All ideas tagged "orctown"

Make it possible to specify blood splatters in the SpliceHack level parser. Then add it to Orcish Town, the “massacre” and “temple of the gods” themed rooms, and the bottom floor of the Convict quest and possibly graveyards.

#3762

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vanilla

5000 turns after you kill or get rid of the last guard in Minetown, orcs invade and transform it to Orcish Town.

#3595

 · 
vanilla

In games where Orcish Town generates, Izchak appears on the level above and wanders around (he will only appear there once the Minetown level generates, so can’t be found earlier). If you talk to him, he will offer a sidequest where once you slay all the orcs and liberate the town, he will go back there and reopen his shop, restocking it with items.

#3582

 · 
vanilla

A Minetown variant where Frontier Town is in the process of being invaded by orcs. Most denizens are still alive, but swarms of orcs are trying to destroy the town, and if you are an orc the leader will try to press you into service to join them in trashing it. If you decide to join them, all the normal Minetown inhabitants become hostile to you but murder penalties are removed.

#3096

 · 
SpliceHack

When monsters shout to rally their allies to fight, Orctown orcs may choose a random hostile orc on the level (preferably one near them) and call the name of that orc specifically. This could be generalized to any monster giving a rallying shout with a named ally nearby.

#2747

 · 
vanilla

An orc shaman behaves as the temple priest in Orcish Town (possibly even having an epri struct attached so that it tends the altar). If you pacify it, you can donate to it as you would a normal temple priest.

#2684

 · 
vanilla

Orcish Town, but it’s a relatively normal Minetown, just with all the gnomes and dwarves replaced by peaceful orcs.

#2274

 · 
vanilla

Orcish Town should bear more gear of the deceased shopkeepers and priests: there should be at least one key per dead shopkeeper, five dead shopkeepers’ worth of gold pieces (probably to be picked up by orcs), a robe and spellbooks for the priest, and so on. Possibly even add gear for the wrecked shops. Or it should have a random piece of good gear being carried by an orc-captain.

Weight the probability of Orcish Town down lower than 1/7. Possibly as a starting point, reintroduce Frontier Town as minetn-8 so that the probability will become 1/8.

#895

 · 
vanilla

One or two Orcish Town exits are blocked by boulders instead of iron bars. This allows the player to get inside when they’re ready without requiring digging or acid, but won’t allow the orcs to escape.

#622

 · 
SporkHack

In Orcish Town, there should be peaceful orcish racial shopkeepers with actual shops (who will happily sell you the human shopkeeper corpse on their floor.)

Stick some orc corpses in Orctown, because they can’t have defeated the entire town without any losses.

#283

 · 
vanilla

If Orcish Town is generated, guarantee a “peaceful” Mines’ End where all the inhabitants, surviving shopkeepers, watchmen and the priest have fled. Chatting to the priest will make him ask you to clear the orcs out of Orcish Town, upon which chatting to him again will make him grant you a protection boon and give you a luckstone.

  • Internally, this can be done by setting a global flag if and only if Orcish Town generates, and only load the peaceful Mines’ End if that flag has been set. If you manage to get to the bottom of the Mines without yet generating Minetown, you are guaranteed not to generate the peaceful Mines’ End, and Orcish Town will not generate either.

#78

 · 
vanilla

In Orcish Town, have a powered-up hostile orc shaman who has taken over from the dead Minetown priest.