08-07-2021, 10:43 AM
Mob Devlog #1
Written by Iyoforeayo
You probably saw in Dungeon Devlog #1 that dungeon mobs have been completely reworked - but it isn’t just mobs in dungeons that are brand new! Overworld mobs have been reworked from the ground up as well, in order to utilize more interesting mechanics and provide more varied PVE combat.
Under the old system, Atlas only had one type of “harder-than-normal” overworld mob, which we (uncreatively) referred to as Mythic Mobs. Most were random world spawns, and shared similar spawn rates and Mythic Loot drop rates. Of course there were a few varied quest mobs and world bosses, but those were rare encounters (and in the case of the old world boss spawn rate, far too rare.)
So what exactly is changing with mobs?
New Mob Tiers
Similar to how items will now have a rarity tier, overworld mobs will also have different tiers. Think of normal vanilla mobs as “common” tier, with the following 3 categories being uncommon, rare, and legendary.
Elite Mobs
Elite Mobs will largely consist of the random world spawns that previously existed on Atlas. Biome-specific mobs like Purelaker Rogues and Rebel Warlords, who are stronger than normal and have unique skills, but should be easily soloable by the average player.
Even though a lot of the old Mythic Mobs are returning in this tier, the mobs themselves have been completely reworked with true threat AI (I’ll get into this later) and new abilities. Take the new Purelaker Rogue for example:
Of course there will be plenty of new Elite tier mobs making appearances as well! Each biome on Athera now has its own 2 unique Elite Mobs that spawn only in that region.
The spawn rate of Elite Mobs across the board will be noticeably higher than the old Mythic Mob spawn rate.
Champions
Like Elite Mobs, Champions will spawn randomly throughout the world. However, they will have a much lower spawn rate (rare tier), and will have significantly more difficult and unique abilities that will require either a small group (or a solo player with a death wish) to overcome. Think of them like “World Mini-Bosses.” Each biome on Athera will have its own unique Champion that spawns only in that region.
World Bosses
While some World Bosses will have a random chance to spawn in the wilderness of Athera, most World Bosses will be unlocked by direct player activity - either a tribute of certain items at a particular location, the culmination of a quest chain that unlocks a weekly boss (like the Azurestorm), or even triggered when certain server events happen.
Not every biome will have its own unique World Boss, but there will still be a significant amount more of them to fight on Atlas.
Mob AI, Threat, & Combat Integrations
One major thing that needed to be revisited when reworking mobs was their AI. With the introduction of new combat elements through updated skill gear, magic, and new enchants, mobs needed to be improved so that they could actually stand toe-to-toe with players, and not just be simple tanky punching bags.
There’s plenty of boring backend work that’s been done to improve this, but one major difference that players will notice with new mob combat is the introduction of threat. Not only will all mobs now update their threat tables more realistically, Threat is actually now a custom enchantment that can be utilized by players to truly tank dungeons and difficult mobs.
Magic on Atlas is of course quite strong - so it only seemed fair that we give our mobs the ability to use our magic system as well. So we did! (Mobs might even have access to SimpleMagic spells that players don’t…)
New Smeltery and Tannery gear of course means new combat attributes associated with those items - and those will be utilized by mobs as well.
And in addition to all the new integrations, the mobs themselves have been redesigned completely from the ground up. Every single world mob has had every one of their abilities reworked, reimagined, or in some instances have brand new skills to try and kill you with!
Mob Loot
While there’s plenty of cool new additions to the monsters on Atlas themselves, you’re probably wondering “well what’s gonna make it worth it to kill all these new, harder mobs?” In the previous iteration of Atlas, overworld Mythic Mobs dropped “Mythic Loot” which were essentially items that served only one purpose - to sell to an NPC town vendor for gems. And while loot like that may still exist in some form, the idea of “Mythic Loot” as it existed before is being done away with. Instead, there’s plenty of different variations of drops that will encompass our new mobs’ loot tables!
Crafting Resources
Unlike the previous iteration of Atlas, certain items that drop from our custom mobs will now be Crafting Resources that are ingredients for recipes in things like Smeltery, Tannery, and Cooking. As expected, higher tier recipes will require higher tier resources that drop from rarer or more difficult mobs (either in the overworld, or from specific dungeons.)
Custom Blocks
One new addition that’s been teased in previous Resource Pack devlogs is new custom building blocks. Brand new blocks with custom textures that only exist on Atlas. And while a lot of the more common types of these custom blocks will be craftable (or easily accessible in other ways), some of the rarer or more unique custom blocks will drop from mobs (both in dungeons and Athera.) Of course being a building asset, custom blocks will drop in much larger quantities than items like Crafting Resources - but with dozens and dozens of new unique blocks to utilize, players will surely find a new market in selling various hard-to-acquire custom building blocks obtainable from a variety of sources.
Custom (Legendary) Items
Players who were active in the previous iteration(s) of Atlas probably remember our handful of Legendary Items - things like Karag’s Sabre and the Grappling Hook. Well, as has been mentioned in previous devlogs, these types of unique items are being expanded greatly!
(Side Note: We’re starting to refer to what we previously called “Legendary Items” as “Custom Items.” The only reason for this is, now with “Legendary” being an item rarity tier, we want to clearly differentiate what we mean when we talk about these items with unique abilities. For example - there will be Custom Items that are in the Rare or Uncommon tiers, yet will still have unique abilities or enchantments. “Legendary” on Atlas now refers to a rarity tier, rather than a specific type of item.)
Special Items
This is obviously a broad category, but it includes everything from special quest items that unlock certain storylines, to cosmetic upgrades, to items that trigger things like custom titles, to keys or other items utilized in summoning World Bosses or unlocking endgame dungeons!
Normal Shit
Many mobs (including those in dungeons) will still have a chance to drop normal loot like gems or vanilla items - that certainly isn’t going away. But like dungeon mobs, all mobs will now have specific loot tables that take all of the above-mentioned categories of items into account.
In Conclusion…
...have some more mob GIFs!