler levels on this branch are generated with a new
 
algorithm.  (Samples are included in the proposed levels
 
section below, and the code that generated them is appended
 
also.)  Each level is more than half lava, but there are
 
also sections of rock and also some open floor areas.
 
Because of all the lava, these levels are pretty well lit.
 
Traversing these levels may sometimes require teleport or
 
levitation or some other way to cross lava.  (The level
 
generator doesn't guarantee that crossing lava is required;
 
it just frequently works out that way.)  In rare cases,
 
digging or phasing through (or teleporting past) rock may
 
be required.  The rock outcroppings often block or partially
 
block your view of other parts of the level.
 
 
 
Each filler level is generated with a number of ground-based
 
fire-resistant monsters and also a number of flying
 
fire-resistant monsters.  Some monsters are more probable
 
than others.  Red dragons and fire elementals are so likely
 
as to be virtually guaranteed.  Purple L are rare but
 
possible.  Xorns can be generated in the rock.
 
 
 
The sections of rock MAY be wallified around their edges,
 
but I haven't yet decided whether this is desirable.  The
 
samples are shown without wallification.
 
 
 
At level generation, monsters are placed where they can be
 
reached by levitating (or, in the case of xorns, by walking
 
or phasing) from either the up stair or the down stair.
 
However, sections of the map can be generated that cannot be
 
reached (other than via teleport) without traversing both
 
lava and rock.  Whether it is desirable to prevent monsters
 
from subsequently being generated in these places is an open
 
question, but on the whole, since teleport and digging are
 
both allowed, I think it's ok.
 
 
 
There are two special levels in the Fire Pits sub-branch,
 
both demon lairs.  Both of these are non-teleport until the
 
unique named demon in question is killed but lose their
 
non-teleport status thereafter.  The first one is either
 
Asmodeus' Lair or Baalzebub's Fortress, both of which are
 
redesigned to fit the Fire Pits theme, and each of which now
 
comes in two variants.  The second special level is either
 
Yeenoghu's Plaza or Dispater's Gauntlet, both new.
 
 
 
Random item generation in the Fire Pits can, if desired, be
 
given different probabilities from the rest of Gehennom.
 
For example, it seems logical that potions would not be
 
generated in the Fire Pits, because liquids (other than
 
lava) would be in danger of evaporation here.  This would
 
extend to death drops, as well as floor items and possibly
 
polymorph results as well.  Perhaps even monster starting
 
inventory should be restricted.
 
 
 
Asmodeus' and Baalzebub's Lairs currently each come in two
 
variants.
 
 
 
Version A of Asmodeus' Lair is based loosely on his lair
 
from version 3.4.3, but with some adjustments to better fit
 
the branch theme.  Notably, the interior of the walled lair
 
contains a mixture of ordinary floor and lava.  Specific
 
trap positions are no longer guaranteed, and the inhabitants
 
of the level now fit with the Fire Pits theme.  Of course,
 
the exterior portion of the level, surrounding the walled
 
lair, is no longer a maze but instead is based on the Fire
 
Pits generator.  As before, the walls are undiggable.
 
Asmodeus stands on the down stairs, which are inside the
 
building.  The up stairs are outside the building, on the
 
western side of the level.  Samples are included below.
 
 
 
Version B of Asmodeus' Lair is also a walled building, with
 
a mixture of floor and lava inside, surrounded on the
 
outside by the usual Fire Pits filler material (lots of lava
 
with some areas of rock and/or floor).  Two "secret" doors
 
near the east end of the building provide entry to the lair
 
proper.  The walls are undiggable.  Asmodeus stands on the
 
down stairs, which are inside the building.  The up stairs
 
are outside the building, on the western side of the level.
 
Samples are included below.
 
 
 
Both versions of Baalzebub's Lair consist of a walled
 
building embedded in rock, surrounded by fire-pit filler.
 
The down stair is inside the building, and Baalzebub is near
 
it.  The walls are undiggable but contain doors; the player
 
must dig or phase through the surrounding rock in order to
 
reach the doors.  In addition to normal Fire Pits monsters,
 
both versions of Baalzebub's Lair are also guaranteed to
 
have at least three xorns.  Version A of the lair has the
 
building oriented east-to-west; the player (if coming from
 
above) must enter on the west end and pass through an outer
 
chamber and an entryway in order to reach the inner chamber
 
where the demon prince resides over the stairs.  Version B
 
has the building oriented north-to-south, with entrances at
 
both the north and south ends.  In this variant, the player
 
must traverse lava in the outer chamber in order to reach
 
the central chamber.
 
 
 
Asmodeus' Lair and Baalzebub's Lair are equally likely.  In
 
any given game the Fire Pits will contain one of them, on
 
the second, third, or fourth level of the five-level branch.
 
(The first level is guaranteed filler.)
 
 
 
The second demon lair in the Fire Pits branch, occuring on
 
the third, fourth, or fifth level (and always below the
 
aforementioned first demon lair) is either Yeenoghu's Plaza
 
or Dispater's Gauntlet.  Again, the two are equally likely.
 
 
 
Yeenoghu's Plaza is a roughly square building taking up the
 
middle portion of the level, stretching across it from north
 
to south.  To the west and to the east are normal Fire-Pits
 
filler material, containing the up stairs and the down
 
stairs, respectively.  Secret doors allow access to the
 
interior of the building, which contains a number of walled
 
rock pillars and a randomized mixture of lava and floor.
 
Yeenoghu himself is hiding behind a pillar, in one of
 
several tactical positions chosen so that the player cannot
 
easily traverse the building from door to door without being
 
seen at some point.  He is set to ambush mode, i.e., he
 
waits until he has you in line-of-sight and then attacks
 
immediately.  (For ambush mode, it does not matter if he can
 
actually see you or not.  He expects you to come, and as
 
soon as you pass within his line of sight, he attacks.) 
 
The middle portion of the level, including the entire
 
building and the rock at the map edges to the north and
 
south of it, is undiggable and unphaseable.  However, if
 
the areas to the east and west of the building happen to
 
contain rock, it is diggable and phaseable.  Samples of
 
this level are included below.
 
 
 
Dispater's lair is a Gauntlet.  It, too, makes use of the
 
aforementioned "ambush mode".  The central part of the level
 
is a building containing a winding hallway with numerous
 
branches.  Each branch contains a demon set to ambush you;
 
one of these demons (at random) is Dispater.  There are also
 
several "cages" (separated from you by iron bars), which are
 
infested with things that have ranged attacks that can go
 
through the bars.  The up stairs are somewhere to the west
 
of the building, and the down stairs are somewhere to the
 
east, and all the walls and rock in the building itself (and
 
the rock at the map edges to the north and south of it) are
 
undiggable and unphaseable.  Samples of this level are
 
included below.
 
 
 
==== The Swamp of Death ====
 
 
 
The Swamp of Death is intended to be the more difficult but
 
also more rewarding path through Middle Gehennom.  In
 
addition to being charactarized by a lot of open spaces,
 
traversing the swamp means dealing with multiple consecutive
 
water-intensive levels, with the dangers that entails.
 
 
 
Monster generation per turn will be cranked up significantly
 
in this section; the flavor explanation for this is, swamps
 
are just teeming with of all kinds of weird life (and decay,
 
and death, and undeath); the gameplay reason is even
 
simpler:  this is supposed to be the harder path.
 
 
 
Additionally, the random monsters in this branch lean toward
 
the rather nasty, and the guaranteed demon-lair bosses are
 
also more dangerous than their fire-pit-dwelling brethren.
 
Monsters you can expect to see a lot of in the Swamp include
 
sea creatures (; and N plus water demons and water trolls),
 
couatles, dragons, water and air elementals, decay-themed
 
monsters (gas spores, green slimes, jellies, and molds),
 
snakes (especially pythons and water moccasins), and certain
 
demons (notably nalfeshnees, balrogs, foocubi).  There may
 
also be random g, both kinds of mind flayers, random L,
 
random &, crocodiles, chameleons, sandestins, purple worms,
 
random i, vampire lords, random O (living in swamps as a
 
subtle reference to Shrek), water nymphs, and occasional
 
titans.  Salamanders may also be included in the Swamp as
 
a bad joke (because of the real-world amphibious creature
 
by the same name).
 
 
 
The filler levels on this branch are mostly water with a few
 
small island scattered about.  (Samples are included in the
 
proposed levels section, below, and the code that I used to
 
generate them is also included, further below.  The
 
prototype level generator does populate the levels with a
 
selection of branch-themed monsters, although in actual
 
practice a small number of completely random monsters would
 
be generated as well.)
 
 
 
The Swamp of Death sub-branch contains two demon lairs.
 
 
 
The first demon lair is Juiblex's Quagmire.  This level has
 
a more random layout than previously and will benefit from
 
the branch-wide monster generation adjustments; but
 
otherwise it basically resembles his old swamp.
 
 
 
The second demon lair in the Swamp of Death is Demogorgon's
 
Bayou Village.  It too is mostly swamp but with six embedded
 
"huts" scattered randomly around the level.  The up and down
 
stairs are in two of the huts.  A third contains the only
 
guaranteed magic lamp in Middle Gehennom, a tempting prize
 
for those who dare; Demogorgon also starts in this hut, but
 
since he starts awake it is unlikely he will stay put.  The
 
other three huts are decoys and contain a nalfeshnee, a
 
balrog, and another major demon (perhaps a bone devil).
 
 
 
Samples of both of these lairs, and the code that generated
 
them, can be found below.
 
 
 
The Swamp of Death contains two new types of traps that do
 
not occur elsewhere.  The first and simpler of these is the
 
anoxic pit, a type of pit whose interior is lacking in
 
oxygen, due to the accumulation of swamp gas.  Falling into
 
an anoxic pit starts a short timer, which will kill you by
 
asphyxiation if you don't get out of the pit.  (It is not
 
necessary to leave the tile; you just have to get out of
 
the pit.)  Being unbreathing or having magical breathing
 
makes you immune to this effect.
 
 
 
The other new type of pit in the Swamp of Death is
 
quicksand.  When not known, quicksand looks like normal
 
ground, but if stepped on it behaves in much the same way as
 
lava (sans fire damage), drowning you on a short timer if
 
you don't get out.  Like lava, levitating works great if you
 
aren't stuck but will not unstick you if you are.  Unlike
 
lava, quicksand cannot be converted into normal ground by
 
freezing it.  However, zapping a wand of digging downward
 
will convert it into a hole, dropping you and any sunken
 
items through to the level below.  Teleport (if the level
 
allows) or phasing (ditto) will get you out.  Unbreathing or
 
magical breathing will prevent you from drowning in the
 
quicksand (buying time so that you can e.g. dig down with a
 
pick-axe, which would otherwise be too slow) but will not
 
unstick you directly.  Quicksand cannot occur on levels with
 
an undiggable floor and is only generated in the Swamp of
 
Death branch.
 
 
 
It is tempting to add a type of monster (other than the
 
unique named demons in their layers), generated only in this
 
branch, with an illness attack; but I'm not sure whether
 
that is really necessary.
 
 
 
Random item generation in the Swamp of Death can, if
 
desired, be given different probabilities from the rest of
 
Gehennom.  From a gameplay perspective, this would be a
 
logical place to crank up the probability of rare or
 
particularly desirable items, in order to tempt more
 
adventurers to their doom, bwaahahaahahaha.
 
 
 
=== Lower Gehennom ===
 
 
 
Continuing downward from either the Fire Pits or the Swamp
 
of Death will land the intrepid adventurer in the Black
 
Market, which is to be imported from Slash'em and/or
 
UnNetHack and modified to suit.  One important modification
 
is that there will be two up stairs, one leading to each of
 
the Middle Gehennom sub-branches.  Another modification is
 
that the level must be traversed (if nothing else, the
 
Amulet must be carried across it on the ascension run).
 
Both of the up stairs will be at the western end of the
 
level, and the down stair will be near the eastern end.
 
Prices in the Black Market are obscene enough to allow the
 
player to spend all the gold in the game on just a small
 
percentage of the total inventory; but Gehennom contains
 
enough gold to allow the player to buy items of particular
 
interest (e.g., missing pieces of the ascension kit).  The
 
Black Market is specifically guaranteed to contain at least
 
seven wax candles, just in case.
 
 
 
Some additional changes to the Black Market will be needed
 
to make waltzing out with with all the stuff scot free
 
considerably more difficult than in Slash'em.  Games in
 
which the player does so are intended to be very much the
 
exception rather than the rule.  If we balance the Black
 
Market as intended, the player will in most games be able to
 
buy a couple of things but leave the rest of the inventory
 
on the floor and the shopkeeper peaceful.  To this end, the
 
entire level is considered part of the shop.  The level is
 
non-teleport for the player.  There is more than one keeper
 
so that they can cover at least both of the up stairs ("zone
 
defense", as it were).  (Two keepers could be a married
 
couple, or three could be siblings, allowing the down stairs
 
to be covered as well.)  Additionally, the keepers can
 
teleport at will (even though the player cannot), and if
 
there are unpaid bills they go straight for the stairs.
 
Cursed gain level won't work in the Black Market, because
 
it's the top of the Lower Gehennom branch.  Zapping a wand
 
of digging downward will make the staff hostile, and you
 
have to come back up through eventually in order to ascend;
 
the keeper(s) will certainly remember you.  The keepers will
 
have a metric trainload of hitpoints and a full set of
 
intrinsic resistances (including slow digestion, to thwart
 
purple-worm antics) and crazy-high monster MR (high enough
 
to always resist conflict, as well as polymorph).
 
Black-market shopkeepers are incredibly dangerous when
 
hostile, capable of one-shotting many late-game characters.
 
(Perhaps at some point in the backstory these shopkeeper
 
each ate fifty rings of increase damage then killed Chuck
 
Norris and Kirby and absorbed their powers, or something.)
 
Also, Black Market shopkeepers are immune to stoning and
 
genocide.  Basically, there is not supposed to be an easy
 
way to kill them.  Pet-based shop schenanighans should
 
also be thwarted if possible, especially ones that otherwise
 
would trivially allow the entire inventory to be cleared
 
out.  (Perhaps the stairs should be blocked if any monster
 
on the level is carrying unpaid black market inventory, but
 
in that case it would be necessary to think through the
 
balance implications of hostile covetous monsters that might
 
pick things up.)
 
 
 
Moving on from the Black Market, the down stairs lead into
 
the rest of Lower Gehennom.  The new cavern generator that
 
ais created, which I have lightly modified (mainly to add
 
regions of water and lava) is designed so that it can
 
generate around an embedded special center.  In Lower
 
Gehennom we take advantage of this to embed all three levels
 
of the Wizard's Tower as well as the Fake Towers.  There
 
will also be several pure filler levels in this section,
 
which will be handled entirely by the new cavern generator.
 
Because of the greater dungeon depth here, the probability
 
on any given level of water and especially lava is much
 
higher than in Upper Gehennom.
 
 
 
The Wizard's Tower has been partially redesigned.  Several
 
features of the original Wizard's Tower, notably including
 
the zoo on the middle level, were clearly intended to be
 
obstacles that must be overcome as victory conditions but in
 
practice were much too easy for any character sufficiently
 
advanced to be even contemplating the possibility of
 
awakening the Wizard.  This problem may not be entirely
 
solvable, but that has not stopped me from trying to at
 
least mitigate it somewhat.  Additionally, the physical
 
size of the tower itself has been somewhat reduced, to
 
allow greater variety in the surrounding filler.
 
 
 
The Wizard of Yendor, when he first appears at the top of
 
his tower, is carrying a magic lamp and a magic marker.
 
Each time he appears again (after you've killed him; but NOT
 
counting duplicate appearances from Double Trouble) he
 
carries at least one candle and at least one spellbook.  The
 
book is mainly for flavor.  (The player probably has all the
 
books they need by now, but it just "feels right" that the
 
Wizard would be carrying such a thing.)  The candle however
 
serves a purpose: this is another way the player can always
 
obtain enough of them to do the invocation, in case killing
 
dwarves in the Mines was undesirable, or perhaps some
 
players will want to brag that they got all seven of their
 
invocation candles by killing the Wizard repeatedly.
 
