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And just think about a mob of gobblers chasing you around. As a special effect, more could join the fight, when you´re around berry bushes.
If seasonal events are possible pengulls might be a good choice, A qoute could be something like "I shouldn´t have stolen those eggs"
And one more thing that came in my mind: Is it possible to make similar events in the caves with cave monsters?
I hope you like my ideas and I hopefully didn´t annoy you ;)
PS: Sorry for my bad english I´m not a native speaker
Seasonal chances are already coded in, but the one thing I had (moosling) didn't play well, so they are disabled right now. But I can certainly add penguins to the mix and set their condition to be winter only.
I'm not too familiar with caves. 90% of my time with the game has been with Dont Starve Together. I'll see what I can do. From what I've read, it looks like they have Depth Worm attacks down there which is not anywhere in the code I'm working with, so it might be tough. I think it's possible though. Picking only certain mobs while in the cave would be the easy part :)
The way I had to do this was to inject a sleeper condition in their brain that is triggered by being spawned by the hound attack. This condition basically makes them attack the player. However, most of these mobs don't actually want to attack the player! So I've had to tell them to keep targeting the player no matter what.
I really want to work on that targeting though. I want the players to get a break. I want some of these mobs to do a 'taunt' like the hound barking so you aren't always surrounded by ALL of the mobs at all times and have a chance to deal with them one at a time.
I do like your idea of rare mobs though. If not giants, what were you thinking? A varg attack?
Alternatively to Vargs or as another possible spawn I would consider treeguards or shadow thingys/ gosts when there is a full moon.
I didn't even consider modifying the outcome based on the current time when the attack happens. For instance, when we get to the warning interval, I could modify the scheduled mob based on more conditions (sanity, moon, etc) that I won't know at the time of scheduling an attack.
This would mean if you ever got a hound attacked scheduled on a full moon...I could make something as you suggested.
I suppose things like full moon, ect are possible to calculate based on time, but if the user ever did a console command to modify this, i would have to catch them and modify the wave. Or, I guess I could just have some conditional overrides at the time of the attack!
The insane thing might be cool. No matter what mob is scheduled, if the player is currently insane, make the mob be a shadow thingy instead. If they manage to get their sanity back before the wave, then just send in the normal thing.
I didn't think treeguards would be fair originally, but I think it would be pretty simple to get them to work as normal (still be able to pacify with pinecones).
.I just thought it might be a cool thing if possible. Haha
https://www.youtube.com/watch?v=MDve22ExM7k
Basically, spawned waves will monitor a player's sanity and transform into shadow creatures when they get too close. What do you think?
Are different types of shadow monsters based on the mob the were before they transformed possible?
I also plan on adding some more effects to that transformation. That was just a quick test of an idea.
https://www.youtube.com/watch?v=BbhF2Ob91pg