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	reduced Trollheim/Hive generation in new submodes of Chaos
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		| @@ -752,7 +752,7 @@ void giantLandSwitch(cell *c, int d, cell *from) { | ||||
|      | ||||
|     case laTrollheim: | ||||
|       if(fargen) { | ||||
|         if(hrand(50000) < (chaosmode?1000:5) && c->wall != waBarrier && celldist(c) >= 7 && !safety && !peace::on) { | ||||
|         if(hrand(50000) < (chaosmode==1?1000:chaosmode?50:5) && c->wall != waBarrier && celldist(c) >= 7 && !safety && !peace::on) { | ||||
|           bool okay = true; | ||||
|           forCellCM(c2, c) forCellCM(c3, c2) forCellCM(c4, c3) forCellCM(c5, c4) { | ||||
|             cell *cx = chaosmode ? c3 : c5; | ||||
| @@ -1481,7 +1481,7 @@ void giantLandSwitch(cell *c, int d, cell *from) { | ||||
|      | ||||
|     case laHive: | ||||
|       if(fargen) { | ||||
|         if(hrand(2000) < (chaosmode ? 1000 : PURE ?200:2) && !safety)  | ||||
|         if(hrand(2000) < (chaosmode==1 ? 1000 : (PURE && !chaosmode) ?200: chaosmode ? 10 : 2) && !safety)  | ||||
|           hive::createBugArmy(c); | ||||
|         if(hrand(2000) < 100 && !c->wall && !c->item && !c->monst) { | ||||
|           int nww = 0; | ||||
|   | ||||
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