Dungeon Adventure MOD MOD

Post 7, 4th screenshot shows a treasurechest on an island. I think the one you have is better, but this one is opened, so maybe if you reskin it well enough you could use both (one to indicate that the treasure has already been cleared of traps and is now ready to loot)
 
Just a random little idea, but are you planning to do anything with specialists? You said you could produce ''henchmen units'', you could maybe have a specialist trainer that allows these units to start with some expirence, or a specialist blacksmith who could give them a bonus promo etc.

Will technology be implememented at all?
 
Just a random little idea, but are you planning to do anything with specialists? You said you could produce ''henchmen units'', you could maybe have a specialist trainer that allows these units to start with some expirence, or a specialist blacksmith who could give them a bonus promo etc.

thats a pretty cool idea

and on the note of technology, i just had a brainwave, what if the technologys are different branches of specialization for your heros? for example there could be a mage branch, warrior branch, rogue branch, bard branch, cleric branch etc. and each tech in that branch would affect the specific heroes of that class, ie +1 attack strenght to warrior class heroes with the 'brawling' tech etc
 
good ideas both.


One question: WHEN? :drool:
 
I sure hope Lutefisk_Mafia can support the pressure... nothing to play yet and he already has a rabid fan base.
 
@ Kol. 7 and Pschic_llamas:

For specialists, they will be available with certain techs, and will give standard production, tech, etc. boosts.

I hope to have Great People available (rarely) who will offer the possibility of super-specialists. Keep in mind that this is intended to be a 30 minute game, so the detail won't be too deep.

About tech: I had planned research paths for fighters, mages, and rogues. Other character classes are going to need to wait for future versions. The tech tree will also have techs like "subterranean exploration" or "spelunking" and others like "dungeon ecology." These techs will allow things like better movement, better exploitation of dungeon resources, and creation of new economic and worker-type units.
 
:goodjob:

Arrrrrrrrrgggggggghhhhhhhh, I can't wait to get my hands on this... luckily we have Forum Games and NESes...
 
Okay... I have noticed the enthusiasm for this mod mod and just wanted everyone to know that I really appreciate the support. I am excited about it, too.

There is still a lot to be done before this is releaseable, though. I am wary of releasing a slapped together pre-alpha that will give people a bad experience. At the same time, I wish I could give everyone something with which to whet their appetites instead of just incessantly teasing you with screenies.

Here's where the mod mod is at so far:

1. Some new units together with their abilities. The traps and glyphs are the most developed, but by no means polished.

2. Some new equipment, like boarding hooks, lanterns, and potions. This area need a lot of "fill-in," though.

3. The terrain art is pretty well set. You can make nice looking dungeons, but I haven't even changed the names of the terrain, so... yet again, a lot to be done.

4. New features like doors and altars are in, but not yet fully implemented.

5. The change over for civics has been started, but has a long way to go. The first two civics are in, but don't do anything yet.

6. Nothing has been done to techs yet.

7. And eventually, all of the non-used extra cruft will need to be stripped away -- if for no other reason than to make the distributable file smaller.

Finally, I need to figure out how to repack the ART files into a PAK and get it to work, and how I am going to distribute this monster file.

So I hope that everyone can understand that a release is still a ways off. I will continue to post updates. I may (may!) also consider doing a limited release to beta-testers to help me iron out bugs and polish certain features. Rest assured that, if that happens, the people who have posted in this thread and offered help and suggestions will be at the front of the line!

Thanks again for your support and patience!
 
What will your camp build? If it builds units it will lower the importance of protecting your adventurers, and I can't think of anything else that they could build without it either being broken in some way or result in you building the same thing over and over.
 
What will your camp build? If it builds units it will lower the importance of protecting your adventurers, and I can't think of anything else that they could build without it either being broken in some way or result in you building the same thing over and over.

First, the builds will take a long time. they will have high cost and, keep in mind, the campsite has pretty low production.

Second, the builds will be for "helper" units. Some will be one-shot units that let you build a garden box, holding pen for animals, or other "fat cross" improvement.

Others will be gopher type units: either cannon fodder to find traps (by activating them!) or runners to fetch items to and from camp. Still others may provide a simple buffing effect for the adventurer they accompany (like a better heal rate). These buildable units will never be very useful as combat units, so it is crucial to protect and develop the adventurers.
 
Sounds good, will some of the little units have a chance to become adventurers, rather through events or defeating a huge enemy like Acheron?

edit: I would also enjoy trying the mapmaker.
 
Sounds good, will some of the little units have a chance to become adventurers, rather through events or defeating a huge enemy like Acheron?

edit: I would also enjoy trying the mapmaker.

Probably not in the first release. The helper units will be so underpowered that it is very unlikely that they would ever defeat a legendary unit like Archeron. An event may be implemented later.

Right now, it will be possible to get more adventurers added to the party by increasing the Great People counter. The main campfire generates a tiny amount of "adventurer" GPPs and it will be possible to build structures that generate more.
 
I was looking for something easy to do last night, so I converted some of the aquatic resources into "dungeon" versions. Essentially, I figured that crabs, fish, and whales would become albino cave versions if they lived in The Dungeon for many generations.

I few minutes with GIMP and the colorize tool (saturation set to zero, lightness at about 85) and we now have pallid versions of these resources. I can't post pictures right now (I'm at the wrong computer) but just imagine white versions of these resources with subtle markings.

Incidentally, before anyone jumps all over it, I should hasten to add that the whales in The Dungeon are actually Albino Pygmie Whales. A very rare, and very sought-after, delicacy. And totally capable of existing in The Dungeon. ;)
 
where will they live? will there be dungeons with rivers or lakes? or have those creatures evolved to live on land?
 
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