Infinite Dungeon Variety

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StarKeep
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Infinite Dungeon Variety

#1 Post by StarKeep »

http://te4.org/games/addons/tome/id_variety

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This addon is fairly simple.
It adds variety to the Infinite Dungeon!
... oh, want more information? Alrighty.

It adds in randomly swapping grid files (which are basically graphic packs, such as a forest, mountain, or a cave) to the Infinite Dungeon.

It also adds in new layouts, some more open, some more cramped.
It does not add in maze styled maps, because those are boring and take forever.

Lastly, it allows you to configure level size, and the experience multiplier, so that you can control the pace of your own game.

---

NOTES

The first floor is always a basic dungeon.
Currently, you may find doors that don't properly blend into adjacent tiles. This is due to not all sets of grid files actually coming with a built-in door, and them instead using the Basic one.
Signposts will always use the basic floor.
Not all layouts support vaults, so for those of you that like diving into instant death, you may be forced to hold yourself back.
Last edited by StarKeep on Sat Oct 17, 2015 1:04 am, edited 3 times in total.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Re: Infinite Dungeon Variety

#2 Post by StarKeep »

Version 1.1 - Desert Fix
http://te4.org/sites/default/files/game ... ety_1.teaa
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Fixes a bug that resulted in no down-stairs spawning in the desert grid.

For those curious, the Desert grid uses stairname_# for it's naming scheme, where all others use stairname by itself.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Infinite Dungeon Variety

#3 Post by StarKeep »

Version 1.2 - Forest Fix - More Variety
http://te4.org/sites/default/files/game ... ety_2.teaa
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Fixed a bug that caused the Forest to spawn without an exit.

Nearly doubled the amount of Grid types.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Joined: Sun Feb 03, 2013 12:29 am
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Re: Infinite Dungeon Variety

#4 Post by StarKeep »

Version 1.3 - Void Fix
http://te4.org/sites/default/files/game ... ety_3.teaa
---
Fixed an issue that caused the Void Grid to look terrible.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Joined: Sun Feb 03, 2013 12:29 am
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Re: Infinite Dungeon Variety

#5 Post by StarKeep »

Version 1.4 - Autumn Forest
http://te4.org/sites/default/files/game ... ety_5.teaa
---
Added in the Autumn Forest grid.

Fixed a few more issues.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Re: Infinite Dungeon Variety

#6 Post by StarKeep »

Version 1.5 - Snowy Forest/Temporal Void Fixes
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Snowy Forest and Temporal Void now both have diggable walls(trees).

Temporal Void no longer has see-through walls.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Infinite Dungeon Variety

#7 Post by stinkstink »

Sandwalls in the ID collapse after being dug out, and open doors in the water tileset count as being underwater.

StarKeep
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Re: Infinite Dungeon Variety

#8 Post by StarKeep »

Version 2.0 - Layouts Test 1
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Fixed the bug with opened water-tile doors mysteriously teleporting in anti-air bubbles.
Did not fix the bug with collapsing tunnels. Imagine it as your own little piece of Sandworm Lair. :wink:

Now also alters the layout of the dungeon between a few different layouts.

It also slowly increases the size of the dungeon (and as a result, the enemy count) as you go.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Joined: Sun Feb 03, 2013 12:29 am
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Re: Infinite Dungeon Variety

#9 Post by StarKeep »

Version 2.0.1 - Layouts Test 2
---
Removed Maze layout due to potential infinite loading screens.
Replaced it with the Town layout.

This is not a real npc town. This is just a simple town-generator, like you see in Halfling Complex.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Infinite Dungeon Variety

#10 Post by xnd »

How far down have you tried it re the increase of size and enemies vs mem/cpu use? i notice that lag starts in general if there are huge amounts of enemies in play.

edit:
also, would equilibrium become more of a problem the deeper you went, getting used up and having more and more enemies on the same level to defeat so it stops working?

StarKeep
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Re: Infinite Dungeon Variety

#11 Post by StarKeep »

Perhaps, but the enemy spread should never change too drastically. Despite there being more enemies, the map is also getting larger to compensate. (In fact, enemy count is directly tied into the size of the map now.)

For example, on say level 100 of the ID, you would have around 50-60 enemies with a map size of ~105/105.
This is compared to level 1 of the ID, where you could have like 30-40 enemies with a map size of ~70/70.

If curious, heres the exact code that does it;
(I don't claim for it to be perfect, or even great. It gets the job done.)

Code: Select all

self.IDVariety_x = math.ceil(math.random(0.75, 1.25) * (70 + (game.level.level^0.8)))
self.IDVariety_y = math.ceil(math.random(0.75, 1.25) * (70 + (game.level.level^0.8)))
self.IDVariety_enemy_count = (self.IDVariety_x + self.IDVariety_y) / 4
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Infinite Dungeon Variety

#12 Post by StarKeep »

Version 2.0.2 - Layouts Test 3
---
Testing a work-around for infinite loading screens on Maze and Cavern generation.
(This workaround may consist of blowing walls in the terrain.)

If I get a single infinite loading screen (or a report of one) I'm going to add them to a game options toggle instead to be safe.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Infinite Dungeon Variety

#13 Post by StarKeep »

Version 2.0.3 - Layouts Test 4
---
Fixed Maze generation, again. For the last time, hopefully.

Failed to fix the global black-screen bug that some appeared to get, I couldn't reproduce it.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Infinite Dungeon Variety

#14 Post by StarKeep »

Version 2.0.4 - Layouts Test 5
---
Enabled all layout types. (Last version had all disabled but maze as a left-over from testing.)
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Sirioh
Cornac
Posts: 39
Joined: Tue Apr 12, 2011 3:52 am

Re: Infinite Dungeon Variety

#15 Post by Sirioh »

I greatly enjoy this addon, as while ID is a good challenge and a change of pace from the main campaign, even just changing up the tile sets helps keep things from becoming incredibly monotonous.

However, I was wondering if it might be possible to add the other non-dreadfell vaults to the ID? Even if they spawn in the "wrong" tileset - for example, the old forest vaults in a "water" level (this isn't too incongruous since the dreadfell vaults keep the stone walls themselves anyway).

If possible, I would also like to suggest options to tweak when any vault can start spawning in the ID. From what I can tell, vaults can start spawning as early as level 1. While the player can certainly skip them (and often should, that early), this can result in lost artifacts that they won't ever see again - which may be "game breaking" if it's something like the AM potion.

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