A nuclear reactor in some random factory in the main city is on the brink of an uncontrolled meltdown!!! The factory owner explains that this has happened many times before, and at the last seccond the meltdown stops. But this time the COMPANY OWNER is on the scene, and is coming to town to investigate the cause, and if the meltdown stops just like it normally does he will lose his factory, his job, and his life as he knows it. Fart around the factory and look for clues... What's that light in the corner? It's Sigmos, the radiation starmon!!! Catch it or defeat it in glorious combat and the meltdowns will permanently stop. The company owner decides to give you a series of tms that he created one day-
Radiation buildup-(normal)increases atk and sp. atk and doubles the power of the following three moves until one of the moves is used(essentially like stockpile)
Alpha burst(fire) power 70 accuracy 100 10% chance to burn the target
Gamma burst(water) power 80 accuracy 90 20% chance to burn the target
Sigma burst(electric) power 100 accuracy 70 40% chance to burn or badly poison the target
Radiation burns will occur on contact 20% chance due to Sigmos's ability- hotspot
Radiation burns will inhibit movement occasionally for a 30% chance every turn and deal damage equal to 1/32 of the afflicted starmon's life every turn.
-btw, if Sigmos happens to defeat your whole team or you defeat him he will be able to catch near the reactor after going back to any starcenter outside of this quest.
I knew it! also, MTG is 1/3 having the $, 50% luck, 40% skill, 1/5 timing and 12% impossible. It's magic.. I guess.
Sidequest: (repeating) A farmer needs help Weeding, Watering, Cooking, or Planting his crop. Weeding must be done by a steel, rock, flying, ect type. Watering needs a water, ice (other?) type. Cooking the harvested crop needs Fire, Electric, Dragon, or something like that. Planting can be done by almost any other type: normal, ghost, poison (though, poison might give you points towards the dark side) and whatever else.
Once the work is done, the farmer rewards you with a freshly baked pie, some cold lemonade, a gem you dug up or something like that. You also get points for being helpful, and points for being a jerk (you always get the other reward, either because the farmer doesn't know, or it's not him giving it.)
Can only be done once every "Game time" day, or something. Possibly you can do a whole cycle per day, or whatever.
@BladeOfAiur: Go
That'll actually work well in an area we've been thinking about adding :)
@JacktheArcher: Go
I love the billboard pack, that's something I've never seen before :D
@OceanFlex: Go
I haven't thought about repeatable quests too much yet (other than random events), but it's a neat idea... I'll have to think about that.
I wanted to make a brief(not really) note on AI. If you saw the updated OP, you might have noticed a point about the AI improvements being a work in progress. Basically, the "AI" we've had so far is totally random, just picking and using a random move each turn. Obviously that's not quite ideal. We wanted to have a "range" of AI difficulties, since not every trainer would be as smart as others. So I'm going to be creating several levels of AI thought, and each level adds an additional layer of intelligence to the move selection. Here's an example using just the AI's that are already finished:
Braindead AI uses no logic and is completely random
Easy AI is still random, but it won't use moves that are totally useless (poison cloud on something that's already poisoned, tackle on a ghost, etc....)
Medium AI won't use moves that are totally useless, but then chooses it's move based on the type-effectiveness and STAB. Will also use up to 1 potion if it has one. We also let it change up it's starmon order to counter yours.
More advanced AI's will try to use status lowering/raising moves, inflict status ailments, or use other intelligent behaviors. The idea is that this gives us an additional tool to tweak difficulty. So instead of giving champion trainers or bosses overpowered starmon to make them difficult, we can just make them smarter.
Also....Good News, Everyone!
