Zombies, goblins, wendigos and drakes
Four new enemy families, three variants each, built from the supplied models. Each variant has its own size, colours, stats and attacks.
- Zombies: they shamble with arms out and don't feint or hang back.
- Shambler: slow and sturdy, with a lunging grab and a raking swipe.
- Rotter: leaner, breaks into a run and throws itself at you.
- Plague Bloater: a swollen green hulk. Its two-fisted ground smash has hyper armour, and it spits bile that bursts where it lands.
- Goblins: small, quick, and usually in groups.
- Goblin: a knife, quick stabs and slashes, frail.
- Goblin Cutthroat: faster, and leaps in from a few paces.
- Goblin Brute: 1.5× size, bare-handed. Haymakers and a ground-shaking slam.
- Wendigos: gaunt and antlered, taller than a door. They stalk stooped, then rake twice or spring from range.
- Wendigo: two-claw combos and a long pounce.
- Pale Wendigo: bone-white with a cold glow. Quicker and frailer.
- Elder Wendigo: huge, with a shriek that knocks back everyone around it.
- Drakes: four-legged dragons with their wings folded along their flanks.
- Drakeling: bronze and dog-sized. Bites and pounces, in pairs.
- Drake: red. Bites, rakes with a foreclaw, sweeps its tail (unparryable) and breathes a fan of fire.
- Elder Drake: ash-black with ember veins. Everything is harder, and its fire is wider. Its steps shake the camera.
- Rigging. The goblin and wendigo came with Mixamo skeletons and use them. The zombie and dragon came unrigged:
- Zombie: cut into segments at its joints, with the arms swung down out of the T-pose.
- Dragon: cut into 17 parts (body, neck, head, three tail segments, eight leg parts, and inner and outer wings) on a new. That rig adds a trot, breathing, a swaying tail, folded wings and its own bite, claw, tail, breath, pounce, roar, hit and death poses.
- Rebuild the models with. It needs a rendering driver (xvfb + Vulkan), not
--headless.
- Variants: one model per family, recoloured by a new creature shader. It shifts the hue, saturation and value of the model's texture, then tints it. Emissive glow comes from the original colours, which is how the Elder Drake gets its ember veins.
- Flesh, not bone. Hits on beasts draw blood and make flesh sounds. Beasts collapse when they die, lie a few seconds, then sink away. Each family has its own synthesised alert, hurt and death voices. Drakes also have a wingbeat sound.
- Where they appear:
- Forest: shamblers, goblins and zombie packs, plus the odd drakeling.
- Ruins: rotters, cutthroats, brutes and the first wendigos.
- Crypt: bloaters, pale wendigos, drakelings and drakes.
- Catacombs: elder wendigos and elder drakes among the elites.
- Packs: goblins (two plus a cutthroat), zombies (two plus a rotter) and drakelings (two).
- Elites: each depth now has its own elite table (
"elites"). - Extraction waves never summon the heaviest beasts.
- Loot and contracts:
- New materials: Rotten Tooth, Stolen Trinket, Wendigo Antler, Drake Scale, Ember Heart.
- New loot tables: goblin, wendigo, drake, elder drake.
- New contracts: each trader now offers contracts for the new families.
- Beasts close the distance. A beast that circles out of reach of all its attacks now steps in, instead of orbiting forever.
- Fix: collecting a pickup while the interact prompt was hidden threw an error every frame in the HUD (from v0.57.1).
- Network protocol 23: twelve new enemy kinds (16–27), so v0.57 players can't share a run with v0.58.
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.