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New level and monsters

17 replies [Last post]
Wed, 09/09/2015 - 08:53
Holy-Nightmare's picture
Holy-Nightmare

First off lets start with the new level. Of all the different biomes and environments on Cradle we have yet to come across a swamp.

Basics:
Instead of edge of floors there will be the edge of REALLY DEEP water indicated by it's darker color, this will function like an edge of the map to the players yet certain monsters can go over it.

Next is the regular Deep water, this will not cover your knight but it will be fairly high. When players are in the Deep water their movement is slightly reduced.

Shallow water is what most of the floor will be, knights won't suffer any MSD but will be susceptible to attack from water monsters. Land based monsters can also traverse this shallow water, but not the Deep or really Deep water.

This level will have appearances based on the gloaming wildwoods, dark, wet, brambles in the water, and lots of trees.

The monsters typically found in these levels will be Slime, Undead, Beast, and a few Constructs.
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Monster behavior will also change when in the water.

Slimes will move faster
Undead can spawn in shallow water
Wolvers cannot teleport when in the water
Constructs will all be inflicted with Shock upon contact with water
_______________________________________

So lets get to some of the new monsters.

BEAST:
Bladacuda: This is a moderate sized fish-like Beast monster. It has a blade-like head and will charge at players to inflict damage. It can deal every status but Curse and Fire. This monster behaves similar to wolvers and will teleport in the water to move close to the player. It is also capable of firing a single bullet in T3. It is extremely resistant to Fire status but weak to Shock

UNDEAD:
Keelhauler: This is a Zombie that was once a pirate, it has a hat and is covered in moss and rags. It moves slower than a typical zombie and has no breath attack. It carries a Cutlass in one hand and will swipe at the player like a regular zombie but with increased power and range. It's jump attack has greatly reduced damage but will Stun the player. Typically this monster will spawn in with a group of regular zombies.

SLIME:
Aquas: This slime is extremely stealthy and is capable of using a cloak like a Chromolisk. It typically stays in the water and will attack by tackling or shooting spikes. It's color nearly matches the water it lives in so it is hard to spot. It can move on land but will lose it's ability to shoot spikes, when on land it will leave a slimy trail that slowly fades. Any knight who steps in the trail will be slowed. This monster will spawn in with regular slimes.

CONCTRUCT:
Torpedrones: These are low HP suicide monsters that will steadily move towards the player. This particular construct is immune to shock and travels only in water. If it hits a player it will explode dealing damage. If it is shot down before reaching the player it will explode in the water dealing damage to nearby enemies.

RARE Monster:
FIEND:
Runecaster: This is a rare monster that only shows up sometimes in a scenario room. This is a purple pit boss wearing a witch hat, it is capable of shooting Curse bullets (these are slow bullets) and summoning a zombie. It will also throw Vials at the player and use status Barriers.

GREMLIN:
Ghostdiver: Basically a Ghostmane stalker outfitted with some diver gear. It can cloak, deathmark, and attack in both land and water. When it leaves the water while invisible you can see water dripping off, when it goes back in you can see bubbles; both of these are hints to where it is. It also moves slower when on land and cannot dodge when underwater. It carries the typical saw blade and a harpoon launcher and is capable of using remedy and HP capsules.

Thu, 09/10/2015 - 11:42
#1
Vohtarak-Forum's picture
Vohtarak-Forum
this is a nice idea

overall, I like the idea, but I want to add 2 things

1. a healer
slime type (mainly so we can have it added in lichen lairs)
im thinking rose jelly as the name, a t1 sized red slime with a heart shaped core, looks the same in all tiers
t1: silkwing like heal
t2: adds a ground spike attack (lasts a bit longer), enemies it hits are healed for as long as the spikes are up, damages players, increases silkwing type heal power
t3: spins (damages players like a regular jelly tackle), the spin adds a healing rune half the radius of a mender one and lasts half as long (rune doesnt damage players), t1 and t2 powers increased

2. I think this is looooooong overdue, an elite class slime
also slime type
brute jelly
a blue jelly cube (think Hubert as the t1), adds blue rock top in t2 (like a rock jelly), rock gets spikes in t3
t1: jelly tackle
t2: (no status) adds toxigel spin/thorn attack (to clarify, the spin itself deals damage along with the projectiles), tackle is stronger
t3: adds a giant lichen colony like ground spikes, t1 and t2 powers stronger

this hits harder than normal slime attacks, but the slime itself moves slower than regular slimes
becomes invisible underwater (I like the hiding idea in an enemy), but does show a chroma like shine to let you see it, loses invisibility for 10 seconds after taking damage

Wed, 09/09/2015 - 18:07
#2
Corporal-Shade's picture
Corporal-Shade
I'm a wizard

What? Water in Spiral Knights?
Yeah that'd be pretty awesome.
I imagine that there would be some sort of big arena with a bunch of water in it, with the key holding player moving really slowly through it with faster mobs closing in and wrecking him.

They should let us swim in the Haven Fountain.

