This is really cool, but it seems like it would be really hard to deal with.
Bit complicated, and could be dialed down a lil' bit, but has potential to be a pretty good idea.
The only thing is, and this is very hypcritical of me, I kinda like the idea of unique sort of things, instead of a wraith.
For example, Harry Potter took wraiths and turned them into Dementors, could be nice if you made the basic wraith a bit more unique, less overpowered and less complex.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Great job with the Lurkers dude!!! They sure kicked my **** tonight!! Saw a baby ghoul zombie tonight as well Really loving your mod Lycanite !!! Thanks for all your efforts!! Can't wait to see whats next
Thanks! Next up is the Erepede a rock-elemental-lizard-skeleton thing! It will be tameable and mountable in the future too!
Heres an idea, a More. (Yes, A More, it's very original...totally :I) The More is found as docile creatures that might act a little strange, for example, a random pig walks by, he stops, stares at you and his head twitches. Getting too close to these, or attacking them, will make them change into a horrifying form, something like this:
His forms: Pig, Cow, Ocelot (This ocelot won't run away from you), chicken, etc etc. And heres a random picture that you could consider, I dunno, inspiration xD http://www.bogleech....-DA-Kaaziel.jpg
Lol the second picture is hilarious! I like the idea of something hiding as another mob or object...
They added the new dark forest biome in 1.7.2, and it has a very large canopy. Because of the darkness, mobs can spawn even during the day. Maybe you could add different, nastier spiders. Reminds me of Mirkwood from The Hobbit. Spooky
I quite like the dark forest and I do think there should be something evil about it, but not the Nether mobs because they would burn it down lol! I do want to create a bunch of new spiders for various biomes at some point, they will have different models than the vanilla spider but will fit in nicely with the vanilla ones. I'd also like to add some new slimes and possibly some creeper variations, I've also already made two new types of zombies.
The spiders, wargs, and lesser undead are not the only creatures bumping in the night in the depths of the forest. These lost spirits whisper in the shadows, and phase through objects. (I know Mo'Creatures already has this, but I was thinking something a lot scarier than the wraiths) - they have a 70 block agro range (30 more than the zombie) - they are relatively rare - you can hear their whispers and moans from from 80 blocks - they make distinct whispering/moaning noises when they detect you - they are completely invisible (except for eyes) until you hit them - they can only be hit with weapons enchanted with smite - they can teleport 10 blocks at a time, but move slowly. they also stop teleporting at when within 10 blocks of player. - they can travel through 2 block layers at a time. (tree trunks, two layer walls, maybe even from the ground if there is a cave right under) - they kill you in one hit if they are invisible - if they are visible, they cause blindness and nausea - turn invisible again if player cant see them (blindness) - once you defeat them, they have a 30% chance of becoming purified spirits - can either give you really good stuff (and disappear), or they can permanently transform into an already tamed companion animal in its infant stage (wolf, cat, larger wolf creature, ect.) - spirit form could look like human or testificate villager - they would look like this in their wraith form (while you are fighting them)
I'm going to be adding Reivers (Hexen-inspired) for the Arctic biomes, they will be like the Mo' Creatures wraith only with a very different model and will a slowing ice effect.
Wow, Lurkers are possibly my favorite mob now, going through swamps are so freaking tense!!!!! The modelling and sounds are just superb, excellent job!! Just one suggestion i have for the lurker, is it possible to give it "stalker" AI , where it will try to attack you from behind? Just imagine, you are just derping around in a swamp, munching on shrooms, and suddenly your screen goes black and you know that there is a lurker after you, but you dont know where it is and how many there are, THAT WOULD BE AWESOME! THis can further be enhanced by lurkers remaining silent until they attack, then they make noise.
It would be interesting to have them stalk the player, but when they move they loose their stealth unless they're fighting, this is to give the player a chance of seeing them. Lurkers also make a subtle clicking noise until they attack so they can be tricky to hear.
Bit complicated, and could be dialed down a lil' bit, but has potential to be a pretty good idea. The only thing is, and this is very hypcritical of me, I kinda like the idea of unique sort of things, instead of a wraith. For example, Harry Potter took wraiths and turned them into Dementors, could be nice if you made the basic wraith a bit more unique, less overpowered and less complex.
