Ziggurat

Current monster sets

Analysis
  • Good levels: Fire, Ice, Air, Drac, Vaults, Orc, Slime. Elf?, Shoals?, Ranged?
  • Too hard: Pan, Mummy, Holy.
  • Too easy: Lair, Snake, Hells, Abyss.
  • Otherwise problematic:
    • Spider: too much mana drain, too wimpy monsters
    • Earth (boring)
    • Dragon (too many drakes)
    • Giants (boring, maybe add extra titans).
    • Dwarf (way too much damage reflection). Note that the point of damage reflection is to prevent mindless firestorming.
      • Damage reflection, fine for uniqueness, every single monster picking up the useless rods of striking, three different summoners (haunt, summon undead, and BIA, with the latter two having long durations and mass abjuration dead), and all of the corpses being animated combined with the damage reflection makes it rather vexingly slow. — claws 2011-09-26 19:01
      • Damage reflection does in fact not prevent mindless firestorming, at least with Makhleb, most dwarves don't have time to activate reflection. Ice storm is even better (no summons).
    • Crypt (only interesting with silent spectres)
      • adding curse toes and profane servitors could help a bit
  • The levels that are too hard are a fun challenge early on, but nearly impossible to clear when deep, and very hard to escape from.
  • The easy levels are not interesting, no matter at what depth
General

Currently, each new level rolls its monster set completely indepently. Ziggurats can be improved by reducing randomness here.

  • Avoid repitions. (Example, selecting a monster set makes it uneligible for the next three levels and of reduced probability beyond that.)
  • Bias sets by depth. (Examples: Some levels should not come up beyond a certain depth. Make sure that one (of a short list) set appears on depths 25-27.)
  • The list of furniture options is currently very restricted. While ziggurat levels should probably stay open in general, different pillars would be interesting (gameplay and variance).
Lair
  • Add catoblepas. done
  • Hellephants at certain depth?
Holy
  • Add shedus, pearl dragons, and ophans (no need to wait until all holy monsters are implemented).
  • Restrict number of angels in deep levels?
Hell
  • Add hell effects to Hell levels.
  • Extra fiends in Hell levels (might be “too boring”)
Crypt
  • Add curse skulls? This may need special care with placement.
Spider
  • Hellspiders for Spider?
Forest (new!)
  • Was just done! Will be incredibly fragile, but also can swarm the player very quickly, I guess. — claws 2011-09-26 19:01
    • They are indeed incredibly fragile, refrigeration kills them extremely easily, as do fire/ice storm. Somewhat hard to handle in melee due to summon spam.
Abyss
  • More Hellephants?
  • Generally more high tier abyss monsters?

Ideas for new monster sets

  • Arena: small arena (3×9 or 5×7), surrounded by undiggable glass. In the arena, one or a few Pan lords await. The outer part is filled with imps and other minor demons (including some 2 and 3). The audience get special speech, cheering the Pan lords.
  • God-themed levels (using Demigod code)
  • Mix giants and dwarves?
  • Replace ice fiends for blizzard demons in Ice (does leave it weaker then Fire due to the difference between freezing clouds and fireballs + nothing as bad as orbs of fire, but torment here seem out of place.) — claws 2011-09-26 19:08
  • stationary monsters (curse skulls (they are mobile now) , statues, oklobs) with many traps, also lava and water
  • insects, specifically wasps and boring beetles

Other

Ghosts

Ghosts should ideally occur on the ziggurat level they were created on. If that is not feasible, they should only be generated after some fixed depth, e.g. Zig:10. Urgent

Loot

Loot depending on monster set: It might interesting to skew loot according to the monster set. (This probably only makes sense once the same happens for branches.)

Interface

Examining a ziggurat portal vault entrance with 'xv' should give away the fee. True, you can also see the fee with Ctrl-O but that is not obvious and many players try 'xv'.

Level layout

All of these ideally depending on monster set.

  • More furniture than just the occasional pillar.
  • Fog generators.
  • Water/lava.

Gods

Some ziggurats could disable gods. These would provide better loot in return.

Ziggurats (perhaps only of the god-disabling type) could contain an altar to a random god.

Windows

The architecture of the ziggurat lets you start on top and work down to the bottom. This would be much clearer if (some) storeys had windows through which you can see birds or more odd flying monsters or clouds. Lots of fun things could be added here (night/day, cumulus and cumulunimbus, lightning). It is important that the player is restricted to the room inside the ziggurat.

Sparse monsters

Make monsters spawn around the player in a sparse distribution (with larger floors) to make Ice/Fire Storm less effective.

Monsters not in the player LOS might wander randomly even if awakened, to keep the monsters sparsely distributed over the floor.

Prize

Feature Request 1236 suggested a rune on Zig:27; the discussion suggested some form of a prize, e.g. a pocket ziggurat, possibly evokable to generate another ziggurat portal. A rune is out of the question, and an evokable is a bad idea, since you'll get the item if and only if you have no reason to do another Zig.

  • Large boost to score.
  • Randart with name “of the Ziggurat” etc.
  • Random god.
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dcss/brainstorm/dungeon/portal_vaults/ziggurats.txt · Last modified: 2013-07-01 16:02 by Grandiloquent Gentleman
 
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