Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
Special gameplay: If killed by a module, Obi Wan will "respawn" at a higher "level" (+1 to all stats for each death by module) and will continue to level through death by module until maxed, or killed by a hero.
[LIST=1]
Search for offensive modules (but does not attack them)
Attack any other non-offensive module in the room
When only offensive modules remain, Obi Wan will wait and take damage until the module is destroyed by other monsters (then moves to next room, repeat steps 1-3), or is killed by the module
Respawn, with +1 to all stats
Repeat 1-4
[/LIST]
Stats (set a number between 1 to 4 for each property):
HP max: 1 / (4 at max level?)
Defence: 1 / 4
Movement Speed: 1 / 4
DPS: 1 / 4
Attack Range: 1 / 4
(+1 to all for each death by module, for a max of 4?)
Rational: I'm fairly reliant on offensive modules, I'm sure others are as well. A monster that uses them to their advantage would definitely be interesting. Obi Wan is almost suicidal, it wants to die (by the hands of modules) so it continues to grow.
Codename:Cridaner(Catalan for "Screamer")[Cree-da-ner]
Behavior:The Cridaner will buff enemies by screaming when the door to the room is opened and buff enemies on the whole floor when the crystal is being carried.[PartoftheNecrophagespecies]
Priorities: Will stay in room unless the Crystal is being moved. In room priorities Major modules>Minor Modules>Closest Heroes.When Crystal is being carried it will only attack the Crystal carrier.
Special Gameplay:The Cridaner will add a sense of extra tension while carrying the Crystal. Its special ability slightly increases power and greatly increases the speed of enemies on the floor. This will only happen when the crystal is being carried. If the crystal is not being carried it will only buff enemies it the room it spawns in.
Stats:(1-4 scale)
HP max:3
Defense:1
Movement Speed:2
DPS:2
Attack Range:1
Rationality:Every game with doors that have secrets behind them has to have an enemy that no one wants to find. Plus the blood curdling scream adds a sense of"WHY here, WHY now."Which this game already portrays whenever you open a door with unwanted contents.
(Feed back on my page would be pretty awesome if an admins sees this, or anyone with an opinion on it!)
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Stats (set a number between 1 to 4 for each property):
HP max 1
Defense 1
Movement Speed 4
DPS 1
Attack Range 1
Rational: The Dust fairy is drawn to light sources and can't be bothered with anything else. In the Necrophage family, the question of how the Dust fairy is related to Necrophage Larva is often asked but seldom resolved. The dust fairy is fast and would come in a swarm fashion that should push past singularly defended rooms or heroes to seek out the crystal.
Behavior: Disables all modules while in the room, just like an EMP.
Priority Target: Room
Special: Dust Orb are immune while in a powered room.
Stats:
HP max 2
Defense 4
Movement Speed 2
DPS 1
Attack Range 3
Rational: Powered rooms are safe heavens, well that was before the Dust Orbs came in. The player would have to identify and react when a Dust Orb gets in the room by shutting down the power and have heroes destroy it, so minor modules can get back to work and protect our heroes from the incoming waves.
This monster is a parasite that, if not met by a hero first, sucks out resources through major modules.
Once attached to a module, it will suck out the resources the module was designated for.
If the module gives +AP or +DEF, it will nullify the module's effect.
If it meets a hero first, it will target the hero instead.
If it has already targeted the module, the module is damaged when the monster is destroyed.
Priority target:
Heroes
Secondary target:
Major Modules
Special gameplay:
Attaches to modules and sucks out designated resources.
STATS:
HP max: 2
Defence: 1
Movement Speed: 4
DPS: 1
Attack Range: 1
Rational:
This monster will force players to reconsider the position of their heroes and modules.
ENTRY #2
CODE NAME:
LEMP (Living EMP)
Behaviour:
This monster powers up once it has entered a room.
It then takes X seconds to EMP the room (temporarily disabling the modules in the room) and X seconds to teleport to the next room.
