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File 155826081464.png - (44.41KB , 600x400 , dungeoneer_ch6.png )
933337 No. 933337 ID: e8f59c

http://www.tgchan.org/wiki/Dungeoneer

It feels as if I've been running from problem to problem since waking up. But we're slowly digging in and slowly making progress.
437 posts omitted. Last 50 shown. Expand all images
>>
No. 948132 ID: 91ee5f

>>948116
>We come in sight of my dungeon and Chakarchelou is the first of my denizens that we see. He gambols out with dog-like enthusiasm. I hope Merud hasn't been teaching him anything else weird while I wasn't watching.
I think he’s always been like that, you’ve just never noticed until now.

Or he’s only happy to see you because he smells all the gold you’re carrying and is wanting you to give him some.

>Perhaps I should share some of my windfall with Chakarchelou? His current hoard is only a little over 100G and I thought the Covetous Ring would need at least twice that to start showing any real effect.
Well if he needs at least 200G, then go ahead and give him enough gold so that he has at least 200G.
>>
No. 948136 ID: ce39da

>>948124
I agree with this.

>>948114
Ooooh, this layout is deliciously elegant. The only urgent modification I'd make to this plan would be to reverse the pathing in the east wing by swapping the one-way door to the thaumatorium's southwest exit instead of the garden's northeast - the "front" and "back" of this room are a matter of perspective in my opinion. It'd be much easier to force them into a fight if the only other exits are across the room, and the thaumatorium feels like a much better miniboss room to place the boss key in. The reason I suggest the southwest door of the thaumatorium instead of the west exit of the middle-most mystery room after it is to give the delvers more initial options in the beginning; they go east from the garden hall, encounter a sealed door after clearing the room's main challenge, and wonder about what they'll do to end up coming at it from the other side. Also, if they clear the aforementioned room first, they might find that minor enemies have filled the vacuum upon their returning visit.

Finally, I have a suggestion for what this mystery room in question even is: While a Delve surge can definitely move the thaumatorium, I doubt one can simply move a void scar of darkness quite so easily, so I propose we leave it in its current geographic position, which places it very close to the center of this room; it will be "that room with the void scar."
>>
No. 948153 ID: b1b4f3

>>948116
Give Chakarchelou at least 150 gold.

Hey, what do you think would happen if we gave Worst Slime some raw mana? Less risky, try giving it some of Alkaline's slime. If we can't turn it into an Active Curse Elemental or something, we can at least try to turn it into more of a regular, stable slime.
>>
No. 948159 ID: 10c408

Give chak 75 gold now, and then another 75 gold later if he's done anything to warrant it. (it'd be a shame to have chak end up the same way as the dragon who never lost)
>>
No. 948166 ID: 977456

>>948124 +1
That layout seems good for now, but I worry longterm that hauling things from the entrance to the living regions will e a chore.

Check if any of the slimes found any gold. I expect they are prone to collecting shinies, so you never know.
Having some lights in the slime area might also be fun. I imagine that young slimes would get a great deal of enjoyment from standing on glowing lights to change their appearance.

Try not to let Char chew off too much of your horns.
>>
No. 948177 ID: a9af05

>>948116
Give Chak 193G.
>>
No. 948179 ID: 12b116

Give him 193g to make it an even number. Are you going to keep those sticks stuck in your head ?
>>
No. 948183 ID: 0a7f21

That's what happens when you choose a plant themed dungeon. Permanent horns.
>>
No. 948225 ID: 2eba1a

>>948183
We should have known Deem was getting horny.
It explains a lot about her behavior lately.
>>
No. 948232 ID: d6afc2

>>948116
In favor for the 193G and using Chars hoard to even our numbers.
>>
No. 948326 ID: 2adab5

>They could try, but they would die.
Uh, is your heart something they would be forced to leave behind when zipping directly back to one of those fancy new Revive Fountains?
>>
No. 948331 ID: 8d4593

>>948326
No the dungeon game is just that: a game. There are rules that both The dungeon and the players follow.
If you break the rules (Go into restricted areas, attack the dungeon core ect.), the dungeon can break them as well. I don't know how many adventurers could survive being DELVEd under thousands of tonnes of stone.
>>
No. 948335 ID: 09e13b

>>948114
Maybe this is standard practice for a larger dungeon, but it seems a bit odd the the former boss room and the hallway above it are entirely skippable under this design. Obviously its going to depend what we put in there, but not knowing if such a major feature will come up in invasions seems like a headache from a planning perspective. Possibly we could put a third key in there, and require both it and the one from the mushroom farm to access the final room? Or we could just put something there the adventurers would have some other incentive to visit, like one of those in-dungeon-potion-shops.

