Page 1 of 1

Infinite Dungeon

Posted: Tue May 16, 2017 5:41 pm
by Atlar
I'm a big fan of the infinite dungeon(ID), with the recent improvements I have hopes that there may be further developement to the ID. For years I'm dreaming of the full circle (Angband->ToMiddleEarth->ToMajEyal->ID->Angband) of an Angband-like ID... :mrgreen: Thus, I want to give some feedback and maybe spawn a little discussion:

The randomness is a lovely challenge and keeps things interesting, you can't get away with a flawed build in the ID. Actually, when I hit up ToME, I usually go for the ID rather than the main game, cause after some playthroughs it can get really stale.
However, and I'm sure DarkGod is aware of it, the ID is still very underdeveloped. I really like the new variety in the level layouts, the new quests and there's also a solid variety in vault layouts. But, aside from chests, thats pretty much it. In my most recent game, I'm sitting at ~floor 50, still going strong, but I don't really feel like going on, because it seems like I've seen all the ID has to offer.
Now, here are some ideas/suggestions for further ID improvements:
  • Special boss every 10 floors, possibly tied to the "shertul god hunt story". Maybe the god created special servants to stop Branzir.
  • End boss at floor 100, Branzir. In his dieing moments he curses you to continue the god hunt.
  • Super end boss at floor 200. Either mad god and win, or super boss every 100 floors.
  • More quests. Escort (like main game), artifact hunt (hidden somewhere on the floor), kill special enemy, etc.
  • Rush quest doesn't make sense, imo. It's a bad idea to throw away the xp and items of a whole floor. Either reaching the stairs should be enough or the reward would have to be very substantial.
  • More special encounters like the obelisks that spawn the demon queen (and different demon spawn from the obelisk after she was killed)
  • More shops/way to spend gold. Maybe shops for stat/skill points, artifacts, skill tree unlocks, special traits, etc.
  • Micro vaults. Right now it's either: Open the vault and face a huge number of overleveled enemies or don't and lag behind in level and items. Some smaller vaults would be a cool middle ground.
So, thats all l can think of. I keep my fingers crossed for further ID developement 8)
Thanks DarkGod for the ongoing work on your great game.

o/

Re: Infinite Dungeon

Posted: Wed May 31, 2017 4:51 pm
by Steven Aus
I'd love to see further development and refinement of the Infinite Dungeon.

I'm so impressed with the community and the work DarkGod and the other devs do that today I've started donating 5 Euros a month. I've also recently bought Oafmatch on Steam, a great little low stress time filler.

Re: Infinite Dungeon

Posted: Wed Aug 30, 2017 9:13 am
by rincewind
i entered in ID through riuned dungeon and now i am on floor 106, facing >130lvl mobs
still lvl50

so only pure ID players is able to lvlup above 50?

Re: Infinite Dungeon

Posted: Wed Aug 30, 2017 11:11 am
by Micbran
Correct, though I believe hachem's ID mod fixes that.

Re: Infinite Dungeon

Posted: Wed Aug 30, 2017 12:02 pm
by rincewind
Micbran wrote:Correct, though I believe hachem's ID mod fixes that.
is it bug or it's about balance? obviously in main compain is much easier to lvl up to 50.
i don't want to use 'cheat' mods.

Re: Infinite Dungeon

Posted: Thu Aug 31, 2017 7:13 am
by Frumple
I'm something like 60-70% sure it's just something the mainline dev folks never got around to changing after they uncapped the pure ID.

It is (usually) easier to reach fifty in the main camp, and there's extra bitsies aside, but iirc you usually hit 50 in the ID a good few floors before where the post-campaign ID drops you, too. The balance, such as it is so far as the ID goes, is more there than in the level cap.

Probably be nice to just have two stairs instead of one, really. One for a level capped death march (put a score counter somewhere on screen!) and the other for normal ID leveling mechanics.