Active Players: 488
Games Played: 631572
Stats Last Updated: 2012-05-17 23:21:13
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#26372 - 02/18/11 06:14 PM
Re: Mazz 6 version 4
[Re: pangea]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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.
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#26374 - 02/18/11 07:45 PM
Re: Mazz 6 version 4
[Re: pyro]
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godzfire
| G o d z F l r E |
Crossed Swords
Registered: 03/31/07
Posts: 55
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It would be nice to get a changelog of what changed from RC 2 to RC 3.
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#26380 - 02/19/11 03:46 PM
Re: Mazz 6 version 3
[Re: hmp]
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godzfire
| G o d z F l r E |
Crossed Swords
Registered: 03/31/07
Posts: 55
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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
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#26382 - 02/19/11 09:46 PM
Re: Mazz 6 version 3
[Re: addictwtji]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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".
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#26389 - 02/20/11 03:33 PM
Re: Mazz 6 version 3
[Re: pangea]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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.
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#26399 - 02/24/11 02:41 AM
Re: Mazz 6 version 3
[Re: hmp]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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.
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#26613 - 03/23/11 07:09 PM
Re: Mazz 6 version 3
[Re: hmp]
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godzfire
| G o d z F l r E |
Crossed Swords
Registered: 03/31/07
Posts: 55
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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.
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#26696 - 04/02/11 10:46 PM
Re: Mazz 6 version 3
[Re: hmp]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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The new rc06 version is ready for download.
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#26697 - 04/02/11 11:49 PM
Re: Mazz 6 version 3
[Re: pyro]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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.
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#26719 - 04/07/11 06:00 PM
Re: Mazz 6 version 3
[Re: pyro]
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godzfire
| G o d z F l r E |
Crossed Swords
Registered: 03/31/07
Posts: 55
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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.
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#26821 - 04/12/11 09:01 PM
Re: Mazz 6 version 3
[Re: godzfire]
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godzfire
| G o d z F l r E |
Crossed Swords
Registered: 03/31/07
Posts: 55
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#27792 - 10/15/11 12:41 AM
Re: Mazz 6 version 4
[Re: godzfire]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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.
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#27795 - 10/15/11 02:53 AM
Re: Mazz 6 version 4
[Re: pyro]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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.
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#27801 - 10/15/11 12:04 PM
Re: Mazz 6 version 4
[Re: pangea]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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.
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.
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.
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#27802 - 10/15/11 01:43 PM
Re: Mazz 6 version 3
[Re: hmp]
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godzfire
| G o d z F l r E |
Crossed Swords
Registered: 03/31/07
Posts: 55
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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.
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#27851 - 10/28/11 10:26 PM
Re: Mazz 6 version 4
[Re: pyro]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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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.
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#27853 - 10/29/11 04:18 AM
Re: Mazz 6 version 4
[Re: gleep]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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We buried Powerup with the archers that didn't make the cut.
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#28030 - 12/11/11 08:59 PM
Re: Mazz 6 version 4
[Re: nuimpha]
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dropkick
Crossed Swords
Registered: 05/15/08
Posts: 90
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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.
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#28596 - 02/22/12 11:58 PM
Re: Mazz 6 version 4
[Re: gleep]
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pompey
Dagger
Registered: 10/10/07
Posts: 1
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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?
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