I have a suggestion. It's a simple variant of the Grottol.
(A mock-up texture I made for it)
Meet the Quartz Grottol. He is very similar to his Overworld cousins, except for the fact that his shell has quartz on it, and that he is immune to fire.
He'd drop Quartz(2-3 pieces?) instead of the one Diamond. That's it, it may not be a fancy new mob, but I personally think it could be a nice bit of variety.
It wouldn't add much imo, just a grottol that drops quartz. Adding a re-textured grottol that drops something else would lose the uniqueness of the grottol, but that's just my opinion
I have a suggestion. It's a simple variant of the Grottol.
(A mock-up texture I made for it)
Meet the Quartz Grottol. He is very similar to his Overworld cousins, except for the fact that his shell has quartz on it, and that he is immune to fire.
He'd drop Quartz(2-3 pieces?) instead of the one Diamond. That's it, it may not be a fancy new mob, but I personally think it could be a nice bit of variety.
It wouldn't add much imo, just a grottol that drops quartz. Adding a re-textured grottol that drops something else would lose the uniqueness of the grottol, but that's just my opinion
That's literally what it is, boomphobia. it's physically designed to be a quartz grottol. you'd be suprised how often people would rather not go exploring for the posh white stuff, and would rather just go kill something. alas, that isn't possible. something tells me this quartz boyo would be much more common than the diamond crab.
That's literally what it is, boomphobia. it's physically designed to be a quartz grottol. you'd be suprised how often people would rather not go exploring for the posh white stuff, and would rather just go kill something. alas, that isn't possible. something tells me this quartz boyo would be much more common than the diamond crab.
I wasn't saying that a mob that drops quartz is bad, I was saying that a quartz version of a grottol is not so good. Grottols are already designed as a living diamond, adding more variations to it would ruin the uniqueness of the mob. Also adding mobs that drop resources, would ruin Minecraft's core mechanic of mining. The Grottol is an exception as diamonds are a rare mineral, but for something as common as quartz I don't see a reason to make a mob that drops it, just so the player can kill instead of mining to obtain a rather common mineral.
I wasn't saying that a mob that drops quartz is bad, I was saying that a quartz version of a grottol is not so good. Grottols are already designed as a living diamond, adding more variations to it would ruin the uniqueness of the mob. Also adding mobs that drop resources, would ruin Minecraft's core mechanic of mining. The Grottol is an exception as diamonds are a rare mineral, but for something as common as quartz I don't see a reason to make a mob that drops it, just so the player can kill instead of mining to obtain a rather common mineral.
1: unless you're a builder or big redstoner, quartz is useless (unless modding)
2: it's not renewable, and people only skim the surface for the stuff due to naturally forming lava pools in the ground.
i do agree, it shouldn't be a grottol. it could easily be a cousin to it though.
1: unless you're a builder or big redstoner, quartz is useless (unless modding)
2: it's not renewable, and people only skim the surface for the stuff due to naturally forming lava pools in the ground.
i do agree, it shouldn't be a grottol. it could easily be a cousin to it though.
Again, I don't think adding a mob, that it's hole purpose is to drop quartz is a good idea. There are many rare minerals that could use a mob, so we make one for each? I don't think so. Imo Grottol should be the only mob that drops a mineral upon death. What I mean is, there shouldn't be more variations/similar mobs that just give you a material for killing it.
sorry if i ask, but what are the mobs in future development? And can i use some of the mobs like the naga, the lantern or the grottohl in a fiction i'm writing?
sorry if i ask, but what are the mobs in future development? And can i use some of the mobs like the naga, the lantern or the grottohl in a fiction i'm writing?
Pretty sure the next mob to come is The Sculptor and after might be The Stalker and/or The Phoben
I appreciate the feedback and have taken into consideration some of the issues my ideas may give. So to give some new continuity, I’ve changed the designs, ideas, and locations of the flawed types and “variations” to make each stand out while still holding some sort of functionality as to the original concept.
So, instead of the Rustmonger being a Ferrous reskin, what if it’s a big demonoid with rusted armor covering its body. It’s head is the weak point not due to the unarmored status, but because the skull is exposed on a mostly fleshy face.
The Abyssal Champion could be a dude whose limbs have been stretched out due to said corruption, giving him a lengthy appearance. Still has the Greatsword and Shield due to the corruption giving him beyond human strength. The skin you can see under the armor due to stretching is blackened a bit, like black mixed with ashen grey. His location instead would be in the Mansion. His attacks would still be the same.
The Grottus is now the Architect, keeping the same functions without the diamonds. It’s body instead just covered in obsidian. It’s back is almost plated in this shell like an armadillo. This allows for the constant rolling. If it hits a vertical surface, one of two things will happen. If it is less durable than cobblestone, it’s going eighth through it. If it isn’t, it will stop it for a brief moment.
The Amalgamate is simpler in design. It’s a humanoid creature with a growth that formed from its chest, taking away its jaw. The rest of the body is normal. The arms that were described above are used as types. Pincer, Crusher, and Burrower.
The Fiend is now in the desert, as it makes sense due to its scrawny appearance combined with the lengthy appearance. It now acts like a scavenger.
Now I’m going to take the time to address 4 new mobs that would create some havoc, one of them is in the ocean...and that one is...
The Cluster:
The Cluster appears to be an enlarged fish, and you might just gloss right over it. When it opens its mouth and three tendrils come out, well you might as well embrace death. The reason these guys are called the cluster is due to the pack mentality these fish have. They will swim in groups of 3-5, and will quickly drain your health if you are unprepared. They drop cluster meat. Very savory.
Attack List:
Grapple
Bite
The Corruption and Afflicted:
Vaguely resembling a human shape, these primordial beings only goal is to spread. Their tar pitch skin and singular eye in the middle of its head is a common trait. As said, their goal is to spread, and will do so at any cost. If they come across any humanoid mob, they will “infect” them. These mobs that succumb to the corruption become the afflicted. The afflicted are the same skin tone, however have a more humanoid shape and lack the ability to infect until they mature into the corruption.
Attack List:
Corruption-
Swipe
Spew Corruption
Afflicted-
Swipe
The Glutton:
The Glutton is a worm human hybrid encountered in the nether. The Glutton has a long, fat serpent body with 4 limbs used for movement. It’s head is split down the middle, with a set of teeth and a fat tongue used to sense prey. They are hostile to everything and with do whatever it takes to get to its prey. Hell, they’ll even tunnel through the ground and go through lava to get to you.
Attack List:
Bite
Body Slam
Dive
Let's see here...
I think I'd rather use some of the ideas for the rustmonger for the loose Forge Wroughtnaut concept I mentioned.
I'm not sure about these changes to the Abyssal Champion. It still seems inappropriately powerful for the mansion structure.
As for the architect, what do you mean by "It's going an eighth through it"? You mean it breaks the blocks? I have a pretty strict rule against mob griefing... I'm not sure I understand the name either but that can always change.
The changes to the amalgamate don't really resolve its issues. Sorry.
I'm not sure I understand what you mean by "scrawny" and "lengthy" in your description of the fiend. I don't feel that a large lanky figure with a leaping attack is interesting enough to warrant its addition. Sorry.
The cluster seems way too dangerous for a pack mob, and much more annoying than fun to encounter. Sorry, but it's not what I'm looking for.
