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VeiledOwl last won the day on June 30 2023
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Architect Entertainment - Content Ideas
VeiledOwl replied to Arcanum's topic in Suggestions & Feedback
I've got some things I'd be interested in seeing. Powers: When creating an NPC, you can select a Dominator's Assault set as their primary. I'd like it if the same was possible with Blasters' Manipulation secondaries, since several have unique armor animations I'd like to pair with actual armor sets, but can't without editing the critter file (and that removes all exp). Kheldian powersets. There's too many powers in them to all fit in one set, so possibly splitting them up between things like 'Umbral/Luminous Blast' with the Nova Transformation and 'Umbral/Luminous Melee' with the Dwarf transformation, and then an armor set for each. Maybe a dominator/blaster secondary style set like Ankylosaur linked to a few posts up, too for a solid mix. Enemy groups I'd like added: Cap au Diable Demons Unbound Nictus, and Shadow cysts/crystals as non-naturally spawning options that can be used as bosses (Devouring Earth allows something similar with Will of the Earth, though you can't set that to boss. Only Ally/Captive.) Croatoan Ghost and the Ghost Ship ghosts - the Ghosts available in the enemy selection are the version from Portal Corp missions, the ones with the dark blue-black effects instead of the green. They're also different level ranges. Collectible Objects: Ghost Widow's second arc has a mission with an interesting looking crystal collectible The ability to choose different variants of some objects - for example, there are orange bodybags in game, but only grey in AE. Council Crates automatically swap to 5th Column crates in 5th Column bases, which forced me to do some rewrites since a Council crate's presence was meant to be an important clue. It'd be neat to be able to swap between the two. And finding a 5th Column crate in a certain location can give a very different vibe than a Council one in the same place. There's also a ton of paintings in game, but only the Cubist one is available in AE. (Not sure if there are other paintings already available as collectible in missions, though. I was trying to make an art gallery, but having nothing but dozens of copies of the same painting made it absurdist.). Destructible Objects: Council Vampyri Transformation Capsules Radios (Television has a mission to Kill the Radio, which gave me the idea to use radios as destructible objects for a boss to taunt the player through as they advanced through a base. Unfortunately, radios were unavailable.) Maps I'd like to see: Night Ward and Dark Astoria's unique mission maps The Oranbegan map with the blue/green crystal ritual circles in the mission where Ghost Widow tries to resurrect herself The two Aeon City maps in Brother Hammond's arc, a normal version and the power blackout version More Striga outdoor maps, like the one in Mage-Killer Tatiana's last mission NPC Aura Special Effects: This one is likely not possible or just more effort than it's worth, but still something I'm interested in. Prismatic Aether premium costumes have aura effects, some of which you can't replicate by picking a powerset (like Ghost and Psionic). It'd be neat if they were available to choose and edit in the costume creator, or even as a choice like the Reflections Effects under Flight options when you choose ranking/combat preferences. Maybe just a general translucency option? Other: The ability to set non-custom lieutenants as bosses for the Defeat Boss objective would be nice. It's done in some earlier blueside missions, like one where the boss is just a Council Adjutant instead of an Archon. Alternate death animations - teleporting, fading out of existence like a ghost, etc. Likely unfeasible, but they would be a useful story tool. This turned out quite a bit longer than I had planned, but I think I got most of the ideas out. -
None of the Snakeskin capes are available in the Architect Entertainment character creator, even if the character has unlocked them with the Mongoose badge. I tried loading in a costume with a snake cape to see if that would circumvent it, but it says the parts are unavailable. Back > [any of the Mantles/cape options] > Mantle/Cape Back > High Collar > Cape
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Released: Light Support Undefined Error
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I mess around in the Mission Architect editor a lot (but rarely finish anything) and decided to make myself a cheat sheet of how power colors can differ depending upon the AT they're selected from. It ballooned. A lot. So now it's also a list of what color each powerset's main color is (weapon sets excluded, for the most part, since those can be recolored.) It may not be 100% correct, but it's a useful starting point for color coordinating my characters' costumes with powers. Someone in chat a while back asked if there was a place that listed which sets differed by AT in AE, so I decided to tidy it up a bit and post it for others to reference. Spoilers to compact everything. Sets that differ color by AT: Attack/support sets by color: Armor sets by color: Customizable Weapon/Armor Sets:
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Warder Razamis is a Ruin Mage whose duties included construction and maintenance of the Circle of Thorns' crystal prisons until some prisoners escaped, stole all his tools, and sold them to collectors. Now he's stuck tracking them all down and 'reclaiming' them from museums and other private collectors who keep claiming his personal possessions are 'important pieces of history' and that 'he can't just steal their archaeological findings!'.
