More ponds in Trollmire
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More ponds in Trollmire
Currently it's 0-2, I think it should be more like 0-4. Make it more mire-y! Ponds are cool for adding open space, tactical space, and being wet.
Re: More ponds in Trollmire
FTFYGrey wrote:Currently it's 0-2, I think it should be more like 0-4. Make it more mire-y! Ponds are cool for adding open space, tactical space, being wet, and buggering up autoexplore.

Maybe if they were smaller, and there was guaranteed space around the edges?
Re: More ponds in Trollmire
What about a new minor event, mud. It would act much like icy floor from Daikara, but give -25% movement speed and +20% knockback immunity.
That wouldn't alter autoexplore much, and still make trollmire more mire-y.
That wouldn't alter autoexplore much, and still make trollmire more mire-y.
Re: More ponds in Trollmire
Guaranteed space around the edges of ponds would be good.
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- Halfling
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Re: More ponds in Trollmire
I agree!
I also really like the mud idea.
I also really like the mud idea.
Re: More ponds in Trollmire
Graphically, more ponds would be nice, but the interrupts to autoexplore are annoying and pointless. Could they be "shallow water" that doesn't require water breathing? Some open-air or "shallow" patches would be fun for the Yeek ruins, too, though not really needed.
This gives me another idea: single-level variations. In the simplest implementation, zones would occasionally use a different level generator for one level, possibly excluding the last. So you could have a Trollmire-like forest in a Daikara level, for example. Other minor variants could include different weather conditions (rain + pools, snow), addition of an unusual monster to the monster generator ("cursed" monsters in the Old Forest), or combinations of the two (Air elemental invasion + rain and pools). Variants for the final level are another possibility; you could even have a small rotation of bosses for each zone (you know you want to fight a Sandworm King in a giant, open level). I think these would be fantastic additions to the first two tiers of dungeons.
This gives me another idea: single-level variations. In the simplest implementation, zones would occasionally use a different level generator for one level, possibly excluding the last. So you could have a Trollmire-like forest in a Daikara level, for example. Other minor variants could include different weather conditions (rain + pools, snow), addition of an unusual monster to the monster generator ("cursed" monsters in the Old Forest), or combinations of the two (Air elemental invasion + rain and pools). Variants for the final level are another possibility; you could even have a small rotation of bosses for each zone (you know you want to fight a Sandworm King in a giant, open level). I think these would be fantastic additions to the first two tiers of dungeons.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: More ponds in Trollmire
I like the mud idea. And the shallow pools could be an event area where it costs air to use talents/attack unless you have waterbreathing.
Re: More ponds in Trollmire
That is why guaranteed space (i.e., not trees) around the pond was requested.bricks wrote:Graphically, more ponds would be nice, but the interrupts to autoexplore are annoying and pointless
darkgod wrote:OMFG tiger eye you are my hero!
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- Halfling
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Re: More ponds in Trollmire
Mud is a great idea. Spaces around ponds are also a good idea.
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- Higher
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Re: More ponds in Trollmire
Someday I'd like to get around to submitting a couple of simple vaults for Trollmire that involve ponds or moats.