Main Menu
Home
Register
Forums
Plugins
Tome of Orders
Rankings & Stats (TFL)
Rankings & Stats (SBR)
Rankings & Stats (M3)
Who's Online (forums)
Who's Online (games)


Myth Starter Guide
Myth Done Quick
Mariusnet Hosting Test


Mariusnet RSS Feed
Myth II - Top Players
Caste Player Login Score
vikkiblows 248.23
toomas83 241.92
austrianoak 240.92
gekko 213.3
stoopid 208.55
marsreich 203.84
iamcrun 197.64
sexxydancer 195.38


Active Players:    488
Games Played:    631572

Stats Last Updated:
2012-05-17 23:21:13
Playing on Mariusnet
Players Currently Online:

Myth: 0
Myth II: 26
Myth III: 0
Marathon: 3

Games Currently Running:

Myth: 0
Myth II: 4
Myth III: 0
Marathon: 0

Click here for the full list of Players & Games.

Links
Myth Starter Guide
How To Install Myth 2
getmyth.com
Project Magma
Myth@Bungie.org
The Tain: a Myth File Archive
Myth Wiki
Myth Graveyard
MythVault
Marathon: Aleph One
The Pfhorums
Simplici7y
Search
May
Su M Tu W Th F Sa
1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 30 31
Page 2 of 2 <12
Topic Options
Rate This Topic
#26372 - 02/18/11 06:14 PM Re: Mazz 6 version 4 [Re: pangea]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
Yes, when the serks level, they basically are new units. This was the only way to allow them to have the ability to pick up items like un-leveled serks do. The "Leveled" text was then added to sort of visually inform the player that a serk has leveled. It was then added to the rest of the leveling units.

HMP's udogs folder has omnipatches to update from v4 rc02, v3 b06, and v2 of MazzVI.
_________________________
Myth Starter Guide

Top
#26374 - 02/18/11 07:45 PM Re: Mazz 6 version 4 [Re: pyro]
godzfire Offline
G o d z F l r E
Crossed Swords


Registered: 03/31/07
Posts: 55
It would be nice to get a changelog of what changed from RC 2 to RC 3.
Top
#26379 - 02/19/11 02:20 PM Re: Mazz 6 version 4 [Re: hmp]
addictwtji Offline
dac
Swords with Shield


Registered: 03/31/07
Posts: 250
hmp,

getting to watcher seemed easy, the fight seems to be pretty hard though. I noticed a few things in the 2 games last night:

1) he never cursed mazz. weird.
2) i died to a hellfire when i coudlnt run away (again) - seemed the same as when gkg and i lost all our units on him with one of the early betas. if it didnt happen before the same way id blame player error (i suck anyways) but it seems like he traps units somewhat close when he hellfires, is there anything like that going on?
3) the deflection seems just about right, attracting him negated it as it should.
4) replaced zerk heroes go back to the captain instead of the player who owned them... this is terrible. any way to keep a "controlled by" flag on them in the script before they get yanked?
5) the mancers never go to level 2, they jump from 1 to 3. this is part of why it was so easy to get watcher im sure.
6) even on level 1, mana never seemed to be a huge problem for me with electro. I was able to chain lots and there were so many RC drops it was somewhat ridiculous. That normal?
7) the celest bow bonus for archers is amazing, now there's finally a reason to keep them.
8) the TT made me lol

the only reason i would play this rc again is to see the lvl 3 heron. the few remaining bugs need to get ironed out. Good job though, the watcher fight is definitely harder and now there's a decent reason to keep most of the units. demos might need to be faster though.

Top
#26380 - 02/19/11 03:46 PM Re: Mazz 6 version 3 [Re: hmp]
godzfire Offline
G o d z F l r E
Crossed Swords


Registered: 03/31/07
Posts: 55
I think a good way to make the Demo more attractive to play is to make the following changes:

- Increase the max distance the Demo can throw. It will still use the M1 throwing physics and you'd still need to be able to take that into account when playing.

