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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Stone and Iron Special Abilities
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[ADMIN] Arkham
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Message #31819 Posted: Jun 11, 2009, 5:06 pm
Currently:

Flesh - has no special abilities, but is the default golem with plentiful resources to repair
Homunculus - uber cheap repairs
Bone - Ignores desert penalties, good puncture damage
Wood - Ignores miss chances in woods with ranged weapons
Clay - Regenerates wounds when wet (marsh or rain)
Stone - Nuffink.
Iron - Nuffink here either.
Adamantine - 8% per level deflection chance when defending (Not live yet).
Copper - Fast with good elemental damage
Bronze & Brass - Good elemental damage
Gemstone - Ignores night time penalties.

I'd like to do something for both stone and iron. Any special abilities I add to those golems won't go live until after the next combat update.

After flipping through an old D&D Monster Manual, I thought that an automatic gas attack from an iron golem might be interesting as a special ability. Unfortunately, gas doesn't really do much against other golems. And how often do you use an iron for hunting? Not at all.

So this thread is for random ideas for special abilities for the stone and iron golems. :)

Kep
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 117 years old
Message #31821 Posted: Jun 11, 2009, 5:40 pm
I think Stone should get a chance to avoid ranged weapons in mountainous terrain. possibly a flat 30% times the percentage of mountain. This could probably be similar to forests, in that Area weapons might not suffer the penalty.
SkitzYie
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Location: Mottonsborough
Magus Age: 112 years old
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Message #31823 Posted: Jun 11, 2009, 5:53 pm
For iron, how about a low percentage chance (5% maybe) of stunning a golem for one round when the golem is attacking with a melee weapon.

Metal sword hitting a chunk of iron, don't you get that cartoon like picture of the sword vibrating and the person holding the sword dazed for a few seconds in your head? :)

masterslug
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Location: Shuul
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Clan: OTAKU
Message #31830 Posted: Jun 11, 2009, 7:13 pm
Stone - Rolling Stone Attack

How about a bonus for the initial round of combat. This would be in the form of a charge attack using the stone golems solid mass to slam it's opponent for extra damage. Only in the first round of combat (or first round with actual contact). This charge attack would also allow the stone golem to close the distance between attacker and defender at the same rate as a much faster golem (but not get any of the other speed related bonuses).

EDIT: Just a thought on the Iron's gas cloud, change it to acid cloud and it could have an interesting effect on a lot of the golem types and armour. Maybe rather than doing damage it could reduce resistances, both physical and elemental.
Last Edited: Jun 11, 2009, 7:27 pm
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 108 years old
Message #31850 Posted: Jun 11, 2009, 8:05 pm
Iron: Magnetism.

The results of being hit by a metallic weapon has caused the iron Golem to build up a magnetic charge which in turn makes the weapon wielded by the opponent unusable for the rest of combat.

Base Chance = 5% +1% per level +1% per additional hit.

Just a thought?
Xlrate
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Message #31851 Posted: Jun 11, 2009, 8:07 pm
Stone: Earth Grab

The stone Golem uses the Earth Grab ability to not allow an opposing golem or monster to retreat from melee range from him.
[ADMIN] Arkham
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Message #31855 Posted: Jun 11, 2009, 8:40 pm
Huh. Okay, lot of cool ideas thus far. Keep 'em coming. :D

Kep
Yamikuronue
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Message #31857 Posted: Jun 11, 2009, 9:28 pm
I think that's because you're not counting the psuedo-ability Iron already has:

Iron: toughest defense stats among replenishable resources
Pegga
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Message #31874 Posted: Jun 12, 2009, 3:18 am
You could give a defending iron some heat damage ability. Standing all day in the sun would probably heat it up quite a bit.

Stone could have a defensive ability too. As it gets damaged, chips of stone fly off hitting the attacker with 10% of the damage of the stone. So, if the stone get's hit with a 10pt damage, the attacker gets hit with 1pt.

Or maybe the stone can shake the ground, dropping the attacker's mobility some as it stumbles trying to keep balance.
Shan
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Message #31885 Posted: Jun 12, 2009, 7:11 am
Since Bone, Wood, and Clay golems ignore the terrain penalties in desert, forest, and marshlands respectively, I think Stone golems could ignore the terrain penalty in mountains (the defense bonus given to the enemy).
Halftea
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Message #31908 Posted: Jun 12, 2009, 1:54 pm
I like the Magnetism ability for Irons. Not sure how easy it would be to code and it would be useless against, say a wooden club, or another non-metallic weapon. And it wouldn't kick in until it was hit by a weapon.

For stone, maybe a percentage chance of the weapon breaking?

Another way for potential loss of Clan items there. Although that might create another bug...

edit: spelling
Last Edited: Jun 13, 2009, 1:38 am
Naelwyn
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Message #31921 Posted: Jun 12, 2009, 5:06 pm
To pull some things from my old thread about this topic over on the suggestions board, and a couple of new ones. This does prompt a shameless plug, as I have to advertise the thing. Suggests a number of customizable abilities that can be added to a golem at creation based on level, to add variety to the different types and add more strategy. End shameless plug.
(Available http://www.muelsfell.com/world/map_community.php?msg=22307)< br />
Stone golems could be harder to hit in mountainous and/or urban terrain as they naturally blend into the environment, likewise with clay golems in marshes. (Less unique with the new addy ability)

Iron golems could have their damage be adjustable between piercing, slashing, and bludgeoning, to emulate the magus adding or removing points, edges, and fists on the iron golems body. Something unique, and realistically speaking only possible on the iron. (Technically the three exotic metals too, but they're already special.)

