The torch can appear as a reward in special rooms, too.Ĭhasm Your steps echo across the dungeon. In addition, a single torch is spawned somewhere in the level, which will temporarily bring your field of view back to normal once lit. The remaining modifiers - Vegetation, Water and Chasm stay relatively similar to original PD.ĭarkness You can hear enemies moving in the darkness.Įncountering this depth feeling permanently increases enemy spawn rate and lowers the range of your field of view for a given floor. Shattered PD adds several new depth feelings - Darkness, Large floor and Traps. Grass rarity: 20% (80% in grassy floors)ĭepth feelings is a collective name for floor modifiers that can be encountered randomly within the dungeon.Water rarity: 30% (85% in flooded floors).Hidden rooms in chapter: 2 (+1 per secret floor). Special rooms per floor: 1 to 2, average 1.8 (3 in large floors).Standard rooms per floor: 4 to 6, average 5 (9 in large floors).This place is dangerous, but at least the evil magic at work here is weak. The city sends guard patrols down here to try and maintain safety for those above, but they are slowly failing. The Dungeon lies right beneath the City, its upper levels actually constitute the City's sewer system.Īs dark energy has crept up from below the usually harmless sewer creatures have become more and more dangerous. The number of rooms per floor, rarity of water, grass and types of traps vary depending on the chapter and level feeling. Currently, all non-boss depths except depth 26 use either the loop layout (standard rooms being placed roughly in a circle with the entrance and exit on opposite sides) or the figure-8 layout (2 smaller connected loops with the largest room in the center). However, it uses a new level generation algorithm, which allows for a bigger variety of floor layouts and room shapes. Shattered PD has the same number of chapters and floors as vanilla, 5 chapters with 5 floors each and a boss on every 5th floor.
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