MONS M dwarf demo (add 3)
Warning Distance 10 to 13
Activation 10 to 13
Longest Range 12 to 15
Bottle Max Range 11 to 14

MONS M dwarf demo 2nd level (add 5)
Warning Distance 11 to 16
Activation 11 to 16
Longest Range 12 to 17
Bottle Max Range 12 to 17

- Another good addition to make leveling with the Demo easier is for his Satchel Throw special to throw 2 satchels at the same time instead of 1 at level 1, and throw 3 at level 2, like what you did with the multiple bottles when he leveled. A good reference is the dwarf's special in SoulBlaster's Fort Of Doom game

- Finally, consider making his stab attack fast/powerful enough that he could hold his own against a single Myrm or Thrall

Top
#26381 - 02/19/11 04:27 PM Re: Mazz 6 version 3 [Re: godzfire]
addictwtji Offline
dac
Swords with Shield


Registered: 03/31/07
Posts: 250
godz do you even know why the demos are terrible?
Top
#26382 - 02/19/11 09:46 PM Re: Mazz 6 version 3 [Re: addictwtji]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
A quick patch to fix the Mancer leveling and Serk to captain issues. Keep in mind, currently when a berserk levels you will still lose it from the preset you might have it on and hear "New Units Received".

HMP's udogs Uploads has omnipatches from certain versions to "v4 rc03b".
_________________________
Myth Starter Guide

Top
#26386 - 02/20/11 11:21 AM Re: Mazz 6 version 3 [Re: pyro]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
not sure if it was noted anywhere yet - since you were in the game pyro - but

once a serk heroes - it doesn't fight unless directed. For instance - if I target the first maul in a pack of 30 mauls - and kill it - the serks then just stand there, and don't fight - even if something is whacking on them. They just stand there.

FG does this alot too - I wonder if the broken scripting is just being cut and pasted to new units when these things evolve like this.

I suppose the rein-detatch-preset thing is not a big deal - but having a hero melle unit that doesn't fight unless you tell him to fight each and every unit - one at a time - I'd rather just not hero him.

Also - the watcher is still standing South Central edge of map when the music chimes - we engaged him - and ran him off the edge of the map for a good 10+ minutes, but he finally came to life. I think it might be random - because I did this once before - chased him off the map - and just killed him by parking a max vetted pf in a place where I could control him - but his range allowed him to auto against the watcher - who did not fight back - and died - off the map.

Top
#26389 - 02/20/11 03:33 PM Re: Mazz 6 version 3 [Re: pangea]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
I'll look into the serk/FG fighting behavior. It isn't an intended behavior. As for the watcher thing, this is likely one of those things that has been around since day one but no one bothered to run towards him until now. It should be easy to fix.
_________________________
Myth Starter Guide

Top
#26390 - 02/20/11 07:29 PM Re: Mazz 6 version 3 [Re: pyro]
addictwtji Offline
dac
Swords with Shield


Registered: 03/31/07
Posts: 250
the watcher thing has definitely been in and out of betas randomly since hmp started tinkering with it, its been noticed and reported and has happened with boss waves on one of the betas too.
Top
#26398 - 02/24/11 02:12 AM Re: Mazz 6 version 3 [Re: addictwtji]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
rc04 is available
HMP's udogs folder
_________________________
•<[:)

Top
#26399 - 02/24/11 02:41 AM Re: Mazz 6 version 3 [Re: hmp]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
We are trying a new naming scheme for the patches to make things easier. We placed the name backwards this time. The version it creates from the old version you might have. So if you have the latest before this version you would get "MD_VI v4 rc04 from (MD_VI v4 rc03b).zip" which updates from rc03b to rc04. Should make it easier to scan with your eyes what file is meant for you.
_________________________
Myth Starter Guide

Top
#26554 - 03/19/11 12:51 AM Re: Mazz 6 version 3 [Re: pyro]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
rc05 here
_________________________
•<[:)

Top
#26613 - 03/23/11 07:09 PM Re: Mazz 6 version 3 [Re: hmp]
godzfire Offline
G o d z F l r E
Crossed Swords


Registered: 03/31/07
Posts: 55
HMP/Pyro, please consider this option to make the Strider and Demo attractive units to play but won't take away kills from other units:

1 of each kind instead of 2. Increase the health total slightly to compensate.

