Dweller Community Forum

General Category => Ideas => Topic started by: stubble on February 25, 2013, 03:31:43 PM

Title: Monster ideas
Post by: stubble on February 25, 2013, 03:31:43 PM
So,after having died at the hands of the goblin king(again),I realized that there aren't many unique monsters with unique abilities so I decided to post some of my ideas here.
Medusa:a powerful monster with the ability to cripple you ,reduce attk,def permanently by 1.
Hydra:a monster with the ability to strike multiple enemies at once, on neither gk side nor yours.
Mind layer:a creature with the ability to control one of your ally.
Sandworm:a creature that can only move on sand but could dig underground.
Will be posting more ideas soon,also pls make it that allies can be attacked if you cannot be reached.
Title: Re: Monster ideas
Post by: Dweller admin on February 26, 2013, 08:04:07 AM
I agree with you that a lot of monsters do not have any unique abilities. I'd like to change this by 1) adding more monsters 2) and more importantly make sure that the ones already in the game feel more unique. Please have a look at (SPOILERS!!!!) http://files.dwellergame.com/db/monsters.html and suggest ways to improve the existing monsters.

Some comments:

Mind (f)layer. I guess you missed an 'f' there? It would probably be quite easy to add a monster that turns friendly, neutral and charmed monsters into hostile ones.

Sandworm. I like the idea of adding monsters that can exist only on certain types of terrain. It would be a bit difficult to code though. I have full support for monsters that only exist on certain levels (sewers, labyrinth etc) so once I add a Water themed dungeon branch I could add Mermen, Crocs and what now, and the same goes if I add a sand/dirt/earth based level.

Hydra. So far Dweller doesn't have any large mythical beasts (sans the Minotaur) such as manticores, hydras and dragons and I'm not sure about adding them... I could easily add a cleaving/smashing multi target attack to the Minotaur, Troll or Rat King.
Title: Re: Monster ideas
Post by: stubble on February 26, 2013, 04:02:15 PM
I am glad you like some of my RPG ideas.Here's more:
Zombie:On neither gk side nor yours,if it kills a target,target becomes zombie.Only targets living things.
Ghoul:Ability to paralyze foes on 2 consecutive hits,paralyze:unable to move or attack for1d6 turns
Shape shifter:Ability to look like any creature in the game dealing similar DMG and effect but once hit,shape shift is lost.
Goblin priest: The support class of the gk's army,heals goblin units for 95%hp.Does NOT heal non goblin allies.
Rouge: Ability to steal a random item(non equipment) but when killed drops your item.
Title: Re: Monster ideas
Post by: stubble on April 02, 2013, 08:40:36 AM
Stream crocodile:a monster that has a random chance to spawn when you are on water.Could destroy non artifact armour with its powerful jaws.
Ghost:invisible enemy that only attacks you when you are below 15%hp.something like an assassin.
Title: Re: Monster ideas
Post by: handbomb on April 02, 2013, 03:51:11 PM
do you think adding some neutral mobs that get in the way when you are exploring?something like the statue--you choose when to attack it at times. 8)
Title: Re: Monster ideas
Post by: malaprop on April 02, 2013, 08:48:24 PM
that's great! blobs that randomly become push-able blocks when hit. Would be cool to have a scroll of stone to flesh then.
Title: Re: Monster ideas
Post by: stubble on April 03, 2013, 01:29:46 AM
Hand bomb don't steal any of my RPG ideas you living blob of fats,or should I say Jun.
Anyway some more ideas,
Darkblade:An elven general who has a blade which can stack a buff of moonlight which negates the player vision unable to see and takes additional DMG from him.
Title: Re: Monster ideas
Post by: handbomb on April 03, 2013, 01:35:23 AM
huh wat r u sayin im underweight.wats jun?j
Title: Re: Monster ideas
Post by: stubble on April 03, 2013, 01:55:34 AM
Anyway what do you think about debuffs and buffs?I think we should implement more unique buffs and rebuffs.such as sunlight:when near a light source,you will have increased def and vision.
Title: Re: Monster ideas
Post by: CFS on May 04, 2013, 04:36:12 PM
How about an Ooze Queen? She is powerful, summons Ooze and drops a unique item. BTW, purple Ooze should actually run from you instead of coming closer, thus it would be harder to get the bones. Farming bones is just too easy.
Title: Re: Monster ideas
Post by: stubble on May 09, 2013, 04:38:50 AM
The slime queen would be a nice,new boss to fight.
What about a boss in the overworld?
Like an ancient ent that cannot move but can range attack and summon small ents to attack you?
Title: Re: Monster ideas
Post by: Bower on June 03, 2014, 04:21:48 AM
Hero/Assassin spawns:

For every x monsters slain of each type, an extra-powerful named monster is released and hunts the player down

...To test those adventurers who forget their main quest and seek only power and gold!
Title: Re: Monster ideas
Post by: stubble on June 03, 2014, 02:40:05 PM
hmm there are already named monsters in the game but im not sure how they spawn,
whether they spawn naturally or like u said,
can the admin pls clarify on this?
Title: Re: Monster ideas
Post by: makiki on June 03, 2014, 02:57:42 PM
hmm there are already named monsters in the game but im not sure how they spawn,
whether they spawn naturally or like u said,
can the admin pls clarify on this?
They spawn naturally of course, but the chance is low.
Title: Re: Monster ideas
Post by: Bower on June 03, 2014, 03:23:43 PM
And when I say "extra- powerful named monster" I mean a step above your average named monster.  Does anyone remember Starfox 64- in training mode, after you down enough ships, a Wolfen spawns to give you a little challenge.