 
 
There is also a guaranteed magic lamp in Lower Gehennom
 
itself, in the Fake Tower that doesn't have a portal.  It is
 
guarded by a new always-hostile unique named demon created
 
especially for the purpose.  Possible names for this demon
 
include Therion, from a Greek word meaning beast, Daimonion,
 
from the Greek word for demon, Mashchith, from a Semetic
 
word meaning destroyer (though that one might ought to be an
 
A rather than &), Gozer, from a popular eighties movie, or
 
we could take the opportunity to reference another roguelike
 
game or a worthy work of fantasy fiction that NetHack
 
doesn't already reference.  This special guardian, generated
 
asleep or meditating, should be rather fast and have a fair
 
quantity of hit points and be capable of spellcasting and
 
also have powerful melee attacks (enough to be dangerous to
 
even a well-buffed late-game player character, if not
 
treated with proper respect).  It should be resistant to
 
stoning, teleportation, polymorph, and at least partially to
 
wand/finger of death, should have intrinsic slow digestion
 
(so a purple worm won't eat it), and if possible should be
 
carrying the magic lamp in its inventory before the player
 
arrives.  Digging into the tower should wake it up, if that
 
isn't too much trouble to implement.
 
 
 
The bottom level of Lower Gehennom will be just like the
 
filler levels except that it will contain the Vibrating
 
Square in lieu of a down staircase.  The Vibrating Square
 
will work as in version 3.4.3.
 
 
 
=== Moloch's Sanctum ===
 
 
 
The Sanctum will be tricky to get right.  If we don't get
 
it exactly right, there are several things that could go
 
horribly wrong with it.  One danger is that we could make
 
the Sanctum genuinely too hard for some roles, so that a
 
player who has overprepared and comfortably defeated the
 
Wizard may still have quite serious difficulty getting the
 
Amulet even one time in three.  (This is perhaps the least
 
of the dangers.)  Another danger is that we could cause
 
players to feel compelled to drudge through otherwise
 
unnecessary tedium earlier in the game in order to prepare
 
for the Sanctum.  (This is perhaps the worst of the
 
dangers.)  Finally, there is the risk of introducing sudden
 
deaths that feel really unfair because even fully spoiled
 
players aren't sure how they could have prevented them.
 
 
 
The problem with the existing implementation, of course, is
 
exactly the opposite: the Sanctum itself is tedious and
 
potentially quite boring, as well as horribly anticlimactic.
 
The major danger to the player character in the 3.4.3
 
Sanctum is that the constant blocking of his path (by
 
monsters that are otherwise no threat at all, including lots
 
of ants, which the player has been comfortably one-shotting
 
for most of the game now) will gradually, as the player
 
struggles step by step to make his way toward the up stair
 
over the course of thousands of turns, either delay the
 
player so long that the Wizard of Yendor shows up again
 
or else wear down the hit point counter through protracted
 
attrition until the supply of blessed potions of full
 
healing and amulets of life saving is eventually exhausted,
 
an undeniably tedious fate that the game can do without.
 
 
 
So even at the risk of perhaps going too far and making one
 
of the aforementioned mistakes, I feel that it is worth
 
exploring wholesale changes to the strategic design of the
 
Sanctum.  If the changes turn out to be unbalanced and we
 
need to scale them back somewhat in a future version, so be
 
it.  Nothing ventured, nothing gained.
 
 
 
This, then, is what I have come up with so far.
 
 
 
In the first place, most of the riff-raff in the Sanctum is
 
to be cleared out.  There will no longer be a dozen
 
unaligned aligned priests casting Summon Insects constantly.
 
 
 
In their place, we have the High Priest of Moloch, who will
 
be buffed until he is an actual threat.  In addition to
 
better resistances, more speed, and other basic stat
 
buffing, he is to receive a special attack, unique to him,
 
that causes random tiles in the general vicinity of the
 
player to become lava.  Preference is given to floor tiles
 
with no trap on which nothing currently is standing, but if
 
those run thin on the ground, other tiles are fair game as
 
well.  (Stairs, ladders, portals, high altars, and rock and
 
walls that are both undiggable and unphaseable are exempt.)
 
For obvious reasons, the High Priest of Moloch has permanent
 
intrinsic lava-walking (as from fireproof water-walking
 
boots, but inherent to his person).
 
 
 
Clearly, the various lava bugs, especially the one that
 
causes non-time-consuming actions (like checking inventory)
 
to consume time while sinking into lava, will need to be
 
fixed, if they haven't been already.
 
 
 
Additionally, the High Priest now has a melee attack that
 
does shock damage.  This can be partially resisted, but it
 
can still potentially destroy rings and wands.  He can also
 
cast the Destroy Armor monster spell, destroying a random
 
piece of the player's worn armor, as well as Curse Items.
 
Whether he should be able to Summon Nasties and/or gate in
 
demons is an open question.  Finally, the High Priest also
 
now has a confusion attack.
 
 
 
The physical layout of the level itself is of relatively
 
minor importance, but out of thoroughness I have included
 
two suggestions for new variations on the layout.  All three
 
versions of the level (the one from 3.4.3 and the two new
 
ones) are divided into two main areas: a series of connected
 
smaller rooms and corridors, on the east side, and a much
 
larger, roughly circular room on the west side with a
 
rectangular temple embedded.  The up stairs are always in an
 
"entry area" near the southeast corner of the level, and a
 
secret door leads out to the hallways and small rooms.  In
 
all three cases it is possible to skip some of the rooms,
 
but it is not possible to skip the graveyard room, which is
 
always the largest of the rooms on the east side of the map.
 
A vertical stripe of unphaseable rock separates the east and
 
west sides of the map, penetrated only by a single corridor,
 
which leads to the larger room on the west side.  The temple
 
itself is always surrounded by fire traps and contains the
 
high altar and the high priest, who waits for you to enter
 
the temple and then becomes hostile.
 
 
 
The two new maps are included later.
 
 
 
=== Elemental Planes ===
 
 
 
There are still five planes, and they are still named for
 
the Classical "elements".  The order of the first four
 
(air, water, fire, earth) is now randomized, determined at
 
game start.  The astral plane (named from Latin "aster",
 
meaning star, because in Classical philosophy the celestial
 
bodies such as stars and planets were assumed to be made of
 
a fifth element not found on Earth) is still always last.
 
 
 
As before, the planes can only be traversed once, because
 
the portals are one-way.  (There has been discussion about
 
changing that.  I haven't decided yet whether I think it
 
should be changed or not, and I do think further discussion
 
on the matter is worthwhile; but I think it's a matter that
 
can be decided independently of this dungeon overhaul, so
 
this proposal does not address it.) 
 
 
 
The player can only enter the first elemental plane by
 
carrying the Amulet of Yendor out of the dungeon, using
 
the exit on dungeon level 1, which can only be used once;
 
exiting without the Amulet gives the same results as in
 
version 3.4.3.
 
 
 
The first four planes are now eligible to leave bones.
 
However, with the default bones option value of 1, such
 
bones will not be loaded.  Only players who deliberately set
 
the bones option to 2 can ever see bones on any of the
 
elemental planes.
 
 
 
Leaving bones on the final (Astral) plane is a special
 
case.  Ultimately, I would like to see characters who have
 
died here be one of the dangers the player must face as
 
he passes through, but this would be different from a
 
traditional bones level in several ways.  First, the entire
 
level would not be saved, just the character (and perhaps
 
pets).  Second, more than one of them would be loaded, and
 
they could be loaded any time the game wants to generate
 
a player-character monster on the Astral Plane -- not just
 
at level creation time, but also later.  Third, loading
 
the characters would not remove them from the pool; the
 
same player characters could continue to hassle future
 
adventurers.  Statistics could be kept on them, and those
 
that have killed more adventurers could be retained for
 
longer; those that after a couple dozen tries don't
 
manage any adventurer kills could be removed from the
 
pool as failures.  Finally, a player who has reached the
 
Astral Plane should be given the option to voluntarily
 
join their ranks, as an alternate way to end the game,
 
without suffering defeat.  However, this is all a lot of
 
work to implement, and I propose that it be postponed
 
for a subsequent release.  For now, we can simply leave
 
the Astral Plane ineligible for bones.
 
 
 
For thematic reasons, oppositely aligned planes (earth
 
versus air and fire versus water) will now suppress attacks
 
and other actions related to their opposite element.  For
 
example, a wand of fire won't do anything useful on the
 
plane of water, and a scroll of earth won't do anything
 
meaningful on the plane of air.  (Flavor messages will be
 
needed.)  Cold attacks are considered aligned with water
 
and thus are suppressed on the plane of fire, and lightning
 
attacks are considered aligned with air and are suppressed
 
("grounded") on the plane of earth. 
 
 
 
Conversely, the elemental associated with each plane will be
 
stronger and more dangerous on that plane than anywhere else
 
in the game.  This has already been somewhat the case for
 
air elementals, but now it is expanded to cover all
 
elementals, when on their own plane.  The astral plane has
 
no oppositely-aligned element (the aether of which the
 
heavens are made is above such petty rivalries), so all
 
types of attacks are possible there.  There also is no
 
associated elemental. (I thought about adding an aether
 
elemental but can't come up with a good design for one,
 
and on the whole it seems unnecessary.)
 
 
 
Genocide is now ignored on the Planes.  The flavor reason
 
for this is simple:  you have left the mortal world and
 
entered the elemental planes, the very fabric from which the
 
universe is constructed.  Monsters that are genocided are
 
wiped out from the entire dungeon, perhaps even from the
 
entire world or universe, but the Planes are not part of
 
the dungeon or part of the world and, indeed, not part of
 
the physical universe.  You have left the Mortal Plane. 
 
The gameplay reason is, otherwise, everyone would just
 
genocide elementals before doing the ascension run.
 
Also, genocide is very powerful, and this is a way to
 
gently nerf it just a little.  Via genocide you can still
 
play the rest of the game without facing your personal
 
bugaboo, whatever that may be, but if you want to actually
 
win the game, you have to face your terrors on the Planes.
 
This is, after all, the end game.
 
 
 
The Wizard of Yendor is now guaranteed to appear on the
 
first elemental plane, whichever that may be; he is not
 
necessarily guaranteed on the plane of earth if it is not
 
first.  (The guaranteed monster with the pick-axe is still
 
always on the Plane of Earth.)
 
 
 
The Plane of Air requires few other changes.  I believe it
 
is working largely as intended.  For consistency with the
 
other planes, earth-based actions (such as reading a scroll
 
of earth) do not work here (and any boulder that arrives via
 
the portal instantly disintegrates).  Similarly, being on
 
the plane of air is instantly fatal for earth elementals
 
(they lose their cohesion and disintegrate, or something;
 
in the case of polyself, you revert to your natural form).
 
Additionally, it may be that some of the monsters on the
 
plane may have lightning attacks that can destroy wands and
 
rings, even if you have reflection and shock resistance.
 
(Balance testing will be required to determine whether this
 
change is viable.)  Air elementals here are stronger than
 
anywhere else in the dungeon; in practice this mostly means
 
they take more hits to kill.
 
 
 
The Plane of Water needs several changes.  In the first
 
place, it is no longer possible to levitate "over" the water
 
outside the bubbles, since the entire plane is filled with
 
the water.  When in the bubbles, you need levitation or
 
water walking or flying or floating or swimming (or a steed
 
that has one of these properties) or magical breathing to
 
avoid drowning, since you are on the interior surface of an
 
air bubble, with water beneath you (or, in the case of
 
magical breathing, you would be submersed).  Thus, the
 
bubbles on the plane of water are like water terrain
 
elsewhere in the game, and the area outside the bubble
 
(which ideally should have a distinct glyph, or at least a
 
different color) is surfaceless water with no air above it,
 
so anything occupying those tiles is fully submerged at all
 
times.  With this change, swimming monsters (or ones that
 
are capable of swimming to the surface, at any rate) can
 
swim right into the bubbles unimpeded, and flying monsters
 
(e.g., couatles) can only occur within the bubbles but
 
cannot leave them.  Secondly, the portal no longer moves.
 
Its position is randomized, but it is stationary.  As
 
mentioned above, nothing that relies on fire will work on
 
this plane.  This includes most light sources (Sunsword
 
works fine, as do spells and wands of light; magic lamps are
 
negotiable, depending on whether we consider their ability
 
to give light to be part of their magic).  It also includes
 
wands, scrolls, and spells of fire; fire horns; and all
 
attacks that do fire damage, whether from monsters or the
 
player.  Fire traps are not generated, and the fire-trap
 
effect of magic traps does not occur.  Fire elementals and
 
fire vortices and flaming spheres (and possibly also
 
salamanders) cannot survive on the level:  entering the
 
plane of water is fatal for them.  Their inner fire, which
 
is their life force, is extinguished.  On the other hand,
 
water elementals, not really a threat elsewhere, become on
 
the plane of water a force to be reckoned with.  Normally
 
slow, they get 36 movement points per turn when in the water
 
terrain that only occurs here (outside the bubbles only;
 
inside the bubbles, they get their normal amount of movement
 
points).  Additionally, their melee attack, when used
 
anywhere on the plane of water, does double damage and can
 
also deal a staggering blow, stunning and knocking the
 
target back.  Beware of being knocked out of the bubbles (if
 
you don't have a way to survive that) and be careful about
 
getting surrounded.  I was tempted to also give them an
 
engulfing attack (usable only on the Plane of Water) that
 
drowns you on a short timer (unless you are unbreathing
 
or magical breathing), but that can be held in reserve
 
pending play testing -- if the level is too easy without
 
it, it can be added, otherwise not.
 
 
 
The plane of fire is completely different from the one in
 
version 3.4.3.  That version wasn't a bad design, but now
 
between the Fire Pits and the High Priest of Moloch, lava
 
has become old hat for a player who reaches the Planes, so
 
the plane of fire now instead features a new kind of terrain,
 
more in keeping with the other planes: this terrain is
 
creatively entitled "fire", and being in this fire terrain
 
is indeed like being on fire (not just on the surface but
 
to the core of your being) and entirely surrounded by flames.
 
Being in this fire terrain does fire damage every turn, which
 
is only partially resistable for the player.  Non-fireproofed
 
items (including ones in your inventory) are damaged just by
 
being here.  Potions boil.  Paper objects burn.  Taking a
 
potion of full healing out of your bag, with the intention
 
of quaffing it, will simply result in a boiled potion. 
 
Similarly, taking out a scroll of portal detection isn't
 
going to help you.  Keeping items in a container does protect
 
them.  Fire traps are not needed here, because they would be
 
redundant.  Being suspended entirely in burning flame also
 
means there is no floor, much like on the plane of air, with
 
similar implications for movement.  Additionally, there are
 
now clouds of smoke on the plane, similar in principle to
 
stinking cloud except that they do not time out, don't do
 
damage directly, are opaque (i.e., they block vision), and
 
are non-stationary, drifting in a manner similar to the
 
bubbles on the plane of water.  The fire elementals, for
 
their part, get 36 movement points per turn when in the
 
fire terrain (whether or not the tile has a smoke cloud;
 
i.e., pretty much everywhere on the plane) and are also
 
harder to kill here than anywhere else in the game.  Their
 
attacks are only partly resistable, but the real danger is
 
that they will block your path and prevent you from
 
reaching the portal before the terrain itself burns you
 
to death.  Fire elementals, because they do not show up
 
on telepathy, can easily sneak up on you here unless you
 
have warning (or stay clear of the smoke, which may not be
 
practical).  No monsters can be generated on this plane
 
unless they are fire resistant, and even fire-resistant
 
monsters take damage from the terrain unless they are
 
basically made out of fire or otherwise strongly themed
 
with it (flaming spheres, fire vortices, fire elementals,
 
probably  salamanders, maybe red dragons).  Fire vortexes
 
can be generated, even though the plane is clearly outside
 
of Gehennom.  Entering this plane is instantly fatal for
 
water elementals (they boil away to nothing or something),
 
and the fire damage will soon kill anything that's not
 
fire resistant, how long that takes depending on hit
 
points.  This does create difficulties for getting most
 
pets through the plane alive.  I'm not sure if that
 
counts as a balance problem or not.  It doesn't make
 
getting a pet through impossible, just challenging.
 
 
 
The plane of earth is conceptually similar to the one in
 
version 3.4.3, but there are a couple of new challenges.
 
