Only one branch per floor

It irks me every single time I am doing a run and find two branches on the same floor. It becomes a choice of which branch I would want to go to and find, and no longer a race to get to one in the first place. It really is just annoying to know you will miss out on loot and xp that come from a branch with no way to avoid doing so. It should be set up so that branches never spawn as more than one on the same floor to avoid this issue.

I assume you have a recent story behind this?

I keep spotting it more and more often in some gnoll pallet cleanser runs I have been doing between more focused builds. I saw it about three different times today in the trunk and wondered why it happened. It seems more like a bug than a feature.

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I am happy to take-or-leave portal branches according to the situation. You aren’t guaranteed portal branches will even show up and sometimes I just leave if I think I will spend too many consumables anyway. For some portals or troves or vaults I just say to myself “I guess it didn’t really generate” since doing them would be too risky :P

You can do 2 portals on the same floor if you are fast! Triple portals are possible but I am not sure if anyone has done all 3 on the same floor haha.

Oh, one last thought: removing double portals would actually reduce the number of portals available! As it stands, double portals are beneficial compared to rejecting a portal if there was already one! You get to choose which one you want to do, you are more likely to be able to find/reach at least one before they poof, and it’s possible you can do both!

You’re asking for a nerf here!

How would adding an exclusion in generation that forces the game to put only one branch per floor reduce the total number of branches the game generates? Sure, if you set it up so that the exclusion would discard the other portal, that would just delete it, but why on earth would you do that? Why would you not just have it shifted to another floor?

Having two branches on a floor has the only upside that it makes you more likely to find at least one of them, but they are not exactly hard to find, so that upside is not worth it for the simple truth that you are more likely to miss out on one over the other. This seems like an easy fix for something that is an unintended interaction.

level generation doesn’t plan ahead of time what floor to put portals. It doesn’t schedule portals.

Having the portals on the same floor is better than rejecting one of them and maybe (but likely not!) seeing it later.

It could be changed to schedule portals (or the rate of portals could be increased to compensate) but having to choose occasionally, potentially choosing to try to rush and get both done is an interesting decision. It can be fun! It’s interesting variety in dungeon generation!