Iron golems could have a thorns effect where a percentage of the damage dealt to the golem is returned to the attacker.

Iron golems could have a return effect similar to the animated spikes.

That's all I've got.

[ADMIN] Arkham
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Message #31943 Posted: Jun 12, 2009, 7:41 pm
I'm liking the acid cloud and magnetism ones for iron. The iron spikes one is intriguing; will have to sleep on that one.

Also liking the stone grab and ignoring mountain/urban penalties for stone.

Though I'll ponder all of these. They likely will not make this coming combat update. Thanks for the brainstorming! :)

Kep

Anri
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Message #31970 Posted: Jun 13, 2009, 5:22 am
I'm liking the stone rolling attack and earth grab. The ignore mountain bonus of an enemy, not so much. I have never noticed any real benefit to the mountains defense bonus, and I live in a 50% mountain city. For the last several months, I've been under the impression that the bonus either didn't work, or that what it gave was so negligible it doens't make any difference.

And maybe iron and stone golems bein the heavy heavy and slow golems that they are, have a chance of knockin the enemy golem flat on their backsides with each attack, costing the enemy golem time in getting back up.
masterslug
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Message #31995 Posted: Jun 13, 2009, 6:08 pm
Anri said:

And maybe iron and stone golems bein the heavy heavy and slow golems that they are, have a chance of knockin the enemy golem flat on their backsides with each attack, costing the enemy golem time in getting back up.


Do you know, I originally thought of the knock down for the rolling stone (like bulls rush from AD&D) but I couldn't think of how it could be implimented so I left it out. But I really like your solution of lost time (and attacks) when getting up. :)
laidan
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Message #32071 Posted: Jun 15, 2009, 2:45 pm
I haven't paid too much attention lately, but I remember doing significantly less damage in PvP when attacking folks with a heavy mountain terrain bonus.
[ADMIN] Arkham
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Message #32158 Posted: Jun 16, 2009, 3:26 pm
I'm thinking now that new combat is live and hangback is less effective (though it's still being tweaked a bit in the testing environment), that the stone grab ability may not be very useful.

The acid breath is now on my #1 preference list for irons since I see it as potentially useful for attacking a golem set up as the "uber defender."

Just to let folks know where my head is on these. :)

Kep
Benta
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Message #36202 Posted: Sep 7, 2009, 3:52 pm
Heat Sink
Iron ability:
Iron golems have a minor heat damage during the day and a minor cold damage at night. Basically his temperature is similar to his enviroment. ;)
Haruna
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Message #36220 Posted: Sep 8, 2009, 6:55 am
Stone Golems are my pets so mayhaps this might be appropriate?

When I think of Stone Golems I think of either statuesque figures carve from the living rock of the world, as much works of art as golems, or a very rough, weathered rock appearance, maybe even with authentic moss and dirt, one which makes them very hard to tell apart from the rocks around them.

Perhaps this could lead to the ability to 'ambush' another creature or golem by laying in wait and blending in with the surrounding terrain. This could be made with or without a weapon

The ambush attack could be a single strike or a flurry of blows, but it should be stronger than normal, mayhaps it ignores armor or has a damage boost or multiplier, which could take into account the surprise factor or the ability to line up the perfect shot.

And it should never be 100%, maybe only a 20% chance and it could be modified by the terrain, time, weather or even the golem's own make up. I think a stone golem made with clay parts would be able to hide better in a swamp than one made of flesh parts or bronze ones. And most weapons should detract from this percentage as a flaming sword or massive cannon would be pretty conspicuous, though a dart gun or tiger claws might not.
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #36241 Posted: Sep 8, 2009, 5:51 pm
After quite a lot more testing of combat tweaks, I think the stone golem "earth grab" ability may in fact be the final special for that golem type. At least, that's what I'm heavily leaning towards at this point.

Kep
Xlrate
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Location: Rildesjan
Magus Age: 108 years old
Message #36247 Posted: Sep 8, 2009, 7:12 pm
Arkham said:

After quite a lot more testing of combat tweaks, I think the stone golem "earth grab" ability may in fact be the final special for that golem type. At least, that's what I'm heavily leaning towards at this point.

Kep


Hells yes suckas....

My idea is going live woot woot.
Nanashi
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Message #36255 Posted: Sep 8, 2009, 10:16 pm
...
Just watch Kep change his mind and it ends up being something else...
Yamikuronue
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Message #36282 Posted: Sep 9, 2009, 3:37 am
So you're going to nerf ranged clans even more? How about something to increase the chance of backing up for us poor, unloved clans?
Last Edited: Sep 9, 2009, 3:38 am
Xlrate
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Message #36294 Posted: Sep 9, 2009, 12:09 pm
Yamikuronue said:

So you're going to nerf ranged clans even more? How about something to increase the chance of backing up for us poor, unloved clans?


Your joking right????

Nothing should be an easy I win button..... Need I point out that ranged has the most powerful weapon to date in game with that ubah mortar or whatever it is called.
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 117 years old
Message #36297 Posted: Sep 9, 2009, 2:12 pm
Eh, she kind of does have a point, Xlrate. We may have the strongest weapon in terms of single hits of damage, which is definitely nice, I'm not going to lie, but I think it is more than countered by the fact that our golems are too stupid to fight at all once they're caught, unless by some miracle they're able to back up out of melee. I think if Kep fixed that, so that if the golem failed to back up it would actually use it's fists, this might be a reasonable ability.
 
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