...Also, it currently looks like the resurrection room will be accessible to adventurers. Is it meant to be like that?
>>
No. 948381 ID: 977456

>>948331 Deem is an old hand and knows everything about The Labyrinth Game... of a couple of millennia back. She really ought to send someone in to spy on The Guild...
>>
No. 948410 ID: c3b417

>>948381
We don't have anyone capable of that.

They also don't know about us just yet and we also don't know how they'd respond to someone encroaching on their monopoly.
>>
No. 948465 ID: 2adab5

>I don't know how many adventurers could survive being DELVEd under thousands of tonnes of stone.
That's missing the point. If they die, the fountain (not us, and using new techniques since Deem's time) revive-teleports them back to town. If they die while holding our heart, either it is protected from teleportation or it goes with them as they instantly leave our domain.
>>
No. 948477 ID: 33056f

>>948465
If you need a refresher, the less time an adventurer has had an item the more likely it is not to follow them back to the fountain. You can't simply grab what you want then death teleport back to town.
>>
No. 948479 ID: 2adab5

>>948477
I had forgotten that part; thanks
>>
No. 948732 ID: 0fae41

Triple that hoard so we start seeing some results from cursing him with dragon's greed.
You wanted to send an expedition to an old abandoned dungeon nearby, right? Why don't you raise funds in town by accepting a quest to go beat up monsters there! Never do something for free you could get paid to do.
Can Alkaline reclaim the extra mass from her gluttonous goons that she didn't originally delegate to them? Portable Alkaline is good for travel, but now it's time for her to help carve out her kingdom.
>>
No. 950625 ID: 7ebbf9
File 157518318477.png - (26.98KB , 800x500 , pet_that_weird_dog.png )
950625

>Give him 193 and make a habit of rounding down to even 100s when you think about it to give to Chakarchelou
>Triple that hoard so we start seeing some results from cursing him with dragon's greed.
Yes, I want to see results. To let him kindle his tiny flame of draconic heritage much as I will be able to refresh my Heart with this new bounty of gold. Even though it's a not insignificant chunk of my hoard, I bequeath the 193G to him.

>Reabsorb your proxy golem into your main golem and see how the dungeon has fared in your wanderings.
I have no need to enlarge my golem body at the moment. That golem simulcrum I created is just a puppet. There's nothing to be absorbed.

>Are you going to keep those sticks stuck in your head ?
You don't like my headdress?

>That's what happens when you choose a plant themed dungeon. Permanent horns.
>We should have known Deem was getting horny.
>It explains a lot about her behaviour lately.
It's purely cosmetic!

>I think he’s always been like that, you’ve just never noticed until now.
>Or he’s only happy to see you because he smells all the gold you’re carrying and is wanting you to give him some.
There are many things I can give to Chakarchelou and he is quite happily staying after I tell him about the new gold he'll be receiving and scratch his chin.

>You wanted to send an expedition to an old abandoned dungeon nearby, right? Why don't you raise funds in town by accepting a quest to go beat up monsters there! Never do something for free you could get paid to do.
It was abandoned decades ago and seems to be fairly self contained. Still I might see if there's any interest in the town when I next visit there. It's only a week away.

>Deem is an old hand and knows everything about The Labyrinth Game... of a couple of millennia back. She really ought to send someone in to spy on The Guild...
I don't think they'd have much to teach me for such a risk. It would take years to reach any sort of senior rank and I'm not so awash in denizens that I can afford to send one off on such a task. I need to learn more about them eventually but building up my own dungeon is more important right now.
>>
No. 950626 ID: 7ebbf9
File 157518325989.png - (28.25KB , 800x550 , unpacking_time.png )
950626

>While a Delve surge can definitely move the Thaumatorium, I doubt one can simply move a void scar of darkness quite so easily
It's part of the room why wouldn't I be able to move it?

