Updating Horrors *Possible Spoilers*

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PureQuestion
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Re: Updating Horrors *Possible Spoilers*

#16 Post by PureQuestion »

Horrors will be receiving a major overhaul, apparently....

And as such, this thread will soon be seeing new uses! I have a few horrors I'll be working on in the coming week, possibly with some distinct talents of their own, and a variety of interesting flavours!

Current list of candidates, arranged by baked-ness

Most baked:

Bladed Horror: Mindslayer based horror, hits multiple times per turn with regular attacks in addition to wielding a longsword with telekinetic grasp. All attacks are considered telekinetic (its damage is based entirely on Willpower), and it will cause cutting damage to anyone engaging it in melee. Will be equipped with a modified Kinetic Aura which causes bleeding damage and doesn't discriminate (It will damage everything, friend or foe). Will have several talents for getting pesky ranged attacks into the reach of its myriad blades (including, possibly, special modified versions of slowing and pinning shot). May come in more than one variety, like Luminous + Radiant horrors, if so, upgraded version will have more attacks and possibly a greater range of telekinetic powers...

Necrotic Horror: Necromancer based horror, has necrotic aura, blurred mortality, all that good stuff. Inflicts diseases and poisons of various types, probably has a very wide reaching aura, but is quite slow. On death, explodes into an AoE undead summon, summoning various weak undead to harass the player as a "reward" for killing it. Might give it a special disease that functions like rigor mortis and increases minion damage. I might also give this an upgraded form, most likely named "Necrotic Abomination". It would have more powerful summons, and might very well have bits of it slough off into its lesser kin if it takes too much damage...

Edited: Rather than spawning horde of undead on death, survives for a certain quantity of HP past 0, and spends this time sacrificing HP to generate undead.

Umbral Horror: Doomed horror, the Anti-Luminous Horror. Surrounds itself with shadows and functions as an upgraded one. Edge suggested giving it a bit of stealth to make it "prepare" the player for Dreadfell. Aside from that, various darkness based talents, mostly Doomed, maybe a couple Anorithils for variety? The darkness explosion would be a wonderful one to have... Aside from that, I think I'll make it generate Duathedlen darkness on death.

Oozing Horror: Poison/Acid/Slime Horror. Moves slowly, but tries to pass this affliction onto the player with Slime Spit and perhaps a couple unique skills aside. Aside from that, big, tanky, and fast healing. Generates slimes when it gets hit too hard.

Any comments on any of them would be highly appreciated. :)

donkatsu
Uruivellas
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Re: Updating Horrors *Possible Spoilers*

#17 Post by donkatsu »

Comments on your ideas...
Bladed Horror: Everything is already so stacked against melee that I think more anti-melee is the last thing we need. Slow isn't going to let it get in range of ranged characters, and neither is pin (because teleports, wild infusions, providence, etc). Instead maybe give it something like the Mouth, where it sucks you in every turn, and/or something like Mindhook.

Necrotic Horror: You fight so much undead already, in Kor'Pul, all 9 levels of Dreadfell, the Halfling Ruins, and then you also get an entire Pride full of necromancers in the East. More undead/necromancy stuff isn't going to seem particularly alien or weird, which is how I've envisioned every horror so far. At least don't give it Necrotic Aura.

Umbral Horror: Darkest Light would be great, even though it's invis instead of stealth. And don't forget Shadowblades for more darkness-related things.

Oozing Horror: Pretty cool concept, but keep in mind slime only slows by 15% now, which is pretty tame for a horror.

...and some ideas of my own!
Somnivore: Has +50% global speed, 80% resist all, 80% stun and pin immunity, and each melee attack has a 25% chance to daze for 3 turns. Its melee attack should have nontrivial damage. It also has something like Taint: Devourer except it only uses it on you when you're dazed, and instead of getting Tainted it gets Engorged for 6 turns. While engorged, it can't move, can't attack, and gets -80% to all resistances. The idea is that you actually want to lower your stun immunity so you can get dazed, unless there are other enemies around you that might stun you or take advantage of the fact that you're going to lose a bunch of your sustains. But if you can't kill it while it's engorged, it'll Devourer you back to full health.

