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HyperRogue Ultra Mode

Mar 31st, 2020 (edited)
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  1. Ultra mode
  2.  
  3. The intention of this mode is to create a higher difficulty mode other than hardcore mode. Hardcore mode feels arbitrary and annoying to some and can be prone to petty mistakes when there are already things that can instacheckmate the player; enemy behind a scent wave, flanked on a hexagon, cornered by an invulnerable enemy or hedgehog warrior, etc.
  4.  
  5. Each land should be changed just enough to be different, but not so much that they would be better off as a separate land suggestion.
  6.  
  7. Treasure is never spawned in viewing distance of another land, no matter what!
  8.  
  9. ---
  10.  
  11. ALL LANDS
  12. {
  13. Generally, seeps and sharks move faster, at least at the speed of an eagle. This is the "Faster bound enemies change."
  14.  
  15. Several of the enemies that move on every-other-turn cycles will instead move on turn cycles consisting of two moves and one pause. This is the "Slow but faster change."
  16. ---
  17.  
  18. Icy land
  19. {
  20. The icy land walls contain yetis and treasure. A cluster of walls can contain just frozen yetis, but treasures are always accompanied by frozen yetis. Additionally, there are no treasures on the ground any more.
  21. ---
  22.  
  23. Living cave
  24. {
  25. The seeps: "Faster bound enemies change."
  26.  
  27. There are red seeps. These are special seeps that try to pathfind to the nearest wall tile if they can't reach an adjacent tile... The reason why they do this is because they themselves count as +1 wall. They tend to come in groups as well.
  28. ---
  29.  
  30. Desert
  31. {
  32. The sandworms: "Slow but faster change."
  33.  
  34. When a treasure is picked up, displacing sand is left behind. Emerging from it after three turns will be either a desert man or a sand worm. This depends on the colour; light sand = desert man. dark sand = sandworm.
  35. ---
  36.  
  37. Hunting grounds
  38. {
  39. Ambushes are spawned one tile closer.
  40.  
  41. HG is basically too simple to seriously change.
  42. ---
  43.  
  44. Land of eternal motion
  45. {
  46. You have curse of fatigue and there are multi-turn trapdoors that are sticky; you can't walk off of them until they counted down fully and collapsed underneath your feet, allowing you to move on that turn.
  47.  
  48. Treasures only spawn on these trapdoors.
  49.  
  50. The number of turns a multi-turn trapdoor can last is indicated with these symbols in descending order: https://cdn.discordapp.com/attachments/550649263772794890/919084894586552380/Mark.png
  51. ---
  52.  
  53. Jungle
  54. {
  55. There are no treasures on the ground, period. You must fight ivies for every treasure!
  56.  
  57. Double ivies are more common. There are lake tiles that ivies can pass over but the rogue cannot. Branches that extend past a lake tile are shaped a bit differently, are darker and bluer; they also grow twice in one turn instead of once whenever they grow.
  58.  
  59. Lake tiles are normally randomly generated, but in rare cases, a ring of lake tiles may be generated around an ivy or double ivy.
  60. ---
  61.  
  62. Alchemist labs
  63. {
  64. Opposite colour slimes try to get as close as possible if they can't reach an adjacent tile.
  65.  
  66. New enemy: Watcher birds fly over the terrain, when killed, the swap the colour of the tile you're on.
  67. ---
  68.  
  69. Hall of mirrors
  70. {
  71. Mirror spirits only when in the hall of mirrors are stunned instead of banished when struck with your normal weapon "It instantly re-materialises from its reflections!" or perhaps, they turn into a mist for one turn so enemies can step through them. They're banished when killed outside of the mirror land.
  72.  
  73. Rangers make a return, their ability is that if they kill a mirage, they can immediately move again. This extra move cannot be used to kill another mirage though.
  74. ---
  75.  
  76. Minefield
  77. {
  78. When an enemy bomber bird mine is dropped on top of a mine, its explosion radius is 2 instead of 1. This only applies to enemy bomber birds, and there is additionally a warning when you're about to kill an enemy bomber bird on top of any known mine.
  79. ---
  80.  
  81. Palace
  82. {
  83. ALL stuns are shorter except fat guard stuns, but only within the palace.
  84.  
  85. New enemy: Armoured skeletons are skeletons that aren't pushed back when stunned. While armoured, the stun upon them only lasts as long as fat guard's stun. At least, their armour has health so eventually you can push them, in which their armour's health is similar to a guard's health - and scales in the same manner.
  86.  