>I propose we leave it in its current geographic position, which places it very close to the center of this room; it will be "that room with the void scar."
I will consider it when it comes time to do that.

>That layout seems good for now, but I worry long-term that hauling things from the entrance to the living regions will be a chore.
That's why I have golems to do it and put an emphasis on improving the thoroughfare over time.

>Maybe this is standard practice for a larger dungeon, but it seems a bit odd the the former boss room and the hallway above it are entirely skippable under this design.
>...Also, it currently looks like the resurrection room will be accessible to adventurers. Is it meant to be like that?
Yes I will need to finalise how I'd use the west wing and no the Resurrection Matrix would not be accessible.

>Ooooh, this layout is deliciously elegant. The only urgent modification I'd make to this plan would be to reverse the pathing in the east wing by swapping the one-way door to the thaumatorium's southwest exit instead of the garden's northeast - the "front" and "back" of this room are a matter of perspective in my opinion.
Perhaps, I'll finalise it when it comes time to Delve.

>Can Alkaline reclaim the extra mass from her gluttonous goons that she didn't originally delegate to them? Portable Alkaline is good for travel, but now it's time for her to help carve out her kingdom.
Her delegation still needs some refinement.

>Hey, what do you think would happen if we gave Worst Slime some raw mana? Less risky, try giving it some of Alkaline's slime.
It would most likely explode into a mass of curses. This kills the slime.

We move our beat hunt supplies and spoils into my dungeon. There's less talk than I thought. Merud is at a sensitive stage in his golem project and it takes more time than I expected to get Alkaline's throng of slimes settled in as I have no lair ready to entice them into. We came in late in the afternoon. Soon Reisarf starts cooking and Hin is attempting to help or perhaps just steal some of the meal under preparation. Stargazer is mostly fending her off.

I am becoming less communicative; the gold is on my mind. It's stowed in my treasury, I can feel the earth-pulse slowly rising as the new treasure becomes a part of this place.
>>
No. 950627 ID: 7ebbf9
File 157518341338.png - (61.11KB , 750x600 , pearls_before_swine.png )
950627

My consciousness slows, dreamlike, as I let the thrum of the earth-pulse wash over me. I need to congeal and clarify my experiences into a new layer over the irreducible husk of my self.

My crystallised Heart creeps outward as I pore over what has happened since my reawakening. From the first of my new denizens, Chakarchelou now napping on his new bounty in the Forge to the newest slimes my little slime princess has budded. My time in town, exploring a little of this strange new world and recruiting famuli to my side. Getting to know them better, a not entirely pain free process: troubles with Hin, Moriko's troubled past, arguments with Merud and working on Reisarf and Stargazer's independence. We have had more than a few setbacks but slowly climbed onward. Invasions by adventurers, imps and one belligerent cauldron that I compelled to my side.

From memories and the templates of those around me I can open my Heart's scarred exterior and extend out new mana channels to recreate lost patterns. I am a shadow of what I should be, but this is one step closer.

I have chosen to be fecund this time, a dungeon rich in life. To nurture, mould and restructure the denizens within me and, yes, my invaders too. To prepare and equip them to find what they seek, then loose them into the world like arrows to seek their targets. They might someday shoot the Moon from the sky, should they desire it. To begin that work, I will set a mark on one of the chambers I have already created.

