Category:Mobs

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==Introduction==
 
==Introduction==
Hack/Mine makes several changes to the way mobs function in Minecraft. Primarily, they spawn in much greater numbers at all times of the day, and no longer knock the player back (notwithstanding explosions, Bosses, and and certain Rare Spawns). Additionally, undead mobs no longer catch fire in daylight; this is a temporary measure to increase the variety of monsters. Like all living entities, mobs have randomly generated stats based on their level.
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Hack/Mine makes several changes to the way mobs function in Minecraft. Although they still spawn only at night or in caves, they never despawn unless they are killed, and no longer knock the player back (notwithstanding explosions, Bosses, and and certain Rare Spawns). Additionally, undead mobs no longer catch fire in daylight; this is a temporary measure to increase the variety of monsters. Like all living entities, mobs have randomly generated stats based on their level.
  
 
For future plans of mobs and the game, see the [[Future Plans]] page.
 
For future plans of mobs and the game, see the [[Future Plans]] page.

Revision as of 02:39, 8 June 2013

Contents

Introduction

Hack/Mine makes several changes to the way mobs function in Minecraft. Although they still spawn only at night or in caves, they never despawn unless they are killed, and no longer knock the player back (notwithstanding explosions, Bosses, and and certain Rare Spawns). Additionally, undead mobs no longer catch fire in daylight; this is a temporary measure to increase the variety of monsters. Like all living entities, mobs have randomly generated stats based on their level.

For future plans of mobs and the game, see the Future Plans page.

There are currently 9 additional mobs in Hack/Mine. They include Nagas, Giant Rats, Raptors, Wizards, Dire Chickens, Scorpions, Elemental Slimes, Orc Archers and Roflcondas.

Area-Mob Compositions

Each Area in Hack/Mine features a random composition of mobs. Two of the mobs selected are melee mobs, whereas one is "special." For now, "special" boils down to ranged and explosive mobs. Additionally, there is a set of global mobs that spawn infrequently throughout the entire game world (currently limited to Elemental Slimes). In the future, Areas will select mobs intelligently, picking undead for evil areas, insects for "infested" areas, snake-like mobs for "slithering" areas, etc (implementing this is trivial, it's just that Frizzil needs more mobs!)

Collection of Rare Mobs. Whovian21 (talk) 17:11, 26 October 2012 (MST)

Rare Spawns

Rare Spawns are special mobs with randomly generated names, colors, and increased stats. When determining a name, the game selects a prefix, suffix, and optional title. For example, "Puke," "Rend," and "the Destroyer" combine to make "Pukerend the Destroyer." There are currently several thousand possible names, with more to come. In the near future, Rare Spawns will feature magical properties, from changes to auxillary stats (knockback, movement speed, etc) to spell casting abilities (casting Leash on nearby players, emitting Charged Bolts on hit, etc).

Boss Mobs

Coming in the near future. They will be present in Dungeons, and also somewhat rarely in the overworld. They will be somewhat difficult and will require skill to defeat.

There will also be "Ubermobs," unique to each Area generated in the game. These will be much more difficult than normal bosses and feature alignment and diplomacy mechanics. Defeating one will be a huge accomplishment for any group skilled enough to handle it. Ubermobs are more of a long term objective, but have been planned from the very beginning. Planned Ubermobs include Liches, Dragons, Giants, local Monarchs, and more.

Pages in category "Mobs"

The following 10 pages are in this category, out of 10 total.

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