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Towns and Quests

Posted: Sat Mar 02, 2013 7:03 am
by kestell
In tome 2 each town provided some quests.

Here it is similar, except that the quests (dungeons) aren't directly linked to the towns.

Which means that some towns ( elvala, shatur), appears to merely be a couple of shops.

It would give some extra flavour if the corresponding quests are given in the town, and not just a wilderness dungeon.

Rewards could be 1 class/generic point and you could, without changing the balance of the game make the sandworm queen heart a little less rewarding (which I kept in my first game for a long time before realising how good it is to eat)

Re: Towns and Quests

Posted: Sat Mar 02, 2013 7:50 am
by nate
kestell wrote:(which I kept in my first game for a long time before realising how good it is to eat)
Lol, my experience with roguelikes was always that if it says, "You could consume it, if you're mad enough," that eating it would almost definitely kill you.

Re: Towns and Quests

Posted: Sat Mar 02, 2013 8:42 pm
by Zizzo
nate wrote:
kestell wrote:(which I kept in my first game for a long time before realising how good it is to eat)
Lol, my experience with roguelikes was always that if it says, "You could consume it, if you're mad enough," that eating it would almost definitely kill you.
Testify. The only reason I ever started eating it is because I got accidentally spoiled about it while digging around for point-planner-related info.

Re: Towns and Quests

Posted: Sat Mar 02, 2013 9:35 pm
by jotwebe
ToME 4: the roguelike where "if you are mad enough" really means "DO IT! Do iiiiiiit... dooooo iiiiiit..."

Re: Towns and Quests

Posted: Mon Mar 04, 2013 4:59 pm
by Dragatus
I never played a rougelike before so when I saw the description I though: "OK, let's see what it does."