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Old November 5, 2010, 01:29   #1
Derakon
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New monsters

I've mentioned a few times that I'd like to expand the Vanilla monster set a bit. So here's my attempt.

I haven't tested these beyond inserting them into monster.txt and verifying that they can be used properly (via wizard-mode summon). Generally-speaking their stats are based on monsters of similar level/difficulty.

Vents: think stationary ungrouped Zephyr hounds. They provide an early introduction to the effects of various exotic breath weapons so players are more likely to know what a given Zephyr hound's threat level is. Generally speaking, I took each Zephyr hound entry and made the following modifications:
* Graphic changed from 'Z' to '.' (color unchanged)
* Depth reduced by 5 (shows up 5 levels earlier)
* HP reduced by 50%
* Breath frequency reduced from 1 in 5 to 1 in 4, or from 1 in 10 to 1 in 5 for the basic elemental vents, or to 1 in 1 for the aether vent.
* Added EMPTY_MIND, NEVER_MOVE, NEVER_BLOW.
* Added NO_CONF, NO_SLEEP where it was missing
* Removed FRIENDS

And of course, I rewrote the descriptions and tweaked the names (mostly "hound" => "vent", but also "Earth hound" => "Crystalline vent", etc.). I was very tempted to leave some of the descriptions alone save for the word swap (e.g. "A locus of conflicting points coalesce to form the vague shape of a huge vent. Or is it just your imagination?") but decided to avoid being too derivative.

I actually got killed by an aether vent in testing. Whoops!

Will add the next set in a bit. This post's getting a bit long and I may as well break things up by group. To add vents to the game, copy the contents of vents.txt to the end of monster.txt, then modify limits.txt so the maximum number of monsters is 638.
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Old November 5, 2010, 02:41   #2
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Isn't this purpose already mostly accomplished by vortices? These just seem like non-moving vortices.

I can try test-playing them for you if you want, but I think I'll consider them to be another annoyance monster. (vortices are pretty much the definition of annoyance monster)
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Old November 5, 2010, 02:53   #3
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Vortices are, at least in my opinion, largely annoying because they seek you out from across the dungeon and keep disturbing you by breaking down doors. Also they move erratically, so the ones you do want to take out carefully can be annoying to lure around corners. Vents don't move, so you can generally go around them if you have to. They also cover more breath weapons than vortices do -- there's no inertia vortex or gravity vortex.

Here's centaurs. Centaurs are basically brutes. They come in the following flavors: vanilla, archer, knight, shaman, lord. The archer shoots missiles very quickly, the shaman casts a few nasty spells, and the other three just hit you in melee, very hard. Knights and lords can stun and KO you, like mystics.
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Old November 5, 2010, 04:56   #4
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these look interesting. Have you thought about putting an ESCORT tag on the centaur lords?
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Old November 5, 2010, 05:46   #5
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Quote:
Originally Posted by fizzix View Post
these look interesting. Have you thought about putting an ESCORT tag on the centaur lords?
Say what now? Vanilla doesn't have centaurs.

I think those vents should definitely have breeder ability and be weaker than they are now.

...though I have a vague memory that stunning didn't count the damage of the hit so even 1d1 sound breaths times 10 breathers could lead to KO.
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Old November 5, 2010, 05:47   #6
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I did think about adding escorts to the centaur lords, but the problem is that they'd end up being escorted by chimaerae and manticores and minotaurs and so on. Or jabberwocks. You want a centaur lord surrounded by jabberwocks? 'Cause I don't.

A few more miscellaneous monsters:

* Unicorn. Basically spams angels at you.
* Vampiric ooze: like ochre jellies, but drains experience.
* Distortion vortex: vortex that breathes chaos, gravity, inertia, and force.
* Solar fiend: greater demon with fire/electricity/plasma melee and breath attacks. I made this guy yellow; I recommend making mariliths blue to compensate.
* Diamond golem: mindless melee automaton, drops money.

Timo: fizzix was referring to the "Centaur lord" monster in the attachment to my second post in this thread. As for breeding vents, that sounds...nasty. They'd probably need even lower HP and reduced breath frequency if you went that route.

Also, remember that these guys are as-yet completely untested. They may be unbalanced! I'm just making up numbers that sound good compared to other creatures at these depths.
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Old November 5, 2010, 06:12   #7
Timo Pietilš
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Quote:
Originally Posted by Derakon View Post
Timo: fizzix was referring to the "Centaur lord" monster in the attachment to my second post in this thread. As for breeding vents, that sounds...nasty. They'd probably need even lower HP and reduced breath frequency if you went that route.
Somehow I missed that second post last part completely. I remember reading the part where you explain why you don't like vortices. I need coffee, haven't had my fix yet this morning...
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Old November 5, 2010, 11:47   #8
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Isn't this purpose already mostly accomplished by vortices? These just seem like non-moving vortices.
Maybe make them deeper 'j'ellies?

Andrew
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Old November 5, 2010, 12:38   #9
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Can we have gravity vents that fiction like little black holes, casting spells at you that drag you closer to it until you're dragged into the vent and get dumped hard (big damage, stunning, KO) on the next deepest level. Ya know, highly aggressive trap doors.
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Old November 5, 2010, 12:42   #10
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And be very ready for a quick death with a great wyrm of Power just waiting for ya down there.
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Sadly, every character ever created in Angband was given a magnifying glass by their eccentric uncle for their fifth birthday...
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