plans

DISCLAIMER: the mobs below have not been updated since the 2.0.0.0 update. Thus, they use the former method of categorization. The first word describes where it would spawn.

Loppin

A giant rabbit-like beast that inhabits cold areas. Jumps rapidly with icy stomps that cause slowness.

Pegasus

A horse-like creature with large wings! Non-hostile, will flee when attacked unless below full health. Would make a great flying mount.

Screechers

Dangerous creatures that attack with sonic booms.

Gel

Strange slimes often found near rivers, they will attatch themselves to their target like the Darklings causing all kinds of mayhem.

Doppelganger

Strange creatures that will copy the form as a random player, once they get close, they will transform into their true hideous form and attack!

Creature Types

Astral

Astral Creatures will be generally themed around Order, Light and purity and will be mostly neutral or even helpful to the player (unless angered), though I'm not sure how they would spawn yet, perhaps at great heights. Some of these creatures might even be friendly and protective of other freindly or neutral creatures, for I am going to avoid making sentient creatures however so they will still have to be primitive, animalistic or energy based.

Cosmic

Creatures from space, alternate realities and the void! I might add void wells that spawn deep underground and expose the void where some of these creatures could spawn. The End will be heavily infested also and perhaps the void in the Nether also.

Mimic

Will disguise themselves as various objects from chests to workbenches until their prey draws close from which point they'll transform and devour! Will also possess anything they can disguise into instead too.

Dragons

Unnamed Dragon - Order, cute

Unnamed Dragon - Air

Unnamed Dragon - Lightning

Lavalung - Very large Lava dragon

Dracanax - Elite dragon Lord

Hydra - Multi-headed dragon, unknown element

Golems

Steinbrous

Teslatic - Spider-like Golem, presumably Lightning

Plants

Mandrake: A quake plant that will attack with screams.

Myconid - A Shadow mushroom creature

Imps

Demarix: looks like a baby Arix

Demafrit: Looks like a baby Afrit

Gremlin: A chaos imp.

Grendel: A large order imp.

Goylegar: an Earth Imp.

Shoggoth (name to be changed) - A Void Imp

Undead

Draugr: a skeletal frost creature.

Demons

Archvile: burns everything it can see.

Vore: a Void creature that shootes homing void bolts.

Wicked: rains down doomfire.

Mancubus: a Quake and Nether creature.

Malpha: a Lava and Nether creature that shoots explosive homing lava bolts.

Worms

Hellworm: an Acid and Fae creature, smaller than the current worms, spits acid to attack.

Aberrations

Buer: a Nether and Fae creature that spits blood at enemies.

Grigori: a Fae creature

Grell: a Poison and Fae creature

Fenebris - A Shadow Fox-like aberration

Vasheen - A Light Fox-like aberration

Baal: a Nether Lightning aberration boss (very far off)

Apollyon Archvile: subspecies of archviles that are lava and nether.

Preta Belph: subspecies of belphs that are shadow.

Vulgar Belph: subspecies of belphs that are Acid.

Anzu Behemoth: subspecies of behemoths that are gravity.

Druj Mancubus: a subspecies of mancubus that are lava.

Fungal Nymph: a Nymph based around mushrooms instead of flowers.

Straw Spriggan: a spriggan that spawns in dry and arid biomes. The following features are planned for the future in no particular order. Plans are very subject to change.

Siren Banshee: a Banshee that spawns in shipwrecks.

Instead of just recolors, I'd like to vary mobs on both colors and skins.

Colors

The current recoloring is easy to make and will stay as it is with some creatures having rare colorations that act as mini bosses.

Skins

In addition to colors I'd like to add new skins which would mean new textures or in some cases altered models, these would look very different but would still be familiar to the original mob, the behavior and stats would be unchanged.

Environmental

The skin variations will likely be linked to environment such as Sand Geonachs when they spawn in Hot and Dry tagged biomes.

JSON

These will all be added via JSON like current subspecies but they will use JSON Conditions when spawning offering a wide range of things to vary on with a tiny amount of work to get it going.

Examples

Interesting creatures could spawn such as a Keppel Sand Geonach (glass dust elemental), a Straw Spriggan or even a Siren Banshee when spawning underwater (1.13 underwater ruins).

Bosses will gradually be added over time.

Lycanite

The Evil Warlock, Grand Chaote and God Pharaoh himself!

Havoc Serpent Mount - Lycanite spawns mounted on a Havoc Serpent, a rare breed of Shade, will have a special texture (like other named mob textures). The mount spawns with 1000 health and protects its rider from all harm. This acts as a starting 4th phase. When mounted Lycanite will still use whatever abilities he has based on the current phase. Once defeated this mount wont respawn so if you die and respawn it will remain dead despite Lycanite healing when no players are around.

Phase 1:

An opening phase where Lycanite summons Wraamon and Argi to fight his enemies.

Chaos Orbs

Lycanite fires orbs of chaos, these are projectiles that move erratically making them inaccurate but also hard to predict. On impact they will summon Wraamon a new small shadow mob.