Pretty exiting stuff, if I do say so myself. It's time to MOVE on to better things (get it?), like Starmon and Items. Everybody give Maity a virtual hug for painstakingly working on those over the last 8 months. :)
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
All current 54 Starmon have completed move lists (and I added in the Lore tidbit for those who were missing it). I think they average 15 moves, roughly one every 5 levels and ending somewhere between level 55 and 70. It's one move every fourth level for the first stage evolution/pre-level 25. I'd love to add more moves, but I don't have THAT many to choose from, and I'm running into the issue of "I want starmon to have these X moves, but that means it'll get them over the course of 20-30 levels" (Let's say I want Psychic, Psyche Shield, Light Screen and Calm Mind on one starmon. I can't give it those moves pre level 20-30 since they are a bit too strong for that stage of the game, so if I start at 25 with Psychic, Calm Mind is learned at level 40 - huge gap). If I increase the density of moves that issue will be slightly less present, but then I'll need to have a large variety of early, mid and engame moves to stuff into all those slots. I also have to make sure that at least 1 in every 4 consecutive moves can deal damage due to the way AI starmon are handled (They have their last 4 moves learned. Imagine you run into a wild starmon/fight a trainer and all it does is use statuses...)
Next time I open the map, likely tomorrow, I'll start working on turning all the already imported WoW models (And Tainted's retextures) into proper units so that I can use them for Starmon and continue filling out the list. I think I should easily be able to go up to 80ish atm. If I can get my bro away from his comp, I can go through the modelviewer on it with all the nice "new" Mists of Pandaria models available and should easily be able to get enough models.
@TheAlmaity: Go You could use an interesting trick for some of these cases: make the base type learn one move at that level, but the evolution learn another at the same level, so there's a reason to keep it in the basic form. If I remember it right it was the case with some pokemon. In at least one version of the game Magikarp could learn a very strong dragon move if it leveled up to 30, a move Gyarados wouldn't learn by itself.
Also in some weird cases a wild pokemon would have a move it wasn't supposed to learn, like wild Magikarps with Tackle, lol, I think later they removed these things, but it was interesting to have the possibility to capture a "rare version" of a pokemon type, because it learned a move it won't learn when trained.
I really don't like that concept though tbh, and it would force us to add the option of preventing evolutions (Which I we didn't add) and me to go over move lists again to fill what evolutions learned after it was supposed to evolve. For certain starmon I wouldn't mind being able to add more moves that way, but for others there just isn't that much I can add as 170 moves isn't really as much as it sounds :p Overall I'm fine with what I currently have, and I really disliked that mechanic of pokemon where unevolved pokemon learned moves faster and in some cases moves that the evolution wouldn't learn >.>
The chance to spawn with a special move though sounds pretty interesting :) Will talk to Zelda about this.
You know those annoying people in the original pokemon games who stood in front of doors and yelled at you if you tried to pass? Those are exactly what you wanted in starmon, right? Good, because we've got those now (I know it's not an exciting screenshot, but it's better than lines of code, right? :D).
I got a few things done today- mostly bugfixes and internal improvements. And I started on a small little miniquest- you can't use the shop in town until after you've helped the shopkeeper find the door keys.
I should also mention how we're handling stuff like that (quests with multiple world "states"). Basically, we're "phasing" the world to suit each player's progress. So for somebody who's beaten the quest, the shop door will be open and they can enter freely, but for a new player, that door will be locked and he can't enter. The world itself stays the same, but you will see some different stuff depending on your quest progress. As things intensify later in the game, it means we can do stuff to make your choices as a player feel more important. For one player a town might be full of life and happy people, while another player sees the same town destroyed and taken over by enemies, because of which quests they've completed so far. We think this is a nice way to make your progress feel more important.
So excited that I finally(im such a noob) learned how to attach stuff with triggers!
So, about the blocking guy thing... Yeeeeahhhh, ah, not so thrilled that you did that, but whatevs. Was always annoying when someone blocked me from going past Hearthome city to get a ghost type until I beat the gym leader. My least favorite aspect of Pokemon in a nutshell.
Ps. Will you be able to link trade? My seccond least favorite aspect was when my graveler wouldn't evolve until I traded it...
So, about the blocking guy thing... Yeeeeahhhh, ah, not so thrilled that you did that, but whatevs. Was always annoying when someone blocked me from going past Hearthome city to get a ghost type until I beat the gym leader. My least favorite aspect of Pokemon in a nutshell.
