#3121
Remove the Luck component of searching for secret doors and passages. Specifically, change the rnl() calls that allow a search to fail into rn2() calls, which have no Luck bias.
Remove the Luck component of searching for secret doors and passages. Specifically, change the rnl() calls that allow a search to fail into rn2() calls, which have no Luck bias.
Randomly generated puzzle mechanisms that reveal secret doors once completed. Things such as finding a mechanism hidden under a statue, or having a boulder generate in a room and needing to push it somewhere else in that room.
Kicking a wall where there is a secret door will always reveal the door and will never hurt you. This first kick may WHAMMM or crash it open as usual for doors.
The chance of finding a secret door directly relates to how many seen tiles are surrounding the door. The more tiles around it are seen, the more likely it is to be found.
Realistically, a player searching near a secret door will almost always have either 5 or 8 of the adjacent tiles seen; so perhaps just check whether the player has seen the two tiles on either side of the door. If the player has seen both, finding the door becomes a lot easier.
Scale the probability of secret doors and secret passages in a room-and-corridor level based on its depth, so that level 1 is almost guaranteed not to contain any blocking the way, and the other early levels are also not likely for this to happen.
Improvements to secret doors:
Lit candles get snuffed when you move next to an unseen secret door, trap door or hole: “A draft blows out your candle.”
Use the builtin pathfinding algorithm to trace a path between the upstairs and downstairs of each level in the Dungeons of Doom. Along this path, remove or relocate any traps, and (in early levels, perhaps up until the Oracle) convert any secret doors or passages along the path into regular ones.