Striders: Remove time bomb and replace with flame trail. They would be perfect for maul, myrm, and myrk waves. This would let them weave in and out without the risk of exploding themselves and friendlies around them

Demo: Replace normal satchels and replace with time bomb. Increase the 'fuse' time accordingly to match their slower speed. They can survive mistake hits, which also takes away the previous risk of blowing up.

Top
#26696 - 04/02/11 10:46 PM Re: Mazz 6 version 3 [Re: hmp]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
The new rc06 version is ready for download.
_________________________
Myth Starter Guide

Top
#26697 - 04/02/11 11:49 PM Re: Mazz 6 version 3 [Re: pyro]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
Changes from rc05b to rc06 include:
-Fixed an issue where some units would not spawn due to having too many units. This is why it seemed easier than earlier versions.

-Boss spawning times have been adjusted to take into account how the finale starts sooner since a previous version. Another reason why it was easier than earlier versions.

-Modified the script for level 3 Berserker and Heron Guard. Will not get stuck like in certain situations. Also, if the level 3 melee unit is killed, the next candidate will be made level 3 if it has 250 kills like the first one.

-Modified the script for the archer bow bonus. Before it was possible the archer would not get a bow if it was full, therefore losing that bow forever. Now the bow is not gone forever but delayed until the unit makes room for it.

-The purple crystal has been modified. It can be picked up by either Berserker or Heron Guard. Can be picked up even if the serk or heron is level 2. Using the purple crystal will make the serk/heron temporary level 3 for a certain time.

-Text shows up on cursed units to let the player know when a unit has been cursed and when a curse has worn off when it is not easily noticable.

-When Paladin uses the Interventus special, text appears over him stating which bonus the team got.

-Some balance tweaks to some units as well tweaked the chance of the dispersal orb appearing less often.
_________________________
Myth Starter Guide

Top
#26719 - 04/07/11 06:00 PM Re: Mazz 6 version 3 [Re: pyro]
godzfire Offline
G o d z F l r E
Crossed Swords


Registered: 03/31/07
Posts: 55
I've noticed this for awhile with the Mort, and I am wondering if others who play the unit experience the following as well:

When you have the mort attack a unit by clicking on the enemy, and the mort is too far out of range, he will just sit there, and not move forward to get in range. This happens on mostly 'level' terrain.

However, if the mort is on a hill and you click an enemy in the valley to attack, and that enemy is too far out of range, the mort WILL move to try and get in proper range.

No idea why the elevation height makes a difference, but it's insanely annoying for him to just sit there.

Top
#26821 - 04/12/11 09:01 PM Re: Mazz 6 version 3 [Re: godzfire]
godzfire Offline
G o d z F l r E
Crossed Swords


Registered: 03/31/07
Posts: 55
I went through the old Mazz thread on PM forums and found a few things that are worth taking a look at (Pyro/HMP)

http://tain.totalcodex.net/forum/viewtopic.php?p=41362


http://tain.totalcodex.net/forum/viewtopic.php?p=41362#p41362
- Maralith sound
- Reanimating thrall (undying thrall)

http://tain.totalcodex.net/forum/viewtopic.php?f=2&t=4422&start=60#p41631
- Orb/Volt switch

http://tain.totalcodex.net/forum/viewtopic.php?f=2&t=4422&start=135#p41999
- Suiciding units (last response)

Top
#27792 - 10/15/11 12:41 AM Re: Mazz 6 version 4 [Re: godzfire]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
The new rc07 build of Mazz6 v4 is ready for download. Full version and omnipatch from rc06 are available in the same place.

The following is a list of the changes from rc06 to rc07:

