Impossible to make him immune to some weapons.
Use the [ITEMCORPSE:X] tag to make them drop things on death.
Not sure/cant be bothered with rest.
Give something SPEED:0, it'll zoom past your traps
Except I don't want this boss to be fast. I was actually going to make him move at 80% of a dwarf's speed, so they could actually out-run him. The idea is to make a slow, powerful hulking monster that is nearly impossible to kill, but not much of a threat unless you get up close.
The other ones will be faster though they will also be somewhat weaker and have different abilities.
Beeri Bawl . You know a lot about hell.
Ahem. Now seriously.
DAMBLOCK is very different from armor value. There was a formula I've posted on the forums which should explain it partially. Basically armor value is a part of a big and obscure part of formula where it's multiplied and divided a few times, while damblock is almost a clean + size difference.
Also the size of a droppable item depends on a size of a creature. So if you make a dwarf-sized creature with high enough damblock it will act as if it was of much bigger size but will drop a usable armor.
I certainly do know about hell. Several of the ideas I'm using come from Agares...
Anyway, I don't want dwarves to use the armor. It's supposed to be just too large(and heavy). They could melt it down though... assuming they could carry it.
It is possible to make the armor so tough that only lucky hits will damage it.
I think size 160 and higher creatures cannot be damaged by legendary weaponskill dwarves wielding masterwork adamantine weapons, except by the damage formula occasionally allowing the dwarf to do one damage when it cannot do damage any other way. So just decrease the size of the creature a little or use the damage formula to translate size into damblock, and give a ton of armor bodyparts that don't have any importance to the life of the creature but decrease the chance that the weapon will hit anything vital, and you have a true threat.
Adding a additional [DEEP] minerals and metals with different (lower) values from Adamantine will increase the difficulty by reducing the effectiveness of the weapons and armor (Mithril at say 250% would be half the strength of Adamantine). There were some mods done to the tentacle and Frog Demons that were interesting and increased their effectiveness, but I don't have them, I'll see if I can find them.
I was actually going to make the new [DEEP] metal only worth 175%, though I may add in a 225% alloy of it and another metal. So...
160 / 5 = 32
32 * 2.55 = 72
If I made this guy Size 60, with a Damblock of 20(Which, according to the damage formula, deducts between 1-20 damage instead of a flat 60 from size), only rare hits would damage him, correct? Hmm... That could work. It would also make him have very powerful attacks
What about special attacks? If I gave something(else) fire breath, webs, and paralyzation, would it use all three randomly? Or just use what it determines to be the strongest one?
EDIT: Hmm... could I make the HFS ride special HFS mounts?
EDIT 2: Could I also change what each HFS looks like? I.E., frogs have mud, tentacles have... white stuff, etc. Could I add in new levels to match the new HFS?