Birth of Shadows - Enemy bosses

I haven’t really explained how enemy bosses work in Birth of Shadows.  I did mention that they are similar to strongholds.  I call them both enemy sources since they spawn waves of creatures.  In fact, they both inherit the same C++ base class, using multiple inheritance since one is an enemy mob and the other is an immobile entity.

The main difference between the two enemy source types is that the enemy boss is able to move and therefore attack players the entire fight.  You can avoid the strongholds by keeping out of range.  Although, some creatures have a large range and use the strongholds as a defensive position.  This means your summoned pet may get hit while attacking the creature.

Also, the enemy bosses are all immune to fear and snare, regardless of “creature race” type.  This adds another dimension to the fight.  For instance, minotaurs aren’t normally immune to fear, so you can mez them, which makes the fight much more manageable.  The minotaur boss is able to use its rage ability during the entire fight, which forces players to change tactics.  For example, players would need to make sure that the minotaur boss isn’t near any mezzed enemies, so positioning is crucial.

In addition, enemy bosses are immune to damage until all of its guards are slain.  Players will need to be careful that they don’t add too much rage to the boss during the fight.  They also need to make extensive use of their summoned pet to absorb the large amount of damage.  This makes the fight pretty chaotic since you must defeat the waves as quickly as possible.

Furthermore, each boss has a special item that greatly helps mitigate its damage (about 50 percent).  This provides an opportunity to quest for the item.  Custom boards could be mean and just force players to defeat the boss without it.  Players don’t actually level up against the bosses.  You basically fight them at full strength every time.  Instead, you must become stronger versus their guardians.  This design makes the fights flexible so the level of the event can be changed as desired while the boss remains relatively constant.

Finally, enemy bosses are present both in the campaign and skirmish games.  However, the final boss is only available for the campaign.  The bosses are very challenging and a lot of fun to fight in multiplayer games.  I got to try the slime boss a few nights ago with a friend.  We found ourselves constantly retreating as we faught each new wave.  Eventually, we defeated all the waves and finished the boss.  It was definitely a different experience than the strongholds, which was my goal.

So, that’s my enemy boss design.  I left out some details, but you can see them in action when I release the game ;)

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