Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
Heart of Zot proposal
In the current version, the post-endgame is exceptionally demon-heavy. Some game features such as the holy wrath brand and TSO are currently overpowered more because of this fact, and other features run out of value because they are not effective in Hells or Pan. Adding Shoals into the Lair roulette has proven that alternative branches can work impressively well, even if these branches are not identical in threat, xp, or treasure.
Requirements:
Pandemonium serves several purposes that the Heart of Zot must share.
First, it must present a meaningful challenge for characters that are already capable of collecting the Orb of Zot. Pandemonium accomplishes this with the heavy use of torment and hellfire effects, plus the inability to trivially return to the main Dungeon to resupply. The opposition has a variety of attack routines, which require at least some minimal attention to all of the cardinal defenses. The Heart of Zot can make extensive use of mutation and acid to replace torment and hellfire, which are debilitating effects that players have good reason to fear, without being just more of the same.
Second, Pandemonium is the in-game mythological justification for the existence of the Dungeon. In the current version, Pandemonium has a thematic link to the Orb of Zot culminating with the Pan Lords marshaling their legions against the player during the Orb Run, but already visible in the corruption of many denizens of the Dungeon even early on in the game. Whatever happened in the mists of time, Pandemonium is the ultimate source of the opposition the player faces. Similarly, the rapid evolutionary fecundity of the Heart of Zot warps natural animals into monsters, which issue forth to plague the Dungeon and the Orb seekers therein. If the Heart of Zot comes up as the post-endgame branch, the Orb Run will feature Heart monsters instead of Pan demons. As such, Heart monsters need a similar range of tricks.
Third, five Runes are available here, and they should be acquired in an interesting and evocative manner. Pandemonium has four special uniques for four of the Runes and procedurally generates Rune guardians for the fifth. These guardians are extremely powerful, and the player is strongly incentivized to secure the Rune without confronting them directly. In the Heart of Zot, the Rune guardians are megabeasts, powerful individual monsters that take up and can attack from multiple tiles, much like the kraken found in Shoals. Several of these can be named uniques, but the ones that show up on the Orb Run are shuffled between several different body forms. One feature that the Rune guardians must share is the ability to destroy the terrain underfoot; this is thematic because gigantic megabeasts should be wrecking the place, challenging because the player loses safe ground, and also necessary because we don't want them getting hung up on narrow gaps in the main Dungeon when they appear during the Orb Run.
Level Generation:
When a level of the Heart of Zot is generated, it follows one one of several existing templates from the various 'natural' branches. Overlaid on this background level are minivaults, which can and often should be wildly different terrain types. As time passes with the player on the level, new minivaults will appear in random locations, as if they were put in place by a wizard mode command or a Xom effect. If the player is currently inside the new vault, the player is blinked to a non-lethal location with a message such as "The sand beneath your feet rumbles and warps! You splash down into shallow water as the terrain becomes suddenly swampy!" The new minivault comes with monsters, preferably sufficient monsters to keep the player occupied for the duration of their stay here, but the minivaults also generally have no treasure.
Periodically, one of several vaults containing a 'Black Monolith' statue monster will spawn. Destroying the Black Monolith causes several serial vaults to spawn in unison across the level, one of which is a Rune Vault. The other serial vaults contain treasure to distract the player from the Rune, and the player is now on a timed mission to get the Rune and as much treasure as possible before the entire level warps, removing the Rune and all the treasure from accessibility once again. Destroying the Black Monolith also spawns a Rune Guardian, a high-powered megabeast that attempts to keep the player from stealing the Rune. Four of these are special uniques that only spawn here, but the others are random and can appear during the Orb Run. The Rune Guardians need not be practical to defeat under normal play (although of course we can expect players to do so just for the bragging rights) since they disappear with the Rune when the level warps, so their abilities can be invented with a much freer hand than normal monsters. The desired play experience is like stealing a dragon's precious treasure right out from under its nose and escaping with both the treasure and your life.
