infinite dungeon ideas

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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rangerjeff
Halfling
Posts: 94
Joined: Wed Jan 18, 2012 3:41 am

infinite dungeon ideas

#1 Post by rangerjeff »

Maybe good ideas, maybe not, just curious what others think.

Remove lvl 50 cap. Would be interesting to see a character max out everything.

Add stores/town vaults or levels (I think I heard somebody else mention this)

Add random side quests that grant access to new talent trees/award category points, or give a random reward for beating both randbosses on a level (thinking stat, cat, or talent points). And/or escort quests.

Improve item drops to reflect the average monster level. Why am I finding iron stuff when I'm fighting lvl 99 monsters?

Yes, if it's an infinite dungeon I can never escape then it defies logic to find towns/escort quests. Maybe they could be modified to be monster towns/monster escorts...

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: infinite dungeon ideas

#2 Post by lukep »

rangerjeff wrote:Remove lvl 50 cap. Would be interesting to see a character max out everything.
This is already implemented.
rangerjeff wrote:Add stores/town vaults or levels (I think I heard somebody else mention this)

Add random side quests that grant access to new talent trees/award category points, or give a random reward for beating both randbosses on a level (thinking stat, cat, or talent points). And/or escort quests.
I would like some more variety in the levels as well, even if it is just a 10% chance to use a different map generator (like farportals).
rangerjeff wrote:Improve item drops to reflect the average monster level. Why am I finding iron stuff when I'm fighting lvl 99 monsters?
This is very evident in the early levels, where you can go for a long time without finding appropriate gear/infusions.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

rangerjeff
Halfling
Posts: 94
Joined: Wed Jan 18, 2012 3:41 am

Re: infinite dungeon ideas

#3 Post by rangerjeff »

lukep wrote:
rangerjeff wrote:Remove lvl 50 cap. Would be interesting to see a character max out everything.
This is already implemented.
Really? For the next release I guess. Cool!

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: infinite dungeon ideas

#4 Post by bricks »

I think it's been that way for many versions.

As far as towns/shops go, pretty much nothing in the dungeon can be justified.
Sorry about all the parentheses (sometimes I like to clarify things).

rangerjeff
Halfling
Posts: 94
Joined: Wed Jan 18, 2012 3:41 am

Re: infinite dungeon ideas

#5 Post by rangerjeff »

I've only had one winner and so one go at the dungeon, with the latest b37, but I didn't get any notice of leveling up even though I was at like 2200% of exp at level 50.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: infinite dungeon ideas

#6 Post by bricks »

It only applies to when you enter the dungeon directly, if I understand correctly.
Sorry about all the parentheses (sometimes I like to clarify things).

catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

Re: infinite dungeon ideas

#7 Post by catwhowalksbyhimself »

Yeah, you can start characters in the dungeon. It isn't restricted to winners.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

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