New Content - Implemented Monsters in the Mer-kin Deepcity

Darzil

Developer
Normal Monsters

Mer-kin juicer Atk: 780 Def: 650 HP: 900 P: mer-kin Mer-kin dragbelt (0) Mer-kin ragejuice (0)
Mer-kin poseur Atk: 720 Def: 750 HP: 750 P: mer-kin Mer-kin fitbrine (0) Mer-kin gutgirdle (0)
Mer-kin trainer Atk: 750 Def: 700 HP: 800 P: mer-kin Mer-kin strongjuice (0) Mer-kin stopwatch (0)
Georgepaul, the Balldodger Atk: 1200 Def: 1150 HP: 1400 P: mer-kin
Johnringo, the Netdragger Atk: 1250 Def: 1200 HP: 1500 P: mer-kin
Ringogeorge, the Bladeswitcher Att: 1300 Def: 1250 HP: 1600 P: mer-kin
Mer-kin teacher Atk: 600 Def: 700 HP: 700 P: mer-kin Mer-kin lipstick (0) Mer-kin bunwig (0) Mer-kin hallpass (0)
Mer-kin punisher Atk: 700 Def: 600 HP: 800 P: mer-kin Mer-kin mouthsoap (0) Mer-kin finpaddle (0) Mer-kin hallpass (0)
Mer-kin monitor Atk: 650 Def: 650 HP: 750 P: mer-kin Mer-kin cheatsheet (0) Mer-kin eyeglasses (0) Mer-kin hallpass (0)
Mer-kin specter Atk: 750 Def: 600 HP: 600 P: undead
Mer-kin researcher Atk: 800 Def: 750 HP: 900 P: mer-kin Mer-kin healscroll (0) Mer-kin killscroll (0) Mer-kin darkbook (0)
Mer-kin drifter Atk: 850 Def: 800 HP: 1000 P: mer-kin Mer-kin knucklebone (0) Mer-kin begsign (0) Mer-kin cooljuice (0)
Mer-kin alphabetizer Atk: 750 Def: 800 HP: 900 P: mer-kin Mer-kin smartjuice (0) Mer-kin worktea (0)

Scaling by Round Monsters

Mer-kin balldodger, Mer-kin netdragger, Mer-kin bladeswitcher

Att 790 + Round No x 30
Def 740 + Round No x 30
HP 700 + Round No x 50
P: mer-kin

I think, that's assuming my +ML affects them, and that the stats I saw from round 8-12 follow the same progression from 1-7. What I actually saw was :
Round 8 - 1050 att, 1000 Def, 1120 HP (+20 ML) netdragger
Round 9 - 1080 Att, 1030 Def, 1170 HP (+20 ML) bladeswitcher
Round 10 - 1110 Att, 1060 Def, 1220 HP (+20 ML) balldodger
Round 11 - 1140 Att, 1090 Def, 1270 HP (+20 ML) netdragger
Round 12 - 1170 Att, 1120 Def, 1320 HP (+20 ML) bladeswitcher

Outfits

Crappy Mer-kin Disguise (crappy Mer-kin mask + crappy Mer-kin tailpiece), bonus +30 Mus, +30 Myst, +30 Mox
Mer-kin Gladiatorial Gear (Mer-kin gladiator mask + Mer-kin gladiator tailpiece), bonus +3% chance of Critical Hit
Mer-kin Scholar's Vestments (Mer-kin scholar mask + Mer-kin scholar tailpiece), bonus +10% chance of Spell Critical Hit
 
Last edited:

Yendor

Member
The specter is undead. The Colosseum monsters are (surprise!) mer-kin. The wild seahorse in the Corral is a fish.
 

Darzil

Developer
The Caliginous Abyss - adventure.php?snarfblat=337

Peanut Atk: 650 Def: 700 HP: 1200 peanut sauce (0)
school of many Atk: 625 Def: 600 HP: 20000 rough fish scale (0) rough fish scale (0) dull fish scale (0) dull fish scale (0) jagged tooth (0) jagged tooth (0)
eye in the darkness Atk: 600 Def: 650 HP: 700 black tear (0)
slithering thing Atk: 600 Def: 675 HP: 700 grisly shell fragment (0) grisly shell fragment (0)
 

slyz

Developer
Thanks again, Darzil. Most of this was added in r12032.