Thu, 09/10/2015 - 04:10
#3
Vohtarak-Forum's picture
Vohtarak-Forum
also names

how about "soaking swamps" as the name, for variants we can have (all but fire, because thats stupid to put in a swamp)
arctic waters (freeze)
toxic wastelands (poison)
electrified ecosystem (shock)
the wetlands (no status)

Thu, 09/10/2015 - 11:24
#4
Holy-Nightmare's picture
Holy-Nightmare
@ Vohtarak

Hmm.... here's some of mine

Names:
Frigid Fen (freeze)
Blighted Bog (poison)
Voltaic Glade (shock) (I do like yours too)
Menacing Mire (no status/stun)
Magmatic Morass (fire) (AKA hot springs)

__________________________________________________

Slime healer would be interesting, perhaps make it more like the Royal Polyps in the JK throneroom. Have the spikes they shoot deal damage to knights but heal slimes. It would only shoot one in each tier but would heal a decent amount and would be unable to heal each other.

I do like your Brute Jelly idea but why not have it more like a Jelly Cube, Blast Cube, Stone Jelly combo?
T1 While in battle it will constantly drop off exploding globs like the Blast cube, and can tackle
T2 Add a few ground spikes like a jelly cube but also add a spin attack like the Royal Jelly
T3 Can now use the AOE spikes and is resistant to weapon knockback

As for it being invisible.... not in the water. Rather have it hide by appearing to be walkable ground, when a knight gets near it rises out of the hole it dug and starts to attack.
Sort of like a Horned Frog: https://upload.wikimedia.org/wikipedia/commons/thumb/6/6c/Ceratophrys_co...

_______________________________________________________________________________________

Note: The next level after a swamp will always have rain effects in the atmosphere.

Thu, 09/10/2015 - 11:41
#5
Vohtarak-Forum's picture
Vohtarak-Forum
makes sense

also I like your naming, but not everyone has the vocabulary to know "fen" and "morass", no offense but some people wont know what it means

for the slime healer, I guess tackle could include a spike or something (of course not aimed directly forward, in the direction of someone else might work) , but then we have to worry about having too many attacks put into one enemy

on to brute jelly, knockback resist seems pretty good, i think the blast cube blobs are fine (only when it takes damage seems fair), but i dont like the ground spikes too much, i was thinking about it being a mostly melee enemy if not completely
I think the hole idea is my favorite part of that, that works better than the invisibility thing (I must have been tired or something, I dont remember adding it)

Thu, 09/10/2015 - 12:49
#6
Fangel's picture
Fangel
Fire could work though

I'd say a fire theme could work - just make the water look like a heat spring or a volcano theme. Water can exist in these areas, just it's hotter.

The status could be cured in water areas normally, but in a fire themed level fire would not be cured in the water. In fact, you could just have oil patches floating in the water to avoid (which would be lit on fire sometimes).

EDIT: had the page open for a while, didn't refresh the page due to work and stuff. Reading over last two posts real quick.

Okay now that I've read over a bit more, yeah. Elite class jelly sounds nice. It'd act like a gremlin demo in this case, getting hit drops an explosive bit. Melee attack and eventually a ranged spike or three.

Healer slime, eh, dunno. I'd rather have a healer undead/construct due to the lack of healer classes weak to elemental, and silkwings and gremlins cover just about every instance anyways (however undead healers would be better, I guess technically totems and dreadnaughts are like this but still).

Thu, 09/10/2015 - 13:13
#7
Vohtarak-Forum's picture
Vohtarak-Forum
to fangel

In fires case, oil is a good idea, ill name the levels blazing big or oil spill

I agree we need elemental weak healers, but that should be in another thread, these levels should stay primarily slime
I would fully support any future thread on an undead or construct healer, as long as its well thought out

Thu, 09/10/2015 - 15:50
#8
Corporal-Shade's picture
Corporal-Shade
I'm a wizard

You can't have a construct healer. Unless it's a repair bot that heals other constructs.
But the undead healer, I'm not sure it could of course be some generic undead mage or something but that would be kind of generic.
Yeah that's about all I got.
EDIT: I got another thing, in deep water, should that affect your attack in any way, shape, or form? If you look at something like bombs Haze bombs would be fine, for blast bombs I don't know how that would do stuff, probably change the look of the explosion. And for shard bombs, would anything happen with those?

Fri, 09/11/2015 - 04:08
#9
Vohtarak-Forum's picture
Vohtarak-Forum
hm

bombs would be the same, logically a blast bomb might have more knockback (pushes water) but thats not really worth doing
shard bombs have no reason to be different in water so those would also remain the same

and for a construct healer just make a mecha with a wrench wand arm or something, thats not too hard to do
please save this for a different thread, new enemies unrelated to this post need their own thread

Fri, 09/11/2015 - 11:25
#10
Fangel's picture
Fangel
Well I mean...

You did start the conversation of a new healer class, so it's not like it's all that random we're throwing ideas for that around.

