User:FIQ/Dungeon Overhaul Proposal
< User:FIQ
This was my contribution to the Dungeon Overhaul project some time ago (2-3 years?). It is not in a wiki format at this time.
DUNGEON OVERHAUL PROPOSAL -- FIQ EDITION
This document aims at describing my take on the so-called
"dungeon overhaul". It describes my personal view on how
the current game progress of NetHack works, what it does
well, and the issues it has, along with providing personal
solutions on the issues. It aims primarily to describe
how the general dungeon should be designed in my view, but
will also touch on so-called "balance issues" at times if
relevant.
THE PURPOSE OF ALL THIS
Several years ago, in 2014, a group of people mostly
connected to NetHack4 development, wanted to brainstorm
major personal takes on how they would personally overhaul
NetHack's dungeon structure. This was to be done in isolated
circumstances, without cross-referencing ideas (at first),
to allow each one to come up with their own take. After
this was done, the proposals would be looked through and
discussed, the idea being that ultimately a combination of
them all can lead to a better dungeon and game. The timeline
for when this was to be done was on the release of the
stable version of NetHack4 4.3.
This release never happened, and the Dungeon Overhaul
project ended up thrown in the backburner. Recently, there
has been attempts at restoring this idea, this time without
waiting 4.3-stable.
PERSONAL THOUGHTS OF CURRENT DESIGN
I think that, for the most parts, the earlier parts of the
game works rather well. The earlygame has a nice variety of
places of interest, and this continues for a large part of
the game. I will raise my comments about what I think about
the various places of interest. I personally don't have
strong opinions on major redesign of the pre-Castle part
of the game, the Dungeons of Doom, and feel like it has
*mostly* just minor issues that are salvageable.
Gnomish Mines -- Well-designed, alternative earlygame path.
These levels have a "cavernous" generation instead of the
normal room-and-corridor levels. Has a fair share of gnomes
and dwarves. The levels can be either bright, or dark.
(Minetown, the central Mines level, is generally always
bright except for one of its potential level variants).
The brightness state of a level is random, there is no
logic in which ones are bright and dark, except the deeper
you go, the higher the chance of the level is to be dark.
Dark levels pose problems for people for which gnomes and
dwarves aren't peaceful to, which makes the mines far more
dangerous. I don't really like the randomness of this, and
would like more consistency. Also, I have a problem with
one of the "Mines End" levels, Mimic of the Mines:
* It is noticeably more dangerous, but less rewarding,
than the alternatives.
* It is rather "plain" -- it is rather similar to a normal
mines level except it has a few guranteed "closets" with
mimics or gray stones (one luckstone, one loadstone).
* It has a place where you need to squeeze through
diagonally. This part in particular is rather easy to
address. Also note that, should you pickup a loadstone
inside this area, you cannot easily get out of it, which
I find rather cruel.
The "more dangerous but less rewarding" and the squeezing
issue alone would make the level salvageable (have more
rewards, or tone down the difficulty by introducing bright
spots or similar, or cut down on traps). However, I find
that the level is simply too plain in comparision to the
other Mines End variants, which can't really be addressed
easily. I personally find "Khor's Temple" a suitable
replacement, allthough its rewards might need to be toned
down a little. I would also personally suggest to change
the Mines brightness to make "upper Mines" (pre-Minetown)
always bright, and "lower Mines" (after) always dark.
I would also move Vlad's Tower branch entrance to the
penultimate Mines level, but add a +10 depth count to make
it more dangerous than the adjacant Mines. The idea being
that visiting the tower is risky, but rewarding, since its
guranteed items matter a lot more at this point of the
game. It also balances the fact that Vlad, for when he
appears currently, is laughably weak.
Also, while I wrote this overhaul with 3.4.3 in mind, I
want to address Orc-town, one of the Minetown variants in
3.6.0. Frankly, I don't like this level at all in its
current form. It is basically the RNG saying "OK, you have
a 86% chance of getting a nice town level, and 14% of
getting a guranteed convertible altar and nothing else of
value. Oh, and by the way, the level is much harder than
the others. Have fun!". I don't really have a problem with
this level *per se*, but feel like it makes for a horrible
Minetown replacement. One twist I came up with that I want
to try, is to include Orctown, but if it generates,
gurantee a special Mines End variant, a "Minetown II" if
you like, with survivors who fled the orc-infested town.
