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  • wobbly
    Prophet
    • May 2012
    • 2627

    #91
    Killed Nan & he was missing from my history. Checked & I have killed 1 Nan the giant. I look forward to killing 100 Nan the giants

    Edit: There's no unique flag on Gilim either. Time to fight an army of Gilims. What depth do Gilim pits appear I wonder?
    Last edited by wobbly; January 28, 2019, 13:57.

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    • mrfy
      Swordsman
      • Jul 2015
      • 328

      #92
      New version doesn't seem to read lore.txt and give full monster memory. Tried copying monster.txt as normal.

      Comment

      • Thraalbee
        Knight
        • Sep 2010
        • 707

        #93
        Originally posted by wobbly
        Killed Nan & he was missing from my history. Checked & I have killed 1 Nan the giant. I look forward to killing 100 Nan the giants
        Same here, killed him many times. Since not flagged as a unique he just comes up again and again and not reported as an interesting kill. Note the text "You see a Nan, the Giant"
        Last edited by Nick; January 28, 2019, 21:11.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9634

          #94
          Originally posted by wobbly
          Killed Nan & he was missing from my history. Checked & I have killed 1 Nan the giant. I look forward to killing 100 Nan the giants

          Edit: There's no unique flag on Gilim either. Time to fight an army of Gilims. What depth do Gilim pits appear I wonder?
          Oops.

          Originally posted by mrfy
          New version doesn't seem to read lore.txt and give full monster memory. Tried copying monster.txt as normal.
          Ah, I think I know what that is. Will try to fix and update soon.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9634

            #95
            New builds for Windows and macOS now up on the build page (source is here), with the following changes:
            • Worms:
              • New monster (from O, but enhanced), abyss worm mass
              • Wereworms moved deeper, made easier to kill, but now multiply (!)
            • Vortices:
              • New unique, Wiruin the Maelstrom (from FA)
              • Storms of Unmagic buffed and moved very deep
            • Zombies:
              • Mummies given more hit points
              • Greater mummy renamed mummified chieftain, buffed and moved a bit deeper
            • Nan and Gilim are now uniques
            • Copying monster.txt to lore.txt works again
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #96
              I always kind of liked the old wereworm. It's like a mini-Nightworm. Could we have something like it back, maybe as a snake?

              Comment

              • Philip
                Knight
                • Jul 2009
                • 909

                #97
                Yeah, the old wereworm had a really important function in the game, specifically, a monster beefy enough not to be worth killing at range, but horrible enough in melee not to be worth engaging in melee. Teaches players to run away without really having any instakill potential.

                Comment

                • MattB
                  Veteran
                  • Mar 2013
                  • 1214

                  #98
                  "You see a giant Nan"
                  Argh!

                  (If you ever met my great-grandmother)

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9634

                    #99
                    Originally posted by Philip
                    Yeah, the old wereworm had a really important function in the game, specifically, a monster beefy enough not to be worth killing at range, but horrible enough in melee not to be worth engaging in melee. Teaches players to run away without really having any instakill potential.
                    I figured it was almost indistinguishable from the giant purple worm, so we only needed one of them.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • wobbly
                      Prophet
                      • May 2012
                      • 2627

                      Originally posted by Nick
                      I figured it was almost indistinguishable from the giant purple worm, so we only needed one of them.
                      I encounter a lot of wereworms but rarely see the giant purple room, so you may need to jiggle the depth & rarity if the purple worm is meant to be in it's spot. (note I'm still talking about older build here)

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        They're similar, granted, but the wereworm has over twice the HP and an experience-draining attack, making it a lot less pleasant to melee. I guess you could buff the purple worm, but giving it either experience drain or some other unpleasant ability like disenchant or charges drain seems kind of inappropriate for a natural monstrosity. The most unpleasant melee abilities are all undead-themed.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9634

                          Originally posted by Derakon
                          They're similar, granted, but the wereworm has over twice the HP and an experience-draining attack, making it a lot less pleasant to melee. I guess you could buff the purple worm, but giving it either experience drain or some other unpleasant ability like disenchant or charges drain seems kind of inappropriate for a natural monstrosity. The most unpleasant melee abilities are all undead-themed.
                          Yes, points taken. I was actually wondering whether wereworms as I had made them were going to become a monster that required the player to leave the level...

                          Maybe a better move is to put wereworms back where they were, and push the purple worms deeper and make them breed. Thoughts?
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            The Purple Worm is a D&D monster, albeit one of the more obscure ones. It's basically a Dune-style sandworm. I've never been particularly attached to it, but if you want a nasty deep breeder, it'd feel a little odd to repurpose the Purple Worm to that end without renaming it in the process. It'd be a bit like claiming that, say, Owlbears are known for their lightning breath: people who know the source material would be quirking eyebrows left and right.

                            But yeah, if you want to ditch one of the two high-level worms in favor of a breeder, I'd rather see the purple worm go than the wereworm.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9634

                              On a general note, a couple of things that I've meant to mention about this branch and haven't got around to.

                              Tiles: I have been pretty lazy with this. Renamed monsters have kept their same tiles, but new monsters have typically either got the (possibly not very appropriate) tile of a removed monster, or not got a tile at all. I would be grateful for any suggestions of better tile allocation.

                              Group behaviour: I have said this before (in the post about the first build), but it bears repeating:
                              If a group monster is awake, they may wake other monsters in their group that they can see.
                              This is possibly the change with the greatest effect, as it considerably nerfs the playstyle that revolved around high stealth and picking off members of a sleeping group one by one. That strategy is still partly viable, but if you're not killing the monsters pretty quickly they're likely to wake their group.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • mrfy
                                Swordsman
                                • Jul 2015
                                • 328

                                Originally posted by Nick
                                [*]Copying monster.txt to lore.txt works again
                                This is working again. Thanks! Off to explore more of the dungeon, kill monsters and die a horrible death!

                                Comment

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