Consider a mod to implement monsters #31
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GrapeSodaGames/gsg-luanti#31
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We need a way to lose in order to begin testing. Combat is the simplest one. Probably mobs_monster.
Okay so let's see what's out there.
Creatura Based
Draconis
Boss level. Not looking for this now.
tmw_slimes
Seems well liked
Mostly easy enemies, might be good to start with
livingslimes
A fork of tmw_slimes with more features
Mobs Based
Mobs Monster
One of the most used ones and works well. Needs balance though, monsters have SO MUCH HP
From TenPlus1
Not So Simple Mobs
Part of the nssb mod but doesn't require it
Apparently pretty hardcore
Has some progression built in already
From TenPlus1
NSSM extras
More mobs from TenPlus1
interacts with CozyLights
Goblins
Apparently very well liked
Specific to one mod and has a lot of freatures
interacts with tsm_railcorridors and a bunch of other mods
DMobs
Another broad mod, this one has dragons you can ride and a bunch of animals too. Worth looking at.
So I think we should test them in this order:
We need to document what mobs they have and categorize them by difficulty. That will help us decide what we want and what we don't.
Testing livingslimes
Oh right there's a bug currently, this might need fixing like craft_table did. easy enough to apply for now.
Basically there's function call (animate(self)) that's causing the crash, just needs to be commented out.
Oh, actually this mod fixes it, but I'm encountering the issue because this is actually dependent on "fire", it's assuming it's present because "default" is. I can toss that in for now.
Okay what's in here? 9 files in the slimes folder.
So HP from 10 to 30, and damage from 1 to 5.
Also they eat stuff, which is fun. They can even steal stuff right out of your hotbar! I like it.
I played for a while and didn't see a ton of them but I did fight the Ocean and Ice slimes, both were easy enough with just a stone sword.
Testing DMobs
Needs wool, but at least this one is documented. Wool depends on dye.
Spread is 5-82 HP and 1-4 damage. Looks a lot like the numbers for the mobs_monster mod, no surprise because this is maintained by TenPlus1 as well.
Lots of weird choices here for HP. Rats have 42 HP and foxes have 52 HP, but a tortoise has 12 HP and a fucking elephant has 22. This needs balancing for sure.
I wandered around for a while and encountered only one mob, a water dragon. It killed me, and that crashed the game. It appears this is the mod calling default.player_attached which is deprecated. In default/legacy.lua it's supposed to change it to player_api.player_attached, which I don't have. This is another hidden dependency. Easy enough to fix.
So I am not really getting any mobs. I got that one dragon but I even cranked up the mobs api spawn chance to 100x and still nothing. Not sure what's happening here. Let's move on and if this one is just problematic, we can drop it.
Worth spending some time looking at what the stats actually are for these mobs. This will be at the API level I think so we gotta look there. For instance, Creatura has "armor" as typed resistances, and mobs has a single armor stat. How do these work?
Not So Simple Mobs
this has kind of a lot of dependencies.
I already like this one from the gameplay I've done so far.
Things I like:
Things that will need addressing:
NSSM Extras
If the quality of these is as good as the regular nssm, this seems like an obvious inclusion. It also adds some new animations to the other mobs and new weapons and items.
I think we can start with nssm and nssm extra and go from there.
see #96 to vet nssb too.