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Found 11 results

  1. "Red Neon Dragon" (Digital Painting) 1/27/2024 In this piece i tried to go for a more simplified approach to a neon style dragon https://imgur.com/a/4HAuzaX
  2. Monster Adjustment Ideas Greetings I have some ideas for adjusting monsters/creatures after thinking about how to help new users but also try and control the monsters into areas a little bit better. Zoned Areas A Monster spawns on its designated terrain and returns to its designated zone. This does not apply to creatures that can be lead with a rope. Multiple terrain tiles of the same type must be together to spawn a creature/cause a return. Monsters not in combat will walk around as they normally do but the change is that they will stay in their terrain zones (Unless another zone like their's is nearby - Bunch of sand + A small section of trees + A bunch of sand = Scorpion will move between the trees to get to the next bunch of sand) Example: Player finds a scorpion on a sand tile. Scorpion starts to chase the player and moves away from the sand tiles. If the player moves enough away from the scorpion to inactivate combat mode in the scorpion then after 5 - 10 mins (However long you want) the scorpion will move to the nearest collection of sand tiles. To prevert monsters from spawning on single terrain tiles or moving back to single tiles, make this an area effect. So there must be 9 sand tiles (for example) together for a scorp to spawn or move to that spot. Why this change? This change with zones is to try and prevert the mass mixing and movement over large areas of different types of monsters into areas where they really have no business being in (Going by their spawn location and type) Starter Town Spawn Changes Create an area around the outside of a starter town where creatures 15 Fight Skill and below spawn. Block Monsters above 15 Fight Skill from spawning AND moving into the area. Caves in this area would spawn cave bugs + the other monsters. This does not mean that these creatures do not spawn elsewhere on the map. Blocked higher leveled monsters that come near to the edge of the zone will move away from it, to just outside the zones perimeter. You could tell users when they are going outside of the newbie zone in the event box, like you do when leaving a village. Monsters spawning in this area include: Wild Cats, Mountain Lions, Wolves, Cave Bugs & Goblins. Creatures spawning in this area include: Cows, Chickens, Pheasant's, Donkey's, Bulls, Deer, Dogs, Pigs, Sheep, Goats, Roosters and a few Horses. Why this change? The whole idea of stopping higher levels of monsters from appearing outside starter towns is to help a new user to become used to fighting monsters and it provides some nice fight skill in the process. It also introduces them to the other types of animals that they can breed, lead and attack for meat & mats. Show Estimated Fight Skill on a Monster/Creature When clicking on a monster/creature their estimated fight skill level will show up near their name. Maybe include coloured names to show how strong a monster is (Make this an option to turn off/on) Why this change? In past MMO games I played, the monsters normally had their levels displayed through different colours. An example is: Blue = More then 5 levels below you. Green = 2 - 4 levels below you. Yellow = Your level and just above it. Amber = 2 - 4 Levels above you....etc It very clearly told you how strong a monster was. Now you could say that when you get into combat that you can tell how strong a monster could be by your hit chance % but what about if you are new and you want to tell from a distance how strong a monster is, without looking at the wurm wiki? That's why I think that showing the estimated fight skill level would help. You could also have the coloured name thing too as well but make that something that players can turn on and off. Note - I have other ideas that have popped along, that are in the topic in posts but I've yet to add them to this first post. TY.
  3. New Artwork! Flying Phteradactyl (Black) colored penci on 9x12 paper, 12.25.2021
  4. New Artwork! Dragon Horse, colored pencil on 9x12 paper (12.22.2021-12.23.2021)
  5. Hydra (12.20.2021 - 12.22.2021)Pencil and ink on 9x12 paper
  6. Can we have the most feared monster of medieval times come along to wurm. It could also be another monster that allows the collection of Cochineal. That and also could create a shield out of the shell. It could also award a humourous title when you slay one of them. If you want to make them more dangerous, you could give them slime power which makes the attacker lose some focus or hit rate and also make them more rare then other monsters.
  7. Had a nostalgic attack and played some old Dungeon Keeper II, and got to looking at the possession spell for taking control of individual minions. Something similar in Wurm could be an enchant or personally better yet as a sorcery ability, perhaps even replacing one of the more "worthless" ones. Or an artifact ability, anything is possible. As the name implies, possession allows you to take over the target monster like its your own character. Your character remains where you cast the ability, vulnerable to attacks and etc. High difficulty to begin with, and it scales higher based on the target critter's combat rating. You are limited to what that particular creature is capable of to begin with on its own. You can remove yourself from the creature at any time, limited by the usual logout rules. EDIT: ie no leaving while in a fight. The creature dying while you are possessing causes a backlash, which permanently removes some of your mind speed and/or logic. The exact amount could correlate to the possessed creature's Combat rating.
  8. So, yeah, I don't have anything to add at this point in time.
  9. Title. Traps on mobs would be neat, though its easy to see how some would kill all kinds of powerful mobs by planting tons of traps. A mob could get a trap immunity after triggering one?
  10. My idea in this post is simply to allow for different elemental types on monsters, we can have lava spiders, but why not frost trolls, or maybe a scorching bear, maybe a flood Scorpius? I haven't thought of a catchy name for any existing creatures in game to have with rock but that should still be a possibility.
  11. When a person who is following the path of insanity is mining, there could be a small chance that a freakish monster spawns behind him to startle him when he or she turns around. After seeing this the player could automatically play a "scream" emote and the monster could then disappear.