I've had other suggestions for "infection" themed mobs. But I feel like players actually don't want this in their worlds. Eventually, they'll change all mobs into these infected mobs and strip the world of its variety.
The glutton kinda revolves around griefing blocks to stand out as a mob, no? Otherwise it's just a generic melee attacker.
I feel like these ideas drifted away from the atmosphere I'm going for with Mowzie's Mobs and have shifted towards a more horror-like genre. You're also suggesting a lot of "tooth and claws": mobs that, as simple beasts, can only attack players with melee attacks like biting or slashing. A mob encounter should be an experience, not just spam left-clicking things that look different.
I've always wanted to play with special artifact items, but I couldn't find a mod that did that. Most mods that add artifacts, only give you vanilla buffs. So here is one of the ideas.
The Leviathan
It's an aquatic creature (obviously) that lives deep in the ocean. He holds the sercret to find the precious sea relic: The Tidestone
The Leviathan is quite large with wings/fins on it's body. On his head he has a bright green crystal, almost looking like prismarine crystals. It's very agressive so it will attack players on sight.
It's main attacks are a Bubble Blast which will damage the player constantly and also remove their bubble bar (oxygen bar).
A charge attack, tail swipe and a jump attack, which the leviathan will jump in the air and splash down, creating some kind of wave that will deal damage and sink everything that the waves caught. When it's killed, it drops a Crystal that allows the player to track The Tidestone, acting like an eye of ender in someway. The Tidestone will be in a altar near ruins.
The Tidestone allows you to use the water abilities that the other guy mentioned. The bubble attack and such.
The Design of the Tidestone is taken from Hearthstone and the leviathan one is from Monster Match.
This is kinda cool, but I'm not sure a serpent mob is possible yet. The planned nimbus drake will be my test for such a mechanic.
A super rare artifact that can be found on Stronghold or Nether Fortress chests.
You can hold it on your hand, and it will open. While holding it, you can right click any tamed creature and link your soul with them. What this does is that whenever you take damage, your soul linked mob takes it instead, but there is a catch. The soul linked mob health drops to 5 hearts and you can only have 3 active soul links.
It's second ability introduces a new mob. The Bonewyrm. It's a skeleton dragon/wyvern the size of the naga that lays dead and lifeless on the ground on ice and swamp biomes. Idea taken from Ice&Fire dragon corpses. Shifting and right clicking with the book on your hand will create a mist around the Bonewyrm and he will rise to life. They're around 15 hearts of health and deal 2 hearts of damage with their melee attacks, but their real power is their Breath Of Decay. Which deals damage and applies the Decay effect.
Decay effect: It's an effect that deals constant damage and which prevents you from getting any other effects for the time that it's applied. Also it spreads to other players or mobs around the infected player or mob, in a 5x5 area.
The Bonewyrms corpses are not common.
Both images are taken from Hearthstone
The idea of finding and interacting with a dragon skeleton appeals to me, but I don't think the connection with the book of the dead makes sense.
Hm, what if the dragon skeleton is missing one gemstone eye? Players might find or loot the other eye somewhere else in the world, and solve the puzzle by placing it in the skeleton. This could cause the reanimation you describe. The decay effect is kinda neat: I don't think we've seen a 'silencing' effect like that before.
Alright guys, back at it again to give off ideas that will have players swelling in joy...or fear...depends how you see it. Today we got 5 more to throw down.
The Cosmic Snatcher:
Taking inspiration from those particular Cthulhu lookin guys from all reaches of fantasy, the Snatcher is a floating humanoid mass of tentacles and eyes. These guys are located in the swamps, and it makes it all the more perfect to utilize their special attack. Being ethereal, it has psychophysical attacks which allows it to used ranged attacks, one of them causing levitation. This makes it a challenging foe to conquer.
Attack List:
Claw
Ranged Bolt
Levitation
Harbinger:
A demonic monster hailing from the underground, their appearances are frightening. It’s as if a human was twisted into the vague form of a spider. Being able to scale walls and such, the difference that this guy has from any other spider is it’s overt size and ability to wither.
Attack List:
Leap
Web Spray
Bite
Charge
The Alpha and Omega:
A cult found in the deserts, these guys are known for creating vicious sandstorms. They work against the Winter Order as eternal rivals, seeing themselves as the beginning...and the end.
Attack List:
Sandblast
Sandstorm
The Swarm:
An expanded idea on the huge insect idea, the swarm are giant insects resembling a cross between a beetle and a wasp. They can come from blocks called hive blocks and will keep spawning until the block is destroyed. The mob that can be encountered that lays down these hives is called the Host. The Host resembles an amphibian/reptilian/insect hybrid, taking the physical shape of a large frog, while having a chitin shell on its back. It’s attacks involve summoning the swarm or using the extendable second jaws in its mouth
to bite you.
Attack List:
Swarm-
Sting
Bite
Host-
Vicious Bite
Swarm
Swipe
Ooh, more! Okay let's see.
Hm, I'm getting even more horror vibes from some of these. I'm going for a bit more of a 'romantic' fantasy (not the 'love' kind of romantic, but the romantic art movement emphasizing the glory, power, and beauty of nature.) Think The Legend of Zelda rather than Dark Souls.
I like the Cosmic Snatcher as an idea, but I'm not sure the swamp is the right place for it. I imagine swamps are very heavily drowned in plant, water, and maybe dark magic. This kind of arcane ethereal energy might work better in the end.
I don't feel that the Harbinger is unique enough to warrant its addition. I'm not interested in adding a more powerful spider, even if it looks cooler.
Alpha and Omega have something interesting going on. Not sure what the sand theme has to do with their role as the 'beginning and end'. Ah, this gave me an idea, though; hourglasses really tie these two themes together. They could utilize a magic hourglass in the encounter somehow as a weapon or mechanic. Will need to give this more thought.
I've also gotten a lot of requests for "hive" mobs like the swarm you've described. I'm not opposed to the core concept, but the issue is that I don't feel that the individual mobs making up the Swarm do anything particularly interesting. It needs to be more than just a reskin of a mob-spawner dungeon.
Sorry I had to turn so many of these down. I hope you don't feel discouraged.
About the Alpha and Omega cult mobs. The name doesn't make any sense for the mob's name. I think you can do better with the naming as it doesn't fit the desert or cult theme. It's a pretty generic name in my opinion. I like the idea of being rival to the winter order but the beginning and the end part doesn't really make sense, does it? Controlling sand is cool but you could explain the abilities a bit more rather than just making a name for them in a list and nothing else.
I suppose I agree that in its current state, the name doesn't make direct sense. It's a bit interesting though.
I would like to counter your last request here, though. I really don't need detailed descriptions of abilities and attacks. In fact, I find that the most interesting and effective mob suggestions I've received have been just a couple sentences describing its design and an overview of what the encounter would be like as a gameplay experience.
I have a suggestion. It's a simple variant of the Grottol.
(A mock-up texture I made for it)
Meet the Quartz Grottol. He is very similar to his Overworld cousins, except for the fact that his shell has quartz on it, and that he is immune to fire.
He'd drop Quartz(2-3 pieces?) instead of the one Diamond. That's it, it may not be a fancy new mob, but I personally think it could be a nice bit of variety.
