Minibosses, Regenerating Enemies and Thieving Monkies


I starting thinking about unique monsters to have as minibosses. Certain monster types are now flagged to get a unique room that is chosen at random from one of a few text files containing name lists. So you might encounter "Helga the ice witch" or "Svend the bandit leader". Minibosses can now be generated in their own arena-sized rooms at chosen levels throughout the dungeon. A miniboss will always be generated with a special magic item, which it will have equipped if possible and will certain try to use against the player in combat. Minibosses also generate rumours, so before encountering one, the player might chat with someone in town who reveals something like "Kukuri the lizard king lives in a damp cave beneath the city of Pyrgos. They say he possesses the wand of disintegration."

I also worked on new monsters for the "freaky caves theme", which will contain a lot of bizarre and mushroom related creatures. It prominently features the myconid civilization, who can have their own underground villages. These mushroom people are rather slow and weak and don't have very good equipment, but have one big advantage: they can regenerate after being slain! But killing them with fire will make them stay dead. Killing them with cold will just make their bodies frozen, which will delay their regeneration, but they will eventually come back. For now, you can also chop their bodies into pieces, which stops them from coming back, but I plan to change that later so that each piece will grow into a new myconid.

Because the agent is deleted when killed and replaced when it regenerates, the myconid do not retain their memories. So for now if you kill a myconid and it comes back, it will not be hostile towards you. But I will think of another way to retain its memories.

Also, in order to give the flying monkies something to do, I implemented stealing. There are two kinds of stealing: overt stealing and covert stealing.

Overt stealing is an ability some monsters have where they can just run up to their target, try to grab an item and then run away with it. It is always obvious and success is based on the stealer's dexterity vs. the target's dexterity.

The player is able to use covert stealing. The success of covert stealing depends on the target's disposition towards the player. It is easy to steal from agents who are allied or friendly, more difficult to steal from neutral agents, more difficult to steal from unfriendly agents, and impossible to steal from agents who are already hostile. It is indetectable when successful, but if it fails, there is a chance the player is caught, which will make it turn hostile. Doing this in the middle of a town can be very dangerous because townspeople will call over other people, who will also turn hostile against the player.

Since the player begins the game with no money, doing a little stealing is a lucrative strategy to get some money to buy better equipment off the bat, but also runs the risk of turning the whole town against the player.

And that reminds me of another thing added recently. Religions now have certain rules of conduct. Doing stuff like stealing, attacking peaceful intelligent creatures, using poison, or using magic items that are flagged as WICKED can all displease your god, which cause you to lose 'deeds' (kind of like your religious experience points) and could make you lose ranks or even get kicked out of your religion.

Evil gods have a lot less rules for their followers than lawful gods. However, after earning a couple of ranks with an evil god, the player themself will become flagged as WICKED, which causes some penalties. If WICKED players attempt to pick up or use items flagged as HOLY, they will get blasted, taking some damage. Certain creatures that would normally be friendly and helpful, like holy spirits, will turn hostile against WICKED players. WICKED players can also be susceptible to damage from certain other damage sources, like holy fire.

Now I've moved to refactoring some of the GUI code, trying to bust it up into smaller classes. But it's been getting real messy

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