A way out for yeeks

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

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Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

A way out for yeeks

#1 Post by Sirrocco »

So, right now Yeeks have the most vicious start in the game. That's cool in some ways (though the electric eel nerf has made that somewhat less so recently). It's cool because it offers a new and challenging experience that doesn't require going as far as playing Nightmare, and it makes unlocking Mindslayer a real trick.

At the same time, Yeeks are actually an interesting race to play, now, and there are people out there who want to be able to play, say, a Yeek Cursed without having to restart multiple times just to get out of their own starting area. I've heard from reasonably reliable sources that in NM, the game can actually be put into an unwinnable state by, for example, a rare Ritch blocking some significant tunnel.

So, let's give the Yeeks a choice. Give them a way to abandon their people to the inevitable doom that awaits. Have some shady yaech hanging out in one of the neglected corners of the yeek starting town. If you talk with him prior to clearing out the underwater lair, he gives you the chance to defect... allowing you to depart for the wider world without dealing with the local dungeons, changing the mindslayers you summon with your racial power from Yeek to Yaech, making the poor, doomed mindslayer who's up against Subject Z hostile (thus making this not a valid way to unlock mindslayers) and possibly making the Yaech and their slaves in the Blood Pit default to allied - oh, and once you leave, you can't return.

(If you show up to talk with the hiding yaech after beating down his boss, either he vanishes or is hostile or can be intimidated or something.)

Basically, it's interesting, it works with the lore reasonably well, and it gives people a way to play yeeks without restarting their characters repeatedly, while also giving people an incentive to at least try to do the difficult thing.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: A way out for yeeks

#2 Post by SageAcrin »

And it means you only get Triumph of the Way if you do things the harder way...

Doesn't sound bad to me.

fuzzynord
Cornac
Posts: 36
Joined: Thu May 23, 2013 1:25 am

Re: A way out for yeeks

#3 Post by fuzzynord »

I'm pretty sure you can teleport out of the level without fighting Subject Z. This makes it fine for coming back to.

However, I did that once and when I came back, I met a teleporting rare. The rare teleported the yeek wayist and killed him, so I lost my bonus confusion resist and mental save :(

laru
Halfling
Posts: 86
Joined: Sun Jun 17, 2012 1:15 pm

Re: A way out for yeeks

#4 Post by laru »

fuzzynord wrote:I'm pretty sure you can teleport out of the level without fighting Subject Z. This makes it fine for coming back to.
However, you can't enter the dungeon before completing the yeek starting quest first..

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: A way out for yeeks

#5 Post by AlexanderR »

Whole concept of siding with yaech outcasts sounds interesting and may be a great way to introduce new Yeek sub-race. As for gameplay part I personally like yeeks the way they currently are. Maybe, well-balanced replacement for Yeek racials, properly scaling with category mastery, would be able to make up for lack of challenge.. It'd be interesting to play an addon, implementing it :D

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