Problem
There are bugs in the dungeon generation code that cause quirky layouts in levels. These are all minor, excepting the unreachable shops.
1. Odd secret doors in passages
Code:
##########
#......./## <- Here
#.......#.###
#.......#...#
##.......###@#
./.......# #./....
.######### #####/
's'earching when adjacent to that "door" will make it disappear:
Code:
###########
#......./.#
#.......#@###
#.......#...#
##.......###.#
./.......# #./....
.######### #####/
2. Corridors made of doors
Code:
#####/#
#..../#
#..../#
#..../#
#..../#
#..../#
#....##
######
Probable explanation: "First, dungeon rooms are generated, and then an attempt is made to connect there rooms with corridors. However, when (for some reason) the generator creates a room with even numbers of rows/columns (normal rooms have odd numbers), the corridor generator doesn't take that into account and tries to connect to the room to the right-most/bottom-most tile - which would be rock. I assume that the generator generates corridor tiles before entering the room, and then digs throughout the room turning rock to doors until it hits a floor tile. Normally, it would turn only the first tile to a door - but when it hits the right-most/bottom-most row/column, which is actually the left/bottom wall of the room, it turns it all (or almost all) into doors." -- r.g.r.a bug list
3. Walls of secret doors in the banshee's room
Changelog says: "The banshee room could occasionally be placed on odd screen coordinates which in turn occasionally caused a wall to be filled with secret doors." Nonetheless it can still happen as of 1.1.1:
Code:
#.........# #.......##### #################.#####+# #...........#
#...[.....# #.....%./...# #....../..../..%.[%.....# #...........#
#.........### #####/#####.#####..>.../#####..........%### #############
#.........%.#########.#####.%.../%..@../# #............%#
#.........#........%............/.%....## ###.%.....<...#.# #########
#.........###########.################## #./....%%.....#.# #......%#
########### #############################%#......%.%..#.#####.......#
4. Double corridors on vault levels.
These look like this:
Code:
##########
######........######
######### ####..................####
#.......############################.......................(#
#.......#.....@............................%%......%........#
#...........^.......################........................#
#.......###########.######### ####..................####
#.......# #.........# ######........######
#.......# #.........# ####.#####
#.......# #.........# #.#
Assumedly, the game sticks the corridor from the vault to the rest of the dungeon above that of another room's. This doesn't always happen.
5. Unconnected shops
There can be unconnected shops, only reachable via digging or teleportation. For example:
Code:
####### #.####### #.........# #.........#
#.....# #.# #.........# #.........#
####### #.....#####################.#############.........# ###########
#!!!./# #@..../................................./.........#
#!!!.## #.....#####################.#############.........#
#!!!!# #.....# #............./.........#
#!!!!# ####### #########################
######
These are rather rare. The savegame for that character is available upon request.
How to reproduce it
Regular gameplay will show at least one of these in action.
Notes
See above.