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...they are not really amazing if all you do is dispel them.
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Some additional ideas, just brainstorming here:
* Summon chaff: brings in a large number of weak enemies to get in the player's way. * Summoning circle: places a glyph on the floor that, in a set amount of game time, will be replaced by a high-level summoned monster. The player may attempt to disarm the glyph. * Swap places: the monster exchanges positions with another monster (possibly only one the monster can see?) * Animate Rock: converts adjacent walls into earth elementals (Earth Spirit for magma/quartz?). Where the conditions for the spell aren't met, the monster shouldn't try to cast it, e.g. not casting Swap Places if there's no valid target. |
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Nick-
Bringing in a number of dungeon level generated monsters (or slightly above) is equivent to bringing in a bunch of monsters from elsewhere on the level. This should be the default against which you decide other mechanics. Don't over think it. |
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I like these ideas. Just dont go all in ending up with poscheng style oversummoning. I only fully enjoy the second half of those games with an [S amulet which is super rare.
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