More stuff will come later. I am almost done porting to 1.16.3/4, which will be the last version ports.
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft Mods -
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft Mods
The Wayfarer, I believe, could be a super cool and interesting mob depending on which direction it is taken!
As for the soulsand mob, I don't have an exact name for it yet, but I was thinking that these ambush predators could stand in-between the height of a player and an Enderman. They start off hiding beneath the sand in Soulsand Valleys, waiting for prey to walk by them before jumping out of the ground to begin attacking. Aside from general swiping attacks, they also come with the deadly ability to coil up before spinning rapidly, performing a Sonic-spindash like attack straight at their target while leaving behind a trail of soul fire.
Although they have moderate amounts of health, they usually come in packs of 4-5 mobs in them. As for their drops... idk yet. Either a new weapon which fires saw blade like projectiles made of soul fire, or a new block which spawns soul fire sawblades when activated with a button, lever, or redstone.
I even drew a rough sketch as to what they could look like! (it's a wip, so it could end up looking more skeletal possibly)
Hm, maybe! I'll consider it for later.
Quote from michael_lima_ridrigues»
I sent the location to Brazilian Portuguese on your github
https://github.com/BobMowzie/MowziesMobs/pull/345
Also improve the appearance of the 'Naga Fang Dagger' in third person.
Thanks! I merged your PR.
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft ModsQuote from maxilito1546»
I dont have many good ideas and im not sure if this another case of that. I think it would be cool if the Ferrous Wroughnaut had some variants. Like different weaponry like maybe a great hammer, tower shield and spear, great sword or even a halberd. these could change the attack behaviour. The great hammer could be more damage and more aoe but more telegraphed and way slower. The spear and shield could be way more beefy and have faster attacks but less damage, maybe simple attack like a shield bash or maybe a charge and when it stops its wide open from the back and stunned for a few seconds. greate sword could be faster then the hammer but more damage then the spear being closer to the original with large sweeping attacks. Instead of a large over the head swing that gets stuck in the ground it could be more of a plunge that has a small aoe that knocks the player away. And for the halberd i really have no ideas. I just think some variation would help keep the player on thier toes. To be honest tho, it just sounds like a lot of work and is very much a half backed idea. Just thought it would be cool to see some variants of the Ferrous Wroughnaut even if the different weapons dont have any different abilitys, it could be as simple as a differnt weapon in its back or just a broken horn or some texture variantions. Heck some biome varaints would be cool as hell with like an overgrown and rusted version(Maybe a Nether version with some form of fire attacks). The different weapons could pretty easily just be retextured versions of the axe. But no matter if this is a good idea or not i still and will always see this as one of the greatest mods that exists for minecraft and i belive the community needs more devs like you. Thanks for keeping the mod alive for all these years and i hope this idea, even if its not ipmlemented, could help spark some ideas. Good luck, Stay awesome.
I don't believe in mob variants unless the variant expands on the original mob's concept. Wouldn't all of these Ferrous Wroughtnaut variants you propose be better as completely new mobs instead?
Quote from renan2004skura»
Hey Bob i got you a new mob idea, hope you like it!
The Desert shell
The first impression of this mob is of a big sea shell in the middle of a desert, to activate the battel the player must hit the shell, it is in a dormant state and will not harm the player and will stay completely still, after hit the desert shell will rise out of the sand and will present it self as a big lizard with a huge sea shell on his back, the lizard is also completely covered with sand and other rubble, in this fase his attacks are more sluggish but hit with weight, his attacks could be tail strikes, paw slaps,roiling, blocking with his shell and throwing sand to try to blind his opponents, to go to his second fase you must break his shell and get rid of his rubble sticked to his body (there could possibly even be equipment and other junk stuck to him too), the second fase he presents himself as a iguana like lizard with a sticky mucus excreting from him and a foldable sail on his back, he would be much quicker in this stage, he would still have his tail and claw swipes however they would be quiker but less damage however in this fase he would do more ranged attacks, he would be able to shoot his stick mucus and passively leave it on the floor, when the player walks on the mucus the would get the "stick" status effect,when the effect is applied the player would have to limit there movement since the more they move the more rubble would stick to them making there movement slower depending on the terrain they walk on, it can also shoot cactus spikes from its mouth since its primary food source is cactus, the attack would be in a more of shotgun like blast, the last special attack would be with his foldable sail on his back, the sail would have to unfold and charge (in the sunlight,btw he can move and attack while the sail is out), after chareged enough the sail will fold and unfold rapidly before unleashing a blinding light (sort of like a flashbang) blinging or stunning the player, while the sail is out it would grant extra damage if hit as his weak point.
