BUFF Slime Tunnal

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

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jinsediaoying
Wyrmic
Posts: 284
Joined: Thu Mar 29, 2012 2:11 am

BUFF Slime Tunnal

#1 Post by jinsediaoying »

Slime Tunnal is really boring right now, it is pretty much just a long walk way. So I get some idea to make it more exciting.

Place the four pedestals and the gate at the beginning of the map, then you can only enter the real slime tunnal after you defeat all four prides.
For the zone after the gate, make it a real challenge instead of just a long walk way. Increase the number of Slimes to 5 times of the original, and add a new type of 'Primal Slime' which will keep creating new slimes&oozes on the battle field in a short period. Primal Slime should also have some oozemancer's talents (ooze/mucus/slime). Then place a HUGE slime Boss at the end of tunnal. This Boss should have a lot of health (new trent boss level) and will keep spliting Primal Slime on the battle field.
And if you want, you can bound Oozemancer unlock to this boss.

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

Re: BUFF Slime Tunnal

#2 Post by lukep »

Slime Tunnels have already been buffed. In SVN, you now get a (semi-random) boss each time you activate a pedestal.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

jinsediaoying
Wyrmic
Posts: 284
Joined: Thu Mar 29, 2012 2:11 am

Re: BUFF Slime Tunnal

#3 Post by jinsediaoying »

lukep wrote:Slime Tunnels have already been buffed. In SVN, you now get a (semi-random) boss each time you activate a pedestal.
That's not enough, just a few new random boss won't change anything. I want the area bacame a place that is fullfilled with slimes and oozes, they shall overwhelm the invader like tsunami, and the challenger should swim through the sea of slimes with great effort!

(BTW which subversion are you talking about?)

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

Re: BUFF Slime Tunnal

#4 Post by lukep »

jinsediaoying wrote:(BTW which subversion are you talking about?)
http://git.develz.org/?p=tome.git;a=com ... 89d1c97439
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

achoice
Halfling
Posts: 83
Joined: Mon Jun 30, 2008 7:14 pm

Re: BUFF Slime Tunnal

#5 Post by achoice »

lukep wrote:
jinsediaoying wrote:(BTW which subversion are you talking about?)
http://git.develz.org/?p=tome.git;a=com ... 89d1c97439
I get so owned by these evil pedestal spawning monsters... :/

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: BUFF Slime Tunnal

#6 Post by jenx »

No more buffing here please
MADNESS rocks

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: BUFF Slime Tunnal

#7 Post by Hunter »

I like a good buff as much as the next person, but I'm not sure the endgame needs any more buffing. The path through the pride, the slime tunnels, the ascent to the Peak...you're pretty well challenged, and the random bosses that have been added can be surprisingly aggravating to beat, depending on what's generated. The last one generated a boss that gave me a harder fight than the final battle. The slime tunnels are tedious enough with the rapidly reproducing slimes and the occasional purples blasting you without making every single step a chore.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: BUFF Slime Tunnal

#8 Post by HousePet »

This thread was made before 1.0.1
No further buffing has been suggested or asked for.
My feedback meter decays into coding. Give me feedback and I make mods.

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