Monster Champions

From Meridian 59 - Open Source Wiki

Revision as of 17:42, 11 April 2019 by Skeksy (Talk | contribs)


(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

idea overview

Spawned monsters a chance to be stronger than normal. These monsters will also have names to indicate what their strengths are, matching 'glows' for a visual indicator, increased loot, and possibly extra fighting abilities. Monsters spawned by entrance into an unoccupied room have a much greater chance of being special. All special monsters stomp out wall spells. All non-special monsters of the same type aggro to rally/defend/assist the champion.

The intent of this system is to:

1 - break up the monotony of regular PvE building. Players will have to react and adjust to certain monsters that are stronger, faster, or tougher. Some of these monsters will be strong enough that high-level spells are required.

2 - make 'dumb botting' extremely difficult in the long run. For example, it's easy to set up bots to hold the attack key and mow down regular Daemon Skeletons. A champion Daemon Skeleton will eventually spawn, though, and kill unintelligent bots. All types of champion mobs stomp out walls, too, so 'wall botters' will find their setup failing.

3 - encourage building by world-traveling. Because mobs have a greater chance to be special in new rooms, players can potentially run around the world generating champions to fight for increased loot, rather than standing in place. Ideally, most rooms should have one champion mob when monsters first generate.

The types of champions are (using Skeleton as an example):

  • Swift Skeleton - monster moves and attacks twice as fast. Drops five times as much loot. Ideal rarity: a couple times an hour in an active building room.
  • Frenzied Skeleton - monster does twice as much damage. Drops five times as much loot. Ideal rarity: a couple times an hour in an active building room.
  • Tough Skeleton - monster has three times as much health. Drops five times as much loot. Ideal rarity: a couple times an hour in an active building room.
  • Champion Skeleton - monster moves and attacks twice as fast, does twice as much damage, and has ten times as much health. Monster may have extra fighting abilities.* Has a special tier of loot, and a significant multiplier of regular loot. Ideal rarity: once an hour in an active building room.
  • Legendary Skeleton - monster moves and attacks twice as fast, does three times as much damage, and has fifty times as much health. Monster has extra fighting abilities.* Has a special super tier of loot, and a significant multiplier of regular loot. This type of monster should be so strong that players call for others to come kill it. Ideal rarity: once every 2-3 hours in an active building room.


Champion monsters reward extra training points when defeated.


Extra fighting abilities can include things designed to disrupt bots and groups, such as:

- Counterattacks (hit everyone that hits it)

- Area attacks

- Wall spells

- Magical capabilities

- Hits players in safe spots

- Moves through walls

- Debuff resistance

- Immunity to certain elements


function/message prototypes with description

In Constructor in monster.kod, do a randomness check, and assign multiplied strengths based on chosen chances.

variable definitions with description

Speed - monster may be faster. Damage - monster may do extra damage. Types - monster may do extra / different damage types. Health - monster may have increased health. Treasure - monster has increased loot. Lighting - monster has special light aura. Name - monster has special name.

pseudo-code to describe functionality where appropriate

section describing potential conflicts with other systems

I don't foresee major problems with other systems as long as boss monsters are either specifically exempt from the system, or given special design considerations. A Legendary Lupogg King spawning could be a major server event all on its own.

section describing potential flaws in the design

Players may adjust their bots to be more intelligent, or use autologgers.