TheMasterGear wrote
What I think is the hard part is trying to get the random overworld tiles not overriding the dungeons and towns. One idea could help would to have all locations spawn before triggering events, even if that could cause sequence breaking.
That's actually the easy part.
All the dungeons and towns are generated during worldgen, they're just hidden until you reveal them somehow. So we can simply check if there is any dungeon on the worldmap tile before generating a wilderness location.