Randomize the number of objects and monsters a little bit,
they're still roughly the same as before.
des.stair("up")
des.stair("down")
--
-des.object("*")
-des.object("*")
-des.object("*")
+for i = 1,math.random(2, 5) do
+ des.object("*")
+end
des.object("(")
-des.object()
-des.object()
-des.object()
---
-des.monster("gnome")
-des.monster("gnome")
-des.monster("gnome")
-des.monster("gnome")
-des.monster("gnome")
-des.monster("gnome")
-des.monster("gnome")
+for i = 1,math.random(2, 4) do
+ des.object()
+end
+if percent(75) then
+ for i = 1,math.random(1, 2) do
+ des.object("boulder")
+ end
+end
+--
+for i = 1,math.random(6, 8) do
+ des.monster("gnome")
+end
des.monster("gnome lord")
des.monster("dwarf")
des.monster("dwarf")
des.monster("G")
des.monster("G")
-des.monster("h")
+des.monster(percent(50) and "h" or "G")
--
des.trap()
des.trap()
very rarely random items are generated eroded, erodeproof, or greased
Nazgul can see invisible
fix a case where punished iron ball yanked hero on top of a monster
+slightly randomize amount of items and monsters in the mines
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository