More monster variety, acquatic foes, other stuff(long)

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Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

More monster variety, acquatic foes, other stuff(long)

#1 Post by Zonk »

Partially inspired by http://forums.te4.org/viewtopic.php?f=39&t=27554 fom some time ago.



So...this is a bit of rant, I've got several related ideas, but basically:
I think it would be nice if there were more critters, especially low-mid levels ones with interesting(but not overpowered)abilities.
One way to balance some of the more powerful ones(and add just a bit of realism) is to make them not automatically aggresive but only if the player steps too close(say, 2-3)tiles or uses 'flashy' talents(magic!) from a somewhat longer distance.

Also some more animals and plants - including mutated/altered versions of real world ones, and new ones created just for the setting - would add variety to zones such as the Mire and Norgos(which has really a silly amount of snakes for a snowy place). Also, to the wilderness - drakes, wolves and bears get SO boring after a while...


Some of these animals might be used for alchemist' ingredients, and could replace some existing ones like the ritch stinger, as the west has no ritches as a rule, though some can spawn in the RD.

I really want support for acquatic animals that can spawn in ponds only and will never willingly leave them, they suffocate otherwise inmost cases. Could add some Watcher-in-the-water monster that drags the player in the water with its tentacles.

Lake of Nur 1 should use some of these mechanics some animals like that.

Also, give some/most acquatic creatures a special ability that gives big bonuses to defense if they're attacked by actors from the surface - bonuses could be based on distance, capping at 3-4 squares.




Let's get to the important part, though:
Here's a list of new critters I thought up and we could stat, I'll try to do that myself for most of them. Suggestions are appreciated, also within a single type, npcs are usually in a rough order of power.

pigs: wild pig, boar, giant boar, spellswine(phase doors, does some arcane stuff). All except the wild pig have Rush or 'Gore' a
variant that does bleeding in addition/instead of daze but has a shorter range.

cats: wild cat, cougar, snow leopard, lion(comes in a pride), tiger, saber tooth tiger. Most use stealth and might have some pounce ability. If we want to get fancy, there could be a lowish chance(10%) of a big cat being a 'panther' which does nothing to its stats, but gives the tile a black tinge.

apes: ape, snow ape, giant ape. Most have brawler talents dealing with grappling. Snow and giant apes could throw boulders, although I feel that's a bit too giantish(and I'd want snow apes to show in the Daikara) - maybe it should be smaller boulders which don't explode.

monkeys: various types. Basically, if apes are fighters/zerkers, monkeys are rogues. Some could have walk through trees(to represent swinging/climbing along branches) or throw small rocks(similar to slinger basic attack) that do low damage.

bats: normal(comes in groups), giant, vampiric. The last could be kept as a pet by some necromancers/vampires.

scorpions: Mostly for Eruan, but I can see some showing up in the natural areas of the West too. Some could be corrupted versions able to shoot their poison from a distance. Also, a scorpion using Blood Spray through its stinger sounds cool to me, for some reason.

plants: Got several weird ideas here. Like carnivorous plants/trees with a short-range talent that pulls the player close, confuses/stuns them(hallucinating flowers/nectar/whatever) and then attacks with a gaping maw.
Also, vim and necromancy based plants - one that needs blood to water its root and carries several diseases, and another that is a kind of hanging tree with minions.
And I wouldn't mind seeing a Rimebark once in a while - if Summoners summon them, they must be natural.

pachyderms: rhinoceros, elephant, mammoth.

giant snails: slow, decent armor, leaves trail of slime that slows, has a short range acid spit, or perhaps slime again.

beetles

hydras: Like with the Rimebark, if summoners can summon then, then they must be natural. Make them rare, though.

undead: pyre ghost(magic user burned at the stake in the Age of Pyre, back for revenge - would be an undead with cold vulnerability, for a change!), frost wight(cold-focused wight with ice storm, comes from people who died in blizzards/glaciers).
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: More monster variety, acquatic foes, other stuff(long)

#2 Post by Zonk »

PIGS

Haven't really made ToMe monsters in the past, so this could should probably be double-checked and then tested before use.