  87. Guards, fat guards and viziers are smart enough to open doors. They do this by pathfinding to nearby green buttons, provided that they only need one in order to start pathfinding to you. This might work out in your favour if you ever trap yourself though.
  88. ---
  89.  
  90. Zebra
  91. {
  92. Treasures are generated specifically such that they're not on the stripe you're walking along and not on any trapdoors.
  93.  
  94. Alternatively, a small percentage of the trapdoors could be replaced with floor and a small percentage of floors could be replaced with trapdoors.
  95.  
  96. Additionally, for a more silly idea. Zebra could be filled with water such that trapdoors lead to water rather than chasms, and there are isolated sharks on singular water tiles. An enemy will need to drop an adjacent trap door in order to help the shark reach you. Otherwise, these stationary sharks are surprisingly disruptive, keeping you from following the patterns of Zebra unless you go out of your way to deal with them.
  97.  
  98. New enemy: Striped warblers are generic flying enemies.
  99. ---
  100.  
  101. Jelly Kingdom
  102. {
  103. Wall jellies are still invincible, but can attack their surroundings. They can move slowly, such as at the speed of a normal mode demon.
  104.  
  105. Possible consideration: Some jellies are "marked" such that they go at normal speed in both forms, even though one of their two forms is invincible, forcing you to switch colours to deal with them.
  106.  
  107. Because of this, orb of phasing also acts as orb of vaulting whilst in jelly kingdom.
  108. ---
  109.  
  110. Reptiles
  111. {
  112. Reptiles is suddenly an ocean related land! Why? Because the chasms are flooded with water.
  113.  
  114. Sharks are found here in the water. "Faster bound enemies change" applies here. Otherwise, reptiles and water interact in exactly the same way as reptiles and chasms do.
  115.  
  116. Additionally, there are two important elements added to this land... Basalt enclosures which protect the treasures from being collected. And reptile bells, which are objects that when struck, wake-up all on-screen reptiles and cause on-screen basalt enclosures to drop temporarily, in which a reptile bell can only be used once.
  117. ---
  118.  
  119. Wetland
  120. {
  121. New enemy; Swordfish are bound by the same rules as the other enemies, only they can travel faster like an eagle. This is a compromise where I didn't want to apply "Faster bound enemies change." to everyone. The swordfish spawn rate is fairly low and increases very slowly, since the large spawn rates of the other two enemies are more than enough to give even a few swordfish ample opportunity to disrupt your plans.
  122. ---
  123.  
  124. Ocean
  125. {
  126. There are now urchins, which are just physical obstructions to the rogue as long as he is not in a boat.
  127.  
  128. The tide washing over a treasure can replace it with an urchin, provided that it's on known terrain. So in order to get new treasures, you have to generate new terrain and collect treasures before they're swallowed up by the tide and replaced by urchins. The replacement happens when the treasure is revealed by the tide, so orb of fish can allow you to collect underwater treasures before they become urchins.
  129.  
  130. Anti-flood gates are gates that are only open while the tide is retreating. If you walk over an open flood gate, it will close until the tide has closed in, in which it will open the next time the tide retreats. This makes the land about being approached from the ocean rather than from the inland.
  131. ---
  132.  
  133. Warped coast
  134. {
  135. New enemy: Wanderers have 2HP and are stunned only for the current turn when struck, meaning that attacking them only stops them from attacking you (or moving) on the very turn you attack them... This change is also more complex than it appears; these enemies don't let you change parity very easily. If anything, they basically just bring ratlings closer to you by two steps.
  136.  
  137. Ratling avengers also have 2HP, which is attributed to their clothing.
  138. ---
  139.  
  140. Living Fjord
  141. {
  142. New enemy: Sharks that specifically pathfind to get as close as possible to you. While not as potent as the red seeps addition to living cave, they should combo very effectively with water elementals. "Faster bound enemies" applies to them.
  143. ---
  144.  
  145. Kraken Depths
  146. {
  147. Treasures are only spawned under krakkens. Treasures do not spawn otherwise... This negates turning the land into LOEM.
  148.  
  149. If a counterbalance is needed, treasures could inherently provide fish powers if collected in water, and a krakken could drop multiple treasures similar to a dragon. Or on a single tile like burial grounds.
  150.  
  151. There are less krakkens overall and they don't scale with treasures, if at all. Instead, a new water-bound enemy is added to this land to exist as a pressure, similar to how fire elementals treat the rogue in dragon chasm.
  152.  
