Reduction of spawn diversity

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piranhamoe
Low Yeek
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Joined: Tue Apr 09, 2013 3:28 am

Reduction of spawn diversity

#1 Post by piranhamoe »

I think it would be beneficial to the game if areas had their enemy spawn lists culled a bit. For example, I think it's a bit strange to see something like a white wolf in Dreadfell, or a swarm of dragon hatchlings or ants. Wolves should be something you encounter only in wilderness areas, not in the middle of a necromancer's tower. I feel like having such an overlapping selection of enemies in each area makes things feel too samey, places blend into each other. As an example, Dreadfell could draw exclusively from the undead list of enemies. Thoughts?

Orangeflame
Thalore
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Re: Reduction of spawn diversity

#2 Post by Orangeflame »

+1

But just lower the number of random enemies in most zones; for example, ruined halfling complex is entirely exclusive to undead, and suffers from a lack of variety (skeletons, ghouls).
When in trouble / or in doubt / run in circles / scream and shout.

piranhamoe
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Re: Reduction of spawn diversity

#3 Post by piranhamoe »

I'll try to make a list of each zone along with what appears there, then we could discuss what we think belongs and doesn't belong and why.

Doctornull
Sher'Tul Godslayer
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Re: Reduction of spawn diversity

#4 Post by Doctornull »

Yeah, some zones could use fewer monster types, others could use more.

Agree about Halfling Complex in particular.
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notacorporal
Cornac
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Re: Reduction of spawn diversity

#5 Post by notacorporal »

+1 to this thread. (Everyone is agreeing so far right?)

From the last time I code-dived:

The game selects the monster type, then choose its level within the given bounds. It would be better if you reversed this, so you didn't face overpowered monsters whose minimum level is too high. It would allow you to exclude underwhelming foes at higher levels (it looks as though mice can be level 100+ currently).

More use could be made of the escort qualifier, to generate packs of similar monster types.

The Revanchist
Uruivellas
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Re: Reduction of spawn diversity

#6 Post by The Revanchist »

This seems like a good idea, I suppose. More thematic and immersive enemies in zones, and perhaps even "properly" sclaed enemies (goodbye level 30+ Orcs and Nagas).

How dangerous would a level 100 mouse really be? Even to a level ~14 character. :(

piranhamoe
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Re: Reduction of spawn diversity

#7 Post by piranhamoe »

Here is a list of the enemies found in the dwarven starting area, Escape From Reknor

Escape From Reknor
Brown Mold
Grey Mold
Giant Brown Mouse
Giant White Mouse
Giant Grey Mouse
Giant Brown Rat
Giant White Rat
Giant Grey Rat
Giant Crystal Rat
Orc Archer
Orc Solider
Orc Warrior
Black Jelly
Green Jelly
White Jelly
Red Jelly
Large Brown Snake
Large White Snake
Copperhead Snake
Rattlesnake
Giant Rabbit
Green Worm Mass
White Worm Mass
Forest Troll

I think the most out of place enemies here would be the Giant Rabbit and the Forest Troll but even the snakes seem a bit odd. The whole family of rats and mice are perfect for this interior starting area (the Giant Crystal Rat might be odd), the molds fit pretty well too, it could be pretty moldy and gross in there. The worm masses are out of place too, seems like the kind of thing you'd find outside crawling around in a bush but maybe they would infest bodies there in that fortress? The jellies hmm, I'm not sure, what do you all think? There may be additional enemies found there but this is certainly the majority, if anyone finds more enemies in this place we can add them to the list. A similar list could be made for every area and enemies' rightness for the area could be discussed, feel free to make such lists, I'll make some soon but it could take me a loooong time to get every area covered.

Doctornull
Sher'Tul Godslayer
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Re: Reduction of spawn diversity

#8 Post by Doctornull »

IMHO jellies, molds and slimes are currently useless. If you want to put in a popcorn monster, you don't need to put in more than one type. Mice & rats are fine for Escape from Reknor.

This changes with clear brittle oozes, and changes with sandworm lair tunnel collapse (makes the Nature Slow actually hurt), and changes with slimy oozes (their spit can kill) ... but the base guys are just worthless IMHO.
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