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Looking for intermediate monster ideas
Posted: Sat Mar 02, 2013 3:16 am
by Tomcat
I am creating a new set of maps between Flagstone and BWM, and I'd like to populate it with monsters with the proper level of difficulty. New monsters would be great, if anyone has ideas, but suggestions for existing ones are also welcome.
Re: Looking for intermediate monster ideas
Posted: Sat Mar 02, 2013 3:18 am
by Stompp
HONEY BADGERS!
That is all.
------------------------------Combined double posts --------------------------------------------
Seriously though... Honey badgers, porcupines, rabid squirrels, chipmunks...
Escaped prisoners (zombies of a sort)... Haven't seen alligators, crocodiles or monkeys.
"Lions and tigers and bears, oh my!"
Re: Looking for intermediate monster ideas
Posted: Sat Mar 02, 2013 3:58 am
by Tomcat
Stompp wrote:Seriously though... Honey badgers, porcupines, rabid squirrels, chipmunks...
Escaped prisoners (zombies of a sort)... Haven't seen alligators, crocodiles or monkeys.
"Lions and tigers and bears, oh my!"
I guess I'm not looking for names of animals, etc so much as for advice on how to either design or to select monsters for a given level of difficulty.
Re: Looking for intermediate monster ideas
Posted: Sat Mar 02, 2013 7:48 am
by Stompp
Tomcat wrote:Stompp wrote:Seriously though... Honey badgers, porcupines, rabid squirrels, chipmunks...
Escaped prisoners (zombies of a sort)... Haven't seen alligators, crocodiles or monkeys.
"Lions and tigers and bears, oh my!"
I guess I'm not looking for names of animals, etc so much as for advice on how to either design or to select monsters for a given level of difficulty.
Ah, I apologize, I didn't read your post very well apparently.
It's usually a safe bet to look at the stats of the monsters on both ends of where you're adding content, and shoot for a middle ground... It's advisable to put an unavoidable mob near the entrance to the area, if the change is significant, so the player can see a taste of what's in the area before proceeding.
I realize that's generic, but for interim areas, generally it's just a matter of taking something that exists and tweaking the stats and changing the icon/tile...
Re: Looking for intermediate monster ideas
Posted: Sat Mar 02, 2013 3:37 pm
by Meirerion
If you're adding some new maps you can add a camp with aggressive humanoid mobs.
Here's an example:
[
{
"id": "SakulBrawler",
"name": "Sakul Brawler",
"maxHP": 50,
"attackDamage": {
"max": 20
},
"iconID": "monsters_rltiles2:128",
"spawnGroup": "SakulBrawler",
"attackCost": 5,
"attackChance": 200,
"blockChance": 50,
"criticalSkill": 20,
"criticalMultiplier": 2
},
{
"id": "SakulFighter",
"name": "Sakul Fighter",
"maxHP": 70,
"attackDamage": {
"max": 15
},
"iconID": "monsters_rltiles2:130",
"spawnGroup": "SakulFighter",
"attackCost": 5,
"attackChance": 150,
"blockChance": 150,
"damageResistance": 2
},
{
"id": "SakulScout",
"name": "Sakul Scout",
"maxHP": 40,
"attackDamage": {
"min": 1,
"max": 5
},
"iconID": "monsters_rltiles2:133",
"spawnGroup": "SakulScout",
"attackCost": 3,
"attackChance": 140,
"blockChance": 40
},
{
"id": "SakulCaptain",
"name": "Sakul Captain",
"maxHP": 90,
"attackDamage": {
"max": 15
},
"iconID": "monsters_rltiles2:131",
"spawnGroup": "SakulCaptain",
"attackCost": 5,
"attackChance": 140,
"blockChance": 150,
"damageResistance": 2,
"criticalMultiplier": 2,
"criticalSkill": 20
}
]
Re: Looking for intermediate monster ideas
Posted: Sat Mar 02, 2013 5:03 pm
by Tomcat
Meirerion wrote:If you're adding some new maps you can add a camp with aggressive humanoid mobs.