  153. The squid. Mechanically, it is just a shark who is exempt from the faster-bound enemies rule, but it is aesthetically a squid. This is done to differentiate it from sharks who are usually faster in ultra mode's settings.
  154.  
  155. The vikings on boats are unchanged.
  156. ---
  157.  
  158. Caribbean
  159. {
  160. Treasures are always spawned next to trees. Adjacent empty tiles are instead occupied with destructible shrubs which summon parrots and pirates when destroyed. Two pirates and one parrot per shrub - if there are no trees on the edge of the rogue's field of vision, then instead of spawning one parrot and two pirates, it spawns three pirates.
  161.  
  162. Parrots: They're normal speed despite being bound enemies. They also try to pathfind to the nearest tile in order to get in the way of collecting treasures a bit more.
  163. ---
  164.  
  165. Brown Island
  166. {
  167. Lobsters are functionally similar to skeletons, they're invulnerable enemies that can be stunned and pushed. However, lobsters can swim and walk; to kill them, you have to push them from elevation 3 ground to elevation 1 ground. Pushing them into water under any circumstances does not kill them and inflicts the same amount of stun as pushing them down a 1 elevation drop. They do get stunned for longer based on elevation though, just like bronze beasts.
  168.  
  169. In order to make 3-1 elevation changes more visible, their edges could be marked or stylised.
  170. ---
  171.  
  172. Whirlpool
  173. {
  174. New enemy: Tidal vultures are generic flying enemies. Simply adding flying enemies to a land with grounded movement restrictions should be enough of a difficulty amp.
  175.  
  176. Sharks: "Faster bound enemies change." albeit, they still can't go against the current.
  177. ---
  178.  
  179. R'Lyeh
  180. {
  181. The same changes to jungle also apply here.
  182.  
  183. Tentacles move in a three turn cycle consisting of two moves and one pause: "Slow but faster change."
  184. ---
  185.  
  186. Temple of Cthulhu
  187. {
  188. Tentacles AGAIN: "Slow but faster change." - They're really going to get in the way now.
  189. ---
  190.  
  191. Ivory Tower
  192. {
  193. Ladders are single use; they self destruct once you step off of them.
  194.  
  195. New enemy: Fire bird - It turns all adjacent solid objects into eternal fires. Basically, it's a 'you can't stand where you have killed me' enemy, except in the context of a gravity land. Fire birds are fire immune and can fly through them.
  196. ---
  197.  
  198. Yendorian Forest
  199. {
  200. Treasures are placed further out by default.
  201.  
  202. Yendor Spider: A mostly generic enemy that can climb the trunk and canopy. Starting from 11 treasures, it is spawned every several turns at the lowest visible section of trunk available. How long it takes to spawn is dependent on your treasure count, starting at 16 turns and ending at 8 turns at 50 treasures.
  203.  
  204. The spider can also spawn normally within the canopy.
  205. ---
  206.  
  207. Free fall
  208. {
  209. Enemies always spawn in pairs, particularly one dog and one hawk.
  210.  
  211. There are air elementals here. While they might kill/restrict you in some situations, their wind might actually help you overcome the dog+hawk pairs by letting you overcome gravity.
  212. ---
  213.  
  214. Dungeon
  215. {
  216. Armoured skeletons from palace ultra mode are also here.
  217.  
  218. New enemy: Skeletal bats are also here, they are functionally skeletons that can fly, except when stunned... Unlike regular bats, they can attack you like a normal enemy.
  219.  
  220. Bats are no longer obstacles to enemies, for enemies who try to move into them instead swap places with them. Because of this, all enemies should pathfind through bats if they don't already.
  221. ---
  222.  
  223. Lost mountain
  224. {
  225. Ivies tend to spawn as double ivies. These should be harder to approach and might result in some odd situations when trying to climb up towards them. At the very least, they could stall you until enemies arrive and potentially be more likely to result in a checkmate.
  226. ---
  227.  
  228. Dry forest
  229. {
  230. Some trees have three cuts of health instead of one or two. This should be shown in their design in some way.
  231.  
  232. When fire fairies are killed in dry forest, their fire starts on their tile, and all adjacent tiles that are not adjacent to the rogue or under the rogue.
  233.  
  234. Fire elementals show up here, albeit sparingly.
  235. ---
  236.  
  237. Vineyard
  238. {
  239. Vinespirits are bound enemies, so under the rules of ultra mode, they move faster via the faster bound enemies change.
  240.  
