Dwarvish Treasure and other scenarios- dungeon units

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irrevenant
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Post by irrevenant »

zookeeper wrote:Just something I felt like wasting some time on: a lantern zombie. It carries its head which it can kick towards enemies as a weak ranged plague attack (it magically returns to the zombie) and it has a magical lantern, which either gives it daystalk (useless in caves though) or makes the unit lawful and grants it illuminates.
What's Daystalk? I know Nightstalk is invisibility at night, but a lantern giving invisibility in the day seems unintuitive. Do you mean something else?
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Post by zookeeper »

irrevenant wrote:
zookeeper wrote:Just something I felt like wasting some time on: a lantern zombie. It carries its head which it can kick towards enemies as a weak ranged plague attack (it magically returns to the zombie) and it has a magical lantern, which either gives it daystalk (useless in caves though) or makes the unit lawful and grants it illuminates.
What's Daystalk? I know Nightstalk is invisibility at night, but a lantern giving invisibility in the day seems unintuitive. Do you mean something else?
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Post by Ryorin »

Hmmm... I've never tried to draw anything made of fluid before. But here's a (rather rough) blood nyad.
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Post by Ryorin »

And here's a little something I concocted myself, half man, half spider, all undead. The Deathless Webspinner.
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Post by theotherhiveking »

Omg! That sprite is really good! but it needs more legs, I'd like to see it animated.
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Post by Ryorin »

Yeah I hand-drew it in roughly 30 minutes, besides the head. I couldn't get the other legs to position correctly so I just canned them. A new version with (hopefully) more legs is underway.
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Post by Ryorin »

Sorry for the DP, but I managed to slap on a couple of legs.
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Post by turin »

Why does it have a human skull? :?
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Post by Sabata »

turin wrote:Why does it have a human skull? :?
He said its half human, half spider, all undead....

But anyway... the shadow looks strange to me.
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Post by theotherhiveking »

Because is a complete shadow when the monster is full of spaces between all his bones.
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Post by toms »

theotherhiveking wrote:Because is a complete shadow when the monster is full of spaces between all his bones.
The spaces between the bones do actually not matter. Look at the mainline skeletons.
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Post by theotherhiveking »

toms wrote:
theotherhiveking wrote:Because is a complete shadow when the monster is full of spaces between all his bones.
The spaces between the bones do actually not matter. Look at the mainline skeletons.

Well that's true, But anyway the shadow looks bad because the pose of the skeleton.
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Post by Ryorin »

I just tossed in the shadow, that was a quick job. If you'd like to fix it then by all means be my guest.
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Post by irrevenant »

Neoriceisgood wrote:the Ancient Wyvern would most likely be level 4 and have a powerfull bite attack, I'm not too familiar with wyverns, but if they'e supposed to breathe fire, this guy can;
Belated observation: Wyverns generally don't breathe fire but they do have a barbed, poisonous tail. Could one of those be added to this guy?
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Post by zookeeper »

I wanted a new monster unit to act as a guardian of sorts of a cave in tSG, so I grabbed this eye creature by neo and turned it into a plant-like thing called Eyestalk.

Here are also the relevant stats and such from the unit .cfg:

Code: Select all

[unit]
    id=Eyestalk
    name= _ "Eyestalk"
    race=monster
    hitpoints=68
    movement_type=smallfoot
    [resistance]
        blade=120
        pierce=80
        impact=80
        fire=120
        cold=80
        arcane=80
    [/resistance]
    movement=1
    level=3
    alignment=lawful
    [abilities]
        {ABILITY_REGENERATES}
    [/abilities]
    unit_description= _ "Named 'Eyestalks' for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated.

Special Notes:"+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_REGENERATES}
    [attack]
        name=smash
        type=impact
        range=melee
        damage=8
        number=1
    [/attack]
    [attack]
        name=gaze
        type=arcane
        range=ranged
        damage=13
        number=3
        icon=attacks/gaze.png
        [specials]
            {WEAPON_SPECIAL_DRAIN}
        [/specials]
    [/attack]
[/unit]
Cute, huh? In the campaign it'll be placed in a narrow passage in a cave, so it actually can't move at all (might be subject to change).

I'm not quite sure about the damage type of the gaze.
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