Huorns

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

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Repton
Archmage
Posts: 371
Joined: Wed Aug 05, 2009 2:17 am

Huorns

#1 Post by Repton »

Two ideas:

1. Huorns should get pass-through-walls for tree walls (i.e. old forest, trollshaws, possibly the fighter pride).

2. Normal trees could occasionally turn into huorns when the player passes by.

Perhaps this could be done with a new trap that randomly turns adjacent trees into huorns. Or maybe huorns could be generated in clumps (like drakelings), but in the walls (like xorn), and undetectable by sensing until they start moving..?

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: Huorns

#2 Post by Mithril »

I like it or some subset of the ideas. Increased monster differentiation and special abilities is good.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Huorns

#3 Post by Zonk »

That'd be interesting (and dangerous).
Also, huorns should be fire vulnerable - Old Man Willow *is*, can't think of a reason why lesser huorns wouldn't be.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Shoob
Reaper
Posts: 1535
Joined: Mon Jan 22, 2007 6:31 pm
Location: East of the sun, west of the moon

Re: Huorns

#4 Post by Shoob »

Zonk wrote:can't think of a reason why lesser huorns wouldn't be.
'cuz they are ninjas and ninjas are... well, ninjas.... yeah :P
Oliphant am I, and I never lie.

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