#guard npcs shouldn't be able to hurt rare mobs
1 messages · Page 1 of 1 (latest)
they need those ingredients too if theyre ever gonna level past ragni, stop being so greedy
Im surpised the guards are killing anything at all
half the time bob the zombie spawns he is instantly rushed down
id say one issue that might be said would be how in places like nesaak where rare mob spawns are very common the ability to make a player made invasion would be easier since the guard would be programmed to not do shit (also i hope theyd make the guards stop killing citizens and players first before this)
what if town invulnerability
then we can fire all guards and finally kill urelix instead of mayor
sounds abusable for things like fool eater
swallowed whole
sounds like a weird exception and technically since they deal damage and can recive knockback (at least i rememver them doing so) if you were dedicated enough you could make it happen
yeah thats fair if we count that we might as well count bringing a pirate cove mob to the emerald trail
-# im still fed up by whoever did that like 2 years ago
but yeah my point is just like what you said that its a weird exception
i lost a zomble kill to an almuj guard
It definitely sucks, but this shouldn't be implemented
its not even a rare mob 😭
theres like no reason to implement a change to corrupt hex specifically just because you potentially lost 1 drop once
i've lost a red mushroom from detlas golem killing a mooshroom 😢
They aren't, and yet whenever I try to farm them, they gain legendary status
i mean rare mob just means it uses a different spawning system, doesn't actually say much about how rare it is
like treants in nesaak are "rare" but super common
I thought that was more like Elite mobs
well its hard to argue beehives, nivlan beauties and bob the zombie are elite mobs
but yeah they are often upgraded mobs, like they have spells and all
Oh true
How would one categorize it cleanly then
enemies with a purple star next to their name