Do these features exist?


Brawlnstein

 

Posted

I've created a new arc post-I15 and I really liked the new features such as those in the testing window.

However, there were 2 things I was looking for and couldn't find. Not sure if they exist, or not, or ever will:

1) A way to scale a mission while in Test Mode for different size teams and difficulty settings.

Rationale: testing with a single player doesn't show all the potential problems that a team of 4 or 8 might have. What seems easy/challenging for 1 person may be overkill/suicide for a larger team.

This would only exist in Test mode so there's no way to exploit it for actual rewards.

2) Can NPC models be given customizable powers. For instance, I was making a CoT mission for the 15-20 range, but only Ruin Mages appear as bosses in that range. I wanted a larger variety of bosses, but I want them to look like the CoT in game. So while I could use the character creator and power customizer to create a boss with the powers I wanted, the character creator doesn't have all the costume parts for CoT mages. Meanwhile, I found that you could edit in-game NPCs, but only their costumes, not their powers.

Rationale: there are a lot of cool looking mobs in the game already. Being able to use their skins as a template in the character creator would be an awesome tool to allow you to fit custom mobs into pre-existing factions quickly.

Anyway, do either of these features exist in MA?


Please buff Ice Control.

 

Posted

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1) A way to scale a mission while in Test Mode for different size teams and difficulty settings.


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Those would be some handy buttons to have. I second the notion!


 

Posted

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2) Can NPC models be given customizable powers. For instance, I was making a CoT mission for the 15-20 range, but only Ruin Mages appear as bosses in that range. I wanted a larger variety of bosses, but I want them to look like the CoT in game. So while I could use the character creator and power customizer to create a boss with the powers I wanted, the character creator doesn't have all the costume parts for CoT mages. Meanwhile, I found that you could edit in-game NPCs, but only their costumes, not their powers.

Rationale: there are a lot of cool looking mobs in the game already. Being able to use their skins as a template in the character creator would be an awesome tool to allow you to fit custom mobs into pre-existing factions quickly.


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No. Powers are designed for certain models, and changing them could lead to unwanted behavior. The dev-given example, made up, is a werewolf given Energy Blast firing them from his shoulder.


What shall claim a Sky Kings' Ransom?

PPD & Resistance Epic Archetypes

 

Posted

After writing the rest of this post, I remember: Isn't there a servant of Bat'zull boss in roughly that level range that kinda looks like one of the CoT's hordeling demons? That'd probably be a better choice than what I describe below.


It is possible to pick specific bosses from above the level range you want, and include them. However, this has some very serious issues: namely, they get scaled down only as far as the maximum level range for your mission. Which means they really only work if you limit the mission to one or two levels (i.e. 33-34, for example).

So, for example, if I make a mission with a level range of 11-33, include an elder cobra (snake boss, normally level 46-52), and walk in with a level 18 character... I see normal snakes at level 18 and 19, and one level 33 elder cobra.

It's also worth noting that, even when the level scaling works (I adjusted the above mission to stop at level 18 exactly), they're not kidding when they say some enemies won't scale right. Going in on difficulty one, so that elder cobra was now a level 18 lieutenant... and it walked up and cut off about 80% of my health in one hit. I managed to win anyway via munching insps and staying at range as much as possible (combined with the fact that it had relatively normal lieutenant level health)... but it was definitely somewhere in the boss to elite boss level of dangerousness.

If you can find a way to work around the first problem (maybe it scales right if you make your own custom group with just that mob in it? Maybe it scales right if you sacrifice a chicken on the next night of the full moon? I dunno.), and you take a boss that's only a few levels above the range in question, you should be good to go.


 

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2) Can NPC models be given customizable powers. For instance, I was making a CoT mission for the 15-20 range, but only Ruin Mages appear as bosses in that range. I wanted a larger variety of bosses, but I want them to look like the CoT in game. So while I could use the character creator and power customizer to create a boss with the powers I wanted, the character creator doesn't have all the costume parts for CoT mages. Meanwhile, I found that you could edit in-game NPCs, but only their costumes, not their powers.

Rationale: there are a lot of cool looking mobs in the game already. Being able to use their skins as a template in the character creator would be an awesome tool to allow you to fit custom mobs into pre-existing factions quickly.


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No. Powers are designed for certain models, and changing them could lead to unwanted behavior. The dev-given example, made up, is a werewolf given Energy Blast firing them from his shoulder.

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Holy [censored] that would be cool. Now I wish we could do it just for werewolves with shoulder mounted blasters!!!


 

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It's also worth noting that, even when the level scaling works (I adjusted the above mission to stop at level 18 exactly), they're not kidding when they say some enemies won't scale right. Going in on difficulty one, so that elder cobra was now a level 18 lieutenant... and it walked up and cut off about 80% of my health in one hit. I managed to win anyway via munching insps and staying at range as much as possible (combined with the fact that it had relatively normal lieutenant level health)... but it was definitely somewhere in the boss to elite boss level of dangerousness.

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OMGG NICE JOB.


 

Posted

I sent a PM to BABs about this and haven't heard back yet but with the new costume change emotes I hope that we get to make secondary costumes for custom critters (like EBs and AVs) that use costume change emotes triggered by an event such as being discovered or health dropping below X%


Bonnie and her bunny
Arc ID: 59406

The Trash Came Back
Arc ID: 350303

 

Posted

I think I have to agree, shoulder mounted blasters on werewolves comes damn close to lasers on sharks Dr. Evil.

Heck, during the testing of a mission like that I might just modify my story a bit to explain that feature away as some twisted experiment by the Evil Doctor Messwithstuff.

Anyhow, OP, see ya tonight. Gunna bash some heads.