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Author Topic: More types of body parts for procedurally generated creatures  (Read 1023 times)

JAL28

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More types of body parts for procedurally generated creatures
« on: February 08, 2021, 02:17:18 am »

As the title suggest, this is a list of expanded types of body parts that procedurally generated creatures can have. Some aren’t just decorations/have little use, but come with their own attacks/quirks. Also included are more special attack-type descriptions(eg. Webs)

Tails

Instead of simply having normal tails, a beast can have multiple types of tails. First we will go through the “special” tails, that come with their own attack. All tail types apply to any amount(meaning a beast can have two spiked tails, which can attack independently like a hydra and its bite attack).

“It has a thin, whip-like tail”

Tail can be used for a lash attack similar to the one used by lashers. May also be easier to cut off(if that can be implemented).

“It has a spiked tail”

Tail can use a slash and stab attack similar to attacks used by swords.

“It has a clubbed tail”

Tail can use a bash attack similar to attacks used by maces.

Now for the decorational tails(don’t do anything really special).

“It has a knobby, jointed tail”

“It has a thick, stubby tail”

“It has a small, hanging tail”

Tusks

Beasts can have tusks, ranging from 1 to 4 tusks(like horns). They can be used for gore attacks similar to troll’s.

“It has three straight tusks”

“It has a massive, curved tusk”

“It has four stubby tusks”

Heads

Beasts, rarely, can have up to three heads. Much like ettins, hydras and other multiple-headed creatures, one must cut of all the heads to kill the beast through beheading. All the heads can also attack independently.

“A towering two-headed pheasant”

“A massive three-headed quadruped”

Body types

Beasts can now take the forms of domestic animals, like dogs, cats, horses etc. In fact, all mundane animals can be used as body types, as well as certain mythical animals like dragons.

“A towering one-eyes dragon”

“A massive two-headed dog”

“A massive scaly duck”

Special Attacks

More special attacks for procedurally generated beasts. The below applies to Titans/Forgotten Beasts. Demons and Angels get their own set of effects, While necromancer experiments and night creatures don’t get any.

“Beware it’s electicity!”

Creature can blast a bolt of electricity, paralyzing anything it hits temporarily. Can provide power to buildings that need it in a range of around 3 tiles. Can also cause grass/tree tiles to catch fire.

“Beware it’s Armoured hide!”

Creature has thick hide that makes all normal attacks(kicks, punches) glance off, though is still permeable to weapons. Leather of this beast is much stronger than conventional leather.

“Beware it’s concealed rage!”

Creature has a chance to go into a blind rage much like a badger, at a random chance of 5-20.

“Beware it’s reanimating power!”

Creature, once dead, has a chance to revive itself as a corpse after 3 days of staying dead. This affect does not apply to butchered products(eg. Bones).

“Beware it’s paralyzing gaze!”

Creature can paralyze creatures in place upon entering eye contact. Effect is usually temporary.

Now to the demons/angels(mostly demons).

“Beware it’s armoured hide!”

“Beware it’s reanimating powers!”

“Beware it’s wicked energies!”

Creature has a small chance to create demonic experiments from dead corpses upon encountering them. Can be a new creature, or an existing one. Only found on unique demons. Only demons with this special property can create experiments, though they can create more experiments than necromancers, up to ten of any of the current body types of experiment, chosen randomly.

“Beware it’s terrifying appearance!”

Creatures that see this demon tend to get horrified thoughts, or flee in terror(if animal).

“Beware it’s foul curses!”

Creature can cast curses on attackers, shown in the combat log as “lizard fiend mutters foul/abhorrent/putrid curses!” And “the swordsDwarf has been cursed by a lizard fiend!” Curses work the same way as mummy curses. Can only be found on demons that [CAN_SPEAK].

“Beware it’s hallucinations!”

Creature can cast hallucinations, either “blissful” or “terrifying”. Reason the combat log as “moose fiend casts a blissful hallucination!” “Martin demon casts a terrifying hallucination!”. Blissful hallucinations cause the victim to gain happy thoughts, but renders them immobile as they are transfixed by the hallucination, allowing the caster to easily rip them apart. Terrifying hallucinations cause unhappy thoughts, and cause the victim to become Enraged, initiating combat with anything that passes by them(even your own dwarves). Dwarves with high skill in Discipline can overcome these hallucinations, gaining no effects from them, while unskilled dwarves can be stuck for months or even years.

“Beware it’s regenerative abilities!”

