The Long Road Back (#338026)
Based on multiple players' feedback:
- Altered the size of the map on missions 3 and 4 to correct the pacing issues that started to drag down the arc in the middle of the story. Altered the contact's text to reflect the alteration of the map of mission 4 because the cave map I am using now is obvious Rikti in origin.
- Altered the makeup of The Dying and the HH Staff custom factions to include at least 1 minion, 1 lieutenant, and 1 boss to help with the reward issues. Hopefully, the player will now feel as though he/she is getting a decent reward for playing through those missions.
- Altered the mission type specific to the ambassador in mission 3, so the player no longer has to escort the ambassador to the door to complete the mission. This also had the side effect of correcting the problem associated with "The Dirt" clue, in which the object associated with the clue would never glow or blink until the ambassador was taken to the door. Hopefully this will eliminate the player's need to backtrack through the map to find the clue. Hopefully this will also result in the clues appearing in the character's clue list in the correct order.
- Fixed numerous typos and numerous references in various places to elements of the story that no longer exist.
- Beth McClain is an OSI operative who appears in mission 5. She used a custom character design. Changed her appearance to a recolored Knife of Artemis mercenary in order to free space so that I could add a lieutenant mob to the HH Staff group. Using the recolored Knife of Artemis resulted in a warning that the arc contains higher level villains reduced in level. Beth McClain does not fight. As soon as her story element is completed, she exits the map, so the warning is irrelevant to the arc's game play.
- There is also a warning related to enemies with custom power selections. This refers to the orphans in the final mission who have no attack powers and are there as a story element only. I have tried various versions of these orphans and the fact that their first impulse is to flee from the character works very well for the effect I am trying to achieve. The warning, however, is irrelevant to the game play. The staff members are customs, so they hit very hard, but I've tried to balance the difficulty of this mission to the best of my ability.
- Went back through and added text in that I'd removed before freeing up space. All of the mobs should now have bios again.
Thank you to everyone who has beta played it thus far.
- S12
Changes of lqte:
Based on Airhead's feedback...
- Changed the map of mission four and the spawn placement of the glowies and Symons, so that the player will not have to do a lot of traipsing back and forth and going from floor to floor. He noted that this bogged down the story element, (which is what mission four is supposed to be about), and I agreed.
- Still trying to work out why one of the glowies in mission 3 will not start to glow and blink until after the escort that triggers it is fully completed. I can find the glowie and interact with it, but it doesn't glow, blink, or make the 'I'm-a-glowie' noise until after the escort has been taken all the way to her destination.
- Changed the composition of the custom faction for end mission to increase the reward given for defeating them.