Drops:I was thinking of 2 main drops.
First vases filled with mucus, you would be able throw these vases and leave a puddle of mucus that is walked on would put the "sticky" status effect on any mob that walked on it.
Second a hand fan that would be made of it's sail, you could hold it on your of hand and charge it to be able to unleash the blinding flashbang attack.
Lore: Basically these Desert shells would start life in the ocean hunting small fish at night and at day basking at the water surface in the sunlight with there sail,at this stage in there lofe they dont have mucus or a shell, when maturing they would dig up a sea shell and place it on there back and make journey out of sea and to the deserts, but why use the shell or go to the desert you may ask? Well the shell is needed to protect them in there journey to the desert since juvenile Desert shells are the favorite prey of nagas, the shell would protect them from its poisonous projectiles, the reason they go to the deserts is to find there favorite food...cactus and as a byproduct of there food choise the mucus is made.
I hope you like my mob idea
Sorry, I don't think this is quite what I'm looking for. Finding a giant shell in the desert would certainly be cool, but the fight that follows seems disjointed. You have a lot of totally unrelated design elements stuffed into this mobs in ways that don't really work together. For example, you've given this mob two ways to blind players (sand and sail flash) and no move or ability that benefits from blinded targets. Consider instead picking one method of blinding players and give the mob a reason for doing so, like an attack that is easy to dodge when you can see but hard to dodge when you can't. Or remove the blinding mechanic entirely, as there is plenty else to work with here.
Strip the mob down to its core purpose, and build everything around that. Less is more!
Back at it again with some mob ideas, only this time they're going to be Nether themed! These are all pretty ambitious ideas, and I wouldn't be surprised if one or two of them end up not being possible in Minecraft's engine XD
The Wayfarer
A neutral mob and a distant cousin to the Strider, Wayfarers are massive dark-orange colored mobs whose bodies consists of a large flat torso with long, double-jointed front legs and one back leg. Wayfarers can be found migrating across vast oceans of lava in the Nether in small herds, using their long legs to kick any mobs that threaten them or their young. To tame these towering creatures, the player will need to feed it a Warped Fungus Cake, a new food block made from 3x warped fungus , 2x sugar, 3x milk buckets, and 1 egg. The the player must place the cake down near the a Wayfarer on the ground or on any solid platform, attracting it to it and causing it to bend down to eat the cake.
Once tamed, the player can place a ladder that will allow the player to reach atop the Wayfarer, where they can place blocks on top of the Wayfarer's 6x6 head; chests, furnaces, crafting tables, etc.. The player could even build a small house on top of the Wayfarer's head to have a mobile home in the Nether. However, the more blocks the player places on the Wayfarer's head, the slower it will move due to the weight.
The Incinerator
A new rare threat found in chambers within Nether Fortresses, Incinerators take on the form of blazing quadrupedal constructs made of Nether Bricks and Netherite, with cannons extending from either side of its torso and heads which appear like empty Netherite Helmets with horns. Being impervious to melee attacks, Incinerators switch between two attacks; charging up their twin cannons after a short windup to unleash to fire a hail of firebolts towards the player similarly to that of a gatling gun, and a close range attack where it breathes fire from it's head if the player gets too close. The damage from it's primary attack, however, will fall off over longer distances as the bullets are subject to a wide cone of fire.
To defeat an Incinerator, the player must fire arrows into its head in order to deal any damage into it. This can be done by waiting for the construct to finish shooting it's cannons to take a moment to cool down, giving the player the chance to break from cover and fire an arrow at it. 3-5 well placed arrows to the head is enough to take down an Obliterator, causing it's head to explode and it's body to crumble. Additionally, the Incinerator's arms can be shot off as well, by firing arrows at the weak spots in-between the cannons and the torso it's connected to.
