Torchmodders

Mod Projects => Mod Showcase => Topic started by: Chthon on October 06, 2015, 12:12:12 pm


Title: Monster Squads
Post by: Chthon on October 06, 2015, 12:12:12 pm
Monster Squads is my attempt at making monsters that are more challenging than normal, but not because of very large stats. Rather, I'm trying to increase difficulty through (1) giving monsters skills that matter, (2) giving monsters intra-team synergies, and (3) using the skill and stat systems to "bolt on" some slightly smarter behavior.

The first monster squad is a group of elite bandits. I chose bandits because Dee said he's doing something with bandits for act 5. I have some ideas for doing different things with some other monster species eventually, but this one took waaay longer than planned, amd I need a break from it.

You can download the first monster squad here: http://www.clockworkcore.org/files/MONSTERSQUADS.MOD (http://www.clockworkcore.org/files/MONSTERSQUADS.MOD)

Quick summary of bandit squad:
8 elite bandit types:
Blackfist Warrior (console name: bandit_melee2)
Blackfist Dragoon (console name: bandit_dragoon)
Blackfist Infiltrator (console name: bandit_infiltrator)
Blackfist Ranger (console name: bandit_ranger)
Blackfist Sniper (console name: bandit_sniper)
Blackfist Mage (console name: bandit_mage)
Blackfist Priest (console name: estherianbandit2)
Felonious Monk (console name: estherianbandit)

(Although the priest and monk are reskinned estherians, they look different enough that they can go either way from a lore perspective: You can treat them as human bandits who've learned just enough estherian mysticism to be dangerous, or as estherian outcasts who joined up with the human bandits. (Or you can just ignore lore entirely...))

I'm going to put the more detailed unit descriptions in a spoiler, since people might prefer to find out by trying them out:

Spoiler (hover to show)

There are three ready-to-go spawnclasses that you can use to add these bandits to a zone:
BANDIT_ELITE_GROUP_SMALL
BANDIT_ELITE_GROUP_MEDIUM
BANDIT_ELITE_GROUP_FULL

If you just want to test them out, you can do the following:
1. Console: "AIFREEZE" (so you don't get ganked instantly when the whole mob spawns on your head.)
2. Console: "SPAWNCLASS BANDIT_ELITE_GROUP_FULL,1,50" (change the spawnclass name to whichever you want to try out; change the 50 to the level you want the monsters to spawn at; note that there are no spaces beside the commas)
3. Run somewhere offscreen.
4. Console "AIFREEZE" again to wake them up.
5. Return to fight the bandits.

They are somewhat randomized, so you might have to try it a couple times to see every new unit in action. (Or you can just spawn them individually.)

I'm going to reserve the next post for talking about how the "bolted on" AI improvements work, along with a lot of stuff I learned through things that didn't work. Probably coming in a few days.
Title: Re: Monster Squads
Post by: Chthon on October 06, 2015, 12:12:25 pm
Reserved
Title: Re: Monster Squads
Post by: gytfunke on October 06, 2015, 01:47:53 pm
As always, this is interesting.
Title: Re: Monster Squads
Post by: Phanjam on October 07, 2015, 03:45:51 am
As always, this is interesting.

VERY interesting! Downloaded and will try spawning/testing them (thanks for the AIFREEZE tip :D)