[QUOTE=Rasputin;2187403]Very nice, though having the default size being 50 pixels/yard is hard to handle at first until you realize you can tweak it. It's still big for a default, however, especially after using drow's D&D versions for years, as I assume most of us have.
I defaulted to 50px as that's a good size for downloading for playing online, and about 80-90% of people don't actually fiddle much with settings. I'm aiming to have it saved with the defaults (if your browser supports the saving feature, I'm not sure how many do).
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Originally Posted by Rasputin
[*]Monsters from DFM3 and Pyramid.
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We actually have a large number of monsters entered, but we're currently showing the subset from DFRPG. I'm intending to add a ticky-box to switch between the lists.
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Originally Posted by Rasputin
[*]Caverns, mines, and other non-clean maps.
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I'm interested in this, but fractal generation is actually very different, and distorting the boundaries instead is something I need to look into. It's not so much on a "TODO" as "TODO: Investigate whether I can do"
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Originally Posted by Rasputin
[*]Special details about the entrance(s), and ability to specify how many. These are often hidden and terrain-dependent.
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Good idea.
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Originally Posted by Rasputin
[*]Ability to specify certain features of the dungeon, like light or mana. Spell-casting monsters won't hang out in low-mana dungeons, while monsters with Infravision or Dark Vision won't have lights.
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We actually intend to improve such that either the dungeon picks appropriate monsters (for the mana) or adds notes about intelligent monsters having light sources when they
don't have a way of seeing in the dark. Changing the light level to dark if you get a bunch of dark-adapted monsters will result in many things about the dungeon being shuffled, however, including the monsters, so I'm not sure that's going to do what you want.
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Originally Posted by Rasputin
[*]Wandering monsters keyed to rooms on the map. As in, that as-Sharak comes from room 6, so if you encounter it and kill it, room 6 will have one less as-Sharak.
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Right now they're definitely not "from" a given room. I like the idea, but it might be kinda tricky.
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Originally Posted by Rasputin
Ability to tweak how often one shows up, though this is easily pencilled in (frex, I use 6 or less with a clue on 7 if moving, but I check every 10 minutes).
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We're using the rules for wandering monsters from the DFRPG.
I'm not sure I understand the suggestion. Can you show a worked example?
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Originally Posted by Rasputin
The random hallway features from the original.
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There are no random hallway features from the original that I have omitted. The code base that drow released for free is not the modern version you can use on his website, it's a much older one. So that's all things I have to reinvent (which may or may not happen depending on my ability).
(EDIT: If you mean like traps and things in hallways, though, that is on the list yes)