Also changed weights for the various maps and added another entry vault.
6PALTS6UWA7QNZWRNKUG3T7AT3ENSEZWU3BSD5TIKQHWVNIKWHYAC
RHKQOVR2VMVALPIRJ2YJBMMTJGH72Z7MCK73FBFIJ42NLBPIH3VAC
TVDXA2GCJGX4BY7BIA7WD74U5DOVOSYOCM3LSP4SR7T6QIZQ5A5AC
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NAME: enter_ossuary_2
TAGS: uniq_ossuary no_monster_gen
COLOUR: ' = yellow
FTILE: ' = floor_tomb
SUBST: ' = .
NAME: enter_ossuary_2
TAGS: uniq_ossuary no_monster_gen
SHUFFLE: CD / c=
COLOUR: ' = yellow
COLOUR: C = yellow
COLOUR: D = yellow
SUBST: D = =
SUBST: C = c
FTILE: ' = floor_tomb
SUBST: ' = .
ENDMAP
NAME: ossuary_zaba_two_paths
# There is no way up in the end. This is to give the zombies in the beginning
# more time to go for a walk and another chance to meet the player.
ORIENT: encompass
WEIGHT: 10
TAGS: ossuary no_item_gen no_monster_gen no_rotate
#
# Standard monsters: small zombies, large zombies, boss:
MONS: kobold zombie / goblin zombie / orc zombie / hobgoblin zombie
MONS: big kobold zombie / gnoll zombie
MONS: mummy
#
KFEAT: F = floor
COLOUR: F = cyan
KMONS: F = rat simulacrum / goblin simulacrum / kobold simulacrum /\
giant bat simulacrum / nothing w:80
KFEAT: S = floor
COLOUR: S = green
KMONS: S = spectral rat / spectral goblin / spectral kobold /\
spectral giant bat / nothing w:80
# Loot.
ITEM: any potion / any scroll / nothing w:1
#
# There are not always traps in corridors but they are guaranteed near the loot:
KFEAT: ' = arrow trap w:3 / dart trap w:5 / alarm trap w:7 / floor w:85
KFEAT: " = bolt trap w:1 / net trap w:3 / arrow trap w:5 / dart trap w:10
#
: ossuary_setup_features(_G)
: ossuary_milestone(_G)
MAP
ccccccccccccccccccccccccccc
c2c2c2cc...........cc2c2c2c
c+c+c+c.............c+c+c+c
c..........G...G..........c
c.........................c
c+c=ccccccccc+ccccccccc=c+c
bScc'ccG2=.......=2Gcc'ccFv
bSScc'ccGc.......cGcc'ccFFv
bSSScc'ccc.12321.ccc'ccFFFv
bSSSScc'cc.......cc'ccFFFFv
bSSSSScc'c.......c'ccFFFFFv
bSSSSSS+'c...G...c'+FFFFFFv
bSSSSScc'c.......c'ccFFFFFv
bSSSScc'cc.""""".cc'ccFFFFv
bSSScc'ccc."ddd".ccc'ccFFFv
bSScc'ccGc."ddd".cGcc'ccFFv
bScc'ccG2=."ddd".=2Gcc'ccFv
ccc+ccccccccccccccccccc+ccc
c11111cc1c1c1c1c1c1cc11111c
c......c+c+c+c+c+c+c......c
c.........................c
c..........<.A.<..........c
ccccccccccccccccccccccccccc
ENDMAP
# A larger ossuary than usual: there is a corridor with some monsters (and
# chances of wights) to get past, and then a little treasure room at the end.
#
# A hidden door in the treasure room leads to another corridor this one flanked
# with a guardian mummy (a hint of what's to come) on one side, and a flying
# skull on the other: the flying skull is basically an intelligent alarm trap,
# both behind glass.
#
# At the end of the corridor is a second treasure room, this one also
# containing more flying skeleton alarm traps, plus guardian mummies inside
# 3x3 rooms with secret doors.
#
# The intent is that someone with a relatively high stealth skill (at least
# for early) will be able to sneak past all of the flying skulls and grab the
# loot, and escape out before waking anyone up. Whereas someone with 0 stealth
# skill will wake up the mummies immediately.
#
# XXX: Should be looked at when noise/stealth is redone.
#
NAME: ossuary_due_cavern
WEIGHT: 10
ORIENT: encompass
TAGS: ossuary no_item_gen no_monster_gen
MONS: centaur zombie w:1 / orc zombie / hobgoblin zombie /\
kobold zombie / snake zombie / orc skeleton / hobgoblin skeleton /\
small snake skeleton / nothing w:5
MONS: wight
MONS: flying skull
MONS: guardian mummy / mummy w:2
ITEM: any scroll / any potion
ITEM: any scroll / any potion / any wand w:4
KMONS: V = guardian mummy
KMONS: X = flying skull
SHUFFLE: VX
SUBST: x = c:20 o:8
SUBST: z = c:20 o:4
SUBST: y = c:20 o:1
SUBST: $ = 1:10 2:1
KFEAT: L = =
: ossuary_setup_features(_G)
: ossuary_milestone(_G)
MAP
ccccccccc
cc.......cc
cc.........c
c...<..A..cc
cc.......cc
ccc.....cc
cc...cc
cc.ccc
cc.cc
cc.cc
cc.cc
cc.cc
cc.cc ccccccccccccccccc
cc..ccc c...............c
cc...cc c.=cc..xxx..cc=.c
ccc...ccc c.c4c..x3x..c4c.c
cc......cccccccccccccccccccccccccc.ccc..yzy..ccc.c
cc........cc$c$c$c$c$cc.....cccVccc...............c
c..........c+c+c+c+c+cc.GdG.cccoccc.cxy..eee..yxx.c
c..c.......+..........+..d..L.....+.c3z..eee..z3x.c
cc.cc......c+c+c+c+c+cc.GdG.cccoccc.cxy..eee..yxx.c
cc.c......cc$c$c$c$c$cc.....cccXccc...............c
cc.cc....cccccccccccccccccccccccccc.ccc..yzy..ccc.c
cc.....cc c.c4c..x3x..c4c.c
cc...cc c.=cc..xxx..cc=.c
ccccc c...............c
ccccccccccccccccc