Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Non-mountainous / Above-ground features  (Read 6423 times)

Neonivek

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #15 on: October 16, 2008, 05:56:05 pm »

Not all magic needs to wait for the magic arc... Just Spells for the most part.

Judging by the fact that the Artifact Arc and the Magic arc are seperate... I think Toady plans it to be this was as well.
Logged

G-Flex

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #16 on: October 16, 2008, 09:35:09 pm »

Well, any magical things would likely have to avoid assuming too much about how magic actually works in the world, since Toady doesn't seem very sure of that at the moment and probably won't be delving too deep into it until he gets into magic proper.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Neonivek

  • Bay Watcher
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #17 on: October 16, 2008, 10:07:50 pm »

Well, any magical things would likely have to avoid assuming too much about how magic actually works in the world, since Toady doesn't seem very sure of that at the moment and probably won't be delving too deep into it until he gets into magic proper.

Right, so anything added for magic would have to be something he wouldn't need to change at a later point (For example, Toady is never going to need to remove Dragon Breath). A Spring of water that would speed healing would be excellent to add when Toady does First Aid (Not a hint).
Logged

Faces of Mu

  • Bay Watcher
  • I once saw a baby ghost...but it was just a tissue
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #18 on: March 01, 2009, 01:21:30 am »

- Geysers
- Worn roads and engravings near ancient sites
- Partial constructions and XX(whatever)XX furniture
- Natural land bridges, and multi-tile trees collapsed over gaps (when multi-tile trees are implemented)
- flora growing on walls
- civ entity guard towers next to roads
- inns
- signs at crossroads
- wandering huntsmen (I loved the shepherd idea above!)
- ghost towns (abandonned or haunted)
- willow wisps
- climbable vines
- walls of trees
- white ants/termites
- long grass that modifies ambush skill
- Cyclones/hurricanes with a calm eye, causes wood, stone, and furniture to be thrown
- meteor hail
- illusory creatures and buildings, including but not limited to mirages
- teleportals
- loot stashes
- secret doors to underground features
- traps of other entities
- flooded entryways to underground features/buildings/ruins
- escape passages from nearby buildings (e.g., escape tunnel from nearby goblin fort, dwarf fort, human palace, etc, made by either the leader or escaped prisoners).
- enchanted grounds (puts all creatures to sleep forever, causes fear, etc).
- immortal earth: marked by some sort of marker, immovable, undiggable, uncollapsable, would float if you dug it out
- geological basins (both with ramps and basins that have no ramp into them)
- boat docks (when boats are implented) and ferryways (dock on both sides)



Logged

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Non-mountainous / Above-ground features
« Reply #19 on: March 01, 2009, 02:44:30 am »

Y'know what... I'm gonna go make an ABOVEground diversity thread.
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG
Pages: 1 [2]