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Posted (edited)

Tertiary Power Pool - my suggestion of theme-free powers/additions/adjustments for Enemies you create in Architect Entertainment. There's only one pool with specific powers, but very many of them. If you leave all these powers unselected, the AE Enemy will behave as before, without any changes from what we have now. However, selecting options will change enemy stats, AI behavior or make any other specific flavor to Enemies you put into mission.

 

Some examples of this stuff:

 

Incarnate Shift +1 - this enemy is +1 incarnate shifted.

Incarnate Shift +2 - this enemy is +2 incarnate shifted. Can be combined with previous option to make +3 incarnate shifted enemies.

 

Overpowered - this buff increases AE enemy DAMAGE by 100%.

Overpowered x2 - this buff increases AE enemy DAMAGE by 200%. Can be used with Previous one

Super-Accurate - this buff increases AE enemy ToHit by 50%.

Smashing Immunity - this buff increases AE enemy Smash Res by 100%, making enemy virtually immune to it. Has Lethal/Fire/Cold/Energy/NE/Toxic/Psi variants.

Elusive- this buff increases AE enemy Defense by 50%.

Infinite Endurance - provides insane endurance recovery & resist to Endurance effects.

Regenerative - provides giant regeneration. Caution using that on AV's.

Self-Healing - Self Healing Ticks

Superfast Recharge - an enemy recharges its powers at great pace!

Superspeed - this enemy's run, jump and flight speeds are greatly increased.

Endurance Vampire - each enemy's attack has PROC that drains target's endurance.

Health Vampire - enemy's attack drain target's Health & Heal enemy.

Superstrong Mez Magnitude - mez magnitudes are vastly increased.

Superstrong Mez Duration - mez durations are vastly increased (as far as l know how the game works making this is easier than previous one).

Super Sniper - ranges of all powers of the enemy (except for melee powers) are greatly increased.

Hyper Sniper - ranges of all powers of the enemy (except for melee powers) are awesomely increased. Can be combined with previous one.

 

Overconfident - this makes an enemy always confident. Enemy AI is altered, and won't run away in any cases, like most of Developer-made AV's.

Fearless - this enemy fears nothing, and is completely immune to any fear effects, like Caltrops patch Fear.

Mez Immunity - this enemy is immune to all mezzes a degree of Giant Monsters (+100 to all Protections), and is virtually non-mezzable.

Displacement Immunity - this enemy is immune to all displacements (10000 knock & repel resistances), which makes it not possible to knock around. They still can be knocked down. They also can be teleported.

Teleport Immunity - this enemy cannot be teleported. They can be displaced with normal physics effects (knocks, repels).

Rooted to the Place - the enemy is immovable & can't be moved from its spot at all.

Tethered to the Place - the enemy is generally tied to its place & can't be moved for too long distance.

Free Will - the enemy is immune to all Taunts & Placates.

Honorable - the enemy attacks the Strongest opponent.

Vile - the enemy attacks the Weakest opponent.

Wireframe Tells - the enemy drops circles on the players for Unresistible damage (similar to Battle Maiden tells). Careful using that outside of AV's because the stack may become unbeatable & drop too many tells.

 

Overhealing - this buff vastly increases ability to heal of this enemy. Handy for making support enemies those need to be taken out ASAP, like Surgeons in ITF.

Out of Phase- this enemy can't be damaged or otherwise affected with any means (Untouchable). Does NOT have translucency attached.

Phasing - this enemy constantly phases in and out, providing period of intangibility, like Illusionist Carnies. DOES have translucency attached.

Selfdestruct Boom - on defeat the enemy produces a boom, that deals damage to all around.

Selfdestruct One-Shot Boom - on defeat the enemy produces a boom, that instantly defeats all enemies around. Doesn't affect players.

Selfdestruct Phasic One-Shot Boom - the boom on defeat of the enemy produces a boom that takes out all enemies around those are OUT OF PHASE. Handy for emulating certain mechanic. Doesn't affect normal enemies & players.