Standard monster set for the Heart of Zot includes all 'natural' monsters, including some upgraded versions of Lair monsters that appear only here. Felids should be the dominant intelligent race, since their lack of equipment will maintain the low levels of item generation, but rare forays by other species are possible in minivaults. Plant monsters such as Oklobs should be exceptionally common. Monsters should typically spawn as the population of a spontaneously generated minivault. Several monsters in each wave should be major threats, while others mostly serve as flavor. The player should feel unrelenting pressure even if the opposition is not overwhelming, and it should be fairly difficult to find a secure place to rest.
Heart-exclusive monsters should cover every genus of natural monsters, including fantastic ones such as dragons but de-emphasizing ones such as slimes that have a strong presence in a pre-existing post-endgame branch. They should generally speaking be more powerful than early-game areas, but each one should have some interesting special ability. Since relatively few of these monsters will have true spellcasting, it is even more important to ensure that new monsters can properly threaten spellcasters or evasion builds, who have significant advantages in the early game because few Lair monsters can effectively deal with them.
Periodically a mutagenic effect could hit the player and all monsters in line-of-sight, with roughly the frequency of a Hell Effect. The player gets affected by an rMut-piercing mutation that is, on balance, neutral, and nearby monsters have a high chance of being promoted to the next strongest form within their genus and get randomly polymorphed the rest of the time. The unavoidable mutation-shifting nature of the place will hopefully discourage players from dawdling or grinding, although the effect is actually as likely to wipe out bad mutations as give them. An amulet of resist mutation should not be adequate protection, if only because it would quickly become mandatory, but Zin's protection could be.
Example Megabeasts:
Jabberwock, the guardian of the Burbling Rune of Zot, whiffles through the woods around the Burbling Rune in search of foolish players who come to steal it. Jabberwock can pass through plants much like a worshipper of Fedhas, and in its footsteps plants grow on bare ground, and quickly mutate into player-impassable trees. Should the player take cover in impassable terrain, the Jabberwock will demonstrate its ability to Shatter walls with its burbling so it may run them down wherever they may try to hide.
Jormungandr the World Hydra guards the Quaking Rune of Zot, which shivers in anticipation of the player's attempted theft. The aquatic Jormungandr collapses sinkholes beneath the player's feet, potentially leaving them to drown in deep water if they can't escape in time. If the player doesn't drown on their own, Jormungandr will send heads up to get them, one after another. Individual heads have venom strong enough to pierce rPois, and acid spittle besides.
Leviathan is one possible guardian of the Burgeoning Rune of Zot. This truly massive sky beast breaks up solid ground around it as it passes through, leaving only standing air in its wake. A mighty storm radiates out in all directions, and Leviathan cares not if some fool gets in its way. When upset, Leviathan lashes out with ball lightning and pursues tirelessly.
The Magma Crab may lurk beneath the Burgeoning Rune of Zot, ready to drop interlopers into the very blood of the world itself. The player may search for a weak point in hopes of massive damage, but no one has found that weakness yet, if it exists at all. Even a player who scrambles free of the spreading magma will find that the Magma Crab can sling plumes of it after them.
Example Heart Monsters:
Elder Oklob: This massive Oklob plant is older and stronger than usual, and it can fire its acid from a much greater distance -- far beyond the edge of line-of-sight! They can also send tendrils out into their territory, from which spawn smaller oklob saplings, which eventually mature into adult oklobs. They start with some minions, and get much worse if left unmolested.
Blink Hydra: These hydras have been twisted by the power of the Heart, and will attack as speeds that should be impossible for beasts of that size. They prefer to blink past missile or spell range, get right in the player's face, and stay there while chewing it off. Potentially very nasty for casters who depend on emergency escapes to avoid melee.
Pyrohydra, Cryohydra, Alkahydra: More hydras, with attacks branded with fire, cold, or acid respectively. Also deal the same damage passively when struck in melee.
