PRM Faction: Triffid

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PRM Faction: Triffid

 Triffids are a collection of mobile genetically modified plants under the strict hierarchical rule of a Triffid Heart.  Though of unknown cognizance individually, they function as distinct parts of a single organism together, and are strong against the fungus while weak against the zombies.

In the core game, each triffid had a singular role. Triffid queens spread forests and destroyed fortifications. Fungal fighters eliminate or at least contain fungal threats with their ranged attacks. The vinebeasts' high defense and mobility allowed it to tank threats, while the titular triffids would provide the backbone of the triffid army. Defensive creatures such as biollante and creepers provide cover to triffid grooves, the heart of a triffid colony. Triffids are the most independent of the invaders, where its undisputed that the individuals are distinct with their own goals and ability to reason to varying degrees. However, to what extent they maintain their own identity is ultimately unknown, since most of the plants are blind and there is no readily discernibly non-chemical means of communication between members. Each colony of triffids is independent of one another, although they don't seem hostile to one another, and although there does seem to be heavy selective breeding, the methods of doing so are unknown to us at the moment. In PRM, Triffids are expanded to include more species, and are granted a limited evolution potential, much like the zombie have. Creepers are the parent of vines, which in turn coalesce and evolve into strong poisonous, digging monsters and ultimately vinebeasts. Biollantes gain much needed ranges attacks, and the addition of giant treents and carnivorous dionaea allow more meat into the triffid ranks. There are even plants that can explode to damaged armored targets usually immune to other triffid attacks.


Triffids are characterized by their landscaping abilities, their micromanagement and small range, and their easy to farm flesh and fluids. Their poisons in the core game are nonlethal to humans, and though they attack without heed, they are ultimately 3rd place in a three-faction race to claim Earth. In the mod, triffids the vines-line gains poison and acidic attacks, with the three end-stage forms each having their own versions. These provide abundant weak attackers, and strong poisons. The triffids can evolve into massive treents who can smash trespassers. Dionaea provide strong biting attackers, and broods can damage even power armor.

Triffid's strengths are their ability to slowly cover their area with numbers and fortified monsters, taking over the land in a slow crawl. They have grown to tolerate spiders, who hunt out animals and will support the triffids theme of slowing down their enemies with webs and more poisons. With their tough natural armor and high hit points, they lack the damage output of zombies but can damage more natural life with heavy toxins.


Rooster

The triffids utilize many high-armor, low speed, moderate attack monsters. moderate in relation to the rest of the mod, high compared to vanilla monsters.


Evolution

Triffids feature a limited degree of evolution, and unlike zombies (who become 'new' creatures when they evolve [acidic --> spitter]) triffids mostly gain minor special attacks, poisons, or more speed or hit points. Exceptions of course exist. Many Triffid 'trees' have branching paths, which is somewhat unique to them as well. Several of the monsters may 'self evolve' or evolve into themselves, thus failing to change and wasting the abstract pool of 'points' they possess.


 -"Creeping Grass" --> "Creeping Grass" [Autophagic] OR "Creeping Vine" OR "Creeping Vine" [Terminal] OR "Slithering Root" OR "Vinebeast"
 -"Creeping Vine" --> "Creeping Grass" [Autophagic]  OR  "Creeping Vine" [Terminal]  OR "Slithering Root"  OR "Crowned Creeper" OR "Vinebeast"
 -"Vinebeast" -->  "Vinebeast" [Terminal]  OR "Tangala"
 -"Vinebeast" -->  "Vinebeast" [Terminal]  OR "Tangala"


In the above context, 'Autophagic' refers to a self-destructing monster that will kill itself, while 'Terminal' refers to a monster that will no longer evolve. This allows PRM to manage the flood of creeping monsters and allows it to have a variety of monsters instead of all single, top-tier monsters. And this allows the mod to simulate a colony of purpose-bred but individual monsters instead of a mindless zombie horde or a consuming creeping singularity.


---Monster Summary---

Crowned Creeper

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Crowned Creeper 100 3d6 bash, 5 cut 140 Zero Total Average Moderate bash, Low cut Moderate acid Vine Grow, Smash, Tentacle, Acid Spit, Acid Blood, Immobile

Crowned creepers are the progenitors of most of the Mod's new 'vine family tree'. They are rooted plants that constantly break off and regrow their tendril's to create new creeping grass. When it dies, it does not destroy the independent grass.

Crowned creepers are essentially creeper hubs of the core game with upgraded defenses. They can sense a short distance away, and shoot acid at an enemy who is otherwise tangled up in melee with the creeping grass. It will smash away anything that closes into melee, and possesses the Triffid's characteristic 'plastic' tag, which further mitigates bashing damage beyond what its armor does. It is a very dangerous creature, and a very defensive structure, placed to protect entrances to the grove or the under-roots of the grove. A few pipe bombs will clear out a lot of the creeping grass and allow you to close on it.


