The Stone Caves of Nores 2: a Dungeon by Xaklor


#3

I probably won’t be as nearly as responsive today as I am normally either for that same reason, but I felt it was appropriate to post today.


#4

Just read through the whole thing, and there are not many things I can fault. Sprites are amazing, enemy and boss behaviours are amazingly complex and will add a new element of fun into the game.

In all seriousness, he best dungeon idea I have read on these forums, and I’m even (although probably jumping the gun a bit) going to go so far as nominating it for the best of the best.

Amazing work!


#5

I’ll treat this comment like you treated your Obsidian Summit comment - I’ll mention what I didn’t like, rather than pointing out every little thing I liked about the dungeon. I’ve given you some criticism in advance, but here is some more stuff on the thread:

  • The Minibots, specifically the Pyrobot, don’t exactly show their theme with their bullets, but I understand that otherwise, the mechanic of them being more powerful in groups is more difficult to pull off.
  • I didn’t like the bottomless pit mechanic in the original, and I still don’t exactly like it now.
  • I think the Soulsteel blade is way too liberal with UT effects (5 shots, super high damage, 3% RoF), but that’s just an opinion; some people might like it.
  • The amulet item seem kind of basic compared to the weapons and abilities.
  • Some of the sprites, specifically Lordeus, could use some work.

That’s about it. Some things I really enjoyed were the Minibots’ support mechanic, the increased boss drops from Nores Alloy, and the items that I didn’t mention above.

Great job! This is a really good dungeon that I absolutely loved to look over and review.

9.75/10


#6

Now while I may be new to the forums, I’m pretty familiar with most of the dungeons that were posted here, and this would be among the best, at least in my opinion. Nonetheless, I still have a couple complaints about the overall enemies.

  1. Kelram, The Silver Death, has this weird sprite that I can’t exactly see what it is. Is it a horse? A Sheep? A goddam Pokemon? Now I understand that this is supposed to be a beast, but even then I can’t understand what it is. It just kinda looks like a blob that was overshaded.

  2. Lordeus has nice looking swords, but his hands are too big imo. In his 4th frame, I can’t really even see what’s happening, it just looks like a rectangle with another rectangle trying to move his blade to kill you.

  3. The Minibot thing look somewhat strange in color, at least with the of the Stone Cave. If this was an actual dungeon, wouldn’t it be a bit strange to see bright red, blue, green, and orange when I’m already used to the gray at the spawn point. I’m fine with the Mindbot because it has some white, but the others don’t have that much gray. I just don’t think it will be visually appealing.

  4. Jirun, The Judge, looks bland. I can’t put my finger on it, but it kinda reminds me of the T0 and T1 Daggers.

  5. The Soulsteel katana is still strong for its purpose. You’re probably not going to use it as a main katana, but it’s somewhat similar to A.S.S. because you use it for a strong shot. Except the Stone Sword only does around 100-150 more damage compared to tiered swords. The Soulsteel katana does a whopping 500-ish more damage than the regular tiered ones, not including the extra 4 shots. It might not be a straight upgrade to A.S.S., but it’s a really strong competitor for SB damage when you compare the two.

  6. Isn’t the Ring Of Serenity almost straight upgrade to Nile? While you might not get the HP bonus, you get more of each stat, and a wis bonus. Dayum that seems really strong. Robe Classes, to my knowledge, don’t take HP rings too much (? I might just be surrounded by fellow light blue stars.), but you just take Geb Robe or Souless and get HP from that.

EXTRA STUFF

It might just be me, but the descriptions of most of the items make me sad :c.

Wabam, first forums post. Gimme dat cookie.


#7

:cookie: :fortune_cookie:


#8

the goal was to turn it into a weapon that is almost ability-like in function, one of the few weapon effects never been attempted before. each of those effects serves a very specific function that would lessen the functionality of the Soulteel Blade as a whole (imo) if they were removed.

