Air temple
issueid=1398 12-08-2012 06:02 PM
Senior Member
Number of reported issues by aerol: 71
Air temple

Currently the air temple is considered to be the easiest temple by most players who have been there more than once, and this is even with the modifications introduced in 1.0.0. A number of features could be put in place to make the place more challenging. Here are my ideas.

- Grant guaranteed air temple minions (air grues, air elementals, vapor rats) the ability to see invisible.

- When the central chamber is opened, once Yulgash spots you, make him cast a special spell that would make parts of the walls of the central chamber disappear so that the occupants and summons can come out and try to surround the player. This can be done in a rather flavorful way like "Yulgash, the master summoner moves his hands in quick fluid motions! Incredibly strong gusts of wind blow out from the center of this chamber! With great effort you are able to stand your ground. Parts of the walls are blown away!"

- Re-introduce teleportation into the air temple level, so that the master summoner can again teleport around, which was a fun feature pre-1.0.0 and made killing the bugger a lot harder. Restrict the ability for the character to teleport itself and others. This can be done in a similar way to the restrictions on teleportation present in the casino. I suggest making teleporting others either always fail or teleport the character instead (if technically possible), and making teleporting self always teleport you to a random location, in a way similar to how teleporting is not controllable in the casino shop. (Teleportation was reintroduced in p7).
Issue Details
Issue Number 1398
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Rejected
Priority Unknown
Suggested Version ADOM 1.2.0 pre 6
Implemented Version (none)
Milestone (none)
Votes for this feature 2
Votes against this feature 0
Assigned Users (none)
Tags (none)




12-08-2012 06:28 PM

12-08-2012 06:30 PM
Senior Member
I was aware of the other thread; this is not exactly a duplicate since I did not see these ideas suggested in that thread, but I should link that one to this one.

12-31-2012 06:28 PM
Senior Member
RFEs linked (some time ago). The teleportation thing has already been implemented, but I still think my other suggestions are worth considering.

12-31-2012 10:34 PM
Ancient Member
As an aside, has anyone actually seen the Archmage or Master Summoner teleport? It didn't happen in my last visits. Might be worth trying to hit the Summoner with blindness or stun ray and see if he teleports randomly.

01-01-2013 07:48 PM
Ancient Member
.. however, it is possible that the summoner will actually become easier if he teleports towards you instead of hiding behind the meatshields he summons.

01-01-2013 10:08 PM
Senior Member
From what I remember from playing in pre-1.0.0 days, the summoner usually teleported away when he was injured. It was fun (and hard) to track him down to finally kill him.

01-10-2013 04:04 PM

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