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After completing Gordon Stacy's arc 'Revenant Hero Project' he tells you in the conclusion that 'The families of many of the missing Heroes that Crey kidnapped want to thank you for brining closure to their loss. You did a great thing today, [hero name].' Should be bringing.
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It was well written, and I enjoyed it. I wasn't scanning for typos, so I only noticed one error: in the second mission, you appear to have accidentally used the $name function on the Knives of Artemis boss's dialog at the end. At least I assume it was a mistake; due to the nature of the arc, all other dialog is addressed to Frost. Specifically: 'Agent Branch: [Player name]! How did YOU get in here?' The only problem I had gameplay-wise was in the final mission, when Archon Mesmer's minion spawned 90 feet away from him. He was out of sight and in the middle of another mob, so it took a while to hunt him down to complete the mission. Probably just bad luck with spawn locations (not much you can do about that on open maps), but changing Mesmer's completion to 'boss only' might circumvent the issue.
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A Mu-blooded pathologist who created the eponymous Electropestilence virus, a magical disease that contaminates electronic devices to infect organics, then rapidly rots their nervous system, leaving the victim to die in excruciating pain. When his identity was exposed by MAGI, he fled to the Rogue Isles and took up a supervillain career fulltime.
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I took Jose Escalante as a 30-34 contact and did a few street sweep missions and his Rogue Robots mini-arc. Then he offered the Rise of the Vampyri arc, referencing a memo I found in Archon Zane's base. Seeing as how I just unlocked Jose and had never met this Archon Zane, I double checked checked the wiki to verify that this wasn't another Unai Kemen or Maxwell Christopher situation where they have intro missions that are just setup for all other missions rather than part of the arc. It was not, and should've been included. Not quite sure why the contact skipped it, but at least it's present on Ouroboros flashbacks when I checked. I've also done the arc before, so no big loss, but it's an odd thing to happen.
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Electrical Melee's default color is supposed to align with the original alignment of the archetype - red for villainous stalkers and brutes, blue-purple for heroic tankers and scrappers. At some point recently, the power Thunder Strike's default color for Brutes got swapped to heroic blue-purple. Not sure when - I remember it being red a couple months ago when I was designing a villain. It's easy to work around by using bright red and light pink with the Bright Electricity palette, but thought it was worth mentioning.
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Technician Naylor's mission 'Take book from Circle' has a Circle member say 'In intruder!' upon spotting you instead of 'an intruder'. Billie Heck's mission 'Get reward from warehouse' has a Hellion boss say 'Who's that? Taken 'em down!' when they spot you instead of 'Take 'em down!'
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Windfall's activation confirmation window has a lot of information that isn't relevant anymore, both regarding VIP status/reward level and the drop requirements of incarnate salvage. It's not a typo (just severely outdated), but could do with some cleaning up.
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Slot Machine's Random Challenge (the 20th Anniversary edition)
VeiledOwl replied to Troo's topic in General Discussion
My rolls were: Dark/Super Reflexes Scrapper (50-16-91) Electric Armor/Radiation Melee Tanker (67-24-62) Illusion/Electric Dominator (34-72-30) Went with the scrapper since I realized I hadn't actually tried dark melee since live. It's not a combo I would've thought of myself, but I was able to come up with a concept pretty easily - shadow maul's animation + various life draining abilities = speedster fueled by stealing life energy. ...typing this out, I am now realizing I unintentionally made a vampire. -
Only one set. They're the same person: both victims of human experimentation, both altered so their bodies constantly exude deadly chemical compounds, both forced to constantly wear completely sealed protective gear as to not accidentally annihilate everything in the vicinity, and both the vengeful, pathetic 'I suffered, so now the whole world has to burn' type of villain. The only real difference is the chemicals they exude. The Primal variant is a Fire/Rad scrapper: his compound is extremely volatile and combusts spontaneously when exposed to oxygen, and the radiation armor is meant to represent the deadly fumes and subsequent danger of being in close proximity. The Praetorian's compound is an aerosolized asphyxiant. As such, he's a Storm/Poison corruptor who's augmented his powers with high-powered electrical gauntlets (for killing things that don't need to breathe and people smart enough to wear gas masks). They utterly despise one another.
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The asylum escapee one needs more work, but could serve as a starting point. I had wanted to make the right glove an Awakened gauntlet, but sleeveless robes doesn't allow asymmetrical use of it. In the same vein, tattered pants aren't available to female characters, and the Post Apocalyptic pants didn't feel quite right. The top is meant to be a medical gown/scrubs, but you could easily change it to a lab coat for a 'mugging the 'doctors' on the way out' vibe. Chains are mostly for symbolism, but converting them to buckled leather might also work for restraint imagery. The base seer outfit is the first attachment, scrubs and chains version is second. Awakened Seer base.costumeAwakened Seer02-01.costume