  • super slow RoF enforces a “cooldown”, which is the main limiter of this weapon’s effectiveness. the only way to get away with dishing out that much damage is to severely limit how often you can do it
  • super damage is the key element. dbow, A.S.S. and indomptable are all weapons with high burst damage, but this takes it to an entirely different level. none of those even inflict a quarter of the amount of damage the Soulsteel Blade puts out, singling out burst damage as this weapon’s use. most people don’t even use the aforementioned weapons for that aspect anyway, this would be something new
  • the 5 shots diffuses the area of usefulness, making it easier to not waste the shot entirely, but making it more difficult to get the full effectiveness out of it. at 3% RoF, adjusting it even by a single percent in either direction has significant effect, that number isn’t random. I wasn’t quite satisfied with how frequent 3% allows you to take shots, but was more dissatisfied with how frequent 2% allowed. the diffused range of the Soulsteel Blade is similar to the reason for the 2-bomb mechanic of the Murky Toxin: you’re certainly wasting your time if you aren’t doing it right, but at least you might not be wasting your sb.

well they are rings. as I mentioned in the Insignia of Oryx description, while you could try to add new passive effects or whatever to them, I don’t feel that’s RotMG-like. I feel like adding something like that would be better suited to some sort of temporary generator (not necessarily something like the Insignia of Oryx, but something along those lines). I know the original Amulet of Fortitude granted auto-healing when your HP was low, but my mind has changed since then.

can you be more specific? this comes up in nearly every single dungeon idea ever, yet the people doing the accusing rarely go into a level of detail that helps (myself certainly included). I remember Dappertron being somewhat dissatisfied with Lordeus as well, but again, not enough details.

I know I poke fun at your inconsistent rating system a lot, but is that really how you feel this measures up to the Clock Tower? if yes, can you explain why?

close enough. “armored horse” was the original concept.

man, you should have seen the first one. it looked more like a wire mesh over a quadruped body than anything worth paying attention to.

from a lore perspective, they are abnormally colored because they aren’t native to the mines. they were created by the people outside the mine and were later assimilated into the ghost’s defenses.

from a mechanical perspective, you need to be able to easily identify all minibots on-screen very quickly because each one modifies each other’s behaviors. watching for which ones have which weapons is more difficult than you might think, and watching for bullet patterns isn’t always going to be helpful when there are a lot of sources that bullets are coming from.

  1. they aren’t even used by the same classes 2) while you might feel compelled to compare the Soulsteel Blade to other low RoF weapons, it’s like comparing a pop gun to a howitzer. of course it’s going to seem extreme, that’s the point. remember that it takes an entire 4 seconds to prepare another burst, in a game as fast-paced as RotMG that’s a pretty long time.

never underestimate a ring’s complete lack of both an HP and DEF bonus. an unmaxed robe class like you suggest (as well as the ones capable of getting anything out of that WIS) is only going to be able to get to 635 HP/40 DEF while wearing this ring, that requires you to be wearing a Soulless Robe. that’s a very uncomfortably low level of survivability, especially for wearing both of those two items at once. if you 8/8 it first (or at least max life), you’ll only get 730 HP/40 DEF, once again using a soulless. again, not a very comfortable character. a necro could probably make do with that, anything else would be a bit riskier.

I think that might be the lack of experience talking, most robe classes need all the HP they can get on account of how little DEF is available to them.



considering the bulk of your arguments from you both are mostly from an aesthetic perspective or an opinionated perspective, I consider that to be a pretty damn good job on my end. :wink:


#9

You did a horrible job at giving me a cookie :frowning:

;-; i just wanted a cookie. lemme look at the damage charts again, i kinda just skimmed through the document.

And I’ll skim through it again.

Nores Bomb: What exactly is the range of the blast? It looks a little big imo, and with a somewhat high damage, it might be too dangerous to approach. The shots are kinda slow, but it’s pretty dense, so during certain parts of the bomb it might be super deadly.

The Seals: Glorified Medusa on Test Chest? 0.0

Tlan Khosst: Does the Despair Spinner do nothing? It’s stacked with the Despair Burst, but it doesn’t really do anything on it own, does it?

Now, time for some item tinkering.

Spirit Rod: Past 40 Defense, which this weapon outdamages Cosmic and Ghost King Staff Thing (I don’t wanna remember the name.), you have… Events, High level dungeons, and O2. Now, how many of those enemies are going to be actually hitting you. Wait fu-

Now shut up while i give my incredibly weak justification. queue in incredibly weak justification How many times are you actually going to take damage as wizzy, when your going to hide behind that good ol’ knight and have him tank 4 u. smh smh.