  • Added an auto-distribute unit feature. Similar to the old one v2 had. Taunt Mazz within the first minute of the game to automatically detach units to all players. It is experimental and is no substitute for a real captain, but should help noob and lazy captains in big games.
  • Tweaked Mazz's Defense and Command specials to make him unstoneable. Apparently it was designed this way but an mistake in not taking into account how Myth handles certain things made the map ignore this stoning immunity.
  • In an effort to prevent the stoning immunity when using Defense or Command from making things too easy, Mazz's paralysis resistance has been lowered (only when Defense/Command are in use) so that paralysis lasts 4 times longer than his normal. (Not as high as FG, but close.)
  • Fixed Celest Bow exploit. (They were meant for Archers with 250 kills, not for cheating!)
  • Fixed minor issue with the bonus bows. (The map kept trying to give the rest of the six bows to the last living archer to vet.)
  • As a compromise for taking away the bonus bow exploit, the requirement for getting one has been lowered to 100 kills. Also, that same archer can get another one if it reaches 250 kills. If all archers are dead or vetted and at least a bonus bow remains, Ranger can get it once it has 250 kills.
  • Fixed issues with behind-the-scenes items (e.g. Mazz curse crystals) being moveable by player actions.
  • Fixed a script so that having the Watcher convert a unit won't prevent the map from ending when you lose the rest of your units.
  • Altered the timing of a few of the main waves.
  • Tweaked Marilith health and damage resistance values so Lich deaths and black clouds can't kill them.
  • Tweaked Mariliths so that they can't get stoned now.
  • Fixed issue where Berserk/Heron leveling script would break if all remaining melee of one type had already leveled first.
  • Altered Berserk/Heron so that they can pick up purple crystals even if they are at level 3.
  • Tweaked Level 3 Berserks to allow them to pick up items. (However, while the item is held they act like Level 2 serks.)
  • Tweaked Timed Level 3 Berserk/Heron to have their damage resistance values match their Level 3 counterparts. (They used to be weaker.) Except the Timed Level 3 Heron who has 50% chance of not getting stoned now.
  • Tweaked Level 3 and Timed Level 3 (purple crystal) Berserk/Heron so that they are immune to confusion (which also means Watcher cannot convert them).
  • Tweaked Berserk flinch values from 0.005 to 0.025 for level 1, 0.010 to 0.050 for level 2, and 0.050 to 0.075 for level 3. (For reference, Herons have a value of 0.100 for flinch.)
  • Fixed Celest Bow of Storms so that Berserks can't shoot arrows with it.
  • Tweaked Berserk health/damage resistance values (to match Archer's scale) so holding bows would not make them weaker (only more resistant to some damage types depending on the bow just as before).
  • Tweaked Mazzarin and Paladin crystals so that they do not affect damage resistance values for Berserks holding them.
  • Due to the above tweak, Mazz will not be confusable while he is actively holding the Enslave Dragon crystal.
  • Altered FG Curse duration range from 8.3 - 11.6 minutes to 4 - 5 minutes.
  • Altered Paladin Curse duration from 5 minutes (with a 15 second delay) to 4 - 5 minutes without delay.
  • Altered Paladin Curse so that he loses only 5 roots instead of all of them.
  • Altered Mancer Curse so that only mana is removed instead of both mana and ammo.
  • Fixed potential issue where cursing FG a second time would become permanent.
  • Fixed potential issue where cursing FG at level 2 could break curse if FG has enough kills to get to level 3.
  • Fixed minor issue with the Mazz Curse text and made the draining of kills (which only happens when inventory is full) a higher value.
  • Fixed minor issues with the "Cursed Expired" text that would not appear in certain situations.
  • Fixed minor issue with the way the map handled Paladin's "Curse Expired" text. (Would end up on the wrong unit.)
  • Fixed minor issue with The Watcher still being visible if the player had units near his starting location.
  • Tweaked the chance of Mancer recharge crystals appearing on the map in a few places. (For example, the chance of Fetch dropping an RC changed from 0.8% to 8% while other places it remains the same.)
  • Minor tweak to Mancer and Mort experience requirement for leveling.
  • Fixed minor issue that prevented the Mort from picking up ammo once it had leveled.
  • Tweaked Mort's attack range in an effort to reduce the occurances where the unit stays still instead of getting closer to attack when ordered. Mort did this because range was longer than his mortar rounds were able to travel. Old max ranges were 28-30, now it is 16-18.
  • When The Watcher converts a player's unit, it will restore the unit to full health. It will regen health and add experience (10 kills) to that unit every 5 seconds until it is dead. A nearly dead weak unit is not nearly as fun.
  • Altered Marilith sounds to what they should be like. (Were set as stereo when Myth demands mono for unit sounds.)
  • Tweaked scripts for level 3 berserk/heron, bonus bows, and 100/250 kill bonus mini bless to happen quicker instead of taking about half a minute to trigger per unit.
  • Tweaked walking speed for Heron level 2 and 3 to slightly faster to match standard Heron Guard speed.
  • Tweaked FG's special root attack so that you always get at least one root. (There was less than a 0.3% chance of getting none.)
  • Tweaked Red, Green, and Blue Dragons so that they are not useless to have on the team. They can now be healed to 87.5% health instead of 25%-35% (Careful not to HB near enemy dragons!). Their attacks have been tweaked so that their breath attack uses 60% mana instead of ammo. They regenerate mana as slow as Mancers, but using their claw attack regens mana faster. When mana is almost full, they use their bite attack which uses 40% mana. Holy Cloud, Storm, Regen, Justice, Vengeance, and similar attacks will still hurt dragons. Lich Storms, Changeling's Degen, ArchLich "shooties", red pops, and similar attacks still heal dragons.
_________________________
Myth Starter Guide

