Other than "special" dungeons (Direnni, Wayrest, Scourg, etc.) this will reduce all dungeon sizes to the smallest viable block count of 5 - being 1 internal block closed by 4 border blocks.
#Best dungeons of dredmor mods overhaul code
I have a branch of the code with a proof of concept for smaller dungeons that can be enabled by settings: Experimental Smaller Dungeons. I hope this doesn't sound like I'm trying to troll anyone here it's just a rant at Bethesda. If I could do it, I'd provide a modded alternative to all radiant quest dungeons where the maximum number of real blocks was 2, and those hand-picked to contain the easier block layouts.
And I'm a player who has a good memory for many of the block variants and can often navigate back to the entrance across 3 real blocks without resorting to recall or the map. Another of their delightful little tricks was to build dungeons with blocks that are slight variants of the same complex type side-by-side, just to confuse you. Even the more nightmarish dungeons of 5+ real blocks would be a lot more player-friendly if they had only placed the entrance centrally. For example, a 4 real block dungeon where you have the 4 in a line and you start in the far corner or one of the end blocks. What makes a lot of DF dungeons worse is that the design and entrance placement are often examples of what can only have been calculated sadism on the part of Bethesda. If you compare Privateers Hold with the majority of dungeons in a more modern Elder Scrolls games or games by anyone else, PH would count as a reasonably big dungeon in those games. 12 or more will mean at least 4 real blocks. The 8 blockers mean 2 real or inner blocks. However, where to put them in game? And that would be already much more involved than the first solution. My guess is that it could be done, given the modular nature of dungeons.
#Best dungeons of dredmor mods overhaul mod
The simplest solution, some mod or some option that would weight random quests toward smaller dungeons, could only help so much if 8 modules dungeons already feel too vast.Īnother solution would be check if more "Privateer's Hold"-like 5 modules dungeons could have been created using existing modules (1 inner non-cemetary module + 4 border modules). So maybe that's the origin of this feeling: the distribution of dungeon sizes would feel about smooth, except the 5 modules dungeons have almost all been turned into cramped cemetaries so there's a noticeable gap between them and the next dungeon size (8 modules). If you look at Daggerfall region dungeons for their number of blocs/modules statistics, there'sĥ modules dungeons: 73 (27,2%, total 27.2%)Ĩ modules dungeons: 67 (25%, total 52.2%)ġ0 modules dungeons: 37 (13.8%, total 66.0%)ġ1 modules dungeons: 9 (3.4%, total 69.4%)ġ2 modules dungeons: 36 (13.4%, total 82.8%)ġ3 modules dungeons: 36 (13,4%, total 96.3%)ġ4 modules dungeons: 9 (3.4%, total 99.6%)ġ6 modules dungeons: 1 (0.4%, total 100%) (Castle Daggerfall)ĥ modules dungeons are all cemetaries or forgotten cemetaries, that have one center "inner" module and 4 "border" modules around it, that are usually(?) not connected to the inner dungeon space, so they feel real small, except Privateer's Hold, that while small feels totally different.
To me, the best dungeons are dungeons that take at least 30 minutes and at most 60 minutes to get through, more often than not leaning on the 30 minutes side of things, with the longer dungeons aimed at big milestones. I'd love the option to have simpler dungeons. But I just didn't like the feeling of doing so. I understand that you can cheat by setting a property and using the keys to go between treasure piles until you find your goal, and that's recommended to many players who dislike the dungeons. While it's rewarding, I don't find trudging through thousands of randomly generated hallways to be at all fun. I considered them sprawling, unmappable mazes where it can take hours and hours and hours to find your goal. I understand that there are people who like the dungeons. There was only one problem that seriously prevented me from progressing far in the main quest. Daggerfall also had a custom character creation system more robust (and more broken!) Than any other system I've seen. You could eventually make your character unto a god with enough magic items and such. I loved creating characters, joining guilds, and designing spells and magic items. When it came out, there really wasn't much like it. Daggerfall was, by far, my favorite elder scrolls game.