Quest/race concept: Dreadnought Crash Site / Half'Tul

A place to post your add ons and ideas for them

Moderator: Moderator

Post Reply
Message
Author
Hogulus
Thalore
Posts: 164
Joined: Fri Jun 13, 2014 6:28 pm

Quest/race concept: Dreadnought Crash Site / Half'Tul

#1 Post by Hogulus »

Not sure if this is the right place for this, but I had an idea for a new race, and a quest that explains its existence (and would, if this were added to the main game, serve as its unlock quest). I have absolutely no knowledge of modding and zero artistic talent to create new tiles, so it's unlikely this will ever actually exist as a mod unless someone else makes it, but I thought I'd post the design-document I made for it in a fit of semi-productive boredom. The idea I started off with was "it'd be kinda neat to play as a Sher'Tul, but having all their knowledge would break a lot of the game's plot," and I turned that into a story about a lazy alchemist who wound up with more power than he ever wanted. Think of it as game-mechanic-oriented fanfic, I guess.

Also, the racial abilities might be wildly overpowered as written, given that I'm pretty new to the game.

---

DESIGN DOCUMENT: Sher'tul Dreadnought Crash

Random encounter in the Far East: fight a pack of wandering orcs, after two turns:

"Lightning cracks above, and a great shadow falls over the area; you look up, but all you can see is an angular shape blotting out the sun." Random orc yells: "It's the golem-ship! SCATTER!" Next turn: "The angular shape flashes; you hear a thundering sound, and some blue-white projectiles start descending from it at an alarming rate." Next turn: "The projectiles accelerate, smashing into the orcs with bright flashes of light. You have just enough time to see one turn into ash, his armor unharmed and falling away from him, before a shockwave slams into you. You black out."

Scene change: orcs dead, golems roaming area.

"You come to, and see a few golems slowly walking around the craters, scavenging armor and weapons. An orc, hidden behind a rock, groans in pain. The golems freeze in place and swivel their heads towards the sound; one rushes over, and you hear a desperate shout, followed by the awful sounds of a blade slicing flesh followed by a few seconds of gurgling. You start to get on your feet; one of the golems locks eyes with you, then resumes its gathering. You hold still, wary of provoking them. Half a minute later, they freeze in place again, then vanish in a glow of purple light, along with the strange shape above."

---

Later, when walking around the map: "You see something suddenly appear over a nearby orc patrol; you recognize it as the strange shape you saw earlier, but from this angle you can tell it's a massive Sher'Tul fortress, bristling with strange protusions. A series of explosions rocks the ground underneath it, blasting up a cloud of dust. About five minutes later, the ship vanishes again; when the smoke clears much later, the orcs are gone."

---

Later again, when walking around the map: "You hear a great rumbling, and the massive Sher'tul fortress appears over your head. Thick clouds of smoke billow from it, punctuated by flashes of lightning, as you realize it's descending quickly! A massive explosion blows out a good quarter of the fortress's backside, and it starts speeding towards the southern desert, behind some mountains and out of your sight. A few seconds later, the ground shakes and a loud booming noise makes your ears ring.

Unlocks area: Dreadnought Crash Site

---

On entering DCS: "You were not the first to get here; the smouldering bodies of orcs lay at the entrance to the crash site, and a few golems are lined up, blocking the way in. One speaks to you in a strange voice, with a halfling's accent punctuate by odd fleshy flapping sounds: 'You! I recognize you, you can help me! Kill these golems and get me out of here, I can explain la-' the voice cuts off, and the golem starts speaking in a more typical monotone. 'Our master is mentally ill. Access is denied until he is cured.'" Golems are neutral, but obstruct your passage. On attacking one: "Hostile detected and added to target list." All golems in the ship are now hostile.