Yeah, but it's important so that the game works, so it had to be there ^.^ We don't plan on overusing it, but since there's no way for us to "instance" pathing (make pathing different for each player), it's the only real way we can block off certain areas.
Ps. Will you be able to link trade? My seccond least favorite aspect was when my graveler wouldn't evolve until I traded it...
Yes, you will be able to trade (although obviously we don't use the old link cable ;) ). The trade system is actually finished, but we haven't placed the "trade machine" into the world yet. But it works just like regular pokemon- you offer a starmon, the other person offers one, you both press a confirm button, and they're swapped (along with any held items they may have). And, just like in the game, starmon that you've received from trades gain experience 50% faster than they would otherwise. And of course, trading a starmon will not remove it from your stardex. As of now we don't have any restrictions for what level you have to be to trade(the original games made traded starmon disobey you until certain gyms were cleared), although we might add some kind of restriction if it's needed for balance.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I got a question any chance of being able to Auto trade back, say you want to trade to evolve only so you and the other trainer each send a Graveler of your own. Then you both end up with your Original Graveler only Evolved now into Golem. I forgot if you mentioned evolve traded pokemon and how there handled. Ok Thanks.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Could possibly implement that I guess for ease of use and security, but not sure how I like that from a sort of design standpoint - Cause that way it means you practically get a free evolution, no risk, no other drawback. Ideally you'd probably want to ensure the trade goes the right way by trading a Mortem for a Shelo, as both evolve upon trading, so both of you want it back. Or you ask the person to trade you his starter in return, or a rare starmon or something to ensure you get your starmon back (The trade evo starmon aren't going to be particularly rare in their zones)
With the gameboy games you pretty much had to ask a buddy who had the game - If he didn't trade it back, you'd just punch him in the face. Easy peasy. It was mostly there I guess so that the game would spread more through "word of mouth" ("Dude, buy pokemon, it's fun! p.s. I need to trade with someone so that my thingy evolves"), but this is on the internet, as long as the map isn't incredibly unpopular you should easily be able to find a random dude to trade with.
Now another thing for the modellers (So, SoulFilcher mostly) - I just remember a particularly important "doodad" - The storage box/PC. We don't really have anything for it atm. I can ofc as always improvise something, but I'd rather have a cool model for it, so if you guys can supply that it'd be cool :)
Also, feel free to use Startools - We are capable of using those models now since the 2.0.4 patch (Which means we are basically using the HotS editor)
Well, I guess I have to double post since I made a chunk of work since the previous post :p
I present to you the twelve newest starmon!
Starting from the left, we have...
Aravon
This huge tree is Grass and Fighting type. It's pretty damn slow, but it (literally) packs quite a punch. It's hard to take down, and it's Take Down hurts. It's stats are oriented a bit more to the defensive side, and it has a good amount of powerful fighting moves as well as defensive grass moves.
It'll be fairly rare and most likely only accessible through a random event - It won't just jump out of a patch of grass. Currently I'm thinking about having it sit in the middle of some trees, very still. Walk up to it and poke it, and it battles you...
Rekkor and Rakkla
These rock worms are pure rock type, and are heavily physical oriented - Their health is average, their speed somewhat low, and they won't enjoy any special moves, whether they are on the receiving or casting end, but therefore their attack and defense are both fairly good.
These will be fairly common and, as most two-stage chains, evolve before level 30. Seeing as they live in caves, you'll have access to them fairly early.