The Stone Star: Isn’t paralyze too dangerous? lemme get the situation.

You go up to that gosh-diggity-dang Skull Shrine, and you pretty much cripple yourself by making yourself completely immobile, and to use your weapon, you’re within a pretty close range to get shotgunned by the Skull Shrine. And in return, you get… 10 Atk and Dex? Nothing to help you survive? Man time for a 0/8 grave. The stun helps you sure, but stunning now doesn’t destroy already made projectiles, and the shuriken has lower range than your katana. When you made this, what situation did you think this be useful?

Plasmic Blast Spell: This might be a really strange term for you to understand, but does it work similar to a Heimerdinger W from League Of Legends?

Insignia Of The Mad God: Thanks to my lack of experience, I don’t know if this will be strong. With the new Christmas items, the buff is… Somewhat noticeable? Sure the Attack and Dex is nice, but the rest of the buff, I don’t know. Especially when this thing was a 5 minute cooldown, would this really be worth that white bag? hmm. gotta give that a smh while I’m at it too.


#10

I highly doubt you will be using this item on a 0/8.


#11

This is way better than the original! Here is my review:

HAPPY c:

  • Really cool sounding event, which appears to verge on the goldilocks zone of risk and duration.
  • The new status ailment is both realistic and interesting - could potentially alleviate the excess of pet stasis, I think it would be devastating if applied to large, chaotic groups.
  • Map is great, as per usual.
  • NO SHADOW THEMED ENEMIES!
  • NO UMBER COBRA!
  • Finally, unique projectile sprites - gives the dungeon a unique identity (Clock Tower was lacking these).
  • Unique bullet patterns and formations are fun!
  • Boss room portals look badass, would totally go for in-and-out 20 minute adventure.
  • Animated scenery lends a lot of charm, its tried and tested in the ideas section now :3
  • I am really happy that there are different bosses to fight rather than the same marginally different reskin like in the Clock Tower. I’m also really glad that players can choose which/in which order to fight, increases co-operation, variation and (unlike LoD) seems really well executed with the Alloy.
  • Bosses are fun, different from eachother and unique - great job!
  • I didn’t read the journal entries, but lore integration is always a +1 C:
  • Scepter is honestly a great idea in particular, also always loved the beam spell.
  • I love where you’re going with trying to fill new item niches, especially adding vit and wis to rings! :smiley:
  • The insignia is a good idea, even though the reindeer might be a bit mechanically janky.

NOT-SO-HAPPY :o

  • Starting the introduction with -“Nores.” makes it sound like some war movie exposition given over long-distance comms as our protagonist prepares for tactical incursion from a chinook.
  • How do you even pronounce ‘Nores’ anyway? Does it rhyme with ‘ores?’ Does it sound like ‘Norris’? I’ve been personally pronouncing it classical-style like Nor-rees. It’s just a weird name, not certain it should be in the title of the dungeon.
  • The overbearing black-and-white colour scheme is tedious, and when applied to projectiles is just confusing. More soul and less steel would be aesthetically pleasing.
  • Ye gods, that complex behavior interaction with the robots is irritating. Nobody is realistically going to learn it, it just adds a layer of esotericism and subsequent smugness to those who implement it.
  • The robot sprites… what’s with that floating limb? Why are all the non-boss enemies so spindly? Most of all, where’s the minitank and friends from the original? ;-; they looked much better than these!
  • I do not especially like this artificial taxonomy into ‘families’ of enemies, that’s a pet peeve :3
  • The odd damage numbers still make my blood boil.
  • Kelram’s sprite is incorrigible. Perhaps it would be better if you removed that floating stuff (which I totally don’t understand, the metal wraith also has it and it looks weird). Where’s its head?
  • Lordeus is almost as bad. A sprite from the frontal perspective with what appears to be a three-quarters-view head? Also extremely sloped/non-existant shoulders mean that the walking annimation cannot convey the vital contrapposto which animates a figure. It just looks clumpy and juvenile.
  • Nearly everything with an epithet has a comma. Jirun, the Judge - Kelram, the Silver Death - Lordeus, the Soulsword. Does ‘Jirun’ mean Judge? I just think its unnecessary and confusing.
  • The item descriptions are either ordinary or shuddersome. Why in heaven’s pale are some abstract concepts like Justice, Dream and Endure turned into proper nouns while others like fury, sorrow, etc, aren’t? It’s just odd.
  • I personally would never use the katana. If it were an animal, it would be a giraffe - overly specialised to the point of absurdity. The star also seems a little overbalanced but I’m not so good with items :3

