yeah, i'm slowly re-reading all threads related to development and ideas.
the problem with new dungeons is scripting, i believe. it is relatively easy to add C++ support code. yet scripting the dungeon, balancing it, and so on is much, much harder. especially using just a text editor.
two things i'm working hard on now is using SQLite db instead of text scripts, and dungeon creation tool. i want to have the tool for WYSIWYG dungeon creation. not only for fixed layouts, but with random generator too. so it should be possible to change some generation parameters in script, and immediately generate several levels to see how it fits.
but it is quite hard to extract anything from IVAN code, it is just not modular enough. for now i am trying to strip off enought game logic to use IVAN engine itself as a generator. this might allow to see not only maps, but generated monsters and items according to danger level. the idea is to build the prototype, and then try to figure out the minimal set of changes to use the same code both for the game, and for the editor.
p.s.: also, i have an idea… implement room tags, and the game will generate only one of rooms with the same tag per level or per dungeon (configurable). that is, if several vaults share the same tag, only one vault could be generated. also, add the way to ensure that if some tagged room generated on the level, another room will definitely be generated too.
also, maybe some other ways to better control the generator? what you wanted to do, but couldn't, because scripting is missing That One Small Thing?