Defeating an Incinerator will cause it to drops bunch of nether bricks, as well as two new rare materials; Netherite Cores and Netherite Gears. Both materials can be used to craft a new weapon and a new tool; the Nether Guzzler and the Bale Thruster. The Nether Guzzler is a two handed weapon which allows the player to use the Obliterator's primary attack, shooting hails of firebolts onto enemies, dealing high damage until it overheats; firing it for too long will result in it igniting the player for 4 seconds. the Bale Thruster is a new jetpack with two charges before it needs to recharge. On use, the player performs an initial liftoff, sending it a short distance upwards. Shortly after, the player will take off with a quick blast that launches the player in the direction they are aiming.
The Glow Beetle
A small and peaceful mob, Glow Beetles can be found all across the Nether, fluttering around until they find Glowstone to feed on. The player can use Glow Beetles to harvest Glowstone Dust by dropping a bar of any metal close to them, in which they'll chew on it in order to sharpen their fangs before going to the nearest Glowstone they can find. From there, Glowstone Dust will begin to drop as the Glow Beetle feeds, essentially allowing the player to collect Glowstone Dust without breaking the Glowstone. Killing a Glow Beetle will drop nothing.
Love the wayfarer, but gosh I can't begin to imagine how to get this to work. I've actually wanted to make a torterra-like forest turtle mob that players could build bases on for a while now, but simply can't. Even the Create mod doesn't let you build on the moving blocks until they're stationary. Gonna have to table it for later.
The incinerator is really cool as well. But are mechanical constructs consistent with the Nether's atmosphere? Maybe. I gotta think about it a bit more. It's like a miniboss, right?
Not sure about the glow beetles. Giving them metal to sharpen their teeth before they can eat doesn't make much sense, and I don't think players would figure it out on their own. Plus, isn't infinite glowstone from a single block a bit unbalanced? Still, the image of beetles collecting around glowstone in the nether is pretty cool. It just needs some mechanical revision.
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dreadwalker9 posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft Mods
The issue with the last iteration of this suggestion wasn’t that it lacked a melee attack; a boss can have only ranged abilities. The issue was that the idea was underdeveloped.
In this iteration, I think you have the opposite problem. You’ve listed a ton of relatively generic attacks. Most of them are redundant, simply doing damage via a projectile or melee hit. For a boss like this, it’s not enough to just damage the player with pretty effects and cool animations, sometimes inflicting a status effect. Mobs, especially bosses, need a hook - a core gameplay and design element that makes the mob interesting. This can be a weakness or a strength or a special role in gameplay. All of the mob’s abilities and attacks need to play off of this hook and support it in interesting ways. Players should be able to learn and understand that hook and develop new strategies and ways of playing around it. A mob is not just new because it looks different and has a different name, it’s new because it makes players interact with the game in new ways.
Take the grottol for example. It’s hook is it’s a mob that you have to chase down to get a reward - something Minecraft didn’t really have before. It’s resistant to ranged attacks, forcing players to actually chase after it to hit it with a pick. It can hop into Minecarts to get away. It can burrow and disappear if chased too long. Its design is cute and its death animation is sad, making players feel a twang of guilt after chasing it down. All of these things support its hook. (It has a secondary hook too revolving around its living ore theme, which allows you to use silk touch and fortune enchantments when you kill it.) And that’s it! It has no combat abilities, because that wouldn’t support the hook.
Now take Barako. His hook is that he’s a powerful ranged opponent, but he can’t move. So he mainly deals damage from far away with sunstrikes and summoned Barakoa minions. Players will no doubt close in to hit him, so he pushes them away with a solar flare which has high knockback but barely any damage to put them back in his sunstrike gauntlet. The sunstrikes seem to be a basic ranged attack at first, but if you think about it, they come from the sky, allowing clever players to avoid the onslaught by hiding under or building a roof. This is a valid strategy, but once Barako loses some health, he gains new abilities that expand his hook and throw a wrench in players’ plans. His solar beam is line-of-sight based but slow to focus on a target, getting those players camped out in front of him under a roof with a bow but not those running quickly through his sunstrikes. His supernova move was developed specifically to counter players who wall themselves in next to him under a roof or below his throne. It deals massive damage around him, but only after a long charge up time that allows players that haven’t blocked themselves in to get away. It only lifts mobs up and towards him to damage players that dig far down beneath his throne and try shooting his butt with arrows. Every ability has a purpose that works together and supports the hook. It’s streamlined: only 5 abilities. If I gave Barako a big wooden club to wield, it might look cool but it wouldn’t support his hook at all - so I didn’t.
