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Long expeditions D1-b: crypt_valdris + T2 zones to new room bands
Three more zones follow the goblin_warrens pattern from D1-a: add the missing Trap anchor and deepen the graph so the longest entry→boss walk lands in its tier's target band. crypt_valdris (T1): 8 → 17 nodes, longest 13 (band 12–14) forest_shadows (T2): 9 → 19 nodes, longest 16 (band 16–20) sunken_temple (T2): 10 → 26 nodes, longest 16 (band 16–20) Topology preserved per zone: - Crypt diamond + Perception-DC-15 secret off side_chapel. - Forest asymmetric main fork (long branch carries the elite) + WIS-DC-14 secret pre-boss. - Sunken Temple sequential forks with no mid-path merge (four leaves all terminate at the single boss room). MinRooms/MaxRooms re-pitched to the §2 bands so the dice fallback also lands in band for any future graphless zone.
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@@ -258,8 +258,8 @@ func zoneCryptValdris() ZoneDefinition {
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Faction: "Undead",
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Atmosphere: "Stone corridors, dripping water, candles that shouldn't still be burning.",
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Hook: "The iron gate hangs open — someone left in a hurry. Carved into the stone above: \"HERE LIES VALDRIS. DO NOT.\" The rest has been chiseled away. I decline to speculate.",
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MinRooms: 6,
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MaxRooms: 7,
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MinRooms: 12,
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MaxRooms: 14,
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Enemies: []ZoneEnemy{
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// Phase 4-B (outlier fix): the live roster was the only
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// dual-killer-elite zone (wight + flameskull, both CR3+ on
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@@ -314,8 +314,8 @@ func zoneForestShadows() ZoneDefinition {
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Faction: "Beasts, Fey-corrupted creatures, Bandits",
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Atmosphere: "Ancient forest, twisted paths, eerie silence, bioluminescent fungi, things in the canopy.",
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Hook: "The forest was beautiful once. Travelers still say so, usually right before they stop saying anything at all. The trees lean in when you're not looking. I have noted this is not a metaphor.",
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MinRooms: 6,
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MaxRooms: 8,
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MinRooms: 16,
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MaxRooms: 20,
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Enemies: []ZoneEnemy{
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// Phase 4-B (outlier fix): standard pool was carrying two
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// real killers — Displacer Beast (38% win as a standard
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@@ -377,8 +377,8 @@ func zoneSunkenTemple() ZoneDefinition {
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Faction: "Kuo-toa, Water Elementals, Aboleth-touched",
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Atmosphere: "Flooded stone chambers, barnacled pillars, salt smell, alien glyphs, things that swim in the dark water.",
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Hook: "The tide went out thirty years ago and never fully came back. The temple stayed wet anyway. Something down there keeps it that way. I suggest waterproofing your spellbook.",
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MinRooms: 6,
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MaxRooms: 8,
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MinRooms: 16,
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MaxRooms: 20,
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Enemies: []ZoneEnemy{
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{BestiaryID: "kuo_toa", SpawnWeight: 7},
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{BestiaryID: "kuo_toa_whip", SpawnWeight: 4},
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