Hello all
I wonder if anyone use the beholder monster by leki?
I want to make it more faster and aggressive, anyone knows what parameters has to be changed?
beholder by Leki
- DesperateGames
- Posts: 90
- Joined: Sun Oct 06, 2013 1:54 pm
Re: beholder by Leki
Hello bongobeat,
I have not downloaded the beholder monster. I have tried to find it in the leki monster thread, but the download link is broken. Reading onwards in the thread there is an explanation why this might be the case
But nevertheless I should be able to help you. If you want to make the beholder to be faster / more aggressive, find the beholder definition in monsters.lua and check the following values: (Quotes are from the asset definition reference)
I think these are the most important values. From my experience a monster seems to be aggressive if it moves and attacks very fast, so I would try to improve the cooldowns and the animations.
I have not downloaded the beholder monster. I have tried to find it in the leki monster thread, but the download link is broken. Reading onwards in the thread there is an explanation why this might be the case
But nevertheless I should be able to help you. If you want to make the beholder to be faster / more aggressive, find the beholder definition in monsters.lua and check the following values: (Quotes are from the asset definition reference)
Use these to make turning / attacking faster. I wasn't even aware that these existed, I always have used the Grimrock Model Toolkit to alter the animation speed....turnAnimSpeed: (optional) animation speed multiplier for turning animations.
attackAnimSpeed: (optional) animation speed multiplier for attack animations.
Turn sight up so the beholder will see and follow you over more squares.sight: the sight range of the monster in squares.
Turn health up to make the monster more durable....health: the health of the monster when it’s spawned.
Set to "true" to make the monster spot you earlier.allAroundSight: a boolean which indicates that the monster can see in all directions.
Turn up for more damage.attackPower: the attack power of the monster’s attack.
If I remember correctly you can even add multiple ranged attacks.rangedAttack: the ranged attack to perform when “ranged_attack” animation event is triggered. Must be one of the following: “lightning_bolt”, “lightning_bolt_greater”, “ice_shards”, “fireball”, “fireball_greater”, “poison_bolt”, “frost_arrow”.
Lower this value so the monster takes less "thinking" until it moves. This can make the monster very dangerous if combined with faster turning / movement animations!movementCoolDown: TODO
Set to two low values so the monster will attack faster.coolDown: a table with two number values, the min and max cool down for monster’s attack in seconds.
Increase for a more durable monster.protection: monster’s protection statistic
evasion: monster’s evasion statistic
Add immunities to make the monster harder to defeat.immunities: a list of effecst the monster is immune to. Available immunities are: “poison”, “fire”, “cold”, “shock”, “backstab” and “assassination”.
Experiment with the different brains and see which one gives the best results.brain: the AI class to use. Must be one of the following: “Melee”, “Ranged”, “HerderSmall”, “HerderBig”, “Ogre”, “SkeletonArcher”, “Goromorg”, “Tentacle”, “Uggardian”, “Crab”, “Slime”, “Warden”, “Cube”
I think these are the most important values. From my experience a monster seems to be aggressive if it moves and attacks very fast, so I would try to improve the cooldowns and the animations.
Re: beholder by Leki
Hi DesperateGames,DesperateGames wrote:Lower this value so the monster takes less "thinking" until it moves. This can make the monster very dangerous if combined with faster turning / movement animations!movementCoolDown: TODO
thank you for your help!
I know most of the parameters but the turnAnimSpeed and attackAnimSpeed are unknown for me. It doesn't work in first time, because I have put a low value, first I thought that it should be a low value to make them faster, but it's an higher value!
I have use a turnanimspeed and attackanimspeed of 4! As the move is really slow, now it makes the monster more dangerous!
What shall I do without you?
I suppose that's what you did with the "crazy" goromorg in your level 6's mod (or 5), when the player had to "escort" a ultra fast goromorg from a cell to another cell. This level was a real nightmare. And sometimes I m asking myself, why the player did not play the monster role and vice et versa.
- DesperateGames
- Posts: 90
- Joined: Sun Oct 06, 2013 1:54 pm
Re: beholder by Leki
Glad to hear that this was helpful!

Yes exactly...but I used the Grimrock Model Toolkit to edit the animations so that they are faster....it is a little extra work, but the advantage is that you can also alter the speed of the normal movement Animation.I suppose that's what you did with the "crazy" goromorg in your level 6's mod (or 5)
That's what it's supposed to beThis level was a real nightmare.
Hmmm...interesting....maybe that is an idea for Prison ward 2And sometimes I m asking myself, why the player did not play the monster role and vice et versa.
Re: beholder by Leki
Ah yes, that what I was wondering, about changing animations. You have answered that question, thx!

So, when will the second opus comes?DesperateGames wrote: Hmmm...interesting....maybe that is an idea for Prison ward 2