This is why they will be Reivers, evil undead ice spirits!
How about centaurs / slaughtaurs, and something in the dark disciple / dark bishop family (not sure the biome for that one, though the idea overlaps a little with some idea of wraiths, too) -- yeah, I am a big Hexen: Beyond Heretic fan.
The spiders, wargs, and lesser undead are not the only creatures bumping in the night in the depths of the forest. These lost spirits whisper in the shadows, and phase through objects.
(I know Mo'Creatures already has this, but I was thinking something a lot scarier than the wraiths)
- they have a 70 block agro range (30 more than the zombie)
- they are relatively rare
- you can hear their whispers and moans from from 80 blocks
- they make distinct whispering/moaning noises when they detect you
- they are completely invisible (except for eyes) until you hit them
- they can only be hit with weapons enchanted with smite
- they can teleport 10 blocks at a time, but move slowly. they also stop teleporting at when within 10 blocks of player.
- they can travel through 2 block layers at a time. (tree trunks, two layer walls, maybe even from the ground if there is a cave right under)
- they kill you in one hit if they are invisible
- if they are visible, they cause blindness and nausea
- turn invisible again if player cant see them (blindness)
- once you defeat them, they have a 30% chance of becoming purified spirits
- can either give you really good stuff (and disappear), or they can permanently transform into an already tamed companion animal in its infant stage (wolf, cat, larger wolf creature, ect.)
- spirit form could look like human or testificate villager
- they would look like this in their wraith form (while you are fighting them)
no matter what i do, no matter how much i mod mc, in 2-4h i have an enchanting table, damond armor ( full set ) diamond sword, bow, an army of potions, i slaughter every mob in my way, i on the ender dragon, i get 5 music disks in 1 night, more if i want to, i can survive the night with a stone sword and nothing else, on hard difficulty, just to be one-shot-killed by a mere ghost?!? plz consider what other people could thing about your ideas before posting them, not everyone is in peaceful/easy
Dude, i play on normal, first of all. Can you kill something thats already dead? I thought not. Plus, the ghost moves slowly, and you can easily hit it with a smite enchanted sword. A ghost should be beyond the league of any measly zombie, skeleton, or other lesser undead. The ghost is still easier to kill than the enderdragon, since the ghost can't quickly evade you're attacks. The enderdragon is difficult to hit and can heal itself. Did i ever say a ghost can do that. You just need to have a smite enchanted weapon, which shouldn't be a problem, since you said you can get an enchantment table in 2-4 hours. Plus, once the ghost is visible, he can't hit you in one shot anymore. So no, I don't think its too op if thats what you're worried about. And it can be a one hit kill if unarmored. If you're such a warmonger, then take this as a challenge. It all depends on what Lycan wants. Besides, it was just a suggestion. This you can post whatever ideas you want so long as it doesn't insult anybody, and I don't think I insulted anybody by saying that. Seriously, calm down.
Having a mob that needs a certain random enchantment to kill is not difficult and is just annoying.
I've run into some kind of entity conflict with Thaumcraft 4. On an SMP dedicated server, the thaumcraft mobs get's the sound effects, attacks, and ai of a Lycanite mob, while still having the thaumcraft model.
I was thinking a conflict with the entity IDs, but then in single player no conflict occurs.
A little progress update, I've got taming AI completely working, I just need to fix one crash issue with leads which is pretty simple and then I'll release an update later today.
Cacodemons will be tamed using Hellfire Charges, you'll have to find a way up to them and then feed them the Hellfire charges until they are no longer aggressive, you can then heal Cacodemons by feeding them Cooked Pinky Meat. Cacodemons are handy ets to have as they will blast away your foes from the air!
The Lurkers will be lured in and tamed using Fermented Spider Eyes, it's their favourite treat! They will be healed with Cooked Chicken and then later on, Cooked Aspid Meat. Lurkers use the same AI when tamed however, they only stealth when fighting. Their poison and blindness can be very handy.
I'm thinking about making both of these creatures breedable too but I'm not certain yet...
I have never seen a Joust with an Alpha Male in the pack... So I just slaughter the jousts it unfair for them.
