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About the Eternal Storm land idea:
Maybe a tiling (there are currently implementations of a 10-, 40- and 50-cell pattern) could be used to guarantee that the player won't get stuck. Just make sure that in each tile, it's possible from each cell to reach the central cell, and from there to get to at least 2 or 3 neighbouring tiles (or something like that).
Wind directions could be generated completely randomly during play, or the game could randomly select a configration for each tile from a list of preset configurations.
It initially appears to be a horocycle, but this is a trap: it's actually a very distant equidistant, followed by a half-plane. When you first enter, most directions lead out. But when you go in deep enough (towards more treasure), most directions lead further away from the entrance - in fact, you'll probably never find your way out; it's essentially a non-traditional game over. Don't venture in too far!
The land mainly consists of concentric circular castle walls. Each wall is 2 cells thick, i.e. it is made up of an inner and an outer circle. The outer (and higher) wall part is mainly Rock III, with some Rock II tiles in between. The inner wall part is mainly Rock II, with occasional Rock I "stairs".
The idea is that it's hard to get inside, but leaving is simple.
To get past the walls when you're outside, you could push barrels (height I) near the Rock II wall parts. However, the game controls would have to be adapted s.th. you can choose whether you want to push or climb a barrel.
Alternatively, the player could be required to push explosive barrels next to a castle wall, which explode like a mine if a fire is started on an adjacent cell (hint: there would be Fire Cultists or equivalent monsters among the guards).
Another option would be that there are gates that open if 2 nearby pressure plates are activated simultaneously.
The goal is to get to the central room (finite version), or as far as possible (infinite / horocyclic version). In case of an infinite version, castle walls could be interrupted by treasure chambers that are only accessible from the inside.
http://steamcommunity.com/sharedfiles/filedetails/?id=546650941
http://steamcommunity.com/sharedfiles/filedetails/?id=546650999
Mechanic is Fog of War. You can see 2 squares radius, which increases per 10 treasures (akin to Minefield); treasures are fittingly Hyperlanterns. Hyperlanterns give off a 1 square radius light around them.
Now, that would be fine and dandy, but enter Darkness Elementals. They exude a field of 2 squares darkness (this overrides hyperlantern light), so you can't see anything within that range - even if you're in that field! (Importantly, you can't see the elemental itself.) Fortunately you still get "____ would kill you!" messages if you're next to one.
Orb: Orb of Smoke. Upon detonation, creates a field of smoke of radius 2 for 7 turns. While in it you are effectively invisible, even upon moving, collecting treasures, standing still, and attacking. It is similar to Orb of Flash should you try to kill monsters before it expires, but less instant; however you do gain a small amount of tactical mobility as a tradeoff.
The tiles have the shape of a lizard. Occasionally, some tiles will turn to life, and the lizards that emerge from them will leave behind a hole in the tiling, and try to attack the player. They are invincible, but will turn into a simple tile again when they land on another hole in the tiling.
Treasures are lizard statues: They have the same shape as a lizard, and picking them up will leave a hole in the tiling, and cause one or more lizards to emerge from other tiles.
Not sure how to handle plain or ASCII tile modes.
The heptagons could indeed pose a problem, but in the worst case one could make only the hexagons lizard-shaped. Btw., it could be fun if the lizards had a zigzag movement pattern, e.g. if they could only enter hexagons (like Rock Snakes), or if they could not move between 2 hexagons.
The "wall-less great wall", as I've nicknamed it, is a potential border between two lands with no actual wall. It follows a hex line, essentially, with each side of the border alternating between hexagons and heptagons.
It could be used as the border between thematically-related lands, or it could become a regular addition to the game after a certain amount of treasure is collected, as with the alternate crossroads. An alternate crossroads where all the great walls are wall-less would be crazy!