Level Feelings

When you first enter a new dungeon level, you get a sense, or feeling, of just how interesting that dungeon level is. That feeling describes the "goodness" of the generated level. A better feeling indicates a more unusual dungeon layout, better items, and more out of depth monsters.

These feelings are, from stronger to weaker:

Using the command "Repeat level feeling (^F)" will repeat the original level feeling.

There are also some nonstandard level feelings, which are described below.

Level Rating

The dungeon level's feeling depends upon the level's rating. The rating is calculated by adding together the following number of points for each room, item or monster feature that is generated:

An actual example:

Monsters and items created later don't affect the level rating. For example, you might still run into a unique monster on a level with the feeling "What a boring place...", but that would mean the monster appeared after level generation.

Option auto_scum

This birth option forces the generation of good levels in the dungeon. The minimum "goodness" of the level is based on the dungeon level, so the deeper you go, the better the level will be. For example, with auto_scum turned on, boring levels are never generated, and starting with dungeon level 40, only good or better levels are generated.

Non-standard level feelings

Some levels are described with a non-standard level feeling:

Changing level feelings

A function tied to HOOK_FEELING can override a feeling (if the function returns TRUE) or add a few lines to the standard feeling (if the function returns FALSE). For example, the first case is used in the Thieves quest in Bree (see q_thief.c), the second case in the random quests (see q_rand.c).

Spoilers/Level Feelings (last edited 2006-09-14 09:38:48 by 68-184-38-106)