This could make for interesting added variety with the
game basically switching the general content of Minetown
and Mines End.
The Oracle level is probably one of the game's strongest
levels. It's not all that special, but I see no flaws with
it. The Oracle can help new players with some spoilers, and
the guranteed fountains and statues makes for added variety
and can prove useful. This is probably the only level I'd
leave as-is with no changes.
Sokoban is easily the dungeon branch in the earlygame
dungeon that I like the least. My issue with this is
twofold. First, I personally just plain don't like Sokoban
(the game). Second, I feel like the completely different
mechanics of it are rather out of place for NetHack.
However, I know that some love this place. The main issue
is that this place felt as if it was intended as an
optional side branch (and it probably is in SLASH'EM where
it originated), but the rewards for completing it are much
too rewarding to pass up (an amulet of reflection and
a bag of holding are both very good items). In addition,
the branch poses an issue for people who actually like
Sokoban, because it has very few level alternatives, so
after just a few games of clearing Sokoban, you have seen
them all. My suggestions for fixing this:
* Make many, many more Sokoban levels. Several variants
have already done this, so there is a nice library of
levels you can use. This makees it very hard to see them
all, which makes people who like Sokoban the game happy.
- Alternatively, make a generator. This means you'd have
to code one, however.
* Replace the rewards with 3 chests (one for each prize
closet in the final level) with general random chest
content.
* Move the existing Sokoban rewards to the Quest. More info
on that in the Quest part.
Big Room. A rather nice twist on the general dungeon layout
(and different takes on it is now common in roguelikes).
My only real issue with this place is that it isn't
guranteed -- it adds variety, and not having it sometimes
is weird. It could also have some minor improvements to the
more plain variants, but it's not a major concern.
The Quest. How well the Quest works mostly depend on the
role you play (and thus which Quest you get). I will not
comment on individual quests, because then it would be
half of this document or more. My main issue with the
individual Quests themselves is that a lot of the Quests'
filler levels are plain room-and-corridor (isn't the ones
in the Dungeons of Doom enough?). I feel like each Quest'
filler level types should be unique to that one Quest.
Also, *several* of the quest levels are rather mediocre,
or have serious issues otherwise, mostly with their layout
(not balance or rewards), the obvious one that springs to
mind being the Ranger Quest's forced long-winded "maze"
corridor with a lot of quest friendlies you have to deal
with.
For the Quest in general, I like the idea and execution
(minus mentioned level issues) mostly. Here is my main
issues and solutions:
* The Quest demands you to be XL14. I feel like this is
too high, because it usually means that doing the Quest
before Castle isn't an option. I want this to be a real
choice the player has. Solution: decrease to XL10
* Angering the quest leader in any way will make him/her
kick you out and seal the portal, making the game
unwinnable. Solution: don't seal the portal, and make
the Quest Leader the holder of the Silver Bell, so you
can kill him/her (or pacify, if you didn't convert) to
get the needed things to win the game, but still making
mistakes hurt (no quest artifact!)
I would also move the sokoban prizes here. The idea is:
make the Quest Home an actual challenge you have to fight
through (some of the home levels aren't) to get to the
quest leader. As thanks for (temporarily) ridding the Quest
of menaces, he/she hands you a choice of a bag of holding,
an amulet of reflection or a cloak of magic resistance.
This doesn't require being able to enter the Quest already.
The Rogue level is something I find rather "meh" at the
moment. Not really all that special, but I personally don't
dislike it. However, I have one significant suggestion to
improve variety -- have tributes to things other than Rogue
like for example Crawl, Angband or ADOM, with different
symsets, level generation and (toggleable) monster
appearances. Other than that, it's fine as-is.
