Human civilization is gone. Long hidden creatures once relegated to myth and legend step forth from the shadows to reclaim the world.
This is an idea I’ve been thinking on for awhile. I’d like to add some more variety to the wildlife and give the world a bit more flavor. While walking around, the player may come across a multi-way battle between the various races, the zombies, robots, etc. Or you could step into a cave and be swarmed by a pack of kobolds or smashed by a solitary ogre. The basic premise is that these mythic creatures were pushed into hiding by the humans and their technology. Now that the humans are mostly dead and their technology is decaying, the forgotten races have come out to try to take back the planet. I want to see multi-faction battles and everyone against the zombies.
I’m requesting ideas. More fantasy/mythic races, possible equipment loadouts, habitats and habits. I brainstormed for a bit and came up with the ideas below, please share yours and I’ll try to make an awesome mod.
-=Races=-
[spoiler]Good:
Elves(Forests: agile, delicate, leather and light chainmail, use bows for ranged, swords up close),
Halflings(Forests: fast, hard to hit, relatively weak attacks with daggers at all ranges, leather armor),
Dwarves (Caves and Mines: sturdy, heavily armored, melee variety of weapons)
Evil:
Goblins(Swamps: Rags and skins for armor, wooden spears, rusty swords and daggers, weak but fast, fear fire, attack weakness, swarming attacks),
Orcs(Forests: Heavily armored, slowish, brutal weapons, large groups),
Trolls(Swamps: Unarmored, Melee attackers, incredible health and regeneration, small groups)
Ogres(Caves: No Clothing, Armored flesh, clubs of wood and bone, massive size, knockback attacks and high health, solitary),
Kobolds(Caves and Mines: Slaves to the drow, light armor and weapons, swarming attacks),
Drow(Caves and Mines: Fast, deadly fighters with light ranged and heavy melee, exceptional armor, low numbers, numerous slaves)[/spoiler]
This is a very early version. I didn’t want to release it yet, but things are rough IRL and I probably won’t be able to work on this for a couple weeks more at least. I would like feedback on how strong the monsters are and suggestions on equipment. The spawngroups will eventually be replaced with hidden overmap specials to avoid the feeling that orcs, elves, halflings and goblins are omnipresent.
Goblins are fairly numerous and spawn everywhere, even though they are only added to GROUP_FOREST. They will run if you kill a couple, which is a nice emergent mechanic that I enjoy. I am also releasing a version of Combined Monster Groups which incorporates this mod, edit as appropriate for your mods of choice.
Alpha version 0.01 for Experimental 4304
Google Drive