Viralisk
This purple monster is another non-evolving starmon. Before level thirty it will therefore be the most powerful starmon you can get, but it's total stats are only 505, as opposed to the usual 520, so it won't be the best choice later on. It's still a good poison type starmon, and I think we'll probably give it a good ability to make up for its lower base stats
Lavug and Turmag
Slow and beefy wins the race. Ok, maybe not the race, but if you need a heavy fire+rock starmon to take a few hits, here's probably the best pick. They're slow, their offensive stats are somewhat average, leaning more to low than high, but their defenses are gonna keep them in the battle for a while. Equipped with moves such as Iron Defense and Fire Wall (burns on contact), they're going to be a nightmare for most physical starmon. I'm also considering making Turmag's fully immune to fire as their ability, as it would fit the lore tidbit I wrote for them (You know, the short description in the stardex)
Embron and Infernus
Awwww, doesn't Embron look cute? Let's check what the Stardex says...
"While absolutely cute and adorable, be careful - They WILL eat your face."
Ok, maybe not that cute.
Embron and Infernus are Fire+Dark and very good physical attackers, equipped with a lot of bite-oriented moves (Fire Fang, Crunch, Super Fang...) and will be capable of learning those nasty dark status moves (Swagger, Flatter, Torment, Taunt)
Ugha and Ughondo
"These guys are not particularly bright - Seriously. Most of them can't even figure out how a door works. But they do know how to punch people, and that's enough for a trainer."
As the Stardex suggests, they're really good at hitting people. They're your typical brutes: Big, hard hitting and slow. Simple fighting types, high health, high attack, average defense, low everything else and equipped with the typical hard hitting Fighting stuff
EDIT: Ooooops, looks like I forgot to include somebody. Everybody, say hello to Thanghur. Trading brutes now comes with 12% more brute!
As for the next duo, they're being implemented to make the caves feel like real pokemon caves, and so that they are just as fun as you remember them to be!
wow very cool Update, Those Starmon are so fitting and kewl can't wait to catch them.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
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@TheAlmaity: Go
There's already a HUGE billboard pack in the assets section for SC2Mapster. And I mean there are a LOT of them.
Yes, libertymonk, I do play magic. Not very good at it, but whatevs.
Maity, nice shotofop art. It does remind me of a rotom mixed with kirlia, with some of gardevoir's ethereal aspects.
New ability idea for the new girl-ectoplasm makes it able to avoid 20% of attacks and counterattack all moves that miss it with 1/4 power.
Side quest ideas:
A nuclear reactor in some random factory in the main city is on the brink of an uncontrolled meltdown!!! The factory owner explains that this has happened many times before, and at the last seccond the meltdown stops. But this time the COMPANY OWNER is on the scene, and is coming to town to investigate the cause, and if the meltdown stops just like it normally does he will lose his factory, his job, and his life as he knows it. Fart around the factory and look for clues... What's that light in the corner? It's Sigmos, the radiation starmon!!! Catch it or defeat it in glorious combat and the meltdowns will permanently stop. The company owner decides to give you a series of tms that he created one day-
Radiation buildup-(normal)increases atk and sp. atk and doubles the power of the following three moves until one of the moves is used(essentially like stockpile)
Alpha burst(fire) power 70 accuracy 100 10% chance to burn the target
Gamma burst(water) power 80 accuracy 90 20% chance to burn the target
Sigma burst(electric) power 100 accuracy 70 40% chance to burn or badly poison the target
Radiation burns will occur on contact 20% chance due to Sigmos's ability- hotspot
Radiation burns will inhibit movement occasionally for a 30% chance every turn and deal damage equal to 1/32 of the afflicted starmon's life every turn.
-btw, if Sigmos happens to defeat your whole team or you defeat him he will be able to catch near the reactor after going back to any starcenter outside of this quest.
@TheAlmaity: Go
Yeah.. I don't think I can even understand what I was getting at, something about a puppeteer Starmon, maybe. We'll pretend I drunk posted.
@BladeOfAiur: Go
I knew it! also, MTG is 1/3 having the $, 50% luck, 40% skill, 1/5 timing and 12% impossible. It's magic.. I guess.
Sidequest: (repeating) A farmer needs help Weeding, Watering, Cooking, or Planting his crop. Weeding must be done by a steel, rock, flying, ect type. Watering needs a water, ice (other?) type. Cooking the harvested crop needs Fire, Electric, Dragon, or something like that. Planting can be done by almost any other type: normal, ghost, poison (though, poison might give you points towards the dark side) and whatever else.