Sorry, but I really don't see the point. The grottol is design to be a rare overworld diamond crab. Adding variations in other places in Minecraft would detract from the uniqueness of the original grottol. If you can also find them in the nether, finding them in the overworld becomes less special. In a way, it kinda works against variety, by making the nether and the overworld even more similar.
sorry if i ask, but what are the mobs in future development? And can i use some of the mobs like the naga, the lantern or the grottohl in a fiction i'm writing?
Future plans are listed in the original post under the "Plans" spoiler. You may use them, as long as you do not earn any profit from the fiction and you credit me and my mod wherever you publish it.
NGL Mowzie, i wanna see how you would create a set of automatons...
Anyways, time for a mob suggestion. this one's been done nearly to death and i know you won't do it, but i may as well drop my version of it here. Unbound Enchanted Books
Spawn Rarely Underground
Drops: 1-2 Enchanted Paper Shreds
AI: A Pseudo-Flying Enchanted book that either attacks you at range or supports any nearby enemies. they can only contain one enchantment, and there is hardly any visual difference between them.
Different Books:
Binding
Shoots a constant beam at you, locking you in place. can do this for 10 seconds before stopping and recharging for 20 seconds. if hit during this state. the binding automatically stops.
Flame
Shoots a small flaming projectile at you, setting you on fire.
Punch
Gives Skeletons, Crossbow Pillagers and Unarmed Melee enemies a temporary knockback buff.
Sharpness
Gives Melee-Weapon Enemies a temporary damage buff.
Projectile Protection
Gives all nearby enemies a temporary 50% Damage Reduction from Projectiles.
All AIs: Will dash backwards if approached, and getting too close will have it produce a point-blank magic burst, sending you flying backwards.
On Death: On death, the cover folds back (aimed at the ground), and the standard galactic alphabet (enchant particles) appear and flow rapidly into the pages book. after about 7 seconds, it will slam shut into a enchanted explosion, dealing no block damage and either performing a final buff to all nearby enemies, or debuffing players at full strength. (For example, binding would be on for 10 seconds and unable to be interrupted) this causes the book to explode into paper/leather debris.
Enchanted Paper Shreds
The only drop from Unbound Enchanted Books.
Can be crafted into Enchanted Paper using 9 of them.
Craft the Enchanted Paper into a book using leather and three Enchanted Paper for a random medium-tier enchanted book. can also be a blank enchanted book, which has high enchantability.
Ooh. Finding an item to complete the Undead dragon? Sound really cool. Maybe when you click the skeleton dragon, a message pops up saying that the Heart Of Darkness (or any other name) is missing. The heart could be found in dungeon, stronghold, nether etc chests. When you right-click the skeleton dragon with the heart, it appears on the dragon's ribcage and radiates dark energy. Then the dragon rises and plays an awakening animation.
Thank you for responding. I do. Not feel discouraged, if anything I feel enlightened. I did not know you were leaning towards that style that fits romantic fantasy as opposed to a darker fantasy. Doesn’t help that while giving you the list I was binging Dark Souls like a mad man, but today I’ll correct my mistakes.
First Off, we got the Rust Demon. As much as I tried to work with him, he maybe fit for being rehashed into the Rust Ferrous. However, some of his traits could still be used.
The Abyssal Champion might be another mob fit for the End along with the Cosmic Snatcher.
For the Architect...honestly, I don’t know what that word was, however, bringing up the amount of blocks it could go through, it could be safe to say that if it hits a wall it can go through, 1-2 blocks might be good. It’s not so that it can break blocks, but it’s to add to the idea that the strength and speed of that attack is insane, albeit easy to dodge.
The Amalgamate has taken some time to be redesigned...and my god, I think you’re gonna love it. So, instead of some horrid abomination, what if it’s two knights that basically share the same legs, being fused back to back. Their attacks revolve spinning and such. That’s if they’re both conscious. If one were to be knocked out for a bit, the other would target you and use “special” attacks and vice versa.
The Fiend? Scrap it. Just scrap it.
The Cluster? Renamed Gilgamesh and bring it down as a territorial mob.
The Corruption and Afflicted do not infect/corrupt. The Corruption is End exclusive and the Afflicted is Overworld exclusive. Think of the Afflicted as being remnants of the corruption. These guys are the only connection to the Corruption, and therefore just wander aimlessly.
The Glutton has gained 2 new attacks to sort of defend itself/reach the goal of getting the player. As a defense mechanism, the Glutton will curl up and release a cloud of poison. If the player is farther away than expected and/or simply can’t reach them, it will spew a corrosive bile that wears away armor, the other idea being it works as a ranged poison. Also it’s ability to swim through lava has been revoked along with the tunneling feature.
The Harbinger is totally redesigned, not even being a spider-like creature. It is now a more traditional samael goat demon in appearance. These guys are like a fusion between a pyromancer and a sorcerer...The weapons it wields are a staff with a broken rune on the head and a dagger. When killed it will drop said staff and dagger. However, there’s a catch. The damage dealt with this staff will be considerably weak, and there is a way to buff the staff. If you get four staffs and four daggers and place red stone in the middle, you upgrade the Harbinger Staff into the Heretic Staff. It gains the magical properties of the staff with the melee power of an iron sword.
The Alpha and Omega was a rough concept, but with your idea, you brought things into a better light, so I think I’ll add a little more. As with sand being connected with time, they are able to “reach” into time and grab any weapon they see fit. They could have a shockwave sand blast to keep foes off of them while not doing much damage. They live in the desert because they see sand as “holy soil”. They see any other clan as inferior because they couldn’t understand “The Power of the Sand”.
The Swarm/Host mob may actually have a use. So, if you kill a swarm, the drop swarm essence. If a Host is killed, they drop a broken gauntlet. If you take a gauntlet and surround it in swarm essence, it becomes a swarm gauntlet. The swarm gauntlet would have a limited amount of uses until the gauntlet reverts back to its broken state. It makes it so that killing the swarm has an actual use than just saying that they’re in the game because we need a hive enemy. The hives themselves could be broken to hive fragments, which when surrounding a swarm gauntlet turns it into a Hive Gauntlet. All it does is boosts the amount of uses the gauntlet has. The Actual Host has been revamped, so as said in the previous post that it creates a few hive blocks in a certain area. This idea I still like for the most part. The boss itself gets a major fix. Now, the boss has a chitin shell on its back to further create more swarm. However, I wanted the swarm itself to tie with the host so that it provides a unique experience. So, the Host does the usual bite, claw tooth and nail stuff due to its primitive nature. However, some attacks can be prevented for a little bit by hitting/shooting and exposed hive on its back. This will prevent it from doing any swarm based attack. But it also prevents a new feature being added. This boss can create a swarm of...swarms to cover itself and heal itself. It will generate about 15% or so of its health back. So taking out that exposed hive will temporarily stop these functions.
Now, as per custom of the end of these, I would like to say that...I’m not finished. I have many more ideas in mind, and with a better direction of things, I can at least add one new mob so far to the ever growing list:
The Sentinel:
In the credence of looking at some of the designs of The Legend of Zelda, I came across a few that stood out. I decided, well why not fuse them. So imagine the fusion of a darknut and a stalfos. That’s what it physically looks like. Attribute-wise, I took inspiration from that abhorrent game I’ve been playing, Dark Souls. So, as you know, skeletons in that game don’t go down easily. I decided to bring that element to this mob. The mob will turn red and do an animation that makes it look like it died, however it will get right back up and keep swinging. You kill it again, and this time it goes down for good.
