Wow, awesome to see more pre-mythgen magic. While I'm mostly relieved about the bogeymen change, I have to admit that part of me is probably gonna miss the little troublemakers.
after the set up of civil/playable bogeymen with just the entity animal tokens.
kinda worried if the modding potential for creatures that use the bogeyman token is now shoved to one region and or one randomly generated creature that needs to show up?
though regional/timed summoning interactions seems like a fun concept where creatures can just pop up out of thin air. really don't know about the bogeyman changes given uhh on one hand it might make playable bogeymen either a straight up raw dump custom creature file or dfhack thing and not entity animal token domestication thing the site just does, but having said region where the 'cackling' summons and kills them be in one area means if someone gets past the hurdle of making them playable in the new update they won't have to fear the night twice as harder than a normal adventurer
Will the new changes to boogeymen that restrict them to certain evil biomes affect all creatures with the [BOOGEYMAN] token? Or just the generated ones? Will we be able to choose whether to restrict a modded creature, and if so, are there any further moddable options (restricting to only GOOD biomes, only biomes connected to a certain sphere etc.)?
Primordial evil (our current, naturalised evil for generic evil tag monsters) and spherical evil are seperate concepts in the devlog as i understand it, bogeymen having their raws opened up might need to ignore the fact that fortresses are constantly bathed in light, until such a faculty or day/night and lighting is added, or to explain that its exonerated by the corruptive ground letting them manifest for as long as they like.
- Very much depends how it's implemented @Rumrusher, if a sphere corruption and [Evil] is enough to actually manifest, the biome would be completely optional if supported like that. That's my running assumption on how Toady is going to implement wide swathes of monsters, as unlanded normal animals just don't exist in the world without a biome.
Will we have more UI warning information and pop'ups for players when embarking upon a corrupted land of what kind of sphere it is? Especially since in theory a fortress close to a tomb could come under range of a corruption spread offsite probably needs to know, if there aren't any noticable effects if reprecussions come up later. Like blight spheres killing crops etc.
This might have amusing/immersive implications when the creatures in [FORCED_SPHERE:DEATH] (as a example of explicitly needing a sphere instead of primordially existing, and receding when the corruption goes away) start appearing around necromancer towers and mummy crypts rather than explicitly just death-demon towers.
bogeymen don't have to worry about the whole light and indoor stuff when they are pulled from the cackling, as is any creature who has [NIGHT_CREATURE_BOGEYMAN] just act like normal (outside of their corpses have a small shelf life before vaporising), so far the bogeyman token just gives a special event where they could spawn from nothing at night, and instantly kills any creature with the token if the special event ends including those preexisting from world gen hmm also probably kills any pre-existing creature if they aren't closer to the adventurer when the cackling is active.
It's kinda why I kept talking about 'the Cackling' the whole time as it's the event(or well the end of said event) that kills bogeymen not the bogeymen themselves dying due to certain conditions.
so this is going off the assumption that bogeymen will just linger around dark fortresses (which would be favored as this envisions goblins arming bogeymen with armor and weapons thus making them the elite force to the goblin army) along with trolls and goblins and not just some night trap to halt adventurers from trying to solo a dark fortress.
though if both happen it means it's probably FUN to activate the cackling near the spire to quickly wipe out the bogey-army inside when you enter the spire, then all the goblins and trolls who saw their friends instantly die in front of them take emotional stress damage. So far my issue is the chance of no bogeymen existing in a region due to a dice roll of world gen via demon selection not evil region than the shoving bogeymen to goblin sites so the common player could avoid them more easily and not just get assaulted on day 0.