I think the biggest change that needs to be made is to the wilderness. If you have the required skills (Namely survival and the ability to fend off animals) you’re good to go; the rest of the world can be conquered at your leisure.
I mean, with one starting point into survival I could essentially sustain myself forever on cooked veggies. Not even counting the stuff you get from butchering animals.
Let’s make the wilderness more dangerous aside from the occasional moose.
Give Triffids, Blobs, and Fungaloids the ability to expand. As they spread out, it gets harder to move around, limits resources in the area, and gives an incentive to build bases. As it is, if you build a base in the wilderness the only danger is the occasional animal.
Here’s what I have so far:
Triffids spread out via “vine map tiles” that fan out from the grove and spearheads their expansion. Those vine map tiles will grow to the next map tile once enough time passes. Once the vines have grown large enough; they’ll grow another grove from which this process will repeat. Creating a new grove takes a significant amount of time though; so there’s plenty of time to plunk a base in front of a vine’s growing path to stop it. Vines and groves increase the radius in which triffids will spawn.
Vine map tiles look like regular forests except there are no fully grown trees. Instead you get a dense collection of “odd shrubs” and “odd trees” and “odd buds” in addition to regular shrubs and young trees. As time passes, those oddities will occasionally transform into monsters: “The odd bud suddenly blooms into a biollante!”. Stepping next to one vastly increases the chances of this happening.
Here are some defensive enemy ideas:
Snapdragon: A stationary enemy that lashes at you with a vine tendril; has a range of 3.
Darter: A stationary plant turret, launches large thorns at you.
Rootweed: Stationary, It launches a large, thorned vine into the ground which will erupt under you and deal large amounts of damage on the next turn. Dodging it is as simple as moving off the targeted tile, but it may be difficult if under attack by several enemies. Has a range of 10.
Mantrap: Stationary, stepping next to an oddity may trigger this to appear. It immediately latches onto you, dealing a large amount of piercing damage. Has a large amount of health.
Chokeweed: Like a creeper, but grows only in the cardinal directions to block your path.
In the center of the vine tiles is a building made of plant material with several “Vine Cores” in the center. Destroying the cires will kill the vine and any other vines not linked to a grove.
That’s just a few small ideas for that; let’s move onto fungaloids.
Fungaloids spread like creepers do, but only to a certain extend; five map tiles from the center. After it reaches it’s maximum sustainable size; it starts creating tall mushroom towers. These towers are bio-luminescent and light up the area around them. In addition, it attracts wandering zombie hordes; which are the agents that spread the spores.
Once a horde is infected; they act as they usually would; attracted to sound; but their movement is biased to be away from existing fungal blooms. After enough time passes, the horde dies and the map tile they die on becomes a new bloom to begin the process again.
While standing in a fungal bloom, any existing fungal parasite infection will be much more active. Mushrooms of all types are very common in fungal blooms.
Some enemy ideas:
Puffball: Stationary enemy that emits spores.
Hypha: Depending on the type, releases gas that may poison, cause hallucinations, etc.
Oozing Mold: A monster that multiples; it attacks by slimes you in addition to blocking your path.
Fungal Pod: Will burst open releasing enemies.
Shroomites: Small enemies that swarm in groups; usually released from fungal pods.
Expect enemies such as fungal zombies and fungal insects as well.
Blobs spread underground and occasionally create entrances on the surface; where they spread around in a certain radius. Whenever an entrance to the surface appears; an addition z-level below the second is made; where a “Blob Core” is found. Destroying the blob core causes that z-level and a few surrounding underground map tiles to collapse, becoming regular stone map tiles.
Blobs gain a bunch of new forms; here’s a few I can think of.
Sticky Blobs: Faster then regular blobs, they attack by charging you and dying on contact; sliming you. All blobs are more aggressive while you’re slimed.
Acid Blobs: See above, except they leave behind a 3x3 square of acid.
Boom Blobs: Their contents explode when exposed to air. A 3x3 concussion explosion.
Boulder Blobs: The blob equivalent of a tank. Their thick shell of gravel makes them immune to anything but the strongest attacks; they’re extremely slow though.
Splitter Blobs: They create regular blobs and hurl them at you for a surprising amount of bashing damage.
Bouncer Blobs: They can pounce like feral hunters; they deal a large amount of bashing damage when they hit you.
All blobs are highly resistant to bashing damage, but weak against piercing and cutting damage. Blobs explode in a 3x3 square of concussion damage when set on fire. Blobs are harder to spot while they’re on a slime tile.
Blobs have an ability to grow larger by absorbing blob globs. This increases all of their parameters as well as the effect of their deaths.
That’s all for now.
Further suggestions and ideas are welcome.