There is a loot bug in the great hall. I have been playing DoD since v1.0.9b and never once have I gotten loot at position 1 or position 2. Supposedly there is some there every time but never anything. I have posted the code for the room from the main game below. Code: <room width="28" height="22" name="30x22, The Great Hall"> <row text=" #####D########D######### "/> <row text="######...######...######## "/> <row text="#3#5.......^....^.......6# "/> <row text="#2#.@..................@.# "/> <row text="#!#......................###"/> <row text="#!P...##WWWWWWWWWWWW##...P##"/> <row text="#.....##WWWWWWWWWWWW##.....#"/> <row text="d..^....................^..d"/> <row text="#......###.................#"/> <row text="#....#####........#####....#"/> <row text="###..###1#........#####..###"/> <row text="###..###!#..^..^..#####..###"/> <row text=" #..###!#........8WWW...# "/> <row text="###...WW...........WWW...# "/> <row text="##P...WWW.@......@.......# "/> <row text="#.7......................d "/> <row text="d.^......................# "/> <row text="#.......####...#####.....# "/> <row text="###.....#####D######.....# "/> <row text=" #..^..# #..^..# "/> <row text=" ##...## ##...## "/> <row text=" ##D### ###D## "/> <flags minLevel="0" maxLevel="0" special="1" /> <loot at="1" /> <loot at="2" /> <element type="dredmorstatue" at="3" /> <customengraving name="Candles" at="5" percent="60" pngSprite="dungeon/candles_floor_sw/candles_floor_sw" pngFirst="0" pngNum="3" pngRate="150" passable="1" pngAnimate="1" description="The candles flicker in a draft." can_push="0" /> <customengraving name="Candles" at="6" percent="60" pngSprite="dungeon/candles_floor_nw/candles_floor_nw" pngFirst="0" pngNum="3" pngRate="150" passable="1" pngAnimate="1" description="The candles flicker in a draft." can_push="0"/> <customengraving name="Candles" at="7" percent="60" pngSprite="dungeon/candles_floor_ne/candles_floor_ne" pngFirst="0" pngNum="3" pngRate="150" passable="1" pngAnimate="1" description="The candles flicker in a draft." can_push="0"/> <customengraving name="Candles" at="8" percent="60" pngSprite="dungeon/candles_floor_se/candles_floor_se" pngFirst="0" pngNum="3" pngRate="150" passable="1" pngAnimate="1" description="The candles flicker in a draft." can_push="0"/> </room> It always bugged me that there was nothing in the hidden area at 1. I always thought the statue in the hidden area at 3 was all there was supposed to be. If someone knows how to change the code to get something random, let me know. That way until it's fixed, I can fix my own copy.
I'm pretty sure I told David Baumgart about this back when the DLC was top-secret. I could have swore he said the change had been implemented for DLC. If not, I should go check to see if the rest of the list I sent him at that time got implemented or lost. EDIT: My bad. While I pointed out another room in the files that had this issue, I did not identify the Great Hall as needing a fix. In fact, reading my old correspondence to him, I actually seemed to think the Great Hall was working at the time.
Most reliable solution would be to assign a type to it. Probably type="armour" since that has the most variety to it, and thus would be closest to the spirit and intent. Part of the email I referred to was me telling dbaumgart about another room that had a different phrasing to generate a random item that wasn't working. When I made the notes that eventually became that email, this one was working, so it seems like that functionality probably broke between 1.0.8 and 1.0.9 rev B. You could try type="random". That's the code that was used in the place I was writing about and saying wasn't working. Maybe I just swapped which room was and which wasn't working? More than a month went by between me making the note and the conversation where it actually came up, so I could have screwed up the details. Nevermind, I'm pretty sure type="random" isn't working currently, either.