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« on: October 04, 2008, 10:34:12 pm »
After Spore:Tiny
Spore:Wildest Dreams
An expansion primarily to the creature stage, S:WD gives much more options...
Expansions to Creature
Creature is much longer, at about 10 hours on a fast run.
You are no longer the only thing that can make other animals extinct. Other animals can make animals extinct. In addition, some of the random events are extinctions or mass extinctions.
Diseases will occur naturally. They start in the base of the food chain, in fruit. Diseased fruit slowly dies. Herbivores/omnivores that eat the fruit have a chance of contracting the disease and slowly losing hit points until death. Omnivores/carnivores have a chance of contracting the disease if they eat those diseased herbivores/omnivores. In addition, cure plants work similarly. Diseased herbivores/omnivores who eat them lose the disease, and diseased omnivores/carnivores who eat those lose the disease. Cures grow blue, diseaseds grow yellow.
You can now be a water creature! At the end of cell stage, you can select whether you want to leave your water habitat or not. Doing so gives 3 legs like now, and not doing so gives 3 fins. Controls are like in space- wasd or right mouse button for 2 axis of movement, scroll for up-down.
If you are still a water creature by the time you get to tribe, a vent replaces your fire pit. The cutscene is changed so that your creature pounds his stick on the vent until it opens up, then scoops some into the stick to make it a staff. Instead of "Fishing Spears", there are "Landing Spears", which catch small, simple, weak creatures from above.
In the water, there are four layers. The top layer is the easiest to live in- no light parts are required to see, and it is full of weak (though social) herbivores. There's the occasional hunting rogue, but not much else. You can't stay here too long as a carnivore, because eventually you'll run out of food here, if a carnivore. The next lower layer also does not require light parts, though a few should be had to keep the waters less murky. There are lots of rogues here, and the occasional hunting epic. You will be forced down here. Just hope you don't have to go much further. The layer under that is most dangerous. It typically has two or three epic species. They will think nothing of eating you in one bite, though they spend most of their time fighting one another. You need lots of light here, or be prepared to not even see the epic that eats you. The final layer is not as bad as the one above it, but still very dangerous. You need maximum light here to see a thing. It is nearly barren, with the occasional nest of odd, eyeless fish, or a weird sea plant. Some swarms of very strong organisms live here, but these are very rare... (Each layer is very tall, some areas, such as the more coastal ones, do not have all of them. Do not think you can switch between them with one scroll of the mouse.)
There are 7 new social abilities and 7 new attack abilities. At first you only see one of each, and even those require a high brain level to reach.:
The social ability "Communicate" (makes your creature lead its audience around, as it points at things and names them)
The attack ability "Science!" (zooms into your creature's head, shows idea forming in brain, zooms out, creature goes into frenzyous instant rage and attacks everything within huge radius before they know what hit them)
Using Communicate fills in the Communication bar. Using Science! fills up the Science bar. Filling either one entirely gains the Communication or Science panel.
Communication Panel:
Chat:Very popular amongst creatures that are at or higher than your brain level and also have "Chat".
Joke:Very popular amongst creatures that are near your brain level, and even more popular with those who have laugh.
Laugh:Good social ability, and gives bonus when used after your own or someone else's joke.
Think:Does absolutely nothing, but buffs next social ability.
Interrupt:If your interrupt level is at or higher than the ability being used by a rival, you will stop them from using it.
Story:Though mouths that tell Stories are very expensive, Story is almost a sure-winner. It prevents the rival from socializing long enough to hear your story, and Story constantly adds in the social bar as you tell it.
Science Panel:
Chemical Tag:If you don't want to risk dying yourself, but want something dead, this is great. Spit the Chemical tag at an enemy, and your pack will attack it while you don't neccesarily need to.
Caustic Chemicals:A far worse version of spit, Caustic Chemicals is both a) a strong ability and b)like poison in RPGs. It constantly leaches health from the enemy.
Explosive Chemicals:Target at something and they will be severly damaged and everything within a radius will be slightly less damaged.
Radioactive:Though a slow winner, Radioactive is good as a lowrisk surefire bet. It does not change your status with other species as they do not know you are attacking them. It is a passive ability. It constantly sucks health from all within a certain radius that are not allies.
Flintysteel Breath:Firebreathing. So yeah.
Electridamager:Use on an enemy to severely damge and stun them. Works from a distance.
Consideration:Buffs next attack ability
New neutral abilities:Photosynthesize. THough only suplementary, PS constantly adds health (slowly) IF your hunger is not at 0.
Climb:Allows you to climb trees and steep mountains.
There is no longer migration. Rather, there are floating spheres, always, at several spots on the map, that you get extra DNA for moving your nest to. You can actually move your nest anywhere. This includes on trees, if you can glide/climb there. Your nest will automatically be moved out of the tree if you deevolve what allowed you to go there.
More. later.