PDA

View Full Version : New dungeons in recent versions



Mobius
07-27-2014, 05:24 PM
I was tooling around, and found the Putrid Cave. Didn't seem to go anywhere, but wondered if anybody else had a clue about it?

Sami
07-27-2014, 08:01 PM
Those are just some extra dungeons to explore and placed randomly on some predefined spots on the map, some of which may require climbing set.
Mildly spoily information about number, names, length and dangerousness of the new caves:

R1 (moldy dungeon): 5 low DL levels.
R2 (shadowy dungeon): 12 low DL levels.
R3 (sinister dungeon): 5 mid DL levels.
R4 (ancient dungeon): 13 high DL levels.
R5 (putrid cave): 3 low DL cavernous levels.
R6 (crumbling dungeon): 7 very high DL levels.

kapak44
07-27-2014, 11:43 PM
When did they first appear? R49? Cause they're not in pre23.

Mobius
07-28-2014, 01:49 AM
When did they first appear? R49? Cause they're not in pre23.

Either r49 or r48 - I did not remember them in the release notes for either, but reading comprehension for the fail?

I didn't play r48 much due to rampant buggage.

_Ln_
07-28-2014, 07:27 AM
Shadowy dungeon seems to have a guaranteed vault in the end with a decent enough DL.

boat
08-04-2014, 03:40 PM
Shadowy dungeon seems to have a guaranteed vault in the end with a decent enough DL.

I just found a herb level and a statue on R2:12

anon123
08-05-2014, 12:50 AM
To me, these new dungeons currently feel like something shotgunned over the wilderness map to meet a quota, with almost nothing making them different than a succession of non-special CoC levels.

Some work will be required to give them an atmosphere, detail and something unique that makes visiting each one worthwhile, as it is the case with all the other locations in the game. I don't doubt it will happen, though ;)

jt
08-05-2014, 09:03 AM
They were added in r48, see issue 2797 (http://www.adom.de/forums/project.php?issueid=2797).

_Ln_
08-05-2014, 10:16 AM
To me, these new dungeons currently feel like something shotgunned over the wilderness map to meet a quota, with almost nothing making them different than a succession of non-special CoC levels.

Some work will be required to give them an atmosphere, detail and something unique that makes visiting each one worthwhile, as it is the case with all the other locations in the game. I don't doubt it will happen, though ;)

+1.

Cavernous dungeon maybe at least worthwhile to scum for altars, everything else - meh. I pretty much never explore lower (or any) CoC levels if I find staircase early on.

boat
08-07-2014, 10:14 PM
+1.

Cavernous dungeon maybe at least worthwhile to scum for altars, everything else - meh. I pretty much never explore lower (or any) CoC levels if I find staircase early on.

You guys have lost your sense of adventure!

Its fun to get lost in a cave and go exploring, and its good to add more "points of interest" in the chain, even if they arent huge points. I think they do need some sort of reward at the bottom, or more incentive to go in. They help to take the away linearity of the game.

For example, in Diablo 2, they had those types of caves and in the last level there was a unique monster that guarded a special chest with extra loot.

Besides, if you are searching for a particular item, its way more fun to explore new areas than grinding out the same levels over and over.

mjkittredge
08-08-2014, 04:50 AM
I can't wait to see the new stuff once I finish with my current crop of characters and download the new version.

Or is it possible to download and have both run on the same computer? I wasn't sure if that would work, and don't want to screw things up for the saves I already have.

kevintrimble
08-08-2014, 08:21 AM
A idea I have is if each of the new dungeons had a jail at the bottom containing a random npc. You can free the npc and they will give you a quest to escort them to a random town. If you complete the quest you get a random reward. I think this would give more incentive to explore these dungeons. Especially if the reward was each npc would train a specific skill.

anon123
08-08-2014, 01:39 PM
is it possible to download and have both run on the same computer?

Sure, just install the new version to a different directory and use the "portabilizer" batch file so that it saves its settings within.


You can also use the following batch file, just create a file called adom_start.bat in the ADOM directory and copy the contents in there. Use this instead of the adom.exe to start the game.

