Additional Boss Pack [Alpha]

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starsapphire
Thalore
Posts: 132
Joined: Sat Sep 27, 2014 11:33 am
Location: Irkkk

Additional Boss Pack [Alpha]

#1 Post by starsapphire »

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This addon is still in Alpha test, so it is expected to have many bugs and really unbalanced settings. I hope to hear your feedbacks!
This is an addon to add more fixed boss into the game, like Phoenix in original game.
However, because they may not spawn at all, and if they do, it may be likely to trigger a bug to crush you savefile, or turns out to be quite imbalanced to ruin your run. For your sake, it may be better to use debug mode to summon those new boss to test them, at least in the current Alpha status.
Currently this addon will add 8 new/revamped boss into the game, with their unique special abilities and fighting styles.
They are designed to be maybe a bit dangerous, and haven't been balanced around, so they may not be suitable for a lot of players until it received more feedbacks and got some more future patches.
You can check this addon on te4.org.

Why to add more boss?
  • While random rare/boss are the most defining aspect of insane+ gameplay, as I am also a fan of nsome on-roguelike RPG, I still found the experience around a fixed boss with predictable battle style more irreplaceable to me, like the experience I got annihilated by the Shade, Master, or many other awesome fixed boss enemies for the same time.
  • It's a chance to try introducing more wild, 'dangerous' and completely unfair battle mechanisms into the game, without the need to design balance around a whole class.
  • There are so many wonderful class addons in this game, with their awesome fighting styles, however, there are less addon introducing new enemies for us to try our brand new monster-slaughtering kits on.
  • I can't draw, nor does making all those fancy OpenGL shaders. So the only thing I can do is to use my paint.NET to palette-swap some old enemies. Hope you would appreciate my tastes :>
So, I will introduce the brand new boss here, SPOILERS below!

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Ureslak the Prismatic Wyrm
A remake of the original Ureslak the Prismatic, it is the reason I start to make this addon.

The old design of Ureslak is quite cool and atomospheric, however its implement code make its talent a bit fall behind after so many patches, and it even act worse than ordinary rares in insane+, beacuse of its unique mechanism will clean all its additional talents got from difficulty.

I have changed the code of its passive abilities, and added more talents to it. It will shifting colors quickly, having 2 from fire/cold/lightning/physcial/acid/arcane/darkness/blight types, and can only use talents related to the current 2 colors.
It will shift a new color in every 4 turns, and its resistance will also shift accounding to it. It's defense is weakest at arcane, so focus your firepower at this moment.
Also, it have chromatic fury(I had thought for long whether to added it, and can't really decide it), so you are about to face a really strong breath every 4 turns. Beware!
It would be a hard boss, but its treasure will be enormous. Face the warth of the strongest wyrm!

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Burning darkflame portal
Exclusive to Ashes of Urh'Rok DLC
A brand new boss featuring a demonic portal, it have 3 forms.

In the first form, it's nearly harmless and passive.
However, if you kill it, it will turn invulnerable in the next form, and gained the ability to summon an army of demons. It will chase you with its teleporting abilities.
To remove its invulnerable state, you should rush and close 3 beacons spawned across the whole map, while fighting all those demons summoned by it.
For avoiding it blocking the road, when you try to do a melee attack this enemy, you will swap position with it, it will only occur once per turn.
After all 3 beacons are closed, it will turn into the third form, featuring a Doombringer/Demonologist hybrid. Prepare for a good fight!.


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Occultic Shards
Exclusive to Embers of Rage DLC
A boss designed around occultic technomancy.

I work around a bit to make Metaphasic Spin usable on NPC enemy, and it is the final product.
It's a rather straight forward boss, but it will answer you with brute firepower, ready to face the arcane barrage!

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Rune-infused Ogre
A boss centered on inscription-using.

I want to make a boss firing tons of runes at you, and it is the final product.
It will swap in a new inscription every 2 turns, and it is its main ability, both offensive and defensive.

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Rungof the Slaughter
A remake of Rungof.

It's a grapple brawler/berserker hybrid.
I hope this would make it more deadly and unique.

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Snow giant boulder slinger
It a David vs Goliath fight, and when Goliath got to be the slinger.

When people think snow giant boulder thrower are deadly, and skirmishers are deadly, I want to make a boss that combines both.
It uses a unique shot which shooting boulders that would knockback you and use strength instead of cunning for damage. Its stamina regeneration heavily relies on Breathing Room, but it would be hard to approach it.

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Frostprey
The ice phoenix.