Code: Select all

newEntity{
   define_as = "BASE_NPC_PIG",
   type = "animal", subtype = "pig",
   display = "p", color=colors.PINK,
   body = { INVEN = 10 },
   max_stamina = 150,
   rank = 1,
   size_category = 2,
   infravision = 10,
   exp_worth=1,
   autolevel = "zerker",
   ai = "dumb_talented_simple", ai_state = { ai_move="move_dmap", talent_in=2, },
   stats = { str=14, dex=12, mag=3, con=14 },
   combat = { dam=resolvers.levelup(resolvers.rngavg(1, 4), 1, 1), atk=8, apr=2, physspeed=1, dammod={str=0.6} },
   combat_armor = 1, combat_def = 1,
}


-- Mostly for flavour, found in town with farmers?
newEntity{ base = "BASE_NPC_PIG",
   name = "pig", color=colors.PINK, image="npc/pig.png",
   desc = [[Oink!]],
   level_range = {1, 5},
   rarity = 1,
   max_life = resolvers.rngavg(30,50),
   combat_armor = 1, combat_def = 1,
}

newEntity{ base = "BASE_NPC_PIG",
   name = "wild pig", color=colors.UMBER, 
   image="npc/wild_pig.png",
   desc = [[A pig gone feral, likely to have some boar blood in it.]],
   level_range = {1, 5},
   rarity = 1,
   max_life = resolvers.rngavg(40,70),
   combat_armor = 2, combat_def = 1,
   combat = { dam=resolvers.levelup(resolvers.rngavg(2, 8), 1, 1), apr=3},
}

newEntity{ base = "BASE_NPC_PIG",
   name = "boar", color=colors.UMBER, image="npc/boar.png",
   desc = [[This wild hog is hairy, sharp tusked and vicious.]],
   level_range = {3, 10},
   rarity = 1,
   size_category=3,
   max_life = resolvers.rngavg(60,90),
   combat_armor = 3, combat_def = 1,
   combat = { dam=resolvers.levelup(resolvers.rngavg(4, 12), 1, 1), apr=3},
   resolvers.talents{   [Talents.T_RUSH]=1,   },
}

newEntity{ base = "BASE_NPC_PIG",
   name = "giant boar", color=colors.UMBER, image="npc/giant_boar.png",
   desc = [[This boar is truly enormous, easily the size of a horse, with tusks like curved swords.]],
   level_range = {10, 20},
   rarity = 3,
   size_category = 4,
   max_life = resolvers.rngavg(100,130),
   combat_armor = 6, combat_def = 1,
   combat = { dam=resolvers.levelup(resolvers.rngavg(8, 16), 1, 1), apr=5},
   resolvers.talents{   [Talents.T_RUSH]=2,   },
}
 
newEntity{ base = "BASE_NPC_PIG",
   name = "spellswine", color=colors.VIOLET, image="npc/spellswine.ng",
   desc = [[This large hog has a violet tinge, crystals growing on its back, and arcane energies swirling around it. Why must wizards create these silly things?]],
   level_range = {15, 25}, exp_worth = 2,
   rarity = 8,
   rank=2,
   size_category = 3,
   autolevel = "warriormage",
   stats = { str=16, dex=14, mag=16, con=16 },
   max_life = resolvers.rngavg(90,120),
   combat_armor = 8, combat_def = 1,
   max_mana=300, mana_regen=5,
   ai = "dumb_talented_simple", ai_state = { ai_move="move_dmap", talent_in=1, },
     resists = { [DamageType.ARCANE] = 50 },
   on_melee_hit = { [DamageType.ARCANE] = resolvers.mbonus(5, 15), },
   melee_project = { [DamageType.ARCANE]=resolvers.mbonus(5, 15), },
   combat = { dam=resolvers.levelup(resolvers.rngavg(4, 12), 1, 1), atk=18, apr=7},
   resolvers.talents{   [Talents.T_RUSH]=4,[Talents.T_PHASE_DOOR]=2, [Talents.T_DISRUPTION_SHIELD]=1,   },
   	resolvers.sustains_at_birth(),
  }

edit: had to edit this a few times to get the spellswine working properly.
Last edited by Zonk on Tue Sep 20, 2011 9:25 pm, edited 2 times in total.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: More monster variety, acquatic foes, other stuff(long)

#3 Post by bricks »

A bunch of ideas for Afflicted mobs I posted a while back.

bricks wrote:It occurred to me that there are very few Cursed-/Doomed-themed enemies, apart from their associated zones. Cursed is currently going through something of a revamp, so I've decided to draw mostly from Doomed talents. Here are a few of my ideas; most of them are harassers/support that you would want to take out quickly.

Sorrowbark
"A dead, twisted tree, with sickly greenish-black bark and thrashing branches." It has a great deal of health and armor, as well as a constant Gloom effect (with all the fixin's). Has infusions.

