All ideas tagged "special room"

#3090

 · 
vanilla

In special rooms with zoo-like generation, meaning they generate a monster on every square, generate the monsters with MM_NOGRP to suppress group generation. This prevents a group from being one of the last things to spawn into the room and overflow into nearby spaces outside of it.

#2179

 · 
vanilla

Monster lairs (antholes, cockatrice nests, etc) are not filled wall-to-wall with monsters.

#2175

 · 
vanilla

Certain special rooms (typically ones that have awake monsters in them that shouldn’t wander around the level) always generate with all of their doors locked.

#2149

 · 
vanilla

Add a “specialness” value to each special room and possibly dungeon feature, based on their approximate usefulness to the player. (For example, a swamp room is virtually useless to the player, a treasure zoo not very useful, a throne room more useful, and a temple or shop the most useful.) A level will start out with some amount of specialness available, and randomly chooses special rooms and features to add until it runs out of specialness.