Top
#27795 - 10/15/11 02:53 AM Re: Mazz 6 version 4 [Re: pyro]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
Forgot to mention the change to DL's death. Instead of the possible items it used to be able to drop, these took their place.

25% chance of Void
25% chance of Vengeance
25% chance of Super Regen


A bug has already been found, apparently I need to tone down the RC output. \:\( Will give it a few days and see if anything else as obvious as that pops up. Then I make a minor update to deal with them.
_________________________
Myth Starter Guide

Top
#27796 - 10/15/11 07:44 AM Re: Mazz 6 version 4 [Re: pyro]
FrozillaD Offline
frozillad
Dagger


Registered: 05/11/11
Posts: 1
Loc: New South Wales, Australia
pyro i dont think changing the rc's is really nessecary. everyone was having fun with em.
Top
#27798 - 10/15/11 08:02 AM Re: Mazz 6 version 4 [Re: FrozillaD]
MNA_Om Administrator Offline
MNA_Om
Lord


Registered: 12/02/08
Posts: 1832
Loc: mariusnet.com
Everyone was having fun with the early versions of Myth too, but Bungie still released updated versions.
Top
#27799 - 10/15/11 09:58 AM Re: Mazz 6 version 4 [Re: pyro]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
thanks for all the intensive work pyro. are you considering this a beta for testing - or is it ready for mass consumption?

In other words - are you likely to tweak anything else - add or remove anything - if opening it for fixes?

If so - I think you told me that Taunting away units at the start - instead of suiciding them (as we do on Dream of Death) - and making them available later in the game by taunting mazz again - is that something thats impossible I think you said?

Top
#27801 - 10/15/11 12:04 PM Re: Mazz 6 version 4 [Re: pangea]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
 Originally Posted By: FrozillaD
pyro i dont think changing the rc's is really nessecary. everyone was having fun with em.


Some people whined and in most games they seem rather rare. Many times I would only see 1 or 2 throughout the whole game. So while there were users that could handle that amount of mana, there were others that would burn through their mana pretty quickly. I wanted to just have a few more show up.

 Originally Posted By: pangea
I think you told me that Taunting away units at the start - instead of suiciding them (as we do on Dream of Death) - and making them available later in the game by taunting mazz again - is that something thats impossible I think you said?


There is very little room for further script additions, and I'm not sure that idea would be good for this map. The map holding units for you for later, seems like a cheat. If anything there might be just enough space for a suicide script so units die by taunting and you don't need to babysit them to their death.

 Originally Posted By: pangea
are you considering this a beta for testing - or is it ready for mass consumption


Technically all these mazz builds have been for testing with a final version always intended to come at the end, but you try telling mazzers they can't mazz until its ready! Besides with more users, more testing.
_________________________
Myth Starter Guide

Top
#27802 - 10/15/11 01:43 PM Re: Mazz 6 version 3 [Re: hmp]
godzfire Offline
G o d z F l r E
Crossed Swords


Registered: 03/31/07
Posts: 55
The list of changes seem good all around. However I have a few comments:

- While it's nice that Mazz now has an option to become unstoneable, I highly disagree with the tradeoff being the large increase in puss time, at least with Defense. Defense should be exactly that, he's very slow moving and attacking, but immune to essentially everything. I'd rather you tweak his 'normal state' puss time to be a tad longer along with his 'Speed state'

- As I suggested before, let the Striders be able to drop their ammo like other units. That way they can be given to a novice player without the threat of them blowing up the team if they die.

