Irregularities in Testing


BeyondReach

 

Posted

So I've started writing a new MA arc and have just tested the first mission before I move on and there are some irregularities.

The Lost are almost entirely the only enemy in this mission - I created a custom boss because you cannot make a regular Headman a boss (which is important to the story) and therefore cannot receive a clue from the defeat of one - and for some reason one group of enemies was wheeling around a wheelbarrow full of rubble or something like that. I don't have the slightest idea why seeing as I didn't set anything to that effect.

Also, I had set the boss to be accompanied by an "Easy" group of comrades, but instead he was alone. Is that what is means by "Easy"? On that note, for some reason a large proportion of the enemies were blue and green, under my level which I found odd; is there any way to change this?

Finally, the spacings of the enemy spawns was irregular. The start of the mission had a large number of them, but the middle was virtually empty. Does each map just have a particular selection of spawn points? Is the only way to tell if they have this affliction to actually test the map?

P.S. This isn't something specific to MA really, but does anyone know if there's a level range for The Lost that doesn't spawn Aberrant Eremites as Lieutenants? Because their appearance was really annoying and would be a blow to the story also...



Bad Voodoo by @Beyond Reach. Arc ID #373659. Level 20-24. Mr. Bocor has fallen victim to a group of hooded vigilantes who have been plaguing Port Oakes, interfering with illegal operations and pacifying villain's powers. He demands that revenge is taken on these miscreants and his powers are returned! You look like just the villain for the job. Challenging.

 

Posted

Quote:
Originally Posted by BeyondReach View Post
Also, I had set the boss to be accompanied by an "Easy" group of comrades, but instead he was alone. Is that what is means by "Easy"? On that note, for some reason a large proportion of the enemies were blue and green, under my level which I found odd; is there any way to change this?
Did you try it on different SRS difficulties? I beleive that could have something to do with it.

Quote:
Originally Posted by BeyondReach View Post
Finally, the spacings of the enemy spawns was irregular. The start of the mission had a large number of them, but the middle was virtually empty. Does each map just have a particular selection of spawn points? Is the only way to tell if they have this affliction to actually test the map?
The spawn points are normally uniform unless you selected a enemy group arrangement(Forget what the actual option is called, in the begininng of a arc it gives you an option that lets you back-load the mission and other options.)

Quote:
Originally Posted by BeyondReach View Post
P.S. This isn't something specific to MA really, but does anyone know if there's a level range for The Lost that doesn't spawn Aberrant Eremites as Lieutenants? Because their appearance was really annoying and would be a blow to the story also...
Try creating a custom group filled with the lost standard mobs, this allows you to cherry pick the lost you want in the mission.


 

Posted

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Originally Posted by Not_Epsilon View Post
Did you try it on different SRS difficulties? I beleive that could have something to do with it.
You mean like Villainous/Ruthless etc.? (sorry for the redside terms haven't actually got the point of changing it on blueside yet)


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The spawn points are normally uniform unless you selected a enemy group arrangement(Forget what the actual option is called, in the begininng of a arc it gives you an option that lets you back-load the mission and other options.)
Yeah, Pacing I know what you mean. I chose Ramp Up which I assume meant that the spawn points increased in numbers as you progressed through the mission, but I may be wrong. They really should make them more clear, like wtf does Staggered mean? :S

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Try creating a custom group filled with the lost standard mobs, this allows you to cherry pick the lost you want in the mission.
Ah! Thanks, I remember I had that idea when I was making this mission when I left the game before, but it must have slipped my mind between now and then. Do you know if using a custom group like that would create the same large memory cost?



Bad Voodoo by @Beyond Reach. Arc ID #373659. Level 20-24. Mr. Bocor has fallen victim to a group of hooded vigilantes who have been plaguing Port Oakes, interfering with illegal operations and pacifying villain's powers. He demands that revenge is taken on these miscreants and his powers are returned! You look like just the villain for the job. Challenging.

 

Posted

Quote:
Originally Posted by BeyondReach View Post
Do you know if using a custom group like that would create the same large memory cost?
It does not. However, make sure you populate the group with bosses and minions as well as LT, or take a SERIOUS hit to exp.

One alternative to having a Headman as a boss is to have a (very) short “kill all Lost” mission, and add a Clue at the end saying “one of the Headmen you defeated told you this…”

I seriously don’t know how you get around not having aberrants in a mission that has all categories (minion/LT/boss) filled, though. Maybe stick in a boss from some other group in the level range you’re going for. Maybe they’re collaborating with the Lost, or overseeing a specific operation or something? You could also create a “boss” type mob to appear in the groups, and call them whatever you wanted.


 

Posted

Yeah, I did, it's only for the first mission that only the Headmen and Scroungers can be used and thus I only put them in the custom group (as well as the Headman boss) but for all the missions after that every Lost works with the story...well...except for bosses making their presence known, that would probably damage the whole ambience of the story...Hmmmm, I could make another custom group with the only difference from the main being that it doesn't have Pariahs.

And thanks for the Kill All idea that would be a smart alternative, unfortunately I've already got a different clue at the end of the mission because unfotunately you can't get clues from say Patrols or things like that - the clue is of things found of the bodies of some of the defeated Scroungers - which is annoying. They should definitely add that, a clue for defeating a Patrol.

And the problem with the Aberrant Eremites I don't even understand. I looked at the list of enemies that I could add to the Custom Group from the Lost Standard Group, and nowhere did I see an Aberrant Eremite as a lieutenant and yet I still certainly fought one when I tested the mission. Because of that I'm afraid that it might be something I'm unable to change, but further testing will prove whether that's the case.

Thanks for your help.



Bad Voodoo by @Beyond Reach. Arc ID #373659. Level 20-24. Mr. Bocor has fallen victim to a group of hooded vigilantes who have been plaguing Port Oakes, interfering with illegal operations and pacifying villain's powers. He demands that revenge is taken on these miscreants and his powers are returned! You look like just the villain for the job. Challenging.

 

Posted

Was the emerite a scaled down boss? Having something to do with the "No boss's when solo" difficulty option?


 

Posted

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and for some reason one group of enemies was wheeling around a wheelbarrow full of rubble or something like that. I don't have the slightest idea why seeing as I didn't set anything to that effect.
Right around after MA came out, different enemy groups got different standard idling animations that one in every few groups will randomly play. Clockwork will wander around with debris; CoT will be studying spells; Council will kneel in front of the highest ranked member of their group... this applies both in MA and standard missions.

So in that, i dunno if there's anything you can do about it.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by BeyondReach View Post
And thanks for the Kill All idea that would be a smart alternative, unfortunately I've already got a different clue at the end of the mission…
I believe you can have a clue after the objective (e.g., kill all), as well as a separate one after the mission as a whole.