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Post by Deleted on Mar 31, 2016 3:14:38 GMT
I've begun work on the Dead Forest Update. Is this the last area that has no text at all? Come on guys!! We are getting close to beta launch! RALLY The tRooPS!
THe mission is to make this zone come to life as an undead forest.
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Post by Deleted on Aug 4, 2016 18:59:45 GMT
I'd like to make a super boss battle for a group to take place in this zone at The Ring of Corruption (the big scary circle in the forest) . The boss battle would be unlocked by a group performing a specific quest chain. And there is a smaller script function... Both would be good for use in other places in the world at some point, especially number 2. SPOILER ALERT 1. The Most Epic Boss Battle so it will turn out that the four pillars to the NW, NE, SE, SW of the circle have these abominations which are entities that the chosen ones can see and attack. (they live and move through the rocks that are the pillars.) So to attack the SW and SE pillar, you can stand south of the circle. If you stand east of the circle, you can attempt to attack the NE and SE pillar abominations, etc. This will make it so a party has to split up to attack all the abominations and kill them all at the same time to unleash the final boss in the center of the circle. So it will be a real test in a team's endurance and strategy to catch the abominations when they pop out of the rocks, then surviving the demon that gets summoned. Another summary of it: Part of a quest gets completed, which will allow a team to face this boss fight. When the team enters the circle and says the magic words or does something with a magic object, the abominations (which are NPCs) will load in a holding room, then they will occasionally pop up in the appropriate room where a player may be, and go back out if not engaged. Each pillar has 2 NPCs, for example DevName 'Abomination NE Facing West (Dead Forest)' and DevName 'Abomination NE Facing South (Dead Forest)' are in theory the same entity, so only one of them should be in the player's side at a time. (Each loads into safe room, only one of the set of two may go to its appropriate room on the map at a time, and if one of a set is killed, the one of the set that remains should also be killed. Maybe we can have a script that checks if its paired NPC is in its appropriate room or not, before it tries to move out of the safe room.) How will the scripting work? Not sure, I will try to describe the fight and build-up again later. But maybe by reading this now, one of your engineering minds will see how to accomplish this. Haha. 2. Tar Covered Exploding Bats These would be cool to have a hidden function : they explode with fire damage. Maybe it should be only on a critical fire hit, or a certain % of the HP is hit by fire to explode. If we use a % of HP to decide to explode, then a critical fire hit could cause it to explode and cause more damage. The bat could explode and not cause damage regularly and only cause damage on a critical. Or the bat could explode and cause damage to nearby things, or cause bigger damage. I'll leave that for you numbers guys. Maybe give players a less chance to be hit by the bat, especially if grouped. Give players not grouped a slightly more chance of being hit by an exploding bat. Give other NPCs (friendly and neutral) more chance of getting hit by an explosion. Give aggressive NPCs a high chance of getting hit by an explosion. This will make exploding the bats less worrysome to use as a tactic. We can always add more dangerous exploding things later. We can always add a skill which can interact better with such a feature / script later.
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Post by Deleted on Aug 4, 2016 19:31:49 GMT
Tar zombies should also explode, but maybe more violently! Tar covered ravens should also explode, like bats.
Furthermore, this explosive with fire function could do well to add an effect "Oiled" or something , hehe, which would give a chance for you to explode. Would be awesome if/when we have familiars or an ability that lets players control a NPC ... anyway....
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