You can adjust the spawn rates in the config for the Alpha Jousts, standard Jousts are also desert animals so they shouldn't be too tough, a bit like the cows and sheep, but a little bit dangerous.
How about centaurs / slaughtaurs, and something in the dark disciple / dark bishop family (not sure the biome for that one, though the idea overlaps a little with some idea of wraiths, too) -- yeah, I am a big Hexen: Beyond Heretic fan.
Centaurs are planned for the Plains Biomes (includes Savannah when I update to 1.7.2), I'm going to try and introduce their shield mechanic too.
I've run into some kind of entity conflict with Thaumcraft 4. On an SMP dedicated server, the thaumcraft mobs get's the sound effects, attacks, and ai of a Lycanite mob, while still having the thaumcraft model. I was thinking a conflict with the entity IDs, but then in single player no conflict occurs. Has anyone else run into similar issues? Thanks
I think in the TC4 config you can change the entity IDs. This mod uses forge to automatically assign IDs, but I'm going to move away from that soon and use my own system instead that shouldn't conflict with anything else and should also stop the spawn eggs from shuffling around every time a new mob is added.
A little progress update, I've got taming AI completely working, I just need to fix one crash issue with leads which is pretty simple and then I'll release an update later today.
Cacodemons will be tamed using Hellfire Charges, you'll have to find a way up to them and then feed them the Hellfire charges until they are no longer aggressive, you can then heal Cacodemons by feeding them Cooked Pinky Meat. Cacodemons are handy ets to have as they will blast away your foes from the air!
The Lurkers will be lured in and tamed using Fermented Spider Eyes, it's their favourite treat! They will be healed with Cooked Chicken and then later on, Cooked Aspid Meat. Lurkers use the same AI when tamed however, they only stealth when fighting. Their poison and blindness can be very handy.
I'm thinking about making both of these creatures breedable too but I'm not certain yet...
You can adjust the spawn rates in the config for the Alpha Jousts, standard Jousts are also desert animals so they shouldn't be too tough, a bit like the cows and sheep, but a little bit dangerous.
Centaurs are planned for the Plains Biomes (includes Savannah when I update to 1.7.2), I'm going to try and introduce their shield mechanic too.
Thanks! There is much more to come too!
I think in the TC4 config you can change the entity IDs. This mod uses forge to automatically assign IDs, but I'm going to move away from that soon and use my own system instead that shouldn't conflict with anything else and should also stop the spawn eggs from shuffling around every time a new mob is added.
I'm going to love taming these dangerous creatures. It's going to be lot different than simply taming a horse or a wolf, with a sense of danger...
Lurkers can now be tamed using Fermented Spider Eyes, once tamed they can be fed Cooked Chicken to heal them up! Once Aspids are added, Cooked Aspid Meat will be used instead of Chicken.
Cacodemons can now be tamed using Hellfire Charges and healed by feeding them Cooked Pinky Meat.
Tamed mobs can be leashed and told to wait and they will make different noises depending on what's happening, for example, the Lurker will make a high pitched screech when told to wait or follow and will make a higher pitched clicking sound than usual if it is injured. I recommend the Damage Indicators Mod as it is good for checking their health.
Tamed mobs have more health than if they're not tamed (usually twice as much), however when they are first tamed they must be feed and healed up to the new maximum amount of health.
Bug Fix: Jousts and Pinkies should no longer despawn, the last update had a bug where they did sorry about that, oh and don't worry, tameable mobs wont despawn once they're tamed.
Standard Jousts can now be leashed so long as they aren't attacking anything and that there is no Alpha nearby. Leashed Jousts will try and pull towards any alpha or attack target but shouldn't break the leash, they can make farming them a little easier should one of the baby Jousts grow up to be an Alpha!
Stealth AI has been improved a little where it will clear enemy entity attack targets. For example, if your pet Lurker attacks a Zombie, the Zombie will then begin to chase and attack your Lurker, but if the Lurker gets away and stealths, the Zombie will now stop chasing it, where as before it would still know where the Lurker was. This won't work with every other mod that adds new mobs, but most of them (ones that extend the EntityLiving class).