First, any non-rock terrain on this plane is subject to
 
cave-ins, which can happen at any time, converting it back
 
into rock.  If this happens on the tile where the player is
 
standing, the player can become embedded in the rock, in
 
addition to sustaining damage.  Wands of digging are not
 
considered to be air-based (they're magic based), so they
 
do work here, and zapping one at yourself will free you
 
from being embedded.  Alternately, if you dig an adjacent
 
tile, freeing yourself by walking out works the same as
 
on any other level.  Earth elementals, unlike their
 
counterparts on the other planes, remain slow here; but
 
they get a large boost in the hitpoint department when
 
generated here, and their melee attack, when used on the
 
plane of earth, causes stoning (the delayed version, like
 
from a hissing attack; this effect of their attack does not
 
occur anywhere else in the game, only on the plane of
 
earth), so the player will want to carry lizard corpses
 
or have some other way to deal with stoning.
 
 
 
The last of the five planes is always the astral plane, and
 
it does receive a few enhancements.  The "Summon Insects"
 
motif is abolished.  Nothing could be more anticlimactic
 
than to finish out the very end of the game surrounded by
 
ants.  The aligned priests can stay for flavor reasons, if
 
they can be kept from filling the level with insects; and
 
the random A are still present; but the real challenge on
 
the Astral Plane comes from other sources...
 
 
 
The "player-character" monsters on the Astral Plane are now
 
always of quite high level, generated with stats and
 
equipment comparable to what you'd expect a typical player
 
to have at this stage of the game.  Most have reflection and
 
a full set of elemental resistances; many also have player
 
MR (either from GDSM or cloak), low AC, high HP, fully
 
enchanted weapons, and so forth.  Any objects that the AI
 
knows how to use, which a late game player would likely
 
possess, should be given to these characters: amulets of
 
life saving, potions of full healing, chickatrice corpses,
 
and anything else the AI can use against the player can all
 
be in the offing.  If the wand balance proposal is
 
implemented (so that reflection and resistances don't make
 
attack wands completely non-threatening to the player), then
 
these players should each get several attack wands.  If a
 
ranger character is generated, said character should
 
multifire from a large quiver of +7 arrows.
 
 
 
But the big threat will be the other three Riders.  In the
 
first place, they now have actual hit points.  A normal
 
player should not be able to kill them in two hits, even if
 
wielding the blessed +7 Excalibur and a blessed +7 katana
 
with expert skill.  The riders' speed is also increased,
 
perhaps to 24.  (If it wouldn't be a major hassle to
 
implement, I'd say they should be riding unique colored
 
warhorses; but at the very least they should have speed
 
equivalent to someone riding a warhorse.  Otherwise, why are
 
they called riders?) 
 
 
 
Famine gains the ability to destroy any food carried in
 
open inventory and to use his hunger attack from up to five
 
tiles away (as well as when adjacent). 
 
 
 
Death, in addition to his existing attack on Max HP, now
 
gains three more attacks: a normal weapon attack (sword); a
 
hunger attack similar in principle to Famine's (but of lesser
 
degree, usable only in melee); and an illness attack (plague),
 
which is identical to the one Pestilence had in version 3.4.3. 
 
 
 
Speaking of which, there is no separate rider named Pestilence.
 
(There isn't one in the source material.  Pestilence is simply
 
one of the tools the Death rider uses.)  Instead, the first
 
rider will now be implemented, Conquest (a.k.a., the rider on
 
the white horse).  Conquest carries a bow and has a unique
 
multifire arrow attack, usable both at range (unlimited
 
range, as long as there's a straight-line path) and also
 
point blank, that never runs out of ammo and always treats
 
the target as having an AC of 0, regardless of the target's
 
actual AC.  In order to simplify the implementation of
 
preventing anyone else from using his attack, these special
 
arrows always break on impact, whether they hit the player
 
or a monster or a wall or the ground or whatever.  (From an
 
implementation perspective, this is similar to venom, which
 
is never left laying around as an object on the floor that
 
the player can mess with.)  The number of arrows Conquest
 
fires per action, and the amount of damage they do, is
 
subject to balance testing; but it should be enough to make
 
him just a little scarrier than the new improved Death. 
 
Note that Death is now the only rider that must be adjacent
 
in order to attack.  The standard strategy will likely involve
 
never being adjacent to Death, never being in a straight line
 
with Conquest, and being satiated before approaching Famine.
 
Of course, this may be more easily said than done.
 
 
 
There are also now three major ways to successfully complete
 
the game on the Astral Plane.  The traditional way is to
 
offer the Amulet of Yendor to a (preferably co-aligned)
 
diety in exchange for immortality.  A second and more
 
difficult ending involves keeping the amulet for yourself,
 
establishing yourself as master over all other mortal
 
creatures (and, particularly, the ones on the Astral Plane).
 
The third possibility is to destroy the amulet, which can
 
only be done on the Astral Plane; this breaks the power of
 
the gods over mortal creatures forever, so in some ways it
 
is the most satisfactory ending, although it does not
 
provide your own character with immortality.
 
 
 
The traditional win, by offering the amulet to a diety in
 
exchange for immortality, is unchanged from version 3.4.3.
 
 
 
To keep the amulet for yourself, it is necessary to assert
 
your dominance over the Astral Plane by killing everything.
 
The other Riders do not have to be dead all at the same
 
time, but you have to kill them each at least once, and
 
there cannot be anything else left alive on the Plane.  When
 
these conditions are met, #invoke the amulet to claim it.
 
You don't get an invisible choir or bathed in radiance, but
 
the other three Riders cower in terror before you.  Your
 
diety, rather than granting you immortality, curses your
 
name and attempts to strike you with lightning and a
 
wide-angle disintegration beam, but if you survive these
 
trivial attacks you become the dominant power in the
 
universe, for as long as you can hold onto it.
 
 
 
To destroy the amulet and set all mortals free from the
 
gods' divine interference, simply sacrifice each of the
 
three high priests on his own altar (surviving any incidental
 
consequences of doing so), then gather the other three riders
 
around you (they must each be within your line of sight and
 
alive; but it's alright if they have been killed previously,
 
as long as they aren't still dead) and #invoke the amulet. 
 
Dieties of all three alignments will smite you, but if you
 
survive that, the other three riders will join you in defying
 
the gods, and the amulet will be broken, taking much of the
 
gods' power with it.
 
 
 
== Non-Level Changes ==
 
 
 
=== Object Probabilities ===
 
 
 
In the interest of keeping the late game interesting, there
 
should be objects that are very rarely encountered above the
 
Valley but can be expected, in a typical game, to be found
 
in Gehennom.  Some of these should be particularly useful
 
items, and some should be random-appearance items that need
 
to be identifed.
 
 
 
I propose that the following existing items should be made
 
much less common outside Gehennom and, in compensation,
 
they should become significantly more common in Gehennom.
 
(It is, of course, still possible to wish for them.)
 
 
 
* silver weapons; among other things, the sabers found outside Gehennom should generally be made of steel, and dart and arrow traps in Gehennom should sometimes produce silver darts and silver arrows.  Grayswandir and Werebane can still be obtained via sacrifice.
 
 
 
* magic markers; some roles may still get these in starting inventory, which means they can sometimes be found in bones; but apart from that they should not be generated outside Gehennom.  In Gehennom, they should be somewhat more common than in 3.4.3.
 
 
 
Additionally, the following already-rare items should be
 
made somewhat more common in Gehennom:
 
 
 
* boomerangs; a player who collects them all should be able to get a stack of a dozen or so by game's end.  Since they now stack and multifire, this may be useful.
 
 
 
* saddles: the median Gehennom should have about two of them, though of course there are no guarantees
 
 
 
* magic horns (including plenty), magic flutes, magic harps, and drums of earthquake.  A typical Gehennom should have 3-5 items from this category, sitting on the floor waiting to be picked up.
 
 
 
* potions of gain ability and maybe gain energy
 
 
 
* crystal balls, if they can be made useful for something other than polyfodder; I believe somebody had a proposal for that, but I don't recall the details.
 
 
 
=== Object Behavior ===
 
 
 
Wands of wishing are not rechargeable.  They are generated
 
with the same 1-3 wishes as before, so with the wrest you
 
get 2-4 wishes from a wand of wishing, and that's it.  The
 
reasoning behind this is that after getting 5-7 wishes, you
 
basically want for nothing and the rest of the game can't
 
really offer you anything that you want or need, but you
 
have to slog through the rest of it anyway.  Boring.  Two
 
wishes will generally leave you wanting more, and even four
 
may leave you hankering for another marker or something,
 
so there's still something you can hope to find during the
 
remainder of the game.
 
 
 
There are other object behavior changes I'd like to make,
 
but most of the rest do not fall under the purview of the
 
dungeon overhaul.  This one does, in my opinion, because in
 
normal play (in 3.4.3 or in 4.3) something like 95% of all
 
wands of wishing are the Castle wand, and thus this change
 
can be considered part of the Castle wand nerf.
 
 
 
=== New Objects ===
 
 
 
I also propose that a handful of new random-appearance
 
items be added that can ONLY be found in Gehennom (or via
 
wishing or bones), to ensure that the player will still
 
have meaningful identification to do.  Some of these items
 
should be useful, and some should be potentially dangerous.
 
 
 
Careful attention will have to be paid here to balance, and
 
so I am refraining from making specific suggestions on the
 
theory that item details are really a separate issue from
 
the dungeon overhaul.
 
 
 
== Lists ==
 
 
 
=== Non-Teleport Levels ===
 
 
 
Overall, fewer non-teleport levels will need to be traversed
 
when walking from the top of the dungeon to the bottom, or
 
from the bottom to the top.  (This will greatly reduce
 
needless tedium for players who make multiple trips back and
 
forth, e.g., ferrying items to and from a stash.)  As a
 
consequence of this, the ascension run will need to be
 
rebalanced; but that probably needs done anyway; frankly the
 
final run was already not terribly well balanced in 3.4.3;
 
this will be exacerbated if the mysterious force is
 
defanged, as several people are likely to propose, and so
 
rebalancing will be required.  (One obvious possible
 
rebalancing measure would be to have the Amulet suppress
 
teleportation within a level, in addition to levelporting;
 
however, I am not convinced that is the best approach; it
 
should hopefully be possible to do significantly better.)
 
 
 
Most of these changes will be in Gehennom, simply because
 
that's where the largest concentration of non-teleport
 
levels was until now.
 
 
 
Levels that will lose their non-teleport status when their
 
boss is killed include Orcus Town, Asmodeus' Lair,
 
Baalzebub's Fortress, Yeenoghu's Plaza, Dispater's Gauntlet,
 
Juiblex' Quagmire, Demogorgon's Bayou Village, and the
 
entire Wizard's Tower plus the fake one the first time the
 
Wizard is killed (but, you still can't straightforwardly
 
teleport between the tower itself and the area outside it).
 
 
 
Levels that will definitely retain their non-teleport status
 
throughout the game include Medusa's Island, the Sanctum, and
 
all five of the Planes.
 
 
 
The Terminus will probably end up being permanently
 
non-teleport as well, simply because it is not clear what
 
the objective criterion would be for having "completed" it.
 
If someone can define clearly in terms that the game can be
 
programmed to understand what it means for the player to
 
have fully completed the Castle, then I would be happy to
 
have the non-teleport restriction lifted once that is done.
 
(In human terms, it means you've cleared out all the major
 
threats and can trivially go where you like and do what
 
you want on the level; but I don't know how to tell the
 
game how to recognize when that is the case.)
 
 
 
The Valley of the Dead is an open question, hinging largely
 
on whether we consider it acceptable to encourage players to
 
eliminate the unaligned priest there, effectively penalizing
 
those who do not.  My instinct is against this, because I
 
feel that it is bad game design to penalize the player for
 
not killing a peaceful monster.  (It's bad enough that
 
killing a peaceful priest is the only reliable way to get a
 
robe without spending a wish, not to mention the books that
 
they tend to carry.)  However, I can see the argument both
 
ways, particularly since the Valley is always directly below
 
the Terminus, which would make two permanent non-teleport
 
levels in a row, which is annoying, particularly being
 
positioned right smack dab in the middle of the dungeon
 
where they are typically traversed many times per game.
 
I'm torn on this one.
 
 
 
The Black Market is also an open question.  Either it can be
 
permanently non-teleport, or it can lose its non-teleport
 
restriction when the proprietors are all killed.  The latter
 
would make killing the proprietors and escaping easier if the
 
they several powerful allies (as in Slash'em), but at this
 
time I do not know whether that will be the case in NetHack4;
 
it is not what I propose (see the Black Market section,
 
above).  I would like to keep the number of permanent
 
non-teleport levels to a minimum, but the Black Market is
 
inherently difficult to balance well, and I do not want to
 
make it unnecessarily easy to abuse.  Additionally, I am
 
concerned that if killing the proprietors makes the level
 
allow teleport, some players will feel obligated to do this
 
in order to speed up the ascension run.  If these concerns
 
cannot be effectively addressed in some other way, my vote
 
would probably end up being to make the Black Market a
 
permanent non-teleport level.
 
 
 
Non-teleport restrictions on quest levels can be considered
 
on a case-by-case basis as part of the role/class overhaul.
 
Because the Quest is a separate branch, it is not necessary
 
to traverse the quest when traveling around the rest of the
 
dungeon.  Additionally, the number of non-teleport levels in
 
the quest already varies by role in version 3.4 (the Samurai
 
quest, for example, has twice as many non-T levels as the
 
Valkyrie quest), so if the decision is made separately for
 
each role now, this will not represent a significant change
 
of policy.  Also, this proposal is long enough without
 
adding to it by addressing quest-specific issues.
 
 
 
Sokoban is an interesting case, because on the one hand it
 
is a branch (and theoretically an optional one at that), and
 
so it would never need to be traversed, especially once it
 
is completed.  In some ways, it is perhaps the single most
 
obvious case where the non-teleport restriction is crucial
 
to a game mechanic, and so it makes sense that the entire
 
branch is categorically non-teleport.  On the other hand, a
 
lot of players like to put a stash there, and so they do end
 
up traversing it (or portions of it) repeatedly.  On the
 
gripping hand, some players like to take advantage of its
 
non-teleport status for dealing with certain kinds of
 
monsters (e.g., unicorns).  Also, the levels are small
 
enough that traversing them on foot (once the boulders have
 
been dealt with) is easy.  Additionally, there's no boss
 
monster, so the "take away the restriction when the boss is
 
killed" mechanic does not fit here.  An additional mechanic
 
would be needed, unique to Sokoban, for removing each
 
level's non-teleport restriction when the puzzle is
 
completed.  There are arguments to be made either way,
 
but on the whole I think my preference is for the whole
 
of Sokoban to remain permanently non-teleport.
 
 
 
Fort Ludios fundamentally doesn't matter at all, because
 
nobody ever traverses it more than a couple of times (to
 
carry out the loot) once Croesus is dead.  Plus, of the
 
optional branches, Ludios is by far the most genuinely
 
optional.  I suppose since we already need (for the sake of
 
the demon lairs if nothing else) to implement levels that
 
lose the non-teleport restriction when a boss is killed,
 
adding this feature to Fort Ludios does no harm, so we may
 
as well.  (Croesus, of course, is the boss here.)
 
 
 
Vlad's Tower, likewise, is seldom traversed repeatedly;
 
additionally, it is small enough not to be a very big deal,
 
but for the sake of consistency it should probably lose the
 
non-teleport restriction when Vlad is killed.  I can't think
 
of any compelling reason NOT to do this.
 
 
 
=== Non-Bones Levels ===
 
 
 
The bones option now has three settings:
 
* 0 means never load bones
 
* 1 means load bones on most eligible levels (default)
 
* 2 means load bones on all eligible levels
 
 
 
The default bones setting, 1, is very similar to 3.4.3.
 
Personally, as a player, I would set this option to 2,
 
because I feel that bones make the game more fun, even if
 
they do sometimes also make it harder.  But I am fully aware
 
that many players would not want important levels to be
 
messed up by bones, which is why I propose splitting the
 
setting to 0=never, 1=usually, 2=even on important levels,
 
with 1 being the default.
 
