I mainly worked on content this week. I created some things by hand that I originally expected to procedurally generate. The latter may still be possible; sometimes I’ve had to create examples to see the patterns.
- Layered Map Elements. This feature allows content from multiple room types to be placed in the same room. This was already achievable by applying two history events to the same room. But, now that history generation is disabled, I needed another way to do this. An example use of this feature is an abandoned storage room now infested by spiders or occupied by skeletons. Map Elements can be defined for the individual room types (abandoned storage, spiders and webs, and skeletons) and combinations of individual room types.
- New room types: Cave-in with Corpses, Chest Surrounded by Fire.
- New room group: Spider-Infested Abandoned Bandit Hideout.

- New objects:
- Eternal Flame. Behaves like a regular flame, but doesn’t spread and burns indefinitely.
- Rat-Infested Barrel. When destroyed, it releases a few Giant Rats.
- Bug fixes. Minor map generation bugs.
Next week, I’ll add end-level content, including one or two bosses. I’ll also perform general testing.

