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Changes submitted since version 225  XML
Forum Index -> Druids RPG Development
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Fix for Defense Sentinels targetting translocators.

Also a mod to the PostRender code which may, or may not, help fix the crashes.
EDIT: the problem is I can't duplicate the problem on my test server. So all I can do is tighten up potential loopholes and see if it makes a difference when it goes live. Very unsatisfactory really
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Added an ability VampireSurge for the AM/WM subclass so they can get health off adrenaline-based kills.

Also added skills for the Engineer hybrids to enhance the DefenseSentinel.
So when the defense sentinel is idle not shooting down projectiles (green bolt), it will do some sort of healing
  • for the MM/Eng hybrid, it can heal health (blue bolt)
  • for the AM/Eng hybrid, it can grant extra adrenaline (white bolt)
  • for the WM/Eng hybrid, it can grant extra ammo for the current weapon (red bolt)

    And for completeness, for the Extreme Eng, there are two separate skills for healing shields and healing armor (e.g. vehicles/turrets/blocks) (yellow and bronze bolts)

    Each ability can be bought up to level 5. Ten points per level.

    I have also given the General subclass a smaller dose of each, up to level 2.

    Now these abilities may be too powerful, and may need to be removed later. I am hoping that it will make bases much safer for the lower levels, especially if there are no medics on. But it may be that 4 of these defense sentinels makes a base too strong. So, very much in test.

    All of these give a very small amount of xp - similar to the xp from the defense sentinel shooting down projectiles - except the "healing armor" skill which does not give xp - I do not want to give xp for a sentinel healing blocks and unmanned vehicles! Also too exploitable.

    EDIT: Oh, and since I found out how to generate a red bolt without having to supply a new texture file, I will update chain lightning to use red bolts instead of the beam's blue bolt.
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    AM/MM hybrids can now get the healing blast, and AM/Engs can now get the shield blast. Just buy level 2 of Loaded Artifacts (Hybrid) and the max you can buy of Loaded Healing/Shield Healing.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Added Spider Steroids for the WM/Eng subclass. Mines will grow up to 3 times their size, and do triple damage.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Added AutoGuns for the Turret Specialists. These turrets cannot be manned, but automatically select their target based on what the spawner is looking at. Like a sentinel that you have to aim.

    May not work out, so might have to remove later. Also might be too strong. We will see, but I thought the Turret Specialists needed a bit extra.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Changed Extreme Medic so it can heal +200 above normal health.

    This may be too much, and so may need revoking, but I think it will help, and will benefit everyone.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Due to Rapier's prompt I realised I hand't mentioned the change for basically anyone with an Eng Link to have at least one level of shield healing.

    Also, looking at the earlier post for the changes to defense sents, I also noticed that I hadn't mentioned that Sentinel Specialist are like Extreme Engineers and can get up to 5 levels of defense sentinel shield and armor healing.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Berserker changed so the damage done is now 4x when up close and 1x when distant, and damage received is 4x when distant and 1x when up close. So what used to be 2x when maxed is now 1x. This is to encourage berserkers into closer combat.

    Tank changed so it does slightly more damage, and doesn't slow down quite as much.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Just to please Spacey, Adrenal Drip now grants some extra adrenaline between invasion waves.
    Drip levels 1-3 give 10-30% of the player's max adrenaline, Drip level 4 (Extreme AM only) gives 50%.

    I have compromised and made it apply to all players with Adrenal Drip, not just Extreme AMs. The ammo bonus applies to all players not just Extreme WMs, but I didn't want everyone to get an adrenaline boost.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Changes to the spheres.

    Firstly, both the Damage Sphere and Invulnerability Sphere were too good for the Extreme AM. Not only were they only paying half price for running them, but the spheres were also 1100 units in radius compared to 900 for normals AMs - which gives approx +50% on cross-sectional area. So Extreme AMs were getting 3x the benefit of normal AMs. The cost is now 3/4 that of a normal AM, so the Extreme AMs get approx double the benefit of AMs.

    Then the Damage Sphere has changed. It no longer pays xp according to the number of people in the sphere. Instead, if a kill is made by someone who has double damage from the sphere, then the sphere owner gets a bonus 50% of the kill xp.

    So for example if I start a sphere, and a player X is in the sphere, he will get the DD effect. If X kills a skaarj, which would give him 6 xp, X gets his 6 xp but I also get 3 xp. All spree bonuses just go to X.

    The idea is the DD helps you kill twice as much, so the sphere creator gets a bonus of half the kill xp. So the xp reward is directly linked to the extra benefit it provides.

    I wanted to do a similar thing for the invulnerability sphere - link it to the damage it prevents. But this is going to be a lot trickier since I can't get hold of the data. Since you are invulnerable, it doesn't bother processing the damage, unless it is friendly fire for some reason. It will take slightly longer to change this one.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Sphere Invulnerability now does not use GodMode so can track the damage saved. XP now awarded for damage prevented. Sphere called "Safety Sphere" rather than "Invulnerability Sphere", just in case I missed a bit.

    Beam,bolt,rod,chain all now work with DD. All now give xp for the double part of the damage. Rod will not run at same time as triple. Beam,Bolt and Chain ignore the triple.
    Rod damage reduced from 6 per adrenaline to 4 per adrenaline, and bolt increased from 3 damage per adrenaline to 4 to match.
    EDIT: Rod Max Damage also changed from 100 to 70 per shot. This only affects titans and queens.

    Lightning sentinel, normal sentinel and energy wall nerfed slightly.Sentinel specialists and engineers get access to autoguns as sentinels as well.

    Vorpal changed so modifier range is +1 to +5 instead of +6 to +10, so damage now +10% to +50%, vorpal chance unchanged at 1-5%. Can now be used with the triple. When it pops, you now get all the xp the monster had left.

    Piercing weapon changed so damage is either piercing, or goes through DB/DR, gets triple bonus and weapon damage bonus. Used to be piercing and weapon damage bonus. Weapon damage bonus now 3% per plus instead of 5%, but can be used with the triple. Both calculations allow the DD to be used.

    Fireball minor tweak so can fire slightly faster, Beam does slightly less max damage as it was killing things too fast.

    All RPGWeapons now do a minimum of 50% damage, so the requirement for a piercing is lessened. (A level 5 player on wave 16 typically only gets 44% damage with a normal weapon)

    So, gameplay will change a bit - less reliance on rod and unaimed sentinels - but life should just be different not worse.
     
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