Creature can, over a few days, regenerate lost parts of it’s body, like a severed arm. Also has a very high healing rate for injuries. Can only be found on organic demons(not inorganic ones, like lignite fiends or sprits of fire).
« Last Edit: February 08, 2021, 02:24:21 am by JAL28 »
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Nordlicht

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Re: More types of body parts for procedurally generated creatures
« Reply #1 on: February 08, 2021, 08:03:42 am »

Always +1 to more Variety!


How about stationary plant megabeasts? Giant trees that alter the land around them.


MB that consist of multiple bodies.

Maybe the possibility of MB that are mad of of several materials. For example the head could be stone and the rest of the body can be made of flesh.

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JAL28

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Re: More types of body parts for procedurally generated creatures
« Reply #2 on: February 08, 2021, 06:36:24 pm »

I’m not sure if plant mega beasts would be that fun. Mostly because they probably would be immobile, so how would they even leave their lair to raid other sites? Maybe you can just embark on them, rather than them coming to you.

MBs that consist of multiple bodies and/or multiple materials will be harder to make as specifically for metals, there seems to be no way to make specific parts use a defined tissue template(only options is to use for all or use for skin). It would probably also make descriptions excessively long which may make them less readable.
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Shonai_Dweller

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Re: More types of body parts for procedurally generated creatures
« Reply #3 on: February 08, 2021, 08:15:50 pm »

I’m not sure if plant mega beasts would be that fun. Mostly because they probably would be immobile, so how would they even leave their lair to raid other sites? Maybe you can just embark on them, rather than them coming to you.
Adventurer is a thing, you know. And yes, even in Fortress Mode you'd expect them to be present in evil biomes, posing as much if not more of a threat as pond grabbers and giant sponges.

Also, Siegers could bring along little plant-megabeasts and plant them outside your fortress as part of the Siegers update.
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JAL28

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Re: More types of body parts for procedurally generated creatures
« Reply #4 on: February 08, 2021, 10:18:53 pm »

Also, Siegers could bring along little plant-megabeasts and plant them outside your fortress as part of the Siegers update.

Sounds like something the elves would do. No other race feels like it would work out logically. Though it would make their sieges a lot more !!FUN!! Than they are right now.
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Shonai_Dweller

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Re: More types of body parts for procedurally generated creatures
« Reply #5 on: February 11, 2021, 02:50:15 am »

Also, Siegers could bring along little plant-megabeasts and plant them outside your fortress as part of the Siegers update.

Sounds like something the elves would do. No other race feels like it would work out logically. Though it would make their sieges a lot more !!FUN!! Than they are right now.
Somebody is out planting glumprong trees as the evil spreads from necromancer towers...
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Azerty

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Re: More types of body parts for procedurally generated creatures
« Reply #6 on: February 12, 2021, 05:08:00 am »

I’m not sure if plant mega beasts would be that fun. Mostly because they probably would be immobile, so how would they even leave their lair to raid other sites? Maybe you can just embark on them, rather than them coming to you.
Adventurer is a thing, you know. And yes, even in Fortress Mode you'd expect them to be present in evil biomes, posing as much if not more of a threat as pond grabbers and giant sponges.

Also, Siegers could bring along little plant-megabeasts and plant them outside your fortress as part of the Siegers update.

Another source would be experimentations by necromancers and other wizards, resulting in things such as Plant 43 and Ivys. For exemple, someone might make a plant intelligent, carnivorous and sporous, or another might fuse a sheep and a tree to produce more wool.
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"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."

JAL28

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Re: More types of body parts for procedurally generated creatures
« Reply #7 on: February 13, 2021, 12:57:07 am »

I’m not sure if plant mega beasts would be that fun. Mostly because they probably would be immobile, so how would they even leave their lair to raid other sites? Maybe you can just embark on them, rather than them coming to you.
Adventurer is a thing, you know. And yes, even in Fortress Mode you'd expect them to be present in evil biomes, posing as much if not more of a threat as pond grabbers and giant sponges.

Also, Siegers could bring along little plant-megabeasts and plant them outside your fortress as part of the Siegers update.

Another source would be experimentations by necromancers and other wizards, resulting in things such as Plant 43 and Ivys. For exemple, someone might make a plant intelligent, carnivorous and sporous, or another might fuse a sheep and a tree to produce more wool.

Sounds like something the elves would do.

Maybe add a necromancer-like caste of elves, crazy insane bastards that got exiled but do like experiments on plants and stuff
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