Mouthless Horror
"A mouthless humanoid, emaciated and hunch-backed. It seems to look upon you with pained, hungry eyes just before you begin to feel as though you are being devoured from within." Uses Feed, Devour Life, and Feed Power. Weak and cowardly, always keeping just within line-of-sight. Wears robes and carries a staff; these can be cursed.

Monolith
"A perfectly rectangular slab standing in the middle of the ground. At first, it seems unadorned; as you stare at it, characters and images seem to dance just out of sight. Perhaps if you could get a little closer..." The monolith uses Willful Strike, Unseen Force, and Arcane Bolts. It can also be inscribed with attack runes. Assuming Vaporize gets toned down, it would be another good candidate.

Gloomy FOO and Shade of FOO
These already exist in their respective zones; occasionally encountering them outside of their natural habitat would be a fun addition (though ego'ed enemies DOES threaten to get kind of bloaty).

Hysteric
"A totally unremarkable humanoid, aside from the incessant laughter, the foaming mouth, and the fact that it is crawling around on all fours. Probably because it is doubled-over with mania. The two knives it is holding in its manic grip could do some real damage with those spastic limbs." Hysterics would path like snakes (fast but winding), carry daggers (cursed), and use Agony (with the effects from Madness). Hateful Whisper is another possibility; it would only really be a threat to summoners, necromancers, and escort missions, but I suppose every class deserves its counter.

Gazic
"It's not clear what this eye came from, but you imagine it must be better off without it. Rolling sack-like across the ground, this deformed, callused, bleeding bag of vitreous ooze casts an unfocused glance at all who approach. It seems to see something that you can't." Creeping Darkness, Dark Vision, and Dark Torrent, of course. Primal Skin would also fit, though the player would never know. I thought the "floating" eyeball concept was just way too hackneyed.

Drifter
"You get the impression that this man doesn't belong here... that he doesn't belong anywhere. Perhaps you should keep your distance." Displace, Radiant Fear, Suppression, Flare, Piercing Shot. Attacks with a bow and wears light armor, all cursed. It'd be interesting if the Drifter was completely neutral until approached, though there is really no precedent for that.
Sorry about all the parentheses (sometimes I like to clarify things).

Elkan
Archmage
Posts: 336
Joined: Wed Aug 08, 2007 12:23 pm

Re: More monster variety, acquatic foes, other stuff(long)

#4 Post by Elkan »

Maybe we could get one of those totally passive, multicolored level 1 molds...

You know, the kind that summons a whole bunch of boss dragons 40 levels higher if you accidentally squish it...

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: More monster variety, acquatic foes, other stuff(long)

#5 Post by Zonk »

Sorry for the delay, here's another batch - Cats!

Considered making them level like Marauders instead(str/dex/cun), but instead went with str/dex and giving them some Lethality to up the crit rate. Also giving them Rush while perhaps something like 'Pounce' would be more appropiate(I was thinking a shorter range Rush with no daze but extra attacks).

Also, Shockbolt tiles for some of them:
Image
Image
Image

Code: Select all

newEntity{
   define_as = "BASE_NPC_CAT",
   stats = { str=10, dex=20, mag=3, cun=18, con=6 },
   autolevel = "fighter",
   size_category = 2,
  rank =2,
  display = "c",
   global_speed_base = 1.25,
   type = "animal", subtype="cat",
    ai = "dumb_talented_simple", ai_state = { ai_move="move_dmap", talent_in=2, },
}

newEntity{ base = "BASE_NPC_CAT",
	name = "snow cat", color=colors.GRAY, image="npc/snow_cat.png",
	desc = [[A large cat with a grey fur matted with black.]],
	level_range = {3, nil}, exp_worth = 1,
	rarity = 4,
	max_life = resolvers.rngavg(40,80),
    resists = { [DamageType.COLD] = 50 },	
	combat_armor = 0, combat_def = 8,
	combat = { dam=resolvers.levelup(5, 1, 0.7), atk=12, apr=3, dammod={str=0.5, dex=0.5}},
	resolvers.talents{ 
		[Talents.T_STEALTH]={base=1, every=6, max=5}, 
		[Talents.T_RUSH]={base=1, every=8, max=3},
		[Talents.T_LETHALITY]={base=1, every=8, max=5}
	},
}