I find Fort Ludios mostly fine as-is. I don't consider it
one of NetHack's strongest levels, but have no specific
issues with it per se. I feel like the game should try
harder to generate it (generate it on the first vault that
isn't the Quest entrance level after level 10 and before
Medusa), though.
Medusa is generally well-designed, but has 2 major issues:
* One of the levels is much harder than the other (due to
the guranteed titan, which is ironically the far bigger
threat compared to Medusa herself)
* Medusa is far too easy to 'cheese' and instakill.
I propose the following changes:
* Give the non-titan level many more sea monsters. Those,
unlike the titan, aren't directly dangerous, but pose
a risk of drowning. Thus, both levels end up being non-
trivial to "solve", but in different ways.
* Medusa should no longer fear reflection or mirrors.
Reflection shouldn't work at all to defend against her,
but a mirror can be wielded to defend against her
petrifying effect. A blindfold should work as per usual.
Also, the shield of reflection should be made guranteed to
appear. It should always spawn cursed, possibly with
negative enchantment, but is intended to give players a
source of reflection for the future if they lack it.
Castle is fine as-is, with the exception that the reward
will change. The reason for this is that a wand of wishing
is too much at once to give. I propose to spread out wishes
more. The way I intend to do this is part of my general
remarks below. Instead of a wand of wishing, the castle
will feature 4 chests with a single item each, being:
* a scroll of genocide
* a spellbook of identify
* a 1:75 magic marker
* a wand of polymorph
In addition, the Castle storerooms will contain a guranteed
artifact, which can be any randomly generated artifact in
the game.
GEHENNOM
Gehennom is boring. There is several reasons for this:
* Mazes. Mazes are closed, takes forever to explore unless
you are a wizard (magic mapping + object detection +
teleport at will + teleport control), are generally
*easier* since monsters can only come from 2 paths, and
are very monotonous.
* The branch covers over half of the game, but has very
little variety to offer for it. It has several special
levels, but they are the same each game, with the same
boss, and the special part of them are (apart from
Jubilex and Orcus) very small
* The one branch here -- Vlad's Tower -- is small,
comprises of a very anticlimatic boss for when you face
it, and have inferior rewards. Vlad was moved to the
Mines as per above, so now Gehennom has even less to its
name.
* I think Orcus' and Jubilex' lair is fine (but Jubilex is
too weak).
* I think the way you enter wiztower currently is fine,
but would replace the mazes with aiscav.
* I would keep one single fullmaze level -- the vibrating
square level. The entire idea of it is to find the hidden
square, and mazes work better for this. I don't consider
this frustrating as long as the game keeps track of where
you have stepped (NH4 does this).
* Sanctum has a graveyard when its inhabitants for this
point of the game are complete pushovers and only serves
to waste time in a tedious manner.
* Insects are harmless at this point of the game. It only
wastes time.
My Gehennom overhaul would be as follows:
* I find Valley of the Dead to make for a fine "border"
between the Dungeons of Doom and Gehennom. It needs no
changes. The alignmed priest should no longer be able to
give you protection, because...
* When you go past the Valley, your acquired protection
from priest donations, or from your god, will immediately
vanish under Moloch's influence. This makes the lategame
harder and prevents you from being able to raise AC to
ridiculous levels.
* Replace mazes in general with aiscav with a random open-
ness factor for each level. This makes for a much better
experience, and adds variety by randomizing the openness.
* Replace the guranteed demon lord lairs, except for Orcus,
with randomly generated demon lords and a large selection
of dungeon lairs, and monster generation biased towards
the type of demon lord. Below the proposed changes is a
list of how I envision a Gehennom overview to be, for
clarification's sake. Random demon lords make the
Gehennom run much more unpredictable, and the player has
to be able to deal with any potential threat. Part of
this depends on tweaks to how resistances work (see my
general notes). The demon lords will sit on a throne, but
the downstair may not require fighting the lord directly.
Thrones are more notable in this proposal, see general
notes. The 3rd random lord (replacing Jubilex) will not
have a throne.
