Requiem of the dead - Beta 01
[color=DFC99B]
Oh!, and dont forget the Taken have their own dispersal Dreams to bOOt.
So in my book, Id say he is doing pretty good. ;o)[/color]
Actually from what I hear BB is doing pretty good, hes up to the Taken on solo Legendary and in Beta 03 The Taken Script isnt functioning the way I intended so that more than 1 Taken and its Platoon of Black Thrall are coming at you at once, iirc, hes probably facing all 7 Taken nearly 200+ Black Thrall, The Watcher, and whatever other units are still being spawned. ALL at once !!BB is gunna get pwned.
Oh!, and dont forget the Taken have their own dispersal Dreams to bOOt.
So in my book, Id say he is doing pretty good. ;o)[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
AND I only used the F1/F2 buttons once
that was when i had 6 or 7 wraiths coming from all directions :/
with the blood thrall and some other stuff on my tail
those wraiths really are a fucking pain, if you miss one you're pretty badly fucked...
maybe you should make em more manna based, now they stone you, you heal and they just come back, if you'ld give him a slow recharge then they wouldn't come back right away, and make the level more different every time
(i'ld say half manna for the attack that removes experience, full manna for the other)
that was when i had 6 or 7 wraiths coming from all directions :/
with the blood thrall and some other stuff on my tail
those wraiths really are a fucking pain, if you miss one you're pretty badly fucked...
maybe you should make em more manna based, now they stone you, you heal and they just come back, if you'ld give him a slow recharge then they wouldn't come back right away, and make the level more different every time
(i'ld say half manna for the attack that removes experience, full manna for the other)
[color=DFC99B]OK BB, Fear, and any of you others out there still helping along in the tests of RotD. Requiem Beta 03 to 04 Omni.zip and Requiem Beta 04.zip are up. Same URL as the others.
Script fixings, unit tweaks for more balance, new CREFs for The Taken and thier thrall escorts, CMap touch up, few new sounds, etc etc, basically I went through everything with a fine toothed comb and this should be on a RC1, but we`ll give it one more whirl as a beta. ;o)
GL HF Die Well, and save films of problems, or email concerns /bugs to me please.[/color]
Script fixings, unit tweaks for more balance, new CREFs for The Taken and thier thrall escorts, CMap touch up, few new sounds, etc etc, basically I went through everything with a fine toothed comb and this should be on a RC1, but we`ll give it one more whirl as a beta. ;o)
GL HF Die Well, and save films of problems, or email concerns /bugs to me please.[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
[color=DFC99B]hehe, youre a masochist I think BB. ;o)
BTW, even though its NOT showing in the Projects page currently for some reason, ::hints to Fe, dOOb, or vikk::, an RotD Project Page has been set up. :o)
Beta 05 patch and Full 05 should be up later this evening if I dont have to leave on an out of state run.
I revamped the In Game Hints to be more user friendly, and added them to the read me as well. When opening Hints / Objectives, the first GAME Hint will be an Artifact Quick Reference of the Crystals and who belongs to which.
Now condensed down to a manageable 23 Hints vs 33 prior, the Level, (renamed Requiem), Hints will now list each unit and its abilities as a single Hint for easier reading and info obtaining. These are listed in the same order as the Artifact Quick Reference. ;op
I tweaked on some units balance a bit more, lessening the range and turning speed of the enemy Pyro`s, Electros, Fir'bolg, and Soulless, also fixed the HG getting paraylized when carrying the "key", though any unit carrying it will now enjoy full paralysis resistance, so it will become a matter of do you like the resistance more than the unit you need the key for ?? ;o)
I tweaked the player Fir'bolg so they can hold upwards of all 5 bow types and all other units can hold up to 2 cystals / items and allow switching between them via the new Inventory (I) key option. :o)
That way when people like you or me that play solo or only with another person or 2 and use minimal units, we can keep an archer along with the few other units we save, at least until its usefulness is used up. ;op
Numerous other little touch ups including finding a couple more unused tags in my local and removing them. ;op
::hoping to get some 8+ player tests in sOOnâ„¢, as thats where I feel RotD really shines through and is loads of fun instead of a frantic foot race:: ;op
Anyways, real life beckons, Ill keep my fingers crossed I get to stay in state tonight. :o)[/color]
BTW, even though its NOT showing in the Projects page currently for some reason, ::hints to Fe, dOOb, or vikk::, an RotD Project Page has been set up. :o)
Beta 05 patch and Full 05 should be up later this evening if I dont have to leave on an out of state run.
