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Monter2 v1.1.10

Submitted by n00b
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]
- A blatant Dark Souls ripoff for Warcraft III -
Latest Update: Demon Ruins



Fanmade wiki created by EdgeOfChaos
Videos detailing Monter2's development




SUMMARY


  • Gameplay
    Gameplay is focused on exploration, challenging boss fights, and simply killing stuff.
    There are many secrets and such to discover, since the explorable area is quite large.
    This game does not have a storyline.
  • Combat system
    Monter2 uses a hack-and-slash combat system inspired by Monster Hunter and Dark Souls.
    There are currently five weapon classes - sword, hammer, spear, axe, and bow.
    Enemies also utilize the combat system, each with their own unique behaviors.
  • Game length
    In a typical playthrough, about 4 to 5 hours.
    It is possible to complete the game in less than an hour, however.
  • Solo and co-op
    Enemy health is adjusted according to the number of players present, making the game
    suitable for solo and co-op play.
  • Other features
    Monter2 uses custom animations which were made for this game specifically.
    This game also uses an original soundtrack.


CRE
DITS




-Models-

-=Emergenzy=-
Balrog
Callahan
Celestea
Chriz.
communist_orc
Deolrin
dhguardianes
Dionesiist
eubz
Forgotten_Warlord
HammerFist132
HappyTauren
hellblazer-14
Herio-san
imforfun
JesusHipster
JetFangInferno
Judash




Kino
Kitabatake
Land-Sengklek
Lord_T
nGy
olofmoleman
PeeKay
Power
Radagast
RightField
s4nji
Sunchips
sunwarrior25
The_Silent
Thrikodius
TLI-Inferno
UgoUgo
WhiteDeath
Various UTM contributors


-Systems-

Bribe
Tom Jones
moyack
Vexorian
TriggerHappy
`

-Icons-

CRAZYRUSSIAN
`

-Music-

n00b





Contents

Monter2 v1.1.10 (Map)

  1. Wow, nice fight there.
    How do you avoid the instant attacks he sometimes does? He never did it in that video, but often for me he will use an attack that seems like it should have a recovery time (like the bladestorm combo) and then immediately use a dash attack on me without any opportunity to hit
    Never saved pub replays unless something weird happened :\

    Most common complaints/mistakes in pub though:
    - People don't pick up a weapon (unfortunately frequent...)
    - People don't understand ultimate skill (why it's not available right away) and then accidentally waste it when it becomes available. Almost every new player I played with asked/did this the first time.
    - Life token controls confuse them, especially when they try to revive in a boss fight and can't, or when they try to revive someone and the hero stops for some reason before getting there
     
    Last edited by a moderator: Sep 21, 2017
  2. n00b

    n00b

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    flame champion has a parry

    so yes, if you attack him while he parries he does the undodgeable instant dash shit

    the restriction that his parry has is that he only does it after certain moves

    overall this seems to confuse most players, including veteran players, which is why I've deemed this to be a shittey mechanic that needs to be reworked :eekani::confused:2:huh::ugly:

    also rip pub replays, i just want to watch pub replays because i have a simple dream - to see a pub group actually make it to the endgame without getting carried; i'm pretty sure i've quite literally never seen a 4 man group even make it to revenant before

    yeah I've pretty much seen all these mistakes in one way or another, but most players find out how the life token and ultimates work somewhat quickly, so it's not a major issue

    and although there's an alarming number of people who don't get their weapons at the start of the game, sooner or later they WILL realize that they can get their equipment from the 2nd set of boxes at the checkpoint, as i rarely ever see groups defeat the first boss barehanded

    either that or they'll just leave LOL

    as far as I can tell, there is a certain, recurring player archetype that i've noticed: the player that says absolutely nothing, never gets his weapon, dies to the wisp, and leaves within the first 30 seconds. The first message you fuckin see is "Click question marks to display hints," and if you ignore that then there's really nothing I can do. I can't help a hopeless player who can't even make it past a very straightforward tutorial, nor do I have any desire to help such a player, because extreme handholding is just against my principles
     
  3. That is an interesting mechanic on Flame Champion. I think he should have it, but I think it definitely needs a better animation to be clear about what he's doing. I assume the thing where he gets the Invisibility effect on himself while he stands still is that, and that animation doesn't really show what he's doing, and it's hard to connect the response to him doing that.

    For a skill like that, I think he should do something like hold his sword across himself in a defensive position and get a Defend effect or something. Maybe even more, but idk what.