It starts with an egg, and will enter egg states after hitting below 70% / 50% / 30% / 5% health for the first time, summoning a rare shivogoroth at the same time.
In egg state, it would not act, but it would quickly regenerate health in that state, and each egg layer will absorb some damage or at least take a hit.
If it is fully recoverd, it will not consume this egg, and will gain an extra egg count.
Oh, and it will also breath out uttercold wind that turns the ground into slippery ice. You can, and will inevitably skate on it, traveling 2 grids everytime you move.
It's a completely optional boss, but if you tried to fight it, you will face its strong ice-lightning abilities, be ready to be frozen by the incarnation of winter!

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Phantoscopic Shards
The mirror image boss.

It will summon 3 images of it.
The fake ones will be a bit diffenerent to their normal counterpart.
If you hit the fake one, it would recover HP, so keep focused and find the real one!

Future Roadmap
Though this bug is in alpha status, so it is still incompletely
If I have more spare time, I will try to make this addon better on those aspects:
  • Make those boss more balanced.
  • Even more brand new boss.
  • A boss-rush mode to test your skills.
  • Or even more interesting things, based on your feedbacks!
Hope you will enjoy them!

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Additional Boss Pack [Alpha]

#2 Post by rexorcorum »

Oh, that looks very nice! Great stuff, starsapphire :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: Additional Boss Pack [Alpha]

#3 Post by Hunter »

I tried it out. Encountered Rungof the Slaughter in the Old Forest, accompanied by Rungof the Warg Titan. Didn't crash the game, so, you know, so far so good. Was a pretty tough fight between the two Rungofs. Just noting this in case you intended to replace the Warg Titan (the description here is ambiguous.) If not, it worked like a charm, and leads to my other question, which is whether or not the two are always going to be together with this mod. If so, I'm definitely going to be more cautious going forward, because I didn't realize the Slaughter was there until it was almost too late. He didn't drop any "boss"-level item, which was a bit disappointing after all that work, but the XP was a nice bump even for a level 17 character in a early-Tier 2 dungeon, something like 11 or 12% (can't say for certain because, at the time, I was in the middle of a feeding frenzy and didn't note the change immediately because a bunch of wolfish types were going for my throat at the time. We've all been there, right?)

One other question, definitely far down on the importance scale: Did you mean "Slaughterer" or "Slaughter"? I mean, it's a fantasy game, so there's no real reason he couldn't have earned the nickname "the Slaughter" but "Slaughterer" does sound more logical. Though "Slaughterer" also more awkward to say out loud, so that's a point against it.

Edit: Just to clarify -- he was tough, no question, but fair, i.e. I personally wouldn't call him unbalanced. Probably didn't help me that I was playing a warrior group character, so I was frequently being double-teamed by the Rungofs in melee range.

Edit2: Just encountered Snow Giant Boulder Slinger. He was actually easier than Rungof because he has the same basic weakness as regular snow giant boulder throwers -- with a modicum of planning and a bit of digging, it's easy to completely negate any advantages he gets from putting space between you and him. Once you have him squeezed a crooked corridor with solid rock at both of your backs, you can stay in melee range and whack him to death. Perhaps you could do something to mitigate this. A basic phase door rune with a low cooldown + some form of healing rather than regen. would make that much more frustrating, for instance. Just another minor thought: the ammo he drops ought to weigh more than the 3.0 encumbrance of standard shots. You could raise that significantly, while possibly adding some additional effect (stun?) to compensate for the inconvience.

Loco15
Wayist
Posts: 16
Joined: Thu Dec 26, 2019 7:01 pm

Re: Additional Boss Pack [Alpha]

#4 Post by Loco15 »

Excellent Addon! So far, I have found the rungolf variant and the boulder slinger (I shat bricks when I saw that sucker on Precognition, but some dirty tactics took care of that.)

One problem, though.

It ruined a pretty fun and promising run on the first serious Temporal Warden run I made. Maybe some other Addon had something to do with that also, but the log doesn't give me any reason to think so.

I hope all this text fits.

ERROR:

Game version: tome-1.6.7

Addons: savepoints-1.4.0[X!], notestoself-1.3.0[X!], unwield_hotkey-1.6.0[X], rod_dissip-1.6.0[X], orb_ruined-1.6.0[X], frost_invoker-1.6.7[X], bil_fix-1.6.0[X], hero_tooltip-1.6.0[X], dreadnecromancer-1.6.7[X], wall_clock-1.6.0[X], savefile_note-1.3.0[X!], highguard-1.6.7[X], golem_level-1.6.0[X], tactical-minimap-1.6.0[X], store_wishlist-1.6.0[X], cooldowns-1.6.0[X], gem_transmo-1.1.0[X!], whitemonk-1.6.0[X], arcanum-1.6.7[X], meteor-fix-1.6.7[X], improved-restauto-1.6.5[X], effects_z-1.6.0[X], uber_req-1.6.0[X], midnight-1.6.7[X], faster_rre-1.0.6[X!], classastromancer-1.6.0[X], compare-1.6.0[X], heartstalker_class-1.6.7[X], animist-1.6.0[X], invorder-1.3.0[X!], hiveminder_class-1.6.7[X], low_hp_popup-1.1.0[X!], moreboss-1.6.6[X], wield_replace-1.3.0[X!], verdant-1.6.7[X]