Thank you for responding. I do. Not feel discouraged, if anything I feel enlightened. I did not know you were leaning towards that style that fits romantic fantasy as opposed to a darker fantasy. Doesn’t help that while giving you the list I was binging Dark Souls like a mad man, but today I’ll correct my mistakes.
First Off, we got the Rust Demon. As much as I tried to work with him, he maybe fit for being rehashed into the Rust Ferrous. However, some of his traits could still be used.
The Abyssal Champion might be another mob fit for the End along with the Cosmic Snatcher.
For the Architect...honestly, I don’t know what that word was, however, bringing up the amount of blocks it could go through, it could be safe to say that if it hits a wall it can go through, 1-2 blocks might be good. It’s not so that it can break blocks, but it’s to add to the idea that the strength and speed of that attack is insane, albeit easy to dodge.
The Amalgamate has taken some time to be redesigned...and my god, I think you’re gonna love it. So, instead of some horrid abomination, what if it’s two knights that basically share the same legs, being fused back to back. Their attacks revolve spinning and such. That’s if they’re both conscious. If one were to be knocked out for a bit, the other would target you and use “special” attacks and vice versa.
The Fiend? Scrap it. Just scrap it.
The Cluster? Renamed Gilgamesh and bring it down as a territorial mob.
The Corruption and Afflicted do not infect/corrupt. The Corruption is End exclusive and the Afflicted is Overworld exclusive. Think of the Afflicted as being remnants of the corruption. These guys are the only connection to the Corruption, and therefore just wander aimlessly.
The Glutton has gained 2 new attacks to sort of defend itself/reach the goal of getting the player. As a defense mechanism, the Glutton will curl up and release a cloud of poison. If the player is farther away than expected and/or simply can’t reach them, it will spew a corrosive bile that wears away armor, the other idea being it works as a ranged poison. Also it’s ability to swim through lava has been revoked along with the tunneling feature.
The Harbinger is totally redesigned, not even being a spider-like creature. It is now a more traditional samael goat demon in appearance. These guys are like a fusion between a pyromancer and a sorcerer...The weapons it wields are a staff with a broken rune on the head and a dagger. When killed it will drop said staff and dagger. However, there’s a catch. The damage dealt with this staff will be considerably weak, and there is a way to buff the staff. If you get four staffs and four daggers and place red stone in the middle, you upgrade the Harbinger Staff into the Heretic Staff. It gains the magical properties of the staff with the melee power of an iron sword.
The Alpha and Omega was a rough concept, but with your idea, you brought things into a better light, so I think I’ll add a little more. As with sand being connected with time, they are able to “reach” into time and grab any weapon they see fit. They could have a shockwave sand blast to keep foes off of them while not doing much damage. They live in the desert because they see sand as “holy soil”. They see any other clan as inferior because they couldn’t understand “The Power of the Sand”.
The Swarm/Host mob may actually have a use. So, if you kill a swarm, the drop swarm essence. If a Host is killed, they drop a broken gauntlet. If you take a gauntlet and surround it in swarm essence, it becomes a swarm gauntlet. The swarm gauntlet would have a limited amount of uses until the gauntlet reverts back to its broken state. It makes it so that killing the swarm has an actual use than just saying that they’re in the game because we need a hive enemy. The hives themselves could be broken to hive fragments, which when surrounding a swarm gauntlet turns it into a Hive Gauntlet. All it does is boosts the amount of uses the gauntlet has. The Actual Host has been revamped, so as said in the previous post that it creates a few hive blocks in a certain area. This idea I still like for the most part. The boss itself gets a major fix. Now, the boss has a chitin shell on its back to further create more swarm. However, I wanted the swarm itself to tie with the host so that it provides a unique experience. So, the Host does the usual bite, claw tooth and nail stuff due to its primitive nature. However, some attacks can be prevented for a little bit by hitting/shooting and exposed hive on its back. This will prevent it from doing any swarm based attack. But it also prevents a new feature being added. This boss can create a swarm of...swarms to cover itself and heal itself. It will generate about 15% or so of its health back. So taking out that exposed hive will temporarily stop these functions.
Now, as per custom of the end of these, I would like to say that...I’m not finished. I have many more ideas in mind, and with a better direction of things, I can at least add one new mob so far to the ever growing list:
The Sentinel:
In the credence of looking at some of the designs of The Legend of Zelda, I came across a few that stood out. I decided, well why not fuse them. So imagine the fusion of a darknut and a stalfos. That’s what it physically looks like. Attribute-wise, I took inspiration from that abhorrent game I’ve been playing, Dark Souls. So, as you know, skeletons in that game don’t go down easily. I decided to bring that element to this mob. The mob will turn red and do an animation that makes it look like it died, however it will get right back up and keep swinging. You kill it again, and this time it goes down for good.
Attack List:
Sword Slash
Bone Heave
Shield Bash
The Alpha and Omega idea seems better connected now, but I have a question. Wouldn't there be 2 types of mobs in your sand clan? Alpha and Omega? Both combining their abilities? That's how I see the idea given the name Alpha and Omega
Ooh. Finding an item to complete the Undead dragon? Sound really cool. Maybe when you click the skeleton dragon, a message pops up saying that the Heart Of Darkness (or any other name) is missing. The heart could be found in dungeon, stronghold, nether etc chests. When you right-click the skeleton dragon with the heart, it appears on the dragon's ribcage and radiates dark energy. Then the dragon rises and plays an awakening animation.
Hm, I would really prefer a visual hint rather than a direct message. Like one eye is missing; a smart player would think to go searching for the other eye, even without the game telling them to.
Thank you for responding. I do. Not feel discouraged, if anything I feel enlightened. I did not know you were leaning towards that style that fits romantic fantasy as opposed to a darker fantasy. Doesn’t help that while giving you the list I was binging Dark Souls like a mad man, but today I’ll correct my mistakes.
First Off, we got the Rust Demon. As much as I tried to work with him, he maybe fit for being rehashed into the Rust Ferrous. However, some of his traits could still be used.
The Abyssal Champion might be another mob fit for the End along with the Cosmic Snatcher.
For the Architect...honestly, I don’t know what that word was, however, bringing up the amount of blocks it could go through, it could be safe to say that if it hits a wall it can go through, 1-2 blocks might be good. It’s not so that it can break blocks, but it’s to add to the idea that the strength and speed of that attack is insane, albeit easy to dodge.
The Amalgamate has taken some time to be redesigned...and my god, I think you’re gonna love it. So, instead of some horrid abomination, what if it’s two knights that basically share the same legs, being fused back to back. Their attacks revolve spinning and such. That’s if they’re both conscious. If one were to be knocked out for a bit, the other would target you and use “special” attacks and vice versa.
The Fiend? Scrap it. Just scrap it.
The Cluster? Renamed Gilgamesh and bring it down as a territorial mob.
The Corruption and Afflicted do not infect/corrupt. The Corruption is End exclusive and the Afflicted is Overworld exclusive. Think of the Afflicted as being remnants of the corruption. These guys are the only connection to the Corruption, and therefore just wander aimlessly.
The Glutton has gained 2 new attacks to sort of defend itself/reach the goal of getting the player. As a defense mechanism, the Glutton will curl up and release a cloud of poison. If the player is farther away than expected and/or simply can’t reach them, it will spew a corrosive bile that wears away armor, the other idea being it works as a ranged poison. Also it’s ability to swim through lava has been revoked along with the tunneling feature.
