[QUOTE=PowerDiver;41450]One simple change would be to modify the room placement algorithm so that if a more interesting room is attempted to be placed, and the space is occupied by a less interesting room, then remove the less and place the more. I don't remember the conditions for the room placement phase to terminate, so there might need to be another change so that it doesn't just iterate until all rooms are vaults.[Quote]
Why not just start with the placement of interesting rooms. The very first calculation should be 'is there a GV on this level?' I think this is better than creating rooms and then removing them to place GVs
I actually think the drop rates of non-consumables are fine. And not only that, with ewert's changes, the drop rates of potions are also fine. However, the drop rates of wands and rods are not. For whatever reason, I think staves are fine.
To get to dlevel 50 repeatedly without finding at least one rod of light, dstairs, dobj, dtrap and illumination repeatedly should not often happen.
Why not just start with the placement of interesting rooms. The very first calculation should be 'is there a GV on this level?' I think this is better than creating rooms and then removing them to place GVs
Originally posted by PowerDiver
To get to dlevel 50 repeatedly without finding at least one rod of light, dstairs, dobj, dtrap and illumination repeatedly should not often happen.
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