One thing that I was really hoping for in Elemental, but was generally lacking in games like Master of Magic, are "dungeons" that have a purpose. What I mean is, classic dungeons (even in most D&D campaigns) are just convenient smash and grab adventures in which monsters sit around in rooms atop stacks of "treasure," waiting for adventurers to slay them and nab the goodies. In a way, I'd like to see the classic idea of a "dungeon" be done away with entirely and replaced with more meaningful "hotspots.” For instance, a tribe of trolls near a run of game; a drake's lair and jealously guarded territory; unhollowed grounds of a recently razed city where the dead now walk; a rogue necromantic channeler expands a tower with his growing army of undead; an abandoned mine, once in rigorous use by a sovereign, now infested with troglodytes.
What's more, I want to see these "dungeons" influence the landscape beyond their front door as well as “emerge” into the world throughout the game. In a way, they would all be very simplistic AI opponents with simple behavioral algoriths. So to use the examples above...
A tribe of trolls follows wild game in the wilderness. Once a sovereigns kingdom expands into their territory, though, they develop a taste for the soft flesh and crunchy bones of pioneers and caravan workers. If they are allowed to rampage long enough, their numbers may swell, creating splinter tribes and compounding the problem. If defeated early, they will yield some exotic pelts. If defeated later, they will yield many of the goodies that they looted themselves, as well as the pelts. If your kingdom has enough food, you just might be able to feed them enough to sway their loyalty…
A fearsome drake rules over a vast wilderness territory (a territory that contains many sub-dungeons.) While he may not notice a small party of adventurers sneaking through his territory, he will attack large armies passing through his territory, or budding settlements near his lair, on site. He adds to his horde any treasure from defeated opponents or monsters in his domian, as well as jewels that he might discover in his expanding lair. If he isn't dealt with, he will grow larger, bolder, and expand his territory (which may lead to him attacking a sovereign's city should it be in the way.) If you can storm his lair and defeat him, a sovereign may move his armies throughout the drake's former territory as well as begin harnessing the resources within.
A large, burgeoning city belonging to a sovereign is razed by another sovereign during a fearsome war. Given the option to spend resources to give the dead proper burial rites, the channelers decline and leave the city in neglect. Gradually, the restless dead arise and populate the ruins. While it isn't a problem initially, by the time one of the sovereigns has won the war and has the opportunity to deal with the problem, the city ruins have become a terrifying necropolis, with undead ghouls carting away villagers from other cities and caravans regularly to swell their ranks.
A necromantic channeler begins constructing a tower. At first, he exerts little influence over the landscape, at if he is defeated swiftly, you might gain some mana, some tombs, and some treasure. If he is left alone too long, peculiar cults begin springing up in nearby cities, and some citizens begin to go missing. Coincidentally, the Necromancer’s army begins to grow…
After a city is destroyed/ conquered in a fearsome war, a nearby mine falls into disrepair and disuse. After a few years, troglodytes tunnel into the mine and set up residence. If left alone, they may bore throughout the mountain into other mines and become more than mere pests.
Having a transition out to a separate map may not be on the table. We could see it implemented in the tactical mode of the game. That's pretty cool (because we get real time) but we should not be to surprised to find the dungeons are rather simple affairs, consisting of singular or stringed together encounters, and not multi-level constructs.
Well, I am glad that there would be support for Dungeons. I would certainly like to have some "simple" dungeons (just a single map) with several quests inside. (kind of like the Fortress of Grey Wardens ... where there are internal factions and you are suggested to team with one or the other)
It seems like you could do this on your own since it won't be in the released game.
Just make some of the 64 possible AI's trolls, goblins, and undead. Then give them priorities and make their cities into lairs withe the editing tools. Simple as that.
I am pretty sure that dungeons will make it into the game at some point... even if it isn't right away.
Yeah, even Froggie has confirmed it already.
What's under question is not whether there will be dungeons, but whether we'll get ones even capable of being modded to do what the OP suggests without being kludged.
I also love this idea, and actually to expand upon it have dungeons exert a ZoC like cities and have the residents be fearfully protective of it.
I am glad to see that I am not the only one that sees Elemental in this way I sure hope there will be dungeons for that will give us the tool for modding many other things that may not be practical for vanilla Elemental.
Nice Goldstripe Maroon Clowns, BTW
An update for those who missed the dev journal: dungeons are back to being tile based, turn based.
Tcores Did I miss something. I know all combat is tile and turn based, which by extension makes dungeon "Combat" tile and turn based.
But as for the dungeons themselves, I was under the impression there was no map associated with them at all besides whatever combat map it drops in.
Have I missed something?
Not to my knowledge. I wonder how big combat maps are, and can get? I also wonder what kind of interactions are possible, either vanilla or to mod in?
Thank you, but I wish I could claim it was mine I have a big "seabay clown" that will not let any other clowns in "his tank" so as long as he is alive guess no Maroon clowns for me lol. But I do have a nicer Ritteri anemone it has nice peacock turquoise zooxanthellae algae on it with red/pink tips. (anyway out of topic sorry should stop thanks though),
But this is 100 percent relevant to Elemental! Just think about: coral reef dungeons where you can harvest magical sea life. That's where it's at, man. Mastery of the water magics.
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