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The Great Challenge Dungeon


MrTTOTT

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Don't know if anyone has done a RNG challenging dungeon mod with these features yet, so here is my request. (Maybe someone could pm an existing modder to add these features into existing RNG dungeons)

 

 

Red Text - Personal Statement

Blue Text - Related to mod

Orange Text - Suggestions

 

RNG DUNGEON FOR THOSE SEEKING A CHALLENGE:

A single dungeon with a new location that appears on the map.

 

Dungeon will involve A LOT of designing with dungeons and maps as well as tinkering things with RNG. BE PREPARED for LOTS of work should you choose to pick up this suggestion at all. (Thus suggestion that this mod be incorporated with existing dungeon mods)

 

(WARNING: This dungeon mod is probably gonna be A LOT of work and should not be attempted alone)

 

[Aims :]

  • This mod suggestion is made in the hopes that someone creates a sadistic dungeon mod that provides a real & rewarding challenge. (Or at the very least adding some of these features to existing RNG dungeon mods because most of this stuff has already been done by some modders)
  • Adds a little rouge-like fun that only the most masochistic of players love.
  • Reinvigorate some fun for some of the people who play Skyrim.

 

[Name :]

  • (No idea what to call it yet)

[Lore :]

  • Dungeon built by Dwemer to test champions
  • Works on arcane magicks (as is always the case with all things Dwemer) that generates a challenging dungeon with randomly generated set of monsters.
  • Dungeon is said to hold bountiful treasures for adventurers willing to risk their lives.
  • [Alternative] Dungeon has existed since the days of the dragons and most if not all Dragonborn have tested their mettle in these dungeons to prove their worth as Heroes of the Ages.

[Accessing the dungeon :]

  • The Dragonborn finds a lore book (No idea what to call it,)
  • [Alternative] Have random NPC mention dungeon to player and add it as a marker on the map. (Might be able to add quest here but who knows if this mod even comes out)

[Location :]

  • (Not particular about location, stick it anywhere you like, preferably far north to make it challenging for player to reach for lore friendly purposes)

[Features :]

