Request for ideas: Infinite Dungeon Challenges

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

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darkgod
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Request for ideas: Infinite Dungeon Challenges

#1 Post by darkgod »

New features coming in 1.5 for the ID:
- much more variety in levels layouts and tilesets
- "challenge levels"

Each time you enter a level of the ID there is 30% + level chance to pop a random challenge.
A challenge is a special auto generated quest with an objective. All objectives have to be optional; if you dont want to bother you dont.
But completing a challenge will give a random from a random pool.
Currently rewards can be (with varying rarities obviously):
- a randart
- 3 stats points
- 1 class point
- 1 generic point
- 1 category point
- 1 prodigy point (let me say this is way more rare :> )

And for now the very limited challenges pool is:
- Exterminator: leave no single foes alive when exiting the level
- Pacifist: leave the level without killing a single foe
- Dream Hunter: Spawn a randboss dream horror (asleep): kill it!

I have ideas for more that I'll be adding but I'd love your input too; propose challenges, or rewards!

PS: it's also addon friendly, the rewards & challenges lists can be very easily added to
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Bad Badger
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Re: Request for ideas: Infinite Dungeon Challenges

#2 Post by Bad Badger »

-Do not fall below 50% life until target randboss is defeated

-Kill at least XX% of the level's enemies without doing more than XYZ amount of a given damage type to any of them

-Kill X amount of enemies while stunned (or some other debuff?)

-The level is flooding! Find and clear the drain

-A randboss is awakened upon entering the level, and places traps the longer it lives

Radon26
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Re: Request for ideas: Infinite Dungeon Challenges

#3 Post by Radon26 »

a reward should probably be proportional to the challenge.

also, i propose a new random reward:
"+0.10 to a random category"
can be either class or generic, and doesn't matter whether you've already put a point in it, and wont prevent you in the future.
as you can't chose which one, it has a chance of being irrelevant, so maybe the number could go to 0.2, or eve 0.25.

ofc, that probably require a more difficult challange, like...
-Double Kill: kill 2 boss, randbosses or uniques (or any combinaiton) in a single hit.
only the finishing hit matters, and... there need to be two in the first place.
so, this challenge probably should guarantee that there will be at least two.
-Hide and seek: kill an rare grade or higher, without him ever seeing you.
-Escort: Get the weakling to... something, and have it survive a 50 turns.
Limnir (or whatever was his name) triggered portals, but you probably wouldn't have them here, or it would cause some problems with terrain generation.
so, how about instead, starting to activate "the thing", would aggrevate ALL enemies, ON THE ENTIRE FLOOR.

extra note.
one thing that annoys me about adventurers, are the amulets of mastery.
lets say i make an anti magic adventurer.
here, have a bonus to your Celestial/combat category
want to make an arcane brawler?
here, have a bonus to your wild-gift/anti magic
want to make some sort of defiler build?
here, have a bonus to your wild-gift/ooze

you see where this is going don't you? so the above reward, should probably be restricted to only the actually unlocked ones.

Micbran
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Re: Request for ideas: Infinite Dungeon Challenges

#4 Post by Micbran »

-Vault Challenge- Clear a specific vault.

Spawns a portal that takes you to a vault (much like how the EoR vaults work) and you must kill all enemies in it in order to obtain the reward. Might be a slight issue with stair scumming unless you make it so the player is unable to teleport back or cannot do so without failing the challenge.
A little bit of a starters guide written by yours truly here.

Radon26
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Re: Request for ideas: Infinite Dungeon Challenges

#5 Post by Radon26 »

yeah, i was thinking about suggesting something like that.
a challenge run: spawns a trap somewhere on the level. a trap destroys itself on activation, but doing so will teleport you to another location, where you have a limited time to clear the objective. once the time expires, or you complete the objective, you are teleported back. kind of like the dreams from the Kaldera.

StarKeep
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Re: Request for ideas: Infinite Dungeon Challenges

#6 Post by StarKeep »

Minelayer: Everytime you step on a new floor tile, you lay a Mine down. Reach the end step without triggering a single mine to win.

Cliffs: All Wall tiles are now Pits. Stepping (or being thrown) onto a pit will immediately throw you down one floor with no rewards.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
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nsrr
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Re: Request for ideas: Infinite Dungeon Challenges

#7 Post by nsrr »

Mirror Match: Kill a clone of your character.

Multiplicity: All mobs on the floor have an X% chance to have the Multiply talent. (This could be a little absurd though, and I'm not sure what the goal is, exactly. Kill all (or X) of the mobs that have Multiply?)

Genocide: Kill all mobs of X race. Increase generation rate for X race on the floor. Edit: Don't kill mobs of any other race to receive a bonus to your reward.

Fratricide: Kill all mobs of the same race as your character. Increase generation rate for mobs of your race. Edit: Don't kill mobs of any other race to receive a bonus to your reward.

Efficient Killer: Kill at least X mobs in Y turns.

Indomitable Killer: Take no damage and kill X mobs.

Double Dare: Teleport portals spawn which teleport you to a random tile anywhere on the floor. Enter at least two. Edit: Step on one before killing any enemies for a bonus to your reward.

Come and Get Me: Exit the floor while at least X mobs are targeting you (though not necessarily in sight).

Bomb Squad: Disarm at least X traps. Would have to guarantee at least X traps spawn on the floor.

Night of the Loving Dead: Don't kill any undead. Increase undead generation rate.