 
 
The following levels are never saved or loaded as bones,
 
regardless of how the bones option is set:
 
* Levels 1-2 in the Dungeons of Doom
 
* Quest Home (probably)
 
* Quest Goal
 
* Terminus (maybe)
 
* Vlad's Tower, top (probably)
 
* Wizard's Tower, top
 
* Vibrating Square Level
 
* Moloch's Sanctum
 
* Astral Plane (probably)
 
 
 
The following levels are never loaded as bones; they can
 
be saved as bones, but their special feature is removed,
 
creating a normal bones level:
 
* Level with the branch stairs to the Mines
 
* Level with the branch stairs to Sokoban
 
* Level with the magic portal to the Quest
 
* Level with the magic portal to Fort Ludios
 
* Level with the ladder to Vlad's Tower.
 
* Fake Wizard's Tower, with portal (probably).  This means that via bones, you can get a level that looks like a Fake Tower level but is just an "extra".
 
 
 
The following levels are eligible, but bones will only ever
 
be loaded for these levels if the player sets the bones
 
option to the non-default value of 2:
 
* Level 3 in the Dungeons of Doom
 
* Minetown (probably)
 
* Mine's End
 
* all Sokoban levels
 
* Fort Ludios
 
* Quest Locate
 
* Medusa's Island
 
* Terminus (probably)
 
* Vlad's Tower, bottom
 
* Wizard's Tower, bottom
 
* Black Market
 
* Plane of Water
 
* Plane of Air
 
* Plane of Fire
 
* Plane of Earth
 
 
 
All other levels are eligible for bones, which can be
 
loaded unless the player sets the bones option to 0.
 
 
 
=== Wish Sources ===
 
 
 
The goal is to provide the player with roughly the same
 
number of wishes as in 3.4 but to spread them out more.
 
Currently I have the following:
 
 
 
Terminus (1.25ish):
 
* Castle of Yendor contains a non-rechargeable wand.
 
* Aladdin's Palace contains a magic lamp
 
* Dr. Jeckyl's Laboratory averages 40-50 smoky potions and a magic marker.
 
* Ken Arnold Memorial Library might not have any wishes, unless we want to implement a scroll of wishing; but it contains at least two magic markers
 
 
 
Upper Gehennom (0.5):
 
* The Garden of Temptation (present in 50% of games) contains a (submerged) magic lamp.
 
 
 
Middle Gehennom (1):
 
* Demogorgon's Bayou Village contains a magic lamp
 
 
 
Lower Gehennom (1+):
 
* The Black Market is likely about as good as a wish.
 
* One Fake Tower has a magic lamp (the other has a portal).
 
 
 
Wizard's Tower (1):
 
* The Wizard of Yendor, the first time he appears, carries a magic lamp and two markers.
 
 
 
It is tempting to also add a second wand in the very late
 
game (perhaps in the Sanctum, or have Rodney drop it the
 
second or third or fourth time he is killed).  The reasoning
 
here would be to provide "emergency wishes" for use on the
 
five Planes, when spending multiple turns rubbing might be
 
out of the question.  However, I am not sure whether this
 
is necessary or even a good idea.
 
 
 
== Closing Remarks ==
 
 
 
I have not, in this proposal, attempted to reddress every
 
problem with the game.  Several things that are quite
 
thoroughly broken are not addressed here at all.  The
 
player's alignment record, for example, was clearly supposed
 
to be a significant factor in the game, but in practice its
 
only real impact is to place a lower bound on speed runs.
 
The need to eat is intended to force the player deeper into
 
the dungeon as food supplies run low, but in practice it
 
only ever does this in the very earliest part of the game,
 
because later on food is essentially infinite.  (If you want
 
to see a roguelike that gets this *right*, play a few games
 
of Brogue.  The specific way in which it is handled in
 
Brogue is not applicable to NetHack, because the two games
 
are different in a number of other ways; but the fact that
 
another game does get this right demonstrates that it is
 
possible.)  The manner in which score is kept is arbitrary
 
to an extent that makes score almost entirely meaningless.
 
 
 
Perhaps the worst of all is the difficulty curve, which is
 
entirely the wrong shape, almost exactly the opposite of
 
what it should be.  The problem with game difficulty is not
 
that it is too hard, nor that it is too easy, but rather
 
that the most difficult part of the game is the first part,
 
and the easiest part is very late.  Games are supposed to
 
get more difficult as you progress through from beginning to
 
end (and merely surviving any given portion by the skin of
 
your teeth, using up all available resources, is supposed to
 
make subsequent parts even harder, so that as a player's
 
skill progresses he gets better at the parts of the game he
 
has already seen and thus more able to face subsequent
 
portions, allowing him to make more and more progress), but
 
NetHack gets very much easier as the game progresses (and so
 
many new NetHack players make very little apparent progress
 
in terms of the dungeon depth they usually reach until, all
 
of a sudden, they have a "lucky game" wherein they don't die
 
in the early game and in many cases go on to ascend the
 
first time they ever get past about quest depth; and then
 
like as not their very next game they die on dungeon level
 
three or four, which seems to imply that skill is barely
 
relevant at all, to how far a player can get, although of
 
course experienced players know that skill is in fact highly
 
relevant to how frequently a player can reach the end game;
 
nonetheless, the difficulty curve clearly needs work).
 
 
 
The failure to address these concerns is not an oversight.
 
I have not addressed them because I believe the solutions
 
would primarily consist of changes to other aspects of the
 
game than dungeon and level design.  Thus, they are beyond
 
the scope of this document.  I also believe that fixing most
 
of these problems is a more difficult problem than merely
 
overhauling the dungeon and level design, and so they can
 
reasonably be postponed until after the dungeon overhaul is
 
implemented, on the low-hanging-fruit principle.
 
 
 
With that said, there remain several things in this proposal
 
that I am still personally rather disatisfied about.
 
 
 
The worst of these, in my view, is Asmodeus' Lair (both
 
versions, but especially the one that is similar to his old
 
lair from 3.4.3).  Baalzebub's Fortress (again, both
 
versions) is only a little better.  It is my sincere hope
 
that someone else's proposal will contain something better
 
for these lairs, ideally something that would actually be
 
genuinely interesting to play through.  The Fire Pits branch
 
is not meant to be as exciting as the Swamp of Death (since
 
for balance reasons it is intended to be less challenging),
 
but I would like it to be at least a little interesting, and
 
I am not sure my proposal for the first demon lair in the
 
branch achieves as much of that as would be ideal.
 
 
 
I am also concerned about the Wizard's Tower.  I believe it
 
needed a lot of revision, and I have done a little.  I feel
 
that I have made only incremental improvements to the
 
individual levels in the Tower, when a more qualitative
 
improvement to the entire thing would have been better.
 
Again, I am hoping someone else can pick up the slack.
 
 
 
My design for the Black Market is tentative and incomplete
 
and in need of review.  Careful consideration should be
 
given to what does and doesn't work in variants that already
 
have a Black Market (particularly Slash'em and Un),
 
something I am not in a position to evaluate, never having
 
reached the Black Market in any variant that has it.
 
 
 
With a fresh perspective, you may spot other weaknesses in
 
various aspects of my proposal, but these are the ones that
 
I am keenly aware of myself.
 
 
 
I am looking forward to revising the thing after seeing
 
what some other people have come up with, and I hope that
 
at least some portion of this document proves useful.
 
 
 
== Proposed Levels ==
 
 
 
=== Minetown Level Changes ===
 
 
 
Most of the changes here are intended to make the various
 
versions of Minetown more meaningfully distinct from one
 
another.
 
 
 
In terms of Minetown's overall role in the dungeon as a
 
whole, very little has changed, apart from converting the
 
areas outside the town proper from rooms to caverns.
 
(Implementation-wise, this can be done by generating a
 
normal cavern map sans stairs, then overwriting the central
 
portion of it with the embedded town and placing the stairs
 
in the areas outside the town.  Finally, each section of
 
outer town wall edged by a contiguous line of open floor
 
gets exactly one door.)
 
 
 
As discussed previously, doors in all versions of Minetown
 
are considered to be "well-oiled", meaning that you can't
 
hear a door open and thus know there's a door before you see
 
it.  This change is intended to make Minetown less instantly
 
recognizable when arriving via the stairs.  (However,
 
checking via telepathy, if you have the ability to do so,
 
will still show the shopkeepers and aligned priest.)
 
 
 
==== Frontier Town ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
---------------------------------
 
|...............................|
 
|.------------.....------------.|
 
|.|...|...|..|.....+..|...|...|.|
 
|.|.1.|...|.2|.....+..|.4.|.h.|.|
 
|.|...|...|..|.....+..|...|...|.|
 
|.|...|...|++-.....----+++-+++-.|
 
|.-+++-+++-.....................|
 
|.............{......{..........|
 
|.-+++-+++-....-++++-...........|
 
|.|...|...|---.|...h|.----++++-.|
 
|.|...|...|..+.|....|.+..|....|.|
 
|.|.3.|...|.h+.|.@_.|.+..|....|.|
 
|.|...|...|..+.|....|.+..|....|.|
 
|.------------.------.---------.|
 
|...............................|
 
---------------------------------
 
</replacecharsblock></div>
 
# general store, now guaranteed.
 
# deli, now only a 50% chance
 
# tool shop, now guaranteed.
 
# light shop, guaranteed
 
 
 
Instead of the eight guaranteed gnomish monsters (five in
 
guaranteed positions, three random) and one dwarf, Frontier
 
Town now features three random G in random positions, two
 
dwarves and a dwarf lord in the marked positions, one
 
randomly-positioned hobbit within the town, and two random h
 
outside the above mapped area.  The dwarf lord is the h in
 
the room to the west of the temple.
 
 
 
As discussed previously, the area outside the shown map is
 
now cavern-like, rather than rooms and corridors.
 
 
 
The guaranteed dwarf starting in the temple means Frontier
 
Town now has a higher than average chance of dug-out temple
 
walls, making it more difficult to lock monsters out of the
 
temple in this variant.  The chance of a deli has also been
 
reduced.  To compensate for these things, the area outside
 
the map contains a guaranteed oil lamp and a cursed
 
touchstone (both positioned randomly), and the tool shop is
 
now guaranteed.
 
 
 
There are now only two watchmen (compared to four before),
 
and there is still one watch captain.  The flavor explanation
 
is that, being a frontier town, this one is still getting
 
established and can't afford to hire as many watchmen.  It's
 
also harder to keep perishable goods stocked on the frontier,
 
hence the reduced chance of a deli.  Of course, frontier
 
pioneers always need tools, so there has to be a tool shop.
 
 
 
==== Town Square ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
---------------------------------
 
|.+..|..|..+....+..|..|..|G.+...|
 
|.+..|..|..+....+..|..|..|..+...|
 
|.----++----....----++-++----...|
 
|...............................|
 
|.-++----++-.......-++++-+++-...|
 
|.|..|..|..|......{|.GG.|...|...|
 
|.|..|..|.G|.......|....|...|...|
 
|.----++----.......|.@_.|.4.|...|
 
|.............{....|....|...|...|
 
|.------+++------.----------|...|
 
|.+....|...|....+.+....|....+...|
 
|.+.1..|.G.|.2..+.+.G..|.3..+...|
 
|.+....|...|....+.+....|....+...|
 
|.---------------.-----------...|
 
|...............................|
 
---------------------------------
 
</replacecharsblock></div>
 
# general store, now guaranteed
 
# light shop, guaranteed
 
# tool shop, 90% chance
 
# deli, 90% chance
 
 
 
As discussed previously, the area outside the shown map is
 
now cavern-like, rather than rooms and corridors.
 
 
 
Other than that, Town Square is largely unchanged from
 
version 3.4.3.  The two G in the temple are Gnomish wizards,
 
the one in the room south of the temple is a Gnome lord, and
 
the other marked G are Gnomes.  There are three more Gnomes
 
and a dwarf outside the mapped area.
 
 
 
As before, there are four watchmen and a watch captain.
 
 
 
==== Alley Town ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
---------------------------------
 
|...............................|
 
|.----....-----.----+--..-----..|
 
|.|..|---.|.@.+.+..|..|..|...|..|
 
|.|..|..|.|._.+.+..|..|..|.2.|..|
 
|.-++|1.|.|.GG+.--------.|...|..|
 
|....|..|.|...+....+...|.-+++-..|
 
|.{..-++-.----|....+.3.|........|
 
|..........+..|++-.-----..-----.|
 
|....-++-..+..|..|........+...|.|
 
|.-++|..|.----|..|+++-....+.6.|.|
 
|.|..|..|.+...|--|...|---.-----.|
 
|.|..|---.+.4.|..|.5.|..+.......|
 
|.|..|....+...|..|...|..+.......|
 
|.----....-----+---------.....{.|
 
|...............................|
 
---------------------------------
 
</replacecharsblock></div>
 
# tool shop, 30% chance
 
# light shop, guaranteed
 
# wand shop, now 80% chance
 
# general store, guaranteed
 
# tool shop, 40% chance
 
# deli, now only 50% chance
 
 
 
As discussed previously, the area outside the shown map is
 
now cavern-like, rather than rooms and corridors.
 
 
 
The chance for the wand shop to exist has increased, because
 
this is the major key thing differentiating this version of
 
Minetown from the others.  To compensate for this, the level
 
now features two small groups of random a and one small
 
group of soldier ants, all of which can be either inside or
 
outside the town, at random.  The two G in the temple are
 
Gnomish wizards, as before.  The three Gnomes that were
 
previously guaranteed in specific rooms are gone, and the
 
Gnome lord is positioned randomly within the town.  The area
 
outside the map still has three Gnomes and a dwarf.
 
 
 
To compensate for the reduced chance of the deli, there are
 
now 2-3 "custom fruit" (slime molds by default) positioned
 
at random anywhere on the level.
 
 
 
As before, there are four watchmen and a watch captain.
 
 
 
==== College Town ====
 
College town, with its guaranteed book shop, is deemed to
 
already be adequately differentiated.  Also, the ability to
 
price-check scrolls in the book shop allows scrolls of
 
identify to be identified, starting the process of item
 
identification; thus, the general store does not need to
 
have its chance-to-exist increased to 100% as we have done
 
with the other Minetown levels.  Consequently, I do not
 
propose any changes to College Town, except that the area
 
outside the shown map is now cavern-like, rather than rooms
 
and corridors, as previously discussed.  Apart from that,
 
College Town is unchanged from version 3.4.3.
 
 
 
==== Grotto Town ====
 
Grotto Town is deemed to be already adequately
 
differentiated and does not need to change at all.
 
 
 
==== Bustling Town ====
 
Bustling Town is deemed to be already adequately
 
differentiated and does not need to change at all.
 
 
 
==== Bazaar Town ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
--------------------------------
 
|..............................|
 
|.------++-------------..-----.|
 
|.|.7..|..|...|....|..+..+...|.|
 
|.|....|10|...|.n..|..+..+.1.|.|
 
|.-++++---|.G.|+------|d.+...|.|
 
|......|9.|...|.|.G|..|.-----|.|
 
|.----.|..|+++-.|..|2.|.+....|.|
 
|.|..+.-++-..{..-++|..|.+.@_.|.|
 
|.|.d+.......d.....-++-.+GG..|.|
 
|.|---+++-.----++-......+....|.|
 
|.|..|...|.+G.|..|++++-------|.|
 
|.|3.|.4.|.+..|5.|....|#.|6..+.|
 
|.|..|...|.---|..|.8..|..|...+.|
 
|.-++-----..{.---------++-----.|
 
|..............................|
 
--------------------------------
 
</replacecharsblock></div>
 
A bazaar is a gathering of many vendors, so we differentiate
 
the bazaar town by increasing the number of shops possible:
 
# tool shop, 30% chance
 
# deli, 50% chance
 
# tool shop, 50% chance
 
# light shop, guaranteed
 
# general store, now guaranteed
 
# deli, 50% chance
 
# armor shop, 30% chance (new)
 
# weapon shop, 30% chance (new)
 
# jewelry shop, 15% chance (new)
 
# scroll shop, 10% chance (new)
 
 
 
Increasing the chance of the general store from 60% to 100%
 
makes this level significantly more shop-rich.  The added
 
small chances of armor, weapons, jewelry, and scroll shops,
 
while further differentiating this level from the others,
 
also exacerbate this shop-richness.  To compensate for this,
 
the level is also made richer in difficulty, by adding some
 
extra monsters.  In addition to the five marked G and one
 
marked n (which are the same as in 3.4.3) and the monkeys
 
(also unchanged), the town now contains two more n, randomly
 
positioned, and three winter wolves (marked as d).  The area
 
outside the map still contains three Gnomes, but the dwarf
 
has been upgraded to a dwarf lord.
 