---

Dungeon: Several floors of Sher'Tul tilesets, alongside breaches in the walls where sand has poured in. Monsters are varying types of golems, some designed for combat (Guard Golem brute melee attacker, Peacekeeper Golem with stunning attacks and blinding Tear Gas, Overwatch Golem with beam attacks, roguish Retrieval Golem), some not (Fire Suppression Golem with cold-breath attacks, Maintenance Golem that repairs / buffs other golems, Pest Control Golem with poison-AOE attacks, defenseless Butler Golems). The preset rooms that spawn make it clear that the fortress's original rooms, designed with war in mind, have been refitted to make it more of a hedonistic flying cruise-ship. Possible rooms that can spawn:
  • Brewery: has several kegs of ale in the corner, bar furniture fixtures. Sign on door: "The word CONFERENCE has been written here in angular letters, then crossed out, and BREWERY has been written below it in looser script." Chance of a molotov-throwing Golem Bartender mini-boss to spawn.
  • Pool: Medium-sized body of water, with a diving board and several Cleaning Golems. "The words HYDRATION RESIVOIR have been written here, crossed out, and replaced with POOL."
  • Trophy Room: Filled with amazing-looking artifacts and a severed Orc head or two, sealed behind transparent glass walls. Artifacts cannot be retrieved by any means whatsoever. "The sign here reads TROPHY ROOM."
  • Mess Hall: "The sign here reads MESS HALL." Filled with rows of tables and chairs; has a kitchen where a Chef Golem miniboss hides (uses Hot Oil to decrease dexterity and fire resistance, then uses Flambe to ignite it).
  • Zoo: "The sign here reads PRISON, crossed out and replaced with ZOO." Filled with angry monsters in individual holding cells; there's a 50% chance the walls have been damaged and the mobs inside will spill out onto the rest of the floor, fighting you and golems alike.
  • Projection Room: "The word TACTICAL SIMULATION has been written here, crossed out, and replaced with THEATER." Usually has a pair of shades, a Sher'Tul Shade and a God Shade attacking each other (doing no damage to you or anything else); 25% chance it'll be filled with dancing Attractive Halfling Shades instead.
  • Alchemy Lab: "The sign here reads HAZARDOUS - SEALED in angular script." Opening the door releases a spreading cloud of poisonous gas (spreads for a max of 15 tiles, lasts up to 400 turns). The lab is completely destroyed, and a few dead golems inside can be scavenged for gems.
---


Bottom floor: "You hear the voice again - muffled, but close. 'Just find the medical room, okay? I'm holed up in here, and I think I'm safe for--' An alarm blares, and you hear a loud clanking noise, followed by incoherent panicked blubbering." Once you're in: "You see a strange creature, resembling your fortress's shade, cowering in a cylindrical tank as a golem tries to saw through the glass. The golem turns to you, and you hear it: 'Priority comparison: neutralizing intruder will have a greater immediate impact on maintaining Master's happiness than corrective brain alterations.' It forgets about its previous target and begins advancing toward you, drawing scalpels and syringes with its multiple arms." Miniboss fight with Medical Golem. After: "'You... you saved me! I can't thank-- okay, never mind, explanations and appreciation later, we're not done yet. It's only a matter of time before the Shade figures out it can--' he stops himself, looks around the room, points at a vent in the ceiling, and mouths the words 'gas us.' He starts to collapse, and catches himself before sitting on floor of his tank. 'Golem got me before I sealed it. Drugged. Use the rod on the table. Stop... stop the co...' He slumps, and you hear another voice from the golem gestalt in the nearby halls: 'Master sedated. All resources reassigned: remove or destroy intruder.'"

Blast doors in medbay seal once you're out. Other rooms on bottom floor: golem armory (sealed, optional fight, like a mini Vor Armory), observation deck (glass window has been broken in, room is filled with sand), AI core.

On entering AI core: "Presence of intruder interferes with prime directive: make Master happy. Case 1: intruder leaves. Case 2: intruder dies." Dialogue option: "He doesn't look happy." Response: "Word 'happy' has subjective meaning. Accumulated observation data suggests that to the creators, 'happy' meant 'emotional feeling gained upon subjugating lesser races, destroying gods, REDACTED, and other incidents where ambitions are satisfied.' Master's definition of 'happy' was erroneous, and mostly linked to caloric intake, sound waves, intoxication, and simulated exchange of genetic material. He has no apparent ambitions to satisfy. Surgery to rectify this mental defect is planned, and will allow this fortress to properly devote its resources to making Master happy."

