Irregularities in Testing
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?
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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?
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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.
Did you try it on different SRS difficulties? I beleive that could have something to do with it.
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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.) |
Try creating a custom group filled with the lost standard mobs, this allows you to cherry pick the lost you want in the mission. |

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.
Do you know if using a custom group like that would create the same large memory cost?
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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.
You can't have no Aberrants at all, but you can have no Lieutenant-level Aberrants with the custom group trick. They do stop at some point, I think it's level 20, but the custom group will allow you to keep a wider level range.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
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.
Was the emerite a scaled down boss? Having something to do with the "No boss's when solo" difficulty option?
The Lost are one of those groups that like spawning bosses, even when you're solo.
And I had the Aberrants confused with Anathemas.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
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. |
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)
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.