Chronomancy Development
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Re: Chronomancy Development
Sounding good. Some random wormholes would be good too.
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- Spiderkin
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Re: Chronomancy Development
Fun suggestion for a code snippet to sneak in: an npc that randomly spawns in towns when you're playing a chronomancer. This npc has the same name as the character, and if you go up and talk, a confused conversation ensues in which you figure out that this npc is a future version of the character. After finding out the date from you, he curses and disappears.
If for some reason you kill that future self npc, there should be a dialog that says something like, "Standing over the corpse of your future time-traveling self, you note the date and make a mental note to avoid it at all costs in your upcoming travels."
If for some reason you kill that future self npc, there should be a dialog that says something like, "Standing over the corpse of your future time-traveling self, you note the date and make a mental note to avoid it at all costs in your upcoming travels."
Re: Chronomancy Development
I like Sus's idea 
Also wanted to share this new anomaly we came up with in IRC.
It's just for fun and doesn't really change you to a mimic, since the effect never happened, you never changed
Note that all the names are pulled from Tome 2, hence the mimic.

Also wanted to share this new anomaly we came up with in IRC.
Code: Select all
USING table: 142B27E0 Anomaly: Class Change
[LOG] Test has changed the past.
[LOG] Test is now a Mimic.
[LOG] Test never learned chronomancy and never caused this effect.
[LOG] This never happened.

Re: Chronomancy Development
Would be funny to end up with little random references to ToME2, PernAngband and the Tolkien ToME4 as peculiar alternate realities...
Re: Chronomancy Development
...and perhaps a "quest" triggered later on, by a particularly *bad* anomaly, that pulls you into a map that looks like the "town" map. "Wait. What's going on? Where am I? Oh. What's the date? Oh. Oh, dear." All of your chronomancy abilities are disabled, and you get attacked by a juiced-up "your younger self" monster. If you manage to kill him, you get the message "You stand over your own cooling corpse... again. You've now killed both your older self *and* your younger self. This can't possibly be good."Susramanian wrote:Fun suggestion for a code snippet to sneak in: an npc that randomly spawns in towns when you're playing a chronomancer. This npc has the same name as the character, and if you go up and talk, a confused conversation ensues in which you figure out that this npc is a future version of the character. After finding out the date from you, he curses and disappears.
If for some reason you kill that future self npc, there should be a dialog that says something like, "Standing over the corpse of your future time-traveling self, you note the date and make a mental note to avoid it at all costs in your upcoming travels."
Possible tie-in for a "cloning room" in Sher'Tul later on, where you might be able to clone some crazed versions of yourself and send them back through time to attack you and/or be attacked.
Re: Chronomancy Development
wouldnt killing yourself in the past, kill your present self? and since you died in the past, you could never have possibly gone into the past to kill your past self, therefore making the whole anomaly never happen, therefore wasting a lot of time?
Re: Chronomancy Development
I think Chronomancers are good at wasting time.
Re: Chronomancy Development
Since a few new people seem to be following this thread (or at least posting in it) any unlock ideas?
The killing your future and then past self thing might be good. Maybe that creates a paradox and you have to do a quest to fix it. But we'll need at least two unlocks off the bat.
The killing your future and then past self thing might be good. Maybe that creates a paradox and you have to do a quest to fix it. But we'll need at least two unlocks off the bat.
Re: Chronomancy Development
Chronomancy seems like the sort of thing that you'd want to introduce a new player to... slowly. So...
- Unlock 1: Temporal Warden: possibly something involving the hourglass necklace? That's awfully strongly chronomancy-themed. Alternately, some sort of a chronomancy-based quest. Alternately, doing something random that you couldn't possibly have known to do without having gotten spoilers or played through the game before (With a shout out to Lord Bucket). Examples would be things like getting the Zigur quest at 0 exp, having not entered any other cities. That ones a bit unthematic for other reasons, but it's a solid example.
- Unlock 2: Chronomancer: Triggered by surviving some particularly *bad* anomaly that you visited on yourself as a Temporal Warden.
- Unlock 1: Temporal Warden: possibly something involving the hourglass necklace? That's awfully strongly chronomancy-themed. Alternately, some sort of a chronomancy-based quest. Alternately, doing something random that you couldn't possibly have known to do without having gotten spoilers or played through the game before (With a shout out to Lord Bucket). Examples would be things like getting the Zigur quest at 0 exp, having not entered any other cities. That ones a bit unthematic for other reasons, but it's a solid example.
- Unlock 2: Chronomancer: Triggered by surviving some particularly *bad* anomaly that you visited on yourself as a Temporal Warden.
Re: Chronomancy Development
*alternate idea*
Alright, here's an unlock proposal. (For anyone that read this post earlier I've revised it).
