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I still don't get the function of base_corridor_number. I made some adjustments to it while keeping connectivity, but could not clearly identify what it's doing.
Granted, if we assume that e.g. the map generator is hard-coded to connect every room in some way, and furthermore assume that connectivity is responsible for additional limitations, it might just be that in the end base_corridor_number does not have a big influence.
Of course it might just be that I missinterpreted it.
min_final_distance I interpret in such a way that it's necessary for a quest objective (or the last part of an objective) to be placed at least in that distance to the starting room (preventing e.g. boss fights showing up right next to the starting room).
Well, guess I'll play around a bit more...