Summon Argus

Lycanite occasionally fires large orbs of chaos that on impact summon an Argus.

Foul Burst

Lycanite will occasionally cause all his chaotic minions to burst with energy damaging anything near them, so keep them clear!

Phase 2:

A more defensive phase where Lycanite uses shadow magic to call Grues to protect him.

Chaos Orbs

Same as phase 1.

Dark Wave

Lycanite will unleash waves of shadow magic that summon Grues on impact, when at least 1 Grue is present, Lycanite becomes engulfed in shadow and immune to all damage.

Lob Darklings

Lycanite will occasionally throw balls of Darklings.

Phase 3:

A more desperate phase where Lycanite resorts to using void magic to heal himself even at the risk of unleashing deadly Spectres through Void Rifts.

Chaos Orbs

Same as phase 1.

Dark Wave

Same as phase 2.

Void Rift

Lycanite will occasionally open up rifts to the void, these will constantly summon Spectres until destroyed.

Spectral Splint - Lycanite rapid fires small shards of void magic, on impact these deal small damage but also heal Lycanite even if fully absorbed by armor and effects.

Desert Vastiramu

A collosal rock scorpion-like beast. This boss will be all about the Hunger and Weakness debuffs, to stand a chance the player will need to bring a lot of food! Also Weakness will be used a lot making it hard to damage this boss if the player is too weak.

Freshwater Gorgon

A large amphibious water boss that will also fight on land. The Gorgon will heavily use Paralysis, players will need to focus on hiding behind things a lot or face a 'stunning defeat'! The Penetration debuff will be used a lot too, get caught out too much and even the slightest fall will be enough to kill a full diamond player with full health!

Saltwater Kraken

A giant squid-like monstrosity! It will feature multiple tentacles that can be killed seperately, new ones grow constantly. Each tentacle the Kraken has boosts its defence to a point where having all tentacles makes it immune to all damage, players must kill off some of its tentacles to be able to apply decent damage. The tentacles will also pick up and throw players randomly.

Plains Arvasaur

A large theropod similar to the likes of a Yutyrannus, etc, it wont be a specific dinosaur but will look like a modern interpritation of what one could have evolved into. Like the Ventoraptor it will have bird-like properties. This boss will be all about speed and will perform deadly charge attacks where the player must run!

Mountain Golem

A giant rock based creature. Very destructive throwing and rolling large boulders as well as spawning a lot of angry Geonachs. This boss will require a good pickaxe to beat and will be all about shaping the terrain building defensive walls of stone and dirt, creating craters, etc.

Swamp Myconid

A giant mushroom creature, inspired by the first boss fight in Wonder Boy In Monster World for Sega Master System (and Genesis)! This boss will create a lot of toxic spores that the player must keep destorying before they are overwhelmed, it will also spawn Triffids.

Unknown type

Necrovore: hunts and eats dead creatures

Arachnids

Atlach-Nacha - A large dream-related arachnid, presumably Aether

Trophies

Each boss mob will have a special trophy, but also there should be some kind of reward system for hunting/breeding/taming so many of each mob of each subspecies too!

Area Events

Random events that operate seperately to World Events. These events wont last for a time duration and then end, instead they will generate a structure or portal in an area where mobs will keep spawning, players will have to destroy these to stop them.

There are currently 6 dragon mobs added now, I will gradually add more over time.

Wyverns

(Common, Small, Winged Arms, Bipedal) - Common small dragons with winged arms unlike other dragons that have wings coming from their pack as limbs entirely different to arms. Ventoraptors and Uvaraptors are very similar to wyverns however they are birds with no reptilian-like properties that dragons have.

Knuckles

(Common, Small, Winged, Bi/Quadrupedal) - These dragons have serpent-like bodies, some are bipedal and some are quadrupedal, they are similar to Drakes but differ in body shape. A lot of Knuckers are amphibious.

Amphitheres

(Common, Small, Winged, Armless, Legless) - Serpent-like dragons with no arms or legs but two large wings. These dragons are constantly in flight except when resting or sleeping. They are also cpable of slithering around the ground like snakes if necesary. Remobra are Amphitheres and thus they will be moved recategorized as dragons in the future and a new flying swamp mob will take their standard swamp creature position.

Lindwurms

(Common, Small, Winged, Armless, Bipedal, Multiple Heads) - These dragons have two large feet and wings but no arms, they have very long tails. A lot of Lindwurms have multiple heads with a famous one being the Hydra.

Tatzelwurms

(Common, Small, Wingless, Legless) - Small serpent-like dragons with no wings but large heads and arms, they are known to use their snake-like bodies very effectively.

Drakes

(Rare, Large, Winged, Bi/Quadrupedal) - Large, rare dragons with two wings, two legs and two arms/legs. Some Drakes are bipedal and will stand upright, some are quarupedal and some change stances.

Lungs

(Rare, Large, Wingless, Quadrupedal) - Large dragons with no wings and long bodies. Some Lungs are gigantic in size and others are able to float through the air.

  • plans.txt
  • Last modified: 2020/06/12 00:53
  • by tehmadtitan