Priority target:
Minor/Major Modules
Special gameplay:
Powers up to release a EMP shockwave. Uses teleport to move.
STATS:
HP max: 1
Defence: 1
Movement Speed: 4
DPS: 1
Attack Range: 1
Rational:
Because it doesn't move/walk but uses teleportation, this creature demands extra attention and is harder to spot on the map.
ENTRY #3
CODE NAME:
CRYZTAL (Infected Crystal aka Chaos Crystal)
Behaviour:
This 'monster' is a Crystal which is infected with deadly lifeforms and, if left unpowered, bursts open after X doors to release its inhabitants.
Priority target:
Doors
Special gameplay:
'Powers up' to release a group of monsters in the room.
STATS:
HP max: 4 doors
Defence: -
Movement Speed: -
DPS: -
Attack Range: The room the Crystal is in.
Rational:
This monster will force players to choose between changing their power to power up the room and defending the wave of monsters when they open the last of the X amount of doors.
This Monster will spawn as a big, and rather slow Monster. Upon destruction, it splits up into 2 smaller versions with half the life of the original one...and these two Mobs will breed another 2 ones each upon their kill. Heroes will have to set up a quick defense against these critters, since each one of the bred monsters will be quicker than the ones they are descendants of. Should lead to some use of slowing towers.
Stats:
HP max ("Mother Amoeba"): 4
HP Daughters: 2
HP Grand-daughters: 1
Defense Mother: 4
Defense Daughter: 2
Defense Granddaughter: 1
Movement Speed Mother: 1
Movement Speed Daughter: 2
Movement Speed Granddaughter: 4
DPS: Mother: 4
DPS: Daughter: 2
DPS: Granddaughter: 1
Attack range for all of the Amoeba: 1
Amoeba will try to reach out and attack the nearest living target and ignore modules (at least they have to prey upon something).
Rationale: Every sci-fi setting has some kind of alien/parasitic lifeform. I wanted to transport the idea of a monster you will have to kill more than once. Remember the Alien-movies? So its a kind of top-down-Design. If left unharmed, these critters will be a threat to single heroes like operators left alone or heroes parked to lighten up an unpowered room...and because of the mechanic they could quickly become an overwhelming obstacle the player has to cope with. These Monsters shouldnt spawn in large groups, the game could otherwise be frustrating (and it is hard enough already). If the code allows for it, maybe it could be added that the offspring amoeba try to spread out, that is target different targets.
Will sit in a powered room, and with enough time, will un-power the room.
Gains HP regen when draining a powered room.
When it reaches the crystal, it grants HP regen to monsters in the room, scaling with the number of rooms it un-powered.
Stats
HP max: 4
Defense: 1
Movement Speed: 2
DPS: 1
Attack Range: 1
Rational: Not immediately a threat, but can be a problem if left unchecked, especially if there are modules you are relying on in its path (i.e. Tactical HUD, Neurostun modules, ect)
Behaviour: Always moves to the closest dark room (if ambiguous, choose randomly). -> Stays in spawn room, until it is lit (by being entered by a hero or being infused with dust)
Target priorities: hero with crystal > crystal > major module > minor module > hero > monster
Speciality: Do not count for finishing a wave, once static. (autoheal goes on, normally, even if all monsters of this type in the wave are still alive)
Stats
HP max 3
Defense 3
Movement Speed 1
DPS 1
Attack Range 4 (shooting while moving)
Rationale: The movement behaviour is rather static. The player can direct them by lighting rooms with heroes or dust (even if this can go terribly wrong!). As they have low damage, but do attack even other monsters, the player can actually use them to their benefit, if he manages to get them into the dark rooms at the edge of his empire. It is a high risk endeavour, though, as these monsters are tough and once you have an infestation of them, it is problematic to exterminate them.
So remove the infestation or use them to your ends? Your choice.