- I always thought it backwards for the Mancers that they walk slower when they are set to recharge inventory and unable to use an attack than when they have an attack inventory set. It would be more logical to give them a quicker run speed while set to recharge mana. Along the same lines, it would be great to find a way to make it so they aren't forced to sit and wait to do a recharge and instead keep moving until they have reached their cooldown

- Homing Fireballs for Pyro level 1. It's MUCH easier and quicker to level with the Electro than the Pyro. This would at least slightly make it better.

- Regarding the Archers, they are still mostly 16 pieces of useless fodder good for initial bow drops for Ranger. They are too slow, weak, and difficult to level without the aid of a good bow.

Please consider consolidating/combining 3 into 1, for a total of 6 Archer Heroes. They would have either increased health or increased damage resistance, an extra bow slot, faster speed, and quicker leveling. The Ranger would still be the top bowman, but now you would have 6 Archer Heroes people would want to play and level instead of 16 bodies to blow up at the start of the game.

Top
#27814 - 10/19/11 01:18 AM Re: Mazz 6 version 3 [Re: godzfire]
welnire Offline
Stomps McCurb
Three Daggers


Registered: 03/31/07
Posts: 21
I strongly agree with Godz opinions about Mazz being so vulnerable to puss now, and the overall uselessness of the bows.

Mazz is the hero because he is so strong. It doesn't make sense from a story perspective for mazz to be especially vulnerable to puss anyway.

Regarding the bows, their replacement with heroes 1:3 really makes sense to me as well.

Top
#27851 - 10/28/11 10:26 PM Re: Mazz 6 version 4 [Re: pyro]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
The new rc08 build of Mazz6 v4 is ready for download. Full version and omnipatch from rc07 (and from rc06) are available in the same place. Some of the changes deal with the issues brought up in rc07. If HMP hadn't switched to the rc (release candidate) version naming scheme, this version would be the real rc01. Report any issues.

The following is a list of the changes from rc07 to rc08:

