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Suggestion: A 'real' hard-tier random dungeon
Posted:
Tue Jul 24, 2012 5:04 pm
by Sidestepper
Grim's Grotto is the only Hard random dungeon that we have. The thing is, it's way too gimmicky. It uses a much more random spawning algorithm that regularly creates unwinnable games. After three starts in a row that put me in a closet blocked off by level 4+ monsters, the novelty wore off and I found myself wanting a Hard random scenario without the practical joke factor. I'd even settle for Venture Cave being given a toggleable Hard setting if need be.
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Tue Jul 24, 2012 5:39 pm
by Darvin
Probably wouldn't be too hard to throw one together. Just create a variation on an existing dungoen and bump up the monster stats, maybe change the tileset, and ensure it has exactly one random boss. Up for it, devs?
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Tue Jul 24, 2012 6:46 pm
by The Avatar
Speaking of harder basic stuff, can we just get general game difficulty options? Easy (90% monster stats) , Medium (as is), and Hard (110% stats).
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Tue Jul 24, 2012 8:12 pm
by gjaustin
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Tue Jul 24, 2012 8:46 pm
by The Avatar
Ha!
I accept your challenge!
Still, difficulty sliders could be very interesting. Especially if there were more than one way to increase or decrease difficulty. Like for exp: Easy (old algorithm), medium (current algorithm), hard (current algorithm, +1 exp per level to level), extreme (bonus exp -2, +1 exp per level to level), AVATAR (no bonus exp).
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Wed Jul 25, 2012 1:11 am
by fall_ark
I really really hope we can get a dungeon generator in endgame - we don't even need to add any new stuff. The existing parameters should be more than enough for this.
Tileset and Layout
[x]Venture Cave
[x]Doubledoom
...
[x]Rock Garden
[ ]Dragon Island
Spawn theory
[ ]Low to High (Normal)
[ ]Random (Grimm's Grotto)
[ ]High to Low (Thief Silver)
Monster Strength
[ ]Easy
[ ]Normal
[ ]Hard
[ ]Super (The Grimm's Grotto one)
[ ]Vicious
Boss spawn
[x] First boss can be normal boss
[x] First boss can be special boss (directional dungeon bosses)
[x] Spawn second boss
[ ] Second boss can be normal boss
[x] Second boss can be special boss
Monster sets
[x] Normal monsters
[ ] Shades
[ ] Illusions
[ ] Steel Golems
[ ] Animated Armours
[ ] Gelatinous Things
[ ] Cave Snakes
...
Subdungeon spawn
[x] Can spawn normal subdungeons
[x] Can spawn directional subdungeons
[ ] Spawn a secret subdungeon
Altar spawn
Pretty straight forward. All nine altars are ticked by default.
Glyph spawn
Also straightforward.
Shop spawn
[ ] Allow shops
[ ] Increase chance of Quest items
[ ] Increase chance of Elite items
[ ] Ignore Veto slots
Extra Dungeon Rules
[ ] Extra gold value
[ ] Extra Glyph spawn
[ ] Extra Boosters spawn
[ ] Items on ground (Hobbler's Hold style)
Extra Monster Rules
[ ] All monsters gain Cowardly
[ ] All monsters gain 1 Death Protection
[ ] All monsters gain First Strike
[ ] All monsters become Undead
[ ] All monsters gain Knockback
[ ] All monsters gain Curse
[ ] All monsters gain Fast Regeneration
...
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Wed Jul 25, 2012 6:35 am
by The Avatar
Agreed. Although it'd be nice if we could upload monsters...
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Thu Jul 26, 2012 7:12 am
by Bloggorus
This has been mentioned many times, I think it is more work than it would be worth.
probably wise to put this with the level editor and custom characters in the 'things that might get done after the game launches' basket
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Thu Jul 26, 2012 1:36 pm
by The Avatar
It was all assumed for after except the difficulty and original comment. I'd be willing to donate for it!
Re: Suggestion: A 'real' hard-tier random dungeon
Posted:
Fri Jul 27, 2012 6:32 pm
by Nandrew
If I were to make a "real" random hard, I'd probably rework Grimm's instead of adding another one. Fact is that if Grimm's isn't good enough for people, it would be silly to keep it there and add another dungeon.