So there you have it! A mixed bag but a thoroughly enjoyable read, I’d definitely play the hell out of this if it was added to the game despite my little gripes, and I am inclined to agree that it is one of your finest works to date :ok_hand:


#12

This is a beautiful and polished idea, so I am going to go on a limb and guess you want to most annoying, pedantically critical review you can get. I will try!

Intro:
[spoiler]
"First, the caverns were filled with discomforting murmurs, with then grew to violent wailing"
Change “with” to “which”.

"People quickly believed the caverns were haunted, but were still not deterred."
They didn’t quickly believe, they quickly came to believe. Quickly just isn’t an adverb that makes sense with the verb “believe”. Also, you might want to rephrase the last bit to something like “but this did not deter them from continuing their mining expedition,” just to make it more clear.

"…gladiatorial champions of battle."
This is poetry :ok_hand:.

"Finally, the spirit’s strongest emotions…"
You mean spirits’ I think? Multiple spirits? If not, change the pronouns later in the sentence.

"There is little else recorded of the warlords conquest,"
Warlord’s
[\spoiler]

Event:
[spoiler]
Spirit of anger:
So, this thing chases players? Hell. How quickly? Will it actually try to sit on a player, or just go nearby and move to the next target? Because if this sits on you and shoots…well… You dead. 20 stars at 80 damage a piece? Yikes, man. There is a reason Spooky goes in a roughly pre-determined path in the sentry fight. Even then he is a scary mf.

Spirit of Despair:
I like this one a lot. Just picturing it rotating around while shooting the rotating stars… Bullet hell is awesome. I like it. But increases my concern with the red spirit coming and just insta-ing character after character while they are trying to dodge the minefield of blue stars.

Spirit of fear:
With the fear bolts- are these targeting the closest player? Shot in particular directions in a pattern? I think the latter would be better, considering the rest of the madness already going on. I love the slow-speedy combination. Brilliantly evil.

My main worry with this whole thing is that if you don’t do it clean, you just really aren’t going to be able to kill these things. Like… Ever. Think about all thee of these going at the same time. Honestly, that is just madness. Might want to consider scaling damage down just slightly, considering the number of projectiles that are going to be everywhere at all times. I know you are intending for players to concentrate on one at a time, but it should be at least possible if some fools screw it up.
[\spoiler]

Well that took longer than expected…I will come back to finish this later! Awesome, thorough idea.

Edit: I don’t know the tags here yet…I am trying to collapse the material between spoiler tags. Can someone help?


#13

Like I said, it was just my opinion. I understand that a lot of people will enjoy it, but personally, it felt weird to me. I feel better about it with this explanation of it, though.

This was just another opinion I had.

Sure. Lordeus is pretty rectangle-y (especially in his arms), has a flat and wide chest, and has a very wide waist. For someone titled “The Soulsword”, I’d imagine a sleek physique.
The Soulsteel Revenant is a bit difficult to make out. I’d suggest making its attacking arm a bit lighter.

Really, those are the only sprites I have any issue with. I’m not the best person to come to for sprite advice, though, so if I were you, I’d take this feedback with a grain of salt.

I guess I rated it a bit lower than I should’ve.

In retrospect, I probably should’ve rated it higher. I was exhausted from the Christmas festivities and just overall worn out, so I was rushing through typing my comment. Now that I’ve got to sort of savor the dungeon, a 9.5 or 10/10 (I’m only rating this slightly lower than CT because CT was a bit more expansive, but Stone Caves 2 is still great) is more accurate. I’ll fix my original comment.


#14

I’ll start with the bad and then move on to the good.