The Harbinger is totally redesigned, not even being a spider-like creature. It is now a more traditional samael goat demon in appearance. These guys are like a fusion between a pyromancer and a sorcerer...The weapons it wields are a staff with a broken rune on the head and a dagger. When killed it will drop said staff and dagger. However, there’s a catch. The damage dealt with this staff will be considerably weak, and there is a way to buff the staff. If you get four staffs and four daggers and place red stone in the middle, you upgrade the Harbinger Staff into the Heretic Staff. It gains the magical properties of the staff with the melee power of an iron sword.
The Alpha and Omega was a rough concept, but with your idea, you brought things into a better light, so I think I’ll add a little more. As with sand being connected with time, they are able to “reach” into time and grab any weapon they see fit. They could have a shockwave sand blast to keep foes off of them while not doing much damage. They live in the desert because they see sand as “holy soil”. They see any other clan as inferior because they couldn’t understand “The Power of the Sand”.
The Swarm/Host mob may actually have a use. So, if you kill a swarm, the drop swarm essence. If a Host is killed, they drop a broken gauntlet. If you take a gauntlet and surround it in swarm essence, it becomes a swarm gauntlet. The swarm gauntlet would have a limited amount of uses until the gauntlet reverts back to its broken state. It makes it so that killing the swarm has an actual use than just saying that they’re in the game because we need a hive enemy. The hives themselves could be broken to hive fragments, which when surrounding a swarm gauntlet turns it into a Hive Gauntlet. All it does is boosts the amount of uses the gauntlet has. The Actual Host has been revamped, so as said in the previous post that it creates a few hive blocks in a certain area. This idea I still like for the most part. The boss itself gets a major fix. Now, the boss has a chitin shell on its back to further create more swarm. However, I wanted the swarm itself to tie with the host so that it provides a unique experience. So, the Host does the usual bite, claw tooth and nail stuff due to its primitive nature. However, some attacks can be prevented for a little bit by hitting/shooting and exposed hive on its back. This will prevent it from doing any swarm based attack. But it also prevents a new feature being added. This boss can create a swarm of...swarms to cover itself and heal itself. It will generate about 15% or so of its health back. So taking out that exposed hive will temporarily stop these functions.
Now, as per custom of the end of these, I would like to say that...I’m not finished. I have many more ideas in mind, and with a better direction of things, I can at least add one new mob so far to the ever growing list:
The Sentinel:
In the credence of looking at some of the designs of The Legend of Zelda, I came across a few that stood out. I decided, well why not fuse them. So imagine the fusion of a darknut and a stalfos. That’s what it physically looks like. Attribute-wise, I took inspiration from that abhorrent game I’ve been playing, Dark Souls. So, as you know, skeletons in that game don’t go down easily. I decided to bring that element to this mob. The mob will turn red and do an animation that makes it look like it died, however it will get right back up and keep swinging. You kill it again, and this time it goes down for good.
Attack List:
Sword Slash
Bone Heave
Shield Bash
“Forge Wroughtnaut” was the name I was holding onto. I particularly liked the hammer and flame column attacks. Still, it’s a low priority mob.
I agree about the abyssal champion and cosmic snatcher. I can’t make any promises, but I’ll hold on to these ideas.
I think I can convey strength and speed with good effects and sound design. As a whole, though, the Gilgamesh mob isn’t exciting me too much. I’ll have to give it more thought.
I agree. The fiend wasn’t really working.
That’s a good choice for the cluster, but the mob as a whole isn’t really there. Tentacles that interact with the world and other mobs don’t really work in Minecraft. Having it drop meat feels like a excuse because nothing better comes to mind. Overall, I don’t think it’s what I’m looking for.
Well, now the corrupted and the afflicted don’t do anything special. I don’t think this one is going to work either...
I still don’t feel like an encounter with the glutton forms a cohesive experience. It doesn’t lend itself to unique thought or strategy and, while armor corroding attacks are a new idea, it still just boils down to a simple range and melee mob. I don’t think the design themes or mechanical themes are particularly strong or cohesive. Sorry, I’m going to have to turn this one down.
The new harbinger is a lot more appealing. What environment would be appropriate for such a mob, though?
When I think of time powers, I don’t think of the ability to procure weapons. The sand blast is okay, but why would they want to keep players away if they’re using mostly melee attacks? This isn’t quite right for them. I’m also not sure why there should be two of them; that decision would need to be justified mechanically. Think about what are some mechanics that ONLY a time/sand mage duo could implement, how will they work together to create the mob’s strategy, and what kind of strategy could players develop to beat them. It’s totally okay if you can’t think of anything; I’ll hold on to these and give them more thought, too.
I’m still not sold on the swarm. I don’t think it makes sense for an insectoid monster to drop a gauntlet. I’m having trouble understanding certain elements of your suggestion, too. The chitin shell creates more swarm? A “swarm of swarms”? I like the idea of having a hive structure built into the queen’s thorax, but I’m not seeing the rest of the design working.
So the sentinel is an armored skeleton that reanimates once after you kill it. But this doesn’t actually impact the fight itself; it’s still just a plain melee mob while you’re fighting it. Also, I don’t know what a “bone heave” is.
This is getting a little overwhelming, to be honest. Maybe we could dial back a bit and only suggest the best of the ideas you have? I think you can tell when an idea you share isn’t really working. You’ve given me plenty of interesting ideas already; don’t feel like you have to share every single idea you come up with.
It takes me months at a time to come up with a great mob design. Spitting out an idea each week will likely compromise quality.
NGL Mowzie, i wanna see how you would create a set of automatons...
Anyways, time for a mob suggestion. this one's been done nearly to death and i know you won't do it, but i may as well drop my version of it here. Unbound Enchanted Books
Spawn Rarely Underground
Drops: 1-2 Enchanted Paper Shreds
AI: A Pseudo-Flying Enchanted book that either attacks you at range or supports any nearby enemies. they can only contain one enchantment, and there is hardly any visual difference between them.
Different Books:
Binding
Shoots a constant beam at you, locking you in place. can do this for 10 seconds before stopping and recharging for 20 seconds. if hit during this state. the binding automatically stops.
Flame
Shoots a small flaming projectile at you, setting you on fire.
Punch
Gives Skeletons, Crossbow Pillagers and Unarmed Melee enemies a temporary knockback buff.
Sharpness
Gives Melee-Weapon Enemies a temporary damage buff.
Projectile Protection
Gives all nearby enemies a temporary 50% Damage Reduction from Projectiles.
All AIs: Will dash backwards if approached, and getting too close will have it produce a point-blank magic burst, sending you flying backwards.
On Death: On death, the cover folds back (aimed at the ground), and the standard galactic alphabet (enchant particles) appear and flow rapidly into the pages book. after about 7 seconds, it will slam shut into a enchanted explosion, dealing no block damage and either performing a final buff to all nearby enemies, or debuffing players at full strength. (For example, binding would be on for 10 seconds and unable to be interrupted) this causes the book to explode into paper/leather debris.
Enchanted Paper Shreds
The only drop from Unbound Enchanted Books.
Can be crafted into Enchanted Paper using 9 of them.
