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Ambusher shadow #32857
Ambusher shadow #32857
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Demogorgon! |
I want a military zombie bio-operator equipped with an FB51 optical cloak (that 100% drops it), ambushing you near military buildings/vehicles, as you go back with loot... |
This monster feels more like a fantasy monster rather than a sci-fi one. I can't imagine a reason of why it could exist at all. |
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-Authored-By: BevapDin <tho_ki@gmx.de>
Co-Authored-By: BevapDin <tho_ki@gmx.de>
Co-Authored-By: BevapDin <tho_ki@gmx.de>
@Night-Pryanik I believe this could fit in with the lovecraftian type monsters we already have. Its always nice to have monster with unique abilitys and fighting styles it adds some more variability. |
Yes I admit this monster leans heavily into the "lovecraftian supernatural" side of the game, and that it has abilities that are basically magic. However, I think that new supernatural additions are not frowned upon, the Design doc itself says this about extradimensional factions: "Further extradimensional factions not only could exist, but probably should." The shadows specifically had a very old design guideline specified in here https://discourse.cataclysmdda.org/t/draft-of-the-cataclysm-lore-writeup/10345/8 |
jenkins rebuild |
While idea of making subway tunnels less boring is awesome... Subway tunnels are early-game location now, there you can hide from zombies in emergency, navigate through the city relatively safely and even travel out of the city or to the outskirts / clean zone to leave it. Later in the game no much reasons to spend time there unless you're roleplaying a troglo, enjoy exploring dungeons or managed to get a lucky map where subways are all over the map, connect to labs, you have a map and got likely foldable non-solar car to travel there fast. I'd place these shadows into level -4 for now (lab train network) and keep level -2 as it is until more interesting content is added to subways. |
Need to replace the dkgray colors with dark_gray |
"id": "took_damage", | ||
"name": [ "Took Damage" ], | ||
"desc": [ | ||
"AI tag for when a monster has taken damage. Differs from the above by considering any possible source of damage. This is a bug if you have it." |
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Player still has a chance to get this effect, and Differs from the above
part would be totally unclear to him. I suggest rewriting this part to avoid any possible confusion.
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Only monsters can have this effect, since its applied only by monster::apply_damage.
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
I have reconceptualized the Hub 01 mission that would have used these. I'll close this for now. |
Summary
SUMMARY: Content "Adds a new shadow type monster, capable of teleporting and hiding in ambush"
Purpose of change
I wanted a new monster for the player to fight in the subway tunnels of hub 01.
Describe the solution
Adumbrations are a shadow type monster that teleports and hides after taking damage, and then springs back to life when the player walks near them. For ideal spooky results, spawn several adumbrations in an underground building, ideally in something like a long hallway.
You can either spawn the normal monster:'mon_shadow_hunter' or the hidden version:'mon_shadow_hunter_h'. Both will work