Dungeons that end up in the frozen north gain some tweaks.

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Delmuir
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Dungeons that end up in the frozen north gain some tweaks.

#1 Post by Delmuir »

There are a handful of dungeons, in the early game, that have the potential to show up in the frozen north. Should they do so, I would like to suggest an added feature…

Said feature would only affect those dungeons if, and when, they appear in the frozen tundra of the north.

What would those features be?

1. Map features… this would be small sections (like 2x6 or so) of the map where the gathered snow would have caused a small collapse, requiring digging through the ice/snow.

Akin to the sand worm lair, these spots would fill in… just really slowly.

In addition, there are occasional collapses akin to the meter events. Just a little flourish and no more than a slight strategic problem (such as running into one when trying to run away or chance of getting caught in collapse) and a engaging visual.

2. Monsters… when those dungeons appear in the north, there is a chance that cold-specific enemies will appear, otherwise found in few places.

3. Everyone has cold resistance reduced by 15%.

4. Snow caves… these are just mini-dungeons that only show up in the tundras. They're probably populated with cold dragons or whatever.

Thoughts?

HousePet
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Re: Dungeons that end up in the frozen north gain some tweak

#2 Post by HousePet »

Would add more variety. I'm just wondering how it could be coded.
Getting the coordinates of the entrance when the zone is generated seems tricky.
And I'm not sure it can be decided what flavour it should be and then alter the placement.
My feedback meter decays into coding. Give me feedback and I make mods.

Radon26
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Re: Dungeons that end up in the frozen north gain some tweak

#3 Post by Radon26 »

when deciding on, lets say golem graveyard, you would FIRST chose whether its frozen or standard version. then based on that, it would spawn in the right area.

that aside, that doesn't really make sense.
Sand worm lair is underground, and the earth there is unstable, that's why it collapses.
snow however... when did you get under it? i see no sensible reason why you would let the slow eat you.

Delmuir
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Re: Dungeons that end up in the frozen north gain some tweak

#4 Post by Delmuir »

Radon26 wrote: that aside, that doesn't really make sense.
Sand worm lair is underground, and the earth there is unstable, that's why it collapses.
snow however... when did you get under it? i see no sensible reason why you would let the slow eat you.
I'm honestly baffled by this. You must not live in an area with snow…

It collects on rooftops until the weight of it collapses the roof. Sometimes it gathers against a wall at an angle and can cause it to collapse as well. It's ridiculously common in places where it snows…

Radon26
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Re: Dungeons that end up in the frozen north gain some tweak

#5 Post by Radon26 »

"It collects on rooftops until the weight of it collapses the roof."
once again, when did you get under it?
i never said anything about the snow being unable to gather enough mass to cover you, i asked "why would you let it?

but if you find a justification for it, i would like to add to the idea.

fire attacks will melt all snow in its range, causing a tidal wave.
anything hit by it, will have a wet status and all cold damage done to it will be transformed into ice damage (cold+effect)
Last edited by Radon26 on Fri May 08, 2015 11:08 am, edited 1 time in total.

astralInferno
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Re: Dungeons that end up in the frozen north gain some tweak

#6 Post by astralInferno »

You have to dig through it to get places. He did say that...

Radon26
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Re: Dungeons that end up in the frozen north gain some tweak

#7 Post by Radon26 »

or you could walk of top of it... and just dig once you found the right place.
so you say "the right place" is the dungeon right... then why don't you write some piece of lore, how did you know of this place and why have you come here?

And what's with the monsters? what would live in the area that constantly keeps snowing and collapsing things. would there even be roof to collapse?
if there are buildings, wouldn't whoever owns it keep the snow from piling too much?

Micbran
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Re: Dungeons that end up in the frozen north gain some tweak

#8 Post by Micbran »

Maybe the trees gather all the snow up and just dump it on the ground?
A little bit of a starters guide written by yours truly here.

Radon26
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Re: Dungeons that end up in the frozen north gain some tweak

#9 Post by Radon26 »

then it would only happen around trees, which i guess can still be a lot of space.

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