Add more failsafes to waking dreams

Issue #9945 wontfix
John Snail created an issue

I love the challenges waking dreams sometimes pose, like winning as a girshling, or a livid creeper,

What’s not fun is becoming a bat with 5 HP, or a fish that can’t move (and with 5 HP), or a giant amoeba that takes forever to heal, or a turret tinker that cannot attack the walls it’s completely enclosed by.

Add these failsafes:

  1. give the creature 10 HP if it’s lower
  2. give the creature 10 willpower if it's lower
  3. allow the creature to move on land if it’s unable to path to any other zone otherwise
  4. give the creature a “tackle” 1d2 natural cudgel weapon on their body if they don’t have any, alternatively give the creature a random-point recoiler with a used chem cell if they can move on land but STILL can’t path to any other zone

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