Twin Dancers
Behaviour: Always spawn in pairs. One of the pair always moves to the first clockwise door occuring, if open, the other always moves to the first counterclockwise door. This way, they can end up running in circles.
Target priorities: hero with crystal > crystal > minor module > major module > hero
Stats
HP max 2
Defense 2
Movement Speed 4
DPS 1
Attack Range 1
Rationale: Fast monsters moving rapidly and dispersing at speed in your dungeon. They do not do much damage, but they end up in areas that you thought were safe, before. In larger numbers, they can force the player to move heroes to unusual places for defense.
Endless Puppet
Behaviour: Moves into lit rooms, then starts unpowering such a room. Moves on to the next room, afterwards. Does not deal any normal damage, whatsoever. Unpowered rooms regain power at the end of the wave.
Specialty: Needs 20 seconds to unpower a room. Needs 30 seconds to destroy the crystal!
Target Priorities: Lit room
Stats
HP max 2
Defense 2
Movement Speed 1
DPS 0
Attack Range 1
Rationale: Well, we have door-opening mobs. There are module-destroying, hero-harassing and crystal-craving mobs. Why not a monster that is actively disarming your defenses? Medium hard to kill, very slow, extremely nasty. (Probably too exotic, but I want to keep up to my reputation as the nightmare of programmers. )
Behavior: Attacks in swarms of 4 or more. Bigger swarms can separate and go to different directions.
Priority target: all
Special game-play: Pests spawn between 1-4 new members for their swarm every 5 seconds (this time could be changed if it proves too easy/difficult in actual game play) until every last one of them is eliminated.
Stats:
HP max 2
Defense 1
Movement Speed 4
DPS 2
Attack Range 4
Rationale: If they are not killed fast, they can go out of control. They are relatively inoffensive by themselves but, as their number increases they can become a hassle.
Edit: here come two more proposals:
Code name: Chameleon
Behavior: Impersonates modules or heroes. Spawns in powered rooms and stays where it spawned.
Priority target: Only attacks heroes.
Special game-play: Chameleons only reveal their true form when attacking entering heroes and do not get targeted by modules while in disguise.
Stats:
HP max 3
Defense 3
Movement Speed 3
DPS 2
Attack Range 2
Rationale: The player has to keep an eye on suspicious modules or heroes so as not to get surprise attacked by a chameleon.
Code name: Tele
Behavior: Teleports between unpowered rooms.
Priority target: Crystal
Special game-play: It's teleportation skills allow it to move fast, always aiming at reaching and destroying your crystal. Their movement speed within powered rooms is very low. Keep as many rooms as possible powered (prioritizing those surrounding your crystal) to slow down the Tele and take it out before it reaches its goal.
Stats:
HP max 2
Defense 4
Movement Speed 1 (in powered rooms)
DPS 4
Attack Range 1
Rationale: The Tele can be very dangerous in low-dust scenarios.
Special gameplay: Cannot move after spawning, visible in empty rooms after a few seconds, cannot build modules in room. Could spawn creatures that either rush for the crystal or stay in the room to defend it.
Stats:
HP max: 4
Defence: 2
Movement Speed: see special gameplay
DPS: 3
Attack Range: 4/Entire room
Rational: A common tactic is to build defences and wait for the enemies to arrive so that minor modules can help take care of them, but this is a monster that require the player to fight it without the help of any modules.
Behavior: When the Dustlurker gets hit he goes into a stealthmode for a few seconds. It cannot be targeted while in stealth. It can still affected by Aoe Attacks.
Priority target: crystal
Stats (set a number between 1 to 4 for each property):
HP max: 2
Defense:1
Movement Speed: 3
DPS:2
Attack Range: 1
Rational: The stealth lasts only for a few seconds and can only activated once. But it should be long enough for the lurker to move trough one or two rooms without getting targeted. The heroes are forced to spread out the defense or go after the lurker if they spot one.
