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11
General Discussion / Re: Screen Shot Saturday - Spiny Devil
« Last post by The vegetarian ant on November 18, 2018, 10:54:05 AM »
Will the spines also affect ranged attacks ?
12
General Discussion / Re: Screen Shot Saturday - Spiny Devil
« Last post by Serafine on November 18, 2018, 12:28:34 AM »
I assume, as usual, that the answer is rufa.
The answer is always rufa if available. Seriously, those things need a balancing pass at some point.
13
General Discussion / Re: Screen Shot Saturday - Spiny Devil
« Last post by Mike on November 18, 2018, 12:04:43 AM »
I assume, as usual, that the answer is rufa.

Not when you're playing a leafcutter level.
14
General Discussion / Re: Screen Shot Saturday - Spiny Devil
« Last post by Raptorofwar on November 17, 2018, 10:52:27 PM »
I assume, as usual, that the answer is rufa.
15
General Discussion / Re: Screen Shot Saturday - Spiny Devil
« Last post by Rayalot72 on November 17, 2018, 05:27:52 PM »
Is the bleed going to be diversified from venom?  It seems as if poison ignores any form of armor, but it would be nice if there were some DoT options that could be mitigated via physical resist. 
16
General Discussion / Re: Jumping Spider funsies
« Last post by Serafine on November 17, 2018, 04:53:11 PM »
It gets even better with this fantastic piece of music  ;D

https://www.youtube.com/watch?v=97QkO7nAn68
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General Discussion / Re: Screen Shot Saturday - Spiny Devil
« Last post by Serafine on November 17, 2018, 04:47:19 PM »
That thing looks scary o_O
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General Discussion / Screen Shot Saturday - Spiny Devil
« Last post by Mike on November 17, 2018, 04:10:34 PM »
The fearsome spiny devil cricket (Panacanthus varius) faces off against a leafcutter colony. Covered in defensive spines, this monster may well be guarding some of the choicest leaves for the harvest - which means it must be confronted.

In Empires of the Undergrowth, the spiny devil's spines will mean that any creature that does damage to it will suffer some damage in return, whether or not it is actually being attacked by the cricket. It also has an area of effect bleed attack which will continue damaging the target for a time after.

19
General Discussion / Re: Jumping Spider funsies
« Last post by Mike on November 17, 2018, 03:43:58 PM »
Yeah, like I said this is just a bit of fun after the initial code was implemented - of course he won't be jumping that high in the game.
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General Discussion / Re: Jumping Spider funsies
« Last post by Serafine on November 17, 2018, 08:24:20 AM »
Jumping spiders don't really jump that high, it's more like a DASH forward with a very low arc (the jumping part is mostly to increase the range, at short distances or if jumping at a target below their own height jumping spiders travel almost in a straight line).

They do this so fast that they can catch flies, so it should be A LOT faster than this. It would probably work if you just make them lock on to a target (or the place where the target is while giving them a stun attack with a very small area of effect, so it effectively looks like they grab their prey) and then dash there - so basically having their path determined at the moment the start the attack.

This is a very good example of how a jumping spider attack looks like:
https://youtu.be/jsm1yiMk_6s?t=28



Also remember that a jumping spider will ALWAYS turn towards a victim before making a jump. They have exceptionally good (binocular) vision for arthropods and use their two huge front eyes to focus their prey before attacking (in fact their superior eyesight makes them so dominant in many ecosystems that they have forced entire groups of other spiders into nocturnal life).
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