#4877
Themed room filled with sand which contains either a couple long worms, or baby long worms if regular ones are not appropriate depth yet.
Themed room filled with sand which contains either a couple long worms, or baby long worms if regular ones are not appropriate depth yet.
Add a themed room that contains an engraving explaining a random one of the game’s predefined alchemy recipes, and possibly one of the potion ingredients. The idea of this is to provide unspoiled players (or spoiled players who are out of date on alchemy changes) with an in-game means of learning the recipes.
A themed room that is a dragon’s hoard: a big pile of money and gems (and possibly a couple chests) spanning multiple spaces with a single sleeping (or waiting) dragon on top of it all.
Themed room named “Home Sweet Home” - one that a former adventurer has retired in and made their own. There is a peaceful player monster inside, and some trappings of home life such as a sink, a chest, food, and so on. If beds as a dungeon feature exist, there is also one of these.
Add a themed room commemorating the long-lived tactic of pudding farming. It has the following properties:
“Bowling alley” themed room, a fixed size (either 5 in width or height, longer in the other dimension) with six statues arranged in a triangle at one end of the room as “pins” and one or more rolling boulder traps for the “ball”.
Minesweeper implemented as a themed room: a certain fraction of spaces (probably 10% or less) have a land mine placed on them. Every space adjacent to a land mine bears an engraving of the number of adjacent mines; mines themselves are engraved with “X” or “BOOM”. Spaces with no mines adjacent have no engraving.
“Organic” anthole themed room: instead of using a rectangular room, it disrupts its edges so as to not look manmade. Then the room type is specified as anthole to stock it with ants.
“Dragon hoard” themed room: containing a big pile of gold scattered within a radius of 2-3 tiles around its center point, with larger stacks of gold closer to the center of the pile. The pile may also contain a few additional items: random gems, a ring or amulet, (if in an object-materials-implementing variant) a gold version of an item that is eligible to be gold. Atop the center of the pile is a dragon, or possibly a few adult dragons all of the same species, either asleep or flagged as waiting, with possibly a few dragon eggs of the same species and/or a couple baby dragons.
Dungeons levels generate random, small Sokoban “rooms” - actually themed rooms, never on a path between the two stairs, possibly using “diagonaloban” rules which permit boulders to be rolled in any direction. There is a minor prize in each room at the end of the puzzle.
Internally, rooms like this should have their own room type, which will help with putting in anti-cheating measures:
It’s unclear what the methods to prevent the standard forms of cheating (breaking boulders, reading scrolls of earth, carrying boulders as a giant, etc) should be. Possibly they will just carry cheating penalties like normal.
Add “jackal kills” as a feature or themed room that generates rarely on early dungeon floors: a corpse of a playable race surrounded by a few jackals. If fake bones piles are added, make this a fake bones pile with “killed by a jackal” on the headstone.