Craft the Enchanted Paper into a book using leather and three Enchanted Paper for a random medium-tier enchanted book. can also be a blank enchanted book, which has high enchantability.
Eh, I don’t think automatons would really fit. I always hate it when high fantasy works introduce robots.
This is a cool idea! It has been done similarly before, though. I’m not sure I’m interested in creating this, though, as there’s not much room for the sophisticated animations and modeling I enjoy so much.
Also, why not have it just drop the enchanted paper? Or even just drop the book directly? The extra crafting steps seem pointless to me.
The Meaning of Life, the Universe, and Everything.
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Hello! I have two ideas for desert mobs I made a while ago, and I would like to hear your opinion!
Cavictul (KAH-VICK-tul):
A worm-like creature resembling a cactus. When you get too close they will attack using the thorns (Which provides a Thorns effect) along their sides and their large jaws. They can also launch the thorns at you as well, but it's uncommon. To tell the difference between a Cavictul and a normal cactus, check the coloration, for Cavictuls are a blue-green color instead of just green.
Miraj (Like mirage):
A large, tan snake with arms (Not a snake person, just a snake with arms/front legs) with the ability to camouflage (Their yellow eyes are still visible though). They also have a poisonous bite, and have been known to steal weapons and use them.
Would it be possible to make a giant fish mob that eats you and you have to do stuff inside his stomach like Lord Jabu Jabu?
Dunno if you're a fan of adding new dimensions, but you could make a mini dimension for inside his stomach if you do use the idea.
When you venture into the roofed forests of the overworld, you may come across an egg. That's the Nadiel's egg. You need to protect it from Undead mob attacks. The egg needs 5 minutes to hatch. Once it's ready, you can click the egg and the nadiel will hatch from it. Because you protected him, he will give you an item or effect (not really sure at this point) that gives you nature magic. The nature energy from the item/effect will slowly be drained when you use abilities, but it doesn't regenerate overtime like the ice crystal. You can restore nature energy by going to the Nadiel and he will empower you again.
Some ability ideas.
-Rise Of Roots: (Right click the ground with an empty hand) The player calls roots from the ground to smack his enemies or wrap around them and send them flying in the air. You can call roots from grass (any type) or dirt (any type except mycelium).
-Leaf Storm: (Shift and hold right click) The player will gather leafs from trees around and create a vortex of leafs around him. Everything that gets close is damaged and knocked back. When the player releases right click, the leafs will be scatered in an arc, damaging anything. You cannot use this ability if there are no leafs around.
-Nature's Gift: (CTRL and right click) This ability has different effects based on who you target with it. If you cast Nature's gift on a tameable animal, it will tame it instantly. If you cast this on a tree, it will summon a Treant. They are powerful allies of nature and the player. If you target a player, he will become a "Druid" like you, but will only have the first 2 abilities. This can be casted anytime and anywhere as long as you have nature energy within you.
Yes, the missing eye idea works too. I would need some more thinking about it. I need to think how will the player get it. Finding it seems like a good option, but I don't think a chest is the place you will find an Undead dragon's missing eye.
It wouldn't add much imo, just a grottol that drops quartz. Adding a re-textured grottol that drops something else would lose the uniqueness of the grottol, but that's just my opinion
That's literally what it is, boomphobia. it's physically designed to be a quartz grottol. you'd be suprised how often people would rather not go exploring for the posh white stuff, and would rather just go kill something. alas, that isn't possible. something tells me this quartz boyo would be much more common than the diamond crab.
haha unoriginal signature go brr
I wasn't saying that a mob that drops quartz is bad, I was saying that a quartz version of a grottol is not so good. Grottols are already designed as a living diamond, adding more variations to it would ruin the uniqueness of the mob. Also adding mobs that drop resources, would ruin Minecraft's core mechanic of mining. The Grottol is an exception as diamonds are a rare mineral, but for something as common as quartz I don't see a reason to make a mob that drops it, just so the player can kill instead of mining to obtain a rather common mineral.
1: unless you're a builder or big redstoner, quartz is useless (unless modding)
2: it's not renewable, and people only skim the surface for the stuff due to naturally forming lava pools in the ground.
i do agree, it shouldn't be a grottol. it could easily be a cousin to it though.
haha unoriginal signature go brr
Again, I don't think adding a mob, that it's hole purpose is to drop quartz is a good idea. There are many rare minerals that could use a mob, so we make one for each? I don't think so. Imo Grottol should be the only mob that drops a mineral upon death. What I mean is, there shouldn't be more variations/similar mobs that just give you a material for killing it.
sorry if i ask, but what are the mobs in future development? And can i use some of the mobs like the naga, the lantern or the grottohl in a fiction i'm writing?
Pretty sure the next mob to come is The Sculptor and after might be The Stalker and/or The Phoben
thanks!
Sorry for the lack of response lately, everyone! When suggestions pile up, it gets harder and harder to do my big blast responses.
Let's see here...
I think I'd rather use some of the ideas for the rustmonger for the loose Forge Wroughtnaut concept I mentioned.
I'm not sure about these changes to the Abyssal Champion. It still seems inappropriately powerful for the mansion structure.
As for the architect, what do you mean by "It's going an eighth through it"? You mean it breaks the blocks? I have a pretty strict rule against mob griefing... I'm not sure I understand the name either but that can always change.
The changes to the amalgamate don't really resolve its issues. Sorry.
I'm not sure I understand what you mean by "scrawny" and "lengthy" in your description of the fiend. I don't feel that a large lanky figure with a leaping attack is interesting enough to warrant its addition. Sorry.
The cluster seems way too dangerous for a pack mob, and much more annoying than fun to encounter. Sorry, but it's not what I'm looking for.
I've had other suggestions for "infection" themed mobs. But I feel like players actually don't want this in their worlds. Eventually, they'll change all mobs into these infected mobs and strip the world of its variety.
The glutton kinda revolves around griefing blocks to stand out as a mob, no? Otherwise it's just a generic melee attacker.
I feel like these ideas drifted away from the atmosphere I'm going for with Mowzie's Mobs and have shifted towards a more horror-like genre. You're also suggesting a lot of "tooth and claws": mobs that, as simple beasts, can only attack players with melee attacks like biting or slashing. A mob encounter should be an experience, not just spam left-clicking things that look different.
This is kinda cool, but I'm not sure a serpent mob is possible yet. The planned nimbus drake will be my test for such a mechanic.
The idea of finding and interacting with a dragon skeleton appeals to me, but I don't think the connection with the book of the dead makes sense.
Hm, what if the dragon skeleton is missing one gemstone eye? Players might find or loot the other eye somewhere else in the world, and solve the puzzle by placing it in the skeleton. This could cause the reanimation you describe. The decay effect is kinda neat: I don't think we've seen a 'silencing' effect like that before.
Oh! My apologies, Your Majesty.
Ooh, more! Okay let's see.
Hm, I'm getting even more horror vibes from some of these. I'm going for a bit more of a 'romantic' fantasy (not the 'love' kind of romantic, but the romantic art movement emphasizing the glory, power, and beauty of nature.) Think The Legend of Zelda rather than Dark Souls.
I like the Cosmic Snatcher as an idea, but I'm not sure the swamp is the right place for it. I imagine swamps are very heavily drowned in plant, water, and maybe dark magic. This kind of arcane ethereal energy might work better in the end.
