NetHack Patch Database v0.27

323 patches

Randomly Generated Towns

NameRandomly Generated Towns v1
Rating100%
AuthorL
ForNetHack 3.4.3
DescriptionRandomly generated Minetown maps, and a few more dungeon floor types.
 Using algorithms from youkan's NetHack Brass, the following cartographical functions are present in this patch:

* Behold! Randomly generated Minetowns and Tourist quest filler levels! Note: this patch disables the pre-made Minetowns for the time being.
* I've also been able to apply several tweaks to the town generator such that it can create a different type of main dungeon floor map! You'll see those one time in three.
* Cavernous maps can now have a third terrain type specified. This can be used to create, among other things, a magma-filled cave (in the Valkyrie quest) or clusters of trees (in the Knight and Ranger quests)
* Big Room generation has been altered. Each floor below level 9 and above Medusa has a one in 38 chance of being a Big Room.
* I threw in my Wallified Corridors patch because it seemed to fit in. Disable it by #undefining WALLIFIED_CORRIDORS in config.h.
* Rivers (different from Pasi's rivers) are implemented but unused.
Downloadhttp://l.j-factor.com/nethack/mklev.diff (63.3 Kb)
AddedJune 04, 2007 17:42
ChangedSeptember 10, 2010 23:39
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2 Comments

 sonikJune 25, 2010 02:43
still not found on greyfire[Quote]
5John H.August 03, 2007 05:58
Very cool! I can quibble a bit about making it possible players will get more than one bigroom in a game... but I think Nethack needs more things like that.

Does the Wallified Corridors patch affect all levels or only town levels? I'm not sure how much I like that, arguably corridors don't have to be borderless but it also seems like they shouldn't be the same wall type as rooms. Hm.[Quote]

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