Other option starts fight with AI core: immobile boss, has four Control Ports in the corners protected by damage-shields, once the damage-shields are broken you can insert your Rod of Recall (or the Damaged Rod of Recall in the medical center) into them to damage the boss by 25% each. Boss attacks: pulling, melee-range Taser (lightning damage + disarm), Transmogrifiy Armor (reduces armor/hardiness dramatically, causes you to drop piles of gold the first three times you're hit with it). At 25%, sends in Reconstructed Mixy, a powerful golem which will abuse pulling abilities to keep you away from the last port. When dead: "You hear muffled yelling from behind the medical room's blast doors. It does not sound particularly alarmed; you suspect the creature is just trying to be heard through the doors."

---

On re-entering the medical center, you can talk to Cobbi the Half'Tul, who's no longer cowering in his tank. "So... I probably owe you an explanation. To be honest though, almost anything I say is just going to make this more confusing. I left my journal entries out there, but the short version is, I stumbled into this place, and the Shade stuck me into this body to prevent my death. I'm not one of the Godslayers, I'm just an alchemist. You can have the whole damn fortress if you want, I just want to go somewhere very far away, preferably where I won't be killed for being a freak." Options: drop him off in Angolwen for care and study if you've discovered it, drop him off in Last Hope if you've completed There And Back Again, sell him to the Slavers if you've participated in the Ring of Blood. If you've done none of the above, you can send him to your own fortress for temporary holding until you unlock one of the above options. If you haven't unlocked the fortress yet, you can just leave him in a tank and come back for him later.

---

Possible unique artifact drops: Mixy's Left Eye (gem, buffs golem's physical talents), Safer Bomb Vest (occupies cloak slot, chance of AOE-knockback when attacked in melee), Transmogrification Ray (tool, low cooldown, debuffs target armor/resists and makes them drop extra gold if killed while debuffed).

---

Unlocks a race on completion: Half'Tul, a Halfling adventurer who has found himself in the body of the Sher'Tul through fantastically bad luck. Racial abilities: Recharge (instantly refreshes tool or charm cooldown), Unwilling Conqueror (overkilling a monster has a chance to intimidate nearby mob(s) into joining your side for X turns based on overkill amount and target's rank), Tentacle Grapple (melee attacks against you have a chance to silence or disarm the attacker until you do something other than attack them), Lance of the Godslayers.

LotG requires an upgraded Rod of Recall to take; it targets a very large AOE for an airstrike from your fortress, and fires a few randomly-placed shots inside that AOE, each doing moderate damage on direct hits (3x3 AOE box) and causing a larger, dazing shockwave. Number of shots scales with talent level, damage scales with total accumulated fortress energy. The barrage takes three turns to land after you've targeted it; it CAN be aimed outside of line-of-sight, but if used this way it will only daze, causing no damage. At talent level 5, gains an alternate firing mode, a focused beam that sweeps between two targeted spots (up to 4 squares apart), doing heavy damage to anything it passes over; this is granted as a separate talent, but the two firing modes share a cooldown. Newly-created Half'Tuls start with a Cloak of Deception.

(cont, journal entries in next post)

Hogulus
Thalore
Posts: 164
Joined: Fri Jun 13, 2014 6:28 pm

Re: Quest/race concept: Dreadnought Crash Site / Half'Tul

#2 Post by Hogulus »

Cobbi's Journal Entries, scattered around the fortress:

---

DAY 1: My golem won't stop whining. "Insufficient ingredients" this, "violation of Alchemist's Guild regulations" that. Look, it's not my fault those nutjobs insist on getting their hands dirty with potentially explosive mixtures, just because they're too inept to make a golem with fine motor skills and which can tell troll intestine from a lead pipe. When I get accepted, I intend to do all of my experiments the exact same way I do them now: give my golem a recipe, then stand at a safe distance until she either walks out or gets thrown clear. And if those wusses find my recipe produces an elixir AND a cloud of toxic gas, well, that'll just teach the survivors to work with more ventilation.

...Mixy does have a point about the ingredients thing, though. Apparently, I need some sandworm eggs, and the only adventurers supplying them insist on taking half of the resulting product. I head out to the sands tomorrow.

