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[ASSET] 6 dragons update v1.1

Posted: Mon Dec 03, 2012 4:44 pm
by FrEEsiD
Hello all,
my dragon pack is released on grimrocknexus ;)
dragon with ranged attack ... ;)

Dragon v1.1:
Corrected:
-crash with projectils (Crisman)
-delete immunitie backstab for all dragons (Merethif)
-increase xp gain for all Dragons (Diarmuid)

http://grimrock.nexusmods.com/mods/131

6 dragons with goromorg brain( aggressive IA)
new animations (walk, attack and strafe L and R)
4 new screens effect (ice, shock, damage and black)
new HQ sounds (home) for dragons (idle, attack, hit, die, footsteps and dragonspells)
new effect for all spells (warning: shock = paralyse+haste, fire=paralyse+rage, ice =paralyse+disease and poison =paralyse+poison)
1 HQ sound for level ambiance ...

PS: enraged Black_Dragon is probably exaggerated ... but I love it ;)

Installation:
unrar dragon.rar
put folder into your mod (eg: C:\Users\Administrateur\Documents\Almost Human\Legend of Grimrock\Dungeons\my_mod)
and paste this line in your 'ini.lua":
import "mod_assets/dragon/dragon.lua"

enjoy

Re: [ASSETS] 6 dragons

Posted: Mon Dec 03, 2012 4:50 pm
by msyblade
Wow, Great job on the scaling. Looks like you got the absolute maximum size out of them while keeping it believable. Impressed, and downloaded!

Re: [ASSETS] 6 dragons

Posted: Mon Dec 03, 2012 4:59 pm
by FrEEsiD
Thanks,
scalling it's easy with GMT... but animations it's hard ;)

Re: [ASSETS] 6 dragons

Posted: Mon Dec 03, 2012 5:42 pm
by Ixnatifual
Maximillian of Northshire should make short work of those.

Re: [ASSETS] 6 dragons

Posted: Mon Dec 03, 2012 5:48 pm
by Komag
Looks very cool indeed!

Re: [ASSETS] 6 dragons

Posted: Mon Dec 03, 2012 6:29 pm
by Diarmuid
Wow, crazy! I've been so waiting for that... :D :shock:

On a quick glance, aren't xp rewards a bit low? If a "normal" dragon gives 1000xp, playwise it will feel equivalent to the player that they have beaten a goromog.

I feel dragons should feel more "special"... I'd maybe go for 1500 for the standard ones, 2000 for the black and maybe 2200-2500 for the superblack one. After all, they all have deadlier attacks, more health, and immunities. We can of course tweak these dragon's stats individually for our dungeons difficulty curve, but it would be cool if they stayed more or less constant accross mods, so that players would know what to expect.

Re: [ASSETS] 6 dragons

Posted: Mon Dec 03, 2012 11:44 pm
by FrEEsiD
@Diarmuid
Ok, I'll change the xp ... I did not exaggerate too ;)
Are you also a fan of CBS ?

Re: [ASSETS] 6 dragons

Posted: Mon Dec 03, 2012 11:48 pm
by Merethif
The dragons looks great, but I feel strongly opposed to giving them immunities to assassination/backstab.
I understand the need to make them uber powerful, but backstab immunity is somewhat cheap and illogical way to do so IMO.

Logically backstab immunities should be applied to beings that doesn't have anatomy and don't have back or other similar "weak spots".
In original game only Slimes, Tentacles and Cube are immune to backstab because neither of those have back.

Contrary, dragons have normal anatomy - you cab easily say its front and back. And actually in many (most?) legends dragons are usually killed by finding their "weak spot". Like Smaug from "Hobbit". Actually if Smaug were a LoG monster he would be immune to normal attacks and could only be killed by finding its weak spot, and that is assassination.

It's a bit awkward to make a monster with backstab immunity only to pump it up - it should be clear by the monster look, that it's immune to backstab (because it's unable to determine where monster's back is or if actually there is any back at all). I'm all for making the dragons difficult to backstab by, let's say, high speed and manoeuvrability or high evasion.

Of course every player can freely change stats and so on, so It's not a big problem and please don't take my doubts personally (I still love your dragons). But since this thread is about dragons I needed to vent a bit ;-) I hope you don't mind and I apology if you do.

Actually it's a general design problem with creating powerful monsters. I grew up on pen&paper RPGs and often I was playing with Dungeon Masters who just put some random immunities to a homebrew monster to make it more difficult, but they didn't care about basic logics and consistence.

Re: [ASSETS] 6 dragons

Posted: Mon Dec 03, 2012 11:51 pm
by FrEEsiD
No, thank you criticism is always synonymous with progress ... good I reread several times to understand your message my English is very bad and not so trad google;)

Re: [ASSETS] 6 dragons

Posted: Tue Dec 04, 2012 12:05 am
by Merethif
FrEEsiD wrote:No, thank you criticism is always synonymous with progress ... good I reread several times to understand your message my English is very bad and not so trad google;)
Since English isn't my native language and thus I sometimes (often?) use awkward grammar and build too long sentences, I wouldn't be surprised if even a native English speaker had a difficulties with seeing a message behind my gibbering :-D