Tuesday, 29th October 2013, 02:33 by and into
Pardon the double post, but wanted to throw a few concrete ideas out there that were inspired by wizzzargh's "New Game +" comparison. Possible new Hell challenges that would revert completely upon exiting follow. I think these could either replace hell effects, or could be implemented as an additional challenge if Hell effects are substantially revised.
(Namely: some of the hell effects removed, the rest happen less frequently for the most part, and slowly amplify in intensity and frequency the longer you are in the Hell branch; red messages can describe the evil environment becoming progressively more aware of you and throwing greater obstacles in your path to make transparent the fact that yes, the hell effects are getting progressively scarier, it isn't just your imagination or bad luck. Kind of like an OoD timer for the entire branch, on steroids. This keeps the sense of urgency and the "dive or die!" feel, but removes the annoyance factor—the effects scale up to a point where, if you don't hurry, they *will* matter, regardless of how buff your character is. This is a lot better than current implementation, where supposedly Hell effects are intended to "keep you from resting," but in reality, >90% of the time they only serve to make resting a hell of a lot (hurr) more annoying.)
Anyway: These could either be rotating—each Hell branch gets a different, randomly determined global effect—or static (specific ones assigned to each Hell branch across every game). Either form of implementation could work, though I like rotating a lot more.
Some of these are much more cruel than others, and exactly how hard they hit you will depend a lot on your particular species and build. Given that there will be at least four of them to experience, and Hells are completely optional, I think that's a completely fine—in fact, I think it is a good thing, as it adds a lot of variability and deepens the strategic considerations.
1.) "Asmodeus [/whoever] shall cut down the mighty, and keep the meek servile."
Perma-drain on your skills (so long as you remain in this branch of hell), and character level shaved, both by a proportional amount. Should be calibrated so that higher level characters are hit especially hard, though not so much so that going in at a lower level gets better final results. Relatively low level characters are hardly affected at all. So, going in with skills in the mid- to late teens and at character level 18 or 19, you barely notice the effect—but then again, you are at level 19 so it is going to be a challenge anyway.
2.) "Asmodeus [/whoever] despises your vain ornaments."
Jewelry locked. (For Octopodes: Your amulet and the two bottom-most rings on your inventory screen are locked.) Those slots become unavailable, any jewelry you were wearing is unequipped and kept in your inventory.
3.) "Asmodeus [/whoever] strips you of your protective vestments."
All armor for your torso slot in your inventory is left behind (on staircase into the Hell branch). However, you can put on any armor you find. [To clarify: You keep gloves, hat, etc., but all pieces of armor for your torso that you have in your inventory are left behind.] [Armor generation can be increased for the branch when this is in effect, if it is otherwise deemed too harsh.]
4.) "Asmodeus [/whoever] bids farewell to your arms."
All weapons in your inventory are left behind (on staircase into the Hell branch). However, you can wield and use any weapon(s) you find in the Hell branch. [If you like, the chance for weapon generation can be increased for the branch when this effect is in play. — You probably won't have to go *too* long without a suitable weapon, but you aren't likely to find a great weapon and will have to make do as best you can.]
5.) "Asmodeus [/whoever] scorns your pompous erudition."
Spells above level 5 forgotten upon entrance. (Upon exiting, your spell selection reverts back to normal, of course.) Any books you were carrying are left behind on the staircase into this hell branch. But of course, you can use any spell slots freed up on books you find in the Hell branch.
6.) "Asmodeus [/whoever] does not allow divine meddling in his realm. Your god cannot help you here!"
You are an atheist while in this Hell branch. Your piety does not drain during your stay in the Hell branch and, upon exiting, is reverted back to what it was before. Items that were bestowed as god gifts can still be used, however.
7.) "Asmodeus [/whoever] allows no rest for the righteous."
Slow healing 3 while in branch. (That is, no natural health regeneration. Restorative items and abilities (including Trog's Hand) still work.)
8.) "Asmodeus [/whoever] cannot countenance any kind of self-improvement."
All spells, effects, abilities, etc. that buff your character cannot be used. (Restorative items like !Healing, restore abilities, heal wounds, etc. are all fine, as are teleport and the like, but all charms, some hexes (like invisibility, sure blade, darkness), potions of might, finesse, etc., have no effect.) *Passive* divine buffs (like Chei's stat support) are still in effect, however. You gain no experience while in this branch of Hell—not allowed to improve yourself, after all. (However, perhaps you get a potion of experience or two as guaranteed loot at the end of this Hell branch.)
EDIT: Oh yeah—for the above to work, all items generated in Hell (regardless of the global effect they have in operation) get a special inscription and a special (invisible, unalterable) flag that prevents you from taking them outside of Hell. As you go up the staircase to escape, you get a message like "Asmodeus [/whoever] will not allow you to take valuables out of his domain!" However, all the items that are blocked from exiting in this manner will be kept in a pile next to the staircase on level one of that hell branch, so you can have them available again immediately upon reentry to that branch. Once you get the rune, you've robbed the hell lord of his power—not only does the –cTele effect on Hell 7 cease, but you are free to take any items generated in that branch of Hell with you into the main dungeon.
[An alternative would be to make it so that you can steal the rune and exit with it, without having to kill the Hell lord—but you can only take items generated in that branch of Hell if you do actually manage to kill (or banish?) the Hell lord of that branch. — It might be nice to provide a small but non-zero reward / incentive for killing the Hell lords, other than just bragging rights.]
Last edited by
and into on Tuesday, 29th October 2013, 02:59, edited 2 times in total.
- For this message the author and into has received thanks:
- wizzzargh