  • Altered how Berserk leveling is handled. Berserks will no longer fall out of their presets and will not trigger the "New Units Received" message. This change fixes the leveling delay that remained with berserks. This also allows users who dislike the behavior of level 2 and 3 berserks to use inventory to switch to "1st Level Mode". (No longer will these players have that excuse for not vetting their berserks.) The downside to this change is that when berserks have a carried item selected, they act like level 1 berserks. (Level 1 and 2 berserks are equally resistant to all damage types, but level 3 is more resistant. Level 1 moves slower than level 2 and 3 variations.) To keep the benefits of a leveled berserk but still have an item being carried, use inventory to switch modes. This means you can still use Massive Blow without dropping the item being held. Yet another result from this change is that berserk vets are carried over from a previous Mazz win.
  • Altered the Mort. The changes from before made it less useful (and made lots of whiners who don't know what beta testing means, complain). It turns out the level 1 mort does not vet. Meaning at 5 kills or around that, it stops getting better. This made the mort seem slower in attacking and causing people to blame the attack range alteration. I increased the attack range (but not to old values), and altered a specific part of its behavior to allow height be a factor in the range of the attack. (Like how Archers shoot farther if the target is in lower ground or shoot less far if the target is on high ground.) This is an attempt to reduce the behavior where the mort stands still for a while instead of getting closer to attack. Level 1 mort will also benefit from vetting just like level 2 and 3 had always been able to.
  • Altered the Archers. Removed a bunch of them. Now there are 4 on Simple, 6 on Normal, and 8 on Heroic/Legendary. Their cost was raised so they count a little more of the team % than before. Made them walk faster. They used to move at Level 1 Mort's speed and now they move at Level 3 Mort's speed. Made then "extra aggresive" like the Ranger. Tweaked the damage an Archer's arrow makes from a range of 0.297 to 0.895 to a range of 0.395 to 0.996. (For reference, Ranger's damage range is from 0.684 to 1.684.) Archer's health has been improved. (Used to be 36, now it is 38.)
  • Added a suicide script. This allows users to (softly) kill their unwanted units by making them taunt within the first 3 minutes of the game.
  • Fixed issue with the overflow of extra Bosses. (Blame HMP!) A tweak in the script unintentionally undid an error that prevented them from showing up to begin with several versions ago.
  • Fixed issue with Celest bonus bow script not giving bows to archers with 100 kills. (The script wasn't being triggered until some other unit reached 250 kills.)
  • Fixed issue with Celest bonus bow script not giving Ranger with 250 kills a bow when all remaining archers are dead or had already received bows.
  • Undid the previous changes to Mazz's Defense/Command artifacts (stoning immunity) as it didn't make things interesting, just caused trouble.
  • Tweaked the Mancer recharge artifact output, as the previous values made them too common to the point where Mancers had full inventories and would still not use them up to the point of their deaths. (The values that went from 0.8% to 8% are now 4%, older values were left untouched.)
  • Altered the Mancer's manual Mana Replenish attack (Inventory 0). Now you have the option to target enemies to trigger the attack. You can still use it the old way where you press T and click the mancer, but this method doesn't require constant pressing of the T key. This appears to be the only option to allow the unit to do manual mana replenish without using the T key. (The engine limitation that exists with special reflexive attacks ignores recovery time. Which would mean you can press T over and over and instantly trigger the attack which is not wanted for these units.) Depending on how testing goes, recovery time might be longer for this semi-auto mana replenish attack in a following version.
  • Tweaked Watcher's Curse special so that Ranger is no longer able to be converted. (Demos, Strids, PF, Mort, Archers, Berserks (level 1 and 2), Herons (level 1 and 2), and Dragons are still convertable.)
  • Tweaked Watcher's Curse special. Since Ranger is no longer convertable, when cursed the unit loses 50 experience points (aka kills). (Mancers now suffer from this in addition to losing all mana due to how curse is scripted.)
  • Tweaked Mort's death so that it doesn't drop a lit splash which would then blow up. (Used to happen 10% of the time.) Removed the dispersal orb it would drop less than 1% of the time as well. (Whoever made him that way was one sick puppy.)
  • Tweaked the deaths of the Demos and Strids so that they do not drop lit bottles when they die which would ignite their ammo. (Used to happen 10% of the time.) The PF still drops lit bottles on death sometimes. It was kept as it sometimes disperses his flares which is always fun to see.
  • Tweaked Strider time bombs to be immune to damage. This way they only blow up when their fuse is up. This should decrease the chance of accidental team killing striders who are time bombing waves. (Strid/Mort ammo is still dangerously explosive.)
  • Tweaked Pathfinder's 2nd level so that mana is not shown. Mana isn't used until 3rd level, so this change prevents confusing players.
  • Tweaked the Auto-Distribute script to decrease the length of waiting time required after starting it.
  • Added messages to the start of the game to inform players about how to use the auto-distribution and suiciding scripts.
  • Tweaked Paladin's Mana bonus so that Mazz can also benefit from it. (This is assuming Mazz already reached 250 kills.)
  • Tweaked enemy script so that they target the player's Dragons and berserk enemies. (Black Thrall, "Trow Trains", and The Watcher would never target them before.)
  • Tweaked Dragons' heal limit. They can now only be healed up to 60% since 87.5% seemed too much.
  • Tweaked Dragons so that they retain their colors even if enslaved. (Requires Myth2 v1.7.2 or newer to work.)
  • Added a visual effect to the Soulless javelin attack that does permanent damage to tell it apart from the normal javelins. (They always did this, the change only shows which javelins do it.)
  • Tweaked the level hints to update the parts that were no longer true.

_________________________
Myth Starter Guide

Top
#27852 - 10/29/11 02:43 AM Re: Mazz 6 version 4 [Re: pyro]
gleep Offline
Gleep
Dagger


Registered: 03/31/07
Posts: 3
Am I the only who likes to use archers on Mazz. The more the better I say. What happened to Powerup anyway? He liked them too.
Top
#27853 - 10/29/11 04:18 AM Re: Mazz 6 version 4 [Re: gleep]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
We buried Powerup with the archers that didn't make the cut.
_________________________
Myth Starter Guide

Top
#27855 - 10/29/11 01:11 PM Re: Mazz 6 version 4 [Re: pyro]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
looks like you're getting a lot of interest in it already - three games currently hosted, one reported win already on timid.

