Re: Mazz VI: Wisdom of the Mancers
Posted: Fri Jul 03, 2009 2:06 pm
Is there any plan to fix the bug where a level 2 zerk can't pick stuff up?
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Once I have the Ranger vetted, I only focus on helping stop midbosses like the Beholder, Maralith, Lich, etc. Besides that I do a little killing of the warlocks, since Ranger's usually the only one who can reach them. I do not TOUCH any of the mobs enemies.You're clearly better at holding back with him than we are; like I said, our problem isn't vetting him, it's keeping him from sucking up hundreds of kills that other units need after he's fully vetted
If I remember correctly, the Hero ability is actually just an artifact. That's how the 'Mancer inventory and levels are done, each one is an artifact. I know this because I had to alter them in order to get my invincible unitsThe big problem with a Hero is that I'm pretty sure ChrisP has said that the level is already at the unit cap; something else would have to come out.
That's RIGHT Myrd! I keep forgetting to bring that up. As it stands, I almost don't want my Zerk to level, because he loses the ability to pick up items, which is really needed if Mazz doesn't have Telekonisis. Chris, would it be possible to allow Zerks 2 inventory slots, with the first being the hero crystal which he can't drop, and then a spare slot for pickups?Is there any plan to fix the bug where a level 2 zerk can't pick stuff up?
A lot to reply to here again, but I'm glad you brought this one up.Myrd wrote:Is there any plan to fix the bug where a level 2 zerk can't pick stuff up?
It's usually those plus the annoyance enemies (Fetch, Ghost Dwarves, Wraiths, etc.) that he's taking, but it adds up a lot faster than you'd think.GodzFire wrote:Once I have the Ranger vetted, I only focus on helping stop midbosses like the Beholder, Maralith, Lich, etc. Besides that I do a little killing of the warlocks, since Ranger's usually the only one who can reach them. I do not TOUCH any of the mobs enemies.
But each one is also a Monster; the artifact makes the original Monster into the new-level Monster (or new-spell Monster) while it's selected.If I remember correctly, the Hero ability is actually just an artifact. That's how the 'Mancer inventory and levels are done, each one is an artifact. I know this because I had to alter them in order to get my invincible units
I dunno, can I? I now have some scripting space, but that wasn't the case with v.2. Still, it would require using a few lines of script to handle all the zerks as opposed to a few lines of script per zerk, and it would probably have to be nested properly within the few lines that check all the zerks for leveling eligability, so if your question is can I personally use MOMAs to be that fancy, then no, probably not.Myrd wrote:Can't you use MOMA to swap the zerks for level 2 ones, rather than through artifacts?
Whaa..?! Wait a minute, this does not count towards my satisfying my wish list if you did it before I asked!And 2 already exists, check your control prefs.
Alright, pardon any ignorance, but Alric is player controlled at the time and facing, movement velocity, health, etc... all match exactly after the MOMA? And even if so, I still have serious doubts if a zerk who was carrying say, a randomly dropped paladin crystal, would still have it on him when replaced via MOMA.If you look at the Myth 2 solo level "Twice Born", you will see that Alric is MOMA'ed after his fight with Soulblighter. So the map swaps Alric with Balmung with Alric without a sword
Thank you, will fix.CP, you still have the mazz mesh pointing to the SL. So after you win, and you try to next mesh... crash.
He can use mana based dispersal dreams when fully vetted.Also why does Mazz get mana for?!
Slow mana regen – check.If I were to make significant changes to the Mancers, I'd probably add slow mana regen, possibly increase the basic mana recharge a bit, get rid of super-rechargers, make standard rechargers a little less rare than super-rechargers, narrow the range of charges (4 to 6 or 3 to 5, maybe, instead of 1 to 9), and maybe reduce the recharge percentage to 5%-7%. Oh, and probably give them the Super-Recharger's recovery time. That might still result in mana being too scarce, but it'd make the amount of mana that one potentially has access to over the course of the game a lot more reliable, so you can actually plan for it.
Take it easy before I triple mana costs and make Flame Path require ammo drops only obtainable by allowing a trow to kick the pyro in the nuts! Most of the player units are getting minor boosts. Would I really make the mancers worthless? The idea is to make them easier to use. Try the new system first before saying how awful it is.Whoa whoa whoa whoa.......why the heck would you do that? It would totally destroy the Mancers. Chris there are games where, due to the people involved, the mancers have to pick up the slack and do more than usual, or worse if one of the mancers die. If your changes go through, they will be worthless, and also no one would pick them up for a small group game.
I'm sorry but I strongly disagree with this.
Demos will see a slight boost, though I am still debating on the best way to do it. One idea, using the projectile to monster trick is to make a bomb with a homing device, so that it moves to a nearby enemy and sticks to them till blown up. That’d be cool, wouldn’t require scripting, but it would require a monster tag and those are already at such a high premium, especially considering that I’m already removing two to allow the FG and Mort to vet to level 5. Incidently, for the FG and Mort, level 1 will be identical, but levels 2 through 4 will be slightly weaker than they are now. Level 5 will be slightly stronger than level 4 is now.Is it possible that these "certain units" also include say, demos, so that they are a little more helpful? Not that I've minded the games where I've been handed them, but it would be great to have something better to do than steal kills from the more worthy units while hoping to find a H&A crystal somewhere... that the strider hoors haven't already stolen.
One huge, oh-my-god-would-be-awesome request is for arcs to hero. If this statement of yours extends to them for a mana attack of some variety, or just a boost in hp/resistances I would just.. I'd just cry like a girl.
Mmm... I think v3 will be a little harder on legendary than SL was.Everyone these days is pretty much good enough to beat Mazz on Legendary, there's just no challenge. Secret Level was the ultimate challenge, which really put your skills to the test.