Lurkers are a little tougher now and will run away much faster, their poison duration has been halved but doubled in speed and they their poison/blindness effect will last twice as long on other mobs (making them great pets).
Optimized some network packets (targeting statuses were all communicated separately in multiple byte packets as booleans but are now merged into one byte packet and examined using bitwise tests).
Bug Fix: Removed a leftover test print message! This would have spammed server consoles and logs, sorry, it's fixed now!
Bug Fix: There was a flaw with stealth where the invisibility wasn't correctly applied to clients.
Bug Fix: Ranged attacks wouldn't always be cleared properly causing ranged mobs to sometimes attack nothing!
Awww, I love my new pets! Will Erepedes be a tameable mob, and will Aspids be able to be leashed like Jousts? Anyways, even though I could make my Cacodemon fight any demon monster, and I can make my Lurker attack any ghoul zombie, dweller, or ettin, I can't wait to get him in a fight against an Eyewig or Remobra!
Awww, I love my new pets! Will Erepedes be a tameable mob, and will Aspids be able to be leashed like Jousts? Anyways, even though I could make my Cacodemon fight any demon monster, and I can make my Lurker attack any ghoul zombie, dweller, or ettin, I can't wait to get him in a fight against an Eyewig or Remobra!
Well next up is the Erepede and it will be tameable and eventually mountable, also the Aspid will indeed be leashable as will any upcoming farmable mob that isn't a bloodthirsty Pinky!
Hey Lycan, I heard you were planning on adding ocean mobs in the future:
Magelion
- a massive fish that has a helmet of bone to protect its head (inspired from prehistoric fish dunkleosteus)
Serratium
- a large shark with a saw-like lower jaw. can grab prey from above and causes player to bleed (inspired from helicoprion)
Gularis
- reptillian beast that will try to break you're ship. Can cause player to bleed and causes slowness (kronosaurus)
Luminogus
- a deep dwelling shark that can light up the area around him. Attracted to light. Causes blindness.
Torgellite
- this massive crustacean burrows at the bottom of the sea floor and ambushes its prey. (Pterygotus)
Marrangis
- this massive shark can swallow the player in one bite. Has chance to swallow player and does damage while inside. Player does extra damage inside mouth, like a weak spot. (Megalodon)
I quite like these, I've got one saltwater mob planned too which will be based off the World of Warctaft Fen Striders, I might make it a freshwater mob instead though...
Hey Lycan, I heard you were planning on adding ocean mobs in the future: Magelion - a massive fish that has a helmet of bone to protect its head (inspired from prehistoric fish dunkleosteus) Serratium - a large shark with a saw-like lower jaw. can grab prey from above and causes player to bleed (inspired from helicoprion) Gularis - reptillian beast that will try to break you're ship. Can cause player to bleed and causes slowness (kronosaurus) Luminogus - a deep dwelling shark that can light up the area around him. Attracted to light. Causes blindness. Torgellite - this massive crustacean burrows at the bottom of the sea floor and ambushes its prey. (Pterygotus) Marrangis - this massive shark can swallow the player in one bite. Has chance to swallow player and does damage while inside. Player does extra damage inside mouth, like a weak spot. (Megalodon)
Gasp! Oh no! So much deep sea horrors! But they're mostly based off prehistoric sea creatures! I hope they get added!
Well next up is the Erepede and it will be tameable and eventually mountable, also the Aspid will indeed be leashable as will any upcoming farmable mob that isn't a bloodthirsty Pinky! Was a great mod review, but I've added a ton of new features since it was uploaded, if you want to make another review though I'd be happy to post it.
Dude, i play on normal, first of all. Can you kill something thats already dead? I thought not. Plus, the ghost moves slowly, and you can easily hit it with a smite enchanted sword. A ghost should be beyond the league of any measly zombie, skeleton, or other lesser undead. The ghost is still easier to kill than the enderdragon, since the ghost can't quickly evade you're attacks. The enderdragon is difficult to hit and can heal itself. Did i ever say a ghost can do that. You just need to have a smite enchanted weapon, which shouldn't be a problem, since you said you can get an enchantment table in 2-4 hours. Plus, once the ghost is visible, he can't hit you in one shot anymore. So no, I don't think its too op if thats what you're worried about. And it can be a one hit kill if unarmored. If you're such a warmonger, then take this as a challenge. It all depends on what Lycan wants. Besides, it was just a suggestion. This you can post whatever ideas you want so long as it doesn't insult anybody, and I don't think I insulted anybody by saying that. Seriously, calm down.
