Turbina. Posted January 30 Share Posted January 30 Auto-death after ~3 days is tearing apart the Tenebrau concept breaking idea of another kind of disease. I think Tenebrau-infected mobs should be rarer, but pose a much bigger threat. This threat could be limited by introducing a focal point that attracts all Tenebrau mobs, such as an obelisk in the middle of a cave, or obelisks in the Lunar Grotto. However, this could break the balance of the Shadow vs. Great Gestalt conflict and shift Gestalt defense toward the Archives. Right now, players don’t care about Tenebrau, because they pose no real threat. Another idea: ickers should be more irritating than deadly. Lower its damage to around 20–30 max, so these mobs feel more like thieves or harassers rather than lethal enemies. At the moment, due to their quantity, moving around the caves without a beefalo is extremely stressful and simply not fun. 18 2 Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/ Share on other sites More sharing options...
PonyOfApocalips Posted January 30 Share Posted January 30 (edited) Maybe Thenabru minios could just build obelisk if there is enough od them in area and obelisk would prevent them form auto-dead in like-cristalazer range. With limit of like 3 obelisk per world. This would actual feel like infection but also it prevent them to populate whole world. Also it's works more with their cult-vibe. Edited January 30 by PonyOfApocalips 4 Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850335 Share on other sites More sharing options...
Maxil20 Posted January 30 Share Posted January 30 I'm still hoping we can get a world setting to toggle them, I've been having to keep my cave rifts closed because they don't mesh well with the way I like to build in the caves (which like, I totally understand is not something most people are doing! It's just super unfortunate since I like most of the other cave rift threats and the masques alone are an immediate dealbreaker for me to keep them on). Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850336 Share on other sites More sharing options...
Kacpert25 Posted January 30 Share Posted January 30 5 minutes ago, Turbina. said: Another idea: ickers should be more irritating than deadly. Lower its damage to around 20–30 max, so these mobs feel more like thieves or harassers rather than lethal enemies. At the moment, due to their quantity, moving around the caves without a beefalo is extremely stressful and simply not fun. I like this idea. But I think Ickers should deal maximum 40 dmg. Because after trapping a player, they deal 4 separate hits. So the damage you suggested would have to be split between those 4 hits. Unfortunately, 20-30 damage wouldn't work. Because Ickers deal half normal damage and half planar damage, and every planar creature has a number of planar damage points divisible by 5. So 20 wouldn't work, because one hit from Ickers would deal 2.5 planar damage. Likewise, 30 wouldn't work, because the hit would deal 3.75 planar damage. Therefore, 40 damage would be perfect. One hit would deal 10 damage: 5 normal damage and 5 planar damage. 2 Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850337 Share on other sites More sharing options...
Vritly Posted January 30 Share Posted January 30 I personally think their way of appering should be different. Imo tenebrau plague shouldnt be localized danger but more like an enemy breathing down your neck and always creeping behind you. I suggest that something like shadow hand (the one putting out fire) should put masks on nearby 2-5 mobs, depending on nightmare cycle. maybe even 1st: make the possesed ones stronger and prioritize spreading the plague, 2nd: by using Howlitzer being able to knock the mask off idk your favourite rock lobster so it doesnt mess up your farms etc Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850339 Share on other sites More sharing options...
Well-met Posted January 31 Share Posted January 31 what if masked mobs actively moved toward players even offscreen 1 Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850360 Share on other sites More sharing options...
Waywarbler Posted January 31 Share Posted January 31 I did have an idea for Enthralled Corpses saying "My torch just ran out!" while in the darkness (or their respective character's quote) to try to lure you into getting close before jumping you. This wouldn't really make sense if nobody's died to them though (unless the void masques can somehow just create false survivor corpses to control), and it wouldn't really work at all in singleplayer. 28 minutes ago, Well-met said: what if masked mobs actively moved toward players even offscreen Like a HUGE aggro radius buff so they come after you from offscreen? or like, migrating across the map towards you like crystal buzzards? Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850362 Share on other sites More sharing options...
linabagel Posted January 31 Share Posted January 31 They either got into conflicts with other creatures or were kicked out by my Beefalo. I like their design and do hope they can have an impact in other ways. 5 hours ago, Maxil20 said: I'm still hoping we can get a world setting to toggle them, I've been having to keep my cave rifts closed because they don't mesh well with the way I like to build in the caves (which like, I totally understand is not something most people are doing! It's just super unfortunate since I like most of the other cave rift threats and the masques alone are an immediate dealbreaker for me to keep them on). You can try to adjust the biological generation to influence different types of mask-wearing creatures. Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850368 Share on other sites More sharing options...
Frosty_Mentos Posted January 31 Share Posted January 31 I had suggested this a long time ago but - why not make enemy camps instead of them spawning randomly? Let them occupy areas like rifts do but make semi permanent locations you can battle off to get resources and to keep that area in check of not being a nightmare to deal with. Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850408 Share on other sites More sharing options...
Edible Coal Posted February 1 Share Posted February 1 10 hours ago, Frosty_Mentos said: I had suggested this a long time ago but - why not make enemy camps instead of them spawning randomly? Let them occupy areas like rifts do but make semi permanent locations you can battle off to get resources and to keep that area in check of not being a nightmare to deal with. such a great idea, i would love raiding camps Link to comment https://forums.kleientertainment.com/forums/topic/169676-tenebrau-and-ickers-needs-rework/#findComment-1850435 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now