Responding with '?' to the "what level?" prompt when using ^V in
wizard mode brings up a menu of special level destinations that lets you
move across dungeon branches. But getting in and out of Fort Ludios
didn't work, and jumping to the endgame forced you to arrive on the Plane
of Earth. Now Fort Ludios will not be selectable in the menu until after
the portal ordinarily used to reach it has been created (so you'll need a
level between Bigroom and Medusa with a vault on it to be created before
you can bypass the magic portal and jump directly to the Fort), and you
can go directly to any of the elemental planes, including Astral, without
stopping at Earth first (the Wizard will be there to greet you, whichever
level you pick). Also, this limits the menu to endgame entries once you
are in the endgame. (Previously, picking a non-endgame level would yield
"you can't get there from here"; you can still get that, if you really
want to see it for some reason, by giving a destination level number
outside the range of -1 to -5 instead of using the menu.)
I hadn't realized that this feature has been around since 3.4.2 until
I couldn't find any new feature entry for in the current fixes file....
108 lines
4.1 KiB
Plaintext
108 lines
4.1 KiB
Plaintext
# SCCS Id: @(#)knox.des 3.5 2006/03/20
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# Copyright (c) 1989 by Jean-Christophe Collet
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# Copyright (c) 1992 by Izchak Miller
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# NetHack may be freely redistributed. See license for details.
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#
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MAZE:"knox",' '
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FLAGS: noteleport
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GEOMETRY:center,center
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MAP
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----------------------------------------------------------------------------
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| |........|...............................................................|
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| |........|.................................................------------..|
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| -------+--.................................................|..........|..|
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| |........}}}}}}}....................}}}}}}}..........|..........|..|
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| |........}-----}....................}-----}..........--+--+--...|..|
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| ---........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
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| |..........}---S------------------------S---}.................|...|..|
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| |..........}}}|...............|..........|}}}.................+...|..|
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| -------..........}|...............S..........|}...................|...|..|
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| |.....|..........}|...............|......\...S}...................|...|..|
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| |.....+........}}}|...............|..........|}}}.................+...|..|
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| |.....|........}---S------------------------S---}.................|...|..|
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| |.....|........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
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| |..-S----......}-----}....................}-----}..........--+--+--...|..|
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| |..|....|......}}}}}}}....................}}}}}}}..........|..........|..|
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| |..|....|..................................................|..........|..|
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| -----------................................................------------..|
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| |..............................................................|
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----------------------------------------------------------------------------
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ENDMAP
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# Non diggable walls
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NON_DIGGABLE:(00,00,75,19)
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# Portal arrival point
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BRANCH:(08,16,08,16),(0,0,0,0)
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# accessible via ^V in wizard mode; arrive near the portal
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TELEPORT_REGION:(06,16,09,17),(0,0,0,0),up
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TELEPORT_REGION:(06,16,09,17),(0,0,0,0),down
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# Throne room, with Croesus on the throne
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REGION:(37,08,46,11),lit,"throne"
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MONSTER:'@',"Croesus",(43,10),hostile
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# The Vault
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# Using unfilled morgue for
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# identification in mkmaze.c
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REGION:(21,08,35,11),lit,"morgue",unfilled
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# Corner towers
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REGION:(19,06,21,06),lit,"ordinary"
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REGION:(46,06,48,06),lit,"ordinary"
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REGION:(19,13,21,13),lit,"ordinary"
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REGION:(46,13,48,13),lit,"ordinary"
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# A welcoming committee
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REGION:(03,10,07,13),lit,"zoo",filled,true
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# arrival chamber; needs to be a real room to control migrating monsters,
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# and `unfilled' is a kludge to force an ordinary room to remain a room
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REGION:(06,15,09,16),unlit,"ordinary",unfilled
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# Barracks
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REGION:(62,03,71,04),lit,"barracks",filled,true
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# Doors
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DOOR:closed,(06,14)
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DOOR:closed,(09,03)
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DOOR:open,(63,05)
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DOOR:open,(66,05)
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DOOR:open,(68,08)
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DOOR:locked,(08,11)
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DOOR:open,(68,11)
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DOOR:closed,(63,14)
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DOOR:closed,(66,14)
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# Soldiers guarding the fort
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MONSTER:'@',"soldier",(12,14)
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MONSTER:'@',"soldier",(12,13)
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MONSTER:'@',"soldier",(11,10)
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MONSTER:'@',"soldier",(13,02)
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MONSTER:'@',"soldier",(14,03)
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MONSTER:'@',"soldier",(20,02)
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MONSTER:'@',"soldier",(30,02)
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MONSTER:'@',"soldier",(40,02)
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MONSTER:'@',"soldier",(30,16)
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MONSTER:'@',"soldier",(32,16)
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MONSTER:'@',"soldier",(40,16)
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MONSTER:'@',"soldier",(54,16)
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MONSTER:'@',"soldier",(54,14)
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MONSTER:'@',"soldier",(54,13)
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MONSTER:'@',"soldier",(57,10)
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MONSTER:'@',"soldier",(57,09)
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MONSTER:'@',"lieutenant",(15,08)
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# Four dragons guarding each side
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MONSTER:'D',random,(18,09)
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MONSTER:'D',random,(49,10)
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MONSTER:'D',random,(33,05)
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MONSTER:'D',random,(33,14)
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# Eels in the moat
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MONSTER:';',"giant eel",(17,08)
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MONSTER:';',"giant eel",(17,11)
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MONSTER:';',"giant eel",(48,08)
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MONSTER:';',"giant eel",(48,11)
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# The corner rooms treasures
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OBJECT:'*',"diamond",(19,06)
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OBJECT:'*',"diamond",(20,06)
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OBJECT:'*',"diamond",(21,06)
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OBJECT:'*',"emerald",(19,13)
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OBJECT:'*',"emerald",(20,13)
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OBJECT:'*',"emerald",(21,13)
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OBJECT:'*',"ruby",(46,06)
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OBJECT:'*',"ruby",(47,06)
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OBJECT:'*',"ruby",(48,06)
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OBJECT:'*',"amethyst",(46,13)
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OBJECT:'*',"amethyst",(47,13)
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OBJECT:'*',"amethyst",(48,13)
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