Designing mobs is hard and takes time. But I don’t need a full design from a suggestion. Some of the best suggestions I’ve received were just cool hooks I hadn’t thought of. Think really hard and find that hook.
I've never thought about that before. Honestly, my creation process is, "Hey, that's a cool idea, I'm gonna run with it!" Which is obviously not the best process. I'll try to take your advice to heart and improve upon the Emissary (because I'm quite fond of it's concept). All I can hope for is that it turns out good!
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft ModsQuote from dreadwalker9»
Understand that the Withered Emissary concept was made in under an hour. As previously mentioned, I don't have their spell-set figured out. Melee spells and attacks are possible.
That's fine, and I do understand that. But you can't really expect me to be excited about an idea put together so quickly.
Please understand, I'm not actively asking for suggestions; I have plenty of ideas that have been in development for years. But I know that players have their own ideas and, once in a while, one of those ideas will be something I could never have thought of on my own - something more exciting than anything I currently have planned. I read and accept suggestions to find those community ideas.Please don't be discouraged, though! It's possible you'll think of something that will blow me away. But consider your own ideas critically and search for that hook.
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft ModsFirst of all, just want to say that i LOVE this mod. I can literaly feel your passion as you were making this mod everytime I find one of the enemies in game, I really want to help develop this mod, so I made this concept of a boss mob for the mod. Sorry about any english mistakes btw
The Tidal Acclaimer (T.A. for short) is a stationary "structure-like" boss mob who lives in deep oceans waiting for an unsuspecting target to pass over. When a player passes over, in a boat or just swimming, The Tidal Acclaimer creates a whirlpools that pulls the player to the bottom of the sea and then, the boss fight begins. The fight consistis in mining the squid's blocks using a sword to give it damage, while killing the tentacles it summons. The heart block can be found inside the T.A, and it's very easy to mine, if you mine it the squid takes extra damage.
->The T.A. Summons his tentacles that can smash players
-> If the player tries to swim upwards away from T.A., it will create a whirlpool dragging the player to the boss fight again.
-> When the player breaks XXX amount of T.A. blocks, the giant squid will unleash a powerful roar that will knockback the player and it will summon new tentacles.
The T.A blocks always drops and can be used in many different ways:
-> To decorate in general. The T.A. Eye Block can be given a redstone signal to emit light!
-> They can be heated in a furnace to create a block of cooked Kraken meat, where it can be eaten like a cake (and maybe, give the player a buff). It regenerates more hunger than a cake too!
-> Using the heart block, the player can craft The Tidal Caller Staff
The Tidal Caller Staff allows the player to summon water tentacles from water source blocks that can attack foes. I thought of two ways of using the staff
-> The tentacles attack any hostile mob that is near it's range, as well as creatures the player attacks
-> Or... after they are summoned, the tentacles attacks where the player points with the staff.
So that's my idea, here is some concept art I did!
https://imgur.com/a/kgxipBu
Unaowaka is a wandering mob that is
mainly found in jungles, the idea
is that he has been banned from his tribe
by possessing a very unstable and powerful magic.
The renegade travels through various biomes, hunting
and surviving only with its Pyromancy,
if it finds a player, it hides and
prepares to use the surroundings as a weapon,
setting fire to the ground, trees and anything else
which is potentially flammable, in addition he
directly attacks the player with massive damage.
When killed, Unaowaka drop his mask
which grants the player Pyromancy.
Pyromancy mainly focuses on pure damage, destructionand chaos.
That's just a concept, I didn't want to give too many
details of what I thought to really serve
as an inspiration if you like the idea!
I really love this mod and would love to see more
and more of it in the future.
Here's some concept art i did!
https://imgur.com/a/htusS7o
Please read my responses on the Curseforge page.
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft Mods
Honestly, the Caves & Cliffs update is going to open so many doors for potential enemies! I even came up a couple of mobs themed off of the new biomes that'll be added in this update!
