Can you please post more details on what's going on?
Sounds good, I especially like the idea of sending a troublesome minion to the prison as an example for the others. I'll start a thought process about all of this in background, and see what comes out :). Meanwhile, I still need to design a system of minion morale / happiness before we can get to conflicts.
This is a good idea, let's talk about specifics. So two groups of minions would potentially not get along well, and given some low morale, they could start fighting.
What would be the trigger? Big enough number of both groups in the same room? Or a goblin walking into the graveyard and waking up a vampire?
How would you prevent this situation? Have them live in different parts of the dungeon? I guess it would be possible to designate that such and such minions train in this training room, others in another. Another option would be to lock off trouble making minions.
If they start fighting, what would happen? Would they fight until one of the groups is all killed or stop and be peaceful again after 2-3 kills? As a player, what could you do? You can't pick up minions like in Dungeon Keeper…
This kind of thing is easy to add, once I (or you) have all the mechanics figured out, and have some certainty that it will positively impact the game (I'm not sure yet).
Ok I just added room efficiency. It depends on number of neighboring tiles of the same type and amount of light. Inefficient tiles are simply highlighted red. Thanks for pushing this, it was a good idea 🙂

I can't reproduce it, do you remember any circumstances? Do you have a save file perhaps?
Yes, it's fixed for the next release.
Great feedback and ideas, thanks! Room efficiency modifiers (light, shape, size, etc) is on the list, the only problem is explaining to the player how it works. I don't want the players have to read manuals (most wouldn't bother anyway). So it needs simple rules and be apparent during the game.
Making the heroes have to discover the dungeon is a cool idea, although hard to implement, I'll think about it.
In the future your retired dungeons will be attacked by other, player-controlled keepers, so there will be more incentive for complex designs.
There is one person interested in replacing the whole tileset plus other graphics, we'll see how it goes. The male-female differences in the Oryx tiles are so insignificant that I didn't bother with them. I'd like to add significantly female NPCs like nymphs, mistresses, undead etc.
Interesting. So these programs could be messing up the memory of another program?
That's also possible, but sometimes stronger creatures will spawn when all the good gear has already been grabbed, so they won't always get the best gear. Of course I could make the weaker creatures give their good gear, but I'm afraid it would create a mess and they would do it in the worst possible circumstances 🙂
Sorry. what I meant was they are assigned to them when produced. A minion will only pick up arrows if he has a bow already. And there is a limit of 40 arrows per minion, so with the amount produced they are more or less fairly distributed.
Yes, periodically checking for better equipment is a good idea. I wrote it down. Arrows are automatically given to creatures that possess a bow, so that should be working ok already. Thanks for the feedback.
I've been running your saved game on Win 8 and also in a debugging tool (valgrind) and can't seem to replicate the crash. Could you please confirm that the game crashes on your computer every time you just load that save and let it run? I ran the 17000 one. Thank you.
You can use the numpad too 🙂
The adventurer doesn't level up, he gets more powerful with new items and in the future with skills.