I revamped the In Game Hints to be more user friendly, and added them to the read me as well. When opening Hints / Objectives, the first GAME Hint will be an Artifact Quick Reference of the Crystals and who belongs to which.
Now condensed down to a manageable 23 Hints vs 33 prior, the Level, (renamed Requiem), Hints will now list each unit and its abilities as a single Hint for easier reading and info obtaining. These are listed in the same order as the Artifact Quick Reference. ;op
I tweaked on some units balance a bit more, lessening the range and turning speed of the enemy Pyro`s, Electros, Fir'bolg, and Soulless, also fixed the HG getting paraylized when carrying the "key", though any unit carrying it will now enjoy full paralysis resistance, so it will become a matter of do you like the resistance more than the unit you need the key for ?? ;o)
I tweaked the player Fir'bolg so they can hold upwards of all 5 bow types and all other units can hold up to 2 cystals / items and allow switching between them via the new Inventory (I) key option. :o)
That way when people like you or me that play solo or only with another person or 2 and use minimal units, we can keep an archer along with the few other units we save, at least until its usefulness is used up. ;op
Numerous other little touch ups including finding a couple more unused tags in my local and removing them. ;op
::hoping to get some 8+ player tests in sOOnâ„¢, as thats where I feel RotD really shines through and is loads of fun instead of a frantic foot race:: ;op
Anyways, real life beckons, Ill keep my fingers crossed I get to stay in state tonight. :o)[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
i had some errors in 224 but i forgot to save the film ::hits self::
they included:
-fireloks/balls shooting puffs, their attacks sometimes dissapear (even once while shooting pyromancer special)
so was something like that other bug which makes mahirs only show as shadows, but this time it acted on their projectiles
-electromancer special shoots past target (repeatedly)
-another thing i noticed was one arc could hold 2 different specials, but you explained that one
-mazz's normal manna attack shot past a wraith twice in a row (direct attack on unit), once was at about maximum distance, i had that before, but second time was at very close range (in fact it stoned me while turning around)... they didn't even damage wraith
other comments:
-if you do inventory switching, does it also work on the key? otherwise you wont be able to use the units specials
-I hate wraiths
-I hate wights exploding next to dream artifacts
they included:
-fireloks/balls shooting puffs, their attacks sometimes dissapear (even once while shooting pyromancer special)
so was something like that other bug which makes mahirs only show as shadows, but this time it acted on their projectiles
-electromancer special shoots past target (repeatedly)
-another thing i noticed was one arc could hold 2 different specials, but you explained that one
-mazz's normal manna attack shot past a wraith twice in a row (direct attack on unit), once was at about maximum distance, i had that before, but second time was at very close range (in fact it stoned me while turning around)... they didn't even damage wraith
other comments:
-if you do inventory switching, does it also work on the key? otherwise you wont be able to use the units specials
-I hate wraiths
-I hate wights exploding next to dream artifacts
[color=DFC99B]
If youre hating Wraiths, then theyre doing their jobs.
And dont let Wigs get that close to you and your Dreams mb. ;o)
OK, as I said, Beta 05 is up, couple small issues, 1 being the 2 tags I removed were infact needed, so now, until next patch, the Bow of Incandescence special doesnt have a flying arrow, but is centered on the target. Also, the before mentioned Inventory problem which will be remedied next build of Myth.
EDIT***
Also put the enemy Electro and Pyros on their own spawn timer, should no longer face more than 5 at a time over a 5 to 10 minute period, this is of course depending on you killing those 5 before the next 5 show up. Various other tweaks and fixes.