Code name: Mimik
Behavior: The Mimik is an assassin. It transforms into a member of the party and tries to kill him/her/it. Modules and heroes, except the one it transforms into, ignore the Mimik because they think its an ally. If the Mimik kills the hero, it transforms into another hero of the party and goes for him/her/it next.
Priority target: heroes (the one he transforms into)
Stats (set a number between 1 to 4 for each property):
HP max: 2
Defense:3
Movement Speed: 4
DPS:3
Attack Range: 1
Rational: The mimik is quick and strong and can only be killed in a one on one battle. You need to use the buff modules to power up your hero if you wanna win this fight.
Special gameplay: Whats the point of making so weak opponent? He cannot be targeted by modules. Still, he can be damaged by "tear gas" module, Seblaster and Claymoar can cah him (non directly), Neurostun also slows him.
But thats all, the main way to kill them is by using your heroes. The point of this monster is to swap players defencive strategy: from "module based" to "heroes based", build more buff modules, instead of offensive ones.
Codename: Silics Ravager
Behaviour: Anti-module, dust stealer
Priority target: Dust (only in normal mode) > Minor modules > Heroes (only in berserk mode) > crystal = hero with crystal
Stats:
Hp max - 2(+2)
Defence - 2(+2)
Movement speed - 1(+2)
DPS - 2(+2)
Attack range - 1(+1)
Special gameplay: Basically, he is medium – weak monster. But, if one of the monsters in front of him dies and drop a pile of Dust, Ravager automatically gathers it. This activates his Berserk mode (attacking the crystal/ hero with crystal also turn it on). In this mode Ravager heals himself, get bonuses to all his stats and changes the priority targets. Note, Ravager normally moves directly to crystal, but if he spot the Dust in nearest rooms (which are not on his normal way), he will go there first. So what changes in gameplay with this monster? If you doesn’t want to meet his stronger version (and lose additional Dust), you need to start playing more dangerously and try to collect Dust before someone else did it.
Codename: Bomberino
Behaviour: Tactical
Priority target: Heroes = NPC > Major modules > Crystal
Stats:
Hp max - 2
Defence - 3
Movement speed - 2
DPS - various
Attack range - various
Special gameplay: He just want to watch this world KABOOM. Equipped with different types of bombs, Bobmerino can do various things in battle.
Flash bang – don’t watch how it explodes, or else your screen turn white for ~5 seconds (you can still view tactical map and UI), and you wouldn’t hear notify sounds [occursonlywhenplayerdirectlylookingathim,breakinga4thwall].
TNT – throws 2-3 dynamite sticks, deal damage to everyone in room (heroes, modules, mobs).
Gas mine – throws bomb, after explosion it fills room with toxic gas (slow down for heroes in room) [onlywhen2ormoreheroesarepresentedinroom]
Firework – launches 2-3 pyrotechnic rockets at your heroes. Medium damage + AOE (like claymoar) [onlywhen1ormoreheroespresentedinroom]
Metallic powder – short time EMP in room
Acid blast – DOT effect on one module.
[Elite] Proximity charge - throw a proximity grenade (only in powered rooms with empty minor slot) on empty small slot. Activates when hero enter this room. You need to send your most armoured character to that room, or just unpower it, it also deactivates them. But(!), dont forget about self powered rooms. And pod, where you cannot unpower any room 3
Dies with huge blast.
I can almost notice tears in Elise eyes, when she watches such waste of explosives.
Behaviour: Attacks heroes only, for each 10 units of damage dealt to heroes, player loses 1 unit of random resource (except Dust)
Priority target: Heroes
Stats
HP max: 1
Defence: 2
Movement Speed: 3
DPS: 1
Attack Range: 1
Rational: These guys are not really dangerous to your heroes, but can deal a lot of damage to your economy. Make sure to keep them away from your heroes and kill them as early as possible using modules. During escape-with-crystal phase they will probably be extremely hazardous. So maximum number of Thieves in a single wave should be limited to, let's say, 3.