Sound like good fixes - hope its not TOO easy now.

Top
#27857 - 10/29/11 04:43 PM Re: Mazz 6 version 4 [Re: pangea]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
 Originally Posted By: pangea
Sound like good fixes - hope its not TOO easy now.


Looks like it is too easy or easier than people were used in compared to rc06. But its closer, now I know what to tweak to find a good balance between rc07 difficulty and rc08.

Level 3 berserk script still seems lagging behind, just not as much as before.
_________________________
Myth Starter Guide

Top
#27858 - 10/29/11 10:37 PM Re: Mazz 6 version 4 [Re: pyro]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 427
Loc: Australia
can i have a link to an omnipatcher download, i dont have it anymore...


dw i found it :)...


Edited by morgoth6 (10/29/11 10:38 PM)
_________________________
It's not the winning that counts, it's watching other people lose...

Top
#27911 - 11/09/11 01:11 PM Re: Mazz 6 version 4 [Re: pyro]
nuimpha Offline
rabican
Two Daggers


Registered: 09/22/07
Posts: 5
the unit removal taunt thing is kinda annoying, havent had single game yet where someoen doesnt accidently kill their stuff with it.

maybe remove it or restrict to team captain or just for first 30secs or something

Top
#28029 - 12/10/11 01:39 PM Re: Mazz 6 version 4 [Re: nuimpha]
gleep Offline
Gleep
Dagger


Registered: 03/31/07
Posts: 3
Or limit taunting to within a circle or polygon on the middle hill.
Top
#28030 - 12/11/11 08:59 PM Re: Mazz 6 version 4 [Re: nuimpha]
dropkick Offline
Crossed Swords


Registered: 05/15/08
Posts: 90
 Originally Posted By: nuimpha
the unit removal taunt thing is kinda annoying, havent had single game yet where someoen doesnt accidently kill their stuff with it.

maybe remove it or restrict to team captain or just for first 30secs or something


i too would like to veto this "feature."

other than that, cool to see this being worked on. kudos on taking away the cheater bows.

Top
#28429 - 02/01/12 04:31 AM Re: Mazz 6 version 4 [Re: dropkick]
gleep Offline
Gleep
Dagger


Registered: 03/31/07
Posts: 3
I feel that up to the endgame MD is too easy. I think the bow additions are a bit too much. Celestial bows were meant to be very rare. Not that I don't love them.

When the Watcher appears his initial zap attack is straight up overkill. I've had him kill 5 healthy units when I wasn't even close to him. I can understand if I could at least have some glimmer of a warning that that attack was coming.

The Watcher's health should be weakened more by killing his thrall. It seems to take forever even when wave after wave of his thrall die. Without a purple crystal and high vetted zerk it is very difficult to kill him. It's not right when the zerk is the most important unit in the game. I've seen a game that lost Mazzarin early and was still won. That just doesn't seem right.

Top
#28596 - 02/22/12 11:58 PM Re: Mazz 6 version 4 [Re: gleep]
pompey Offline
Dagger


Registered: 10/10/07
Posts: 1
 Originally Posted By: gleep
I feel that up to the endgame MD is too easy.

...

When the Watcher appears his initial zap attack is straight up overkill. I've had him kill 5 healthy units when I wasn't even close to him. I can understand if I could at least have some glimmer of a warning that that attack was coming.

The Watcher's health should be weakened more by killing his thrall. It seems to take forever even when wave after wave of his thrall die. Without a purple crystal and high vetted zerk it is very difficult to kill him. It's not right when the zerk is the most important unit in the game. I've seen a game that lost Mazzarin early and was still won. That just doesn't seem right.


Second.

I don't know how I feel about the celestial bows, except that they're uneven. Celestial para is only slightly better than a regular para bow, while celestial justice is a game-saver.

Pyro, a month or so ago it sounded like you had a final version that was nearly done. Are suggestions fruitless at this point since you have a finalized list of features and are just working out kinks?

Top
Page 2 of 2 <12


Hop to: