Moonlight Village [WIP Mountain Temple Sequel]


#7

+16 vit isn’t a lot, I think you should turn it into 8 def, 4 spd, and 30 vit to even be considered as a swapout, kinda like a lesser fungal breastplate

:kappa:


#8

i actually didn’t know about the fungal breastplate! sorry, I haven’t been keeping up with this new dungeon very well ^-^’. Thanks for the feedback on that! I may even just reconfigure the stats on the Manchira.


#9

I like the concepts so far and would be happy to help in spriting (if I can find the time x.x).


#10

thank you! any help is appreciated, even if it isn’t consistent.

I’ve renamed the thread as i feel like I want to commit to this concept and flesh it out more.


#11

This reminds me of the Puppet Master’s description of “But beware, Oryx’s idea of a good show might just kill you…”. Still great by all means, though!

Overall, I REALLY love this idea’s basic concept! The hallucination enemy idea fits to me as the player switching from the material world to the spirit world!

I’m willing to help with this idea! If you use Discord, my tag is RogueGamma#9336, and I can send some sprites over that!


#12

small update: met with mizumi and gammagamer today on discord, and we set up a discord group to more actively discuss changes. if you’re interested in hopping in to just chill out, watch progress, or pitch in thoughts/contributions of your own, just DM me.

It’s hard to really figure out a good point of balance for UTs when the dungeon itself hasn’t been well-formed. To assist with item balancing for now I’ve set the goal of this dungeon to be roughly in the ballpark of Thicket’s difficulty- though this is a flawed comparison because the difficulty will be executed in different ways.

With that out of the way, a few folks have kindly remarked that the cyan bag armors are a little too underpowered at the moment. I’ve decided to make some revisions to the cyan bags:

Ethereal Happi [Light Armor]
A festival coat, woven from thin, spiritual threads. It allows the user to skirt the spirit realm in search of their destination.
+44 HP
+44 MP
+12 Defense
+6 Speed
3% Fame Bonus
Drops in Cyan Bag

This armor’s stats were not only buffed, but also reconfigured. The stats of the first version of this item were far too similar to Spectral Cloth Armor.

Sage’s Manchira [Heavy Armor]
A plate from the Sage’s armor. It seems to be in poor condition, yet grants the wearer a strange revitalizing effect.
+16 Defense
+6 Speed
+24 Vitality
3% Fame Bonus
Drops in Cyan Bag

I was made aware that this is very similar to the Fungal Breastplate. With that in mind, I wanted to make sure that this remained a niche armor, not for tanking of any kind but for running/regen.

Flowering Kimono [Robe]
A beautiful set of ornate ceremonial robes, filled with the energy of benevolent spirits from long ago.
+8 Defense
+6 Speed
+120 Magic Points
3% Fame Bonus
Drops in Cyan Bag

This one was straight up buffed, and I think this one might need to be tuned down as it’s essentially Twilight Gemstone but stronger. Perhaps in another revision.

I also started to brainstorm some concepts for white bags for this dungeon, keeping in mind that the whites are all part of every miniboss’s loot table. These UT rings are strong with niche, but sacrifice something for that power, making them very poor choices as general rings, but powerful swapouts.

Moonsilk Band [Ring]
A thinly coiled band of moonsilk that grants the wearer passage to their dreams.
-6 Attack
-6 Defense
+24 Speed
4% Fame Bonus
Drops in White Bag

Ancient Water Talisman [Ring]
An old parchment rune imbued with the souls of water as a symbol of peace and adaptability.
-8 Speed
-8 Dexterity
+240 Magic Points
+24 Wisdom

As these rings are polarizing by design, I expect they’ll need a lot of tuning in future updates. I just wanted to get their general ideas down first.

Lastly, I attempted to make a sprite for our hallucinogen consumable Akuma Ramen. The results are… okay? I don’t pride myself on being a strong sprite artist.

There’s still a lot of work to be done! I look forward to talking more about it in this thread as we move along. :smiley:


#13

that looks more like sushi than ramen imo. And those things sticking out… are those chopsticks?


#14

yes >.<


#15

try making them straighter and shading the bowl a little idk


#16

another update… we’ve been discussing and drawing up some early concept sprites that we might show in the future.

I solidified some more basic details about the bosses of the dungeon. There are 3 bosses, each which have their own section within the grand dance. The order from which these bosses can appear is totally randomized. In addition, the 2nd boss will ask assistance from the 1st boss. The 3rd boss will ask assistance from the 2nd boss. There will also be a 4th section where all three bosses start fighting together.

To make this fight as interesting as possible, I’ve also decided that the gauntlet in its entirety will primarily focus on this boss sequence.

Sage Genji
He used to be a monk but ended up living his older years in the village. His powers include command over water, and he drops the Sage’s Manchira. His attack patterns usually involve sending out water orbs, which will lazily chase players, and explode when they exit the arena. During his section, the arena shall be shaped as a circle.

Drummer Kaguya
Her fierce cries and energy often make others believe that she was born from thunder itself. She drops the Ethereal Happi. Her patterns are swift but simple strikes that rely more on quick reflexes than pattern recognition. During her phase, the arena shall be shaped as a square.

Dancer Miko
Floral and elegant, her life wilted when she was young but remains remarkably hopeful. She drops the Flowering Kimono. She fires many slower, intricate patterns that are best taken slowly to read the patterns. During her section, the arena shall be shaped as a triangle.

We’re also currently discussing a way for the dungeon to occur naturally in the Realm. So far, the ideas seem to point towards something linked to the Jade Statues, as well as adding in some spice to the Realm that other events may not normally do.

more to come! stay tuned. :>


#17

I’m in this picture and I don’t like it


#18

It’s time for an update! A good chunk of work has been done over the past two weeks, and we’re going to share some of it here!

Before that, I’d just like to mention that we have a Discord server now at [https://discord.gg/UfdEcvm]. In there, you can see much more detailed and up-to-date progress on the dungeon itself, suggest changes or new ideas, or just chill and say hi! We’d love the company.

First off, we’ve began to formulate ideas as to how this dungeon will actually be accessed through the Realm. We’ve decided to add a once-per-Realm event encounter called the Ethereal Shrine. This encounter has some special effects as well as special requirements for spawning. First of all, the Jade Statues must be defeated in the Realm. After the Jade Statues are defeated, there will be wisps of Warmth and Happiness that will spawn all across the Realm, at a fairly uncommon rate.

A wisp of happiness

Above: A wisp of happiness. Warmth variants are orange in color.

Wisps of Warmth and Happiness are harmless enemies that will wander aimlessly. Upon death, they explode in an area-of-effect burst of Healing or Energized (Mana Regen) for the players respectively. Killing 100 of these wisps will allow the next set-piece Hero death to spawn the Ethereal Shrine event, which will spawn either near or inside the Jade Statues setpiece. After the Ethereal Shrine has been defeated, the wisp spawnrate will decrease by half, making them a rarer but welcoming sight for players.

Above: Variants of the Ethereal Shrine. The right variant only is visible when the player is Hallucinating.

The Ethereal Shrine itself is a low-profile event- There are no plans for Oryx to have any quotes for this event, and it does not take up a quest market, nor is it required to close the realm. You’ll have to stay tuned for how the event battle actually ensues, because we haven’t actually agreed on that part yet. If you’re part of the Discord, we’re free for suggestions.


Aside from the new realm encounter, we’ve also been working on sprites for the items we’ve been making earlier! Here’s some updates on the three cyan bag armors we have mentioned before:

The ethereal happi

Ethereal Happi [Light Armor]
    A festival coat, woven from thin, spiritual threads. It allows the user to skirt the spirit realm in search of their destination.
    +44 HP
    +44 MP
    +8 Defense
    +4 Speed
    3% Fame Bonus
    Drops in Cyan Bag

The Sage's manchira

Sage's Manchira [Heavy Armor]
    A plate from the Sage's armor. It seems to be in poor condition, yet grants the wearer a strange revitalizing effect.
    +16 Defense
    +6 Speed
    +20 Vitality
    3% Fame Bonus
    Drops in Cyan Bag

The flowering kimono

Flowering Kimono [Robe]
    A beautiful set of ornate ceremonial robes, filled with the energy of benevolent spirits from long ago.
    +6 Defense
    +6 Speed
    +100 Magic Points
    3% Fame Bonus
    Drops in Cyan Bag

Stick around for more updates!


