I agree with all these considerations.
But I did some choices for balancing and technical reasons.
I mean it is always 80 ammo. It is always 5 arrows. It is always 5 darts.
This is true. It is very unrealistic, infact the numbers should vary so that loot could have a realistic feeling.
I decided to keep fixed numbers (80 for ammo, 5 for arrows, 5 for quarrels, 5 for darts) for an easier items count through the dungeon editor, during the balancing (the editor can give the total number of a certain item, but not the total count associated with it). I could have changed the count numbers later (huge work, anyway) but I did not. Perhaps I will correct this in the next update.
You almost always find lockpick on body. Most of citizens of city were thiefs? Why so many of them carried 1 lockpick?
I agree. It is unrealistic that so many citizens had 1 lockpick with them. But I left so many lockpicks in these areas to facilitate locked chests opening. Infact only in these areas locked chests do contain essential keys.
Why add 4 same areas with "find 3 keys, 1 key per chest" if you can do just 1 such area?
I agree also in this case. I wished to build a bigger town, compared with the other four towns, so I decided to use four areas for it.
But, considering the similar features of these four areas, it would have been a better choice to build just one area for Ulqerak town.
If I could replan the entire mod, I would build just one area for Ulqerak town. Anyway, in oldest rpgs this repetitiveness was a common feature.
How about... It is magickal prison for mages. And you got here by mistake, you are not high level mage, but just was thrown there for false crime.
So in magickal prison they need some traps to keep mages inside.
Or you start in prison which is connected to old civilization ruins, you break wall in your prison room and enter catacombs with puzzles?
Thank you. These are very good ideas.
I will consider these ideas if I will produce another mod.