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Undead Beast

Submitted by walter253
Category Creature
Rating 3.6 / 5 5 ratings
Submission date 2023-04-28
Last updated 2023-07-02
Min. game version KeeperFX 1.0.0
Filesize 991.27KiB
Downloads 98
File Filesize Downloads Date
custom_creatr_udbeast.zip 991.27KiB 85 2023-06-01
Description

This work is based on Animated triceratops skeleton by Zacxophone licensed under CC0-1.0. Change were made with CreatureMaker by Watler253 to make the model compatible with KeeperFX.


I present you a new custom creature: Undead Beast. Some relevant stats at level 1:


  • Health: 900
  • Strength: 75
  • Armour: 55
  • Dexterity: 50
  • Defence: 45
  • Luck: 3

These beasts are attracted by Graveyard with at least 9 slabs. Their primary jobs is to Fight, which with a medium base speed of 64 make them good protectors for your Imps. They also like training by themselves, guard duty and surprisingly to manufacture on the workshop. Like others undeads they don't need to eat.

Their powers are Armour (Lv3), Speed (Lv5) and Rebound (Lv10), they are granted with an immunity to Poison Cloud and Wind.

The Undead Beast is a good melee fighter with Rebound which is uncommon to see on melee creature, this with both Armour and Speed make it a strong force to be reckoned with.


I hope you will enjoy using them in your own game.


Known Issue: You may notice the Undead Beast will often move and attack in a weird manner, I tried to fix it multiple times but without a good result, so I decided to release it now anyway, this issue is nothing major it is just that this creature seem to be always drunk.

Installation Intructions

Custom creature only works with KeeperFX, to import the Undead Beast into your game:

  • Make sure you have the latest released version available of KeeperFX, it is also recommended to have the latest alpha patch.

  • Move undead_beast.cfg into your mappack/campaigns/personal creatrs folder. Or into KeeperFX\creatrs folder.

  • Move undead_beast.zip (/!\ do not extract it!) into your mappack/campaigns/personal rules folder. Or into KeeperFX\fxdata folder.

  • Edit your own creature.cfg in your rules folder (or the one in KeeperFX\fxdata folder) on [common] block look for Creatures = any creature beyond FLOATING_SPIRIT are custom creature, add UNDEAD_BEAST after FLOATING_SPIRIT, it does not matter if you add it after or before the next creature (TIME_MAGE or DRUID as of version 5.0b Alpha 3330).

Example:

Creatures = WIZARD BARBARIAN ARCHER MONK DWARFA KNIGHT AVATAR TUNNELLER WITCH GIANT FAIRY THIEF SAMURAI HORNY SKELETON TROLL DRAGON DEMONSPAWN FLY DARK_MISTRESS SORCEROR BILE_DEMON IMP BUG VAMPIRE SPIDER HELL_HOUND GHOST TENTACLE ORC FLOATING_SPIRIT TIME_MAGE DRUID UNDEAD_BEAST

  • Edit your own objects.cfg in your rules folder (or the one in KeeperFX\fxdata folder) and copy paste the following at the end of the file:
    [object###]
    ;### must be changed to a number corresponding to your last object ID+1.
    ;Example: if [object150] is your last, then change ### to 151.
    Name = LAIR_UDBEAST
    Genre = LAIR_TOTEM
    AnimationID = FERN
    AnimationSpeed = 0
    Size_XY = 256
    Size_YZ = 256
    MaximumSize = 300
    DestroyOnLava = 0
    DestroyOnLiquid = 0
    RelatedCreature = UNDEAD_BEAST
    Health = 0
    FallAcceleration = 0
    LightUnaffected = 0
    LightIntensity = 0
    LightRadius = 0
    LightIsDynamic = 0
    Properties = EXISTS_ONLY_IN_ROOM DESTROYED_ON_ROOM_CLAIM DESTROYED_ON_ROOM_PLACE
    UpdateFunction = UPDATE_OBJECT_SCALE
  • And you are done it is ready to use. All you have to do now is to include the creature in your own script so it can be attracted, by default you need 9 slabs of Graveyard to attract the Undead Beast. Feel free to use/edit/slap/torture.

For credits, read license.txt provided in the .zip archive.

Comments

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arthurdent • Edited

Very Cool Indeed!!. more Monsters!!!! More undead and an beast undead to boot! excellent!