——————————————————————————————
opulation: Code name: Distractor
Behaviour: Another kind of supporter monster. When it's in the room attack cooldown of all heroes inside increased. Not affects modules cooldown.
Priority target: Heroes
Stats
HP max: 3
Defence: 2
Movement Speed: 1
DPS: 1
Attack Range: 1
Rational: As I know there is currently no monster which debuffs attack cooldown parameter. Should we have one? A good strategy against it will be utilizing more offensive minor modules and have Suppresive Firebots with you to compensate reduction of DPS.
——————————————————————————————
opulation: Code name: Ghost
Behaviour: Invulnerable when in the dark. Can be attacked by heroes only in powered rooms. Same for modules (which is obvious since modules not work in unpowered rooms).
Priority target: Heroes (or maybe Crystal)
Stats
HP max: 2
Defence: 1
Movement Speed: 2
DPS: 1
Attack Range: 2
Rational: Extremely dangerous in the beginning of the level when you can't power up a lot of rooms. Your scout heroes also can't attack them right after the door opened. You have to lure Ghosts to powered rooms and only after that you can deal damage to them. Ghosts have a little splash damage and never directly targets modules.
I hope there isn´t already a mob like this because I haven´t encountered one like this.
Code name: Locust
Behaviour:
Anti-Module
Stats:
HP max 1
Defence 1
Movement Speed 4
DPS 2
Attack Range 1
Rational:
Spawning in groups up to eight these mobs focusing on "eating"(destroying) all modules in one room an move to the next while irgnoring the heroes. Their first priority will be the minor module and then the major ones.
Behavior: Sappers possess an unnatural obsession of draining modules of power.
Priority target: major modules
Special - Sappers use the drained energy from modules to regenerate their health.
Stats:
HP max 3
Defense 4
Movement Speed 2
DPS 3
Attack Range 2
Rational: A wave with more than a single sapper could make things go south rather quickly. Draining energy of modules until they shut down to heal back whatever damage modules may have done in previous encounters could cause big trouble for the heroes if not handled properly.
---
Code name:Warlock
Behavior: Warlocks are prideful mystics that always jump at the chance to show their superior combat prowess
Priority target: Heroes
Special -
Stats:
HP max 3
Defense 2
Movement Speed 3
DPS 3
Attack Range 4
Rational: A Warlock could prove to be a worthy opponent for a single hero, slinging energy beams while dashing about the room. When facing a group of heroes, the warlock could try some AoE attacks.
Special gameplay : tries to find a major module and slowly sucks it to feed. Every x seconds when feeding, spawns a basic enemy. When a leech is feeding on a module, other enemies ignore this module.
Stats (set a number between 1 to 4 for each property):
HP max 3
Defence 2
Movement Speed 3
DPS 1
Attack Range 1
Rational: The leech is a slow major module killer, but is an enemy spawner with good life. It can (still slowly) spawn weak enemies in lit rooms, and may force to split the heroes in several groups, or force to build minor modules in considered "safe" zones, far from the main fight.
Behaviour : Anti-Crystal carrier, will automatically attack whichever hero is carrying the crystal or just the crystal if it isn't being carried.
Stats:
HP max 1
Defence 2
Movement Speed 4
DPS 2
Attack Range 1
Rational: These creatures will span in a small amount, two or three at a time, then they will group together and try to run down the crystal carrier. They are designed to outrun the crystal carrier and attack them for a medium amount of damage, but can be easy to kill, will mostly affect unprepared people.
Code name: Attuned monsters
Behaviour : These monsters will spawn "attuned" to the most common offensive minor module built by the player, meaning they cannot be damaged by that module. These monsters try to make the most of their immunity by trying to reach the crystal without stopping to attack anything else.