Game version (character creation): tome-1.6.7

Lua Error: engineEntity.lua:1171: data-morebossgeneral/npcs/ogre.lua:29: unexpected symbol near ‘,’

At [C]:-1

At [C]:-1 error

At engineEntity.lua:1171 loadList

At hooksmoreboss/load.lua:33

At [string “return function(l, self, data) local ok=false…”]:1 triggerHook

At engineEntity.lua:1228 loadList

At engineEntity.lua:1213 load

At datazones/crypt-kryl-feijan/npcs.lua:24 f

At engineEntity.lua:1224 loadList

At engineZone.lua:174 loadBaseLists

At engineZone.lua:126 init

At engineclass.lua:147 new

At modclass/Game.lua:1141 changeLevelReal

At modclass/Game.lua:955 base_changeLevel

At modaddons/store_wishlist/superloadmodclass/Game.lua:47 changeLevel

At datageneral/encounters/maj-eyal.lua:84 fct

At engineui/Dialog.lua:171 fct

At engineui/Button.lua:63 fct

At engineMouse.lua:71 receiveMouse

At engineMouse.lua:111 delegate

At engineui/Dialog.lua:793 mouseEvent

At engineui/Dialog.lua:508 fct

At engineMouse.lua:71

starsapphire
Thalore
Posts: 132
Joined: Sat Sep 27, 2014 11:33 am
Location: Irkkk

Re: Additional Boss Pack [Alpha]

#5 Post by starsapphire »

Loco15 wrote:Excellent Addon! So far, I have found the rungolf variant and the boulder slinger (I shat bricks when I saw that sucker on Precognition, but some dirty tactics took care of that.)

One problem, though.

It ruined a pretty fun and promising run on the first serious Temporal Warden run I made. Maybe some other Addon had something to do with that also, but the log doesn't give me any reason to think so.

I hope all this text fits.

ERROR:

Game version: tome-1.6.7

Addons: savepoints-1.4.0[X!], notestoself-1.3.0[X!], unwield_hotkey-1.6.0[X], rod_dissip-1.6.0[X], orb_ruined-1.6.0[X], frost_invoker-1.6.7[X], bil_fix-1.6.0[X], hero_tooltip-1.6.0[X], dreadnecromancer-1.6.7[X], wall_clock-1.6.0[X], savefile_note-1.3.0[X!], highguard-1.6.7[X], golem_level-1.6.0[X], tactical-minimap-1.6.0[X], store_wishlist-1.6.0[X], cooldowns-1.6.0[X], gem_transmo-1.1.0[X!], whitemonk-1.6.0[X], arcanum-1.6.7[X], meteor-fix-1.6.7[X], improved-restauto-1.6.5[X], effects_z-1.6.0[X], uber_req-1.6.0[X], midnight-1.6.7[X], faster_rre-1.0.6[X!], classastromancer-1.6.0[X], compare-1.6.0[X], heartstalker_class-1.6.7[X], animist-1.6.0[X], invorder-1.3.0[X!], hiveminder_class-1.6.7[X], low_hp_popup-1.1.0[X!], moreboss-1.6.6[X], wield_replace-1.3.0[X!], verdant-1.6.7[X]



Game version (character creation): tome-1.6.7

Lua Error: engineEntity.lua:1171: data-morebossgeneral/npcs/ogre.lua:29: unexpected symbol near ‘,’

At [C]:-1

At [C]:-1 error

At engineEntity.lua:1171 loadList

At hooksmoreboss/load.lua:33

At [string “return function(l, self, data) local ok=false…”]:1 triggerHook

At engineEntity.lua:1228 loadList

At engineEntity.lua:1213 load

At datazones/crypt-kryl-feijan/npcs.lua:24 f

At engineEntity.lua:1224 loadList

At engineZone.lua:174 loadBaseLists

At engineZone.lua:126 init

At engineclass.lua:147 new

At modclass/Game.lua:1141 changeLevelReal

At modclass/Game.lua:955 base_changeLevel

At modaddons/store_wishlist/superloadmodclass/Game.lua:47 changeLevel

At datageneral/encounters/maj-eyal.lua:84 fct

At engineui/Dialog.lua:171 fct

At engineui/Button.lua:63 fct

At engineMouse.lua:71 receiveMouse

At engineMouse.lua:111 delegate

At engineui/Dialog.lua:793 mouseEvent

At engineui/Dialog.lua:508 fct

At engineMouse.lua:71
Sorry for that!
I have fixed this bug, and uploaded the updated version to te4.org.

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