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Author Topic: The Endbringers (V0.2)  (Read 1312 times)

IndigoFenix

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The Endbringers (V0.2)
« on: June 26, 2020, 10:32:54 am »

A small mod addition that I've had on my computer for a while, but haven't bothered releasing.  It's the Endbringers from Worm, coming to destroy your fortress!


Three overpowered megabeasts that will show up very late (their requirements for attack are twice as high as other megabeasts).  They aren't completely unbeatable, but are extremely powerful and if you're not prepared they will almost certainly spell doom for your fortress in a spectacular way.

I'm spoilering the details and strategies because they have some pretty crazy powers and you might want to be surprised.

Spoiler: Details (click to show/hide)

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IndigoFenix

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The Endbringers (V0.2)
« Reply #1 on: June 27, 2020, 05:46:35 pm »

I made some improvements, mainly to make them more detailed, harder to beat cheaply, but also less annoying.

Spoiler (click to show/hide)

Putnam

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Re: The Endbringers (V0.2)
« Reply #2 on: June 28, 2020, 04:59:36 am »

I thought to make these earlier but, funnily enough, stopped on account of

Spoiler: Worm spoilers (click to show/hide)

Well, that and I'm an "all-or-nothing" type of modder who tends to think in terms of full adaption or nothing, which... yeah, Parahumans is about as infeasible as e.g. Jojo.

IndigoFenix

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Re: The Endbringers (V0.2)
« Reply #3 on: June 28, 2020, 06:48:18 am »

I thought to make these earlier but, funnily enough, stopped on account of

Spoiler: Worm spoilers (click to show/hide)

Well, that and I'm an "all-or-nothing" type of modder who tends to think in terms of full adaption or nothing, which... yeah, Parahumans is about as infeasible as e.g. Jojo.

Yes, their durability is quite weaker than the original source material.  But given their origins, it doesn't seem to inappropriate for them to be almost unbeatable by the standards of whatever world they are in.

Putnam

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Re: The Endbringers (V0.2)
« Reply #4 on: June 28, 2020, 08:32:28 am »

Spoiler: Worm again (click to show/hide)

Urist McSadist

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Re: The Endbringers (V0.2)
« Reply #5 on: July 12, 2020, 07:12:34 am »

My Simurgh got killed in world gen... You know, it might be lore accurate to only have 1 of each, but it doesn't really work that well
« Last Edit: July 12, 2020, 07:19:34 am by Urist McSadist »
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IndigoFenix

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Re: The Endbringers (V0.2)
« Reply #6 on: July 12, 2020, 08:13:50 am »

My Simurgh got killed in world gen... You know, it might be lore accurate to only have 1 of each, but it doesn't really work that well

Worldgen doesn't take creature materials or natural abilities into account, only size, and Simurgh's not that big.  I thought it took natural combat skills into account though, Simurgh is legendary in everything to make up for being smaller, but it's still possible to get killed by a random enemy.

You can make them semimegabeasts if you want a greater chance of encountering one, but given that they are fort killers, I think keeping them rare by default is best.

Urist McSadist

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Re: The Endbringers (V0.2)
« Reply #7 on: July 12, 2020, 01:05:57 pm »

She stopped dying in world gen as soon as I made her Behemoth sized, tho I might regret it later...
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Enemy post

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Re: The Endbringers (V0.2)
« Reply #8 on: July 12, 2020, 01:26:43 pm »

Hey cool, a Worm mod! This'll be fun after I'm finished reading that.
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