Stats:
HP max 3
Defence 3
Movement Speed 2
DPS 2
Attack Range 1
Rational: These monsters are designed to keep the player's defenses varied so that these creatures will not be able to reach the crystal unaffected. These creatures have a medium amount of speed, allowing heroes to be used for defense if necessary, but have a large amount of health and defense to keep them a challenge even with a varied defense system.
Code name: Mod block
Behaviour : These monsters will prevent any new modules in the dungeon from being built, give a negative bonus for any major module FIS for the next door open in any room it reaches, and will also give a negative bonus for damage from offensive modules while it is in the same room as them.
Stats:
HP max 4
Defence 4
Movement Speed 1
DPS 0
Attack Range 1
Rational: These creatures are designed to prevent you from rebuilding any lost modules during the time that they are alive, preventing you from trying to build defenses at the last minute, forcing players to be more prepared, and helping the other monsters in their quest to find the crystal, and will help other monsters overcome your already built defenses. These monsters will also cut the amount of FIS you receive, forcing players to defend their major modules.
Rallies other nearby mobs to itself before heading toward the players. Making them move as a cohesive group until reaching the players and buffing their defence.
stats:
Hp max -3-
Defence -3- -+1 from aura-
Movement speed -1-
DPS -2-
Attack range -1-
Rational:
So one of the problems I feel the monsters in DOTE have is with all their varying movement speeds they can easily be picked of one by one as they enter a single defensive choke point the players create. My monster suggestion is a creature that rallies lesser mobs to it, then once accumulating enough nearby minions sets all their movement speed to be identical (slower makes more sense) gives then and only then, a defensive boost and then sets out towards the choke point. giving the feel of a more organised assault against the players. several of these creatures could spawn per floor maybe in large groups stacking their defensive bonuses. The players instead of fighting a single mob type at a time would then fight a varied group of enemies. Alternatively the players could rush out and attack the mobs before they get the defensive boost.
Special:Traps heroes in the room with it. Heroes in room cannot leave until LockStop destroyed. Heroes out of room may enter to help.
Strategy: If your door opener gets trapped, you will probably need to send in a hero to help them. That is two heroes unable to defend against waves from other directions.
Stats:
Hp Max- 2.
Def- 1.
Speed- 3.
Dps- 2.
Range- 4
(Balance may be neccesary.)
Rational:
The pain of watching your crystal get destroyed while this crazy bastard keeps you stuck gives a kind of sick satisfaction. If you're into that kind of thing. Your fast door opening heroes will be in a lot more trouble- instead of just running back to the chokepoint, they'll have to survive the room, kill LockStop, and hope more aren't on the way. Sure, you can send someone in to help- but can the other two defend from there?
----------
Code Name: MeatHook.
Behavior: Anti-ranged hero.
Special: Pulls ranged hero into melee range, attacks them. Puts ranged in more danger if other melee mobs turn their attention to the hero.
Strategy: Prepare to heal Max. A lot. Or keep ranged away from MeatHook.
Stats:
Max Health- 3.
Def- 2.
Speed- 2.
Dps- 4.
Range- 3
Rational:
Totally rad, and added danger for your awesome ranged heroes. If you notice, hope your melee heroes and modules can handle it. Not to say ranged can't- but you'll need more healing. Handled fairly easily if you have a good set up of defences, but deadly if it gets the drop on someone.
--------
Code Name: Sunami.
Behavior: Anti-Crystal.
Special: Monsters in room move to match it's speed.
Strategy: Good old fashioned monster stomping. Or hope you can catch up with it.
Stats:
Max health- 1.
Def- 1.
Speed- 4.
Dps- 2.
Range- 1
Rational: Foragers and the floating crystals just got a lot more serious. All monsters in the room that sunami enters, speed up to his speed. They run into the next room, those monsters join in this flesh typhoon of death, and slam into your heroes. Or crystal.
Remember folks- Neurostuns and Seblasters are your best friends.