I don't feel that the Harbinger is unique enough to warrant its addition. I'm not interested in adding a more powerful spider, even if it looks cooler.
Alpha and Omega have something interesting going on. Not sure what the sand theme has to do with their role as the 'beginning and end'. Ah, this gave me an idea, though; hourglasses really tie these two themes together. They could utilize a magic hourglass in the encounter somehow as a weapon or mechanic. Will need to give this more thought.
I've also gotten a lot of requests for "hive" mobs like the swarm you've described. I'm not opposed to the core concept, but the issue is that I don't feel that the individual mobs making up the Swarm do anything particularly interesting. It needs to be more than just a reskin of a mob-spawner dungeon.
Sorry I had to turn so many of these down. I hope you don't feel discouraged.
I suppose I agree that in its current state, the name doesn't make direct sense. It's a bit interesting though.
I would like to counter your last request here, though. I really don't need detailed descriptions of abilities and attacks. In fact, I find that the most interesting and effective mob suggestions I've received have been just a couple sentences describing its design and an overview of what the encounter would be like as a gameplay experience.
I don't plan to. I don't really see why it should. Is there a particular interaction you had in mind?
"MH" meaning Monster Hunter? Thanks!
Sorry, but I really don't see the point. The grottol is design to be a rare overworld diamond crab. Adding variations in other places in Minecraft would detract from the uniqueness of the original grottol. If you can also find them in the nether, finding them in the overworld becomes less special. In a way, it kinda works against variety, by making the nether and the overworld even more similar.
Future plans are listed in the original post under the "Plans" spoiler. You may use them, as long as you do not earn any profit from the fiction and you credit me and my mod wherever you publish it.
NGL Mowzie, i wanna see how you would create a set of automatons...
Anyways, time for a mob suggestion. this one's been done nearly to death and i know you won't do it, but i may as well drop my version of it here.
Unbound Enchanted Books
Spawn Rarely Underground
Drops: 1-2 Enchanted Paper Shreds
AI: A Pseudo-Flying Enchanted book that either attacks you at range or supports any nearby enemies. they can only contain one enchantment, and there is hardly any visual difference between them.
Different Books:
Binding
Shoots a constant beam at you, locking you in place. can do this for 10 seconds before stopping and recharging for 20 seconds. if hit during this state. the binding automatically stops.
Flame
Shoots a small flaming projectile at you, setting you on fire.
Punch
Gives Skeletons, Crossbow Pillagers and Unarmed Melee enemies a temporary knockback buff.
Sharpness
Gives Melee-Weapon Enemies a temporary damage buff.
Projectile Protection
Gives all nearby enemies a temporary 50% Damage Reduction from Projectiles.
All AIs: Will dash backwards if approached, and getting too close will have it produce a point-blank magic burst, sending you flying backwards.
On Death: On death, the cover folds back (aimed at the ground), and the standard galactic alphabet (enchant particles) appear and flow rapidly into the pages book. after about 7 seconds, it will slam shut into a enchanted explosion, dealing no block damage and either performing a final buff to all nearby enemies, or debuffing players at full strength. (For example, binding would be on for 10 seconds and unable to be interrupted) this causes the book to explode into paper/leather debris.
Enchanted Paper Shreds
The only drop from Unbound Enchanted Books.
Can be crafted into Enchanted Paper using 9 of them.
Craft the Enchanted Paper into a book using leather and three Enchanted Paper for a random medium-tier enchanted book. can also be a blank enchanted book, which has high enchantability.
haha unoriginal signature go brr
Ooh. Finding an item to complete the Undead dragon? Sound really cool. Maybe when you click the skeleton dragon, a message pops up saying that the Heart Of Darkness (or any other name) is missing. The heart could be found in dungeon, stronghold, nether etc chests. When you right-click the skeleton dragon with the heart, it appears on the dragon's ribcage and radiates dark energy. Then the dragon rises and plays an awakening animation.
Thank you for responding. I do. Not feel discouraged, if anything I feel enlightened. I did not know you were leaning towards that style that fits romantic fantasy as opposed to a darker fantasy. Doesn’t help that while giving you the list I was binging Dark Souls like a mad man, but today I’ll correct my mistakes.
First Off, we got the Rust Demon. As much as I tried to work with him, he maybe fit for being rehashed into the Rust Ferrous. However, some of his traits could still be used.
The Abyssal Champion might be another mob fit for the End along with the Cosmic Snatcher.
For the Architect...honestly, I don’t know what that word was, however, bringing up the amount of blocks it could go through, it could be safe to say that if it hits a wall it can go through, 1-2 blocks might be good. It’s not so that it can break blocks, but it’s to add to the idea that the strength and speed of that attack is insane, albeit easy to dodge.
The Amalgamate has taken some time to be redesigned...and my god, I think you’re gonna love it. So, instead of some horrid abomination, what if it’s two knights that basically share the same legs, being fused back to back. Their attacks revolve spinning and such. That’s if they’re both conscious. If one were to be knocked out for a bit, the other would target you and use “special” attacks and vice versa.
The Fiend? Scrap it. Just scrap it.
The Cluster? Renamed Gilgamesh and bring it down as a territorial mob.
The Corruption and Afflicted do not infect/corrupt. The Corruption is End exclusive and the Afflicted is Overworld exclusive. Think of the Afflicted as being remnants of the corruption. These guys are the only connection to the Corruption, and therefore just wander aimlessly.
The Glutton has gained 2 new attacks to sort of defend itself/reach the goal of getting the player. As a defense mechanism, the Glutton will curl up and release a cloud of poison. If the player is farther away than expected and/or simply can’t reach them, it will spew a corrosive bile that wears away armor, the other idea being it works as a ranged poison. Also it’s ability to swim through lava has been revoked along with the tunneling feature.
The Harbinger is totally redesigned, not even being a spider-like creature. It is now a more traditional samael goat demon in appearance. These guys are like a fusion between a pyromancer and a sorcerer...The weapons it wields are a staff with a broken rune on the head and a dagger. When killed it will drop said staff and dagger. However, there’s a catch. The damage dealt with this staff will be considerably weak, and there is a way to buff the staff. If you get four staffs and four daggers and place red stone in the middle, you upgrade the Harbinger Staff into the Heretic Staff. It gains the magical properties of the staff with the melee power of an iron sword.
The Alpha and Omega was a rough concept, but with your idea, you brought things into a better light, so I think I’ll add a little more. As with sand being connected with time, they are able to “reach” into time and grab any weapon they see fit. They could have a shockwave sand blast to keep foes off of them while not doing much damage. They live in the desert because they see sand as “holy soil”. They see any other clan as inferior because they couldn’t understand “The Power of the Sand”.
The Swarm/Host mob may actually have a use. So, if you kill a swarm, the drop swarm essence. If a Host is killed, they drop a broken gauntlet. If you take a gauntlet and surround it in swarm essence, it becomes a swarm gauntlet. The swarm gauntlet would have a limited amount of uses until the gauntlet reverts back to its broken state. It makes it so that killing the swarm has an actual use than just saying that they’re in the game because we need a hive enemy. The hives themselves could be broken to hive fragments, which when surrounding a swarm gauntlet turns it into a Hive Gauntlet. All it does is boosts the amount of uses the gauntlet has. The Actual Host has been revamped, so as said in the previous post that it creates a few hive blocks in a certain area. This idea I still like for the most part. The boss itself gets a major fix. Now, the boss has a chitin shell on its back to further create more swarm. However, I wanted the swarm itself to tie with the host so that it provides a unique experience. So, the Host does the usual bite, claw tooth and nail stuff due to its primitive nature. However, some attacks can be prevented for a little bit by hitting/shooting and exposed hive on its back. This will prevent it from doing any swarm based attack. But it also prevents a new feature being added. This boss can create a swarm of...swarms to cover itself and heal itself. It will generate about 15% or so of its health back. So taking out that exposed hive will temporarily stop these functions.