Brewery - Potent Residue: Potions can be reprocessed to give denizens a weaker but permanent version of a potion's effect by repeated exposure. A fairly weak but low effort way to tailor my monsters and denizens into different roles and to be more suitable for the dungeon I wish to present.
Forge - Curio Bud: Whenever a stronger magic item is created, a weaker item with some related attributes will be created. Somewhat unreliable as it's difficult to predict how useful the item generated will be but at worst it's a source of additional raw materials and study.
Golem Totem - Green Thumb: The dungeon's golems have an affinity for tending plants. Monsters have reduced aggression towards them. Simple but useful, especially if I intend to be sending golems outside once I have some options to extend their range.
Heart Chamber - Verdant Heart: Plants in the Heart Chamber have a chance to spontaneously transform into monsters. This essentially makes it easier to stock up on plant-based monsters for the dungeon and I may be fortunate if I try to plant rarer varieties there.
Thaumatorium - Spell Sprout: Plants raised in the Thaumatorium start to exhibit some magical traits based off the types of magic frequently used there. Essentially a shortcut to generate magical materials and potentially useful effects. However currently I only have have Merud and Reisarf as spellcasters plus potentially reinforcement magic from my golem body.
Treasury - Ornamentalist: The dungeon's denizens are adorned as treasures. They are easier for me to use magic on and have a higher likelihood to likely to develop equipment and treasure based skills. It also means a higher mana generation from invaders but I'm likely to lose some of the treasure they were carrying.
>>
No. 950628 ID: 679a6d

Ornamentalist's potential loss of treasure seems like too much of a downside, particularly this early in the dungeon's life span.

If we had Izakikk the Alchemist then Spell Sprout or Green Thumb would be phenomenal, though either could still be useful for the Cauldron.

Potent Residue could be useful, but I'm sure it'll be a popular choice thanks to getting certain, ah, "side effects" made more permanent.

Curio Bud would be great for generating useful equipment, both for our dungeoneers and as loot for delvers.

Verdant Heart is would be amazing to add a bit more variety to the monster selection, though how capable they'd be might limit the usefulness.

Among the choices, I'd say either Curio Bud, Verdant Heart, or Potent Residue.
>>
No. 950629 ID: 77e37e

Potent Residue, of course.
>>
No. 950631 ID: 977456

Curio Bud Hin needs some love, random items sound like a fun surprise, and it could get really potent once you upgrade the forge a bit. But mostly this is a fun option.
Verdant Heart is my second preference for similar reasons, and I feel as though plant monsters are quite a distinct challenge, freed from the torso-dynamic, so getting some weird ones could be exciting.

Residue would be similar, but I feel as though keeping track of all the variants would be annoying. The bud has the same issue with item flood, but is more concentrated and specific.
SS would be amazing for alchemy, which I would love to see Alkaline making use of...
Ornamentalist and thumbs sound shiny, but a bit situational or awkward.
>>
No. 950632 ID: 2aa5f0

Curio Bud or Verdant Heart.

Feel those would be the most helpful right now.
>>
No. 950633 ID: b1b4f3

>>950627
Verdant Heart. Because we don't have a monster tamer, and this is a good source of monsters. Plus we can try splicing plants together to aim for more advanced monsters!
>>
No. 950635 ID: e6f1ef

Verdant heart appeals to me both thematically and practically. Everything grows and blooms in your presence! Makes your heart chamber swagalicious! A renewable supply of semicustomizable minions!
>>
No. 950637 ID: 10c408

Hokay, so going in no particularly order:

Ornamentalist: We're not entirely bountiful with non-gold to part with, so this is just out. Adventurers are part sticky fingers by nature, so anything good enough that they'd want enough to keep is, at this point in time, a slight pain to reacquire if they still have it after being 'killed'

Greenthumb just doesn't sound as useful as the others. it'd tie up our workforce, we wouldn't have an excuse to rampantly abuse the plant tending for an almost endless variety of reasons (bomb plant tending could be a punishment, for instance) and any really aggressive monster close enough to our dungeon is going to get found out and either tamed/hunted. Undoubtedly it'd be kinda useful later but not right now.

Verdant heart is exclusive to plants and while we do have some, we haven't gotten Izakikk to sign on with us. (We should check up on this, see if the unfortunate amateur hour seance caused him to shun us forever.)

Potent residue would be amazing if we had more monsters to work with. Unfortunately we don't. And alkaline's specialization into group fighting slimes kind of prohibits the usage of potent residue as we'd have to seriously ramp up the brewery to compensate for the numbers of slimes we'd need potions for, so that's out.

Spell sprout is pretty damn good since we're undoubtly going to see more than a few mages among the adventuring parties that are going to try their luck. it would be my pick but.