Once the work is done, the farmer rewards you with a freshly baked pie, some cold lemonade, a gem you dug up or something like that. You also get points for being helpful, and points for being a jerk (you always get the other reward, either because the farmer doesn't know, or it's not him giving it.)
Can only be done once every "Game time" day, or something. Possibly you can do a whole cycle per day, or whatever.
@BladeOfAiur: Go That'll actually work well in an area we've been thinking about adding :)
@JacktheArcher: Go I love the billboard pack, that's something I've never seen before :D
@OceanFlex: Go I haven't thought about repeatable quests too much yet (other than random events), but it's a neat idea... I'll have to think about that.
I wanted to make a brief(not really) note on AI. If you saw the updated OP, you might have noticed a point about the AI improvements being a work in progress. Basically, the "AI" we've had so far is totally random, just picking and using a random move each turn. Obviously that's not quite ideal. We wanted to have a "range" of AI difficulties, since not every trainer would be as smart as others. So I'm going to be creating several levels of AI thought, and each level adds an additional layer of intelligence to the move selection. Here's an example using just the AI's that are already finished:
More advanced AI's will try to use status lowering/raising moves, inflict status ailments, or use other intelligent behaviors. The idea is that this gives us an additional tool to tweak difficulty. So instead of giving champion trainers or bosses overpowered starmon to make them difficult, we can just make them smarter.
Also....Good News, Everyone!
Pretty exiting stuff, if I do say so myself. It's time to MOVE on to better things (get it?), like Starmon and Items. Everybody give Maity a virtual hug for painstakingly working on those over the last 8 months. :)
@zeldarules28: Go
Wow congrats on finishing the Moves List Almaity.
@zeldarules28: Go
everyone knows when someone says GOOD NEWS, EVERYONE... its bad news... and why not Farnsworth picture... here let me help you.
hah congrats.
One step closer to Beta! :) Call the press!
Only like 18 more to go...
Thanks guys :)
All current 54 Starmon have completed move lists (and I added in the Lore tidbit for those who were missing it). I think they average 15 moves, roughly one every 5 levels and ending somewhere between level 55 and 70. It's one move every fourth level for the first stage evolution/pre-level 25. I'd love to add more moves, but I don't have THAT many to choose from, and I'm running into the issue of "I want starmon to have these X moves, but that means it'll get them over the course of 20-30 levels" (Let's say I want Psychic, Psyche Shield, Light Screen and Calm Mind on one starmon. I can't give it those moves pre level 20-30 since they are a bit too strong for that stage of the game, so if I start at 25 with Psychic, Calm Mind is learned at level 40 - huge gap). If I increase the density of moves that issue will be slightly less present, but then I'll need to have a large variety of early, mid and engame moves to stuff into all those slots. I also have to make sure that at least 1 in every 4 consecutive moves can deal damage due to the way AI starmon are handled (They have their last 4 moves learned. Imagine you run into a wild starmon/fight a trainer and all it does is use statuses...)
Next time I open the map, likely tomorrow, I'll start working on turning all the already imported WoW models (And Tainted's retextures) into proper units so that I can use them for Starmon and continue filling out the list. I think I should easily be able to go up to 80ish atm. If I can get my bro away from his comp, I can go through the modelviewer on it with all the nice "new" Mists of Pandaria models available and should easily be able to get enough models.
@TheAlmaity: Go You could use an interesting trick for some of these cases: make the base type learn one move at that level, but the evolution learn another at the same level, so there's a reason to keep it in the basic form. If I remember it right it was the case with some pokemon. In at least one version of the game Magikarp could learn a very strong dragon move if it leveled up to 30, a move Gyarados wouldn't learn by itself.
Also in some weird cases a wild pokemon would have a move it wasn't supposed to learn, like wild Magikarps with Tackle, lol, I think later they removed these things, but it was interesting to have the possibility to capture a "rare version" of a pokemon type, because it learned a move it won't learn when trained.
