So I've been tweaking Joramun' Chaos Hack for a while, but I ran into a problem where I was pretty sure it was possible to wind up with a situation where you needed to use the right keys on the right doors or you would be left with a situation where the key you need is locked away. It's now at a point where the code is barely recognizable from the original, but I believe the new version is Probably Solvable.Sophia (on Apr 1) wrote: The default dungeon is randomly generated and is probably solvable, but I haven't playtested it so I don't know.
http://en.file-upload.net/download-1079 ... e.zip.html
Oh, you may want to make the tweak here if you want to run this before DSB 0.66 comes out. There isn't *much* chance of that exact situation with queued teleporters coming up, but it hit me during testing... (but that might have mainly been because I was putting in a shortcut to the end of the dungeon instead of murdering everything on the way down...)
Some other stuff (may be a trace spoilery):
Keys are all uniqueish, and thus have descriptions to make this a bit more obvious- a short iron circle key is not the same as a large steel round key.
Keys will be displayed in keyholes so you don't wind up trying every key in your inventory on a keyhole you opened earlier.
CSB monsters have been tweaked a bit to be different from DM monsters (actually, I may need to make them a bit more distinct- playtesting now...)
Magic is locked down until you obtain various runes. The essential ones are specifically placed at appropriate depths in the dungeon, but most are randomish.
Monsters respawn randomly, and may follow you through stairs.
There's a bunch of cursed stuff lying around. And if there's not enough by default, you can always go hug a ruster...
Now back to trying to fix that whole not-enough-playtesting thing, and this time I must remember not to rearrange my inventory while standing on the trapped tile...