Edit: after the painful experience of posting my ideas from a phone, I am sitting in a Café formatting and adding notes to explain the thought behind the concepts. Should be more fun to read. Still annoying I can't add sketches and background info
Awesome Idea 1:
Codename: the Pack
Behaviour: attacks as a pack: bonus to attack power (DPS) per other pack member in room. If AI allows lone pack will not enter lit rooms (if AI allows).
Type: anti hero
Targeting: lure > hero with crystal > melee > ranged | if the code allows priority will be affected by hero speed (packs attack the weakest\slowest of a herd)
Stats:
HP: 2
Defense: 1
DPS: 1 (but see above)
Move: 3
Range: 1
Spawn limit: 3 per room
Notes: the idea is to create monsters with a level of cohesion besides the visual one and taking the existing hero concept of interaction between members of the same faction (Pack of Dogs / Got Your Back) and add it to monsters. That way, if the Pack made it into the game, later additional type of Pack could be added who'd still interact with the Pack. Motto: Gameplay and Thematic cohesion in one
Ideally I would have liked these to have a fake AI: single monsters running away from heroes until they reach others of their type. It could create the illusion of the monster luring heroes into a trap. I realize this may not be doable.
Behaviour: attacks major modules and (similar to how attacks on the crystal reduce dust) syphons a minor amount of the respective resource every time it damages a major module
Range: depends on the concept given in phase 2, should awesome people send it to phase 2
Notes: pretty straight forward, the question is what interesting interactions can be grafted onto existing behaviour? All monsters have a targeting priority and the question is, once they decide to do what they do, what is it that makes what they do different from other monsters? We already have debuffers and buffers and they already turn extremely deadly if they coincide. Adding a new one would make me fear for the strenuous balance. So I went with major module targeting and simply added an effect, while keeping the penalty low enough so it doesn't turn into pure frustration.
The monster deals damage to the module it drains resources from so that there is an end to the drain and it does not mean instant defeat (similar to how door openers deal damage to themselves so there is a limit to the doors they can open).
Behaviour: normal until it enters a powered room, where it has a reaction to dust: deals damage over time to heroes and monsters in powered room (if possible elite version would deal the damage over time to heroes and monsters in powered rooms in floor).
Notes: there is a basic concept to the game that already affects almost everything: light and dark rooms. As the game already checks for this, and already does so with hero skills to see if they add their bonus or not, it seems a straight forward thing to add to a monster.
The question then would be what does the monster do differently? One idea was a skulker like effect of "no_aggro" from heroes. Honestly though I hate that concept: players should lose because of mistakes or bad luck, not because they sat staring at the screen unable to do anything; that is not fun. So the idea then was to change the targeting priority. That is based on type though and I doubt you could have a monster be "trash" in dark rooms and a different type lit rooms (even if that could be tied to an awesome transformation animation :P ). In the end I decided t just go with an ability that only triggers in powered rooms. The addition of friendly fire is there to hopefully create a dilemma to players: fight it in dark rooms where it does not put a dot on players? Or fight it in lit rooms were the dot will damage players but also the other monsters?
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Informer
"God's in his heaven, all's right with the world." Nerv Motto, Neon Genesis Evangelion
MODNosferatiel
Informer
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Newcomer
Foehre
Newcomer
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Vodyani in Disguise
Lionsgatepride
Vodyani in Disguise
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Human
Frogomat
Human
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Ninja
Lynx_gnt
Ninja
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Officer
Spekulatius
Officer
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TheRocketGuy
Newcomer
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SiMouth
Newcomer
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Chameleon
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VIPAnwyl
Chameleon
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Volunteer Insider
Don't look too closely. You'll hear the darkness long before then.
Litany
Volunteer Insider
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Newcomer
Think_Blindly
Newcomer
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Forgotten VIP
"Golgy in the Lair of the Spider Queen" The best Dungeon of the Endless Boss Expansion that never was.
VIPmelkathi
Forgotten VIP
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