Now, as per custom of the end of these, I would like to say that...I’m not finished. I have many more ideas in mind, and with a better direction of things, I can at least add one new mob so far to the ever growing list:
The Sentinel:
In the credence of looking at some of the designs of The Legend of Zelda, I came across a few that stood out. I decided, well why not fuse them. So imagine the fusion of a darknut and a stalfos. That’s what it physically looks like. Attribute-wise, I took inspiration from that abhorrent game I’ve been playing, Dark Souls. So, as you know, skeletons in that game don’t go down easily. I decided to bring that element to this mob. The mob will turn red and do an animation that makes it look like it died, however it will get right back up and keep swinging. You kill it again, and this time it goes down for good.
Attack List:
Sword Slash
Bone Heave
Shield Bash
The Alpha and Omega idea seems better connected now, but I have a question. Wouldn't there be 2 types of mobs in your sand clan? Alpha and Omega? Both combining their abilities? That's how I see the idea given the name Alpha and Omega
Hm, I would really prefer a visual hint rather than a direct message. Like one eye is missing; a smart player would think to go searching for the other eye, even without the game telling them to.
“Forge Wroughtnaut” was the name I was holding onto. I particularly liked the hammer and flame column attacks. Still, it’s a low priority mob.
I agree about the abyssal champion and cosmic snatcher. I can’t make any promises, but I’ll hold on to these ideas.
I think I can convey strength and speed with good effects and sound design. As a whole, though, the Gilgamesh mob isn’t exciting me too much. I’ll have to give it more thought.
I agree. The fiend wasn’t really working.
That’s a good choice for the cluster, but the mob as a whole isn’t really there. Tentacles that interact with the world and other mobs don’t really work in Minecraft. Having it drop meat feels like a excuse because nothing better comes to mind. Overall, I don’t think it’s what I’m looking for.
Well, now the corrupted and the afflicted don’t do anything special. I don’t think this one is going to work either...
I still don’t feel like an encounter with the glutton forms a cohesive experience. It doesn’t lend itself to unique thought or strategy and, while armor corroding attacks are a new idea, it still just boils down to a simple range and melee mob. I don’t think the design themes or mechanical themes are particularly strong or cohesive. Sorry, I’m going to have to turn this one down.
The new harbinger is a lot more appealing. What environment would be appropriate for such a mob, though?
When I think of time powers, I don’t think of the ability to procure weapons. The sand blast is okay, but why would they want to keep players away if they’re using mostly melee attacks? This isn’t quite right for them. I’m also not sure why there should be two of them; that decision would need to be justified mechanically. Think about what are some mechanics that ONLY a time/sand mage duo could implement, how will they work together to create the mob’s strategy, and what kind of strategy could players develop to beat them. It’s totally okay if you can’t think of anything; I’ll hold on to these and give them more thought, too.
I’m still not sold on the swarm. I don’t think it makes sense for an insectoid monster to drop a gauntlet. I’m having trouble understanding certain elements of your suggestion, too. The chitin shell creates more swarm? A “swarm of swarms”? I like the idea of having a hive structure built into the queen’s thorax, but I’m not seeing the rest of the design working.
So the sentinel is an armored skeleton that reanimates once after you kill it. But this doesn’t actually impact the fight itself; it’s still just a plain melee mob while you’re fighting it. Also, I don’t know what a “bone heave” is.
This is getting a little overwhelming, to be honest. Maybe we could dial back a bit and only suggest the best of the ideas you have? I think you can tell when an idea you share isn’t really working. You’ve given me plenty of interesting ideas already; don’t feel like you have to share every single idea you come up with.
It takes me months at a time to come up with a great mob design. Spitting out an idea each week will likely compromise quality.
Eh, I don’t think automatons would really fit. I always hate it when high fantasy works introduce robots.
This is a cool idea! It has been done similarly before, though. I’m not sure I’m interested in creating this, though, as there’s not much room for the sophisticated animations and modeling I enjoy so much.
Also, why not have it just drop the enchanted paper? Or even just drop the book directly? The extra crafting steps seem pointless to me.
Hello! I have two ideas for desert mobs I made a while ago, and I would like to hear your opinion!
Cavictul (KAH-VICK-tul):
A worm-like creature resembling a cactus. When you get too close they will attack using the thorns (Which provides a Thorns effect) along their sides and their large jaws. They can also launch the thorns at you as well, but it's uncommon. To tell the difference between a Cavictul and a normal cactus, check the coloration, for Cavictuls are a blue-green color instead of just green.
Miraj (Like mirage):
A large, tan snake with arms (Not a snake person, just a snake with arms/front legs) with the ability to camouflage (Their yellow eyes are still visible though). They also have a poisonous bite, and have been known to steal weapons and use them.
Please tell me what you think!
Would it be possible to make a giant fish mob that eats you and you have to do stuff inside his stomach like Lord Jabu Jabu?
Dunno if you're a fan of adding new dimensions, but you could make a mini dimension for inside his stomach if you do use the idea.
I will be using this mod in a forge mod pack soon
The Nadiel.
When you venture into the roofed forests of the overworld, you may come across an egg. That's the Nadiel's egg. You need to protect it from Undead mob attacks. The egg needs 5 minutes to hatch. Once it's ready, you can click the egg and the nadiel will hatch from it. Because you protected him, he will give you an item or effect (not really sure at this point) that gives you nature magic. The nature energy from the item/effect will slowly be drained when you use abilities, but it doesn't regenerate overtime like the ice crystal. You can restore nature energy by going to the Nadiel and he will empower you again.
Some ability ideas.
-Rise Of Roots: (Right click the ground with an empty hand) The player calls roots from the ground to smack his enemies or wrap around them and send them flying in the air. You can call roots from grass (any type) or dirt (any type except mycelium).
-Leaf Storm: (Shift and hold right click) The player will gather leafs from trees around and create a vortex of leafs around him. Everything that gets close is damaged and knocked back. When the player releases right click, the leafs will be scatered in an arc, damaging anything. You cannot use this ability if there are no leafs around.
-Nature's Gift: (CTRL and right click) This ability has different effects based on who you target with it. If you cast Nature's gift on a tameable animal, it will tame it instantly. If you cast this on a tree, it will summon a Treant. They are powerful allies of nature and the player. If you target a player, he will become a "Druid" like you, but will only have the first 2 abilities. This can be casted anytime and anywhere as long as you have nature energy within you.
Yes, the missing eye idea works too. I would need some more thinking about it. I need to think how will the player get it. Finding it seems like a good option, but I don't think a chest is the place you will find an Undead dragon's missing eye.
I like your idea, but I'm pretty sure Mowzie has a nature magic thing planned.
Maybe you could find the Eye in a stronghold, or maybe a new structure.