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Labyrinthine Structures: Monster planning #55795
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Attacks with even a minuscule chance of setting you on fire are incredibly deadly, it might be necessary to redesign how the on fire status functions if gnats aren’t supposed to be individually threatening. |
Fire does need reworking, and I wouldn't consider that a barrier to developing more fire attacks. I'm always a fan of getting bugs fixed by making them more prominent. However I would prefer gnats to not light you on fire at all, which may require some separation of "heat" damage from "fire" effect |
A melee-range spell could be used for that. In Magiclysm code, the “IGNITE_FLAMMBLE” flag designates if the spell will set you on fire or not. Excluding that could allow for “heat” damage without making the player a walking torch. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
I will probably still use the ideas in this thread, but I have been thinking of a somewhat different tack for labyrinths as I am preparing them for #67978. At least at first, zomborgs and some kind of nerfed netherum clone of exodii quads and workers will form the backbone of the "conventional" monsters, and may in fact be hostile to each other. I'm also considering some non-conventional monsters that pose new challenges, and I think an interesting theme to develop would be "draining your juice". The netherum works by copying and 'stealing' what makes you real; perhaps a lot of enemies and threats in here further that by draining what you perceive as powering you. The concept here is that your weapons and armour make you more effective against the conventional threats, but i want to make some aspects far harder to evade by just gearing up, requiring you to circumvent them rather than charging them headlong. So, on one hand, I want to avoid anything that heavily penalizes you while ignoring armour (no mi-go pain guns eg), but does threaten and even potentially kill you. Drainage attack ideas:
Note that for blood/fluid/calories the individual attacks should be small but the combined effect should get dangerous, I don't want anyone dying of thirst in two turns because they wandered into a Dust Swirl room. |
Is your feature request related to a problem? Please describe.
Labyrinthine Structures are proposed subdimensional "dungeons" linked to netherum and exodii content. They should become the new go-to loot area to get CBM related gear semi-independently of the exodii (connection to at least another high tech faction will be necessary to get it fully functional), as well as a new and different type of place to loot. The core of the lore is that the exodii use the mimicry properties of the Netherum to intentionally create nether-copies of their own stuff. These places are creepy and weird but can be looted.
I have been unable to devote much time to CDDA dev recently and don't have any idea when this will change, so in the interests of both getting my plans in writing for my future self and also possibly enticing someone to help me work on this, I am writing up some of the notes I have on these structures into issues to store in an associated project.
This issue will detail the "basic level" monsters and their ecosystem for the Structures. Eventually, there should be more enemies than these in the Structures, with more wild and chaotic nether stuff appearing the deeper you go, but these are sufficient to form the backbone of enemies until we get further along.
Solution you would like.
Update 2023:
I will probably still use the ideas in this thread, but I have been thinking of a somewhat different tack for labyrinths as I am preparing them for #67978. At least at first, zomborgs and some kind of nerfed netherum clone of exodii quads and workers will form the backbone of the "conventional" monsters, and may in fact be hostile to each other. I'm also considering some non-conventional monsters that pose new challenges, and I think an interesting theme to develop would be "draining your juice". The netherum works by copying and 'stealing' what makes you real; perhaps a lot of enemies and threats in here further that by draining what you perceive as powering you.
The concept here is that your weapons and armour make you more effective against the conventional threats, but i want to make some aspects far harder to evade by just gearing up, requiring you to circumvent them rather than charging them headlong. So, on one hand, I want to avoid anything that heavily penalizes you while ignoring armour (no mi-go pain guns eg), but does threaten and even potentially kill you.
Drainage attack ideas:
Note that for blood/fluid/calories the individual attacks should be small but the combined effect should get dangerous, I don't want anyone dying of thirst in two turns because they wandered into a Dust Swirl room.
Note on enemy spawning:
Enemy spawning should ideally be a bit different from the rest of the game. With zones (see #55794) being small, we should have rooms start with just a few pre-added mobs, and use Effect on Conditions to have new mobs enter from the "far" sides of the new zone after a few turns, sometimes in a couple waves (and sometimes you only face the original enemies). So you enter a zone, face maybe a few enemies, and then defend yourself from 0-3 waves of reinforcements. Due to the transdimensional nature of the place we could have cleared rooms eventually reset, after a random 1-12 hour timer, so the dungeon is never completely safe. (Optional: some uncommon loot within the Structure could render a single room safe, allowing you to make rest zones)
Fleshborgs
Fleshborgs form the main enemy inside the Structure. They look like humanoid cyborgs, but their "cybernetics" are composed of bone, hair, and skin. They are somewhat smarter than zombies, able to avoid threats and traps.
Fleshborg (melee)
This is the most common enemy in the early level of the Structures
Fleshborg (ranged)
A larger variant of the fleshborg with a weird meaty blaster arm, these guys fill the role of turrets in the dungeon.
Stiltwalkers
Stiltwalkers are the big guns down here, and should be rarer than the other enemy types, but should often represent a huge threat when they appear.
Stiltwalker (Melee)
Looks like a metallic version of those creepy humans-on-four-stilts things, with a serene masklike human face. Imagine you crossed this picture with a Boston Dynamics bigdog with a bit of HR Giger thrown in.
Stiltwalker (Ranged)
Smaller version of melee, with a cannon on its back. Ranged support role.
Other types
Wiregnats
About the size of a volleyball. Looks like a flying bundle of barbed wire around a glowing, firelike core; makes a buzzing mosquito sound. Really annoying.
Wiregnats should be individually no trouble, but with the capacity to rapidly overwhelm the player as they split. Their annoyingness is further exacerbated by them often spawning alongside ranged stiltwalkers, which will make their heat attacks more deadly while also reducing your ability to hit the gnats. They should often spawn randomly inside of zones, just a single gnat with the capacity to turn into a bigger problem.
Describe alternatives you have considered.
The possibilities are endless!
Additional context
It's possible that some of the existing netherum and distorted lab monsters could be occasionally reused, but I think if we do that, it should be limited to special occasions and used frugally. Sometimes it would be appropriate to have zomborgs, quads, and exodii workers in here as well, but those would have to be a modified versions that are part of the netherum faction... and the quads should be nerfed a bit.
Artistic inspiration
I've found deep dream AI image generators really great for getting a feel for the kind of technological mirrors we'd see in the twisted constructs of the netherum.
Like any right-thinking human, I am very excited to turn these weird, confused products of a not-yet-sentient AI into a twisted dungeon we can explore and dismantle.
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