::really should keep track of all them::[/color]
Edited By GHOST® on 1082439221
::Gets a couple good .smakz in as well:: ;opi had some errors in 224 but i forgot to save the film ::hits self::
OK, this has happened since Mazz, at least for the enemy Pyromancers, dont recall ever seeing it with a player unit. Ill look into this.they included:
-fireloks/balls shooting puffs, their attacks sometimes dissapear (even once while shooting pyromancer special)
so was something like that other bug which makes mahirs only show as shadows, but this time it acted on their projectiles
Hmm, dont recall seeing this, usually I special, things blow up when I use him. ;op Are you sure you werent being hit with arrows or flinching when launching ?? If not, Ill double check things.-electromancer special shoots past target (repeatedly)
Yes, and in Beta 05, which is up BTW as well as an 04 to 05 Omnipatch, they can hold up to 5 items, though in the current build, 224, theres a bug with which should be fixed in the next build.-another thing i noticed was one arc could hold 2 different specials, but you explained that one
Hmm, well iirc, projectiles pass through Wraiths, Ill run some tests and see what I see and adjust things accordingly. Speaking of Wraiths, Im considering removing the flag onii and making them a bit easier to see. Your thoughts ??-mazz's normal manna attack shot past a wraith twice in a row (direct attack on unit), once was at about maximum distance, i had that before, but second time was at very close range (in fact it stoned me while turning around)... they didn't even damage wraith
Inventory switching, when working properly, is quiet simple, just hit ' I ' then select the number of the artifact you want to use. About as straight forward as handing out units to other players mb. :o) If by chance you dont like the ' I ' key for your Inventory, then open preferences and switch it to something more desirable. ;o)other comments:
-if you do inventory switching, does it also work on the key? otherwise you wont be able to use the units specials
-I hate wraiths
-I hate wights exploding next to dream artifacts
If youre hating Wraiths, then theyre doing their jobs.
And dont let Wigs get that close to you and your Dreams mb. ;o)
OK, as I said, Beta 05 is up, couple small issues, 1 being the 2 tags I removed were infact needed, so now, until next patch, the Bow of Incandescence special doesnt have a flying arrow, but is centered on the target. Also, the before mentioned Inventory problem which will be remedied next build of Myth.
EDIT***
Also put the enemy Electro and Pyros on their own spawn timer, should no longer face more than 5 at a time over a 5 to 10 minute period, this is of course depending on you killing those 5 before the next 5 show up. Various other tweaks and fixes.
::really should keep track of all them::[/color]
Edited By GHOST® on 1082439221
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
[color=DFC99B]OK, BB, Fear, Myrd, and any and all who have been along to help with this project I threw together. ;o)
Requiem of the Dead RC 01 can now be had as well as a patch to bring Beta 05 up to RC 01.
Use Build 225 to test from here on out, at least until newer builds arrive. ;o)
Basically everything should be done, just final balancing of some things and feedback on everything before I call it good.
Propell has been activated for 90% of the units, and is just plain fOOkin AWESOME!! imho of course.
Sound has been reworked for Satchel explosion, so now there arent any gaps in the exploding sound during the satchel airstrike.
Reworked 'SW' corner actions to take into account if The Watcher is already on the map.
Lowered XP gained for killing units to 1 for all units but the hapless peasants and Wigs. (Gonna experiment and see if I can make killing a wig subtract an XP ;op )
Ummm, Lotsa Cmap and Displacement work on the mesh, allowing more manuevering room and keeping units from doing the congo line around the large impassable hills that existed in prior versions.
Shifted invisble observers out a tad more to allow viewing of incoming enemy up to 2nd river crossing.
Made all units that cant walk on steep terrrain unable to walk on snow terrain, and made steep into snow to keep impassable rock areas from catching fire.
Adjusted script so that the thrall that continually attack now do so more in groups instead of as individuals.
Reworked all Hints, Read me, String Lists for special abilities, etc.
Lowered the amount of items Fir'bolg can carry at one time back to 2. For some reason more than 2 is fOOkin up, and until its resolved, Ill just plan on it having to be this way.
Had to adjust Mazzs Dream Attack to take into account units being propelled. Lowered the Nearby Target Radius by a 1 WU on all the PROJs involved in this attack. This needs to be tested to get the dream to act as close as it normally would, but taking into account units being propelled closer to other units thus allowing the Dream to jump from unit to unit much easier.
Reworked the 'SW' corner to allow a 50 / 50 chance of 'Trick or Treat'
Ummmm, increased the amount units can vet up too, most up to 255, though I think they will run into animation speed limits first. Also, havent tested this one as it was a last minute adjustment, and may not be functioning until build 226.
Well, thats all I can think of currently, so have at it. Im gonna make time to play tomorrow, and itd be great if we could pull together an 8+ player game or 2. ;o)
You still here ?? Go DL and get to playtesting mb. ;op[/color]
Requiem of the Dead RC 01 can now be had as well as a patch to bring Beta 05 up to RC 01.
