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[Dalek Mod Suggestion] Changes to the Weeping Angels + Angel Specific Locations [Mob Changes + New Structures]

Changes to the Weeping Angels
& New Angel Themed locations

 


Part 1- Changes to the Weeping Angels

 

 

 

Presuggestion

"Anything which holds the image of an angel is in itself an angel"

"The eyes are not the windows of the soul, they are the doors. Be careful of what gets in"

-'Madman' 

At the time of writing this suggestion, I had recently rewatched "Time of the Angels" and "Flesh and Stone." It's an amazing two-part story, and the new Weeping Angel abilities demonstrated in the story made them much more dangerous and frightening. Watching the story gave me an inspiration, to type up a suggestion for The Dalek Mod to feature many of these traits. I hope you find it interesting. If you have any feedback, ideas, or opinions be sure to leave a comment. Anyway, the thread.

 

 

 

New Ability 1- Projection

 

As Seen in the Show:

Show content

 

Description: "Time of the Angels" showed that any image of an angel can become a true Weeping Angel itself. My suggestion is for Weeping Angels to have the ability to project themselves through glass blocks and panes. 

 

Operation: When a player is behind some glass blocks or glass panes, and an angel is within sight, the angel can project itself through the glass. This only works, however, if the player turns away from the angel.

 

Getting out of this situation: The projected angel will have less health than a normal angel but may catch some players off guard. if the original angel is killed, if the glass is covered, or if something gets between the angel and the glass, the player will be fine.

 

Other Information: A projected angel will not drop anything, or will only drop Weeping Angels' common loot and in lesser quantities. 

 

 

New Ability 2Angel Eyes

 

Description: Remember how Amy was holding onto something and thought she couldn't let go? How she was hallucinating her hand being turned into stone because of what the angel in her was doing to her? I hope to capture that with this ability

 

OperationThe trigger of this ability will be a bit similar to the enderman aggression trigger: look at a certain part of its body, and something happens (the enderman gets enraged). In this case, my suggestion is that if the player's crosshair lines up with the angel's face (or close to it if it can be coded), the player will gain a slowness status condition for a period of time.

 

New Ability 3"Favorable weather conditions"

 

Description: Whenever the whether in an area is very, very bad (such as a blizzard as in the above picture), bad enough to restrict vision of an angel, they can begin moving even while they are faced. Something like this is seen in Doctor Who's "Time of the Doctor" during the scene in which the angels surround the Doctor and Clara

 

 


 

Part 2- New Structures

                                 

 

 

New Structure 1Cemetery Grounds

 

Lore: This is perhaps one of the locations most associated with the Weeping Angels. They appear in graveyards in the episodes "Angels Take Manhattan" and "Flesh and Stone"/"Time of the Angels" and in the Lego Dimensions story "Dalek Extermination of Earth." They also appeared on Trenzalore, which was revealed to have become a war-torn barren landscape (with a graveyard) in it's alternate future. In older versions of The Dalek Mod, Angels used to spawn in graveyards in this alternate future.

 

Spawning: These Graveyards would need to be fairly large for challenge, exploration, and for the value of the rewards. They would spawn largely in grassy areas in the Overworld.

 

Description of Terrain: This Graveyard would be of the Garden Cemetery type. It would have grass, dirt, and paved walkways. There would be various flowers, gravestones, ornamental statues, and other structures (such as fountains). as well as hedge walls. There would be clearings- each with benches and sometimes a fountain or other structure, - areas with just graves, and pathways lined with flowers. As you may have guessed, a number of the statues in this cemetery are very hostile.

 

Features: This structure creates new scenery for a player to explore as well as a new challenge. There could perhaps be open areas that have chests with valuable loot as well as chests showing up randomly along paths, with lesser valuable items and food - likely left behind by past trespassers. There will also be chests under the graves, to tend to the people who would think to do something of the sort... They would contain cobwebs and bones and sometimes a gold ingot or nugget  (however those would be incredibly infrequent).