  241. New enemy: Vineyard gargoyles are invulnerable enemies and come in two varieties; medium = skeleton-like in that they can be pushed and stunned, large = greater demon-like in that you can't attack them, but they're slower; they move every other turn. Vine beasts should help you in stopping their advances and the enhanced speed of vinespirits might help you escape them.
  242. ---
  243.  
  244. Dead cave
  245. {
  246. Seeps: "Faster bound enemies change." and they can traverse rubble.
  247. ---
  248.  
  249. Graveyard
  250. {
  251. Your shadow is much closer to you. The exact distance is undecided.
  252. ---
  253.  
  254. Haunted Woods
  255. {
  256. Your shadow is here too and the distance is still short.
  257. ---
  258.  
  259. Hive
  260. {
  261. Hyperbugs deal 0.5 damage to each other and 1 damage to other creatures. Except, red can one-shot green, green can one-shot blue and blue can one-shot red. All other creatures including the rogue deal 1 damage to hyperbugs. For clarity, hyperbugs do not have altered HP, just special rules to their damage.
  262. ---
  263.  
  264. Red Rock Valley
  265. {
  266. Rock snakes are striped! Specifically, every fifth tile of a rock snake is marked such that it generates rock 1 instead of rock 2 when the rock snake is killed through any means. This might not seem like much, but it will allow rock snakes and other enemies much more opportunities to climb up to you.
  267.  
  268. New enemy: Vultures. They're a generic flying enemy.
  269. ---
  270.  
  271. Volcanic Wasteland
  272. {
  273. The volcanic tide should be faster such that being right behind a retreating wave is a more ideal position. How much faster a volcanic tide should be in exact terms is undecided.
  274. ---
  275.  
  276. Dragon Chasms
  277. {
  278. Dragons move on a three turn cycle consisting of two moves and one pause. "Slow but faster change." only this might be the most interesting application of making a slow thing faster.
  279. ---
  280.  
  281. Galapagos
  282. {
  283. Turtles move every other turn instead, making them faster, but slower than ultra mode dragons. Once again: "Slow but faster change."
  284. ---
  285.  
  286. Overgrown woods
  287. {
  288. There are randomly generated lake tiles replacing some of the trees. These are tiles that obstruct you, but mutant ivies can grow over them. Unlike regular ivies though, mutant ivy branches do not grow faster if they have grown over a lake tile.
  289.  
  290. Lake tiles override trees as a part of land generation, at a slightly increasing rate as treasures are collected.
  291. ---
  292.  
  293. Clearing
  294. {
  295. The same change from overgrown woods is also sparsely applied to clearing, becoming clearing's only obstacle.
  296. ---
  297.  
  298. Land of Storms
  299. {
  300. The metal beasts move every turn, behaving more like skeletons. They can still be stunned and pushed like normal, though.
  301.  
  302. Rare metal beasts are the only source of treasures. Nothing else spawns treasure when destroyed.
  303. ---
  304.  
  305. Burial Grounds
  306. {
  307. Breakable walls slowly regenerate over the course of 10 turns after being broken. This countdown freezes for all breakable walls of a burrow if either you or your [orb of the sword] is inside the breakable area of the burrow. The timer is indicated by a gravel-like floor tile that slowly becomes more opaque with every turn - you can mouse over it to see how many turns are left before the wall fully regenerates.
  308.  
  309. You have to be really efficient to get inside.
  310.  
  311. If all of the breakable walls of a burrow are broken or the treasure is collected, the burrow's breakable walls stop regenerating.
  312.  
  313. When all of the walls become breakable (due to how the original land works), regeneration becomes independent for each individual tile and is shortened to regenerate as soon as the tile isn't covered by an orb of the sword or an entity. This regeneration stops when the treasure of a burrow is collected.
  314. ---
  315.  
  316. Windy Plains
  317. {
  318. New enemy: Thorny Tumbleweeds travel in the air currents. They're "stationary" enemies that are carried by the winds and can attack their surroundings just like normal enemies.
  319.  
  320. Windy Plains generates a lot of chasms based on 1 tile-wide lines. These lines can swerve and bend, but not along wind lanes, in which they must run straight through a wind lane, intersecting it with only a single tile. Lines of chasms cannot be adjacent to each other. If a chasm would be generated at the location of a wind turbine, the wind turbine overrides it - this does not stop the chasm from generating further however. Lines of chasm do not extend infinitely however, but tend to be long.
  321. ---
  322.  
  323. Blizzard
  324. {
  325. New enemy: Arctic bird. They can travel twice as fast with the wind, the second move granted by the wind cannot be used to attack.