newEntity{ base = "BASE_NPC_CAT",
	name = "panther", color=colors.BLACK, image="npc/animal_panther.png",
	desc = [[A large black cat, slender and muscular.]],
	level_range = {8, nil}, exp_worth = 1,
	rarity = 4,
	size_category=3,
	max_life = resolvers.rngavg(60,100),
	combat_armor = 3, combat_def = 8,
	combat = { dam=resolvers.levelup(18, 1, 1), atk=12, apr=3, dammod={str=0.5, dex=0.5}},
	resolvers.talents{ 
		[Talents.T_STEALTH]={base=1, every=6, max=5}, 
		[Talents.T_RUSH]={base=1, every=8, max=3},
		[Talents.T_LETHALITY]={base=1, every=8, max=5}
	},
}

newEntity{ base = "BASE_NPC_CAT",
	name = "tiger", color=colors.YELLOW, image="npc/animal_tiger.png",
	desc = [[A truly magnificent beast, with fur striped black and yellow.]],
	level_range = {12, nil}, exp_worth = 1,
	rarity = 4,
	size_category=4,
	max_life = resolvers.rngavg(70,110),
	combat_armor = 3, combat_def = 8,
     combat = { dam=resolvers.levelup(25, 1, 1), atk=12, apr=3, dammod={str=0.5, dex=0.5}},
	resolvers.talents{ 
		[Talents.T_STEALTH]={base=1, every=6, max=5}, 
		[Talents.T_RUSH]={base=1, every=8, max=5},
            		[Talents.T_LETHALITY]={base=1, every=8, max=5}
	},
}

newEntity{ base = "BASE_NPC_CAT",
	name = "sabertooth tiger", color=colors.YELLOW,  image="npc/animal_tiger_sabertooth.png",
	desc = [[This cat is simply enormous, and has fangs with the size and sharpness of short swords.]],
	level_range = {16, nil}, exp_worth = 1,
	rarity = 4,
	size_category=4,
	max_life = resolvers.rngavg(80,120),
	combat_armor = 3, combat_def = 8,
    combat = { dam=resolvers.levelup(28, 1, 1), atk=12, apr=3, dammod={str=0.5, dex=0.5}},
	resolvers.talents{ 
				[Talents.T_STEALTH]={base=1, every=6, max=5}, 
		[Talents.T_RUSH]={base=1, every=8, max=5},
            		[Talents.T_LETHALITY]={base=1, every=8, max=5}
	},
}

Note: they likely need a better AI to benefit from stealth. Might post lions later, wanted to make them a bit different(the males would be stronger but perhaps not stealth. while lionesses would be more agile and stealhy, and males would usually have an escort of them).
Also, for those who care for such things - assume the panther is a black leopard. (Panthers aren't a separate breed, just a variant - but I really wanted to use Shockbolt tiles and have something between snow cats and tigers.)

Was also considering doing something with Thalore cats(High-level cats that have some Thalore talents, likely to have been Thalores in past life), however associating elves and cats is a bit stereotypical.


Also, apes. Only one type for now:

Image
(another of Shockbolt's awesome tiles - a yeti, but it fits doesn't it?)

Code: Select all

newEntity{
   define_as = "BASE_NPC_APE",
   stats = { str=18, dex=14, mag=3, cun=14, con=18 },
   body = { INVEN = 10,}, --else won't grapple
   autolevel = "ghoul",
   	size_category = 2, life_rating=12,	rank =2,
	display = "a",
	infravision = 10, life_rating=12,
   type = "animal", subtype="ape",
    ai = "dumb_talented_simple", ai_state = { ai_move="move_dmap", talent_in=3, },
}


newEntity{ base = "BASE_NPC_APE",
	name = "snow ape", color=colors.YELLOW, 
	resolvers.nice_tile{image="invis.png", add_mos = {{image="npc/snow_ape.png", display_h=2, display_y=-1}}},
	desc = [[A nine feet tall ape with thick white fur.]],
	level_range = {12, nil}, exp_worth = 1,
	rarity = 4,
	size_category=4,
	max_life = resolvers.rngavg(100,120),
	combat_armor = 5, combat_def = 3,
	resists = { [DamageType.COLD] = 50},	
	combat = { dam=resolvers.levelup(20, 1, 1), atk=15, apr=5 },
	resolvers.talents{ 
		[Talents.T_UNARMED_MASTERY]={base=1, every=10, max=5},
		[Talents.T_CLINCH]={base=1, every=8, max=5},
		[Talents.T_MAIM]={base=1, every=8, max=5},
	},
}
Was considering having it throw boulders too, but far smaller/less dangerous than the ones used by giants.


Note: post likely to be updated as I test these NPCs more throughly
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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