 

Special Feature: This came up as an afterthought, but something I thought would be a very cool feature is if many of the Epitaphs on the graves were left blank. Upon killing a player, an game-mechanic could run in which the angel checks for blank gravestones within a certain radius. Upon finding one, the username of the player who died, as well as his or her time in the maze (if some feature can be coded to keep track of this) or in the world, would be recorded on the gravestone. These gravestones could perhaps be picked up, keeping whatever is written on them. These can be crafted into Customizable stones which can be placed and edited.

 

New Structure 2Weeping Manor

Details to be added at a later time.

 

 

New "Structure" 3Weeping forest

Lore: Another location many associate the Weeping Angels to are forests. The Weeping Angels appear in forests in Byzantium (even though it wasn't a natural forest, per se) in "Flesh and Stone"  and on the planet Trenzalore in "Time of the Doctor."

 

Spawning: Weeping forests are actually not structures of their own. Every time a forest-like biome generates, it has a small chance of being a Weeping Forest. In a Weeping Forest, Weeping Angels spawn much more frequently than usual. Entering a Weeping Forest can be very dangerous, especially with all the trees and foilage to conceal Angels as they make an advance. Those who enter are either foolhardy or well-equipped; most novice players would be advised to take a detour around these places.

 



 

Part 3- Angel Variations  (from an idea by Wodaman01)

 

 

Variation 1A type Strategist: Roamer and Searcher

Lore: These weeping Angels can't bare to sit around. Type-A personality angels take initiative and go out to hunt down some victims.

Spawning: A good number of these angels spawn in the Cemetary Grounds. They also spawn in "the wilds" of the overworld.

Behavior Type: Whether they are chasing a player or not, these angels will roam, following along paths in the Cemetary grounds. They may pause for occoasionally, and they always stop when under observation of a player, but otherwise they can be expected to be on the move at all times.

Note: Rather than making a whole new mob for this, I suggest having it as a section of code within the base Weeping Angel's code. THere could be something in the code where, if some value is equal to 1 or 0, the behavioral code for either type B or type A is read respectively.

 

Variation 2B-Type Strategist: Lurker and Backstabber

Lore: These Angels are sneaky little Daleks. Unlike their aggressive counterpart, these angels stay in place, waiting for a player to come. They don't move much, until they are certain a player is vulnerable and unsuspecting. They then go for the kill.

Spawning: These Angels spawn in the cemetary grounds. Some have the forms of angels and spawn randomly in the maze; some disguise themselves as ornamental statues. Most ornamental statues in the cemetery grounds ARE actually ornamental statues, but never let that fact make you think you can lower your guard near them.

 

Behavior Type: These Angels are fairly sedentary and seemingly docile at the first few glances, however that next glance will may be a player's last. Rather than chasing players around, Type Bs wait for the players to come to them. Type-B angels only begin moving after a player first comes near. Only after a starting delay will they begin to move. Notably, they tend to freeze in far less conspicuous positions when compared to Type A in order to avert suspicion.  

Note: Rather than making a whole new mob for this, I suggest having it as a section of code within the base Weeping Angel's code. There could be something in the code where, if some value is equal to 1 or 0, the behavioral code for either type B or type A is read respectively.

 

Variation 3Weakened: Low health, weak, and hungry

lnfo is TBD

 

Variation 4Hologram: Gossamer and Incomplete

As Seen in the Show:

 

Description: An incomplete and lesser angel. 

Spawning: Created through projection (see "Projection").

Weaknesses: See "Projection"

DropsA projected angel will not drop anything, or will only drop Weeping Angels' common loot and in lesser quantities. 

Any Other Information: There will be some way of these kinds of Angels gaining independence and a solid form (c. MusketMusic); however, the idea still needs work on.

 

Variation 5Babies/Cherubs: The Little Devils

 

Lore: "The Babies" appear in the Doctor Who story "Angels take Manhattan" .... more details later

Description: Smaller Weeping Angels taking the appearance of cherubim. Wherever they go, a player can hear the distinct laughter they make and the pitter-patter of their feet. 