  • A dungeon that will consist of 3 - 4 areas. (By "areas" I mean doors that open up new zones)
    • The dungeon will be randomly generated each time the player enters the dungeon
      • The dungeon layout will be randomly generated each time the player enters (Find someone with experience in dungeon design)
      • The design of the dungeon layout should ideally be similar to vanilla (i.e. some puzzle solving and backtracking)
      • Dungeon design should have plenty of traps based on the theme of the dungeon.
      • Dungeon traps should use vanilla assets but apply additional effects
      • A debuff/"Challenge" should be applied on the player when he enters the dungeon (Tweaking some stats)
      • Dungeon enemies are spawned based on a theme that is selected when the player enters the dungeon (Recommended to use vanilla enemies)
      • Dungeon enemies can apply certain debuffs on the player based on the theme
      • Dungeon enemies should drop loot based on the theme.
      • Dungeon loot should be valuable and rare to provide replayability
      • Area size should vary slightly. (Recommended size should be about size of vanilla skyrim dungeon)
      • Includes exits that loops back around to the entrance similar to vanilla dungeon designs (Final area is the boss room, a part of the 1st area the player enters but is unable to access until going through the entire dungeon)
  • Dungeon ["THEMES"]
    • Undead (vanilla enemies with intimidating & undead modifier)
    • Spider lair (vanilla enemies with insectoid, intimidating & poison modifier)
    • Vampire lair (vanilla enemies with humanoid, bleeding, intimidating, poison & undead modifier)
    • Bandit lair (vanilla enemies with humanoid, bleeding, intimidating & poison modifier)
    • Falmer den (vanilla enemies with humanoid, bleeding, intimidating & poison modifier)
    • Dwemer ruin (vanilla enemies with intimidating modifier)
    • Draugr tomb (vanilla enemies with intimidating & undead modifier)
    • Thalmor hideout (vanilla enemies with humanoid, bleeding, intimidating, poison modifier)
    • Troll lair (vanilla enemies with humanoid)
    • Nature (vanilla wildlife of skyrim, with spriggans and ice spirits and such)
    • Occult (Cultist, necromancer, Undead, Werewolf enemies)
    • Silver hand (vanilla enemies with humanoid, bleeding, intimidating & poison modifier)
  • There are 3 ways to exit the dungeon.
    • Victory (Player triumphs over all the areas and defeats the final boss)
    • Death (Players dies to any of the dungeon mobs)
    • Cowardice (Player uses "talisman of cowardice" or walks out the exit)
    • [Alternative] Victory provides a buff on the player for 24 hours.
    • [Alternative] Death applies a debuff on the player based on the dungeon mob theme.
    • [Alternative] Cowardice applies the debuff "Cowardice".
    • [Alternative] Saving is disabled while in dungeon, game saves when you quit or load.
  • ["Challenges"] are debuffs that are applied to the player when he enters the dungeon (Textbox will display the debuff applied on the character)
    • Curse of the Weak
      • ​Player does 25% reduced physical damage
      • Player takes 50% increased damage
      • Player carry weight reduced by 10%
    • Curse of the Foolish
      • Player does 25% reduced magical damage
      • Player takes 10% reduced magical damage
      • Player unable to read books
    • Curse of the Forgetful
      • ​Player has a 1/5 chance of casting a random spell when casting
      • Player is unable to see the map while in the dungeon
    • Curse of the Dead
      • (vanilla player turns undead)
    • ​Curse of Magicka
      • Player is unable to attack regularly
      • ​Player damages self with each cast of magic
      • Player does not consume magicka
    • Curse of the Cretin
      • ​Player is unable to cast magicka
      • Player has a 1/10 chance of disarming himself with each hit
    • Curse of the Slow
      • ​Player regenerates stamina at 1/2 speed
    • Curse of the Burdened
      • ​Item weight is doubled
    • Curse of the Greedy
      • ​Player carry weight is doubled
      • Gold has weight of 0.1 per coin
    • Curse of the Bloodthirst
      • Player is unable to use items
      • Player is unable to use magicka
      • Player takes 10 damage per minute when not in combat
      • Player regenerates stamina 2x speed
      • Player gains restored health per kill
    • Curse of the Marked
      • Player is Marked for Death
      • All enemies will come for the player
    • Curse of the Unarmed
      • Player is disarmed if using any weapon other than fists
      • Player Unarmed damage increased by 300%
    • Curse of the Silent
      • Player is unable to cast spells
      • Player is unable to cast shouts
  • [Debuffs :] effects that are revamped to make the dungeon more challenging
    • Cowardice - applied by talisman of cowardice and intimidating opponents only
      • Duration:
        • Permanent
      • Chances of debuff:
        • 100% - If exiting dungeon before defeating final boss
        • 5% - Encounter with opponents with intimidating modifier
        • Ways of removing debuff:
        • Drinking alcohol/mead
        • Using a token of courage from dungeon merchant
        • Completing Challenge Dungeon
      • Effects:
        • [50% chance - 40% decrease in damage dealt, 50% increase in damage received]
        • [20% chance - minus 20% (multiplicatively) damage dealt per enemy seen, 10% decreased stamina recovery]
        • [25% chance - 20% increase in damage dealt, minus 5% (additively) damage dealt per enemy seen, 50% increased stamina recovery]
        • [5% chance - 80% increase in damage dealt, 200% increase in damage received ]
      • [Alternative] Modify the values as you see fit, maybe mix things up a bit
    • Bleeding - applied by traps and opponents with bleed modifier
    • Poison - applied by traps and opponents with venom modifier
      • Duration:
        • (vanilla)
      • Chances of debuff:
        • (vanilla)
      • Ways of removing debuff:
        • (vanilla)
      • Effects:
        • (vanilla)
    • STD (Pick Any Kind) - applied by humanoid opponents (Yes, including Falmer)
      • Duration:
        • Permanent
      • Chances of debuff:
        • 10% chance - Player dies while facing humanoid enemies, gender does not matter (Free Love Baby)
      • Ways of removing debuff:
        • Any method of curing disease (vanilla)
      • Effects:
        • [100% chance - minus 30 to 50 speech, leaves a minimum of 10 speech (People will shun you like a dead leper)]
    • Vampirism (vanilla)
      • Duration:
      • Chances of debuff:
      • Ways of removing debuff:
      • Effects:
    • Infested - applied by insectoid modifier
      • Duration:
        • ​Permanent
      • Chances of debuff:
        • 5% chance - Insectoid attacks
      • Ways of removing debuff:
        • Any method of curing disease (vanilla)
      • Effects:
        • [100% chance - Insects are friendly to you]
        • [100% chance - minus 10 to 20 speech, leaves a minimum of 10 speech (People will shun you like a dead leper)]
    • Brainrot - applied by enemies with undead modifier
      • Duration:
        • Permanent
      • Chances of debuff:
        • 5% chance - Undead attacks have a chance of inflicting]
        • 100% chance - Death by Undead
      • Ways of removing debuff:
        • Any method of curing disease (vanilla)
      • Effects
        • Casting Magicka costs 25% more magicka
        • Dragonshouts have 50% longer cooldowns
        • Magic damage is reduced by 50%
        • Players take 20% reduced damage

[items :]

  • ​Talisman of Cowardice - Found at the entrance of the dungeon
    • Given to the player at the beginning of the 1st area
    • Provides the player with an immediate escape from the dungeon
    • Essential item that cannot be removed or sold
    • Applies the debuff "Cowardice" on the player if the player leaves the dungeon whether by using the dungeon or exiting the dungeon normally.
  • Token of Courage - Found with dungeon merchant
    • Can be found on ALL enemy mobs (5% spawn rate)
    • Removes debuff "Cowardice"

[Dungeon NPCs :]

  • Only one, the merchant of death RE4 style
    • 25% spawn chance on each area
    • Sells all regular vendor items at 10 times the price
    • Sells Token of Courage at 1000 gold
    • Has 9,999 gold
    • Killable, but killing him leads him to not spawn in other areas on that dungeon run
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