My chief problem is the heavy presence of the black, white, and grey themed tiles and shots everywhere. Then you throw in the Mini-bots and the contrast is just a little weird to me. I don’t have an issue with black and white everywhere, after all this is essentially a haunted silver mine… But I’d say either back off on the vibrancy of the Bots’ colors, or add a little more color to dungeon overall. And not so vibrant, maybe something a little more subtle, pale, spectral-looking.

My other big issue has already been addressed… Lordeus’s sprite just looks super awkward. The other two I love though.

I also don’t like Jirun. At all. While I do understand that it and the katana are fundamentally different from one another, they are quite similar in that they are slow firing, niche weapons, and if I had to choose one I like better, I’d say it’s the katana.

Special shoutouts go to the Stone Star, Plasmic Blast Spell, and Liquid Rage! These are all awesome. Like seriously, awesome. I’m also a sucker for new, powerful ring items. I love looking at them and seeing which classes/sets they’d go well with. I also love the amount of effort you put into the lore. Amazing.

You always bring it with your dungeons. This one was no exception.


#15

you already got a cookie >_>

it has a radius of 4, on account of that being the range of its projectiles. not exactly rocket science.

that’s the point :grin:

if you feel inclined to call anything that hurls grenades a Medusa then sure. but I’d like the think the real fight comes from fighting the two Spirit Knights at once.

no. it’s supposed to creates a different sort of projectile, where part of it rotates and part of it does not.

no, it beats cosmic and 10 DEF. 40 is just the part where it inflicts so much more damage that you wouldn’t care how much negative DEF you got, you’d still probably main this. if the Spirit Rod didn’t have the -5 DEF, no one would ever use either cosmic or Edictum Praetoris again if they had this.


black line is Edictum Praetoris, white line is Spirit Rod.

how about any time at all when you’re not hiding inside a gigantic mob? don’t forget piercing projectiles either, those hurt and no amount of knights are going to protect you.

all of them, actually.

you are in complete and total control over when and how long you stay paralyzed. you also aren’t usually in constant motion while fighting enemies, you only have to move when a projectile actually comes your way. you can hold down spacebar anytime you’d be pausing anyway to get a damage boost. you can also stun the enemy, wait for their existing projectiles to go away, and then spacebar to shred their defenseless torsos. and if at any time you see something coming your way you didn’t account for and you need to get moving fast, all you have to do is let go of the spacebar and suddenly you can move again.

no idea what that is.

it’s a reusable consumable that gives +5 to all of your stats for 20 seconds. even in non-reusable form, that’s pretty strong. the 5 minute cooldown is to prevent constant spamming and always having those stats on, but it’s a lot more generous than the reindeer’s 15 minute cooldown.

however you like I suppose. I’ve thought of it as Nor-ez from the beginning, but Nor-rees has a nice ring to it as well.

interestingly, most people seem to dislike the minibots because they’re the only things that don’t use that color scheme. as for the application on projectiles, it’s a counter to something I noticed in the Lost Halls. most projectiles used in there are dull and low contrast, sometimes making them rather difficult to spot. in a dungeon that dangerous, hard-to-see projectiles seems somewhat unfair. by using bright, high-contrast projectiles, I’m trying to boost their visibility so that there’s less confusion and unfairness.

also could you explain what you mean by “more soul and less steel”?

I suppose you have a point there. but I find it somewhat difficult to believe that no one is going to notice that whenever a green robot appears, every robot suddenly starts shooting bright green projectiles and inflicting status effects. same goes for the gold robot.

you liked the minitank that much? and who are these friends you mention? I seem to remember the minitank being the only sprite that was liked all around. I suppose I could redo the minitank and stick him back in, but it’s a bit out-of-place imo.

then boil harder! glory be to 108!

I’m thinking about taking another shot at Lordeus now that I’ve drawn it outside of the 16x16 pixel domain.

(from my art thread here)

if that works out well, I’ll do the same to Kelram as well.

does it actually not need the comma? I’m nowhere near the writer you are, so if you tell me it’s unnecessary I’ll remove it.

no it’s just a name.

I can fix that.

yay! :clap:

thank you muchly! those I can fix pretty easy.


