basically a creeper with a slightly blueish tint
upon spawning checks for line of sight to player
if there is no line of sight it goes for line of sight to placed blocks/torches/crops etc. and waits there until the player comes into line of sight at which point it then checks for whether or not a bow is visible
if a bow is visible it randomly zigzags to avoid damage
other wise it behaves like a normal creeper until it reaches the range at which it decides to explode
if the player is in range to take more than 3 hearts of damage the intellicreeper charges up to explode like normal but turns bright red instead of expanding (so as not to get stuck in a 1 wide hole)
if the player moves out of line of site the intellicreeper will not "uncharge" it will stay charged to catch the player the instant the player is found again or comes back in range
if the player is in range but cannot be appproached further the intellicreeper will move off to the side of the last known position to wait for a safe time to detonate
this mob was thought up as a "this would go well in a vex map" sort of thing
very hard to deal with very dangerous but very manageable if you remain calm
Because little green timebombs that sneak up on you and ruin your hard work just weren't enough, were they?
I mean, really. Creepers weren't hard enough for you to clean up after, so you decided to ask for creepers that literally aim directly for your house? Look, call me a wimp for not wanting a large threat to my builds, but imagine a creeper attracted to torchlight, hugging the wall right next to your door, when you wake up, BAM! It's goodbye to half your XP, the front of your house, and if you were on hardcore, your world altogether.
I'd like to see a creeper merely avoid cliffs, that's all the AI improvement I need.
<snip>
very hard to deal with very dangerous but very manageable if you remain calm
Yes, I'm sure people will remain calm when fighting a special creeper that actively stalks your constructions sites, moves in such a way that it dodges arrows, and retains charge after the initial detonation charge-up.
I support the idea of palette swapped second tier mobs in general, because that's the way it's been done since Zelda. The particulars can be ironed out later. We know mob AI is already being tweaked so just maybe...
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Rage of Bahamut referral code: uqp41204 Enter that and you'll score one hundred thousand rupees for us both, along with a spiffy card!
I support the idea of palette swapped second tier mobs in general, because that's the way it's been done since Zelda. The particulars can be ironed out later. We know mob AI is already being tweaked so just maybe...
yeah. Maybe when you mine out your first diamond, new mobs start to spawn, that will not just avoid cliffs, but look for a way around them.
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Quote from spineyrequiem »
You can't make metre cubed pieces of rock get jiggy with each other, that's just WRONG.
yeah. Maybe when you mine out your first diamond, new mobs start to spawn, that will not just avoid cliffs, but look for a way around them.
Game progression shouldn't have to do with difficulty. What if I want to start a new base with nothing, it almost feels like the same feeling people get when the end was added. The end is optional, but if I progress in the game everything gets harder with this scenario.
Maybe mobs get better a.i. based on the actual game mode?
Hardcore and Hard mode would be the same though because hardcore is pointless.
Game progression shouldn't have to do with difficulty. What if I want to start a new base with nothing, it almost feels like the same feeling people get when the end was added. The end is optional, but if I progress in the game everything gets harder with this scenario.
Maybe mobs get better a.i. based on the actual game mode?
Hardcore and Hard mode would be the same though because hardcore is pointless.
i just adjusted to fit this
the intellicreeper is for hardmode only
and the only time people play hard mode is for the challenge
the challenge here is to knock it away before it explodes then lead it to a less detrimental area and either carefully kill it or detonate it
this mob is ideal for cruelty in vechs style adventure maps since they target player structures meaning you'll have to be strategic in building and play, and the value and care put into the structures is arguably higher so you'll want to be more careful with your buildings anyway.
the ideal implementation would be to have a button in the options menu for "elite mobs" that only comes on in hardmode so it would be: easy medium hard elite-hard
basically a creeper with a slightly blueish tint
upon spawning checks for line of sight to player
if there is no line of sight it goes for line of sight to placed blocks/torches/crops etc. and waits there until the player comes into line of sight at which point it then checks for whether or not a bow is visible
if a bow is visible it randomly zigzags to avoid damage
other wise it behaves like a normal creeper until it reaches the range at which it decides to explode
if the player is in range to take more than 3 hearts of damage the intellicreeper charges up to explode like normal but turns bright red instead of expanding (so as not to get stuck in a 1 wide hole)
if the player moves out of line of site the intellicreeper will not "uncharge" it will stay charged to catch the player the instant the player is found again or comes back in range
if the player is in range but cannot be appproached further the intellicreeper will move off to the side of the last known position to wait for a safe time to detonate
this mob was thought up as a "this would go well in a vex map" sort of thing
very hard to deal with very dangerous but very manageable if you remain calm
HARD MODE ONLY
I say they should do more damage to armor and have good A.I.,regular creepers not any new ones.
I mean, really. Creepers weren't hard enough for you to clean up after, so you decided to ask for creepers that literally aim directly for your house? Look, call me a wimp for not wanting a large threat to my builds, but imagine a creeper attracted to torchlight, hugging the wall right next to your door, when you wake up, BAM! It's goodbye to half your XP, the front of your house, and if you were on hardcore, your world altogether.
I'd like to see a creeper merely avoid cliffs, that's all the AI improvement I need.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Yes, I'm sure people will remain calm when fighting a special creeper that actively stalks your constructions sites, moves in such a way that it dodges arrows, and retains charge after the initial detonation charge-up.
If you're trying to be funny, you have failed.
Enter that and you'll score one hundred thousand rupees for us both, along with a spiffy card!
yeah. Maybe when you mine out your first diamond, new mobs start to spawn, that will not just avoid cliffs, but look for a way around them.
Maybe mobs get better a.i. based on the actual game mode?
Hardcore and Hard mode would be the same though because hardcore is pointless.
i just adjusted to fit this
the intellicreeper is for hardmode only
and the only time people play hard mode is for the challenge
the challenge here is to knock it away before it explodes then lead it to a less detrimental area and either carefully kill it or detonate it
this mob is ideal for cruelty in vechs style adventure maps since they target player structures meaning you'll have to be strategic in building and play, and the value and care put into the structures is arguably higher so you'll want to be more careful with your buildings anyway.
the ideal implementation would be to have a button in the options menu for "elite mobs" that only comes on in hardmode so it would be: easy medium hard elite-hard