- Impaler: Spawning in Dripstone Caves, these weak enemies take the form of spider-like monsters with stalactites for protective shells. They like to cling themselves on the ceiling to blend in with the other stalactites before dropping down on uncareful travelers, dealing massive damage. However, in doing so they end up getting stuck in the ground for a few seconds, giving the player an opportunity to strike them down before they shoot a string of web up to the ceiling in order to pull themselves back up. They also tend to spawn in groups, too.
- Axolotl Mage: Spawning in Lush Caves, Axolotl Mages are unique and rare mobs that serve as friendly NPCs players can trade with, selling a handful of unique items and cosmetics found nowhere else in the world. Attacking an Axolotl Mage will cause it to teleport away, but not before casting a spell which turns the player into an axolotl for a few seconds! His most expensive item is the Axolotl Wand, which grants all tamed axolotls to float in the air as of they were underwater, allowing them to attack land enemies as well as aquatic ones.
- Raker: While the Warden rules over the Deep Dark, the Rakers reside within this biome as some of it's frightening denizens. Being nearly as tall as the player and armed with sharp scythes for hands, they will quietly stalk the player as the traverse through the Deep Dark and are able to crawl along the walls and upside down on the roof of the cave in pursuit of them. Although dealing with one of them can be manageable, a Raker at low health will have a chance of releasing a signal which attracts all other Rakers to it's current location, who will then attack the player if they don't escape quick enough. On death, Rakers will have a chance to drop their long claws, which can then be crafted into Climbing Hooks. Lastly, Raker naturally fear the Warden, and will flee whenever it is near.
I'm also thinking about potential mob ideas for flooded caves, too.
I’d love to add mobs to these new environments, and some of the ideas here are really great. But we gotta experience these environments first before we can decide what will best fit them.
I am still planning to release for those intermediate versions!
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft ModsNew patch! Update for more fixes and config options!
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft ModsMowzie's Mobs 1.5.7 is out! Model updates, bugfixes, and balancing changes!
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BobMowzie posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!Posted in: Minecraft ModsNah, just last minute tweaks and bug fixes before I port to new MC versions.
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Holy moly does he look phenomenal!!!
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I was initially thinking that he could spawn in ships made of blocks, but now I'm really liking your idea a lot more in regards to him spawning in shipwrecks instead, as well as the Cap'n's Key opening a special chest. It'd be much more thematic, have breakable blocks, and also give the key a purpose!
In terms of the chest, though, I can see it having a whole bunch of valuables in it; gold nuggets, emeralds, and maybe even the Black Spot weapon!
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Back at it again with another detailed idea suggestion!
Cap'n Bonebeard is a pirate boss that can be found in the ocean aboard a ghost ship. Although one can simply find a ghost ship by chance while traveling through the ocean, because of how rare they are, the quickest way to locate a ghost ship is by obtaining the Ghastly Compass; an item that could be acquired from a Wandering Trader. The Ghastly Compass will point at the direction of the ghost ship at all times.
As for the boss itself, Cap'n Bonebeard is a large, fat skeleton dressed in a pirate captain outfit covered in rips & tears, barnacles, and seaweed. He could also have one of his arms be an octopus tentacle, maybe, and could have octopus tentacles sprouting out of his back. He is also armed with a cutlass and a flintlock pistol. When the player boards a ghost ship, Bonebeard will appear on the deck, making a jolly laugh before pointing his sword at the player, beginning the battle. He is a tanky boss with lots of tricks up his sleeve, and cannot be damaged through normal means. His attacks consist of:
Upon defeat, he could drop three items
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I haven't messaged here in awhile, but on top of new monsters and such, I would like to add and expand upon my idea of the Librarian boss by suggesting that he could be apart of some kind of unique dungeon; The Forbidden Archives. As the names suggests, the Forbidden Archives could be an archive of dusty books, relics, artifacts and other things the Librarian has collected over the years, with the structure itself being a labyrinth of halls and tall walls of bookshelves on every corner. Due to the arcane nature of the Forbidden Archives, the mechanic of this dungeon could involve portals that take the player to different locations within the dungeon, pools of purple goo that damage players, and illusions consisting of walls that the player can walk through.
For the enemies, I wanted to have them simple, yet unique and interesting in their own ways. Here are the ones I brainstormed so far:
Dark Tome: Ancient books possessed by evil spirits, Dark Tomes attack the player by flying out of book shelves and floating around them, occasionally firing a low-damaging magic missile. Upon death, the Dark Tome will fall to the ground and become a normal book, but can be reanimated by a Curator. To prevent Dark Tomes from reanimating, the player will need to either kill the Curator(s), or burn the book with flint and steel.
