remove sandworm lair

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martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

remove sandworm lair

#1 Post by martinuzz »

So to be honest, the sandworm lair is what is keeping me from playing Tome more often. I usually lose my characters around level 20. After that, I don't feel like playing for sometime, not because I lost my char, but because the thought of having to do that *#!%! sandworm lair again. Most starter /medium levels take me about 15-20 minutes to complete (much thanks to the z button). However, the sandworm lair is not compatible with my OCD. I want to explore every dungeon fully. That means, I want to visit every room. Because of that, the sandworm lair takes me between 60-90 minutes, waiting for those &%$!!# worms to finally start digging a tunnel to that last room I didn't visit yet. It annoys the crap out of me. I posted a suggestion to change tunneler behaviour about a year ago, that would prevent this:

- make every tunneler visit every room in (random) sequence. That means that, once you're done with clearing out most rooms, you would only need to follow a single worm on it's path to reach that last room you didn't see yet.

belmarduk
Halfling
Posts: 110
Joined: Thu Oct 27, 2011 6:45 pm

Re: remove sandworm lair

#2 Post by belmarduk »

Get a teleport rune. Seriously, it is not a hard dungeon. :( You get to like it after a while. Esp. now with the chests!

Grey
Loremaster
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Re: remove sandworm lair

#3 Post by Grey »

It's one of my favourite dungeons! I like that fully exploring it is discouraged and you have to keep careful track of the changing environment.. ToME has a lot of elements which you just can't do every game with every char.

OCD is not an excuse! Avoid doing the dungeon entirely if you don't like it. Or make an add-on that changes it to some way you prefer.
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eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

Re: remove sandworm lair

#4 Post by eliotn »

Hints:

-some classes have skills which allow them to map nearby areas. And you can get them from escorts.
-using a teleportation rune/talent/item/psycoportation charm definitely helps. And it can be a lifesaver if you can't breathe inside a wall and you find yourself
-Pay attention to tunnels in areas you have mapped out, they give you hints on if you missed a room.
-Swapping places with a worm will change its destination. Use this trick if you notice the worm going to an area you previously explored.

magelike
Halfling
Posts: 109
Joined: Mon Sep 26, 2011 4:31 am

Re: remove sandworm lair

#5 Post by magelike »

I hate the Sandworm Lair for the same reasons that you do and I do use teleportation to get through it. I found that the best thing to do is to save that zone as the last thing you do before going East. This way, you don't have to do it on virtually every single character.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: remove sandworm lair

#6 Post by bricks »

I find it pretty boring. I can't remember the last time the tunnels were actually a threat; if I'm playing carefully, there's little to no risk. Same goes for the underwater dungeons. If the temporary tunnels were tactical options, as opposed to the only means of transport, the zone would be a lot more fun.
Sorry about all the parentheses (sometimes I like to clarify things).

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: remove sandworm lair

#7 Post by supermini »

If you get the tooth of the mouth (and everyone does, it seems), you can dig through sandworm lair. It digs faster than the walls collapse.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

happylisk
Wayist
Posts: 15
Joined: Tue Feb 28, 2012 5:36 am

Re: remove sandworm lair

#8 Post by happylisk »

supermini wrote:If you get the tooth of the mouth (and everyone does, it seems), you can dig through sandworm lair. It digs faster than the walls collapse.
I was going to concur with the OP, but if this is true I might stop hating on the level.

qui
Cornac
Posts: 38
Joined: Wed Jan 11, 2012 8:39 pm
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Re: remove sandworm lair

#9 Post by qui »

Perhaps if the levels generated stable corridors connecting all the rooms after the queen was slain the zone would get less boring/tedious. This way it would still have the challenge of having to navigate through the tunnels to find the stairs on the way down, but could be explored as usual on the way up.

Wahaha
Yeek
Posts: 10
Joined: Mon Oct 17, 2011 11:44 pm

Re: remove sandworm lair

#10 Post by Wahaha »

You want to remove this (unique and interesting) dungeon because you don't like exploring it and you're forcing yourself to explore it?

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: remove sandworm lair

#11 Post by jenx »

I actually enjoy the diversity it offers
MADNESS rocks

Rankith
Low Yeek
Posts: 5
Joined: Mon Dec 24, 2012 7:49 am

Re: remove sandworm lair

#12 Post by Rankith »

sandworm lair is awesome.

super massive hint: follow the blue worms...

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