* Remove the bribery feature from demon lords completely
* Add a 5-level branch consisting of full-level mazes with
2 guranteed minotaurs on each level one of them with a
guranteed wand of digging. These can work for players who
actually like mazes, and as a digging wand backup for
those who desire. The final level should have one larger
room in the middle with several minotaurs, a minotaur
emperor sitting on a throne, as well as a guranteed
blessed +5 dwarvish mattock.
* The Wizard Tower works mostly fine as-is. However, I feel
that its zoo should be replaced with 12 strong player
monsters, each except for your own role, with kit and
AI behaviour depending on role. Trying to sneak past this
entourage, by luring the Wizard from outside, or similar,
should be prevented by giving said player monsters
access to controlled level teleportation means, and using
it if they sense that you have the Amulet. They will
level teleport to a random dungeon level 1-3 levels above
wiztower and ambush you at the downstairs. If you somehow
keep fleeing, they will continue warping 2-4 levels up
until killed, or they run out of cursed scrolls of
teleportation.
* Fakewiz is fine, except that it should use aiscav as
filler instead of a fullsize maze.
* The Sanctum should be made much more open. This gives
priests a much easier time to spot, and swarm, you. This
makes them much more dangerous to deal with.
* The Amulet will confer aggravate monster. This should
block invisibility, and make monsters aware of your
location at all times. It will also blocked all forms
(instead of 33%) of intra-level teleport. To make up for
this, the mysterious force is removed.
DUNGEON LAYOUT
* Valley of the Dead
* 2-4 filler
* Wizard's Tower
* Random demon lair #1 -- replaces Asmodeus
* 1-2 generic levels, one is fakewiz
* Random demon lair #2 -- replaces Baalzebub
* 1-2 generic levels, one has an entrance to the Minotaur
Mazes.
* Random demon lair #3 -- replaces Jubilex. Has a lot of
water, akin to Jubilex in vanilla.
* 1-2 generic levels, one being the second fakewiz level
* Orcus' Lair
* 1-3 filler
* The vibrating square level
* Moloch's Sanctum
THE ELEMENTAL PLANES
I find the Planes a sound concept and feel like its
major shortcomings is in the execution of some of its
planes. One general change I want to do is to make
portal detection using cursed or confused gold detection
fail. Instead, the Amulet should alert whenever the
player is within 5, and 1, tiles, of the portal, with
different messages, if worn. This is similar, but not
identical, to how portal detection with the Amulet works
right now. Also, Plane generation should come at random.
Wizard of Yendor will always show up within your first
plane, carrying a spellbook of dig. The Elvenking and
minotaur will remain on Earth.
Earth:
I feel that Earth mostly work fine, apart from 2 issues:
* Wands of digging trivializes this Plane by digging
several tiles in one go.
* Its major inhabitants don't hit that hard, except for
the guranteed Wizard of Yendor, if this happens to be
your first plane, and the minotaur (which appears
right in the beginning).
Solutions:
* Any time you dig something, be it with a wand or pick,
it will "dig" 1 tile. Following this, several tiles
which were previously rock, should crash down into
floor, around 33% of them summoning earth elementals.
* Earth elementals should be slower (speed 4), but hit
twice for 8d6. The idea being to avoid getting swarmed
and carefully dealing with the elementals as revealed
with digtools. Or teleport them, polymorph them, or
similar, this is NetHack after all.
Air:
I only have a single concern with Air, and that is that
currently, levitation gives you full control over your
motions. I feel that levitation should reduce, not kill,
your loss of control here. Instead, assuming the player
doesn't polyself into a flyer, the player should have to
navigate "manually", by hitching rides, "walking" or
throwing objects to move.
FIre:
My issue with the Plane of Fire is mostly 2 things:
* Unlike other planes, this one doesn't really stand
out as unique. It has a lot of lava, sure, but other
places also does. It is otherwise just normal floor
with a billion fir traps, which players are probably
immune to by now.
* The fact that it has a lot of fire traps, and the fact
that it spawns resisting monsters, means that this
place tends to create a lot of message spam. This
doesn't *technically* have to do with dungeon overhaul,
but is something I feel that my solution addresses, so
I figured I'd bring it up regardless.
