There are many things I had wanted to do with the original add-on that were never truly implemented

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Marson, Outworlder sounds cool and there is plenty of space in-there for fearos, fearscapers and other planned friendly touristsMarson wrote:I personally like "Outworlder" for alien races.
Hurph, quite right you are - it is indeed odd in comparison with everything else in the game in terms of questsjoebobjoe wrote:Looks fairly interesting. The starting quest is a bit odd so maybe have it be an additional tutorial type module that unlocks the race on completion (if that's even possible)?
Damn, I knew I'm missing something important. Originally I wrote "four castes" and then I realized that I can't remember what the fourth should be...joebobjoe wrote:Also maybe have a secret paradox using caste that actually works off of the extraplanar explanations.
All interesting and valid ideas. As you probably have already figured, my proposal is more a concept than an actual design (cause I don't know ---- about math, mechanics and formulaejoebobjoe wrote:Also possibly have the warrior caste not have the inherent levitation of the others while gaining durability to make up for it (possibly give them some fatigue negation to represent that they're still lighter than they should be). Also what should the other Watchers do to gain growth? Perhaps have the psychics use the same general method as the mageyes replacing arcane with psionic while the warriors eat ingredients from rare monsters in exchange for set numbers of points depending on the ingredient. Warriors maybe in exchange for less ring slots have a couple of additional tentacle weapon slots that act sort of like telekinetic weapons (would it be possible to have it limited to daggers at start progressing to 2 handed weapons on max growth?).
Same as abovejoebobjoe wrote:The one major question I have is if extraplanar origin will be altered so that it is possible to become a zigur follower as a psychic or warrior Watcher while still maintaining it. Also might be interesting to have the image projector get a skill based around other uses of it. Low level could be a light like spell while the capstone might grant something along the lines of a skill that makes you invisible and spawns some allies with 1 hp no attack and taunt or similar. Effectively costly emergency escape button that throws up some chaff to distract enemies. The other thing to note is that channel mastery doesn't translate well to the warrior if he doesn't get eyebeams or something similar so it might be necessary to make a replacement skill.
Nah, your wall of texts pales before the wall-ness of the OPjoebobjoe wrote:I apologize for the wall of text. Was mostly just putting all my ideas up to see what sticks.
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
This was indeed a long-standing idea. You can actually find mentions of this hidden away in some of the code.joebobjoe wrote:Also what should the other Watchers do to gain growth? Perhaps have the psychics use the same general method as the mageyes replacing arcane with psionic
It seems you've thought about these things almost as deeply as I have! Separate magic trees and psionic trees were definitely going to be split out of the ones we already had. Channel Mastery was going to be shunted over to another tree and replaced with some kind of grapple - I was actually going to do some crazy things with Tribeam for that - Central Eye made fully psionic, benefits for psionic beholders added to the tier-1 Beholder racial, and much, much more.joebobjoe wrote:The one major question I have is if extraplanar origin will be altered so that it is possible to become a zigur follower as a psychic or warrior Watcher while still maintaining it.
Err. Corrupted Horrors are an existing subrace of Horrors... They are the closest creatures on Eyal to Aberrations. That was an example to show how different this new race is from Aberrations.Doctornull wrote:So, uh, you seem to dislike the term you came up with.HousePet wrote:Corrupted Horrors are mutated creatures, these Watchers are not.
Please don't try that kind of strawman argument. You're not going to find success with that, but you may lower the quality of the discussion.HousePet wrote:Err. Corrupted Horrors are an existing subrace of Horrors... They are the closest creatures on Eyal to Aberrations. That was an example to show how different this new race is from Aberrations.
Corrupted Horrors are specifically the things found in the dungeon above and around The Mouth, for which a specific original creature is known and for which a specific source of corruption is known.HousePet wrote:Corrupted Horror points to any creature that has been warped and corrupted. The source of the corruption or the original creature are not specific.
Yeah the one nice thing about D&D baggage is that it can be leveraged to aid in recognition.Marson wrote:Outsider makes me think extra-dimensional/planar, but that's thanks to D&D. I think a ToME-specific term instead would be good for anything that isn't specifically allocated the way demons are. But that doesn't have bearing on this thread.
Hmm, quite nice, thanks, Sradac. Now I have an excuse to further exercise my perfectly broken Sindarin: Gast-IthirniSradac wrote:Call em Void Watchers. Watching from the Void. Cause they're either from, or went through the void. To watch.
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~