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Alternate endings to dungeons

Posted: Tue Apr 02, 2013 4:53 am
by Omega Blue
Right now all dungeons end when you beat the living daylights out of the bosses, which makes the game a tad boring after awhile. I suggest alternate endings to the dungeons, such as...

Norgo
find a way to return his sanity

Heart of Gloom
everything in there is twisted because of a rift. Find a way to close it

Trollmire
here, you find the first hint of orcs making a comeback. Destroy the secret orc forward base. Maybe with the help of Prox? He may not be too happy with the orcs, but they are stronger than he is...

Old Forest
This place has been contaminated by blight for some reason. Your mission is to cleanse it.

Kor'pol
He keeps coming back no matter how many adventurers have killed him. Find his secret and put an end to his threat.

The Lost Merchant
The Assassin Lord wants your help to off his arch-rival. If you succeed he will release the merchant. Do you believe him? Will you carry out his request? Will you off both?

Spellblaze
Instead of killing the Grand Corruptor, find a way to neutralize his corrupted altars. These are the sources of his power. Once you sanctify these places he will be powerless.

Sandworm Lair
You have been sent by the Alchemists' Guide to collect samples.

Golem Graveyard
You find clues on how to repair Altamathon. Perhaps you can fix him and take him with you during the final showdown?

Hidden Compound
Instead of randomly bumping into this, you could be given clues along the way, about missing people, sort of like Last Hope's Graveyard. Your mission would then be to free the slaves and put an end to the blood sport. You may even learn unarmed combat here...

Re: Alternate endings to dungeons

Posted: Tue Apr 02, 2013 5:31 am
by Crim, The Red Thunder
Some of these I like (Norgos, Assassin) though I detect flavors of Adom in both (Yrrig, Asassin prince) which might be infuencing my thoughts. Some of the others seem off.

ORc forward base is probably a no, doesn't make thematic sense for them to be that aggressive yet, they still want to be hidden and you can't hide a base large enough to enslave trolls without someone noticing pretty quick. That wouldn't be some small dinky detachment, it would be a full-blown military encampment, and I don't see that making a lot of sense.

I can appreciate clearing heart of the gloom of it's taint, that I could get behind.

Korpul is probably a no, since that would affect the backup guardian, and there's really no secret... He is a NECROMANCER.

Athamathon at the final battle?!? Yeah, fun as that might be, HUGELY OP. Athy could make mincemeat of both bosses with no assistance from the player. You could hide behind a pillar and just listen to the fireworks. Even your ALLY wouldn't die. No way that's acceptable.

I doubt you could clear the corruptors source of power, since that is the blight leaking from the spellblaze itself, and we can't very well 'fix' the spellblaze (and it's effects.). Plus, to do so would totally break a lot of thematic stuff.

Sandworm lair doesn't make much sense as is...

Hidden compound could use some surrounding story, I vote yes for that, but learning unarmed combat might be an issue.

Thoughts?

Re: Alternate endings to dungeons

Posted: Tue Apr 02, 2013 10:26 pm
by emblempride
This same topic is literally only 3 or 4 threads down...

Re: Alternate endings to dungeons

Posted: Fri Oct 10, 2014 3:49 pm
by Omega Blue
Sorry to dredge up this old thread...

I have been away for quite some time, and is just wondering if there is some progress in providing alternate endings. Thanx.