Thoughts on the current Infinite Dungeon

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

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Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Thoughts on the current Infinite Dungeon

#16 Post by Micbran »

yes add mex's addon to the ID + start in LH.
A little bit of a starters guide written by yours truly here.

Mel
Higher
Posts: 67
Joined: Sat Feb 08, 2014 11:14 pm

Re: Thoughts on the current Infinite Dungeon

#17 Post by Mel »

ster wrote:Ok how is the current ID feel worse than Infinite Dreadfell Hell

Going from one level gen template to 20+ is a huge boost in variety

That said ID isnt reasonably playable until early game gets fixed
Because Dreadfell is a semi-random layout (some room templates, vaults, and tunnels thrown around) while Searing Halls, Slumbering Caves and a couple others are mostly fixed so there's no variety to be found there. More variants is a good thing, but some of them (like the aforementioned two and some super-annoying farportal layouts) should be removed from the pool because seeing them more than once is boring.

I agree that early ID needs work, but that was already a problem before 1.5 and nothing got changed there.

TarquinMitzi
Yeek
Posts: 12
Joined: Tue May 26, 2015 9:40 am

Re: Thoughts on the current Infinite Dungeon

#18 Post by TarquinMitzi »

Almost all T1 dungeons early on besides Kor'Pul are lit up, so you can actually see where enemies are, making ranged characters not a total hazard (also the mages can one shot you, besides the pyromancer). making the first ten or 15 levels of the infinite dungeon lit up, or at least splattered with light sources would help.

More shops is a need too, you're going to be gearless for the first 5 or 8 levels otherwise, and compared to the main campaign, you'll be undergeared constantly, so this'd be definitly wanted

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