Azanor / thaumcraft-suggestions

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Fungic beasts and Fungic forest. A new type of corruption? #67

Open angeltxilon opened 8 years ago

angeltxilon commented 8 years ago

Undead, living entities bodied but without mind, only they have instinct, attack or hide.

Recently I realized that the biome "corruption" of thaumcraft is very similar, if not the same, that the corruption of terraria.

In turn, corruption (or rather, corrupt land) are a subject that appear in certain cosmic horror stories (by our friend Lovecraft and later authors). This corruption can manifest itself in different ways, forests with giant mushrooms and putrefaction, swine mutant mens, salted lands, people become pelagic beasts and etc.

Today I suggest adding more types of corrupt land, in this case, fungal corruption.

Fungal corruption would be closely related to the aspect "undead", specifically with zombies.

This type of corruption would obtained only by the extent of fungal biome itself and corruption of herba type, arbor, corpus, victus, Venum, sanus and undead. While other aspects would result in the classic purple corruption.

Fungic beasts, nightmarish creatures created by the spread of spores, these beings were not killed and resurrected, were consumed gradually by the mushrooms. Able to spread their tragic fate to other beings, they have no consciousness but intelligence.

I suggest one type of fungic beast currently: the sporer. The sporers have a life of 20 points (10 hearts) like zombies, a similar but slightly slower speed, and would be invulnerable to the sun as the husks.

Sporers normal attack causes the same damage as normal zombies, with a probability of 20% of cause poison I during 3-5 seconds.

This mob, when has little life (6 hp, ie, 3 hearts), will act like a creeper, but instead of explode, it will die creating a splash cloud of 5x5x5 size. This cloud would cause weakness I during 15 seconds.

Drop: Commonly:

These monsters could have the next texture: https://scontent.fmad3-2.fna.fbcdn.net/v/t1.0-9/13669085_1171420146212807_7399796705574800618_n.png?oh=fb393ef56a2257609fb443fa55300038&oe=5812565A and would be generated only in the fungic forest, as mind spiders are generated in the corruption land.

Fungic forest: These would be little forests with small size, with a yellowish colour of ground and leaves. This forest would have big quantities of oak trees, dark oak trees (all these with vines) and giant mushrooms. Also, this type of forest would have two new types of mushrooms:

The utilities of these two would be obviously like natural traps with utility to the player.

In this biome sporers are generated day and night.

Possible aspect list for new mobs/items/blocks:

Argis13 commented 8 years ago

Is this a non-magical type of taint? Well, I sure hope Az makes the taint feel more magical before implementing this! See my suggestions on this in #62! #shamelessplugs
Anyways, how would this happen? I think it would be weird to have two different types of naturally occurring types of taint, for no reason. Maybe it is not born, but made? As a troll item, in the eldrich tab, because your thaumaturgist wants to punish those who offend him, but is easy to clean up, but only if you know how to make it. A fungic vacuum, that sucks all the spores in, after three days, in a eighteen chunk radius.

angeltxilon commented 8 years ago

In the case of made taint more mysterious and non-euclidean, and less biological; fungic corruption could be explained as a natural product of the magic corruption (taint) of living beings, specifically, earth beings (and not water beings).

In this case fungic forest would be generated surrounding corruption lands or next to these with a slightly smaller biome size.