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Middle-Earth Revisited

Posted: Sun Oct 17, 2010 8:41 pm
by Burb Lulls
What if, on returning to Middle-Earth from the East by Zemekky's portal, the dungeons that you cleared previously were greatly increased in level, with a new boss waiting at the bottom of each? It'd add a bit more to do if you choose to return, and could add a bit more thought to which dungeons you clear first time round ("I never use Bill's Tree Trunk, but if I beat him I can return later to get [artifact] from [boss]!") Said bosses would be tough, of course - almost bonus bosses.

And even if this idea is a load of honk, at least there's some beastie and artifact ideas, right?

Moria
New Boss - U Lithfengel (Lord of Ash)
"A terrible demon of decay and atrophy, drawn to the energy of the farportal."

I had go at coding this one. I tested it to see if it works, not if it's balanced :wink:

Code: Select all

newEntity{ define_as = "LITHFENGEL", -- Lord of Ash
	type = "demon", subtype = "major", unique = true,
	name = "Lithfengel",
	display = "U", color=colors.VIOLET,
	desc = [[A terrible demon of decay and atrophy, drawn to the energy of the farportal.]],
	level_range = {50, 75}, exp_worth = 3,
	max_life = 500, life_rating = 30, fixed_rating = true,
	rank = 4,
	size_category = 5,
	infravision = 30,
	-- The artifact he wields drains life a little, so to compensate:
	life_regen = 0.3,
	stats = { str=20, dex=15, cun=25, mag=25, con=20 },
	poison_immune = 1,
	fear_immune = 1,
	instakill_immune = 1,
	no_breath = 1,
	move_others=true,
	demon = 1,

	on_melee_hit = { [DamageType.BLIGHT] = 85, },

	body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
	resolvers.equip{
		{type="weapon", subtype="waraxe", defined="MALEDICTION", autoreq=true},
	},
	resolvers.drops{chance=100, nb=4, {ego_chance=100} },

	resolvers.talents{
		[Talents.T_ROTTING_DISEASE]=5,
		[Talents.T_DECREPITUDE_DISEASE]=5,
		[Talents.T_WEAKNESS_DISEASE]=5,
		[Talents.T_CATALEPSY]=5,
		[Talents.T_RUSH]=5,
		[Talents.T_MORTAL_TERROR]=5,
		[Talents.T_WEAPON_COMBAT]=10,
		[Talents.T_AXE_MASTERY]=10,
	},
	resolvers.sustains_at_birth(),

	autolevel = "warriormage",
	ai = "dumb_talented_simple", ai_state = { talent_in=2, ai_move="move_astar" },

	on_die = function(self, who)
	end,
}
Artifact - Malediction (pestilent waraxe)
"The land withers and crumbles wherever this cursed axe rests."

Code: Select all

newEntity{ base = "BASE_WARAXE",
	define_as = "MALEDICTION", rarity=false, unided_name = "pestilent waraxe",
	name = "Malediction", unique=true,
	desc = [[The land withers and crumbles wherever this cursed axe rests.]],
	require = { stat = { str=55 }, },
	cost = 375,
	combat = {
		dam = 55,
		apr = 15,
		physcrit = 10,
		dammod = {str=1},
		damrange = 1.2,
	},
	wielder = {
		life_regen = -0.3,
		inc_damage = { [DamageType.BLIGHT] = 25 },
		melee_project={[DamageType.BLIGHT] = 20},
	},
}
Old Forest
New Boss - # Snaproot
"This ancient Ent's bark is scorched almost black. It sees humanity as a scourge, to be purged."

I didn't get around to testing this guy, I was still burnt out from the stream of lua errors from Lith's testing.

Code: Select all

newEntity{ define_as = "SNAPROOT",
	type = "giant", subtype = "ent", unique = true,
	name = "Snaproot",
	display = "#", color=VIOLET,
	desc = [[This ancient Ent's bark is scorched almost black. It sees humanity as a scourge, to be purged.]],
	level_range = {50, 75}, exp_worth = 3,
	max_life = 1000, life_rating = 40, fixed_rating = true,
	max_stamina = 200,
	stats = { str=40, dex=10, cun=15, mag=20, wil=38, con=45 },
	rank = 4,
	size_category = 5,
	infravision = 20,
	instakill_immune = 1,
	stun_immune = 1,
	move_others=true,
	resists = { [DamageType.FIRE] = -75, [DamageType.PHYSICAL] = 50, [DamageType.COLD] = 50 },
	body = { INVEN = 10, MAINHAND=1, OFFHAND=1, BODY=1 },
	drops = resolvers.drops{chance=100, nb=5, {ego_chance=100} },
	resolvers.talents{
		[Talents.T_STAMINA_POOL]=1,
		[Talents.T_STUN]=5,
		[Talents.T_GRAB]=5,
		[Talents.T_THROW_BOULDER]=5,
		[Talents.T_CRUSH]=5,
	},
	autolevel = "warriorwill",
	ai = "dumb_talented_simple", ai_state = { talent_in=3, ai_move="move_astar", },
}
Artifact - Petrified Wood (gem)
When used to imbue an item, bestows +10 con, +25% nature resistance and -25% fire resistance.

The Trollshaws
New Boss - p Aluin the Fallen
"His once shining armour now dull and bloodstained, this sun paladin has given in to despair."
A combination of a cursed and a sun paladin, with plenty of skills from both professions.

