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There's no need to break the entire system. You take all the abilities in the game, throw them into a blender, shake them up, but don't mix them, and then you put the result into the creature's stats, and the boss is ready.
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Added after 40 seconds psatkha
I'll send it, I recently came across a flash drive with this content!
That's exactly the message I wanted to convey: this creature should be incredibly rare and not reproduce on the map. If it only appears in the Temple in a single instance, it can be made a "mini-boss."
In reality, it would be rare even on the map. You could encounter it at most 1-2 times per map, and most often, not at all.
Added after 9 minutes Frozensoull
There's no need to break the entire system. Take all the abilities in the game, throw them into a blender, shake them up, but don't mix them. Then, apply the resulting mixture to the creature's stats, and you've got a boss.
First of all, you're oversimplifying. Secondly, I don't really understand how you envision the "blender" process. If the idea is to give it all the abilities in the game... then I think that's a terrible idea.
Of course, it would create a creature that could guarantee victory in any argument against "Uncle Karate from the neighboring apartment building." And finally, it could settle the debate of "who is stronger, Jackie Chan, Schwarzenegger, or Spider-Man." But again, we're not five years old, are we? Why create an invincible monster?
Imagine the "joy" players would feel when encountering such a creature. Of course, fans of Korean MMOs and other min-maxers would appreciate it. It would take three days of real time to level up enough to defeat a single Kraken boss. But I'm not one of those, and I don't find that kind of gameplay appealing.
Added after 3 minutes The moral of the story is: let's make it powerful, but not so powerful that it encourages players to min-max. The task isn't that easy, as is any balancing decision, and I wouldn't mind some help with that, so I'd be glad if anyone has any ideas.
Imagine the "joy" players will experience when encountering such a creature. Of course, fans of Korean MMOARPGs and other "min-maxers" will appreciate it. It will take three days of real time to level up enough to defeat a single Kraken boss. But I'm not one of those, and I don't find that kind of gameplay appealing.
I thought those who set the "heroic" difficulty and use the AI mod from the 3.0 source files belong to that group.
In my opinion, the key is to prevent them from having the same initiative as Phoenixes, so they don't move 2-4 times in a row. Aside from that, with Darkness, Chaos, Summoning, Ballista, Fury + Haste, Arbalest + Blessing and Haste, and whatever else is overpowered against neutrals, it shouldn't be too difficult to defeat one boss.
Moreover, a sufficiently high-level hero, capable of protecting their troops from being wiped out (for example, with invisibility or something else), can defeat any single creature with any stats and abilities, even at level eight (but definitely at level seven), simply with a hero attack. This is the balance in the game; hero attacks deal a percentage of health damage...
I encountered this unpleasant bug: when a model has a gloss texture, it produces very ugly, harsh shadows in the shade (or even randomly, for no apparent reason), or it darkens completely. Here's an example with a model from my mod and a model from Footman's mod. On the left is with gloss, on the right is without.
I'm thinking about removing the gloss texture from the models. Do you think it's worth it?
Firstly, you're oversimplifying. Secondly, I didn't quite understand how you envision the "blender" process. If the idea is to give it all the abilities in the game... then I think that's a very bad idea.
Of course, that would create a creature that could guaranteed win any argument against "the tough guy from next door." And finally settle the debate of "who is stronger, Jackie Chan, Schwarzenegger, or Spider-Man." But again, are we five years old? Why create an invincible creature?
Was that too subtle? It was sarcasm, you know.)
But seriously, the first thing that comes to mind in terms of abilities is splash or devastating strike, since the creature has many limbs and is large. Perhaps infinite retaliation + battle frenzy, or infinite retaliation + ferocious retribution would also work well. Also, resistance to dark magic is a must-have.
Among the more or less suitable abilities, there's also deadly strike, terrible neighborhood (an unbalanced ability, but perfect for a boss), bash, and magic strike.
I wouldn't give the boss spells; it just doesn't seem to fit with this creature's theme of magic.
As for stats, we need to base them on the set of abilities...
Making an 8th-level boss would be an ideal solution; the damage from the hero's attack can be fixed and made minimal against it. Playing with 4x4 creatures is quite inconvenient, so let it be a boss in the Temple of the Nagas, for example.
Regarding abilities: immunity to water; area-of-effect attack around itself (I think it can be implemented through a pattern attack, and an attack on a 5x5 square); the Ent's roots would be a good addition (like entangling with tentacles, but there's a problem with the visuals); a stunning strike (would be good with a mass attack); infinite retaliation. I would also add 50% resistance to ranged attacks, as such a creature would be very vulnerable to blocking its path with walls and simple ranged attacks (although, depending on the direction of the mod in which it appears, there are options to teach it to destroy such obstacles).
Stats, as mentioned above, should be determined relative to the final set of abilities.
Then it's better to focus on resistance to magic in general, so that a single ice block can't inflict lethal cold damage... And crystalline scales from Death Harbingers/Cave Lords. Of course, the main problem is that then these abilities will make up a long, aesthetically unappealing list; if it were possible to put everything the creature can do into its description instead... But otherwise, it will be impossible to create a mechanically dangerous boss.
And the crystalline scales from the messengers of death/cave lords.
Yes, it's a must-have ability, I completely forgot about it. And it also protects against deadly cold, right? And there's no need for complete immunity to magic; making it focused on brute force is a dead end, especially for multiplayer. At most, immunity to water and mind control (although, besides subduing a solo boss, nothing else will work properly).
Regarding the list of abilities, if I remember correctly, there are creatures in the game with 6-7 abilities, and it never seemed particularly unaesthetic. But adding more than 5-6 abilities is impractical from any point of view.
yes, it's a must-have ability, I completely forgot about it. And it also protects against deadly cold, right? And there's no need for complete immunity to magic; making it focused on brute force is a dead end, especially for multiplayer. At most, immunity to water and mind control (although, besides subduing a solo boss, nothing else will work properly).
Regarding the list of abilities, if I remember correctly, there are creatures in the game with 6-7 abilities, and it never seemed particularly unaesthetic. But adding more than 5-6 abilities is impractical from any point of view.
Well, if the creature's description is appropriate, then it's possible... it's like that joke: "Do you want checkers or to get there!" :smile13:
Well, if the creature's description is appropriate, then it's possible... it's like that joke: "Do you want to play checkers, or do you want to get there!" :smile13:
I had two points in my message, which one are you referring to? What exactly is "possible"?