By "trap weapon" do you mean the same things as the cursed items that would transform you into a separate "monster" labeled as a hypnotist, or some kind of separate mechanic where a friendly fire weapon forces its way into your hand? While I did propose the "hypnotist monster" as an alternative if the other stuff didn't work, I would definitely prefer if there was some way to do stuff like this while still being categorized as a human by the game's mechanics, rather than mechanically being a monster that's simply said to be human. The idea being that you would still be fighting against the monsters, but in an "evil" way that ends with you coming out on top over both your enemies and your "allies".
Not to mention, it'd be nice to have an "evil" option whose victory condition isn't a straightforward "let all humans be transformed from any source," and to not be restricted only to the monster's default weapons. Having a unique victory condition was just something I was throwing out there, but I'd hope to still have the standard victory conditions. Having to still escape the manor and fight off all the other monsters keeps things interesting. Which actually brings up another question: Are there any plans to add some more unique monster victory conditions, for the reasons mentioned above? Considering that there are settings to allow for infinitely respawning humans, one would think that was planned at some point. But it's currently just not all that fun to play as a monster where you win by just letting the good guys get overwhelmed with spawns. Unless you mess with the rulesets, you rarely even get to be the one doing any of the transforming, which kind of defeats the whole point.
Oh right, and one other thing that I haven't been able to figure out. What's up with the dog? When I choose to play as one, it treats me as if I'm subservient to a particular human (which is how I was hoping the hypnotized humans would work, mechanically), and it seems like it's something that a werewolf can be turned into, but I can't seem to figure out how. Any experiments I tried with defeating werewolves just ends up with them dying.
Yeah we agree entirely with your point on the WP weapons; it's not right on top of the priority list right now because it would require quite significant effort in the coding department. Again, it's possible it gets added later, but it probably won't be super soon.
Clicking other entities is... though, and an ongoing problem. Please bear with it for now! We're seeing about adding a "whistle", which both the "Use on other" and "Command" buttons could default to if you don't actually touch anyone. Whistling will stop anyone in the room not engaged in combat for a second or 2, so you can actually touch them. That should do the trick! We'll work this out and hopefully include it in the next version, thanks for bringing it up again~
Regarding the hynotist. It'd be a "trap weapon" in the sense that you'd be stuck with it for a while but you will stay a human, and can then choose to use it on your allies. On that weapon, friendly fire would always be enabled, and you could become a hypnotist by using it on other humans.
What side they're on (so either the monster side or their own, unique side which is what you propose) comes down more to game mechanics than anything else. While them being on their own side and being able to win would definetly be cool, it'll be problematic in the sense that if you're still human this presents all sorts of balance problems. What happens if the monsters catch you? If you can't be TFd, that'll make it impossible to lose, but if you
could be TFd, that'd mean we'd need to make extra images for Hypnotist into anything, and hahaha no. Basically, while it's a fun idea, it would become too much its own unique gameplay within the game, and that's not something we actually want. It's very unlikely to receive its own victory state, where you emerge as the only free human with a horde of cuties in tow (as much as I
really like that idea). When hypnotists get added (because we're already at a when stage, not an if
) you'll most likely count as a monster for hostility purposes, without actually being a monster (like the thralls).
Having said all that, monster victories in general are something that might get looked at later. When
that happens, this might be more reasonable... we'll see. Don't count on it for the near future though, if at all! I don't want to unreasonably get your hopes up.
Like I said though, I really like the hypnotist idea in general. So I looked for some assets to see if it worked. Here, have a taste.
Finally, regarding dogs: they're indeed related to the werewolves, and pretty finnicky to get (especially if you don't know how). More forms suffer from hidden mechanics like this (such as the Nyx knockout drug, the Demon Lord summoning if there's enouch cultists...), but dogs are the most aggrevious one. Next beta we will have an in-game guide in some form or another that will explain this, but for now I'll answer it for you here:
Going from Werewolf to dog is not something you can control entirely. Whenever any human feeds a bone to a Werewolf (with the Use on other button), the wolf becomes neutral and will hang around the one that fed her. If the human gives her another bone, then pets her twice (if you are the human, you do this by left clicking), she'll become a Dog, which is basically a follower on steroids. If you want to
become a dog, try to lure humans to the grave so they dig up bones (or take them there while you are still human yourself), then once they have them and you have become a werewolf dash for them - they'll use the bones on you and transform you!
Feeding the wolf a second bone is a bit challenging due to the same "hard to aim" problems as normal; the whistling thing will affect them too once we implement it to fix that problem!
Thanks for your feedback and ideas, it's really appreciated!