    About pubs: I wouldn't expect a group of 4 completely new players to finish their first game. There's a huge learning curve. But hopefully playing and sucking would make them interested enough in the game to play again and learn :p. I've actually had some decent duo players. I'll sometimes do stuff like only use mace's charge attack or something to mess around so I don't carry, and I've actually had a pub duo Viper and the final boss with me and do pretty well.
    Of course that doesn't apply to the guys that say "this game sucks, where is autoattack" in the first minute, but every game gets some of those people.
     
  4. n00b

    n00b

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    that's literally what he does though (he uses the 'Stand - Ready' animation), minus the defend effect

    i think the fact that his parry is instant is what confuses people; because if you attack the instant that he initiates a parry, you never actually see him in his guarding stance, which makes most people think "what the fuck just happened"

    tbh I just thought of a fix, his parry should be replaced with the Demon Caster's fire shield except with an extremely shortened duration
    i'd say this would be overall less confusing because not only is the immolation effect extremely conspicuous, but it would harken back to mechanics that the players already know (i.e. demon caster fire shield)

    coming soon (TM)

    hmm yea i'm probably expecting too much, sometimes i forget that this game isn't one that you'd want to finish in a single sitting:cute:

    good to know that there's a few people who actually make it to the final boss though
     
  5. Hmm - yeah I guess my problem then is that there's no way to predict it. When you first said that, I thought it would be like he gets the effect, then a little later he goes into a parry stance for 5 sec or something. But it's actually like an instant parry for 0.3 sec or something very small. I actually really like the rest of the Flame Champion's moveset now, though. The dodge techniques are pretty counter-intuitive, but he's fun once when get it down.

    I did play a pub yesterday where we went Demon Ruins before the Crypt, and actually beat Flame Champion as the 4th (or 5th) boss which was pretty cool. But he had to go before we killed the final boss. I actually was able to notice the parry this time, but I guess I couldn't do much about it.

    Which leads to one more question..
    Many times in the fight, one of us would Impact after the first bladestorm, then the other would also follow up with an Impact shortly after. The second Impact stun would last like 0.5 seconds before it went away. It was not being Parried. It seemed very consistent that the second impact did basically nothing, and this is true for other fights too.

    Is there a global cooldown on Impact, or a limit of 1 Impact per fight?
     
    Last edited by a moderator: Sep 24, 2017
  6. n00b

    n00b

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    yes, you have to wait 40 seconds before you can impact the same unit again

     
  7. VirginSUPOT!!!

    VirginSUPOT!!!

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    BUG REPORT
    When a player exits the game, saved items get dropped and another player may pick it up
     
  8. n00b

    n00b

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    True, but it's not that much of an issue in this game as it is in a standard ORPG-type map. This game isn't really that long compared to an ORPG, so there isn't really much disparity between early-game and endgame equipment; the worst thing that could really happen would be giving some lvl1 noob a +3 weapon, which can be attained rather quickly

    although I can see this becoming an issue in the very distant future when the game has expanded a lot, so I should probably fix this sooner or later(TM)

    of course there's also the exploit of being able to dupe the fuck out of consumables, most notably Healing Salves since you can carry 99 of them, which is actually really making me feel like I should fix this. But I like to imagine only particularly savvy players would exploit this, and otherwise, most players would probably never figure this out because not many people give a hoot about this game after 1 or 2 playthroughs anyway

    TL;DR - I should fix this but it's not really an urgent thing to me. Added this to my backlog of over 9 trillion bugs that I still have to fix :ask::ask::ask::ask::ask::ask::ask::ask::ask::ask::ask:
     
  9. n00b

    n00b

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    so i haven't worked on this game in months, but i'd like to detail what i have planned for the future

    basically demon ruins was kinda rushed, there's really no point in going to that area because there's no notable items in there whatsoever. I'd like to add another major area in the future, except with more neat shit to find, i.e. weapons/equipment, more interesting enemy encounters, a less incredibly linear layout etc. Of course, this means i can't simply shit out this area within the span of like 2 weeks like demon ruins

    Making animations is also basically psychological torture but I managed to make a few, as seen below. What these animations are for - I'm planning on adding one new weapon for each weapon class plus a few new skills, particularly for spear/axe. This is going to take forever because i still have to make like 7 more animations lmao

    TL;DR - i want to add a new major area + 5 new weapons but it's gonna take fuckin forever and i've barely even started :ask:

    i'd like to release major area+new weapons update as one bigass package, but i might get impatient and release the new weapons early lol.coming 20XX

     
  10. Vod of our playtest for 1.1.6:
    Twitch

    tl;dw mace is gonna get nerfed
    And new weapons, that may not be attainable regularly now
     
  11. LyunAvine

    LyunAvine

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    No invite, I cri :'(

    Edit: Why not spear ult be just the plain "Throw spear" ability? In exchange for its multiple repositionings due to being able to only deal full dmg at the tip. Or just like, an ult that buffs the character for 20 seconds or something?
     