Here's an example:
[
{
"id": "SakulBrawler",
"name": "Sakul Brawler",
"maxHP": 50,
"attackDamage": {
"max": 20
},
"iconID": "monsters_rltiles2:128",
"spawnGroup": "SakulBrawler",
"attackCost": 5,
"attackChance": 200,
"blockChance": 50,
"criticalSkill": 20,
"criticalMultiplier": 2
},
{
"id": "SakulFighter",
"name": "Sakul Fighter",
"maxHP": 70,
"attackDamage": {
"max": 15
},
"iconID": "monsters_rltiles2:130",
"spawnGroup": "SakulFighter",
"attackCost": 5,
"attackChance": 150,
"blockChance": 150,
"damageResistance": 2
},
{
"id": "SakulScout",
"name": "Sakul Scout",
"maxHP": 40,
"attackDamage": {
"min": 1,
"max": 5
},
"iconID": "monsters_rltiles2:133",
"spawnGroup": "SakulScout",
"attackCost": 3,
"attackChance": 140,
"blockChance": 40
},
{
"id": "SakulCaptain",
"name": "Sakul Captain",
"maxHP": 90,
"attackDamage": {
"max": 15
},
"iconID": "monsters_rltiles2:131",
"spawnGroup": "SakulCaptain",
"attackCost": 5,
"attackChance": 140,
"blockChance": 150,
"damageResistance": 2,
"criticalMultiplier": 2,
"criticalSkill": 20
}
]
That's a great idea .. Thanks!!
Just curious .. does ”Sakul” mean anything particular, or does it just sound cool?
Re: Looking for intermediate monster ideas
Posted: Sun Mar 03, 2013 10:30 am
by Meirerion
Tomcat wrote:
Just curious .. does ”Sakul” mean anything particular, or does it just sound cool?
Just sounds cool

.
Re: Looking for intermediate monster ideas
Posted: Tue Mar 05, 2013 12:51 am
by jackim
Meirerion wrote:If you're adding some new maps you can add a camp with aggressive humanoid mobs.
Here's an example:
[
{
"id": "SakulBrawler",
"name": "Sakul Brawler",
"maxHP": 50,
"attackDamage": {
"max": 20
},
"iconID": "monsters_rltiles2:128",
"spawnGroup": "SakulBrawler",
"attackCost": 5,
"attackChance": 200,
"blockChance": 50,
"criticalSkill": 20,
"criticalMultiplier": 2
},
{
"id": "SakulFighter",
"name": "Sakul Fighter",
"maxHP": 70,
"attackDamage": {
"max": 15
},
"iconID": "monsters_rltiles2:130",
"spawnGroup": "SakulFighter",
"attackCost": 5,
"attackChance": 150,
"blockChance": 150,
"damageResistance": 2
},
{
"id": "SakulScout",
"name": "Sakul Scout",
"maxHP": 40,
"attackDamage": {
"min": 1,
"max": 5
},
"iconID": "monsters_rltiles2:133",
"spawnGroup": "SakulScout",
"attackCost": 3,
"attackChance": 140,
"blockChance": 40
},
{
"id": "SakulCaptain",
"name": "Sakul Captain",
"maxHP": 90,
"attackDamage": {
"max": 15
},
"iconID": "monsters_rltiles2:131",
"spawnGroup": "SakulCaptain",
"attackCost": 5,
"attackChance": 140,
"blockChance": 150,
"damageResistance": 2,
"criticalMultiplier": 2,
"criticalSkill": 20
}
]
Great samples and hope its very additive to new made map..
+1 to his ideal monsters,
Re: Looking for intermediate monster ideas
Posted: Tue Mar 05, 2013 6:58 pm
by Ian
@Meirerion:
Good job! I especially like the name of the monsters!
Re: Looking for intermediate monster ideas
Posted: Tue Mar 05, 2013 7:37 pm
by Mad P
jackim wrote:Great samples and hope its very additive to new made map..
+1 to his ideal monsters,
Welcome to the forums, jackim! Good to see you (and everyone) contributing in such a positive way!
Meirerion wrote:
"id": "SakulFighter",
"blockChance": 150,
"id": "SakulCaptain",
"blockChance": 150,
My feeling is that block chances above 100 are way too much for the areas between Flagstone and BWM. I do like all these monsters and names, though