Checkem wrote:@Darvin: I don't think the placement of Bunndayraz and Halpmeh are part of the choke algorithm
it's just a random layout.
If you notice, the full choke places the enemies almost right behind each other very early in the dungeon's center.
On the semi-choke you see the enemies placed on the corners very early where you can just go around them. You don't see the "full" choke placement until the end of each respective lane where the high level enemies lay.
I for one welcome our new labyrinth.
A big thing we were looking to avoid was the clustering together of enemies
Again, we hope this feels better
Darvin wrote:In terms of considerable areas that are totally blocked from exploration, I'm seeing pretty much the same blocks in both cases. They're slightly different, but both dungeons have the south-eastern corner of the map cut off by high-level monsters, and both have a section blocked by a 6th level goblin (example 1 it's the north-west, example 2 it's one of the eastern side-branches; this one's egregious since he's blocking access to the two 5th level goats. Having a tough 6th level monster blocking access to easy 5th level monsters is nasty)
With enemies being spaced out a little more, even just one space apart, that's 50% more health you can get before you have to go into combat again.
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