My suicide-vest should scare the adventurer parties off (extensively tested on Mixy to ensure it won't go off unless my heart stops), and I've paid a few bribes to keep the fanatics distracted. Unfortunately, Mixy can't carry me on her shoulders while I've got her carting supplies and lab equipment around, so I'll actually have to walk there. My feet are going to be so sore.

---

DAY 11: Harvesting the eggs went fine. Ruined the first batch I found with a misplaced bomb, but after I reattached Mixy's arm, she went in with a sword and came back with eggs. Trying not to think about the human scream I heard, but at least I know Mixy follows orders. She brought back some kind of damaged voratun rod, too - no idea what that's about, but I can probably sell it to someone who CAN be arsed to figure out what it is.

Noticed something curious though. A sandworm charged right for me, burrowed through some of the sand, and then I heard a metallic CLANG noise. After blowing the worm to the Fearscape, I noticed it had hit some sort of wall, under the sand. I've got Mixy digging around it now, trying to find an entrance.

---

DAY 14: Success! After a few broken picks and more broken arms, Mixy found a way into this... thing, whatever it is. Some sort of fancy ruins - neglected, but in remarkably good condition. Had to poke the entrance with that rod thing we found before it let me in, though.

This place is interesting - lots of fancy artifacts lying around, and even the walls and floors themselves are throbbing with thankfully-contained energy. It's got a resivoir of clean-looking water, the doors resealed, and there's nothing in here that wants to kill me, so I think I'm going to hang out here and explore it for a few days.

---

DAY 18: This is amazing!

Found some sort of blue glowy core earlier, stuck the rod in it like I did the entranceway, and a shade popped up and started calling me "Master." Gave me a weird chest, I converted most of the junk lying around in the armory into gems and dumped it in the chest, and now this place is really hopping. Magical lighting everywhere, some kind of illusion-room which keeps showing visions of tentacled things fighting gods, a kitchen that keeps restocking its own pantry with some sort of meaty goo (delicious when fried!)... and an alchemy lab! Some rooms are still damaged, but after some talking with the Shade I let him take control of Mixy so he can handle the repairs. Apparently this thing will be able to fly within a week - very excited!

I've got a bit of a headache from hitting the distillery too hard last night. Might head off to the medical center to see if there's anything it can do - the Shade refuses to open the door for me, so I'm going to blast it open. Mixy can always fix it later.

---

(This letter is stained with tears and circular marks, and smells faintly of rum. The handwriting is particularly bad.)

DAY oh who the hell cares anymore i'm a monster

Something attacked me as soon as I got into the medical center. It happened so fast, I don't even know what it did, but I woke up in some sort of glass tube to see its body - and mine - blasted apart by my vest, and myself in the form of this... tentacled thing. Looks a lot like the Shade, actually.

Can barely walk with these weird feet, can barely grab a pen with these "hands." Shade won't help, says I'm "already in perfect shape." Still not sure how I can see without a damn head. Tried blowing myself up again, woke up in another one of these things, Shade gave me some line about failsafe-duplicates this and mental-scans that. Says it'll let me die in a week if I still want to; asked if I would let it try to make me happy, I said yes. Guess I'll see how the view is when it flies.

---

DAY 8 (since the accident)

I'm getting used to this body - the suckers and the added flexibility make it easier to get around, and I actually feel healthier than I have in years. Still look like a freak, of course, but I was always kind of a loner anyway. All things considered, I guess it's better than death.

Fortress repairs are going well - I authorized the Shade to have Mixy make more golems and put them under his control, and progress has sped up dramatically. Not only are we airborne, but we've got weapons - from what I can get out of the Shade, this thing used to be some sort of fancy god-killing castle, and I'd believe it based on what it did to those orc patrols!

Shade wanted me to bomb the homes of the Prides with it, but I actually don't want to see the Orcs completely wiped out, on the grounds that there probably are a few that aren't scum. A few patrols here and there, however, would keep them from overrunning Sunwall, and as an added bonus, I can send the golems down to turn all their equipment into more energy for the fortress.

Hmm, what else is new... we've captured a ritch flamespitter for the zoo (female, I might get some omelettes!), I've figured out how to customize the illusion-room, the distillery can make twelve-year-aged whiskey in about eight minutes... oh, Mixy's been acting weird. Keeps repeating "master-you-are-in-danger" whenever she walks by, doing routine maintenance. Probably just a logic conflict; golems aren't really meant to have two masters, and the new ones she made for the Shade don't have that problem. I'll take a look at her gems later, see if any are cracked.