Scavenger Hunt: Collect X of Y item type before leaving the floor (or one each of multiple item types).

Talent Show: Don't use any talent more than once. (Either on the floor, or while killing a specific target)

Unscription: Don't use any inscriptions. (Either on the floor, or while killing a specific target)

Never Look Back: Don't step on any tile more than once. EDIT: I don't know why I thought this was different than Starkeep's Minelayer challenge, but, looking it over again, I can see they are exactly the same ideas, except SK's has a cool little twist. Never Look Back, Take Two: Exit the floor without moving the same direction two turns in a row at any point.

Lost Kittens: There are X poor little kittens on the floor, lost and lonely. Find them. Edit: Find them all before killing any enemies for a bonus to your reward.

Don't Touch Me: Exit the floor without letting any enemies within one tile of you.

Free Hugs: Don't deal any damage to targets that are not adjacent to you.

Sprint: Reach the exit within X turns.

Bump-o-matic: Kill at least X mobs using only bump attacks.

Lights Out: A portal will spawn on the floor that will randomly teleport you, reduce your light radius to 0 and make all tiles on the floor unlit. Step on it and then reach the exit. Edit: Step on before killing any enemies for a bonus to your reward.

Finders Keepers: X random mobs on the floor will drop 'keepsakes'. Collect them all.

Kill Bill Part 2: Bill the Stone Troll will spawn on the floor, with random talents. Find him and kill him. Edit: Kill him before killing any other enemies for a bonus to your reward.

Aquanaut: A portal will spawn that will randomly teleport you, flood all tiles and spawn random air bubbles. Step on it and reach the exit. Edit: Step on before killing any enemies for a bonus to your reward.

Hotfoot: A portal will spawn that will randomly teleport you and turn half of all floor tiles into lava. Step on it and reach the exit. Edit: Step on before killing any enemies for a bonus to your reward.

Undying: A randboss will spawn that can infinitely resurrect. Kill it at least once.

Eh, twenty-five seems like enough for now :P
Last edited by nsrr on Sat Aug 20, 2016 1:53 pm, edited 1 time in total.

dndfans
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Re: Request for ideas: Infinite Dungeon Challenges

#8 Post by dndfans »

i wish to add some shop at rondom level of I.D , gold is useless for now in I.D and i could buy some legend equ to make up my badluky.

rexorcorum
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Re: Request for ideas: Infinite Dungeon Challenges

#9 Post by rexorcorum »

dndfans wrote:i wish to add some shop at rondom level of I.D , gold is useless for now in I.D and i could buy some legend equ to make up my badluky.
If you own Embers and have it is active, you can encounter AAA's (robot-shops), at least in the latest git (where I've met one), but for vanilla it will be a nice feature as well :).
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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astralInferno
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Re: Request for ideas: Infinite Dungeon Challenges

#10 Post by astralInferno »

dndfans wrote:i wish to add some shop at rondom level of I.D , gold is useless for now in I.D and i could buy some legend equ to make up my badluky.
Poverty: A shop is guaranteed to spawn this floor. Buy no items this floor (Or next floor?) to complete the challenge.
Shopping Spree: A shop is guaranteed to spawn this floor. Spend X gold/X% of your gold/Buy X items to complete the challenge.

emblempride
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Re: Request for ideas: Infinite Dungeon Challenges

#11 Post by emblempride »

Stalked: A harmless shade (or two, or five!) roams this floor and thinks you are ticklish, exit to the next floor without being touched.

Thrill of the Hunt: An escort roams this floor, stalked by a powerful enemy (random rare, only thing aggressive towards the escort and that can damage it). Reach the escort first to secure him and then eliminate the threat.

Defense!: Enter a portal/Flip a switch that alters the floor layout. Player is stuck inside a small boxed in area (5x5?)with a door in the center of each of the four sides and granted telepathy for all enemies for that floor only. There are stairs in the little "fort" so that the player may exit to the next level without completing the challenge, but the new layout is permanent. Defeat a short series of enemies/survive for a number of turns without letting one inside of your "fort".

astralInferno
Uruivellas
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Re: Request for ideas: Infinite Dungeon Challenges

#12 Post by astralInferno »

An orb spawns on this floor. clicking it turns all walls into slime walls. stay on the level until X walls have become slimes to win.
(Could also work with the trees from embers)

Dwindlehop
Halfling
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Re: Request for ideas: Infinite Dungeon Challenges

#13 Post by Dwindlehop »

Some kind of paradox, inter-dimensional travel name: Kill a level 50 normal rogue-like winner from te4.org

dndfans
Yeek
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Re: Request for ideas: Infinite Dungeon Challenges

#14 Post by dndfans »

today i find that when i start a new ID as an Adventurer(1.48,learn steamtech/phi),
there is no any weapon for steamtech build and no APE!!! i don't kown that if i can loot
more schematics as in story mode. LoL

bpat
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Re: Request for ideas: Infinite Dungeon Challenges

#15 Post by bpat »

Purist: Exit the level without using any Inscriptions.

Minimalist: Unequip all but five pieces of equipment at the start of the level and keep them removed until the end of the level. Changing gear at the start of the level is instant.

No looking back: Exit the level without stepping on the same tile twice. Tiles should change color when stepped on and being knocked onto them by enemies doesn't count.

Near-sighted: Exit the level with vision range reduced to 5. This would be applied in the form of an infinite duration buff so players could remove it if they don't want to do the challenge.
My wiki page, which contains a guide and resource compilation and class tier list.

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