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Author Topic: Mimic creature.  (Read 748 times)

Night_Hag

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Mimic creature.
« on: May 11, 2016, 12:21:24 pm »

Mimics can be found by adventurers in caves, castles, ruins, in the forest. These are dangerous monsters, which pretend to be something made by sentient creatures: crates, campfires, statues, books. If someone is close enough, mimics immidiately attack. They are very strong and big. Their point is to kill the adventurer and eat his multilated corpse.

Skilled adventurers can recognise mimics whithout fighting them - monsters are cautiously breathing.
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helmacon

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Re: Mimic creature.
« Reply #1 on: May 11, 2016, 12:27:38 pm »

Mimics feel like the epitome of "gamey" creatures. In my opinion, they wouldn't fit the world very well at all.
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Dirst

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Re: Mimic creature.
« Reply #2 on: May 11, 2016, 10:37:09 pm »

Mimics feel like the epitome of "gamey" creatures. In my opinion, they wouldn't fit the world very well at all.
We need a gamey gotcha creature mod!

More seriously, a stealthy creature that looks like something natural and innocuous until it moves (bush, boulder, driftwood, etc.) might be interesting.  Eventually multi-tile creatures could allow for Ents that could be mistaken for trees, and some version of Cavern Ents that could mistaken for giant mushrooms.  Much further down the line, long-slumbering beasts might resemble hills until some fool decides to mine there.
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NW_Kohaku

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Re: Mimic creature.
« Reply #3 on: May 12, 2016, 05:10:21 pm »

Ambush predators make sense, but the thing about mimics is that they fill a totally gamey role of attacking only player character adventurers looking for loot in chests.  To borrow from the link Dirst gave, the Lurking Ray makes more sense as a monster, since something that disguises itself as the floor or ceiling, then suddenly lunges at a creature (humanoid or otherwise) makes perfect sense.  (Just look at trapdoor spiders and flounders...)

Also, I would point out that the GCS already more-or-less occupies this role in the caverns, since they can hide, spin projectile vomit webs, and prefer attack after a prey is caught in a web.

Finally, I don't think there's a point in suggesting D&D to Toady.  He knows it exists.  Hungry Heads are basically Vargouilles.
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IndigoFenix

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Re: Mimic creature.
« Reply #4 on: May 12, 2016, 11:31:14 pm »

He has stated that possessed items and weapons are planned, which is basically the same concept.

Neonivek

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Re: Mimic creature.
« Reply #5 on: May 13, 2016, 09:08:24 pm »

He has stated that possessed items and weapons are planned, which is basically the same concept.

Well Mimics are specifically creatures that disguise themselves as manmade objects like doors, carpets, chests, coffins, or statues

Though people seem to forget that mimics don't have to be chests O-o
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Dirst

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Re: Mimic creature.
« Reply #6 on: May 13, 2016, 10:05:23 pm »

Well Mimics are specifically creatures that disguise themselves as manmade objects like doors, carpets, chests, coffins, or statues

Though people seem to forget that mimics don't have to be chests O-o
It's a good thing we don't have toilets in DF.
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On hiatus. Feel free to adopt or update:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
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granak1031

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Re: Mimic creature.
« Reply #7 on: May 13, 2016, 10:19:03 pm »

Well Mimics are specifically creatures that disguise themselves as manmade objects like doors, carpets, chests, coffins, or statues

Though people seem to forget that mimics don't have to be chests O-o
It's a good thing we don't have toilets in DF.

Love it!  ;D

Seriously though. We should. At least chamber-pots. "Waste management" should definitely be more of an issue in DF. I'm going to go check if there's already a suggestion for that, and if not, I'll propose it shortly.

EDIT: Apparently the "waste management" idea has been suggested multiple times, by multiple people, and the last observed comments from Toady on the topic are specifically against heading in that direction.
« Last Edit: May 13, 2016, 10:24:48 pm by granak1031 »
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alexchandel

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Re: Mimic creature.
« Reply #8 on: November 14, 2017, 12:48:19 pm »

Sorry to bring this back from the dead, but mimicry seem like a great ability. You could have a forgotten beast arrive at your fortress during a migrant wave, disguised as a migrant. I suppose to prevent you from noticing it, it would even have fake thoughts & relationships.
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Ggobs

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Re: Mimic creature.
« Reply #9 on: November 14, 2017, 01:48:10 pm »

Mimics feel like the epitome of "gamey" creatures. In my opinion, they wouldn't fit the world very well at all.

How so?/sincere question
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Egan_BW

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Re: Mimic creature.
« Reply #10 on: November 14, 2017, 01:50:12 pm »

Aw man I didn't notice the necromancy so I was struck by a sudden feel of nostalgia when I read Neonivek's post.
That has nothing to do with mimics, I just wanted to say. Carry on.
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IndigoFenix

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Re: Mimic creature.
« Reply #11 on: November 15, 2017, 05:39:28 am »

Thread necromancy is acceptable in Suggestions if the topic is worth talking about.

I think a DISGUISE_AS token could be worthwhile.  Nature is full animals that look like something else until you look closely, and there's no way to do this yet in DF since moving the cursor over a creature tells you what it is.

Creatures could disguise themselves as other creatures, furniture or items.  Similarly, they could pretend to be dead: the cursor would show them as a corpse until you got too close.  Treants could pretend to be trees, golems could pretend to be statues.

This would work especially well for generated creatures; each world would have different kinds of mimics so you'd never be sure which items to watch out for until you became acquainted with that world's lore.