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Author Topic: New Megabeasts  (Read 1225 times)

Capntastic

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Re: New Megabeasts
« Reply #15 on: March 29, 2008, 08:13:00 pm »

quote:
Originally posted by Chrispy:
<STRONG>For an interesting challenge, why not make it so there is a small chance (larger in evil biomes), that after not being able to make anything for a while, a possessed mood dwarf starts producing horrific constructions in a workshop (claims a random workshop if it isn't already in one), with no notice, just doing so secretly.  After a while, all of the constructs come out, and defend the shell of a dwarf to the very last, acting as pets to their creator, as to not walk to far away.  If you don't defeat them quickly, more and more are made.</STRONG>

The dev notes mention constructs and how Toady doesn't really know what direction he wants to take with them, as they could break the mood of the game and such.   They probably won't be robots or anything.

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Zironic

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Re: New Megabeasts
« Reply #16 on: March 29, 2008, 08:28:00 pm »

Make megabeasts more aggressive and increase damage then generate a map - if they survive to the end - they will be mega indeed!
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Bricktop

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Re: New Megabeasts
« Reply #17 on: March 29, 2008, 10:13:00 pm »

I think something that might make megabeasts more fun is actually changing the creatures in the cave with the beast, rahter than changing the beast.

For example, a Bronze Colossus could be defended solely by groups of Iron Men.

A Dragon could have only Fire Imps in its cave.

A Titan could have all troglodytes.

A Hydra has all snakemen.


Also, if the look of a cave depended on what the beast was like it would also help. For example, with a dragon its cave could be a 2-3 wide hole with simply a massive, multiple Z-level cave on the other side and very few side-passages. All the loot inside would be gold or silver crafts and trying to defeat the dragon would basically entail having to dodge a hundred thousand fire-balls has the Fire Imps try to get their share of the action (let alone dragon fire).


At the moment I think that the Megabeast's home's need to be more themed towards the beast that they are the home of.

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Khosan

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Re: New Megabeasts
« Reply #18 on: March 29, 2008, 10:47:00 pm »

quote:
Originally posted by Draco18s:
<STRONG>I'd prefer if these were valid suggestions rather than references to either unpopular culture (Trogdor), other games (the giant eye), or Mediteranean mythos (Medusa).

Gorgons are fine, as that's what Medusa was, but Medusa was a named gorgon.</STRONG>


If we were ruling out Greek myths, we'd have to get rid of the Bronze Colossi, Hydras and Titans.

The colossus was an actual statue that stood over the harbor of Rhodes.  Heracles had to slay the Hydra.  And the Titans were the ones who created the world, fathered the Olympian gods and were then locked in Tartarus by the gods they'd spawned not a few centuries ago.

Personally, if they added Rust Monsters the way they appear in D&D in any incarnation, they could be a megabeast unto themselves.  The Elves would suddenly have a purpose for carrying wooden equipment.

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Draco18s

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Re: New Megabeasts
« Reply #19 on: March 30, 2008, 02:02:00 am »

quote:
Originally posted by Khosan:
<STRONG>If we were ruling out Greek myths, we'd have to get rid of the Bronze Colossi, Hydras and Titans.</STRONG>

Not Greek myths in their entirety, just the named ones.

We can add gorgons to DF and I wouldn't mind, but not Medusa the individual.  She's a named creature, not a race from which to pull creatures (i.e. I don't want to see "Grithnax Thurdboat the Medusa").  It'd be like adding Noah and Moses to the history figs.  Nonono, they were humans.

Also, Hydra can also be found in the Cthuhlu mythos, though that's another set I'd prefer to leave out.  Cthuhlu mod, sure, but not vanilla.

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