I do some modding of Shattered for my own use and my current project is adding rares for each enemy type. I’m curious if anyone has comments or suggestions on that topic.

What I’m thinking about so far:

Sewer Viper - poison on hit, guaranteed drop of starflower seed on first kill

Gnoll Poacher - ranged attacks, drops tier 2-3 ranged weapons

Swarm of Blood Flies - atracks drain life, drops seed of sungrass

Elder Crab - moves at normal speed but attacks twice per round and cripples, drops 3 mystery meat

Unstable Skeleton - explodes similar to a bomb or explosive trap when killed, drops a weapon with +1 tier probability

Guard Captain - chain pull also roots, drops armor with +1 tier probability

Malfunctioning DM-100 - immobile, continuously sparks electricity around itself that paralyzes while still also making ranged lightning attacks, drops scroll of retribution

Bloodletter Bat - attacks inflict bleeding, drops potion of purity

Gnoll Warlock - same as dwarf warlock but retreats after applying debuff, drops wand of corruption

Cave Trapper - attacks inflict poison, blind, and cripple, does not retreat after applying debuff, webs to block escape, drops potion of paralyzing gas

Dwarven Ghoulkeeper - ghouls revive with full health instead of 5 when a ghoulkeeper is nearby, and the ghoulkeeper periodically heals and buffs nearby ghouls, drops unstable brew

Senior Warlock - if alone, summons a pair of ghouls, otherwise uses regular warlock attack that also cripples, drops unstable spell

Siege Golem - attacks knock back, throws bombs, drops shrapnel bomb

Enchantress - attacks inflict blind and vulnerability as well as charm, drops exotic scroll of siren’s song

All Seeing Eye - ranged attack pierces walls and barriers, can always see and target the hero within 3 tiles (blind doesn’t help), charging up gives the hero mind vision on the eye, drops potion of mind vision

  • Mr. Semi@lemmy.worldOP
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    2 months ago

    And I think the gnoll is just too similar to the gnoll trickster

    Not the same at all. Poachers would not retreat, poison, or set you on fire.

    I think the flies are way too powerful and that their reward is way too underwhelming.

    Sungrass seeds are powerful. Once I realized I should be using them instead of turning them into healing potions in the alchemy pot, my death rate due to running out of healing greatly diminished. Also, flies don’t hit that hard.

    The DM 100 seems just unkillable, tbh. And its rewards are underwhelming.

    Firebloom seed, bomb, corrosive gas, or just approach and dance around it like one of the DM-300 pylons or Tengu lightning bombs. I guess I didn’t clearly explain that it would work like those.

    Bat’s rewards are underwhelming too. I’d rather fight a normal bat with a chance of a healing pot than a bleeding bat that drops a purity pot.

    Purity has some niche uses, if nothing else it’s still a guaranteed potion to recycle for energy.

    The warlock specifically drops a corruption wand? It’d be better and more balanced if it dropped a random wand.

    All shaman already have a (very low) chance to drop a random wand.

    The spider is… Not well planned. The point of the normal one is that it retreats, so it survives longer. This one seems suicidal.

    Maybe could be better, but I feel like one that acts opposite to normal spinners and is dangerous in a different way is a good change.

    The ghouls are… op and not op at the same time. If there are a lot around you just die. Else, they aren’t a problem.

    Yeah, just like regular ghouls.

    The warlock seems underwhelming in rewards and attacks, you can just approach it.

    Thought about making it retreat like gnoll trickster/scorpio while summoning ghouls, but that feels cruel.

    I think the golem’s cool

    😂

    all seeing eye is just op and, again, its drops are very underwhelming

    Might have set beam location with warning reticles like yog instead of giving mind vision to the player