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Author Topic: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]  (Read 72354 times)

Nahere

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Re: Mostly Mythical Monsters Modular Mod [1.2: Bogeyhunt - The Dark Prophecy]
« Reply #150 on: February 11, 2017, 07:20:56 pm »

So I've been trying out the bogeymen stuff and found a few problems:
  • For whatever reason, bogeymen never seem to use ATTACK interactions, so the laughing bogeymen never gives you the ability to advance to tier 2, and the rift never uses its suck breath attack.
  • Transformed bogeymen usually try to run away from the player, to the point where I had to grab the rift to stop it and make it attack me.
  • The interactions to transform bogeymen into the herald and rift both have only a 10% chance of working, which looks like a copy paste error but might be intended.
  • So far as I can tell, the two methods of victory involve either being splashed by the 'final fluid', which is defined but never actually used anywhere, or being lashed by the tentacles of the rift. Unfortunately, SPECIALATTACK_INTERACTIONs only work when blood is drawn, and the lash attack is too wimpy to do so. Also, the rift had a real hard time hitting me at all, even after I removed all my armour.
Edit: On further examination it appears a rift will not use its suck breath power because it cannot speak.
« Last Edit: February 12, 2017, 11:16:34 pm by Nahere »
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ReynTheLord

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IndigoFenix

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #152 on: March 03, 2017, 03:00:18 am »

Just a small update to fix some persistent issues.

[VERMIN_EATER] and [VERMIN_ROTTER] have been removed from pretas, making them much less problematic.  It seems these tags override FREQUENCY to some extent.
The final bogeyman transform interactions have 100% probability, and the rift has been altered to make it capable of inflicting its syndromes on larger creatures.  Bogeymen also have increased bravery to keep them from running away.

pikachu17

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #153 on: May 09, 2017, 09:27:24 am »

The plural of sphinx is sphinges.
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lawlzlo12

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #154 on: July 18, 2017, 05:34:27 pm »

I have been trying to transform the bogeyman but i do not know how do i have to make skin contact to upgrade one or use advanced interaction?'
EDIT: I was looking at the raws for clues and found that maybe they have to hit me?
« Last Edit: July 18, 2017, 08:55:13 pm by lawlzlo12 »
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Torchwood202

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #155 on: August 23, 2017, 09:11:07 pm »

There is supposedly a informative segment on the Deep Ones mod within the Masterwork guide, but I am unable to find it.
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IndigoFenix

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #156 on: August 27, 2017, 04:45:21 am »

The first bogeyman advancement ability happens randomly; it is given to you through a line of sight interaction from a particular kind of bogeyman.

Once you upgrade a bogeyman, you gain the ability to upgrade further by making contact with or drinking the previous level's blood.  I.e. you gain the ability to create a level 3 bogeyman from a level 2 bogeyman's blood.

Asin

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #157 on: September 15, 2017, 12:11:43 pm »

Where may I find the raws for your automatons?

Warlord255

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #158 on: February 19, 2018, 04:16:07 pm »

Necro'ing thread to second the question about the automatons. Their body plans seem to be in the folder, but their creature raws are not!
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Gigabytebob

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #159 on: April 23, 2018, 09:27:44 pm »

sorry about the necro but may i borrow some of the stuff from leprechauns specifically how they do wishes
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Gigabytebob

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #161 on: April 24, 2018, 07:42:37 pm »

thanks
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SpeardwarfErith

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Re: Mostly Mythical Monsters Modular Mod [1.2.1: A few minor fixes]
« Reply #162 on: August 15, 2018, 06:52:28 pm »

In the spirit of this thread, I am here to necro it.

Do the plump helmet men still work? I came here from the original plump helmet men post where you mentioned that they do not.
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