But yeah, a new healer class would be wonderful, but you've got a choice to make really. You need to choose between a healer that is either A) resistant to pierce, or B) weak to elemental. Constructs fit both of these, however gremlins are very closely linked to constructs so a construct healer wouldn't really make much sense.

So it's either an undead healer or a slime healer. Either would really work honestly, an undead one would likely be something that slowly heals itself and enemies within its larger radius, but is slow moving and revives zombies, but potentially shielded from certain angles. Slime would likely act more like a new thing, where instead of walking near an ally to heal them it would shoot healing barbs at them that - potentially a second ability that cures their status.
Healer classes don't have attack abilities (mender used to have a wand swipe, however that was removed), so try to work attacks out of them when introducing them.

On another note, I don't think deep water should affect anything more than knights and monsters - individual weapons nah. I would say that water could have an effect on some statuses, such as being in water increases shock effectiveness by 50%, and reduces fire effectiveness by 50%, however the level themes could effect this (fire themed levels might give fire 50% more effectiveness, and freeze 50% less effectiveness).

Fri, 09/11/2015 - 12:16
#11
Vohtarak-Forum's picture
Vohtarak-Forum
as I said

relevant, related to this post
these levels seem to be mostly slime, so a slime healer is quite a bit more fitting than a construct or undead, but whatever, I might as well add 2 ideas ive had in my head for awhile

construct healer
a mecha knight with a wrench wand arm (can use its shield)
thats about it for that

undead healer
a reaper with a book, opens the book and reads pages to heal enemies/revive zombies (maybe gremlins)

and a healer thats able to defend itself is not a bad idea, currently the healers we have aren't much more than punching bags, I want to see one that lives longer than 5 seconds

Fri, 09/11/2015 - 20:18
#12
Corporal-Shade's picture
Corporal-Shade
I'm a wizard

@Vohtarak-ForumI'm pretty sure Darkfang Lenders are capable of living for more than 5 seconds. Their bubble is especially annoying when other enemies are around. Unless you're that good.

---
Construct - Is okay, no complaints from me

Undead - If you want to make them annoying, make them automatically float away from bombs near them.
Reviving zombies sounds like a big threat. I guess you'll put a cool down on their revive Skill. Hopefully you don't put them in a room filled with 4 grim totems.

Slime - Yeh healer polyp sounds fine-ish. Except that slimes are kind of jerks (if its not your problem then that's OK.). If you want to make healers as big scumbags give them a AoE attack that they do near them for maximum scumbag-ness.

Yeah that's about all I got.

Fri, 09/11/2015 - 20:44
#13
Falminar's picture
Falminar
@Blaze

Even Darkfang "Lenders" aren't able to live more than 5 seconds. I just give them a Cold Iron Carver to the face to knock them down, then kill them before they get up and use the healing bubble.

Sat, 09/12/2015 - 08:44
#14
Vohtarak-Forum's picture
Vohtarak-Forum
I agree with vana

if you have a decent weapon you can easily break the shield/ prevent in in under 5 seconds

for the reaper, I guess it can revive things about as often as a deadnaught, that seems fair

Sat, 09/12/2015 - 09:01
#15
Falminar's picture
Falminar
And, for breaking the shield...

Autoguns work well for breaking them, if they put it up, usually 1 basic attack from an autogun breaks it. If not, the second will.

And just about everyone in tier 3 seems to have an autogun somewhere in their arsenal.

Sat, 09/12/2015 - 13:59
#16
Corporal-Shade's picture
Corporal-Shade
I'm a wizard

I made a Pepperbox and now I hate it.
So uhh... Do you have anything to talk about besides Darkfang "Lenders"?

Mon, 09/14/2015 - 08:44
#17
Holy-Nightmare's picture
Holy-Nightmare
.....

Actually......

These levels will be mainly Beast and undead, or slime and construct.... with a chance for some of the other families showing up in low numbers.

The slime healer I suggested would be more like a Toxigel but rather than attacking players it will tackle other slimes to heal them and in groups it will use the spin attack whose spines work like the Royal polyps and heal slimes only.

An undead healer wouldn't be just for this level, it could really help spice up Graveyard levels.

Construct healers would be neat but as a rule they couldn't heal themselves or other construct healers. Maybe a retrode monster that blasts allies with a heal ray.

____________

Status power on enemies and knights will alter in water in general though the water will increase the power of whatever the level status is (since the water would vary in composition per level.

Fire levels would buff fire and nerf freeze. Oil in the water can catch on fire
Freeze levels would buff freeze and nerf fire. Icebergs in the water float by and can freeze knights
Poison levels would buff poison and nerf shock. Toxic barrels (with gremlin symbols) when shot or attacked break and release a poison haze
Shock levels would buff shock and nerf poison. A battery (with construct symbols) when shot or attacked break and release a shock haze
Stun levels would increase stun and nerf curse. A Mine (with fiend symbols) when shot, attacked, or contact with a knight explode and release stunning bullets.

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