Teleport Self - has access to Teleport like Sky Raider Porter adds.

Teleport Other - can teleport players into its melee range.

Hero - when used on an enemy this shows its insignia as Hero instead of e.g. Archvillain. Handy for making Villainous themed AE missions and/or helping heroes.

Spectral - this enemy is translucent, but doesn't have shadow reflection effect attached (and no need for flying). No extra Stealth radius, no impact to damage taken, just translucent.

Intangible - this enemy is intangible, and players can pass through them. No extra Stealth radius, no impact to damage taken, no translucency attached, just players can pass through this enemies hitboxes.

Provide Immunity to nearby AV - need to take out the add to become able to damage the AV.

Buff nearby AV Power - buffs Damage & to hit to nearby AV.

Buff nearby AV Defense - buffs resist & Defense to nearby AV.

Buff nearby AV Regen - buffs regeneration to nearby AV & heals it.

Add End Drain to AV - adds Endurance drain effect to nearby AV.

Stealthy - has small amount of Stealth Radius.

Invisible - has great amount of Stealth Radius & is technically not visible. May be combined with Stealthy for even more Stealth.

Stealth Detection - detect all stealths.

Extreme Perception Radius - detects everything around it and aggroes.

 

Assembly Point - this alterates AE mission enemy behavior that, for instance AV is made more "Main" with another AV possible to be its servants. Use in conjunction with "Tethered to Assembly Point". No more than one of these may be created per instance.

Tethered to Assembly Point  - this alterates AE in several ways. First the enemy is spawned right next to the enemy marked as "Assembly Point". Second the enemy can't be drawn too far away from Assembly Point. Third - if the Assembly Point is moved, the Tethered enemies will follow it. Is very handy to make Gangs of Archvillains (think about MsLiberty & Lord Recluse TF's Last Missions, and/or even ITF where you fight Romulus & 3 Nictus Essences at the end) instead of lone AV's, and force players to fight the whole AV gang at once.

Despawn - the enemy body despawns the instant it is defeated.

Respawn - the enemy constantly respawns on its place until the whole stack is defeated.

Respawn Friendlies - put that on AV and it will summon its faction patrols to its help, placing it next to the AV. Not recommended for non-AV.

Raise Alert - when this enemy runs away due to AfraidFromAI (aka headless chickenning), if it runs through another stack of adds, that stack will be aggroed.

 

GIGANTIC - this enemy X, Y and Z scales, and hitbox scale is highly increased. Doesn't affect anything else.

TITANIC - this enemy X, Y and Z scales, and hitbox scale is very highly increased. Doesn't affect anything else. Can be combined with previous to make an enemy HUEG!!!

microscopic - this enemy X, Y and Z scales, and hitbox scale is highly decreased. Doesn't affect anything else.

nanoscopic - this enemy X, Y and Z scales, and hitbox scale is very highly decreased. Doesn't affect anything else. Can be combined with previous to make an enemy .

 

 

More are coming...

Edited by Purrfekshawn
  • Like 5

To keep this game safe, We have to give it to the world.

Arc ID #13097 - Archvillain Beatdown, try it out!

Arc ID #21066 - Archvillain Beatdown - Past Edition!

Letz now talk about existing Incarnate Lore Pets:

https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/

Posted
4 hours ago, SeraphimKensai said:

Irs cool but I fear everyone using fear immunity and rooted for farming rather than some of your other options.

l don't think Rooted will be great for farming, because stacks sometimes are placed one add pretty far away between each other. And that would make AoEing them harder. Tethered maybe, but if patrols are Tethered they might waddle around very few portion of the map, which will require firefarmer to move around more than w/out the option.

 

The thing devs need to care about the most is options, those simplify mob destruction, like Selfdestruct Booms, need to make them reduce mob defeat reward, or if boom is one-shotting, that defeat doesn't count as fair and drop no reward at all.

