Quote:
Originally Posted by Daigoro
Presuming each room itself is level, just have a faint index number next to the room giving the elevation or depression figure.
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Damn, that's clever. A lot of code, surely, but clever.
Is there any way to make the dungeon monster output NOT be so CER-based? This goes back to classic
D&D dungeons: the top level is filled with low-value loot and weak monsters, and both the loot and the monsters get more powerful as you go down. There needs to be a variety of power levels even in the same level too. That includes push-over encounters as well as boss encounters, the former of which look almost absent (at least when I try to generate dungeons) and the former of which are common. The opposite is more normal.