  326. ---
  327.  
  328. Frog Park
  329. {
  330. There are occasional obstructions, usually shrubs, in the empty lanes of the land. You're expected to use frog powers to navigate the land a bit more. Treasures generate ambushes of one frog of a random type and place.
  331. ---
  332.  
  333. Eclectic City
  334. {
  335. The only treasures available should be fairly hard to reach ones or conditional ones.
  336. ---
  337.  
  338. Ruined City
  339. {
  340. Treasure spawns are removed. Instead, treasures are only dropped when a blue raider kills a raider in ruined city. This fundamentally changes what the land is about.
  341. ---
  342.  
  343. Emerald Mine
  344. {
  345. The seeps: "Faster bound enemies change." - Red seeps appear here as well.
  346.  
  347. Furthermore, the wanderer from ultra mode warped coast is also here, because ultra mode views emerald mine not as a place to encounter enemies who are defeated by moving a specific way, but as a place where enemies in general are non-standard in their basic combat properties.
  348. ---
  349.  
  350. Irradiated Field
  351. {
  352. There is so much going on in Irradiated field that it's hard to determine how to change it in a neat way. Chances are, simply changing the distributions slightly is enough. Or making Irradiated field consist of even more lands.
  353. ---
  354.  
  355. Camelot
  356. {
  357. The same changes to emerald mine ultra mode are also applied here by the same logic.
  358. ---
  359.  
  360. Prairie
  361. {
  362. Herds of bulls are instead shaped into horocycles. So your bull dodging skills have to be infinite. Treasures are spawned based on depth in the herd of bulls or as part of slim, 1 tile wide sections of grass.
  363. ---
  364.  
  365. Bull Dash
  366. {
  367. Raging bulls move twice as fast after head butting something or upon being woken up by not-rogue. Butterflies also move twice as fast.
  368. ---
  369.  
  370. Terracotta Army
  371. {
  372. Ticking down a statue's turn countdown will also tick down the countdown of all adjacent and on-ward statues. That means, statues with the same amount of turns remaining could be woken up at the same time provided they're all together.
  373.  
  374. Furthermore, treasures are always guarded by rings of them so you have to wake them up. Similar to ruined city, this changes what the land is about from avoiding them, to facing them.
  375. ---
  376.  
  377. Rose Garden
  378. {
  379. Scent waves are two tiles thick instead of one tile thick, but they also travel twice as fast. Additionally, rose-bushes can be off-beat or have a shorter/longer timer.
  380. ---
  381.  
  382. Elemental Planes
  383. {
  384. Two shards of each plane is needed to construct gems. The various hazards of the land are occupied by respective monsters, ie: Seeps for walls, sharks for water. New enemies will be needed for fire and chasms. Just like with all bound enemies: "Faster bound enemies change."
  385. ---
  386.  
  387. Trollheim
  388. {
  389. There are now earth elementals in trollheim, though they're not a part of any clans.
  390. ---
  391.  
  392. Hell
  393. {
  394. Demons who were originally greater demons drop treasure when killed. Treasure is never found on the ground.
  395.  
  396. Additionally, demons could move with the new slow enemy rule; a three turn cycle consisting of two moves and one pause, making them much more dangerous than before. Their horns are lit separately to indicate where they're in their three turn cycle.
  397. ---
  398.  
  399. Cocytus
  400. {
  401. Treasures are trapped in pillars of ice, effectively ice walls. You need to melt the ice to get to the treasure. Fortunately they turn into floor a bit more easily than cocytus' usual floor into water, and the floor underneath pillars needs to be twice as warm in order to melt. You should be able to melt pillars by walking around them or using an crystal sage.
  402.  
  403. There are also enemies that are trapped in different pillars of ice as well, typically yetis. You probably won't release these, unless a crystal sage effectively forces you to.
  404. ---
  405.  
  406. Land of Power
  407. {
  408. Witches can have two powers instead of one.
  409.  
  410. There are new witches, such as the shield witch, which can be killed if you happen to get orb of slaying or by means that would kill the rogue with the orb of shield.
  411. ---
  412.  
  413. Dice Reserve
  414. {
  415. You can only gain treasures from making unhappy die happy. Animated die don't give treasures, but can still be pacified by setting them on their highest face. Additionally, there are only D20s.
  416.  
  417. This should be possible with orb of air.
  418. ---
  419.  
  420. Cursed Canyon
  421. {
  422.  
  423. ---
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