Player house: Yiilkgur, the Sher'Tul Fortress *SPOILERS*

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

Moderator: Moderator

Message
Author
getter77
Thalore
Posts: 125
Joined: Sat Dec 12, 2009 2:16 pm
Location: GA, USA
Contact:

Re: Player house: Yiilkgur, the Sher'Tul Fortress *SPOILERS*

#16 Post by getter77 »

Nifty concept, reminds me of a somewhat similar mechanic in Shining Force EXA on the PS2. Perhaps check the FAQs for it on GameFAQS for some other possibilities?

Postman
Archmage
Posts: 335
Joined: Fri Dec 03, 2010 5:34 pm

Re: Player house: Yiilkgur, the Sher'Tul Fortress *SPOILERS*

#17 Post by Postman »

If fortress attacked in my absence I want to be able to see the video of attack and estimate effectiveness of defenses. Suggestions: unlockable alert system can teleport you into fortress if fortress attacked. Attacker steal stored treasures from the vault if their strength more than the strength of the vault(upgradable). Locked parts of fortress could be haunted/should be cleared as they unlocked.

Massimiliano Marangio
Sher'Tul
Posts: 1120
Joined: Mon Sep 30, 2002 9:52 pm
Location: Germany

Re: Player house: Yiilkgur, the Sher'Tul Fortress *SPOILERS*

#18 Post by Massimiliano Marangio »

A test video of the fortress was posted by darkgod on YouTube:
http://www.youtube.com/watch?v=vfD-UWgVooQ

The layout was slightly changed in beta 18.

Post Reply