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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-07-14 20:26:05 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-07-14 20:26:05 +0000 |
commit | 26f8d2de7b69e5cc901b293f76dd0ded073ad1b7 (patch) | |
tree | 87209d39e974b90f25cc2da991c7156cf91c8720 /crawl-ref/source/rltiles/dc-dngn.txt | |
parent | 258300c2d7b30f3ccdcd43b804b4ff9055dae917 (diff) | |
download | crawl-ref-26f8d2de7b69e5cc901b293f76dd0ded073ad1b7.tar.gz crawl-ref-26f8d2de7b69e5cc901b293f76dd0ded073ad1b7.zip |
Tweak Shoals algorithm to place the islands a bit more central and away from
the border (so they're not cut off anymore).
Also add a new feature type DNGN_OPEN_SEA that is an impassible feature only
intended for the Shoals border. Will need special handling for confusion, I
guess.
I've also tweaked the level generation, so Shoals vaults don't need to be
connected anymore (the algorithm just adds superfluous floor corridors), but
I still get loads of corridors on the bottom level - frustratingly enough
only inside the map border, and they (usually) don't even contain any stairs
or other features. It's maddening!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10213 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/rltiles/dc-dngn.txt')
-rw-r--r-- | crawl-ref/source/rltiles/dc-dngn.txt | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/rltiles/dc-dngn.txt b/crawl-ref/source/rltiles/dc-dngn.txt index 47a3d7994c..49ff833f36 100644 --- a/crawl-ref/source/rltiles/dc-dngn.txt +++ b/crawl-ref/source/rltiles/dc-dngn.txt @@ -386,6 +386,7 @@ floor/lava2 floor/lava3 ## water +dngn_open_sea DNGN_OPEN_SEA dngn_deep_water DNGN_DEEP_WATER dngn_shallow_water DNGN_SHALLOW_WATER dngn_shallow_water_disturbance DNGN_SHALLOW_WATER_DISTURBANCE |