Solutions:
* Being in close proximity to lava and very hot
temperatures will hurt the player progressively over
time. d8 HP per turn if the player has no resistance,
1 HP per turn if intrinsic fire resistance, nothing
with extrinsic fire resistance/immunity. This stacks,
the more lava tiles next to you, the more it hurts.
* Levitation over it burns your inventory and does even
more damage.
* Remove the fire traps. This removes the spam, and they
serve little purpose as-is anyway.
* Create an open "entry" plain. This is to highlight
the next feature without shafting nonspoiled play
* This plane will have a timer. When it ticks to zero,
the lava will boil and cover nearby floor with more
lava. The plane is designed to be (mostly) traversable
without having to traverse tiles exposed to this issue.
Shortly after, the lava recedes, revealing regular
floor again.
* Rig the timer so that this happens right as the player
enters it for the first time. This alerts the player
to the danger without being unfair on them.
Water:
Water is IMO the worst plane at the moment, due to being
easy but very tedious. This is due to the little vision
the player has, and the little control they have over
how the bubbles work. I have the following solutions.
Those suggestions originate as proposals to the dNetHack
author, and I feel like it works rather well, mostly.
* All the bubbles should be visible at all times
* It should be possible to "swim" between bubbles,
requiring the player to hold their breath (which they
can do for 5 turns, similar to strangulation).
Astral:
Astral works fine mostly. However, I find that some of
its inhabitants are currently a bit too easy to deal
with. I have the following proposals:
* Player monsters should have intrinsics expected to
the players to have at this point
* Player monsters should have a stronger inventory, by
having generally more useful magic armor, a nearly-
guranteed chance for an unicorn horn, and bags with
emergency/utility/buff items.
* Angels' magic missiles should only be partially
resistible by magic resistance.
* Riders should have the HP they'd normally have for
their level, not much less.
* Pestilence and Famine shouldn't be vulnerable to
death rays.
* Using opposite alignment to ascend "wrongly" should
lead to your god at first starting to attempt to
disintegrate the helmet, and then summon monsters
in anger if worn. The helm destruction should be
avoidable by wearing extrinsic disintegration
resistance. Note that this will only happen if you
wear the helm *in* Astral -- already wearing it
since before Astral will not carry any special
penalty.
GENERAL
There are 2 things I want to address as part of this
proposal that arguably isn't directly related to the
proposal itself, because it has a significant effect
on how things play out with the changes.
Resistances
Making unique, random, demon lords doesn't help if
the player can resist everything you throw at them
anyway. In addition to the demon lords, this is
also a major contributor to latergame being far less
interesting -- a lot of monsters simply can't harm
players at all later on. The solution here is rather
simple. I suggest to replace "resistances" so that
intrinsic resistances only halves damage, while
extrinsic resistance ("immunity"), nullifies it.
I would also make certain monsters innately immune
to things, getting the extrinsic benefit. This makes
several latergame monsters actual potential threats,
and makes it more interesting and tougher on the
player.
Wishes
Vanilla gives players too many wishes at once.
My solution to this is to rework how thrones work:
Throne rooms have a much tougher-kitted king/queen,
being much harder to kill. This monster will prefer
sitting on the throne and using its magic to summon
an audience (throne monsters) when it feels
potentially threatened. As long as the monster
remains alive on the level, sitting on the throne
will merely shock you. Otherwise, it will give a
wish (Luck>=0) or "change your luck" (increase it),
and then disappear. The Fort Ludios throne is
special, it will instead summon a hostile Vault
Guard. This is to keep Fort Ludios optional.
Thrones will be at the following places guranteed:
* Vlad the Impaler
* Fort Ludios (no wish)
* Castle
* Random Demon Lord #1
* Random Demon Lord #2
* Minotaur Mazes
This gives 5 wishes, equal to a 0:1 vanilla Castle
wand. There is also generally at least 1 throne
room in the Dungeons of Doom. but can be more or
less.