Could this have anything to do with the Monsters sleeping post over on CF-Devel? Initial post: http://mailman.real-time.com/pipermail/crossfire-devel/2002-October/003610.html "What I see, is that areas that used to be packed end-to-end with monsters, are now containing one or two, and a generator at the back of the room. Someone on IRC mentioned that this is due to the monsters sleeping, and blocking the generators." Followup post: http://mailman.real-time.com/pipermail/crossfire-devel/2002-October/003622.html "The bigger problem it solved is that monsters now sit still, so when you get to the far side of a level (that isn't just a big chamber), the monsters are still there, instead of all of them coming towards you at the start of the level." "If an area is supposed to be packed full of monsters, then the map maker should put those monsters in." Just a thought... - Rick Tanner leaf at real-time.com On Fri, 1 Nov 2002, Preston Crow wrote: > >> And I don't think the knight quest has been fixed in CVS yet. > > > > Just tried it out locally on my system (I'm presuming we're meaning the goblin > >head quest) and it worked OK. > > > > However, there are perhaps issues with some of these maps - on an active > >server, it is very possible that some of the world maps won't reset very often. > > It does work now, but the random levels are all essentially empty. It used > to be that they got progressively harder such that the last random level > was about as difficult as the end map. >