Stats: Compared to normal Weeping Angels, the cheribum have less health and each doees significantly less damage. The cheribum can, however, get through 1-block high holes in structures and move a bit faster than normal angels.

Spawning: "The wilds" of the overworld. They can spawn in groups of 1-4, although rate of occurrence decreases with group size. Also, the babies themselves have lower chances of spawning than most other mobs

 

Variation 6Boss: Lady Liberty... of DEATH

Lore: The largest and strongest of the angels happens to be Lady Liberty herself. She appears in the Doctor Who episode "Angels Take Manhattan." 

Description: I'm throwing around thoughts of a boss fight involving a Tardis, but for now, I'll have a placeholder suggestion which could work as well.

Spawning: These Angels spawn very infrequently

Attack type: Melee/Sumonner 

Behavior Type: This angel does not move during the day, but it can at night. As it goes around it is always surrounded by angels and will spawn new ones if needed to keep a certain count around itself.

Weaknesses: If this angel comes near the player's house or an other important place, it's dire that he or she gets rid of it. This can only be done with a "paradox-in-a-jar" or placeable time crack (take your pick).

Drops: TBA

Note: As mentioned prior, I may change this section if I can think up a completed boss fight.

 

Variation 7Tortured Angel

As Seen in the Show:

Show content

lnfo is TBD 


 

Part 4- Angel Skinpack 

The skinpack would feature many of the angel variants above.

 


End of Suggestion

That's all for now. If you have any feedback, think this idea is a great one or a bad one, or think the idea needs changes, just let me know below. Thank you for reading.

 

 

 


 Planned Additions: Angel Seed ability, Energy draining mechanic, "Timey Distortion Device" (Somewhat costly to craft, but it fends off angels), Health draining mechanic and some ability for Image Angels to turn Solid (c. MusketMusic), Weeping Forest (Not a structure in it's own, but an otherwise normal forest or jungle biome that has an abnormally higher spawn rate of weeping angels. This mechanic would work a bit like Slime Chunk mechanic around bedrock in vanilla Minecraft).

sounds like a great idea,   the weeping angels always terrified me.    if this was added then i wouldn't have to watch friday the 13th every day to get goosebumps! :D

I really like this idea!

also, the angels have another ability with their eyes. This was shown in Fallen Angels in the Big Finish; Classic Doctors New Monsters set.

they can corrupt beings to the angel's will.

maybe there should be a chance of either power, or different scenarios call for different things.

perhaps if a mob looks into the angels eyes it will try and kill players, and when it happens with a player… well… I will think about that

Weeping angels can also drain energy of alternative power sources.

maybe they can destroy torches and redstone torches etc.

And with the hallucination ability, of the person keeps their eyes open for too long an angel will burst out of them, maybe they need to look down if it gets too severe 

Also. Maybe

There should also be a variety of statues, including a weeping angel one. And also the angels can camouflage as these statues.

Also. Maybe

There should also be a variety of statues, including a weeping angel one. And also the angels can camouflage as these statues.

Theres no need to make 3 different posts, you can just edit your post to add onto it.

 

but otherwise,  good ideas

(Respnding to Wodaman)

 

I have plans on the Angel Seed ability, though I'm still thinking it through.

 

The Angels have the ability to destroy Torches, but I like your idea of having them drain power from things. For example, they could lock certain blocks into "off" states if visible. (This would only function with Mob Griefing off, of course.)

 

As for corrupting beings, this sounds really interesting, and I'd like to hear more about it. Could you tell me a bit more about how it was used in the story

 

 

 

Maybe the Angels could steal the TARDIS key and gain access to the TARDIS that key accesses. This could be used for jump scares or do something to the TARDIS. Perhaps this could also make the Weeping Angel bigger (angel liberty, things like that). Other than that, I like the suggestion.

Also. Maybe

There should also be a variety of statues, including a weeping angel one. And also the angels can camouflage as these statues.

 This would work if it was a Terraria Mod, but Minecraft has a lack of statues for the camouflage to have any purpose tbh.

 

Though, I can see them working as varients to the usual Weeping angel. Sort of like a sub-type to add in some variety.