@SoulFilcher: Go
This is true, and it was also one of the more annoying aspects of Pokémon. It's especially horrible for all Pokémon that evolve through the use of a stone (thunder stone, fire stone, etc): they ONLY learn moves in their unevolved form, meaning you have to either get specific TM's for them or delay evolution until a high level, even if you already have access to the stone by level 15 or so.
@SoulFilcher: Go
I really don't like that concept though tbh, and it would force us to add the option of preventing evolutions (Which I we didn't add) and me to go over move lists again to fill what evolutions learned after it was supposed to evolve. For certain starmon I wouldn't mind being able to add more moves that way, but for others there just isn't that much I can add as 170 moves isn't really as much as it sounds :p Overall I'm fine with what I currently have, and I really disliked that mechanic of pokemon where unevolved pokemon learned moves faster and in some cases moves that the evolution wouldn't learn >.>
The chance to spawn with a special move though sounds pretty interesting :) Will talk to Zelda about this.
You know those annoying people in the original pokemon games who stood in front of doors and yelled at you if you tried to pass? Those are exactly what you wanted in starmon, right? Good, because we've got those now (I know it's not an exciting screenshot, but it's better than lines of code, right? :D).
I got a few things done today- mostly bugfixes and internal improvements. And I started on a small little miniquest- you can't use the shop in town until after you've helped the shopkeeper find the door keys.
I should also mention how we're handling stuff like that (quests with multiple world "states"). Basically, we're "phasing" the world to suit each player's progress. So for somebody who's beaten the quest, the shop door will be open and they can enter freely, but for a new player, that door will be locked and he can't enter. The world itself stays the same, but you will see some different stuff depending on your quest progress. As things intensify later in the game, it means we can do stuff to make your choices as a player feel more important. For one player a town might be full of life and happy people, while another player sees the same town destroyed and taken over by enemies, because of which quests they've completed so far. We think this is a nice way to make your progress feel more important.
HEYO MAITY! Yaaaaaaaaaay, done with moves!!!
So excited that I finally(im such a noob) learned how to attach stuff with triggers!
So, about the blocking guy thing... Yeeeeahhhh, ah, not so thrilled that you did that, but whatevs. Was always annoying when someone blocked me from going past Hearthome city to get a ghost type until I beat the gym leader. My least favorite aspect of Pokemon in a nutshell.
Ps. Will you be able to link trade? My seccond least favorite aspect was when my graveler wouldn't evolve until I traded it...
Yeah, but it's important so that the game works, so it had to be there ^.^ We don't plan on overusing it, but since there's no way for us to "instance" pathing (make pathing different for each player), it's the only real way we can block off certain areas.
Yes, you will be able to trade (although obviously we don't use the old link cable ;) ). The trade system is actually finished, but we haven't placed the "trade machine" into the world yet. But it works just like regular pokemon- you offer a starmon, the other person offers one, you both press a confirm button, and they're swapped (along with any held items they may have). And, just like in the game, starmon that you've received from trades gain experience 50% faster than they would otherwise. And of course, trading a starmon will not remove it from your stardex. As of now we don't have any restrictions for what level you have to be to trade(the original games made traded starmon disobey you until certain gyms were cleared), although we might add some kind of restriction if it's needed for balance.
@zeldarules28: Go
I got a question any chance of being able to Auto trade back, say you want to trade to evolve only so you and the other trainer each send a Graveler of your own. Then you both end up with your Original Graveler only Evolved now into Golem. I forgot if you mentioned evolve traded pokemon and how there handled. Ok Thanks.