 
 
As discussed previously, the area outside the shown map is
 
now cavern-like, rather than rooms and corridors.
 
 
 
=== Mine's End Levels ===
 
 
 
==== The Mimic of the Mines ====
 
 
 
The Mimic of the Mines has been enhanced so that it is more
 
in keeping with the other Mine's End levels, in terms of
 
both the degree of danger and also the amount of loot.
 
 
 
The map itself is unchanged, except that the position of the
 
up stair is now randomized: the stairs can be placed on any
 
non-trapped floor tile that has at least three adjacent
 
floor tiles.
 
 
 
Four of the seven "secret" places will now each contain a
 
different type of gray stone, so that all four types are
 
represented; each of these spots will also have some gems. 
 
The remaining three spots will have mimics.  Which place
 
is which remains random as before. 
 
 
 
The level now also contains three randomly-positioned mimics,
 
a tinning kit, 50% chance of a horn of plenty, three random
 
tools, eight random items, and a 75% chance of a polymorph
 
trap (randomly positioned), in addition to everything that
 
was there in version 3.4.3.
 
 
 
==== The Gnome King's Wine Cellar ====
 
 
 
This level is unchanged from version 3.4.3.  It still
 
contains the six potions of booze, a potion of object
 
detection, two random potions, and so on and so forth.
 
 
 
==== The Catacombs ====
 
 
 
This level is unchanged from version 3.4.3.  It still
 
contains the five random scrolls, four random spellbooks,
 
and everything else that it had before.
 
 
 
==== The Gnomish Sewer ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
                                        }}}                  }}        }
 
  }      }} }        ##            }}}} }#}    }}} }}      }#####}}  #}
 
  }}      #}}## ##}} #  ##  ##}}}}#######}}}  }  #}    }}#    ##}}}#  }
 
  }        #}  }}} ###    }} }}}####}}    ###}}  #} }}  ###  ##  }#  #}}
 
  ##      #}      }  #####}}###            }}##}}} ######}      }}  }}#}
 
  #}  ##}}}      }    # ##}      }}    #}  ####    ;####  }}}  #}  }#}
 
  }#  #}}}}            #    #}    }###}###}                ####}}##}#  }#
 
  }##}}  # }    } ;    #    ### }# }}# }}###}      #    ##    ##}}  #}#
 
  }#      #}    } }}#        #####}    }#  }}###}###    #        }}  }#
 
  } ###  ##  ##    }#    }} ### #}    }}    }}#}}          #####}}}}#}
 
}#  #### }######    }}  }#    } #}}}###}}#    }  }}####  ### }}}}#### }}
 
#    #####  }###  ###} }#      #}####}  ##}}  }}####    ##  }}  #}  }#  }
 
}#      }    }} }}} #}      ###}}}  }}}  }}####        }}#    #}  }#}
 
  }#      #      } ###}#}    #  }#  }}  }}##}}      }}}}##}}    }#  }#}
 
  }}    }##}}    }#}  }#  ##}} }#  }} ###}###}}}# }}  #  ###  }##  }#
 
    }    }#  ##}}}  }##  }##}}}    }# } #    }}####}}    #    }#}} }##}}#
 
    #  }}    ###}}  }}##}}        #}##    #}#}}}}# }}}##      }##} }#} #
 
  #}#    }###}  ### ###}}#    }    }#} #  #}}}}  #}}}#}}#    #}}#  }#}}#
 
  #} }#}  ##}}      }}}}}  }##}}  } }  }}}#}#}}      ###}} ;#  #}  #  }}#}
 
#}    }}#}        }} }    }}###}  }}### }#}          #}} }}}}# }}}# }}
 
  #}}    }      }}}}        }}}#####}}}  #}}}}      }}  }}}  }}  }#}
 
        }        }}              }}}  }}}}#  }}  }}}      }}  }}}  }
 
</replacecharsblock></div>
 
 
 
The entire level is dark.  The three spots marked ; are deep
 
water and contain electric eels; one of them also contains a
 
(submerged) wand of cold, which can be fetched in any of the
 
usual ways for getting things out of water.  The luckstone
 
and the loadstone (one each) and the gemstones and glass
 
(similar amounts to the other Mine's End levels) are all
 
positioned randomly, along with several piles of coins,
 
seven random rings, four random objects, a rotted pair of
 
high boots, three rust traps, six random traps, six sewer
 
rats, three random r, two shriekers, four random F, four
 
random S, two crocodiles (or if they can be called
 
"aligators" so much the better), at least six and possibly
 
as many as nine random ; (positioned in water but otherwise
 
at random), a 50% chance of a chameleon, a 75% chance of a
 
purple worm, and a 5% chance of a gremlin.  The up stair can
 
also be positioned randomly.  The random ; try to respect
 
difficulty level when the level is generated, to the extent
 
that this is possible.
 
 
 
Some of the random gems and glass, and maybe some of the
 
gold, can be embedded in rock.  I'm tempted to say that some
 
of the randomly-positioned objects (especially the rings)
 
can be submerged in random water tiles if the RNG happens to
 
plonk them there, but that's negotiable.  Flavor-wise it
 
seems almost mandatory, but I'm not sure whether it would be
 
balanced from a gameplay perspective, which is more important.
 
 
 
==== The Bottom of the Barrel ====
 
 
 
The fifth version of Mine's End is based on a randomly
 
generated map (using the same algorithm as filler levels in
 
the Mines), but with no down stair.  The level contains a
 
luckstone, a touchstone, a loadstone, two random potions,
 
two random scrolls, one random book, one random wand, two
 
random rings, three random tools, eight random gems, a
 
tattered cape, a +2 elven mithril coat, two chests (with
 
normal random chest contents), two boulders, two statues,
 
ten random traps, three chameleons, eight monkeys, twelve
 
random monsters, and a fountain, all positioned randomly.
 
 
 
Teleport is permitted.  The floor is of course undiggable.
 
 
 
=== Sokoban Levels ===
 
 
 
==== Sokoban Level 1C ("Boomerang Boulders") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
        ----
 
---------..---
 
|.0.0....0...---
 
|.......|0..0..|
 
---------|....0.|
 
|.^^^^^^<|...0..|
 
|.^------|-.-----
 
--^^^.0..|.0...|
 
|??|0.>....00.|
 
---|....|.....|
 
    ------------
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 1D ("Easy Peasey") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
  ------  ----
 
  |....-----??|
 
  |...0^^^^^^.|
 
  |..0.------^|
 
  |.0..0..0.|^|
 
--0....0...|^|
 
|...0....0.|<|
 
|.>..|.-------
 
------.|...|
 
  |.........|
 
  --.0..|.0.|
 
  ---..|...|
 
    --------
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 1E ("First Things First") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
---------------
 
|.....|.....|<|
 
|.>..0|.0.0.|^|
 
|.....|0.0..|^|
 
|.0..0......|^|
 
|--.--|0..0.|^|
 
|...0.|.....|^|
 
|.....-------^|
 
|.0.0....^^^^.|
 
-----...----??|
 
    -----  ----
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 2C ("Fly on the Wall") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
                      ----
 
    -------------------..|
 
----........^^^^^^^^^^^^--
 
|......--00.----------.^.|
 
|.0.--..0..--        |..^|
 
|0.0--00.0.|        --|^|
 
|.00..0....--  --------|+|
 
|......0.0.>|  |.........|
 
--0----------  |.........|
 
  |..|          |....<....|
 
--..-------    |.........|
 
|.0.0.0...|    |.........|
 
|.........|    -----------
 
-----------
 
</replacecharsblock></div>
 
(Yes, one of the boulders can't be moved to the pits.)
 
 
 
==== Sokoban Level 2D ("Boulder Halls of Zim") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
                -----------
 
  ---------    |.........|
 
  --.......|    |.........|
 
  |..0.0.0.--  |.........|
 
  ---..---..|  |.........|
 
    |..| |..|  |....<....|
 
----.----.0|  |.........|
 
|.0.0.0.|..|  |.........|
 
|........00|  |.........|
 
|.0.0.0.0..-------------+|
 
--.....--..^^^^^^^^^^^^^.|
 
  --.0...------------------
 
  ---.>...|
 
    -------
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 2E ("Two-Phase") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
----------
 
|........|
 
|........|------------
 
|...<....|..>..|.....-----
 
|........|.0.0.|..0.0....|
 
|........|0.0.0|.0..0..0.|
 
-------+--.---.----.----.|
 
|..^^.|^|....-..| |...0..|
 
|.^|..|^|.....0.---......|
 
--^|m.0^|.0...-....0.....|
 
  |^|....|.---...---.------
 
  |^------.0..........|
 
  |..^^^^^.......------
 
  |..-------------
 
  ----
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 3C ("Bring 'em on Down") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
---------------  -----------
 
|.............|  |.........|
 
|....0..|0..0.|  |.........|
 
|.0..----.0.0.|  |.........|
 
|---..........|  |....<....|
 
|..0..0.|0.00.|  |.........|
 
|.0.0...|.....|  |.........|
 
|....0---------  |.........|
 
|.0..0.0.|        |.........|
 
|.0.0.0..------------------+|
 
----..>..^^^^^^^^^^^^^^^^^^.|
 
    --------------------------
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 3D ("Slot Machine") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
--------------------
 
|..|.....|.|.......|
 
|.0|..|.0..|.......|
 
|..|.0|..|.|.......|
 
|.....|0.|.|...<...|
 
--0|0.|..|.|.......|
 
  |.|..0.0|.|.......|
 
  |.|.0.....|.......|
 
  |.0...>.---------.|
 
  |..0..0.|      |.|
 
  --0.0------------+|
 
  |...^^^^^^^^^^^^.|
 
  ------------------
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 3E ("Through the Cracks") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
---------------------
 
--....||...........+.|
 
|..00.||...........|^|
 
|.0...||..<........|^|
 
|.0..--|...........|^|
 
---0-- |...........|^|
 
|..---------------|^|
 
|...0...0....0..0.|^|
 
|..0...0.-..0..0..|^|
 
--.---..---.--.0.>.|^|
 
|.0--.0---.0--0-----^|
 
|.............^^^^^^^|
 
-------------------..|
 
                  ----
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 4C ("Open at the Top") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
------------------    ----
 
|................------..|
 
|................^^^^^^^.|
 
|--.------------.-------^|
 
|..0..|.....|....|    |^|
 
|....0|0..0..0...|    |^|
 
|.0..0.......-----    |^|
 
|.....|.00.00|        |^|
 
|....0--.....|        |^|
 
-----.--------  ------|^|
 
  |....0....|  --|.....|^|
 
  |.00..0.0.|  |.+.....|^|
 
  |-.----...|  |-|.....|^|
 
  |..0...0.--  |.+.....+.|
 
  |.>...0..|    |-|.....|--
 
  |.....----    |.+.....|
 
  -------      --|.....|
 
                  -------
 
</replacecharsblock></div>
 
 
 
==== Sokoban Level 4D ("Collecting Marbles") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
  ------------------------
 
  |..^^^^^^^^^^^^^^^^^^..|
 
  |..-------------------.|
 
----.--  ----        |.|
 
|.0...-----..|        |.|
 
|......0..00.|        |.|
 
--.0.....|.0.|        |.|
 
  --....0.|...|        |.|
 
  |0----.--.-|  ------|.|
 
  --.0.--..0..| --|.....|.|
 
  |...........| |.+.....|.|
 
  |0.0---.--.-| |-|.....|.|
 
  |...|.0..0..| |.+.....+.|
 
--.---..0..0.| |-|.....|--
 
|.0..0.0.0.0.| |.+.....|
 
|.>..|.......| --|.....|
 
--------------  -------
 
</replacecharsblock></div>
 
 
 
Note that I do not expect both 4C ("Open at the Top") and 4D
 
("Collecting Marbles") to be used, unless someone can think
 
of a fourth prize that balances reasonably against the first
 
three (amulet of reflection, bag of holding, ring of
 
polymorph control).  Additionally, it may be suitable to
 
rename whichever of them is chosen to reflect the prize it
 
holds (the ring of polymorph control), e.g., the level could
 
be named "Everything Under Control".
 
 
 
=== Medusa's Island ===
 
 
 
==== Medusa's Island A ("The Squeaky Boards of Medusa") ====
 
The map is the same as the first version of Medusa's Island
 
in version 3.4 (the one with the I-shaped building in the
 
middle), but the statue of Perseus is now guaranteed to
 
contain the shield, sack, and scimitar.  The levitation
 
boots are still present only 25% of the time, as before.
 
This is the easiest version of Medusa's Island and so has
 
the lowest probability of levitation boots.  As mentioned
 
earlier, the random statues now have the usual chance any
 
random statue would have of containing a spellbook.
 
 
 
==== Medusa's Island B ("Titan Hall") ====
 
The map is the same as in version 3.4, but the statue of
 
Perseus is now guaranteed to contain the shield, the
 
scimitar, and the sack.  The levitation boots are still only
 
present 75% of the time, as before.  For non-lawfuls, this
 
is probably the hardest version of the Island, and so it has
 
the highest probability of levitation boots.  As mentioned
 
earlier, the random statues now have the usual chance any
 
random statue would have of containing a spellbook.
 
 
 
==== Medusa's Island C ("Medusa and the Storm Giants") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}}}.....}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}....<....}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}........}}}}}}}}}}}}}}}}}}}}}
 
}}}.......}}}}}}}}..}}}}}}}}.}}}}}}.}}}}}}}....----------------------}}}}}}
 
}}}}}....}}}}}}}}....}}}}}}...}}}.}}.}}}}}}}}..|....|.|.............|}}}}}}
 
}}}}}}}}}}}}}}}}}}}.}}}}}}}}....}}}}}}}}}}.}}}.|.1..+.+.....6.......|.}}}}}
 
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}..}}}}}}}}}}}..}}}S....|.|.............|.}}}}}
 
}}}}}}}}}..}}}}}}}}}}}..}}}}}}.}}}}}.}}}.}}}}}.|....|.----------+-S--}}}}}}
 
}}}}}}}}}}.}}}}}}}}}}....}}}}}}}}}}..}}}}}}}-----+---............|..}}.}}}}
 
}}}}}}}}}}}}}}}}}}}}}..}}}}}}}}}}}}.}}}}}}}.|.....|..............|.}}}}.}}}
 
}}}}}}}}}}..}}}}}}}}}}}}}}}}}}..}}}}.}}}}}..|...2.|..@.......>...|.}}}...}}
 
}}}}}}}}}.....}}}}..}}}}}}}}}....}}}...}}}..|.....|..............|..}}}}.}}
 
}}}}}}}}}}}..}}}}}}}}}}}}}}}}}}..}}}}.}}}}..|.....|..............|...}}}}}}
 
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.-----+-------+----...|....}}}}}
 
}}}}}}}}}}}}}}}}}.}}}}}}}...}}}}}}}}}}}}}}}}...|....|........|-------.}}}}}
 
}}}}.}}}}}}}}}}....}}}}}}}.}}}}}}}..}}}}}}}}}}.S....|....4...|......|.}}}}}
 
}}}....}}}}}}}}}..}}}}}}}}}}}}}}}.....}}}}}}}}.|..3.+........+...5..S.}}}}}
 
}}}}}.}}}}}}}}}}.}}}}}}}}}}}}}}}}}}..}}}}}}}}}}|....|........|......|}}.}}}
 
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}----------------------}}}}}}
 
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
</replacecharsblock></div>
 
 
 
The walls are undiggable, but the floor is normal.  Medusa
 
is standing on a random engraving at the point marked @,
 
surrounded by the random statues and the statue of Perseus.
 
Rooms 1, 3, and 5 each contain a storm giant and two nymphs;
 
these storm giants each have a 50% chance to get a wand of
 
lightning or, failing that, an 80% chance of a random wand;
 
this is in addition to whatever inventory they get normally.
 