OK. Well, I have to say, he was overreacting. That ghost is probably slow. Even so, he would be cooler than any zambie (derpy zombie) or skellington (derpy skeleton). Consider your ghost as some sort of reaper.
Bit complicated, and could be dialed down a lil' bit, but has potential to be a pretty good idea.
The only thing is, and this is very hypcritical of me, I kinda like the idea of unique sort of things, instead of a wraith.
For example, Harry Potter took wraiths and turned them into Dementors, could be nice if you made the basic wraith a bit more unique, less overpowered and less complex.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Thanks! Next up is the Erepede a rock-elemental-lizard-skeleton thing! It will be tameable and mountable in the future too!
It would be interesting to have them stalk the player, but when they move they loose their stealth unless they're fighting, this is to give the player a chance of seeing them. Lurkers also make a subtle clicking noise until they attack so they can be tricky to hear.
This is why they will be Reivers, evil undead ice spirits!
Oh. I know them.
no matter what i do, no matter how much i mod mc, in 2-4h i have an enchanting table, damond armor ( full set ) diamond sword, bow, an army of potions, i slaughter every mob in my way, i on the ender dragon, i get 5 music disks in 1 night, more if i want to, i can survive the night with a stone sword and nothing else, on hard difficulty, just to be one-shot-killed by a mere ghost?!? plz consider what other people could thing about your ideas before posting them, not everyone is in peaceful/easy
Having a mob that needs a certain random enchantment to kill is not difficult and is just annoying.
edit: Nice
I was thinking a conflict with the entity IDs, but then in single player no conflict occurs.
Has anyone else run into similar issues?
Thanks
Cacodemons will be tamed using Hellfire Charges, you'll have to find a way up to them and then feed them the Hellfire charges until they are no longer aggressive, you can then heal Cacodemons by feeding them Cooked Pinky Meat. Cacodemons are handy ets to have as they will blast away your foes from the air!
The Lurkers will be lured in and tamed using Fermented Spider Eyes, it's their favourite treat! They will be healed with Cooked Chicken and then later on, Cooked Aspid Meat. Lurkers use the same AI when tamed however, they only stealth when fighting. Their poison and blindness can be very handy.
I'm thinking about making both of these creatures breedable too but I'm not certain yet...
You can adjust the spawn rates in the config for the Alpha Jousts, standard Jousts are also desert animals so they shouldn't be too tough, a bit like the cows and sheep, but a little bit dangerous.
Centaurs are planned for the Plains Biomes (includes Savannah when I update to 1.7.2), I'm going to try and introduce their shield mechanic too.
Thanks! There is much more to come too!
I think in the TC4 config you can change the entity IDs. This mod uses forge to automatically assign IDs, but I'm going to move away from that soon and use my own system instead that shouldn't conflict with anything else and should also stop the spawn eggs from shuffling around every time a new mob is added.
I'm going to love taming these dangerous creatures. It's going to be lot different than simply taming a horse or a wolf, with a sense of danger...
MOD SHOWCASES AND MORE
Well next up is the Erepede and it will be tameable and eventually mountable, also the Aspid will indeed be leashable as will any upcoming farmable mob that isn't a bloodthirsty Pinky!
Was a great mod review, but I've added a ton of new features since it was uploaded, if you want to make another review though I'd be happy to post it.
I quite like these, I've got one saltwater mob planned too which will be based off the World of Warctaft Fen Striders, I might make it a freshwater mob instead though...
Gasp! Oh no! So much deep sea horrors! But they're mostly based off prehistoric sea creatures! I hope they get added!
OK.
OK. Well, I have to say, he was overreacting. That ghost is probably slow. Even so, he would be cooler than any zambie (derpy zombie) or skellington (derpy skeleton). Consider your ghost as some sort of reaper.