Creeping Offspring

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Creeping Grass 75 10 Zero Total Average Low bash Vine, Disappear [300], Immobile
Creeping Grass [Autophagic] 100 5 Zero Total Average Moderate bash Vine, Disappear [20], Immobile
Creeping Vine 40 1d8 bash, 4 cut 20 Poor Low Average Moderate bash, Moderate stab Vine
Creeping Vine [Terminal] 45 1d12 bash, 4 cut, 2 Acid 25 Poor Low Average High bash, Low cut, High stab Vine, Grow Vine
Slithering Root 60 3d3 bash, 6 cut, 8 Acid 70 Poor None Below Average Moderate bash, Moderate cut, High stab Low acid Vine, Grow Vine Sound, Fire, Stalk, Hurt, Faction Attacked, Target Hurt

The 'vine family' of the Triffids is a new addition to the Triffids from the mod. It a pyramid structure, with a huge amount of bottom-tier monsters and progressively smaller amount of higher-tiered monsters. This family is by far the largest evolution path in the game, with up to 3 separate evolutions, and as many possible forms. All of the vines, excepting the slithering root, are just that; small, rope-sized monsters with a high degree of bashing protection. They have weak attacks, and low speeds, but dig underneath the Earth and can catch slow, sleeping, or unaware prey by surprise. The higher tiers of the vine family possess acidic attacks, simulating their poisonous nature with partial armor piercing damage. The slithering root is a larger cluster of vines, with 3 poisonous barbs at the end of it primary limbs. It is quite dangerous to the unprepared due to its high health, high armor, and high cutting and acid damage, but is slow enough to walk away from.

 In order to manage the vast amounts (thousands, in extreme cases) of vines produced by the Crowned creeper, over 90% of the spawns from the Crowned creeper will die or evolve into a monster that will die on their own, and will leave no corpses or items behind.

Vinebeasts have also been incorporated into the vine family, but are discussed as extensions of it instead of with it.


Vinebeasts

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Vinebeast 90 2d10 bash 100 Competent Moderate Suspect Insane bash
Vinebeast [Terminal] 100 3d6 bash, 6 cut 150 skilled Moderate Suspect Insane bash, Moderate cut, Insane stab Low fire, Low acid
Tangala 105 3d6 bash, 6 cut, 6 acid 130 Competent Low Average Insane bash, Moderate cut, Insane stab Moderate acid, Low fire Grow Vine, Vine, Spit Sap Fire, Faction Died, Hurt, Close

The rest of the vine family tree, these higher-end monsters provide a heavily armored bulk and, in the case of the tangala, a high speed monster, to the Triffid faction. Without special attacks, the only notable thing about the Vinebeasts are their lack of vision. The tangala is a strong fighter, but lacks the raw power of a melee combatant. It is a support role monster, and should be fought in melee where it can be quickly cut up or attacked with fire. Its fast enough to close on a player already poisoned and paralyzed, one in combat, or one in pain.


Biollante

Variant Speed Damage Health Dodge Aggression Morale Physical Armor Special Armor Special Attacks Angered By Fear Of
Biollante 100 3d6 bash, 5 cut 120 Zero Total Average Moderate acid Sap Spit [Melee]
Glowing Biollante 100 3d6 bash, 5 cut 120 Zero Total Average Moderate acid Sap Spit, Impale, Grow Vine

Biollante are defensive compliments to the crowned creeper. They provide raw damage outputs and were quite likely to have originally been meant as a single entity within the grove roots. Or the biollante was meant as an extension of the roots themselves or the Queen. Whatever the truth, biollante possess the damaging sap spit attack. To an unarmored critter, this is massive damage, usually aimed at the head. While the standard biollante may only use this at melee ranges, the glowing biollante can fire it at distant enemies.

Glowing biollante are capable of a small amount stalling and attack in melee through their special attacks. They can spawn creeping grass around themselves as a barrier, and will attempt to stab any trespassers. They also glow in the dark, as their name suggests.



PRM Wiki Page Table

Type --- --- --- --- --- ---
Factions Ants Doom Fungus Insects Triffids Wildlife and Mutants Zombies
Statdump PRM Radiation PRM the Conglomerate Spawn Lists Evolution/Upgrade Trees Faction Balance
Locations Trapdoor Pits Bumblebee Hives Doom Structures
Items PRM Marine Armor Medicine PRM: Miscellaneous Items Recipes