Room 2 contains a chest (with normal random chest contents)
 
and two random monsters.  Room 4 contains a scroll of earth.
 
Room 6 contains three cockatrices (near the middle of the
 
room), a couple of wands of striking, and a collection of
 
sleeping Yendorian army troops; all three of the doors to
 
this room are generated locked.  The water contains the
 
usual collection of aquatic monsters (similar to the other
 
Medusa's Island levels), and the level also contains several
 
random monsters.  The statue of Perseus contains a shield of
 
reflection, an oilskin sack, a blessed +2 scimitar, and
 
possibly levitation boots (50% chance for the boots).
 
 
 
==== Medusa's Island D ("Dances with Demiliches") ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}}...}}}}}}}}}}}}}}}}}}}}}}..]}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}..<..}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}}......}}}}}}}}}}.}}}}}}}}}...............}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}}}}...}}}}}}}}}}...}}}}.....-------------.....}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}..}}}}}}}}}}}}}}}}}}}.....0.|..|.....|..|.0.....}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}}.}.}}.}}}}}}}}}}}}}........|..+.....+..|........}}}}}}}}}}}}}}}}}}}.}}}}
 
}}}}}..}}}}.}}}}}}}.}...0.....|..|.....|..|....0....}}}}}}}}}}}}}}}}}...}}}
 
}}}}}}}}}}...}}}}}.}.---------|..|.....|..|---------.}}}}}}}}}}}}}}}}}}}.}}
 
}}}}}}}}...}}}}}}}}..|........|..|.....|..|........|..}}}}}}}}}.}}..}}}}}}}
 
}}}}}}}}}}}}}}}}}}}..+........+..|..>..|..+........+..}}}}}}}}...}}}}}}}}}}
 
}}}}}}}}}}}..}}}}}}..|........|..|.....|..|........|..}}}}}}}}}.}}}}}}}}}}}
 
}}}}...}}}}}}}}}.}}}.---------|..|.....|..|---------.}}}}}}}}}}}}}}}}}}}}}}
 
}}}}}.}}}}}}}}}}.}}}}.........|..|.....|..|.....0...}}.}}}.}}}}}}}}}}}}}}}}
 
}}}}}}}}}.}}}}.}}}}..}...0....|..+.....+..|........}}}}}}..}}}}}}}}}}}}}}}}
 
}}}}}}}}...}}}}}}}}}}}}.....0.|..|.....|..|..0....}}}}}}}}}.}}}}}}}}}}}}}}}
 
}}}}}}}}}}.}}}}}}}}}}}}}}.....-------------.....}}}}}}}.}}}}}}}}}}}}}}}}}}}
 
}}}}.}}}}}}}}}}..}}}}}}}}}}}}...............}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}}}}}}}}}}}}}}}
 
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
 
</replacecharsblock></div>
 
 
 
The walls are undiggable, but the floor is normal.  Medusa
 
is standing on the down stairs, surrounded by the random
 
statues, the statue of Persues, two statue traps, two water
 
nymphs, and two cockatrices.  The entry rooms at the east
 
and west ends of the building each contain two centaurs and
 
a demilich with a wand of sleep, fire, cold, or lightning
 
(equal chance of each type).  The long narrow rooms to each
 
side of Medusa's room each contain ten random monsters and
 
five almost-random traps, which cannot be trapdoors, pits,
 
levelporters, or holes.  The water contains the usual
 
collection of aquatic monsters (similar to the other
 
Medusa's Island levels), and the level also contains two
 
dragons of random color and several additional random
 
monsters that can be placed anywhere.  The statue of Perseus
 
contains a shield of reflection, a sack, a blessed +2
 
scimitar, and a 50% chance of levitation boots.
 
 
 
=== Terminus ===
 
 
 
==== The Castle of Yendor ====
 
The Castle of Yendor is very similar to the Castle in
 
version 3.4.3.  The most notable change is that, since wands
 
of wishing cannot be recharged, you get 2-4 wishes from the
 
Castle wand instead of the 5-7 you get in previous versions.
 
 
 
==== Aladdin's Palace ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
-----------------------------------------------------------------------------
 
|......}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.....|
 
|...}}}}}}}}}}}}}}}}}}}}}D}}}}}}}}}}}}}}}}}}}}}}}}}D}}}}}}}}}}}}}}}}}}}}}}..|
 
|.}}}}}}}}D}}}}}-------}}}}}-------}}}J}}}-------}}}}}-------}}}D}}}}}}}}}}}|
 
|}}}}}}}}}}}}}}--.....--}}---.....---}}}---.....---}}--.....--}}}}}}}}}}}}}}|
 
|}}}}}}---}}}}}|.books.S}--.........--}--.........--}S.tools.|}}}}}---}}}}}}|
 
|}}}}---.---}}}--.....--}|.barracks..S.S..barracks.|}--.....--}}}---.---}}}}|
 
|}}}--.....--}-----+-----------+-------------+-----------+-----}--.....--}}}|
 
|}---.......--|........X.|.@.......@..(..@.......@.|.X........|--.......---}|
 
|}|...west....+..........+............\............+..........+....east...|}|
 
|}---.......--|..X.......|............&............|.......X..|--.......---}|
 
|}}}--.....--}-----+------.@.....................@.------+-----}--.....--}}}|
 
|}}}}---.---}}}--.....--}-----.................-----}--.....--}}}---.---}}}}|
 
|.}}}}}---}}}}}|.armor.|}}}}}-----..@...@..-----}}}}}|potions|}}}}}---}}}}}}|
 
|.}}}}}}}}}}}}}--.....--}}}}}}}}}-----#-----}}}}}}}}}--.....--}}}}}}}}}}}}}}|
 
|..}}}}}}}}}}}}}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}}}}}}}}}}}}}},|
 
|.....}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.......}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}....|
 
|.........}}}}}}}}}}}}}}}}}}}}}....#..<...#...}}}}}}}}}}}}}}}}}}}}}.........|
 
-----------------------------------------------------------------------------
 
</replacecharsblock></div>
 
 
 
The & is a djinn, which is guaranteed to be hostile.  The four @
 
nearest the djinn are the palace guard captains, and the other four
 
are palace guard lieutenants; all eight marked @ are guaranteed to be
 
carrying two scimitars each, in addition to whatever items their rank
 
(captain or lieutenant) would normally get.  The main room also
 
contains a mumak, a monkey, and 18 throne room monsters.  The barracks
 
are populated normally.  The chest behind the throne, and any chests
 
in the barracks, contain normal chest contents.  One of the end rooms
 
(east or west) contains a chest on burned Elbereth; this chest
 
contains gold, a dozen stacks of gems, two smoky potions, a magic
 
lamp, an amulet of life saving, two +5 rustproof scimitars, 3d3 random
 
scrolls, two random wands, and three random items.  The moat contains
 
at least a dozen random sea monsters (;).  The # to the east and west
 
of the stairs are trees, and the one in the wall is of course the
 
drawbridge.  The central hall of each wing (where the xorns are)
 
contains a trapdoor (leading to the Valley), three random traps, and
 
two additional palace guards (soldiers).  Nothing prevents the traps
 
from being in front of doors.  All floors and walls are undiggable,
 
but only the front wall is unphaseable.  I have resisted the urge to
 
add any unique named monsters to the game for this level.  They all
 
went someplace and left the djinn and palace guards in charge.
 
 
 
==== Doctor Jeckyl's Laboratory ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
-------------------------------------------------------------
 
|....|..|...................................................|
 
|.<..|.2+...................................................|
 
|....|..|...^\^....^\^.....#.....^\^....^\^.....#.....^\^...|
 
|--.-----..-----..-----..-----..-----..-----..-----..-----..|
 
|.....|.....^\^....^\^.....#.....^\^....^\^.....#.....^\^...|
 
|....#|\....................................................|
 
|.....|.....................................................|
 
|............---------......---------......---------........|
 
|.....|......|...|...|......|...|...|......|...|...|........|
 
|....#|\.....+.3.|.4.+......+.5.|.6.+......+.7.|.8.+........|
 
|.....|......|...|...|......|...|...|......|...|...|........|
 
|............---------......---------......---------........|
 
|.....|.....................................................|
 
|....#|\....^\^....^\^.....#.....^\^....^\^.....#.....^\^...|
 
|.....|....-----..-----..-----..-----..-----..-----..-----..|
 
|...........^\^....^\^.....#.....^\^....^\^.....#.....^\^...|
 
|--+--|.....................................................|
 
|..1..|.....................................................|
 
-------------------------------------------------------------
 
</replacecharsblock></div>
 
 
 
The tiles marked # are sinks, and the ones marked \ are
 
benches.  Benches are a new type of furniture.  Any object
 
sitting on a bench (if it's on the tile, it's assumed to be
 
on the bench) is out of reach for tiny monsters (except for
 
ones that can fly).  Sitting or resting on a bench provides
 
regeneration (i.e., you heal one movement point per turn),
 
but this only works on turns when you #sit or rest and only
 
as long as you remain on the bench.  Of course, benches in
 
the Laboratory are presumed to be lab benches, and each of
 
them has two or three stacks of potions (see below for
 
details).  Three of the benches also each contain one
 
tinning kit each.
 
 
 
The marked traps are fire traps (representing bunsen
 
burners).  Positioned randomly around the level are six
 
magic traps, six rust traps, four sleeping gas traps, four
 
sqeaky boards, two teleportation traps, and four trap doors,
 
which lead to the Valley.
 
 
 
Monsters wandering around the level include two mind
 
flayers, two disenchanters, four werewolves, two glass
 
golems, a flesh golem, five random golems, three skeletons,
 
six random e, two gargoyles, a winged gargoyle, two
 
doppelgangers, a salamander, a chameleon, two lizards, three
 
newts, three random S, a field worker, a physician, a thief,
 
a wizard, four humans, four random B, three random jellies,
 
four random P, six random F, two quantum mechanics, a
 
scorpion, three xans, two stalkers, a trapper, eight giant
 
rats, a little dog named Einstein, and six random monsters.
 
 
 
Room 1 contains two alchemy smocks, a can of grease, a pair
 
of mud boots, a pair of buckled boots, a pair of leather
 
gloves, and two random objects.
 
 
 
Room 2 contains two pieces of cloth, a cursed can of grease,
 
a pair of lenses, a brass lantern, a pair of riding boots,
 
and a random object.
 
 
 
Rooms 3 and 6 each contain a positively-enchanted alchemy
 
smock, a towel, 1+1d2 random books, two stacks of random
 
scrolls, a random wand, an oilskin bag, an oilskin cloak, a
 
stack of candles, and six random tins (contents of each
 
determined independently).  Additionally, room 3 contains
 
two pair of gloves and a mirror, and room 6 contains a pair
 
of hiking boots and a tin opener.
 
 
 
Rooms 4 and 8 each contain an icebox (stocked in the usual
 
way), a pair of high or low boots (equal chance of each), a
 
shirt, a stack of candles, two random scrolls, a slime mold,
 
and two random objects.  Additionally, room 4 contains a
 
wand of polymorph and a pair of jungle boots, and room 8
 
contains a wand of death and an orange.
 
 
 
Rooms 5 and 7 each contain an alchemy smock, a large box
 
(with contents according to the usual rules), a stethoscope,
 
an expensive camera, a random object, and a chest.  Each of
 
these chests contains 1d3 random books and two random tools;
 
one of these chests is on burned Elbereth and also contains
 
a magic marker.  Additionally, room 5 contains a disarmed
 
bear trap and a clove of garlic, and room 7 contains a
 
random instrument and a pair of gloves.
 
 
 
The following potions are guaranteed (with beatitude
 
according to the usual probabilities).  Most of the stacks
 
are sized according to the usual rules for stack generation,
 
but the eleven guaranteed large stacks of smoky potions have
 
2+1d3 potions in each stack.
 
* smoky - 11 stacks of 2+1d3
 
* bubbly - 4 stacks
 
* effervescent - 3 stacks
 
* milky - 1 stack
 
* water - 6 stacks
 
* acid - 4 stacks
 
* hallucination - 3 stacks
 
* gain energy - 3 stacks
 
* oil - 2 stacks
 
* healing - 2 stacks
 
* paralysis - 2 stacks
 
* speed - 1 stack
 
* see invisible - 1 stack
 
* sickness - 1 stack
 
* confusion - 1 stack
 
* restore ability - 1 stack
 
* gain ability - 1 stack
 
* gain level - 1 stack
 
* sleeping - 1 stack
 
* blindness - 1 stack
 
* invisibility - 1 stack
 
* monster detection - 1 stack
 
* levitation - 1 stack
 
* polymorph - 3 potions
 
* enlightenment - 1 potion
 
* random - 8 stacks, each of a random type
 
 
 
==== The Ken Arnold Memorial Library ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
.................#.........................................................
 
........................-----------------------------.........#............
 
....................#...|..+^|..+|+..+|+..+|+..+|+.(|......................
 
....--------------------|#.--|..+|+..+|+..+|+..+|+..|----------.......#....
 
....|???????????????????|#.+^|..+|+..+|+..+|+..+|+..|?????????-----........
 
....|...................|..---..+|+..+|+..+|+..+|+................----.....
 
....|..@...............--+--....+|+..+|+..+|+..+|+...@...............---...
 
..--|..................|........+|+..+|+..+|+..+|+.....................--..
 
..|.|.........{........|..@.....---..---..---..---.....................?|..
 
..+.+............{.....+.............................................@.?|..
 
..+.+.......{..........+...............................................?|..
 
..|.|..........{.......|..@.....---..---..---..---.....................?|..
 
..--|..................|........+|+..+|+..+|+..+|+...@.................--..
 
....|..@...............--+--....+|+..+|+..+|+..+|+...................---...
 
....|...................|..---..+|+..+|+..+|+..+|+................----.....
 
....|???????????????????|#.+^|..+|+..+|+..+|+..+|+..|?????????-----........
 
....--------------------|#.--|..+|+..+|+..+|+..+|+..|----------............
 
...............#........|..+^|..+|+..+|+..+|+..+|+.(|................#.....
 
........................-----------------------------....#.................
 
....................#......................................................
 
</replacecharsblock></div>
 
 
 
There are twelve doors, all marked +.  The rest of the tiles
 
marked + each have a 4/5 chance of a random spellbook.  The
 
ones marked ^ are holes, which lead to the Valley.  The up
 
stair is somewhere outside the building.  All walls and
 
floors are undiggable.  The # inside the building are sinks,
 
and the # outside the building are trees.  There is an
 
incubus in the room with the sinks on the north side of the
 
map and two succubi in the one on the south side of the map.
 
The tiles marked ? each contain a scroll.  The scrolls along
 
the edges of the fountain area just inside the entrance are
 
random scrolls.  The four at the very back are one each of
 
the 300zm scrolls (charging, genocide, punishment, and
 
stinking cloud).  The eighteen scrolls along the north and
 
south edges of the eastern room are one each of the other
 
eighteen types of scrolls (excluding mail).  A player who
 
identifies all of the scrolls in the library will have every
 
type of scroll identified and be able to write any scroll
 
with a marker.
 
 
 
The marked @ are Librarians, which have custom chat text.
 
They are each generated wearing a dress shirt, which can be
 
worn in the shirt slot without causing the "Tourist" problem
 
when shopping.  (Dress shirts are not generated randomly, so
 
the only ways to get one are to wish for it or take it from
 
a Librarian or find it in bones.)  Librarians are always
 
generated peaceful but may attack under the influence of
 
conflict or can be angered in most of the same ways as any
 
other peaceful monster; they hit pretty hard (in melee) for
 
this stage of the game and should be considered dangerous
 
if provoked.  Librarians may be generated with wands and
 
may be capable of spellcasting (depending on balance
 
considerations yet to be determined).  Their difficulty
 
number should probably be about 20.  They are not randomly
 
generated and so will generally only be seen here.  Unlike
 
shopkeepers, Librarians do not mind if you read the books
 
or take them with you.  (Checkouts are automatic; presumably
 
the ILS is magical in nature.  The game will be over before
 
the books are due back.)  Apart from flavor, the most
 
important function of the Librarians is to make conflict
 
a little bit dangerous to use here.
 
 
 
The library building also contains four random L, two
 
titans, two golden nagas, four vampire mages, two barrow
 
wights, three random "player character" monsters, and six
 
random traps, all positioned randomly.  Outside the library
 
there are four random dragons (or perhaps six).
 