Voidling: Purple, imp-like creatures with chomping books for heads, these creatures run at the player the bite and slash at them. Upon death, however, Voidlings will split into two smaller, weaker versions of themselves. Because of this, Voidlings can swarm players who underestimate them.
Curator: Once aspiring mages and wizards who sought the Forbidden Archives in search for knowledge, they now serve the Librarian as his corrupted servants. Not only can they use a number of magic attacks, but can also reanimated fallen Dark Tomes. Curators are also very squishy in terms of health, with their only method of escape being teleporting a few blocks away from the player.
Void Mutant: Former adventurers who were also corrupted by the Librarian, these brutish enemies have slimy tentacles replacing their left arm and carry a runic mallet in their right arm. Their attacks switch between lashing the player with their tentacles, and slamming their mallet against the ground and sending a pillar of arcane fire towards the player.
Beyonder: Observers are floating balls of flesh and eyes that patrol the halls of the Forbidden Archives, searching for intruders. If one spots the player, it will spawn a bunch of Voidlings before lobbing balls of arcane energy that slightly chase the player.
I was also thinking about some kind of high-threat monster that would either look like a Shoggoth or a Dark Young from H.P. Lovecraft's work, but I couldn't figure out how to make it unique/interesting beyond it being a fleshy horror with some tooth and claw attacks. Buut with that, it'd love to hear your thoughts on it!
EDIT: I'm also really sorry if what I described seems not-very detailed/rushed; when I come up with ideas I tend to have a lot of trouble writing them down vs thinking about them XD
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I saw! I'm super glad you liked that idea! I'm also curious to see how it's obstacle courses would work in game!
And honestly, I'd imagine that warlock tower idea working more in favor for my Librarian idea, due to the stark similarities. I can definitely see how the chaotic demon design could be a bit overwhelming to deal with; my initial idea was something that was just really bizarre and uncanny, and fought the player in a way that no other monster/boss does as of yet. For my monster ideas, I try to theme them around bosses/mini bosses, in that they have their own strengths and weaknesses; Librarian is a super glass cannon that relies heavily on his collection of magic, while the Tiki Guardians rely on synergies between each other XD
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Back at it again with another monster idea I came up with while at work and thinking about Majora's Mask XD
The Inkubai
A malevolent yet bizzare demon obsessed with painting, the Inkubai appears as a tall, imp-like monster with multiple arms, paint stained all over it's lanky body, and a staff-like paint brush it carries around. Pretty much, the Inkubai looks like a chaotic, abstract piece of art XD
Found within it's lair deep underground, which could appear as a large room full of works of art and paintings it has hoarded over the years. Once disturbed, the Inkubai will begin to laugh and grunt maniacally, doing bizarre dances and movements before diving into a portrait, beginning the fight. The Inkubai's abilities would go as followed:
1. Jumping into one of his portraits, the Inkubai will come out from another portrait from a random side of the room, performing one of his attacks before fleeing back into a portrait.
2. Using the portrait nearest to it, it'll start painting on it and create a random threat for the player. These threats include various paint monsters, bombs, paint projectiles, paint lasors, etc.
3. Occasionally, the Inkubai will bounce out from one portrait and begin to hop across the room towards another, creating splashes of damaging paint that fly randomly. If the player hits him with a ranged attack, though, the Inkubai will fall over and get stunned for a little bit.
4. Once at low health, the Inkubai will create two paint clones of itself; although these clones have much less health than the player, they follow the same behavior of the Inkubai, and can create absolute chaos of the player does not kill them quick enough.
Once defeated, the Inkubai will drop his brush, the Artisan's Folly, allowing the player to splash damaging paint onto enemies, as well as create paint monsters to aid them in combat!
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Shaolin music intensifies :3
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This is a really well done magic mod! I would download it to try it out myself, but I've been making preparations to move on from 1.11 to 1.12 XD
Otherwise, it's clear that you have a lot of compassion for this mod, seeing how polished everything looks and how awesome the spells look in action. I can't wait to try this out!
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Hopefully we'll get to see it updated to newer versions such as 1.11 or 1.12, which would be so so awesome.