withinwheels

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A related idea that I've been thinking about off and on is a difficulty filter for seeds. We're able to examine (say) the number and placement of enchantment scrolls, food,...

> The attraction of filtering is that it produces a 100% "normal" level that the player might otherwise have encountered on normal mode (it's just a regular seed like any...

> So, assuming the cages work perfectly, then functionally it's exactly the same outcome whether you have to spend the key on the vault door, or on the specific item's...

Another fun but minor quirk of libraries is being able to use charges of useful wands (say, empowerment or plenty on allies) while in the vault with the full intention...

I also like the idea of keeping the door open to spawning blessed (cursed?) throwables. Maybe blessed ones have an improved chance of runic slaying?

A couple more ideas (should different ideas get different tickets?): dar village: similar to goblin warren, but are rings of floor with wall-pillars in the middle, separated by chasms with...

Your theory looks right to me. Additionally all uses of `randomMatchingLocation` except the offending line seem to pass `terrainType == -1`. ``` $ fgrep -n randomMatchingLocation src/brogue/*.c src/brogue/Architect.c:1129: randomMatchingLocation(&originX, &originY,...

As a concrete realization of those ideas, it is tempting to change `spawnsIn` from a `tileType` to a terrain flags mask (or perhaps two, flags required and forbidden.) However mud...

There might be a simpler way. I'm looking at the `spawnsIn` column and I'm seeing most entries (besides `NOTHING`) are seemingly dungeon- or liquid-layer anyway. That is, `spawnsIn` could become...

I scanned all floors of the first 300 seeds and counted which layers the above tile types appear in. For speed I omitted `WALL` and `NOTHING`. `WALL` seems to appear...