07-20-2014 UPDATE: New version 1.2.2 is now available (the file name is the same, so you can overwrite the existing zip file if you already have it) or just subscribe to the version on Steam to get future updates automatically. This version includes the Toupee, Kobro, Goop, Roamer, and Skull Golem monsters, 7 optional mini-basses, and over 120 new rooms and items. Background: The Monstrous Megapack is one man's attempt to create an entirely user-designed ubermod that introduces a whole slew of monsters, items, artifacts, and specially designed rooms/objects to the game. My goal is to create something as close to an official expansion pack as possible. I'll be using this thread to post status updates, collect ideas and feedback, and plead for help whenever I get stuck. I'm also hoping I can convince several of you to help me playtest the early versions of this mod as they become available, since making monsters and keeping everything balanced is probably going to take some trial and error. Now, without further adieu, lets meet the stars of your modpack: Monsters: #1 Toupee Making use of the halo effect, this creature has two states-- Head-down has higher defense/lower attack, eyeball-out has higher attack/lower defense. Since the halo effect doesn't pay attention to which way the monster is facing, and doesn't use the same pallet tinting, I've had to make the eyeball constantly rotate so it looks the same regardless of which way it's facing. #2 Kobro As you can plainly see, this is a snake creature. Different subspecies will have different abilities. #3 Egger Scrapped because it was causing crashes. The original plan was to have an immovable egg enemy that took a couple of turns to hatch and spawn a Kobro... assuming you didn't destroy the egg first. I'm not quite sure what the game didn't like about this particular monster, but I'm guessing it was the 100% cast percentage that I was using to keep it immobile. I've subsequently reused the artwork for a custombreakable Kobro Egg object in 1.0.6. #3 Skull Golem A lumbering skull golem thing that occasionally lobs smaller skull creatures at you. This is basically a missile attack with animation that looks exactly like the snapping skull that casts summonmonster upon impact. #4 Snapping Skull These are the "offspring" of the skull golem, spawned after a successful hit by its skull "missile." They aren't too powerful, roughly the same toughness as a 1st floor diggle, and I've got a limit in place so that no more than 4 of them can be spawned at any time, since I'd hate for the player to get mobbed. As of right now, the same "basic" skull spawns, regardless of what level you're on. I may go back and tweak that later, so they still pose a slight threat to high level characters. #5 Goop Goops are slimy blobs of ectoplasm that leave behind sticky slime trails when they move. (which causes a minor debuff to the player if he/she steps in it) Like their more famous big brother from the Steve McQueen movie, they primarily do asphyxiative damage, and are vulnerable to hyperborean and blasting damage. I mainly created these guys because I wanted to create a special "Pac Man" themed room, which would still be playable for characters who didn't have Wights from the first expansion pack. (The edible Power Pellet item I created now works on both Goops and Wights) I tried to make them looks superficially like the Pac Man ghosts, but still distinct enough that it'll come as a surprise when the player encounters the special room on level 4 and spots a Red, Cyan, Pink, and Orange one lurking in the center of the maze. #6 Roamer A floating boxy robot that patrols the dungeon, vaporizing all imperfections. Vulnerable to existential damage. It has a high spell percentage and aggression, meaning that it will happily sit there and blast the player with ranged spells, given the opportunity. #7+ Elemental Vortex, Mimic, ??? Now that the core group of new monsters are done, I may end up creating a few more, depending on how much of a bitch it is to animate, code, and/or balance them. Since the animation is the most time consuming part, if I do any others, they'll probably be simpler designs, like a sentient elemental vortex (just a big swirly funnel cloud that looks the same from each side), a mimic that uses the existing chest animation, or a Fantasia-style walking broom (because hey... evil broom). I'm still open to any suggestions, but are far more likely to take on ones which don't seem like they'll require that much work to pull off. New Dungeon Rooms, Midbosses & Event Rooms I'm currently in the process of expanding the dungeon itself, as well as creating a number of special Event Rooms, some of which provide unique artifacts or challenges, and others which would essentially be optional midbosses (though there's no way to guarantee a 100% show rate on their assigned level.) Currently in implementation are: All Floors - Bathrooms/Washrooms - Contain one-time use sinks that can clean away debuffs. Multiple Floors - Kobro Hatcheries - Contain breakable eggs that may contain enemy Kobros or a tasty omelet treat. Floor 1 - Raiders Trap Room - Someone left this golden idol just laying around in an empty unguarded room. What's the worst that can happen? Floors 3 & 13 - Mad Computer Room (Optional Midboss) - Insert the program disks in the right order and the computer blows up revealing a unique artifact. Insert them in the wrong order, and the disks get spit out and a horde of pissed off AI are summoned. The combo is randomized with each playthrough, so no cheating! Floor 3 - Pac Man room - I couldn't get single gold coins to work, so the smaller pellets simply restore 1HP. The larger power pellets are a consumable that causes a short-lived fear reaction in all nearby goops and wights, and allows you to kill them in 1 hit, provided you can corner them. Multiple floors - Mine Cart Rooms - There are currently 3 versions in rotation. Use the lever and the mine cart will rocket down the track, damaging (and temporarily stunning) anything in it's path. Floor 6 & 14 - Stink Gardens - Fenced in patches of dirt that slowly grow mushrooms, but are also plagued with random plumes of noxious gasses. Players must weigh the risks of taking damage and suffering a negative debuff in exchange for wading in far enough to grab a few handfuls of useful fungi. The Dredmor Family, four optional mini-bosses, each with a uniquely themed room and secret access point (so you won't randomly stumble onto them and get your ass kicked). Defeat them, and gain fabulously powerful artifacts: Dredmom - Torture Room Dadmor - Stench Garden Dredmiss - Dojo Dratmor - Zoo Floor 11 optional mini-boss: Vitriol the Dredmorian (A haunted painting that curses you, and then summons slimes from a grate in the floor) Monster Bedrooms and Barracks (with the all important bunk beds and closets) Early bedroom iterations have the same number of monsters spawned as beds, while the late game monster barracks have multiple hordes (but a chance for useful items if you can fight your way through to the closet). Lots of new Statues and Fountains, (keepin' the dungeon classy) Wizard Galleries (I've created 74 new wizard portraits so far, and angled passageways in which to display them. As of 1.0.6 there are unique variants for every single dungeon level) Curtains, Banners, Tapestries (these are tearable, and useful for making a room more ostentatious... and occasionally hiding secret passageways) Ambush sites (If you see a suspiciously empty room with a narrow bridge spanning a river, watch out. You may get jumped.) Wheelbarrows (The conveyance of choice for intoxicated wizards) Lord Dredmor's secret lab. (with obligatory Interocitor) Wizard's Pubs 4 so far, but there will likely be at least 6. Each with a different layout and theme.