Grind mode
Posted: Mon Aug 06, 2012 11:18 pm
I was looking at the iron prison mode, and it's somewhat appealing, but honestly, what I really want is to be able to grind a bit in TOME proper. As such, I suggest a grind mode option. Something like the following:
As standard mode at normal difficulty (including achievements, and unlocks) with the following exceptions
- Lives must be roguelike
- No transmutation chest (and by extension, no upgrading the rod of recall and no farportals)
- Levels are not saved, with a small number of exceptions (quest-spawned dungeons, places with static maps, and starter dungeons that can't be skipped). Instead, they are regenerated fresh every time you enter them. If the level autospawns a boss, and you leave the level without killing it, the unique is respawned when you return.
- Rod of Recall is dropped by the Weirdling Beast.
- Possibly have the orb of identification cost a small quantity of gold.
- Possibly spawn wandering monsters over time
- Boss-type monsters don't generate nearly as much extra exp
Basically, it does let you grind, but you trade in a lot of convenience for it, and a fair bit of safety, so it shouldn't really cheapen the achievements. People who enjoy rushing through the game should obviously stick with original mode, where the bosses give you a level or two at a time, you get the recall rod first thing, and you can magically turn anything you don't want into gold without worrying about carrying capacity or travelling back to town. For those who like the old-school bits and were a bit sad to see them go, this will give them back for the most part, and I don't believe it would take much coding.
possible unlock for this mode: Defeat both bosses of all three sets of generally available intro dungeons, and the bosses of the Maze, Sandworm Lair, Daikara, and Old Forest before you hit the Master (perhaps toss in a few others, too - the halfling ruins, etc). Possible name for associated achievement: "Being Thorough".
As standard mode at normal difficulty (including achievements, and unlocks) with the following exceptions
- Lives must be roguelike
- No transmutation chest (and by extension, no upgrading the rod of recall and no farportals)
- Levels are not saved, with a small number of exceptions (quest-spawned dungeons, places with static maps, and starter dungeons that can't be skipped). Instead, they are regenerated fresh every time you enter them. If the level autospawns a boss, and you leave the level without killing it, the unique is respawned when you return.
- Rod of Recall is dropped by the Weirdling Beast.
- Possibly have the orb of identification cost a small quantity of gold.
- Possibly spawn wandering monsters over time
- Boss-type monsters don't generate nearly as much extra exp
Basically, it does let you grind, but you trade in a lot of convenience for it, and a fair bit of safety, so it shouldn't really cheapen the achievements. People who enjoy rushing through the game should obviously stick with original mode, where the bosses give you a level or two at a time, you get the recall rod first thing, and you can magically turn anything you don't want into gold without worrying about carrying capacity or travelling back to town. For those who like the old-school bits and were a bit sad to see them go, this will give them back for the most part, and I don't believe it would take much coding.
possible unlock for this mode: Defeat both bosses of all three sets of generally available intro dungeons, and the bosses of the Maze, Sandworm Lair, Daikara, and Old Forest before you hit the Master (perhaps toss in a few others, too - the halfling ruins, etc). Possible name for associated achievement: "Being Thorough".