#16

totally bumping just so it doesn’t lock

on a more serious note: the XML is coming along, but slowly. partially because it turns out I have a billion questions on what everything does and partially because one of my really important classes this semester is far more difficult than I anticipated. (I basically had to learn Java in 2 weeks flat, not impossible but difficult when doing other classes as well.)

if I had to give an estimate on my progress I’d say around 20%.


#17

The Katana is way 2 op… 5 shots with 750 avg dmg
even trough it would shoot each 4 sec


#18

4 seconds for a weapon is a lot longer than you think:

4s

the black dot flashes every 4 seconds, that’s how often you unleash the burst. in between, you get nothing. you’re completely stunned until the 4 seconds is up. the true range of the katana is also less than a single tile, so you have to get really super close to get in the damage. I don’t think it’s quite that bad


#19

another status update:
the XML is complete except for the new effects I can’t actually add and the bosses. I’d have more motivation if I knew one way or another if DECA cared, but I still haven’t heard anything. I’ll finish at some point anyway though.


#20

that was a bump wasn’t it
good luck


#21

Galactic serfs! Cower before my 6000+ lines of code!

the Stone Caves of Nores XML is complete! aside from the following items, the Stone Caves of Nores could be implemented in RotMG right now. to the best of my knowledge, these things would still need to be done:

  • Sealed. this is a completely new status effect and would need to be put into the games source code, there’s nothing I can do in XML files to make this happen. however, if DECA decided not to use this, every instance of Sealed could be replaced with pet stasis/sick/weak etc.

  • Bottomless Pits. again, new effect. DECA has to add it, not me. but if DECA decided not to use this either, they can simply be unwalkable tiles like the ones in sprite world. no big deal

  • The ability items. I can’t make a charging effect with xml, nor can I make a focused spell or a multi-stage inferno spawn. DECA would have to add something to make these effects work. (but come on, the Stone Star really should be implementable. just find the one line of code that says “speedy” and replace it with “paralyzed” and “berserk” or something.)

  • Map Generation. the XML documentation is public but the map generator isn’t. I would still need to figure out how the maps are generated and laid out. it sounds like I could handle this myself if I was in UGC, but I’m not.

  • Teleportation gimmick. I know for a fact that this is doable, it was used in the halloween nexus last year. the effect just isn’t documented somewhere I can see. I would need to learn this sorcery.

  • Testing. I haven’t seen a single line of code I’ve written in action, there’s no way on earth it all functions perfectly. once again, I could handle this myself, but I’m not in UGC.

so if DECA wanted this dungeon in action, and wanted to be as lazy as possible, all they would have to do is add me to UGC and add the new ability effects. if they still refused to do the second part, I could probably (though not happily) find some other effect for each ability, but it would be best if they could be added as-is. eventually new effects are going to need to be added at some point, just about everything that can be done at this point has either already been done by something else or is just broken as hell.


one final note, due to the poison buff a while back, Liquid Rage’s damage has been boosted slightly.


#22

Yep, it’s currently 100% impossible.

The only thing preventing this from being possible is the Shoot behavior not being able to damage enemies. If it were capable of doing that, this spell would be possible.

This is actually possible using the new ObjectToss Activate type (the type that was used for the Orb of Aether on public testing). You’d use

<Activate objectId=“string” throwTime=“int” color=“0xint”>ObjectToss</Activate>

objectId is the entity “thrown” by ObjectToss.
throwTime is pretty obvious. Same with color.

Orb of Aether set color to -1 (invisible) and throwTime to 0 to simply spawn the entity on the cursor.

In your case, an entity would spawn the Flames in around it, and the Flames themselves would use TrapTrigger to damage enemies.

The Speedy effect is actually hard-coded. It sucks, and I hate that Kabam lazily coded it that way.

Listen, young one, and I shall teach thee!
You’re talking about the TeleportPlayer behavior. It works like this:

<Behavior targetId=“string” range=“int” cooldown=“int”>TeleportPlayer</Behavior>

targetId is an entity. As the name implies, the player that’s teleported is teleported to that entity.
range is how close to the entity performing the behavior the player must be to be teleported.
cooldown is pretty self-explanatory. After teleporting a player, the entity can only teleport another player after the cooldown ends.