No sandworms?
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No sandworms?
This might be a stupid question, since I'm only playing my second game of ToME. However --
-- when I entered the Sandworm Lair in my first game, it was full of peaceful sandworms creating tunnels. I could follow them and thus explore the level.
In this second game, when I entered the Sandworm Tunnels, there was a weird sandworm sprite about twice the size of a normal sprite. It quickly disappeared, and I haven't seen any sandworms since. I can wait around as long as I wait, but nothing happens, and I therefore cannot explore the Sandworm Tunnels ... which is a pity, since that means I cannot continue the main quest.
Is this a bug, or is there something I have to do to active the sandworms?
-- when I entered the Sandworm Lair in my first game, it was full of peaceful sandworms creating tunnels. I could follow them and thus explore the level.
In this second game, when I entered the Sandworm Tunnels, there was a weird sandworm sprite about twice the size of a normal sprite. It quickly disappeared, and I haven't seen any sandworms since. I can wait around as long as I wait, but nothing happens, and I therefore cannot explore the Sandworm Tunnels ... which is a pity, since that means I cannot continue the main quest.
Is this a bug, or is there something I have to do to active the sandworms?
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- Wayist
- Posts: 25
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Re: No sandworms?
You've found the alternate version of the sandworm lair. The big dude is the only tunneler, and you need to follow him to get to the downstair. He will come again, if you wait long enough. Just try not to lose him.
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- Sher'Tul Godslayer
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Re: No sandworms?
Sometimes he gets stuck and doesn't come back -- that happened to me once, I had to dig my way to the ending, and found the big worm blocked from the exit tunnel by an enemy critter.
Try waiting in batches of 15-20 turns (trigger some talent or infusion which takes 14-20 turns to cool down, then hit "R"est) and see if he comes back.
Try waiting in batches of 15-20 turns (trigger some talent or infusion which takes 14-20 turns to cool down, then hit "R"est) and see if he comes back.
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- Uruivellas
- Posts: 617
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Re: No sandworms?
I think there is clearly a problem with the alternate version of the Sandworm Lair.
I have also been stuck by a sand collapse and it was a game over. The speed of the huge worm should be largely reduced. And maybe several worms should be generated to rescue the player.
I have also been stuck by a sand collapse and it was a game over. The speed of the huge worm should be largely reduced. And maybe several worms should be generated to rescue the player.
Re: No sandworms?
Some tweaks for this have already been made in 1.05's pre-release code IIRC.
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- Sher'Tul Godslayer
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Re: No sandworms?
That would be easier to do with Timed Rest, wouldn't it? (with apologies for the blatant self-horn-tootage...Doctornull wrote:Try waiting in batches of 15-20 turns (trigger some talent or infusion which takes 14-20 turns to cool down, then hit "R"est)

And personally, I'd advise just avoiding that particular alternate zone in the first place...
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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Re: No sandworms?
I actually prefer that alt. It's so much FASTER then trying to explore 4 floors of the regular kind. Similarly, I hugely prefer the maze alt as well, though for different reasons. (Shinies!)
And why exactly isn't timed rest integrated to maingame yet? That seems like a function we should really have, for all players, and not as part of an addon. (That many may not know exist)
And why exactly isn't timed rest integrated to maingame yet? That seems like a function we should really have, for all players, and not as part of an addon. (That many may not know exist)
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: No sandworms?
Thanks! The knowledge that the level itself wasn't bugged gave me the perseverance to use my teleportation rune dozens of times until I finally found the exit. The big sandworm indeed seemed to be stuck on a couple of enemies there. Anyway, my character can happily continue his quest. (Assuming that a Cursed is ever happy...)
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- Sher'Tul Godslayer
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Re: No sandworms?
Neat, didn't know about that. Thanks!Zizzo wrote:That would be easier to do with Timed Rest, wouldn't it? (with apologies for the blatant self-horn-tootage...)
Alt maze is awesome.Crim, The Red Thunder wrote:I actually prefer that alt. It's so much FASTER then trying to explore 4 floors of the regular kind. Similarly, I hugely prefer the maze alt as well, though for different reasons. (Shinies!)
Is a cheerful axe-murderer more or less scary than a morose axe-murderer?VictorG wrote:Thanks! The knowledge that the level itself wasn't bugged gave me the perseverance to use my teleportation rune dozens of times until I finally found the exit. The big sandworm indeed seemed to be stuck on a couple of enemies there. Anyway, my character can happily continue his quest. (Assuming that a Cursed is ever happy...)
Imagine a Cursed in clown makeup...
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- Sher'Tul Godslayer
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Re: No sandworms?
Named Pennywise?
....Can't sleep, clown'll eat me. Can't Sleep, Clown'll eat me...
....Can't sleep, clown'll eat me. Can't Sleep, Clown'll eat me...
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.