Kaleidolon: Low max life, uses Beckon and has ranged AI. Is only vulnerable to three elements at a time, and those three elements change randomly each time you enter melee range. Meanwhile it has 120% resistance against everything else, except physical, to which it always has -20% resistance. Also has Elemental Bolt.

PureQuestion
Master Artificer
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Re: Updating Horrors *Possible Spoilers*

#18 Post by PureQuestion »

The goal is early game horrors ie for Nur.

I considered giving bladed horrors Mindhook, but thought that ranged characters might want a delay between entering LOS and getting blended. For melee, in theory a multitude of weak attacks is highly susceptible to armor. Small comfort for robed mages.

Nur is early enough that if I do give NH's the basic necromancer summons it'll probably be the first time a player sees it.

Oozing horror will certainly have some skills designed to slow more than regular slime.

bricks
Sher'Tul
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Re: Updating Horrors *Possible Spoilers*

#19 Post by bricks »

Some Afflicted-style horrors detailed here. Mind, the themes/concepts surrounding Afflicted have changed since that post.
Sorry about all the parentheses (sometimes I like to clarify things).

edge2054
Retired Ninja
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Re: Updating Horrors *Possible Spoilers*

#20 Post by edge2054 »

That thread gave me an idea. How about 'loose' eldritch eyes?

PureQuestion
Master Artificer
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Re: Updating Horrors *Possible Spoilers*

#21 Post by PureQuestion »

Hrm. Behaving mostly as the normal ones, or?

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Updating Horrors *Possible Spoilers*

#22 Post by AlexMdle »

Had a few Ideas, Pure told me to post them just in case:

Face in the wall
Grotesque, twisted visage on the surface of a wall. This enemy is very durable but can only move along walls.


That which should not be seen
A horrible thing that lurks in the dark, it reviles the sight of others. Neutral until disturbed.


Formless monstrosity
A terror that mimics appearance of others. It disguises itself as a random enemy, revealing it's true nature when unwary adventurers come too close. Be on a lookout for enemies that look out of place for your current location.

PureQuestion
Master Artificer
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Re: Updating Horrors *Possible Spoilers*

#23 Post by PureQuestion »

http://paste.ubuntu.com/982128/ Bladed horrors coded up, probably my most ambitious work, because I actually made talents for this one...

Edit: Added .lua for knifestorm particles.
Attachments
knifestorm.rar
(875 Bytes) Downloaded 105 times

omni
Thalore
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Re: Updating Horrors *Possible Spoilers*

#24 Post by omni »

I was thinking since Dr. Who references abound, we ought to have ourselves some weeping angels style horrors...

How about something that is immune to damage but projects a aura of chance to blind for a turn, while being immobile not attacking. On blinding, its resistances drop to none and it becomes mobile whilst having a melee attack of a boatload of damage.

When you can see it, it doesn't fight. It's when you blink- it's what you don't see that hurts you.

As inspired by the Weeping Angels.

Forcing the players to fight blind if they must cross its path (say its generated in a hall).

Extra points if you can make it able to move whenever it can't be seen (instead of blinded) so that it stalks players and makes gets into a hallway of its own accord, thereby potentially forcing a player to fight it.

PureQuestion
Master Artificer
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Re: Updating Horrors *Possible Spoilers*

#25 Post by PureQuestion »

http://paste.ubuntu.com/984449/ Oozing horror! Slime and Antimagic.

PureQuestion
Master Artificer
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Joined: Fri Feb 03, 2012 3:53 am

Re: Updating Horrors *Possible Spoilers*

#26 Post by PureQuestion »

http://paste.ubuntu.com/984755/ Three new horrors: Blade, Oozing, and Umbral. Mindslayer, Slime, and Doomed. Enjoy.

http://paste.ubuntu.com/984757/ Well, you might want the custom talents, too...

Oh right, and the particles for Knife storm:
Attachments
knifestorm.rar
(875 Bytes) Downloaded 118 times

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