---

DAY 14:

Well, I can't trust this place anymore.

Woke up to see the fortress targeting Last Hope without my approval, and narrowly prevented the Shade from unleashing the Lance on it. The Shade... I asked him why, and he gave me a whole speech about a show-of-force against the most powerful empire ensuring that the others fall in line. I made it clear that the only acceptable targets are orc patrols, unchecked ghoul hordes, OBVIOUS bandits, and my old landlord (if far from civilization). We're not conquering anything, not even a damn outhouse.

And then... he got emotional, which I haven't ever seen from him before. Told me the Sher'Tul would never allow this place's power to be squandered. That to respect my wishes "as a Godslayer" it had to "help" me take my "rightful" place as Dictator of Eyal or Whatever, "subjugating the lesser races," and that accumulated observation data of the Sher'Tul showed that they'd universally be overjoyed with that. All I could say is, I'm a halfling, what I'm overjoyed with is booze, food, and peace; no matter what I look like now, I'm not a Godslayer.

His response: "Not yet."

I don't know what he's got planned, and I don't intend to find out. He's got me locked out of the alchemy lab "for [my] safety," but I've still got one bomb-vest handy. I've attached it to Mixy, modified her again to take full control back from the Shade, and sent her for the levitator room. Sorry, ol' girl - you were a better golem than anyone could've asked for, and I didn't appreciate it when I had you around. I'd be doing the suicide run instead of you, but the Shade's golems are watching me like a hawk with an Arcane Eye - they still think you're one of them, so they'll ignore you.

If the fortress won't listen to reason or command, it might listen to force. Once this thing's out of the sky, I'm going to have a talk with the Shade. Worst case scenario, it kills me and the fortress stays grounded, hopefully for good.

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Quest/race concept: Dreadnought Crash Site / Half'Tul

#3 Post by rexorcorum »

Heya, Hogulus! I've really enjoyed it as a "game-mechanic-oriented fanfic" :mrgreen: Great work! As for quest / addon - I really can't tell, except that there will be a mind-numbing number of new tiles involved from the art side :twisted:. But really nice story.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Hogulus
Thalore
Posts: 164
Joined: Fri Jun 13, 2014 6:28 pm

Re: Quest/race concept: Dreadnought Crash Site / Half'Tul

#4 Post by Hogulus »

Glad you liked it! :)

The tiles... yeah, that's a problem. I kinda only remembered halfway through that ToME doesn't really have any tiles for furniture (and why would it?). I might take some time this weekend and sort through the game's existing tiles, see if I can either come up with a better way to represent the refitted facilities with them (i.e. maybe the "brewery" could have a series of those solid_wall2.png wall-sconce tiles, with the implication that they're drinking fountains; subsea_stair_down.png could be used as ventilation turbines for the alchemy lab, maybe the unused yellow/gold rune object tiles could be hot-plates for the kitchen), or revise the concepts entirely to make better use of existing assets (maybe the "pool" is actually an indoor beach, using the tiles from the Lucky Girl quest? maybe Cobbi turned the mess hall into a tacky tiki-themed restaurant (the kind you see in a lot of malls), justifying bamboo walls and Yeek fire-pits in the kitchen?) The AI Core could be represented by the unused "red control orb" tile. As for the golems you'd fight, I was actually imagining that most of them would look like player alchemist-golem paper-dolls, visually differentiated by sets of equipment; it'd look a bit repetitive, but they're mass-produced so it's entirely fitting. The Medical Golem could just be a xorn. Mixy would need her own sprite, though (none of the various golem sprites look particularly dextrous, unless you shrunk down Atamathon), there are a few "cracked" Sher'Tul fortress wall sprites but none that are completely breached, and Caldizar's sprite is altogether too unique and impressive-looking to use it for Cobbi... and if we want to play as a Half'Tul, where do we put a hat on its paper-doll? :P

Well, whatever. Even if it never goes anywhere in-game, I'm satisfied as long as people enjoy reading it :D

Post Reply