Special dungeon features
Posted: Tue Oct 04, 2011 1:08 pm
Many roguelikes have special dungeon features that are randomly found - things like altars, or rooms with special effects, and so on. I think things like these can help spice up ToME4's dungeons. However they must be thematic with the game, and they must be implemented in a way that is consistent with the games general design. To me this means no one-off effects, little random luck, and effects apply equally to player and monsters. They should have a real impact on gameplay and tactics without being overpowering. They should also be used to demonstrate some of the individual aspects of Maj'Eyal.
In terms of implementation, I recommend field effects similar to the Anorithil circles with the coloured ground, but permanently on the floor. These could potentially be thrown in using the vault code (without walls or doors), or they could just be randomly placed. They shouldn't be too common - say 0-2 features per level. There are other ways of implementing them though, and I'm sure DarkGod will have some clever thoughts on this.
Some specific ideas:
Font of Life
Radius 3 circular effect.
Any creatures in the field receive +1 Life, Stamina and Equilibrium regeneration.
Locations: Trollmire, Old Forest, Daikara
Spellblaze Scar
Non-linear area of effect. 3-5 lava tiles in a line, with field effect stretching in a radius of 2 from each lava tile.
+25% spellcrit in area of effect, +10% fire damage penetration
Locations: Scintillating Caves, Mark of the Spellblaze, Charred Scar
Temporal Sink
Radius 2 circular effect
-20% global speed, +30% temporal resistance
Locations: All of the temporal rift areas
Blighted Soil
Radius 3 circular effect
-20% disease resistance, 10% chance when received physical damage to contract a random (weak) disease
Locations: Old Forest, Heart of the Gloom, Deep Bellow, Golem Graveyard, Ritch tunnels
Glimmerstone
Non-linear area over roughly 4x5 squares
Each square has a 1 in 4 chance each turn to switch between being lit an dark. Creatures on the square when it switches have a chance to be dazed for 1 turn
Locations: Reknor (both of them), Dreadfell, Spider caves, Blighted Ruins, Valley Moon Caverns
Protective Aura
Radius 3 circular effect
+5 armour, +16 physical save
Locations: Kor'Pul, Dreadfell, Shertul Fortress
Necrotic Air
Radius 3 circular effect
-40% healing mod, +15% resist all for undead
Locations: Kor'Pul, Dreadfell, Blighted Ruins, Halfling Ruins
Whistling Vortex
Radius 2 circular effect
-15 archery accuracy, +15 ranged defence, projectiles move 30% slower
Locations: Daikara, Tempest Peak, Dreadfell, Reknor
Natural Forces
Radius 2 circular effect
+20% nature damage, +20% nature penetration, -40 spellpower
Locations: Old Forest
Icy Ground
Radius 2 circular effect
+25% movement speed, +10% cold penetration, -20% stun immunity
Locations: Daikara, Tempest Peak
Fell Aura
Radius 2 circular effect
+40% crit damage, -10% resist all
Locations: Dreadfell, Reknor, Ardhungol, Valley of the Moon, Shadow Crypt, Shertul Fortress
I've not included some late game locations since I've not played them. Also the numbers quoted could scale with danger level. Feel free to suggest your own.
In terms of implementation, I recommend field effects similar to the Anorithil circles with the coloured ground, but permanently on the floor. These could potentially be thrown in using the vault code (without walls or doors), or they could just be randomly placed. They shouldn't be too common - say 0-2 features per level. There are other ways of implementing them though, and I'm sure DarkGod will have some clever thoughts on this.
Some specific ideas:
Font of Life
Radius 3 circular effect.
Any creatures in the field receive +1 Life, Stamina and Equilibrium regeneration.
Locations: Trollmire, Old Forest, Daikara
Spellblaze Scar
Non-linear area of effect. 3-5 lava tiles in a line, with field effect stretching in a radius of 2 from each lava tile.
+25% spellcrit in area of effect, +10% fire damage penetration
Locations: Scintillating Caves, Mark of the Spellblaze, Charred Scar
Temporal Sink
Radius 2 circular effect
-20% global speed, +30% temporal resistance
Locations: All of the temporal rift areas
Blighted Soil
Radius 3 circular effect
-20% disease resistance, 10% chance when received physical damage to contract a random (weak) disease
Locations: Old Forest, Heart of the Gloom, Deep Bellow, Golem Graveyard, Ritch tunnels
Glimmerstone
Non-linear area over roughly 4x5 squares
Each square has a 1 in 4 chance each turn to switch between being lit an dark. Creatures on the square when it switches have a chance to be dazed for 1 turn
Locations: Reknor (both of them), Dreadfell, Spider caves, Blighted Ruins, Valley Moon Caverns
Protective Aura
Radius 3 circular effect
+5 armour, +16 physical save
Locations: Kor'Pul, Dreadfell, Shertul Fortress
Necrotic Air
Radius 3 circular effect
-40% healing mod, +15% resist all for undead
Locations: Kor'Pul, Dreadfell, Blighted Ruins, Halfling Ruins
Whistling Vortex
Radius 2 circular effect
-15 archery accuracy, +15 ranged defence, projectiles move 30% slower
Locations: Daikara, Tempest Peak, Dreadfell, Reknor
Natural Forces
Radius 2 circular effect
+20% nature damage, +20% nature penetration, -40 spellpower
Locations: Old Forest
Icy Ground
Radius 2 circular effect
+25% movement speed, +10% cold penetration, -20% stun immunity
Locations: Daikara, Tempest Peak
Fell Aura
Radius 2 circular effect
+40% crit damage, -10% resist all
Locations: Dreadfell, Reknor, Ardhungol, Valley of the Moon, Shadow Crypt, Shertul Fortress
I've not included some late game locations since I've not played them. Also the numbers quoted could scale with danger level. Feel free to suggest your own.