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Post by Variaz on Oct 19, 2008 22:18:16 GMT -5
Looking at this again, I removed some of the mud golem/monster's resistances, based on clay golems, water elementals and mud elementals. So in the end, this is the new resistances for them:
R:1:100 R:5:100 R:6:75 R:7:75 R:9:100 R:10:100 R:11:100 R:12:75 R:13:100 R:15:50 R:21:100
Well, it's still pretty awesome. However:
- Removed electric resistance due to it's watery nature and therefore, electricity flowing through it's body can hurt it. - Removed acid resistance, since golems are weak to it. In fact, it could have been weak to it, but let's say that the acid got diluted in water a bit... - Clay golems were resistance, but not immune to Light and Darkness. So I lowered them to 75%, which is still great, but not immune anymore. - Removed Warp resistance. Actually took it away from ALL golems. They had no reasons to have it whatsoever. - Clay golems had 50% resist sound. Decided the mud golem will have more, 75%, but not immune. - Physical resistance lowered to 50%, because neither the clay golem nor water elemental has 75%.
In the end, it still has very nice resistances, and no weaknesses, but it should be a bit more challenging to play it.
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Post by Frumple on Oct 21, 2008 12:34:33 GMT -5
A few extra monsters, though nothing impressive. Fleshed out the second-tier worms a bit, adding elemental varients of the giant worm, modeled after the worm masses. Stat differences are more-or-less the same as that between the masses, so they should be fairly solid critters, for what they are. A little worried about the HP jump between the yellow and the red, but it is proportional to their younger cousins...
N:275:Giant White Worm G:w:w I:110:13d12:10:20:10:0:0:0:0:0:0:0 W:6:1:2200:45 B:12:8:2:1:0:0:1 C:0:0 A:crush:!:1:2d6:15:0:0 A:bite:!:1:2d6:2:0:0 R:2:10 F:DROP_CORPSE | NO_FEAR | CAN_SWIM M:0:0 D:A giant white worm. Beware -- it can swim.
N:276:Giant Yellow Worm G:w:y I:110:13d15:10:26:10:0:0:0:0:0:0:0 W:6:1:2340:50 B:12:8:2:1:0:0:1 C:0:0 A:crush:!:1:2d8:15:0:0 A:bite:!:1:2d8:6:0:0 R:6:10 F:DROP_CORPSE | NO_FEAR M:0:0 D:A giant yellow worm.
N:277:Giant Red Worm G:w:r I:110:20d19:10:46:5:0:0:0:0:0:0:0 W:6:1:2925:100 B:15:8:2:1:0:0:1 C:0:0 A:crush:!:1:2d10:15:0:0 A:bite:!:1:2d10:1:0:0 R:1:25 F:DROP_CORPSE | NO_FEAR M:0:0 D:A giant red worm.
N:278:Giant Blue Worm G:w:b I:110:20d19:10:46:5:0:0:0:0:0:0:0 W:6:1:2925:100 B:15:8:2:1:0:0:1 C:0:0 A:crush:!:1:2d10:15:0:0 A:bite:!:1:2d10:3:0:0 R:3:25 F:DROP_CORPSE | NO_FEAR M:0:0 D:A giant blue worm.
N:279:Giant Green Worm G:w:g I:110:20d19:10:46:5:0:0:0:0:0:0:0 W:6:1:2925:100 B:15:8:2:1:0:0:1 C:0:0 A:crush:!:1:2d10:15:0:0 A:bite:!:1:2d10:5:0:0 R:5:25 F:DROP_CORPSE | NO_FEAR M:0:0 D:A giant green worm.
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Post by espeorb on Oct 28, 2008 6:37:50 GMT -5
They're like dumbed down elemental lords as monsters. I modelled them a bit after the Rhyzendalian witches
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Post by Variaz on Oct 28, 2008 8:17:23 GMT -5
Funny little monsters that would add nice variety early on. I might add them. Could be fun to play as "small" monsters too! Will probably be 301+ though, as I reserve 2300+ for Nightmares!
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Post by espeorb on Oct 28, 2008 11:19:16 GMT -5
Yeah, I just added them as that to go right after the end because I was too lazy to replace something with them or something. Just note, though: if you do add them, it will make the first dungeon a bit harder- every time I get around level five, I see a Witch of some kind like 20 steps away from me, two or three hitting me with their special Bolt. Argh!
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Post by Variaz on Oct 28, 2008 12:30:33 GMT -5
I might tone them down a bit, probably lower their bolt spells power a bit from 10 t 5. Also, mana bolt will be changed to Missile.
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Post by espeorb on Oct 28, 2008 13:08:59 GMT -5
Yes, that would be a good nerf considering they are depth five. Also, be sure to color code them because I do not know what all the letters for the colors are (I put D for all of them cause I don't know).
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Post by zekk on Nov 18, 2008 15:21:38 GMT -5
About the naga race... there is a warrior, an archer, and a priestess. Then there's an elite warrior, elite archer, and a high priestess. And then a warrior princess, archer princess, and....... no priestess princess. Shouldn't there be one, or something similar?
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Post by Variaz on Nov 18, 2008 21:02:36 GMT -5
About the naga race... there is a warrior, an archer, and a priestess. Then there's an elite warrior, elite archer, and a high priestess. And then a warrior princess, archer princess, and....... no priestess princess. Shouldn't there be one, or something similar? Done. A new depth 50 caster naga monster has been added.
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Post by divinefistoka on Dec 28, 2008 10:57:21 GMT -5
WE've got spirits of blizzard which are a nifty variety of ice elemental, but none of the other elements offer enhanced versions like that. (oh come on, don't tell me a evolved version of the elemental of your choice can offer much against the devastation of a greater spirit of blizzard) Shouldn't there either be a toning down to the blizzard spirit (gods forbid) or add other elemental alternatives? (Spirits of flame, spirits of thunderstorms, etc...)
Edit: Especially since greater spirit of blizzard is available at 25, and no other higher-form elementals of the basic elements are yet... either its available too soon, or the other elementals aren't made yet.
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Post by Variaz on Dec 28, 2008 12:25:47 GMT -5
One thing you have to understand is that the Spirit of Blizzard is an "ICE" monster, and is only encountered in "ICE" dungeons. It being more powerful than other elementals is because it's appearences are more limited. Originally, I wasn't sure about making ice monsters playable, but I've decided to do so.
About it being more powerful AND available before the others, two things to keep in mind:
1. Monster is not a perfectly balanced race, and isn't meant to be. Some monsters are stronger than others. All of them should be playable though, but some are easier, other are harder. "Balancing" monsters would result in the game being too easy, with no monsters to surprise you. All would be level-scaled, and predictable. 2. Monsters strength/difficulty isn't necessarely proportional to their depth level. Mature Dragons are 35, and so are Kobold Great Shamans. But we all agree that dragons are MUCH tougher than kobolds, right? It's good to not have monsters all proportionally scaled, as it allows some to surprise players, and make things more interesting.
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