Artifact - Sanguine Shield (bloody shield)
"Though tarnished and spattered with blood, the emblem of the sun still manages to shine through on this shield."
  • +5 Constitution
  • +20% Blight Resistance
  • +20% Healing Potion Effectivity
Amon Sul
New Boss - G Angmar's Fury
"The shade's colossal will keeps it anchored to this world, now as a vengeful, insane spirit."
The shade on steroids, with new silencing and hexing abilities and the power to pass through walls.

Artifact - Vox (ringing amulet)
"No force can hope to silence the wearer of this amulet."
  • +70% Silence Resistance
  • +8 Willpower
The Maze
New Boss - S Nimisil (pale moon)
"Covered by eerie luminescent growths and protuberances, this spider now haunts the maze's silent passageways."
The unholy alliance of spider and anorithil, somebody disturbed it from its nest in Ardhungol :wink: With the maze's layout, the AI could probably benefit from jumpgates even if it used them randomly.

Artifact - Lunar Shield (chitinous plate)
"A large section of chitin removed from Nimisil. It continues to give off a strange white glow."
  • Light Radius +1
  • +15% Darkness Damage
  • +25% Darkness Resistance
  • +[0.20] Twilight & Starfury Masteries
Sandworm Lair
New Boss - D Corrupted Sand Wyrm
"The sandworms are gone, devoured by this shrieking, warped horror."
A powerful sand wyrm, similiar to Briagh but with extra blight abilities such as blood grasp and blightzone. True to its description, the sandworms are gone, including the burrowers: At this point in the game you need to be able to get through yourself.

Artifact - Wyrm Bile (putrescent potion)
"A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it?"
  • Lowers your dexterity, magic and cunning by 3.
  • Increases your strength, willpower and constitution by 3.
  • If the sand-wyrm aspect school is open to you, you randomly gain two skill levels in it.
Tol Falas
New Boss - s Pale Drake
"A malevolent skeleton archmage that has taken control of Tol Falas since the Master's demise."
A deadly spellcaster, with abilities including but not limited to summoning bone giants, inflicting the curses of vulnerability and death, casting flames and infernos fortified with wildfire to cut through your fire resistance, and even performing the Master's resurrection trick.

Artifact - Runed Skull
"Dull red runes are etched all over this blackened skull."
  • Deals 10 arcane damage to melee attackers and improves your spellpower by 3 when carried.
Carn Dum
New Boss - o Massok the Dragonslayer
"A huge and heavily-scarred orc with a humungous sword. His helm is fashioned from a dragon skull."
A no-nonsense brute force fighter, with a lot of force. He could make use of the new bloodlust skill tree.

Artifact - Dragonskull Helm (skull helm)
"Traces of a dragon's power still remain in this bleached and cracked skull."
  • +15% Fire Resistance
  • +15% Cold Resistance
  • +15% Lightning Resistance
  • Grants Telepathy: Dragons
Elven Ruins
New Boss - p Macilost (lost sword)
"An unscrupulous swordsman searching for a legendary blade. He's rather angry you found it first."
Fumblefingers! I might come up with a less silly idea for a boss here when I think of one.

Artifact - Macilost (strange longsword)
"This unusual sword always seems to become awkward and loose in your grip."
  • +10 Strength
  • -5 Dexterity
  • +40% Physical Damage
  • -20 Physical Save (hello disarms!)

Re: Middle-Earth Revisited

Posted: Sun Oct 17, 2010 8:51 pm
by Susramanian
I would definitely be up for this! It seems like a cheap, easy way to add optional content. I'm always disappointed when I run out of side content and there's nothing left to do but go win.

Re: Middle-Earth Revisited

Posted: Sun Oct 17, 2010 9:00 pm
by edge2054
Susramanian wrote:I would definitely be up for this! It seems like a cheap, easy way to add optional content. I'm always disappointed when I run out of side content and there's nothing left to do but go win.
Agreed. Cheap content is a great way to add replay value :)

About that axe, do Cursed deal much blight damage? If it was a waraxe it'd be a prefect Reaver weapon.

Re: Middle-Earth Revisited

Posted: Sun Oct 17, 2010 9:07 pm
by Burb Lulls
I admit, I haven't played many afflicted characters. :) Anorithils, too; do they even use shields?!
I'll change Malediction to a handaxe.

Re: Middle-Earth Revisited

Posted: Sun Oct 17, 2010 9:53 pm
by darkgod
OHhhhh shiny idea !!!

Re: Middle-Earth Revisited

Posted: Mon Oct 18, 2010 12:09 am
by darkgod
I have implemented it for moria, trollshaws, old forest and tol falas.
More to come!

Re: Middle-Earth Revisited

Posted: Mon Oct 18, 2010 11:14 pm
by darkgod
Ok all done !

Re: Middle-Earth Revisited

Posted: Tue Oct 19, 2010 12:53 am
by teachu2die
definitely dig this idea :)

Re: Middle-Earth Revisited

Posted: Tue Oct 19, 2010 7:29 am
by Fela
So..when's ze next beta due? :)

Re: Middle-Earth Revisited

Posted: Tue Oct 19, 2010 7:36 am
by darkgod
Not this weekend I am afraid I must go on a trip. So probably in the next week :)
Some fun stuff to look forward that have not been announced too much yet: Tempest class along with a neat unlock quest, new trapping tree for rogues, new Storm Drake tree for Wyrmics (with some very fun talents! )