    Last edited: Dec 27, 2017
  12. It was just a pubgame
     
  13. n00b

    n00b

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    rip mace
    also you can just cheat the weapons in if you know how to do that :^)
    eh fuck it, I'll host a game on saturday at 9 pm EST if that's fine with you (which should be 9 am in your timezone? idk)
    also, as edgeofchaos said it was just a random pub game I hosted on a whim :oops:
    yep a spear throw is basically what i had in mind for the spear ultimate
    i've never considered a self-buff ultimate for the spear though, what kind of buff would it be?
     
  14. LyunAvine

    LyunAvine

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    Maybe a buff that increases Dmg(10%), Atk speed(30%) and Movement speed(?%, its mainly because of repositioning, like what people usually complain about when using spear), basically like a "Berserk" skill.
     
  15. n00b

    n00b

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    I generally try to make weapon skills relate to the unique qualities of the weapon. that said, a generic damage boost skill does not really fit the spear's overall theme. One of the spear's unique traits is its long melee range, and i think a spear throw ultimate would highlight this trait nicely

    other unique qualities of the spear include:
    - ability to attack while guarding (which is useless)
    - ability to inflict the Daze status effect (which is mostly useless)
    - has invulnerability frames on a non-ultimate attack (which is mostly useless)

    anyway, i'm going into a tangent here but spear sucks because its unique traits are not very good :pird: spear buffs coming in 20XX

    as for the repositioning thing, attacking while guarding does not move the player forward at all. Too bad that attack sucks though so i might buff it sooner or later
     
  16. n00b

    n00b

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    anyway, reminder that i'm hosting today at 9 pm est (time conversion if anyone cares). I'll be on the useast server

    if need be, i'll host at a slightly later time but i will be sleepy as fuck :vw_sleep:
     
  17. LyunAvine

    LyunAvine

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    Eh? Wasn't it yesterday? Yesterday was Saturday for me XD
     
  18. LyunAvine

    LyunAvine

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    Not sure if its a problem worth mentioning, but claw gloves are not there if you load your character.
     
  19. n00b

    n00b

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    yes that is a problem lul, nice catch
    also fix'd
     
  20. n00b

    n00b

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    minor update

    tl;dr -
    added 3 silly weapons that you can purchase from the guy at the crypt entrance
    changed battle axe ult
    removed clunky 'switch ability' shite
    other shit

    ok bye

    v1.1.8
    • Added weapon: Strider's Sword
    • Added weapon: Silver Bow
    • Added weapon: Crimson Axe
    • Replaced the Battle Axe's ultimate skill with Adrenaline (a new skill)
    • Removed 'Switch Ability' mechanic
      • Ultimate skills now use the 'D' hotkey
      • Claw Gloves are now used in the Equipment menu
    • Life Token changes
      • Life Essence no longer affects healing amount
      • Base healing of the default heal is now 500
      • Base healing of Medium Heal is now 600
      • Base healing of High Heal is now 700
      • Regenerate now heals for a flat 1500 and does not scale with intelligence
      • Energize now lasts a flat 30 seconds
      • Energize duration no longer scales with intelligence
      • Increased Shield intelligence scaling (+40 shield health/int. -> +80/int.)
      • Shield now lasts a flat 25 seconds
      • Shield duration no longer scales with intelligence
    • Mace base weapon power reduced (400 -> 350)
    • Mace scaling reduced (+4 -> +3)
    • Fixed bug where Round Strike could be performed by pressing E->R->R (for hammers)
    • Critical range of Heavy Arrows increased
    • Blade Dance animation speed is now 10% faster
    • Damage numbers are now colored red for critical shots (for the bow)
    • Re-enabled life bars
    • Adjusted some special effects for the final boss
    • Fixed animation bug related to the final boss's sprinting attack