We'll use the past self/future self idea as the unlock. Upon entering Last Hope the character encounters a future self. Conversation can ensue as Sus mentioned earlier. The player also has the option to attack his future self (though this shouldn't be a clear choice the player will just have to do it). Both choices will have very different results and one will lead to the Paradox Mage unlock and the other to the Temporal Warden unlock.
Either way the character will later on encounter a Temporal Rift random world map encounter. The character can choose to enter the Rift at which point they travel back in time to Last Hope and encounter their past self. If the character attacked and killed his future self earlier his past self will be hostile and a fight will ensue. If the character did not attack his past self the conversation will ensue and the character will then disappear as he's shifted through time.
Option A) Tripping the Rift
After being shifted through time the character will find himself back at the Temporal Rift in his own time. Attempting to leave Last Hope at any point while in the past will also cause the character to be shifted back to the Temporal Rift.
The character will find a Temporal Warden at the Temporal Rift site and a conversation will ensue. The Temporal Warden will ask the character to help him close the rift. This will involve a quest through the plane of time with a boss fight against some sort of Paradox Horror that caused the rift to begin with. Many lesser paradox horrors will be through out the zone fighting Time Elementals that will be friendly to the character.
Once the character kills the (and loots) the Paradox Horror boss the Temporal Warden will close the rift and thank the character for his help. With the Rift closed the character is back in his own time and things are back to normal. The Temporal Warden class is unlocked.
Option B) Paradox Can Happen!
So the character has killed his past and future selves. Not good. As time is slowly being rewritten the character is starting to fade away and a timer should start. When the timer hits zero the character will die and no resurrection will save him. To make matters worse the character has damaged the spacetime continuum and drawn the attention of the same Temporal Warden he helps out in the alternate quest. The Warden has come through the Rift and appears in Last Hope shortly after the character kills his past self.
The Warden is pretty irate with the character but is willing to help him set things right. The Warden helps the character get to the plane of time. This time the character must travel through the plane of time to reach a portal back to right before he met his future self. The Warden explains that the character must prevent his past self from ever killing his future self and prevent the Paradox from happening. While on the plane of time the character will encounter hostile Time Elementals and Paradox Horrors. Also while on the plane of time the character's time till death counter will stop counting down (since time works much differently on the plane of time). In this version of the plane of time the player gets no drops and no xp (the quest reward will still be nice, keep reading).
Back in Last Hope's past, the character must detain his past self somehow for X amount of turns without killing himself, either by getting him to go hostile, or stunning him, or whatever. This prevents his past self from killing his future self and prevents his future self from ever meeting his past self. Huge Paradox ensues, the character is dropped back into his own timeline with no knowledge of any of the events that occurred (hence the zero xp and zero drops) and a giant headache. However the character has learned to glimpse the future and will learn the Chronamancy Premonition talent (but without a way to reduce Paradox the player will only get so many uses out of it, still a handy reward).
Finally, this quest will unlock the Paradox Mage class.
Alright, here's an unlock proposal. (For anyone that read this post earlier I've revised it).
We'll use the past self/future self idea as the unlock. Upon entering Last Hope the character encounters a future self. Conversation can ensue as Sus mentioned earlier. The player also has the option to attack his future self (though this shouldn't be a clear choice the player will just have to do it). Both choices will have very different results and one will lead to the Paradox Mage unlock and the other to the Temporal Warden unlock.
Either way the character will later on encounter a Temporal Rift random world map encounter. The character can choose to enter the Rift at which point they travel back in time to Last Hope and encounter their past self. If the character attacked and killed his future self earlier his past self will be hostile and a fight will ensue. If the character did not attack his past self the conversation will ensue and the character will then disappear as he's shifted through time.
Option A) Tripping the Rift
After being shifted through time the character will find himself back at the Temporal Rift in his own time. Attempting to leave Last Hope at any point while in the past will also cause the character to be shifted back to the Temporal Rift.
The character will find a Temporal Warden at the Temporal Rift site and a conversation will ensue. The Temporal Warden will ask the character to help him close the rift. This will involve a quest through the plane of time with a boss fight against some sort of Paradox Horror that caused the rift to begin with. Many lesser paradox horrors will be through out the zone fighting Time Elementals that will be friendly to the character.
Once the character kills the (and loots) the Paradox Horror boss the Temporal Warden will close the rift and thank the character for his help. With the Rift closed the character is back in his own time and things are back to normal. The Temporal Warden class is unlocked.
Option B) Paradox Can Happen!
So the character has killed his past and future selves. Not good. As time is slowly being rewritten the character is starting to fade away and a timer should start. When the timer hits zero the character will die and no resurrection will save him. To make matters worse the character has damaged the spacetime continuum and drawn the attention of the same Temporal Warden he helps out in the alternate quest. The Warden has come through the Rift and appears in Last Hope shortly after the character kills his past self.