 
 
Both of the spots marked ( have a chest.  One contains
 
random chest contents.  The other is on burned Elbereth and
 
contains a pair of lenses, 2-3 markers, an athame, and
 
possibly a scroll of wishing (see below).
 
 
 
The most flavor-appropriate way I can think of to include a
 
wish here is to add a Scroll of Wishing to the chest.  If
 
included, it would be a non-stacking (so you can't wish for
 
more than one), non-randomly-generated (and not generated by
 
polymorph) random-appearance scroll (the new label could be
 
RATSANOPU) that cannot be written (or requires prohibitively
 
many charges) and gives you one wish when read if non-cursed
 
and non-impaired.  If the scroll is cursed, you are not
 
prompted but still get a random wish item.  If you read the
 
scroll while confused, you mispronounce the magic words, and
 
a random tame monster is generated.  Whether it is worth
 
adding an item to the game simply to add a wish to this
 
level is an open question, however.  It may be that the two
 
magic markers, combined with a significant collection of
 
books and scrolls, can adequately compensate for the lack of
 
a wish.
 
 
 
=== Valley of the Dead ===
 
 
 
==== Version A ====
 
Version A is the same as the Valley level in 3.4.3:
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
----------------------------------------------------------------------------
 
|>.^S.|..|.....|  |.....-|      |................|  |......^........| |...|
 
|---|^|.--.---.|  |......--- ----..........-----.-----....---........---.-.|
 
|  |.|.|..| |.| --........| |.............|  |.......---| |-...........--|
 
|  |...S..| |.| |.grave.-----.......------|  |--------..---......------- |
 
|----------- |^| |-......| |....|...-- |...-----................----      |
 
|.....S....---.| |.......| |....|...|  |..............-----------          |
 
|.....|.|......| |.....--- |......---  |....---.......|                    |
 
|.....|.|------| |....--  --....-- |-------- ----....---------------      |
 
|.....|--......---...-|    |...--  |.......|    |..................|      |
 
|.._.......||........-|    --...|  |.......|    |...||.............|      |
 
|.....|...-||-........------....|  |.grave.---- |...||.............--    |
 
|.....|--......---...^.......--------..........| |.......---------...--    |
 
|.....| |------| |--.......--|  |.........----- -----....| |.|  |....---  |
 
|.....| |......--| ------..| |----.........|      |.--------.-- |-.....---|
 
|------ |.grave..|  |.|....| |.....----....---------...........---.........|
 
|      |........|  |...|..| |.....|  |-.............--------...........---|
 
|      --.....-----------^| |....-----.....----------    |......<..----  |
 
|        |..|..............| |.|..........|.|              |.|........|    |
 
----------------------------------------------------------------------------
 
</replacecharsblock></div>
 
 
 
==== Version B ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
  ----------  ------------                    -------------- -------------
 
---........-----..........----------          --............--|...........|
 
|..<...............................------    --..............||....._.....|
 
|........------..........---.--.........----- |..............--|...........|
 
--.....---    ----..------....---...........---...graveyard..| |...........|
 
--..---    --......--....----..............|...............| |...........|
 
--.....--  --......--....--.................|...............| |...........|
 
|..--...|  |.....---.....|..................|..............---------+-----|
 
|.----..|  |......-......|.................--.........................S...|
 
|..--...------............|................--..........................|...|
 
|...........|--...........--.....-----------..................---------|...|
 
|.....--....| ---.......-----...........---........|...........---    |...|
 
|....----...|  --....---...---.......---.........--............--    |...|
 
|.....--....-----------............---............|..............| ------+-|
 
|.........---.......|-........-----..............-|...graveyard..| |.......|
 
|...................|......---..................--|.............-- |-S-----|
 
|.....graveyard.....|..........................-- --...........--  |...|...|
 
|...................|--.....................----  --.........--  |...+.>.|
 
|...................| ------.............----      --......---    |...|...|
 
---------------------      ---------------          --------      ---------
 
</replacecharsblock></div>
 
 
 
==== Version C ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
                  ----------------------------------------------------------
 
      -------------...........|...............|.........|..................|
 
------................--.....|...............|-+----...|..................|
 
--.................---.||.--..|...graveyard...|.....|...|..................|
 
|...---.........----...--.||..|...............|.....|-+-|.....graveyard....|
 
|.....----.....--.........--..|...............|---.-|...|..................|
 
|........----....--------.....................S.....|.>.|..................|
 
|...........------............................|.....|...|..................|
 
--...........-|.................----------------..---------..---------------
 
---..........|.................|..................|................|
 
--..........-|....graveyard....|........_.........|................|
 
--..........--|.................|..................|................--
 
|..........-- |.................|------------------|........------...--
 
|...........-------------------------........----  |--..... |.|  |....---
 
|.............--    ---------...................-- |.--------.-- |-.....----
 
|..............------............................---...........---.........|
 
--....................----...........................--------...........----
 
--..........----------  --------.................----    |......<..----
 
  ---..-------                  --------.......----        |.|........|
 
    ----                              ---------          ------------
 
</replacecharsblock></div>
 
 
 
==== Version D ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
  ----------  ------------                          -------  -------------
 
---........-----..........----------            -----.....-----.....+.|...|
 
|..<...............................------    ----.............--S---|.|.>.|
 
|........------..........---.--.........-------......................|.|...|
 
--.....---    ------------ -------..........------.................--|.+...|
 
--..---    --...---....---  --...............------...........---- |.|...|
 
--.....--  --.....---.....- --...................-----....----------------|
 
|..--...|  |.......-.....-- -......graveyard.......- --...|...............|
 
|.----..|  |........-.....-----...................----....|...............|
 
|..--...--- -.........--....-- ---...............----................._....|
 
|.........----......--.......------------......-----.......|...............|
 
|.....................---.............----------  --......|...............|
 
--......................---......---.........----- ---...-------------------
 
--..............................| |.............---.................---
 
  ---...---................---...---...................................---
 
--.......-----............| |...............----...........graveyard....--
 
--............------.......---............----  ---.....................--
 
|..graveyard....------.................----      ----..............-----
 
----...........--    ---.........--------            -----........---
 
  -------------      -----------                      ----------
 
</replacecharsblock></div>
 
 
 
=== Garden of Temptation ===
 
 
 
The Garden has only a 50% chance of being generated in any
 
given game (otherwise you get an extra filler level instead)
 
and comes in two variants.
 
 
 
==== Version A ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
 
TTTTTTT.TTT..TT....TTTT....TT..T.TT...TTTT..........TTTTTT.....TT.TT..T..TTT
 
TTTT.T.....T....T....TTTT..............T..\...{.{.....TTT.....TT...TT...T.TT
 
TTT.....T......T......T......T...............{.`.{.............TTT....>...TT
 
TT..T.......T...........TT..................{..{..{.........TTT.T........TTT
 
T......T.T.....\.........TT...TT.............`{`{`...........TT.TTT........T
 
T....T...................T..................{..{..{.............TT.........T
 
T...........T........\.....T.................{.`.{.........................T
 
T.......TT..............PPPPP.................{.{...\..................T...T
 
T.....T.....T.........PPPPPPPP.............................................T
 
T.........T..........PPPPPPPPPP...........................................TT
 
T....................PPPPPPPPPPPPP...............T.........................T
 
T.....................PPPPPPPPPPPPPPPPPP.........................T..-----..T
 
T......................PPPPPPPPPPPPPPPPPPP....T....T................|._.|..T
 
T......................PPPPPP..PPPPPPPPPPPP.........................|...|..T
 
T.....<.................}}...T.PPPPPPPPPPPP.........................+...|..T
 
TT....................PPPPPP..PPPPPPPPPPPP......T...................|...|..T
 
TTT...............PPPPPPPPPPPPPPPPPPPPPP....T.................T.....-----..T
 
TTTTT.....PPPPPPPPPPPPPPPPPPPPPPPPPPPP.....................................T
 
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
 
</replacecharsblock></div>
 
 
 
The P are pool-type water, and the T are trees.  The trees
 
at the very edges of the map (one row/column at each edge)
 
are an unchoppable barrier (like on the old Ranger quest
 
home), but the remainder are normal trees.
 
 
 
The tiles marked \ are benches.  Benches are a new type of
 
furniture.  Sitting or resting on one provides regeneration
 
(i.e., you heal one movement point per turn), but this only
 
works on turns when you #sit or rest and only as long as you
 
remain on the bench.  Also, any object sitting on a bench
 
(if it's on the tile, it's assumed to be on the bench) is
 
out of reach for tiny monsters (except ones that can fly).
 
 
 
The area with the fountains features a statue of Aphrodite
 
(in the middle) and statue traps of a wood nymph, a water
 
nymph, and two incubi.  There is a magic lamp submerged
 
somewhere in the lake, which also contains several random
 
sea monsters.  The small building in the southeast contains
 
an altar to Moloch, a barbed devil ("the gardener"), two
 
nurses, and a couple of random &.  The door is locked.  The
 
tree on the island contains a number of bananas, which will
 
be dislodged if the tree is kicked.
 
 
 
Scattered around the level are 10-12 random n, at least one
 
of each color of unicorn, two incubi, three succubi, several
 
monkeys, several fruits, several potions of booze, and a
 
wand of sleep, plus six random objects.  The nymphs created
 
when the level is generated each get a ring, which is either
 
a ring of adornment (50%) or a random ring.
 
 
 
(I would like to also include sirens, who lure unwary
 
adventurers into the water to drown, but I am not sure it is
 
worth adding a type of monster and a type of attack to the
 
game just for this level.  Opinions on this question are
 
wanted, but only if you can explain reasons; simple yes/no
 
votes are unhelpful.)
 
 
 
Just in case anyone decides to stone-to-flesh her, a suitable
 
Aphrodite unique monster will need to be imported from one of
 
the variants that have her (e.g., Slash'em), but in normal
 
games the player will only encounter the statue.
 
 
 
==== Version B ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTPPPPPPPPPTTTTTTTTTTTTTTTTTTTTTTTTTTT
 
TTTT.......T........T....TTT..T........PPPPPPPPPPP...T................TTTTTT
 
TT..........T..........T..T.....T....PPPPPPPPPPPPP......................TTTT
 
T.....T..TT.................TT....PPPPPPPPPPPPPPPPP....T......-----+-----.TT
 
T..<....T..T.............T....PPPPPPPPPPPPPPPPPPPPP...........|.........|.TT
 
T....T.TT..................PPPPPPPPPPPPP..PPPPPPPPP...T.......|...._....|..T
 
T.....................\...PPPPPPPPPPPPP..T.PPPPPPP............-----------..T
 
TT...T...................PPPPPPPPPPPPPPP..PPPPPPPP.......T.................T
 
TTTT.....................PPPPPPPPPPPPPPTPPPPPPPPP...T....................T.T
 
TTTTT.....................PPPPPPPPPPPPPPPPPPPPPP....................T..T.T.T
 
TTTTT......................PPPPPPPPPPPPPPPPPPPP........{...{..........TT...T
 
TTTT.........................PPPPPPPPPPPPPPP..........{`.{.`{......T......TT
 
TTT.......................\.....PPPPPPPPP...............{.{..........T..T..T
 
TT............................T....T................\..{.`.{..\...T........T
 
TT..............................T....TT.................{.{.....T...T.....TT
 
TT...........................T......TT................{`.{.`{......T..>..T.T
 
TT...............................T.....T...............{...{.....T....T....T
 
TTT...............................TTTTTTT......................T...T......TT
 
TTTTTT........................TTTTTTTTTTTTT..................T....T....TTTTT
 
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT
 
</replacecharsblock></div>
 
 
 
The P are pool-type water, and the T are trees.  The trees
 
at the very edges of the map (one row/column at each edge)
 
are an unchoppable barrier (like on the old Ranger quest
 
home), but the remainder are normal trees.
 
 
 
The area with the fountains features a statue of Aphrodite
 
(in the middle) and statue traps of two incubi, a wood
 
nymph, and a water nymph.  There is a magic lamp submerged
 
somewhere in the lake, which also contains several random
 
sea monsters.  The small building in the northeast contains
 
an altar to Moloch, a vrock ("the gardener"), two nurses,
 
and a couple of random &.  The door is locked.  The tree on
 
the island contains a number of bananas, which will be
 
dislodged if the tree is kicked.
 
 
 
The tiles marked \ are benches.  Benches are a new type of
 
furniture.  Sitting or resting on one provides regeneration
 
(i.e., you heal one movement point per turn), but this only
 
works on turns when you #sit or rest and only as long as you
 
remain on the bench.  Also, any object sitting on a bench
 
(if it's on the tile, it's assumed to be on the bench) is
 
out of reach for tiny monsters (except ones that can fly).
 
 
 
Scattered around the level are 6-9 random n, at least one
 
of each color of unicorn, four incubi, five succubi, several
 
monkeys, several fruits, several potions of booze, and three
 
potions of sleeping, plus five random objects.  The nymphs
 
created when the level is generated each get a ring, which
 
is either a ring of adornment (50%) or a random ring.
 
 
 
(I would like to also include sirens, who lure unwary
 
adventurers into the water to drown, but I am not sure it is
 
worth adding a type of monster and a type of attack to the
 
game just for this level.  Opinions on this question are
 
wanted, but only if you can explain reasons; simple yes/no
 
votes are unhelpful.)
 
 
 
=== Orcus Town ===
 
 
 
==== Orcus Town, Version A ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
-----------------------------------------------------------------------------
 
|                            |.|....|....|....|..............|....|........|
 
|                            |.|....|....|....|..............|....|........|
 
|                            |.|....|....|shop|--000-+-------|....0........|
 
|                            |.|....|....|....|..............+....0........|
 
|                            |.|....0....|....|..............|....|........|
 
|                            |.--.-000-+----+--....-------...--------0-+---|
 
|                            ......................|.....|.................|
 
|                            ......................|.._..|.................|
 
|            filler          |.--+----0000-.---....|.....|...----------+---|
 
|                            |.|....|....|....|....---+---...|......|......|
 
|                            |.|....0....|....|..............|......|......|
 
|                            |.|---000---------....0-----....+.shop.|......|
 
|                            |.|...................0....|....|......|......|
 
|                            |.|---------+-000--+---mor.|....|---------+---|
 
|                            |.|....|.......0......|gue.+....|W>.VV........|
 
|                            |.|....+.......|......|....|....|Z&..V........|
 
|                            |.|....|.......|......|....|....|W>.V.........|
 
-----------------------------------------------------------------------------
 
</replacecharsblock></div>
 
This version is just like the one in 3.4.3, except for the
 
changes that are necessary to accommodate the level's new
 
position in the dungeon: there are now two down stairs (one
 
leading to the Fire Pits, the other to the Swamp of Death),
 
and the maze has been replaced with ais-cavern filler.
 
 
 
==== Orcus Town, Version B ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
-----------------------------------------------------------------------------
 
|                            |.|......0.......|.....0............0.........|
 
|                            |.|......0.......|.....0............0.........|
 
|                            |.|......0.......|.shop--------------.........|
 
|                            |.---+-------+---|.....|............|.........|
 
|                            .................|.....|............+.........|
 
|                            .................---+---...-----....|.........|
 
|                            |.000----+---..............|sh.|....----------|
 
|                            |.|.s.0.....|..............|op.+.......|......|
 
|            filler          |.|.h.0.....|-----.........-----.......+..._..|
 
|                            |.|.o.0.....0....|-----................|......|
 
|                            |.|.p.|.....0....|....|.........----+---------|
 
|                            |.--+-------0....+....|....{....0........|Z.W.|
 
|                            |.0.........0--+-|....+.........0.morgue.|>&>V|
 
|                            |.--+--..........|....|...------|........|W.V.|
 
|                            |.|...|---+---...------...|.....|--0000----+--|
 
|                            |.|...|......|............+.....|.V......V....|
 
|                            |.|...|......|............|.....|.............|
 
-----------------------------------------------------------------------------
 
</replacecharsblock></div>
 
The town also contains a spiked pit, a sleeping gas trap,
 
an anti-magic trap, two magic traps, three fire traps, ten
 
random objects, five skeletons, four shades, three giant
 
zombies, three ettin zombies, three human zombies, three
 
vampires, two vampire lords, and five random monsters.
 
