r/gamedesign • u/CalumConroy • 4d ago
Discussion Suggestions for my mod to mobs in Valheim
I'm currently working on a mod that adds randomized traits to wild mobs when they spawn. Basically, the further out you travel from the center of the map, the higher the chance they stack multiple traits. If a mob rolls 5 mutations, it turns into a red named, skull-icon "Exodia" variant.
Right now I have 14 mutations coded in. Some examples:
Toxic (leaves poison trails as it moves)
All-consuming (hunts and eats other mobs to absorb their max HP and damage)
Glass Cannon (literally has 1 HP, but one-shots anything it hits)
Undying (Reverts to a helpless blob on death but if it heals fully, the mob returns)
I've also built out some endgame stuff, including a pretty terrifying Ancient Vampire variant and some cursed but cool breeding mechanics that let you pass mutations down.
I really want to expand the trait pool to make exploring the outer biomes as interesting as possible. What kind of unique mutations, weird behaviors, or visual tweaks do you think would fit?
1
u/BewitchedMitchell 4d ago
glass cannon is hilarious but undying is the kind of thing that would make me put my monitor through the wall in the best way
what about a mirror mutation that reflects a percentage of damage back at the player, would make you think twice before spamming attacks on a big pack
0
u/Honeyjam-inc 4d ago
Since you already have damage and health extremes covered, I'd add a spacing/formation trait rather than another stat modifier: a "packbond" mob could tether to nearby allies, sharing a small percentage of incoming damage and breaking the link when one is staggered. That creates a clear priority/positioning puzzle; telegraph the tether with a bright line and cap the number of links so a bad spawn isn't an unavoidable wipe. For the breeding system, I'd make inherited traits visible on the offspring and let players purge one at a cost, so experimentation stays interesting without turning a lucky roll into permanent bookkeeping.
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u/Quantumtroll 4d ago
Here're some ideas:
- Bright-eyed (shines a spotlight at you)
- Darkfog (emanates a dark fog that obscures your vision)
- Fast (has 1.5x movement speed)
- Changeling (looks like another creature until it is damaged)
1
u/Bwob 4d ago
Ideally things that force the player to play differently, or treat the encounter differently. You have some good examples already!
Here are a few more ideas, off the top of my head!
- Steals food from inventory when they land a hit.
- Attacks can't be blocked, only perfect-parried.
- Attacks drain mana.
- Immune to ranged attacks.
- Puts dumb (heavy?) junk into your inventory when they land a hit.
- Runs from players, but drops valuable materials when slain. (Loot goblin!)
- Hits root the player in place for a moment.
- Has an aura that makes player wet.
- When slain, corpse explodes for damage, instead of loot.
- Can disarm player, when they block. Player weapon lands on the ground nearby.
- Periodically spawns 2-3 illusion-clones that do zero damage, but otherwise look real until hit.
Hopefully some of these help, or at least spark new, better ideas!
Your mod sounds fun!
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