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The dissoluted devourer zombie #34057
Conversation
This is really nice! I like the concept! |
Thematically the crawler seems like the ideal first stage for the fused. Might not be as useful gameplay-wise, as I don't know how often they show up. |
I like the idea, but I don't like adding members to the monster class that are only going to be used by a handful of monsters. Every monster in existence is going to be dragging these values around, and it really adds up. |
Co-Authored-By: BevapDin <tho_ki@gmx.de>
@kevingranade : Ok, i'll think of a better solution. They are dragging around 10 bonuses inherited from creature in the current game. |
Merge remote-tracking branch 'origin/mon-add' into mon-add # Conflicts: # src/monster.cpp
Now it works with minimal data usage (one bit) on usual monsters to meet @kevingranade s concern. Once a modifier-effect/growing is applied the effect saves the bonus and the 'MODIFIED'-bit tells the monster it has to use it. |
Summary
SUMMARY: Content "Added the dissoluted devourer evolution to the decayed zombie."
Purpose of change
The decayed zombie is an Tier 1 end of the evolution-tree. They fall of in effectivness in the late game. To create a later game-tank different from hulks with dedicated growth-through-combining-with-zombies-mechanic i added the dissoluted devourer.
Describe the solution
Adding the "mon_devourer" monster, special attack "ZOMBIE_FUSE" and effect "grown_of_fuse". Additionally expanding the effect-modifieres for monsters with dodge, block, hit, bash, cut and size (which effects volume+weight). These are realised as standard modification in monster::process_one_effect. (Added get_max_intensity to the effekt type).
Added the mon_devourer as a flat evolution of the decayed zombie. It will combine with adjecent zombies of equal or smaller size and add the growth effect with the intensity of the other monsters hp until the maximum is reached. The intended strategy is to isolate or kill it before it grows. It's current growth can be seen by looking at it an monitoring it's size.
The changes to modifiers and size-visibility are basic roleplaying stuff imo.
Edit: To prevent overhead through adding data to monster an 'Modified' flag which leads monsters to search through their effect-data for bonus/modifier values on cicumstances (like stating their size) is implemented.
Describe alternatives you've considered
I wanted to realise the health addition as an health-mod for monsters. First one i scrapped since it fits to just use overhealing.
Additional context
The description window looks like this (with the space between big+dot removed):
Im not sure if the format is good, since the size will be visible for some monsters.