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Thread: Monsters & Items Pledge Drive Suggestions

  1. #11

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    Quote Originally Posted by Grey View Post
    "Lair of the Lich Wyrm" sounds like a location begging to be made :P There are already shadow wyrm monsters, mind, but they're not very tough.

    [+2,+1] wouldn't be very appealing for displacer beast armour - for many people that's worse than what they start off with (especially since PV is rated higher than DV in the early game). It would have to be a fair bit more to really justify using over other early game alternatives.

    Yeah, a fair few of my items are mundane, but if TB gets a lot of money in the next few days he'll need some fillers. Plus early game items have to be a bit mundane.
    Heh, yeah if we ever get a location added through pledge drives/overfunding then we should very much suggest that the Lair of the Lich Wyrm (LLW), it can have lots of shadow wyrms and similar to pave the way to the boss!

    Also good point on the PV DV balance and starting gear - my goal here is really to just have good seeds for ideas. Few designers would just lift something someone else has thought up without tinkering with it a bit to suit their needs anyway, so I doubt perfectly balanced stats are necessary - we just need outlines of ideas.

    Also I know early game items are a bit mundane, but it doesn't change the perspective the community will have on the added items. Some is fine, too many would disappoint though. Its why power creep occurs in games that go on long enough, people want to see bigger better stuff! Not more of the same but with slightly different names, numbers and colour palettes.

    On the note of colour palettes, I also want Karmic Armour - which will change your @ symbol each time you move (granting camouflage in the casino and SIL)... I'm not sure what it'd do, perhaps just +fates smiles, as dooming foes who hits you would do little good. But it'll look cool and I remember wanting it when I was a kid.

  2. #12
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    I need only artifact whip(s) and artifact never-ending food source (cornucopia or smth). Some indestructible (but not artifact) utility things would be awesome (blanket, torch).

    Just what the hell are (high)metal whips? Chains look the closest, but they hit, not slash.
    I like my women like my ADOM loot - hunted as treasure and in extra quantity.

  3. #13
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    Quote Originally Posted by _Ln_ View Post
    I need only artifact whip(s) and artifact never-ending food source (cornucopia or smth). Some indestructible (but not artifact) utility things would be awesome (blanket, torch).

    Just what the hell are (high)metal whips? Chains look the closest, but they hit, not slash.
    http://www.swordsfactory.com/images/...ain%20whip.jpg

    I guess you can imagine it even more simply. Encrust handle with mitrhil and replace leather strips [or big one strip if you fan of that] with mithril wire. I always imagined mithril being flexible enough for it to work.

  4. #14
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    Quote Originally Posted by _Ln_ View Post
    I need only artifact whip(s) and artifact never-ending food source (cornucopia or smth).
    A particular item I've always had in mind is an artifact wand of wonder that never runs out of charges. To keep things balanced, it wouldn't give any spell castings either. The extremely small possibility of getting a wish wouldn't be a problem to me, but could be removed if deemed as one. In an emergency, you could continuously zap it at a monster and see what happens. It could invoke an acid ball or just turn the lights off

    But I guess this drive is just for regular items and not artifacts. I have a few ideas for those as well, will post when I have a bit more time.

  5. #15
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    Quote Originally Posted by Grey View Post
    chaos assassin - casts teleport and invisibility, ignores PV, 120 speed
    love the idea of teleporting monsters, which are cronically underdone really. More spell casting monsters along the Ki-rin type lines would be great.

  6. #16
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    Some monsters I'd like to see:

    -Poltergeist: Passes through walls, teleports, invisible, casts confusion, darkness, teleport PC, and stat drain. Fairly easy to kill if you can catch him, but he'll happily mess with you while you can't. Probably DL 20ish.
    -Black/white/blue drakes
    -Manticore: High speed, poisonous attack, emits petrification gas.

    For items:
    -Throwing axes, throwing clubs, and throwing knifes of various types (slaying, higher metals, returning, etc.)
    -Fortress shield [+3,+8], 400s
    -Gnarly ring: petrify and paralysis resistances
    Any time a player finds Executor and fails to use it, the RNG kills a cute dog.

    Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Monk, and ULE Priest down.

  7. #17
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    Quote Originally Posted by JellySlayer View Post
    -Manticore: High speed, poisonous attack, emits petrification gas.
    Sleep, petrification and the 'mute' status effect are very underused in the game. More monsters that can attack with those would be nice.

    Some item suggestions...

    Potion of power - like the scroll, just to have another item to recover PP that doesn't corrupt massively.
    Potion of full recovery - recovers all HP and PP; rare and can only be wished for 1 at a time.

    Scroll of escape - takes you to the wilderness map, as if you had taken the up staircase in the first level of this dungeon.
    Scroll of scattering - same effect as "suddenly your equipment disappears" from savegame hacking.

    Ring of shock resistance
    Ring of free action - like the amulet.
    Ring of anger - +10% melee and missile damage, -10% max HP.
    Ring of power - +10% magic damage, +20% PP cost.
    Ring of precision - +10% melee and missile to-hit, -10% damage.
    Ring of exchanging - swaps HP and MP amount while worn; autocursing.

    Wand of petrification - shoots a ray of petrification gas; starts with 1d4+1 charges; unrechargeable.
    Wand/potion of sleep - to zap/throw at monsters, obviously.
    Wand of water - shoots a water bolt, like breath attack from water elementals and such. Gremlins would multiply, and if zapped at yourself you and your items take water damage.

    Cloak of fire - grants resistance to fire and protects worn items from it.
    Cloak of shadows - makes Stealth skill checks 20% more likely to succeed.

    Girdle of regeneration
    Girdle of hunger - like the amulet; autocursing.

    Bracers of life - resistance to poison, petrification and sickness.
    Bracers of focus - increased critical hit rate (like the BoW, but only that, and actually working ).

    As far as my playing style goes, girdles, cloaks, bracers and maybe boots are the item categories where I feel there could be more variety. Even late game PCs may be wearing just an eternium girdle, cloak of protection, bracers of protection and eternium boots to get extra PV simply because nothing better was around.

  8. #18
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    I'd like a really powerful dragon race, with a lot of debilitating abilities:
    - baby green dragon: breathes poison gas
    - green dragon: breathes poison and petrification gas
    - ancient green dragon: breathes poison, petrification and sleeping gas
    - great green wyrm: breathes poison, petrification and sleeping gas, able to confuse the character
    You feel excited. You die.

  9. #19
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    Quote Originally Posted by Grey View Post
    Dracozombie - undead dragon, causes sickness and slow on hit
    Lich dragon - undead dragon, uses both lich spells (confuse, magic missile, stat drain, darkness) and cold breath
    And a bone dragon! Skeletal version, no special attack but possibly resistant to elements.

    Some more mythicals that could be added:

    centaur
    pegasus
    phantom
    phantasm
    dryad (in the animated forest?)
    vulture
    succubus
    leprechaun
    phoenix
    cockatrice

    Adding more mundane animals would be fun, too. I'd love to meet rabbits, elks, ducks etc in the wilderness. And maybe monkeys, donkeys, horses, bulls, antilopes, hippopotamus, rhinoceros.. etc etc.

    It would also be fun to have more water dwellers and occasionally meet them in underground rivers. Although this is perhaps more of an idea for ADOM 2?
    Last edited by grobblewobble; 07-25-2012 at 01:51 PM.
    You steal a scroll labelled HITME. The orc hits you.

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  10. #20
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    More interesting wilderness encounters for the mid-late game would certainly be nice. I'd personally prefer to stick away from just adding more creatures from various myths though - it gets a bit Nethacky when you have too many different things from different sources.
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