Adventurer parties tweaks

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

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netzakh
Wayist
Posts: 19
Joined: Sun Jun 27, 2010 6:02 pm

Adventurer parties tweaks

#1 Post by netzakh »

  • Ziguranth patrols, if hostile, disappear after Fall of Zigur is done (I hope this is logical);
  • Far East orc patrols disappear after Orc Breeding Pits are cleared (orcs can no longer waste themselves on patrolling, they have to concentrate on defending the prides);
  • Maj'Eyal adventurer parties disappear after either the Alchemist quest is complete or all 36 ingredients are found (just to remove the nuisance).
East or West, ToME is best. - Netzakh

shwqa
Halfling
Posts: 95
Joined: Fri Jan 07, 2011 8:49 am

Re: Adventurer parties tweaks

#2 Post by shwqa »

I agree to all of these. The patrols are extremely deadly and I spend a lot of time running around them. It is pretty annoying.

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: Adventurer parties tweaks

#3 Post by Elkan »

Adventurers should still happen after alchemist quests are completed, they existed before they dropped quest ingredients, and they wil find their own excuses for hunting for wealth and glory. You dont roll a character just to complete the alchemist quests then go home, right? Neither do they!

Dwindlehop
Halfling
Posts: 98
Joined: Tue Sep 18, 2012 10:25 pm

Re: Adventurer parties tweaks

#4 Post by Dwindlehop »

I agree on Ziguranth. It should be a reward for siding with the Grand Corrupter.

I think the Orc Breeding Pit is a little too simple for such a large benefit. I would suggest making the number of orc patrols tied to number of prides + orc breeding pit completed. So 100% patrols when you first enter the East, but the number of patrols is reduced by 20% for each of the four prides or the breeding pit completed.

Adventurers aren't that tricky, especially with the new larger map.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Adventurer parties tweaks

#5 Post by Mewtarthio »

The game already reduces the number of orc patrols by about half when you kill the Orc Greatmother. I second the Zigur thing, though.

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