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Author Topic: Dungon Masters and Adventurer Integration  (Read 854 times)

Warlord255

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Dungon Masters and Adventurer Integration
« on: October 21, 2008, 10:41:37 pm »

Right now, dungeon masters serve only one purpose: taming fancy animals. Sure, it's a nice feature, but certainly there are better things that could be done with that most illustrious of titles.

Namely, the ability to set up your fortress for posthumous status as a "dungeon" and synergy with adventurer mode.

The main ways to do this:

-"Tombs" for artifacts with a mandated value based on difficulty of being reached.
-Linked to above; quests to retrieve artifacts in adventure mode.
-Keys and locked doors which will be taken up by invading monsters upon abandonment/defeat, forcing adventurers to battle monsters to retrieve artifacts.
-Increased chance for megabeasts/organized groups to inhabit your fortress.
-Freedom of any captured megabeasts upon abandon/defeat, inhabit your fortress.
-Entrusting of historic artifacts to your fortress.

And now, elaboration.

"Tombs" for artifacts.

A simple, periodic mandate by the dungeon master is to put non-furniture/weapon artifacts in a Vault, which is similar to a tomb. It requires two values; its room value, as achieved by the material in the room (both building materials and other non-perishables stored there) and its "danger" value. The "Danger" value is based off of distance to the surface and the number of obstacles along the path, primarily traps, locked doors and lever-activated blockades such as bridges.

If a Legendary dwarf dies, they will require a similar tomb posthumously; an item in their possession (weapon/armor) will become an "artifact" for the purposes of artifact quests.

Quests for Artifacts.

Simple enough; civ/town leaders issue quests for retrieval of artifacts. The value of the artifact and the difficulty of retrieving it is proportional to the status of the leader. (See: A maple cup from some goblins in the forest next to the town vs. an elephant bone idol from the ancient halls of Boatmurdered, across the sea and through the Wicked Spine mountains)

Keys and Locked Doors.

Doors that are perma-locked except to those carrying a key; adds more for the Mechanics labor. Is unlocked with the arrival of the Dungeon Master. A locked door is restricted like a workshop profile, and must have its users defined; multiple keys can be made for a door so that more users can be defined, but this reduces the door's value for the purpose of Vaults.

When invaded/abandoned, local monsters will take the keys and slowly migrate outward with them. Keys can, if enough time passes, travel very far outside the fortress, and retrieving the keys become subquests prior to retrieving the artifact from the fortress.

Increased chance for Megabeasts to move in

As written. Tall fortresses are more likely to attract dragons; deep fortresses are more likely to attract GCS; open-ground fortresses are more likely to attract Bronze Colossi, etc. Abandoning during or falling to a siege inhabits the place with the enemy civilization. Megabeasts will take preference to the room with the highest value, biggest space and farthest distance from the surface.

Freedom and inhabitance of captured Megabeasts

As written. If you have a caged Dragon, it will break out and inhabit the fortress.

Entrusting of Historic Artifacts to your Fortress

If you get upgraded to Mountainhome, Vault mandates are made for "imported" artifacts rather than your own; these will be from world-gen history or, if you've lost a fortress and reclaimed an artifact in Adventurer mode already, one of your older fort's artifacts.





Thick, yes, but possibly worth it. Discuss.
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