#19

try adding more contrast for the armor sprites but other than that the sprites are hella sexy


#20

I think the contrast is low in the parts i marked
image


#21

Another update… it’s time to flesh out some things that we mentioned a little more briskly in the past. For starters, our bosses now have sprites, thanks to Mizumi~!

Sage Genji
Sage Genji

Sage Genji’s role in the battle is somewhat of a heavy CC tank- while he is likely the least threatening of the three bosses, his presence is constantly known due to his ability to keep an entire group of players slowed, and sometimes stunned/quieted. He’s immune to stuns/dazes, as well as curses. In some phases, he also gains paralyze immunity. Most importantly, he can always be slowed- which may lower his potential to keep your group perma-CC’ed.

As mentioned in a previous post, his signature attacks involve either a slow, dense stream of water that resembles a “tentacle pattern” or slightly homing water orbs that explode at specific non-instapop distances from the player. Using both of these attacks he’ll generally aggressively push onto the group to keep them moving. As long as you aren’t eating tentacles, he’s not very dangerous at all. Sometimes, he may shoot rings of stuns/quiets. Be sure to watch out for the telegraph for this attack and dodge the projectiles to keep your DPS in the battle.

Drummer Kaguya
Drummer Kaguya

The Drummer is a much more stationary boss (though she still moves- sometimes) and takes on the characteristic of being both a heavy tank and damager. Her main gimmick is creating zones of denial in the arena- due to her very high base damage and telegraphed area-of-effect attacks. Pet stasis will be flung out generously from her attacks, and generally standing in the direct path of her attacks will also result in paralyze/daze. She’s immune to all forms of CC (stun/daze/paralyze/slow) but can have all three DPS debuffs applied on her- use this to your advantage to burst her down as quickly as you can.

Her main attacks are composed of targeted area-of-effect lightning strikes (think Secluded Thicket) as well as thunder artifacts that will blink and explode in speedy geometric patterns. While her attacks can deal out some serious damage that won’t be easily healed off due to Pet Stasis, there’s never an attack that doesn’t come with a warning. Treat them well, and you’ll be able to handle this boss just fine.

DancerMiko-2
Dancer Miko

Dancer Miko is the most mobile of these bosses- a rapid damager that’s difficult to pursue. Her battle is characterized by her speedy retreats and pursuits from the players- as well as slower, patterned bullet hell which she will often lead players into. Players will see a lot of Bleeding and Silenced from this boss, and if they get hit by some harder attacks, they may get Sickened. She’s immune to paralyzes/slows, but can sometimes be stunned and always dazed. She may not be easy to hit, She is also notably immune to Armor Break.

The Dancer’s attacks are a bit more specialized in that while the patterns can differ greatly, the main projectiles used are roughly the same- rapid leaf blades that are often formed into tentacle-like patterns as well as much slower sakura petal shots. She will often dance in and around your attack range- it is important not to get greedy and chase her into walls of projectiles. Staying within your general range of comfort and only pursuing when she is staying close is the best way to deal with this boss.

There’s a lot that I also wanted to share, but don’t want to share in this post due to it being in a much more unfinished state:

  • White Bag UTs
  • Rework of Cyan Bag Armors into ST Armors
  • Kitsune Umi, the “potent extract distributor”
  • More details on the behavior design of the Festival Dance

It’ll be another time when we share some of these… until next time!


#22

ok epic sprites


#23


#24

i know hes old but i dont think hes malnourished lmao, his arms are too skinny imo

her hands blend with the drum, gib contrast

im not sure about this one so idk prob ill make my own version of them if im not bored


#25

Stepping in on a two-month-old post, the Ethereal Shrine on the left was meant to be a redo for the one on the right. I believe the team is working on edits on this (I’m not sure, I haven’t been active on the Discord for a while).

I have to say that I agree on this one. Sage Gengi is supposed to be a heavy tank, meaning he should look somewhat buffed without looking too fat/muscular.

I think this one is getting a remake. Last I checked, someone was working on a new version.


#26

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