As it stands, you can run into a monster with a name at any time: you would have to work to spawn a Hero Monster.
Title: Re: Monster ideas
Post by: CFS on June 04, 2014, 02:14:06 AM
I'd love to have more powerful vampires. After they attack, the number of hitpoints they've taken should be taken away completely from your total hitpoints. For example: You have full health, in this example 40 HP. The vampire hits and takes 3 HP. Now you have 37 which is from now on your maximum health. He hits again for 5, now your maximum health is 32. Until you increase it again by levelling up. Would make the vampire more, er, vampiry.
Title: Re: Monster ideas
Post by: stubble on June 04, 2014, 09:10:03 AM
Adding on to cfs idea we could have wights that permenantly reduce ur attack stat or def stat by a random number everytime they hit you making them more dangerous to fight.
Title: Re: Monster ideas
Post by: Bower on June 07, 2014, 02:57:03 AM
Just killed my first mimic (elusive bastards!); love how quickly admin turned an idea into a feature!

In the spirit of monster diversity,  I have a few more thoughts. I think the last major addition to the monster pool would have to be an instant-kill threat...mabye carrying ~10% success rate:

Goblinja -  (Goblin + Ninja)

Depth: 6 - 10

Frequency: 10

Attack: 25 ±0
Defense: 6 ±0
Speed: 25 ±0
Magic: 4 ±0
HP: 15 ±0Damage: 9

XP: 45

MELEE: MELEE
MELEE: FATALITY (10%?)
SPELL: TELEPORT
Ranged shiruken perhaps?

Black Rat

Depth: 1 - 127 (the sewers)

Frequency: 20

Attack: 12 ±0
Defense: 12 ±0
Speed: 12 ±0
Magic: 12 ±0
HP: 12 ±0Damage: 4

XP: 20

MELEE: MELEE
MELEE: FATALITY
MELEE: POISON

Sometimes I feel too secure walking through the upper dungeon when I have the right artifacts equipped anlong with ridiculous stats. Instant-kill is a game-changer!


Title: Re: Monster ideas
Post by: Dweller admin on June 07, 2014, 11:30:10 PM
Insta-kill sounds almost too dangerous! I'd like to get more variation among the monsters though, so you're thinking of adding to the monster pool is good, but maybe the existing monsters should be given more variation as well?
Title: Re: Monster ideas
Post by: Mateusz P-G on June 07, 2014, 11:54:48 PM
What bothers me is that the current debuffs are contact-only, making the Warrior - already the least fun class to play IMHO, even worse.

Some real killers would be:

- "Silencing" spell cast at a distance, disrupting use of Book-based magic. This would actually have an added bonus of the making the possesion of Wands highly desirable at last.

- "Feedback" Spell dealing Normal Damage (impossible to mitigate with Magic Resistance), based on victim's current Mana.

- "Confusion" Spell, causing the Book-based Spells and Wands to backfire, in addition to messing up regular attacks

- Remote Mana Drain

- Remote/Trap-based slow or immobilisation ("Root"/"Web" Spell, physical webs, adding crippling Slow to Spike Traps when not in Iron Boots, etc.)

- Regular ranged enemies, including the reinstitution of classic Goblin Scouts (with Warriors having much better odds to avoid damage based on shields' Block Chance)

- An idea already mentioned earlier - a Spell, Trap or Special attack that turns the allies hostile

- Monsters with magical "Deflection", causing most of the Player's ranged attacks to miss or even turn back against them

- "Blindness", making the use of ranged weapons and Wands near-impossible, disabling Book-based magic and cutting down the chance to hit in melee

- Gas Traps and Spells, filling the area with high-damage gas (hard to code I guess)


Knock yourself out with this selection. ;)
Title: Re: Monster ideas
Post by: Bower on June 08, 2014, 01:12:25 AM
Great list! Playing the warrior is rough.

Would the most elegant solution be to add resistances to Warrior-only equipment?--essentially what the dragon scale shield does, but for a much wider array, from boots to helm for slow to poison.

Or does the warrior simply need a long-range threat...assuming a wand doesn't count...
Title: Re: Monster ideas
Post by: Dweller admin on June 11, 2014, 01:17:05 AM
I agree! Great list!

I've added Silence as a ranged attack for certain monsters. I'll add more when I have time.