Winter Wolf: Palette-swapped hell hound. Ranged attacks are good for this sort of monster set.
Tindalos: This sort of wolf blinks frequently and always knows where the player is. When struck with a player-initiated attack, it has a 50% chance to blink instead of getting hit. Regardless of whether the blink kicks in, any projectile or beam that passes through the tindalos' tile will be redirected as if by reflection shield brand, but in a random direction.
Barghest: These massive wolves drain life energy from their surroundings. Drain-branded attacks, and they get a large passive buff to attacks, defenses, resistances, and/or regeneration for each nearby corpse. When encountered in the Heart, the player will usually be forced to convert many monsters into corpses, so they will get dangerous very quickly.
Slime Toad: Inflicts acid damage to surrounding creatures as if it was a wall in the Slime Pits, although other frog-class monsters are unaffected. It will draw the player closer to it with its tongue, which is effectively an irresistible blink effect that also deals acid damage.
Poison Dart Frog: Fairly fragile, but inflicts serious poisoning on contact. Also spits darts of poison, because we don't need this to be excessively realistic. The poison from either source goes through rPois, but only partially.
Felid Transmuter: Blade Paws are on permanently, because they'd never go into combat without that spell already up. They have a couple flavor miscast spells because of their buff, but they also have Polymorph Other. Which they use on the player. A lot. Better get in their face and give them something else to do.
Felid Elementalist: It's a post-endgame branch, so there's no reason not to be sadistic. They've got either Fire Storm or Ice Storm on their spell list, along with some lesser direct damage. Should be fragile enough to feasibly take down with wands or penetration-branded ammunition.
Felid Summoner: Good summoning spells, including Shadow Monsters. These summoned monsters are used to keep the player off the fragile caster felids, and the Felid Summoner has support spells like Haste Other to use on them.
Felid Hexer: This felid has jet-black fur, and causes misfortune for the player. Smite is a direct threat, but Paralyse is what the player really worries about.
Felid Berserker: Fills out the ranks of felids with something slightly less glass cannon, but still fragile.
Felid Stalker: Popcorn felids that are the felids most commonly generated in D but fills out the ranks here, too, in order to give the illusion of greater numbers of opponents without raising actual threat excessively. Casts Invisibility and a few minor status effects, like Slow or Confuse.
Plan for Going Forward:
The Shoals Kraken may serve as proof-of-concept for the megabeast Rune Guardians, and I would be very surprised if other megabeasts weren't already in the works somewhere. For the moment, it may be useful to add a Megabeast Cavern portal vault to the late Dungeon areas, which open up to a fairly small area with a single megabeast body plan. This megabeast need not be as strong as a Rune Guardian, so long as its parts can work together successfully.
For instance, an easy-to-implement first portal vault would contain a Storm Kraken, which is a regular kraken with a custom list of spells. Freezing Cloud and Ball Lightning as offense, Haste and Deflect Missiles for defense, and Ice Storm in the emergency slot to represent its pissy boss mode. The entire vault is under deep water, save for a narrow path of shallow water around the outside edge to the loot, all of which is in easy reach of the Storm Kraken. The eventual Rune Guardian version would be beefier defensively and would be able to flood land tiles in order to follow the player and remove safe areas, but this need not be implemented all at once.
Level generation of Heart levels should already be partially be written, with a combination of wizmode vault placement, Shoals tides, and certain Xom effects just needing to be generalized to arbitrary terrain types rather than specifically water or transparent rock. Adding more terrain types is inherently modular; standing air doesn't need to go in from the start if it hasn't been implemented yet, for instance.
Heart of Zot-exclusive normal monsters can be added at any time. The stronger ones are probably only good for intentionally-designed vaults, since they shouldn't be randomly generating in significant numbers before the post-endgame.
- For this message the author KoboldLord has received thanks: 2
- Jk, joellercoaster