-I didn’t dismiss traps, nor friendly allies. I said they should have a high dodge chance against traps, and that allies should completely negate their effects.
-We mentioned it interacting with dreams, and being able to spot it once in a while, (so long as you aren’t able to shoot at it/kill it). Have the game drop hints for dogs & relics in the dreams.
-Relics != artifacts. Relics are small doohickies which are only used for NPC fetch quests atm:
A small relic from a forgotten saint. As extraordinary as the world has become it may have some power yet.
-Glitch the game?
Mind you, we’re kind of still discussing him, so mileage varies between each of us and our ideas.
I’d want the guy to require a different approach than the standard: “shoot him in the face”. Traps are good, but don’t make it so that setting out a couple bear traps for a couple nights fixes the problem permanently.
Bear traps and turrets, with about a week of waiting/failing? That sounds better.
I’d imagine it as a much longer-term, not-immediately-deadly kind of problem to solve.
Mind you, like I said:
-small relics would solve the problem into perpetuity, and they’re not that hard to get (if the RNG spawns a cathedral)
-befriending a dog would solve the problem for as long as the dog stays with you
-If you’re to the point of teleporters & artifacts you’re going to have means to keep yourself happy, and your experience with the game will be at least decent.
Also, I’m more in favor of some kinda nether-creature & magic-y effects/reasons, unlike OP. I don’t see why a crazy mutant dude would decrease your morale, nor why he wouldn’t just club you in your sleep.
Also,
@Shazaar, Gotta say critters rummaging around in my stuff has always made me antsy; I don’t hoard things, (excessively), and the RNG always find a way to fuck with things you don’t want fucked with.
-Suggestions along the lines of traps:
[ul][li]Have them not trigger turrets unless they interact with something- like opening a door, or stepping on bubble wrap.[/li]
[li]Make them ‘port away’ the next possible turn following their being spotted/taking damage[/li]
[li]Give them an ability with a long cooldown which grants 1 turn of 90% dodge.
Point is, you can spot & shoot at them, but you’ll almost certainly miss & they’ll port away before you can do it again.[/li]
[li]They can’t port/dodge if they’re immobilized.[/li][/ul]
If the critter has an 85% chance to dodge traps, but it still activates them:
Trap configurations:
Shotgun traps everywhere- they may get lucky & kill the critter in one shot. Guarenteed to wake you up and send it off- expect the critter to last 1-14 nights
Crossbow traps/bubblewrap everywhere- they probably won’t be lethal, but they’ll still wake you up & send it scurrying away. Critter will last 1-66 nights
Nailboards/caltrops/spinning blades- they won’t kill him, but if he manages to fail a dodge he’ll port away and let you sleep for the rest of the night. Cheap treatment for the problem, and you get more restful nights. Critter lasts indefinately
Landmines everywhere- for when they really piss you off. It won’t last long.
Bear traps everywhere- they’ll wake you up & send it home, and you may get a lucky shot in even if it dodges the trap- expect the critter to last 1-7 nights- if it fails the dodge you have 5 turns to finish it off.
Anything else AND TURRETS everywhere- expect the critter to last a couple nights, (Pop! P-p-p-pow!x18!)