@DaFunk86: Go
Could possibly implement that I guess for ease of use and security, but not sure how I like that from a sort of design standpoint - Cause that way it means you practically get a free evolution, no risk, no other drawback. Ideally you'd probably want to ensure the trade goes the right way by trading a Mortem for a Shelo, as both evolve upon trading, so both of you want it back. Or you ask the person to trade you his starter in return, or a rare starmon or something to ensure you get your starmon back (The trade evo starmon aren't going to be particularly rare in their zones)
With the gameboy games you pretty much had to ask a buddy who had the game - If he didn't trade it back, you'd just punch him in the face. Easy peasy. It was mostly there I guess so that the game would spread more through "word of mouth" ("Dude, buy pokemon, it's fun! p.s. I need to trade with someone so that my thingy evolves"), but this is on the internet, as long as the map isn't incredibly unpopular you should easily be able to find a random dude to trade with.
Now another thing for the modellers (So, SoulFilcher mostly) - I just remember a particularly important "doodad" - The storage box/PC. We don't really have anything for it atm. I can ofc as always improvise something, but I'd rather have a cool model for it, so if you guys can supply that it'd be cool :)
Also, feel free to use Startools - We are capable of using those models now since the 2.0.4 patch (Which means we are basically using the HotS editor)
Well, I guess I have to double post since I made a chunk of work since the previous post :p
I present to you the twelve newest starmon!
Starting from the left, we have...
Aravon
This huge tree is Grass and Fighting type. It's pretty damn slow, but it (literally) packs quite a punch. It's hard to take down, and it's Take Down hurts. It's stats are oriented a bit more to the defensive side, and it has a good amount of powerful fighting moves as well as defensive grass moves.
It'll be fairly rare and most likely only accessible through a random event - It won't just jump out of a patch of grass. Currently I'm thinking about having it sit in the middle of some trees, very still. Walk up to it and poke it, and it battles you...
Rekkor and Rakkla
These rock worms are pure rock type, and are heavily physical oriented - Their health is average, their speed somewhat low, and they won't enjoy any special moves, whether they are on the receiving or casting end, but therefore their attack and defense are both fairly good.
These will be fairly common and, as most two-stage chains, evolve before level 30. Seeing as they live in caves, you'll have access to them fairly early.
Viralisk
This purple monster is another non-evolving starmon. Before level thirty it will therefore be the most powerful starmon you can get, but it's total stats are only 505, as opposed to the usual 520, so it won't be the best choice later on. It's still a good poison type starmon, and I think we'll probably give it a good ability to make up for its lower base stats
Lavug and Turmag
Slow and beefy wins the race. Ok, maybe not the race, but if you need a heavy fire+rock starmon to take a few hits, here's probably the best pick. They're slow, their offensive stats are somewhat average, leaning more to low than high, but their defenses are gonna keep them in the battle for a while. Equipped with moves such as Iron Defense and Fire Wall (burns on contact), they're going to be a nightmare for most physical starmon. I'm also considering making Turmag's fully immune to fire as their ability, as it would fit the lore tidbit I wrote for them (You know, the short description in the stardex)
Embron and Infernus
Awwww, doesn't Embron look cute? Let's check what the Stardex says...
"While absolutely cute and adorable, be careful - They WILL eat your face."
Ok, maybe not that cute.
Embron and Infernus are Fire+Dark and very good physical attackers, equipped with a lot of bite-oriented moves (Fire Fang, Crunch, Super Fang...) and will be capable of learning those nasty dark status moves (Swagger, Flatter, Torment, Taunt)
Ugha and Ughondo
"These guys are not particularly bright - Seriously. Most of them can't even figure out how a door works. But they do know how to punch people, and that's enough for a trainer."
As the Stardex suggests, they're really good at hitting people. They're your typical brutes: Big, hard hitting and slow. Simple fighting types, high health, high attack, average defense, low everything else and equipped with the typical hard hitting Fighting stuff
EDIT: Ooooops, looks like I forgot to include somebody. Everybody, say hello to Thanghur. Trading brutes now comes with 12% more brute!
As for the next duo, they're being implemented to make the caves feel like real pokemon caves, and so that they are just as fun as you remember them to be!
Lovely, aren't they?
@TheAlmaity: Go
wow very cool Update, Those Starmon are so fitting and kewl can't wait to catch them.