 
 
==== Orcus Town, Version C ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
-----------------------------------------------------------------------------
 
|                            |.|.......0......................|shp|........|
 
|                            |.|morgue.0......................|...|..W>Z...|
 
|                            |.|.......+.................{....--+-|..&.....|
 
|                            |.|.......|....----------............|.W>.V...|
 
|                            |.|-----000....|........|-------.....|..V.....|
 
|                            |.|......0.....+..._....|......+.....-0..V..V.|
 
|                            |.|......0.....|........|......|......0----+--|
 
|                            |.|......|.....|........|--000-|......0.......|
 
|            filler          |.|......|.....---------|......+......0.......|
 
|                            |.|......|........|.....S.shop.|......|.......|
 
|                            |.----+---...{....+.....|-------......|.......|
 
|                            ..................|.....|....|.....000-----+--|
 
|                            ..................|.....|....|.....|..........|
 
|                            |.---+-----+----..---000|....+.....|..........|
 
|                            |.|....|.......0........|....|.....+..........|
 
|                            |.|....|.shop..0........------.....|..........|
 
|                            |.|....|.......|...................|..........|
 
-----------------------------------------------------------------------------
 
</replacecharsblock></div>
 
The town also contains a spiked pit, a sleeping gas trap,
 
an anti-magic trap, three fire traps, two magic traps, ten
 
random objects, five skeletons, four shades, three giant
 
zombies, three ettin zombies, three human zombies, three
 
vampires, two vampire lords, and five random monsters.
 
 
 
==== Orcus Town, Version D ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
-----------------------------------------------------------------------------
 
|                            |.|.......|........................0....|..V..|
 
|                            |.|.......+........................+....|W>.>.|
 
|                            |.|.......|.....00------000------..000--|...W.|
 
|                            |.|--------.....0........0......|.......|V...V|
 
|                            |.|.......+.....+........|......+.......+..&..|
 
|                            |.|.......0.....|--------0......|.......|V....|
 
|                            |.|------00.....|........000-----.....--------|
 
|                            |.|.......0.....+..shop..0.....|......|.......|
 
|            filler          |.|.......+.....|........0.....+......+.......|
 
|                            |.---------....----------|.....0......|.......|
 
|                            ...............S.........|----0000....|--000--|
 
|                            ...............|--------.|.......0....+.......|
 
|                            ...............|.......|.|morgue.+....|.......|
 
|                            |.--------.....|.......|.|.......|....|---000-|
 
|                            |.|......|.....|..shop.|S---------....|.......|
 
|                            |.|._....+.....+.......|..............+.......|
 
|                            |.|......|.....|.......|..............|.......|
 
-----------------------------------------------------------------------------
 
</replacecharsblock></div>
 
The town also contains a spiked pit, a sleeping gas trap,
 
an anti-magic trap, three fire traps, two magic traps, ten
 
random objects, five skeletons, four shades, three giant
 
zombies, three ettin zombies, three human zombies, three
 
vampires, two vampire lords, and five random monsters.
 
 
 
=== Black Market ===
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
X=[[Ring|{{white|<nowiki>=</nowiki>}}]]
 
 
 
---------------------------------------------------------------------------
 
|.................................***.....................................|
 
|.<.%%%%%%%%%%.!!!!!!!!!!!!!.///..***..////////.????????????.++++++++..***|
 
|...%%%%%%%%%%.!!!!!!!!!!!!!.///..***..////////.????????????.++++++++..***|
 
|**.%%%%%%%%%%.!!!!!!!!!!!!!.///..***..////////.????????????.++++++++..***|
 
|**.%%%%%%%%%%.!!!!!!!!!!!!!.///..***..////////.????????????.++++++++..***|
 
|**.%%%%%%%%%%.!!!!!!!!!!!!!.///..***..////////.????????????.++++++++..***|
 
|**.%%%%%%%%%%.!!!!!!!!!!!!!.///..***..////////.????????????.++++++++..***|
 
|**.%%%%%%%%%%.!!!!!!!!!!!!!.///..***..////////.????????????.++++++++..***|
 
|**.%%%%%%%%%%.!!!!!!!!!!!!!.///.......////////.????????????.++++++++.....|
 
|--------------------------------..`..--------------------------------..>.|
 
|**.(((((((((((((.XXXXXXXXXXXXXX.......))))))))))))).[[[[[[[[[[[."""".....|
 
|**.(((((((((((((.XXXXXXXXXXXXXX..***..))))))))))))).[[[[[[[[[[[.""""..***|
 
|**.(((((((((((((.XXXXXXXXXXXXXX..***..))))))))))))).[[[[[[[[[[[.""""..***|
 
|**.(((((((((((((.XXXXXXXXXXXXXX..***..))))))))))))).[[[[[[[[[[[.""""..***|
 
|**.(((((((((((((.XXXXXXXXXXXXXX..***..))))))))))))).[[[[[[[[[[[.""""..***|
 
|**.(((((((((((((.XXXXXXXXXXXXXX..***..))))))))))))).[[[[[[[[[[[.""""..***|
 
|...(((((((((((((.XXXXXXXXXXXXXX..***..))))))))))))).[[[[[[[[[[[.""""..***|
 
|.<.(((((((((((((.XXXXXXXXXXXXXX..***..))))))))))))).[[[[[[[[[[[.""""..***|
 
|.................................***.....................................|
 
---------------------------------------------------------------------------
 
</replacecharsblock></div>
 
 
 
The level is permanently non-teleport, and all walls are
 
undiggable and unphaseable.  Also, because this is the top
 
level in the Lower Gehennom branch, a cursed potion of gain
 
level has nowhere to send you.  The stair in the northwest
 
corner goes to the Fire Pits, and the stair in the southwest
 
corner goes to the Swamp of Death.  The down stair, at the
 
east end, simply goes to the next level in Lower Gehennom.
 
 
 
Unlike a normal general store, the Black Market is mostly
 
organized into sections (initially).  However, the tiles
 
marked *, along the edges and down the center aisle, are
 
random items; perhaps this is new inventory that hasn't been
 
sorted into place yet.  Although there is no section
 
specifically devoted to boulders, statues, gems, or iron
 
chains, such things are considered valid inventory, and some
 
of them may potentially be found among the random items.
 
There's one guaranteed random statue in the center.
 
 
 
Object generation probabilities when populating the black
 
market are handled by a special algorithm that tries to
 
generate as many distinct kinds of items as possible, rather
 
than duplicating items it has already generated on the
 
level.  There will always be some duplicates, however, since
 
some sections contain more items than the number of types of
 
items for that section.  For example, there are not enough
 
different kinds of amulets or spellbooks to fill out those
 
sections with no duplicates; consequently, it is probable
 
that those sections will likely contain at least one of
 
every type of amulet and spellbook in the game.
 
 
 
One notable exception is that the wand section will NOT
 
contain a wand of wishing.  This is special-cased.
 
 
 
There is more than one shopkeeper here, probably either a
 
husband/wife pair or three siblings.  They keep joint
 
accounts, so it doesn't matter who you pay.  Since there is
 
no door to worry about, the shopkeepers will stand on the
 
stairs (with preference to the up stairs, especially the one
 
leading to the Fire Pits) any time there is an unpaid debt.
 
 
 
Unlike normal shopkeepers, the Black Market keepers are
 
savvy enough to watch all monsters, not just You.  Any time
 
any of their merchandise anywhere on the level is in the
 
possession of any monster and has not been paid for, they
 
will block the stairs.  They also look out for each other,
 
so if you attack one keeper it angers the entire staff.  It
 
goes without saying that these guys are quite a bit more
 
combat-ready than an ordinary shopkeeper.  Any time the
 
shopkeepers are not blocking the stairs by standing on them,
 
they will pick up any objects left on the tiles adjacent to
 
the stairs (whether those objects are shop merchandise or
 
not).  Call them neat freaks if you will.
 
 
 
Finally, the Black Market keepers will never call in the
 
Keystone Kops.  (They are not on particularly good terms
 
with the law and furthemore see the Kops as incompetent
 
buffoons whom they despise.) If you flee the level (e.g.,
 
by zapping a wand of digging downward, or by levelport or
 
branchport), they will keep a list of what you owe for
 
everything that you take with you and will wait patiently,
 
knowing that you cannot get the Amulet out of the dungeon
 
without carrying it through the Black Market.
 
 
 
A hostile black marketeer is the most dangerous monster
 
in the game.  They have tons of hitpoints, a full set of
 
resistances, surprisingly high speed, teleport at will,
 
and hit hard.  In normal play, the correct strategy is
 
to avoid angering them.  This may mean spending a lot of
 
gold if you want to buy anything, because the prices they
 
charge are completely obscene.
 
 
 
=== The Wizard's Tower ===
 
 
 
==== Wizard's Tower, Bottom Level ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
l={{magenta|L}}
 
 
 
---------------------
 
|...................|
 
|--S------------....|
 
|....|.}}}}}}}.|--S-|
 
|hive|.}}---}}.|....|
 
|....|.}--^--}.|....|
 
|-S--|.}|l<V|}.|....|
 
|....|.}--^--}.|...D|
 
|....S.}}---}}.|....|
 
|....|.}}}}}}}.|..^.|
 
---------------------
 
</replacecharsblock></div>
 
 
 
The path around the level, while still circuitous, has been
 
shortened.  In order to accommodate this, the beehive has
 
been relocated to the west side of the tower.  The random L
 
is replaced with a guaranteed arch-lich or, if those are
 
genocided before the level is generated, a random &.  The
 
vampire lord is the same.  The two D (one marked, one placed
 
randomly) are now great dragons of random color.  The water
 
contains two giant eels, two krakens, and two electric eels.
 
(The electric eels are an addition.)  As before, there are
 
also three random demons, a random L, two random scrolls, a
 
random weapon, a random potion, a random tool, and a random
 
amulet on the up ladder.
 
 
 
==== Wizard's Tower, Middle Level ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
---------------------
 
|..<.|..............|
 
|-S--|-S----------S-|
 
|..|"|.........|....|
 
|..S.|.........|-S--|
 
|..|.|..demon..|....|
 
|S--S|...zoo...|....|
 
|....|.........|--S-|
 
|....S.........|....|
 
|....|.........|>...|
 
---------------------
 
</replacecharsblock></div>
 
 
 
Again, the path around the level is still circuitous but has
 
been shortened.  Every tile in the marked demon zoo contains
 
a random trap (not a hole or trapdoor or level teleporter),
 
a random hostile non-unique & set to ambush you, a random
 
wand, and either gold or a random non-glass gemstone.  As
 
before, there are two scrolls, two potions, and a spellbook
 
positioned randomly within the tower (but not in the zoo).
 
 
 
==== Wizard's Tower, Top Level ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
---------------------
 
|....S.......S......|
 
|....|-----------S--|
 
|....|}}}}}}}|......|
 
|....|}}---}}|......|
 
|....|}--^--}|......|
 
|--S-|}|d@V|}|----S-|
 
|....|}--^--}|......|
 
|.>..|}}---}}S......|
 
|....|}}}}}}}|......|
 
---------------------
 
</replacecharsblock></div>
 
 
 
The circuitous path has been shortened.  As before, the
 
legendary Wizard stands on the Book of the Dead, surrounded
 
by four squeaky boards, two of which are occupied by a
 
hellhound and a vampire lord.  The moat contains four eels,
 
four krakens, and two piranhas.  On the floor there are six
 
random demons, a random dragon, two random giants, three
 
random spellbooks, two random scrolls, two random potions, a
 
ruby, a spiked pit, a sleeping gas trap, an anti-magic trap,
 
and a magic trap.
 
 
 
=== Moloch's Sanctum ===
 
 
 
==== Sanctum A ====
 
Sanctum A is essentially the same level as from 3.4.3, but
 
with the excess monsters removed (especially the unaligned
 
aligned priests), leaving the focus on the buffed High
 
Priest (discussed previously).  The graveyard is still
 
populated as per normal, however.  The unphaseable barrier
 
down the middle now extends edge-to-edge, so the only way
 
past it (while on the level) is through the corridor.
 
 
 
==== Sanctum B ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
------------------------------------------------------------------------
 
|            --------------                                            |
 
|            |............|              -----                        |
 
|      -------............-----        ---...--                      |
 
|      |......................|        --......---        --------    |
 
|  ----......................---      |.........--        |......|    |
 
|  |......^^^^^^^^^^^..........|      |..morgue..| ---------+--..|    |
 
| ---......^---------^..........----  |..........| |..........|..|    |
 
| |........^|.......|^.............|  |..........----+--S------+--    |
 
| |........^|.......|^..........-S--  |..........+....|..|......|    |
 
| |........^|..._...|^..........|..|  --.......--------S---S--..|    |
 
| |........^|.......|^..........|..|    ---.....|.............|..|    |
 
| ---......^|.......|^..........|..----  ---+----S-------------S--    |
 
|  |......^---------^..........|.....---  |...---....|      |....|--  |
 
|  ----...^^^^^^^^^^^.......--------...----.....-----|    ---......|  |
 
|      |.....................|      ---...............|    |.....----  |
 
|      -------...........-----        ----..........---    |..<..|    |
 
|            |...........|              ----......--      |.....|    |
 
|            -------------                  --------      -------    |
 
------------------------------------------------------------------------
 
</replacecharsblock></div>
 
 
 
The graveyard is just about in the same place as version A
 
and is still the largest of the "preliminary" rooms.  The
 
High Priest is located at the altar initially and waits for
 
you to enter the temple, at which point he becomes hostile.
 
 
 
As with version A, there is an unphaseable stripe vertically
 
down the middle, dividing the east and west halves.
 
Unphaseable rock and walls are immune to the High Priest's
 
lava attack, but floor and doors in the unphaseable area are
 
vulnerable.
 
 
 
==== Sanctum C ====
 
<div class='ttymap'><replacecharsblock rules="ttymap">
 
------------------------------------------------------------------------
 
|            --------------                                            |
 
|            |............|            -------------                  |
 
|      -------............-----        |...........|---------------  |
 
|      |......................|        |...........+..............|  |
 
|  ----......................---      |...........|-------------+--  |
 
|  |......^^^^^^^^^^^..........|      ----.....----    |...|..||..|  |
 
| ---......^---------^..........-------    |.....|      |...S..--..|  |
 
| |........^|.......|^.............S..| ------+------    ----|......|  |
 
| |........^|.......|^..........----..| |...........----  |.+......|  |
 
| |........^|..._...|^..........|  |..| |..............--  |.|-------  |
 
| |........^|.......|^..........|  |..|--...............|  |.|....|    |
 
| ---......^|.......|^..........|  |..||................|  |.--S---    |
 
|  |......^---------^..........|  |..--....morgue......|  |.|....|--  |
 
|  ----...^^^^^^^^^^^.......----  |..B.................|  |S-......|  |
 
|      |.....................|    ---B................--  |.....----  |
 
|      -------...........-----      ----...........----  |..<..|    |
 
|            |...........|              -----...-----      |.....|    |
 
|            -------------                  -----          -------    |
 
------------------------------------------------------------------------
 
</replacecharsblock></div>
 
 
 
Again, the largest of the preliminary rooms is the graveyard
 
and is populated normally.  (The two tiles marked B are
 
floor terrain but are explictly not part of the room,
 
forming a barrier that prevents the room filling algorithm
 
from going into the hallway.)  The High Priest is located at
 
the altar initially and waits for you to enter the temple,
 
at which point he becomes hostile.  There is a vertical
 
stripe of unphaseable that separates the east and west
 
halves of the map.
 
 
 
== Sample Generated Levels ==
 
 
 
The original proposal included a bunch of sample generated levels.  These are omitted here for brevity.  If you really want to see them, see the original proposal here:  http://jonadab.jumpingcrab.com/nethack-stuff/nethack-dungeon-overhaul-proposal-jonadab-001b.txt
 
 
 
== Prototype Code ==
 
 
 
* See [https://github.com/tsadok/level-generator-perlscripts/blob/master/middle-gehennom.pl middle-gehennom.pl]
 

Latest revision as of 20:22, 19 March 2024

Nothing is here at the moment. The Dungeon Overhaul proposal has been moved to DungeonOverhaul.