The Warden is pretty irate with the character but is willing to help him set things right. The Warden helps the character get to the plane of time. This time the character must travel through the plane of time to reach a portal back to right before he met his future self. The Warden explains that the character must prevent his past self from ever killing his future self and prevent the Paradox from happening. While on the plane of time the character will encounter hostile Time Elementals and Paradox Horrors. Also while on the plane of time the character's time till death counter will stop counting down (since time works much differently on the plane of time). In this version of the plane of time the player gets no drops and no xp (the quest reward will still be nice, keep reading).
Back in Last Hope's past, the character must detain his past self somehow for X amount of turns without killing himself, either by getting him to go hostile, or stunning him, or whatever. This prevents his past self from killing his future self and prevents his future self from ever meeting his past self. Huge Paradox ensues, the character is dropped back into his own timeline with no knowledge of any of the events that occurred (hence the zero xp and zero drops) and a giant headache. However the character has learned to glimpse the future and will learn the Chronamancy Premonition talent (but without a way to reduce Paradox the player will only get so many uses out of it, still a handy reward).
Finally, this quest will unlock the Paradox Mage class.
Last edited by edge2054 on Wed Jan 12, 2011 7:18 pm, edited 1 time in total.
Re: Chronomancy Development
Problem is that it doesn't make all that much sense for non-Chronomancy characters to randomly run into time-clones of themselves. If this were a way to unlock wardens from Chronomancers, that would be fine, but otherwise?
Of course, you could turn it the other way around, and really squirrel the thing. You start out with the fix. You're playing as J Random non-temporal character, wandering around when you run into a temporal rift. You either go through or don't go through. If you go through, you encounter a Temporal Warden, who's having a devil of a time dealing with some paradox anomalies that have been springing up ever since some idiot offed himself twice. Doing various things to help him out (possibly holding down the fort and fighting off demons while he goes to handle the situation) results in him being able to fix things, expressing appreciation, giving you some sort of nifty useful skill/item/whatever boost, and unlocking wardens. Then, later, as a warden, you get sucked into a rift. You figure out that some idiot's offed himself twice, thus mucking things up tremendously. You fight off a few paradox-themed monsters, then meet a random non-temporal-class NPC that got sucked in. He offers to stay and hold back the hordes while you go fix the situation, which you do by (for example) running into the two of them, fighting them both at once, knocking them out, and rewriting their memories, before dropping the older version into a paradox realm to either learn from his mistakes or die of them. This unlocks a more complete understanding of the workings of time, and allows the full-bore Chronomancer class. As a Chronomancer, then, you can encounter yourself. If you do encounter yourself, and kill yourself, and then kill yourself again later, you almost immediately run into a truly irate Temporal Warden who screams at you for being an idiot and then dumps you into a paradox realm.
For more fun, save the name, race, and class fo the non-temporal and warden characters for when you run into them later.
Of course, you could turn it the other way around, and really squirrel the thing. You start out with the fix. You're playing as J Random non-temporal character, wandering around when you run into a temporal rift. You either go through or don't go through. If you go through, you encounter a Temporal Warden, who's having a devil of a time dealing with some paradox anomalies that have been springing up ever since some idiot offed himself twice. Doing various things to help him out (possibly holding down the fort and fighting off demons while he goes to handle the situation) results in him being able to fix things, expressing appreciation, giving you some sort of nifty useful skill/item/whatever boost, and unlocking wardens. Then, later, as a warden, you get sucked into a rift. You figure out that some idiot's offed himself twice, thus mucking things up tremendously. You fight off a few paradox-themed monsters, then meet a random non-temporal-class NPC that got sucked in. He offers to stay and hold back the hordes while you go fix the situation, which you do by (for example) running into the two of them, fighting them both at once, knocking them out, and rewriting their memories, before dropping the older version into a paradox realm to either learn from his mistakes or die of them. This unlocks a more complete understanding of the workings of time, and allows the full-bore Chronomancer class. As a Chronomancer, then, you can encounter yourself. If you do encounter yourself, and kill yourself, and then kill yourself again later, you almost immediately run into a truly irate Temporal Warden who screams at you for being an idiot and then dumps you into a paradox realm.
For more fun, save the name, race, and class fo the non-temporal and warden characters for when you run into them later.
Re: Chronomancy Development
About "Premonition", how about "Presience"? Or get DarkGod to take that one for the Divination spell, since it's more fitting to that.
Re: Chronomancy Development
I already used Prescience.
Maybe Precognition? That's a name I didn't use.
Maybe Precognition? That's a name I didn't use.
Re: Chronomancy Development
Heh, how many talents will we have which all mean the same thing?
I still think "Fork in Time" is a better representation of what the talent actually does, since you're looking down an alternative path in time. Perhaps it can be better phrased though.
I still think "Fork in Time" is a better representation of what the talent actually does, since you're looking down an alternative path in time. Perhaps it can be better phrased though.