These "little" guys are a wizard's oldest friend. We've known them since December of 2014, and they haven't failed us yet. However, they were hit by a horrible illness a few months ago, and as a result they just sat in the water all day. But thanks to some magic from some friendly wizards, they're now feeling better, and they are less hostile towards us. The spell left another effect, too - tomahtoes can now do a little spellcasting of their own! Whenever a tomahto takes damage, the entire herd will start shooting Explode spells at the assailant. They hate wig-wigs, but are indifferent towards rhinosaurs.
health: max 1, min 0. (a direct hit with explode will do about 0.5 damage. Directly attempting to manipulate health with orb.setAttachedWorldObjectTargetValue() seems to be almost completely futile, as there appears to also be a hidden health value, which will attempt to bring the health back up while orb.setAttachedWorldObjectTargetValue() brings it down, and will also reset it to what it was before after orb.setAttachedWorldObjectTargetValue() stops.)
thirst: max 1, min 0. (seems to increase at a shockingly high rate, and sometimes decreases when in contact with water. For some reason, some herds seem completely incapable of drinking, so their thirst stays at 1. Thirst appears to have the same rubber effect as health, but to a lesser extent. When thirst is sufficiently high, the tomahto will seek out the nearest water, and when it gets low enough again, it will attempt to return to its herd's spawn point.)
Rhinosaur (Gargantuan... yeah. Just gargantuan.):
Rhinosaurs are huge creatures that want nothing more than to be left alone. They'd rather lie around all day with their buddies than anything else, and they always "travel" in threes (rhinosaurs don't have a very complex system of communication, but their term for "travel" is the same as their term for "lie down" and "stand up," which is usually about as much traveling as they do in a day). They don't really care what goes on around them, as long as nobody bothers them. However if someone DOES bother them, they will stampede towards the nearest annoying-looking entity for what seems (to both the rhinosaur and the targeted entity) like an eternity, but is really more like a minute. However, having a 20-foot-tall, 16-ton creature charging at you and making rocks appear over its head is terrifying enough to make even the bravest would-be attacker fly in fear. Nobody knows why the rhinosaurs make these rocks appear over their heads (least of all the rhinosaurs themselves), but they do, and so they assume that there must be some reason.
health: max 1, min 0. (an explode spell seems to do between about 0.02 and 0.1 damage - I didn't do too much testing on this, but I know it can do up to 0.97 damage at least, and it took at least twenty shots, all of which were direct hits, to kill one, so I'm guessing this is more or less the range. When not agitated, their health regenerates at a rate of approximately 0.02-0.05 per second.)
thirst: max ?, min 0. (max appears to be 1, but I haven't been able to actually reach a value of 1 successfully. As thirst rises above 0.55 or so, the rhinosaur begins to run towards the nearest something, though I haven't yet figured out what. However, all rhinosaurs in a herd will run towards the same point. The point is not necessarily their spawn point, but in some cases it is. Upon arrival, thirst very quickly depletes and the rhinosaur begins behaving as usual again.)
Wig-wig (Giant terrifying wildcat that glows purple and seems to want nothing more than to murder you):
Wig-wigs are huge, aggressive wildcats with very large heads. They charge at their prey, shooting Pin spells to keep them from getting away, and then savagely rip into them with their teeth. These easily bored felines will attack anything that moves, as long as it isn't the one thing that they fear: a rhinosaur. Unlike most other cats, wig-wigs don't mind the water, and will often take a swim to catch a juicy tomahto for a midnight snack.
health: max 1, min 0. (seems to be about the same as a rhinosaur.)
thirst: max ?, min 0. (max seems to be 1, as with all other stats. Seemingly does nothing.)
hunger: max 1, min 0. (as one would expect, hunger appears to essentially measure the wig-wig's level of aggression. It rises extremely quickly, so quickly that I haven't been able to manually lower it below 0.9, but attacking tomahtoes does seem to lower its hunger substantially. A wig-wig continually attacking a live tomahto appears to be able to keep its hunger between 0.06 and 0.02, but even at such low levels it does not stop attacking. For some reason, tomahtoes and wig-wigs seem to reach a state of "agreement" so to speak, in which the tomahto is searching out water but is immobile (despite the wig-wig not firing Pin spells), and the wig-wig is attacking the tomahto but not doing damage. I assume that this is a glitch.. I have not successfully killed a tomahto that was under attack from a wig-wig without damaging the wig-wig and making it attack me, and because of the massive regeneration rate of hunger and the very minimal effect rate orb.setAttachedWorldObjectTargetValue(), I have not been able to see how a low-hunger wig-wig acts.)
Um, is this a new update to codespells? Or are you just testing out an update? Because I don't see anything in the release notes and codespells hasn't updated for me in steam (I don't think).
This is the nightly builds. They don't release patch notes for nightly builds, and anyone who hasn't opted into the nightly beta won't get an update.
Oh ok. I just saw the post today about the nightly builds.