Curio bud has my vote. It's literally free, though random, magical stuff that we can do almost anything with and the sooner it's effect is available, the bigger the pile of stuff we can work with will be. The possibilities are endless and I can't wait.
>>
No. 950642 ID: 9caba2

>>950627
My heart decrees that Potent Residue will be the most useful for us, not necessarily for combat, but more overall utility and flexibility. Also permanent passive buffs.

On a basic level, a low level permanent satiety potion could presumably lower someone's food intake greatly if they already don't see food as much more than a means of fulfilling their body's needs, and I think at least one of our denizens wouldn't mind a low-level version of the side effects either.

And who knows what sort of potions we might whip up in the future to use with this.
>>
No. 950644 ID: 56076d

>>950627
I'm rather in favor of the Green Thumb, myself.
>>
No. 950645 ID: 679a6d

Come to think of it if we did get Potent Residue a permanent satiation potion effect could get Kallia to sign on.
>>
No. 950650 ID: ce39da

At this early stage, we need “economy” and “strong theming.” Curio-Bud is ideal for the former, and Verdant Heart is vital for the other.

Both of these need to be obtained as soon as possible, but which to pick first, considering they’re currently tied (and with the brew no less)...

Solidifying our aesthetic is going to be important, but there are ways we can bridge that without plant monsters for now, and more important is having a more steady and expendable supply of stuff to actually give successful adventurers; my vote’s for Curio-Bud.
>>
No. 950654 ID: fb7954

Verdant heart! Plant orebushes, get robots!

Okay, I know it won't be that simple. But it sounds fun, and new minions for semi-free is fantastic!
>>
No. 950655 ID: 0fae41

Ornamentalist. I'm not sure what treasure based skills entails (abilities powered by spending gold? Multiplying the loot from fallen adventurers?) but being able to cast magic on them more easily should mean more impressive reinforcement spells. And speaking of more impressive, festooning your denizens in fancy new clothes will make them the talk of the tavern for adventurers with an eye for fashion! The equipment-based abilities as well could mean they adapt to the role they are equipped for better, still, at best it is an additional option to whatever interesting abilities they were already going to develop.
>>
No. 950661 ID: 3ce8ff

Brewery - Potent Residue
I like permanent bonuses and many small bonuses can add up to surprisingly fast
also i hope we can focus this new layer on fixing up our exposed mana channels so we have fewer problems using magic
>>
No. 950669 ID: 8d4593

Potent Residue, with Spell Sprout as a close second.
Potent Residue = Permanent Growth, and small changes means your more human denizens will be more willing to accept them. Mild utility aside, this creates small but tangible benefits that will remind your denizens of why they're here. The result is higher moral.

Spell sprout is my second because the Thaumatorium seems like the perfect spot for extended mage battles. Adventurers will burn all sorts of magic in there, while Reisarf and Stargazer's magic is top tier. Good incidental materials would be found after invasions and the typical materials found, though limited in variety would be quite useful.

Curio Bud is neat but I don't see the point.
A magic item is a tool that serves a specific purpose. Occasionally getting an extra-but-crappier version of whatever we make would probably just be something to sell. If we're making weapons then we could give the inferior copies to the slimes, but I don't think we craft enough (Or even have the material to craft enough) to justify this one.

If we normally upgrade the golem totem once can't we just double up the golems that go outside and make a gardner model? Green thumb seems like a waste.

Verdant Heart -> Plant monsters -> Both times we were invaded so far the adventurers used fire in some way
So nope to that one.

Ornamentalist sounds cool, but:
A: Can't you just have Hin forge some gold accessories for the denizens you want to more easily cast on?
and
B: Won't you be leaking less mana anyway now that you're congealing?
>>
No. 950711 ID: 2adab5

>Potent Residue
I'm guessing there are fairly strict limits to how many of these you can stack at once, since this was described as "fairly weak" per denizen rather than phenomenally powerful given time to build up". I'm also guessing that Potent Residue's mention of repeated exposure means that passive-granting doses potions would not be usable loot? If either of these guesses are wrong potent reside would pull ahead in the rankings.