Use Build 225 to test from here on out, at least until newer builds arrive. ;o)
Basically everything should be done, just final balancing of some things and feedback on everything before I call it good.
Propell has been activated for 90% of the units, and is just plain fOOkin AWESOME!! imho of course.
Sound has been reworked for Satchel explosion, so now there arent any gaps in the exploding sound during the satchel airstrike.
Reworked 'SW' corner actions to take into account if The Watcher is already on the map.
Lowered XP gained for killing units to 1 for all units but the hapless peasants and Wigs. (Gonna experiment and see if I can make killing a wig subtract an XP ;op )
Ummm, Lotsa Cmap and Displacement work on the mesh, allowing more manuevering room and keeping units from doing the congo line around the large impassable hills that existed in prior versions.
Shifted invisble observers out a tad more to allow viewing of incoming enemy up to 2nd river crossing.
Made all units that cant walk on steep terrrain unable to walk on snow terrain, and made steep into snow to keep impassable rock areas from catching fire.
Adjusted script so that the thrall that continually attack now do so more in groups instead of as individuals.
Reworked all Hints, Read me, String Lists for special abilities, etc.
Lowered the amount of items Fir'bolg can carry at one time back to 2. For some reason more than 2 is fOOkin up, and until its resolved, Ill just plan on it having to be this way.
Had to adjust Mazzs Dream Attack to take into account units being propelled. Lowered the Nearby Target Radius by a 1 WU on all the PROJs involved in this attack. This needs to be tested to get the dream to act as close as it normally would, but taking into account units being propelled closer to other units thus allowing the Dream to jump from unit to unit much easier.
Reworked the 'SW' corner to allow a 50 / 50 chance of 'Trick or Treat'
Ummmm, increased the amount units can vet up too, most up to 255, though I think they will run into animation speed limits first. Also, havent tested this one as it was a last minute adjustment, and may not be functioning until build 226.
Well, thats all I can think of currently, so have at it. Im gonna make time to play tomorrow, and itd be great if we could pull together an 8+ player game or 2. ;o)
You still here ?? Go DL and get to playtesting mb. ;op[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
[color=DFC99B]
Keep `em coming BB, youre feedback has been a great help. :o)[/color]
OK, still got to look into this. Appears it can happen with the players Pyro as well as the enemies, and appears to happen if an enemy is too close,Brainbug wrote: they included:
-fireloks/balls shooting puffs, their attacks sometimes dissapear (even once while shooting pyromancer special)
so was something like that other bug which makes mahirs only show as shadows, but this time it acted on their projectiles
Looked into this, and he shot on target 99% of the time. The few times he didnt the enemy was either rather close, or he flinched just as he was attacking, causing his shot to overshoot.-electromancer special shoots past target (repeatedly)
Well, dont know what to say here, seems it can happen with other units as well, on occasion. Ill take a closer look at the attack, it might be just as it appears its hitting the unit, its promoting at that moment and not doing any damage ?? (guessing big time here, will delve into the tags)-mazz's normal manna attack shot past a wraith twice in a row (direct attack on unit), once was at about maximum distance, i had that before, but second time was at very close range (in fact it stoned me while turning around)... they didn't even damage wraith
Keep `em coming BB, youre feedback has been a great help. :o)[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
[color=DFC99B]OK, sorry for the slight err on my part. :o(
Requiem RC01 to RC02 Omnipatch is up, enemy Mahir `mancers should be active again, and added some spawning ghasts for the players to play with. Likely this is it until I get word on or find a fix for my archer fOOking up with multiple items.
Beyond that, just need to spread the units out some, and should be ready to rock, barring any further oversites on my part or found bugs by you testers. :o)
Lastly, further testings on RotD should be done with Build 225 or higher, as prior builds the Propell Feature isnt working correctly as it is now in 225.
GL HF Die Well !![/color]
Edited By GHOST® on 1082961326
Requiem RC01 to RC02 Omnipatch is up, enemy Mahir `mancers should be active again, and added some spawning ghasts for the players to play with. Likely this is it until I get word on or find a fix for my archer fOOking up with multiple items.
Beyond that, just need to spread the units out some, and should be ready to rock, barring any further oversites on my part or found bugs by you testers. :o)
Lastly, further testings on RotD should be done with Build 225 or higher, as prior builds the Propell Feature isnt working correctly as it is now in 225.
GL HF Die Well !![/color]
Edited By GHOST® on 1082961326
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"