- Joined
- Jul 15, 2007
- Messages
- 763
Ok then will...
Ok then I added the random room pathing system so every time you start the map the rooms will be visited in random order.
you have to add 4 areas to work with it
room1 leave area -> room2 arrive area
room2 back leave are -> room 1 back arrive area
not much more I'm a bit out of ideas :/
It's a nice job to have that in.
I was thinking for a system for when the base gets invaded based on a counter:
E.g.
Threat Required for Invasion = 1000
Base (with just Town Hall and Blacksmith) generates 100 threat every minute.
7 Minutes Elapse = 700 Threat on the counter
You kill 50 monsters for 300 Threat
Attack wave is spawned
Counter reset to 0.
Maybe after each invasion, the threshold required is increased.
Edit: Did about ~40 mins work. Leo i tried to play through you area; found it too hard! I will play around with your numbers so i can survive the first pack.
@apsyll Is there a way to "force" the random routing system to choose a next path? For testing purposes? e.g. a command where you type something, and the next level becomes what you want.
Satyr Lord (Room 1 Mini-boss)
- Soul Siphon: Drains 300 health from the target over 3 seconds (requires players to use their "D" ability).
- Fel Shield: Converts all damage taken in 20% healing for 5 seconds (requires players to stop DPS for the duration).
- Paranoia: Like Faerie Fire; grants vision and reduces armor of the target (mainly there to help the boss/dungeomaster out with finding players)
- And has Dark Rapture like before
Dungeonmaster has been added to the map very quickly. When the Satyr Lord is spawned, if the dungeon master is Playing AND is a User, the dungeon master gains control of it, else an AI trigger is turned on. Every 3 seconds, the area around the boss is scanned, and the boss will attempt to use Dark Rapture and Soul Siphon on valid targets. Fel Shield and Paranoia are cast by the hardcoded AI.
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