>Curio-Bud
Not only is this neat, but IIRC dungeons need disposable loot for adventurers to potentially take, and our current options for this are just gold and some potions. Even if we are using the primary items for this, the resources from the secondary item would still be functionally a discount.

I vote Curio-Bud
>>
No. 950744 ID: e7c7d3

Let's go with Verdant Heart
>>
No. 950747 ID: e5e15e

Brewery - Potent Residue
>>
No. 950761 ID: 09e13b

Okay, some basic thoughts:

Potent Residue - We’ve know for a while that being able to mutate and customize our denizens, especially monsters, is something we’ll be able to do eventually. This seems like either a first step to that, or a way to get a weaker version of that ability before we ‘should’ be able to. Effectively we’d be doubling down on the ‘encourage growth’ part of Fecund. We also have Doyle, who makes the mass production of potions easier. Finally, this might be the best option for strengthening Worst Slime, if Merud’s golem suit fails.

Curio Bud - This option reminds me a little of the ‘Chaos’ dungeon option, actually: good for generating lots of cool shinies, but not so good for letting us use all of them in a cohesive manner. It doesn’t matter how many magic items we have, we still only have so many people who can actually use them. (Also, we’ve made all of one magic item so far, so it may not come into play that often.)

Green Thumb - The biggest benefit this has, protecting golems on missions away from the dungeon, is gated behind future upgrades. It would help us grow more crops and probably faster, but I’m not super sure if that’s really something we need? It’s not like we’re risking starving to death or anything.

Verdant Heart - Like Potent Residue, this feels like an early way of accessing an ability we’ve been told we’ll develop later: in this case, the ability to manipulate the earth pulse to spawn different types of monsters. It’d give us more diversity in terms of rank and file monsters, and we already have access to several types of magical plant (assuming fungus counts) not to mention however many species of regular plants can be harvested from the forest nearby. Adventurers WILL take advantage if we plant bomb seedlings in the heart chamber, though.

Spell Sprout - Very similar to Curio Bud, this makes interesting shiny stuff at random that we may or may not be able to use. Unless we want to start exploring far-tainted plants from Reisarf’s magic, I don’t think it’s worth it. Also, the Thaumatorium isn’t just a big empty room like the heart chamber is, it may be difficult to find places to plant stuff without getting in the way of fights or other use.

Ornamentalist - The benefits are tempting, but we JUST gave up a significant chunk of our new gold in order to empower Chakarchelou, having to do that for everyone in our dungeon sounds crippling. We would need a lot more gold to make this viable, I think.

Overall, Potent Residue and Verdant Heart seem like the best options. They’re both powerful, reliable abilities that will likely grow into more later as we reach the thresholds we need to get the proper more powerful versions. I’d be happy with either one, but I guess I’ll throw my vote behind Verdant Heart for now.
>>
No. 950773 ID: 768647

Brewery - Potent Residue
>>
No. 950775 ID: 7ad6c9

I would honestly prefer Spell Sprout. But out of the 3 options that are ahead, after reading what everyone's said, i guess id go with potent residue (although verdant heart is definitely the kind of ability i would prefer if i were playing a video game, i love that kind of varies-greatly-depending-on-what-you-have effect)
>>
No. 950781 ID: 944f3b

I'm leaning towards potent residue
>>
No. 950815 ID: 33056f

Potion permanency? Yes please. Potent Residue, for subtle shenanigans.
>>
No. 950820 ID: a7bb5f

Verdant heart all the way.
>>
No. 950851 ID: 996392

verdant heart>potent residue> curio bud
>>
No. 950860 ID: afa6f6

>>950627
Im going to pic Curio Bud, as the products can double as treasure for adventurers, or items we can sell to the shop in town for revenue. Plus, Hin still needs regular work to do and we just go a bunch of materials to work with.
>>
No. 950865 ID: f2320a

>>950627
Heart Chamber - Verdant Heart
I am still for chaos
>>
No. 951128 ID: 1ed92d

>>950627
I recommend the Brewery. There's some loss of potential compared to the Heart Chamber upgrade, but permanent potion effects is a steal when we even have Belphejar, who literally is made of potions, and have a great deal of experience in potion shenanigans.
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