To keep this game safe, We have to give it to the world.

Arc ID #13097 - Archvillain Beatdown, try it out!

Arc ID #21066 - Archvillain Beatdown - Past Edition!

Letz now talk about existing Incarnate Lore Pets:

https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/

  • 2 weeks later
Posted (edited)

Meanwhile, while you sit where you are... Somewhere across the multiverse extremely Nice, Cute and Adorable people are fighting Dali Creatures. Take a look:

dali1.thumb.jpg.e435a576d018850f4fcf78eef4972bac.jpg

dali2.thumb.jpg.05b5c49e13b8f70b2bc457905541d5de.jpg

dali3.thumb.jpg.5469c0e86db9b22ae38007490d027d66.jpg

dali4.thumb.jpg.4e822808303652116c7263d20ce0a0e4.jpg

Not exactly Tertiary Power pool but having an option to do that would be amazing XD. We just neutered a part that validates costumes on my Private Server, and rejects it from serverside. So it stopped doing this, allowing Us to do that ^^^

Edited by Purrfekshawn

To keep this game safe, We have to give it to the world.

Arc ID #13097 - Archvillain Beatdown, try it out!

Arc ID #21066 - Archvillain Beatdown - Past Edition!

Letz now talk about existing Incarnate Lore Pets:

https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/

Posted
On 11/13/2020 at 12:15 PM, Purrfekshawn said:

Rooted to the Place - the enemy is immovable & can't be moved from its spot at all.

Yeah wow this needs to be a thing no matter what, farming be damned. AE enemies are so skittish and cowardly, all they do is run away. It's like they all have Aeon or Akarists AI. It's been the most terrible experience fighting custom AVs as a result. Not only that, but there are cool "holding your ground" options for story mode and stuff too...this one in particular + infinity.

  • Like 1
Posted
Quote

Honorable - the enemy attacks the Strongest opponent.

Vile - the enemy attacks the Weakest opponent.

Not sure about how these would work mechanically. How would it determine the "strongest" or "weakest" opponent? Can't just go by AT or powerset, for instance. Focusing on those already injured or not?

 

Also, honestly, I'd want to see some things like - I don't know, "Messenger," where they'd alert either the next group or if they successfully run they trigger an ambush (calling reinforcements.) I'd like to see that *live,* too. It tends to bug me when *one* of a group runs right through two others and the other group's response is something like:

 

"Hey, wasn't that frank that just ran by?"

"Yeah. Probably had the fish in the cafeteria. Something smelled off about it."

"But he was on fire. Should we check?"

"Nah. The fish was really spicy."

"OK. Going to the game this weekend?"

 

... instead of, oh, *reacting.*

Posted (edited)
12 hours ago, Monos King said:

Yeah wow this needs to be a thing no matter what, farming be damned. AE enemies are so skittish and cowardly, all they do is run away. It's like they all have Aeon or Akarists AI. It's been the most terrible experience fighting custom AVs as a result. Not only that, but there are cool "holding your ground" options for story mode and stuff too...this one in particular + infinity.

Yeah, it's but it's Overconfident perk, not the Rooted. Rooted perk is more for making turret-like enemies.

A way to solve your problem is here, as We managed to do that on Private Server (e.g. Dali adds do not run away no matter what they fight).

Also on Homecoming a player with Taunt Aura/Powers locks adds from Headless Chikenning away. That's how Fire/Spines brutes work, they have Taunts in all their powers +2 taunt auras. But taunt (mez effect) is the only way to prevent that on Homecoming right now.

Edited by Purrfekshawn

To keep this game safe, We have to give it to the world.

Arc ID #13097 - Archvillain Beatdown, try it out!

Arc ID #21066 - Archvillain Beatdown - Past Edition!

Letz now talk about existing Incarnate Lore Pets:

https://forums.homecomingservers.com/topic/50351-incarnate-lore-pets-look-through-fix-and-improve/

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