Karuulm Slayer Dungeon & Alchemical Hydra
Posted: Tue Dec 10, 2019 8:12 pm
I've managed to make quite some progress on the Alchemical Hydra already. Thoby had started with a bit of the groundwork for this new boss earlier on, now I'm working to finish it up. All in all, I'm hoping this whole process will not take much longer than a week, after which we can focus our attention to the slayer expansion (which Thoby has been doing a lot of work on lately) along with the next piece of highly anticipated content: the Chambers of Xeric.
A small sneak preview of the current work in progress:
The addition of the Alchemical Hydra also means we'll be adding the entire Karuulm slayer dungeon as well, with the appropriate amount of Hydras, Drakes, Wyrms, Sulphur Lizards and other monsters.
Here's the current to-do list, I'll do my best to keep it as much up-to-date as possible:
A small sneak preview of the current work in progress:
The addition of the Alchemical Hydra also means we'll be adding the entire Karuulm slayer dungeon as well, with the appropriate amount of Hydras, Drakes, Wyrms, Sulphur Lizards and other monsters.
Here's the current to-do list, I'll do my best to keep it as much up-to-date as possible:
- Instanced rooms & respawning
- Transitions between forms
- Wakening when it is sprayed with the right chemical
- Empowerment when it is sprayed with a wrong chemical
- All animations
- Regular attacks for each form
- Special attacks for each form
- Regular hydras
- Drakes
- Wyms
- Sulphur lizards
- Other Karuulm dungeon spawns (hellhounds, demons & fire giants)
- Access to machinery to craft Ferocious gloves
- Boots of stone requirement for non-donators
- Cannon placement limitations
- Blockable slayer tasks
- Drops (and pet)