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What follows is a bunch of ideas to make Crypt more interesting (it is trivial with Dispel Undead and quite easy for most melee characters). — dpeg 2010-08-03 21:17 The list includes ideas from ogaz and porkchop.
I think the biggest thing crypt needs is more variety in enemies. Right now, everything except for the Crypt:5 vault, the Tomb entry vault, and the occasional curse skull is generic melee. [dcss:brainstorm:branches:ogaz]]
Also new behaviour of zombies (for example, all zombies on the map always know where you are.)
Note that the current monster set is mostly melee — this could be kept and hopefully made interesting by some of the above proposals.
The aim of the monster is to create a challenge for long-range casters in Crypt (conjurations and dispel undead). Radiates silence with range larger than LOS. They don't take stairs.
Some comments (I tried to edit to reflect the current situation):
evktalo likes how you see the wave of silence coming. st says below it doesn't translate to good gameplay, however.
og17: They trivialize the floor (casters, such as mummies, vampires or liches) they spawn on.
Thinking a targetted no-casting debuff would be a better concept than an aura, or some sort of flavor where only the player's spells are nullified when the ghost is in LOS, though this sort of thing creates problems of its own. — og17 2010-09-24 12:07
Smite-targeted silencing of the player would probably be nicely unscummable, although a little harsh. But hey, they're supposed to be dangerous. Perhaps it would only work when the spectre knows you're there, so distracting it would help against it. (That sounds a bit easy though.) — evktalo 2010-10-08 13:08
Another (probably bad) idea: adjust silence radius depending on player position, make casters try to avoid silence if feasible; perhaps make a bit faster if keeping spriggan centaurs from retaining ability to abuse. — mrmistermonkey 2010-09-24 12:39
I don't think this is a good enemy as implemented. Along with the already discussed abuse they're not really an interesting threat for casters beyond the first time you see them. It's easy to see them coming and prepare to lure them somewhere safely in crypt - I took one down as a deep elf with no weapon skill comfortably (I don't think buffing them is a good solution). In Tar it's pretty bullshit getting one dropped on you from hell effects by the way. — st 2010-09-29 16:27
I thought seeing it coming and adjusting your tactics would be good, but of course it's not a given. I would think buffing them would be a good solution, if it can be fixed with numbers, it's easy to try it out, DE caster with no weapon skills definitely shouldn't be able to take them down easily (in melee). Also, AC-skippping attacks would make them more of a threat (and thus less abusable) against melee characters. That wouldn't help against boots of running/spriggans/centaurs. Again, we could try it with numbers - increase the movement speed. These might not help, but they're easy to test out. I wouldn't mind if the silent spectre was also one of the hardest hitters in the branch. :P — evktalo 2010-10-08 13:08
Make silent spectres immobile, then remove them from Tartarus and Abyss so that they only appear in Crypt and vaults. Maybe rename them to “silent skull” or something. Then give them a good ranged attack (summon undead?) and make their silence the same radius as LOS. This pretty much eliminates the abuses entirely while keep the constant silence theme. Pure casters will gain the ability to kill them with Tornado or Ring of Flames or something, but who cares? — minmay 2011-04-12 23:43
from evktalo:
How to make the zombies and skeletons actually reach you in melee? Spawn them right next to you!
A wall suddenly turns out to be a small secret alcove containing a long-dead monster. To be more effective, they could be trap-like and trigger multiple alcoves at the same time, to surround you. Illustration:
1. cccccccccccc 2. cccccccccccc 3. cccccccccccc cccccccccccc cccCCCcccccc cccZZWcccccc ..........@. ....^.....@. ....@....... cccccccccccc ccCCcCCccccc cczZcWpccccc cccccccccccc cccccccccccc cccccccccccc
What looks like an empty corridor in figure 1. actually has alcoves and the trigger (C, ^, fig. 2.), which reveal the monsters when stepped on (fig. 3.).
Inspired by the above. The Crypt would be peppered with unmarked graves, which are basically traps (in floor tiles). Like any trap, they are invisible. They don't trigger on their own. Instead, they serve as corpses which can be raised by skeletal warriors and necromancers. Player can raise them too using appropriate spell or ability, but the unmarked grave must be found first using the Traps&Doors skill. Vampires, and especially Ghouls and Mummies could see the corpses without the skill. So unmarked graves would be basically corpses scattered around the Crypt, but being hidden and immobile they would hopefully be resistant to a lot of scumming. They also fit well into the theme.
By all means, post all half-fleshed ideas you have. You might inspire someone else. It's like ideas having sex. — b0rsuk 2010-10-08 20:39
Crypt was recently made “quiet” - that is, there's a stealth penalty, and noises that you make have more of an effect. This is pretty cool, but seems to cause some problems in the branch end. Recently I've had the church_of_pain Crypt:5 map a couple of times, and while autoexploring the level outside of the vault itself I end up running into and killing the majority of the contents of the vault - the “boss” liches, etc, are all attracted to the noise and leave the vault. This means that when I've finished exploring the level and it actually comes to venturing inside the vault there's almost nothing left inside but the loot, which is a little unexciting. I imagine this problem would also exist in the encompass Crypt:5 vaults, but to a lesser extent? Perhaps the noise reduction could be tweaked for C:5, or vaults could be changed so that the more important monsters are patrolling. — marvinpa 2010-09-30 05:58