@set ADOM_HOME=%cd%
@start Adom

Soirana
08-08-2014, 02:13 PM
A idea I have is if each of the new dungeons had a jail at the bottom containing a random npc. You can free the npc and they will give you a quest to escort them to a random town. If you complete the quest you get a random reward. I think this would give more incentive to explore these dungeons. Especially if the reward was each npc would train a specific skill.

So carbon copy village dungeon? Nah, I'd rather have chests with random loot.

LexyBoy
08-08-2014, 02:57 PM
Some ideas:

Something like a cavernous level with gold and/or gems on every tile, and a single W guarding it would be easy to implement (and look quite cool), if unoriginal. Ideally the wyrm would be alerted to the PC when (s)he picks anything up - "You hear an angry bellow and thundering footsteps!".

A temple of some sort - there are 5 chaotic temples in the game and no lawful/neutral ones (well, except Ruun's chapel) - perhaps the temples that existed further away from the chaos gate haven't yet fallen to the powers of chaos?

A puzzle, like say a level which is entirely dark ("You go downstairs. It's dark here... really dark. It feels almost as if something is covering your eyes. Your skin crawls") and cannot be lit (when you try: "You hear sorrowful moans! For a second you see hateful faces before the light is absorbed by some strange force!", summons ghosts). There would be a maze - not as hard as the Minotaur maze! - with a reward of some random stuff. It could be the tomb of someone so maybe armour, some weapons, herbs and some bones?

paivi
09-04-2014, 04:04 PM
During my last three games, I've found several vaults, herbs, pools, altars, forges and two surges of power in these caves. Good enough for me. :)

plllizzz9
11-18-2014, 05:46 AM
Diggin this out, I''d vote for one of the higher DL'd ones having a guaranteed surge/pulsing surge. Maybe even a greater vault. Imho, they're much more fun source of guaranteed artifacts than dull and repetitive pre/postcrowning, plus it'd add greater possibility of showcasing new vault types.

Al-Khwarizmi
11-18-2014, 07:27 AM
+1.

Cavernous dungeon maybe at least worthwhile to scum for altars, everything else - meh. I pretty much never explore lower (or any) CoC levels if I find staircase early on.
But it's fun to go to the relatively high DL dungeons in the early/early midgame, pre-ToEF, when the lower CoC is blocked.

In my current ongoing game I found an ancient dungeon (R4) right after doing the Pyramid, at PC level 16, and a monster dropped white dragon scale mail. I also found a crumbling dungeon (R6) near Griffyard, at PC level 17 or 18, and was clearing a vault of berserkers when I took a stroll through the level, opened a door, to find a mixed tension room featuring a diamond golem and an ancient black dragon. I got the hell out of there.

Of course, I agree with everyone that it would be better to give these dungeons special content, but even in their current state, I think they already add to the fun of the game.

In the current versions, considering the Ice Queen domain and the new dungeons, the typical midgame blocks that slow the game to a stall (Khelavaster and especially ToEF) are no longer a problem, as there are plenty of places to go before clearing them (there are even reports of people clearing the minotaur maze before ToEF). I think this is clearly positive for the game. While I love underprepared ToEF runs with close calls against the ACW like the best of us, the fact is that a stall in the midgame with lots of people posting in the forums to ask about what to do was not a sign of good game design.

By the way, I don't know how you guys get so many surges of power... I don't think I see even one every 50 games (and I'm talking about decently long games, not stone block deaths at the SMC). But well, I haven't ever seen a wand of wishing in my whole ADOM career, and I have won a bunch of times...

Blasphemous
11-18-2014, 08:57 AM
I had a randomly generated wand of wishing two games ago on a mindcrafter.
5 charges, it was in FGJC:3, I would have never found it if not for teleportitis from a helm, trying to drop me on a monster instead of empty tile.
Also, the last surge of power I remember was in pyramid. It was a book...
Surges are rare and I have never had the pulsing variety and I have also won a bunch of times.

As for the R dungeons, they are nice indeed, when you have an altar you need at one of the early levels.
In some situations I will even dive to look for herbs or vaults which can be pretty damn useful as well, but full exploration? Probably not.
There's no real incentive without some special feature. If the bottom had something nice, that would be different.
I'd gladly see another town in one of those or a tomb with some extra graves to dig, especially if there were at least some guaranteed great treasure graves.
Sometimes the graveyards can really screw you over in that department.