I haven't added any choice adventure spoilers yet, and I'm not sure how to handle the Round N° scaling.

I guess the scaling should be handled in FightRequest, by adding +30 Atk/Def and +50 hp at the beginning of each round.

I want to make a "Deepcity" zone for the Mer-Kin Deepcity adventure locations, but that means refactoring a bit everything that checks whether you are adventuring in "The Sea".

One easy solution would be to create
PHP:
boolean isUnderwater( KoLAdventure location)
boolean isUnderwater( String location )
that returns true if the location's parent zone is The Sea.

It could replace every "if ( zone.equals( "The Sea" ) )".
 

Winterbay

Active member
The radio show indicated that there is some kind of trick that can be used as well. I've not been down there myself yet (awaiting it being fully rolled out so I can do more Jarlsberg runs) but that sounds like something they would do.
 

Darzil

Developer
The radio show indicated that there is some kind of trick that can be used as well. I've not been down there myself yet (awaiting it being fully rolled out so I can do more Jarlsberg runs) but that sounds like something they would do.

The trick is that you can block the special attacks of each by using the correct weapon against them (they appear in strict rotation, and you can keep trying anyway til you kill them), having trained the three skills first, and then using the appropriate skill at the appropriate time. You'd probably have to be quite well buffed to beat them without being able to use this or staggers.
 

xKiv

Active member
You'd probably have to be quite well buffed to beat them without being able to use this or staggers.

I thought it was more about luck than just being buffed, but having more than +100% muscle (as character attacking with LTS) helped (because one of the "tricks" does -100% muscle)
Also, it appeared that the gladiators (even non-boss ones) randomly got stuck in a "immune to all damage" mode. And not just from the reflecting thing, although that also seemed to get stuck forever.
 

Darzil

Developer
Shub-Jigguwatt, Elder God of Violence - 4000 Att, 4000 Def, 10000 HP - drops Instant Karma and an item that depends on class and path.

As DB on Gladiator path :
--------------------
4301 Pigsticker of Violence 381177201 vio_knife.gif weapon 0
Pigsticker of Violence 200 Mox: 125 1-handed knife
# Pigsticker of Violence: +10% Chance of Critical Hit
# Pigsticker of Violence: Lets you stab opponents as they fail to attack you
Pigsticker of Violence HP Regen Min: 20, HP Regen Max: 30, Weapon Damage Percent: +60
--------------------
 

xKiv

Active member
Shub-Jigguwatt, Elder God of Violence - 4000 Att, 4000 Def, 10000 HP - drops Instant Karma and an item that depends on class and path.
Doesn't the other path (scholar) gets a completely different boss (Yog-urt)?
 

lostcalpolydude

Developer
Staff member
I'm sure I didn't do 10000 damage to that boss to kill it, despite its Manuel entry. Maybe when someone goes back into the fight they can report how much HP that boss actually has.
 

mstieler

Member
Doesn't the other path (scholar) gets a completely different boss (Yog-urt)?

Correct. Yog-Urt has 400 atk, 400 def, 750 hp, but is a semi-complex fight (think Shadow + multiple Nemesii :D), and as a Sauceror, dropped Instant KArma and
--------------------
4306 Pantaloons of Hatred 887069787 hate_pants.gif pants 0
Pantaloons of Hatred 200 Mys: 125
# Pantaloons of Hatred: Reduce enemy defense by 10%
# Pantaloons of Hatred: Generates a lot of static electricity
Pantaloons of Hatred Adventures: +4, Spell Damage Percent: +60
--------------------

The equip gives the following as a combat skill:
<option value="7156" picurl="hate_pants" >Static Shock (0 Mana Points)</option>
Effect restores MP & staggers

Also, I have a feeling that once someone goes to fight a boss they've previously Manuel'd the numbers will be different. It's also possible some combat effects altered things.
 

Darzil

Developer
I'm sure I didn't do 10000 damage to that boss to kill it, despite its Manuel entry. Maybe when someone goes back into the fight they can report how much HP that boss actually has.

Just checked and I didn't either. Mine had between 7383 and 7997 hits (died after 7997 damage, was alive at 7382).
 
Top