They could perhaps move slower and go for energy sources with more intent. Over time, they could become Angels, faster and more dangerous


(In response to Arcpheonix)

yes maybe there should be variations or something.

 

in the story Fallen Angels. (Or at least what I can remember)

priests looked into the eyes of the angels and became forced to do their influence, they weren't mindless zombies they just catered all of their emotions to the angels and became obsessed with them. The angels made them carve angels from stone -since during the creation of the earth some of the Angels were trapped in the forming stone, so the angels needed the priests to carve them back out so that they could get the Angels out.

 

I think your draining idea is good and should be used. And I'd love to hear your plans on the Angel seed ability, if done properly it could be fantastic!

 


(In response to Arcpheonix)

yes maybe there should be variations or something.

 

in the story Fallen Angels. (Or at least what I can remember)

priests looked into the eyes of the angels and became forced to do their influence, they weren't mindless zombies they just catered all of their emotions to the angels and became obsessed with them. The angels made them carve angels from stone -since during the creation of the earth some of the Angels were trapped in the forming stone, so the angels needed the priests to carve them back out so that they could get the Angels out.

 

I think your draining idea is good and should be used. And I'd love to hear your plans on the Angel seed ability, if done properly it could be fantastic!

 

 That's very interesting. I'll have to do some thinking on how this could work. Something could probably also be done with "Angel Stone" in some fashion I imagine.

 

On seeding, what I'm thinking currently is having it as a sort of surprise element. There will be a sort of delay, varying between some short duration and a longer one (still deciding the exact time) after which a countdown will appear on the screen. After the countdown ends, some angels will spawn around the player to attack. 

There will be some way to deal with this. Currently, I'm tossing around thoughts of perhaps some consumable which removes the seed or an ability to self-induce blindness for a time to pause the countdown. Overall though, I'm still thinking over how it should be done


(In response to Arcpheonix)

yes maybe there should be variations or something.

 

in the story Fallen Angels. (Or at least what I can remember)

priests looked into the eyes of the angels and became forced to do their influence, they weren't mindless zombies they just catered all of their emotions to the angels and became obsessed with them. The angels made them carve angels from stone -since during the creation of the earth some of the Angels were trapped in the forming stone, so the angels needed the priests to carve them back out so that they could get the Angels out.

 

I think your draining idea is good and should be used. And I'd love to hear your plans on the Angel seed ability, if done properly it could be fantastic!

 

 That's very interesting. I'll have to do some thinking on how this could work. Something could probably also be done with "Angel Stone" in some fashion I imagine.

 

On seeding, what I'm thinking currently is having it as a sort of surprise element. There will be a sort of delay, varying between some short duration and a longer one (still deciding the exact time) after which a countdown will appear on the screen. After the countdown ends, some angels will spawn around the player to attack. 

There will be some way to deal with this. Currently, I'm tossing around thoughts of perhaps some consumable which removes the seed or an ability to self-induce blindness for a time to pause the countdown. Overall though, I'm still thinking over how it should be done

 Well, I had a different idea. The countdown will appear, and this can be prevented by looking down for until the countdown ends. And then if you ARE a victim to the seed ability, an angel or a few will appear around you.

but I like yours.

I support this, also maybe the angel in the glass can actually become an angel in its own right, so even if the original angel dies the one in the glass stays until it has enough energy to escape the glass and become an actual angel. It'd do this by just draining the player's health and the health of mobs around the glass eventually killing them over time, it's the same principle of a normal angel it'll only drain the health if an entity is not looking at it. Let me know what you think about this.

 Does this ' ;) ' mean something? Is it a hint?

Or am I just over thinking it?

 Does this ' ;) ' mean something? Is it a hint?

Or am I just over thinking it?

 Do you even know what that means? 

 Do you even know what that means? 

 Yes I would say he obviously knows its a winky face emoji, he is just clearly asking if it is hinting at something as it is unusual for a head-admin/developer to just comment a winky face on a suggestion thread.

 

Anyway, back on topic, nice suggestion Arc!

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