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Re: Are there any Heroes Who Dare ??

Posted: Fri Nov 09, 2012 3:07 am
by Melekor
Iron, do you still have the unindexed bitmaps for your units? Several of them would look a lot better with a more optimized palette. I believe we can use some of the new Oak technology to build new versions of the collections without too much work.

Re: Are there any Heroes Who Dare ??

Posted: Fri Nov 09, 2012 3:34 am
by iron
Sure, I have some of them - which ones in particular? I can upload them someplace - might take a while though given the size of hundreds of bitmaps...

Re: Are there any Heroes Who Dare ??

Posted: Fri Nov 09, 2012 4:35 am
by GodzFire
We have the technology...

Re: Are there any Heroes Who Dare ??

Posted: Fri Nov 09, 2012 4:55 am
by Melekor
From Frenzy: journeyman, Rabican, berserker, MyrmidonTerror, draug, ghol plate, wight, fetch, shade

Possibly more from other plugs?

You can tell if the palette is optimized just by looking at it - the unoptimized ones look kind of generic and rainbow like. example. (left bad, right good)

Size shouldn't be too bad, make sure to use 7z.

Re: Are there any Heroes Who Dare ??

Posted: Fri Nov 09, 2012 5:35 am
by iron
I guess a better question would be, what's the point? In what will the optimized collections be used? I don't see any gain in going back and adding them to Frenzy & re-releasing it, and they're not the kind of units I'd want in a generalised unit plugin. If there's a project that'd benefit from their use, I'd just like to know what it was :)

Re: Are there any Heroes Who Dare ??

Posted: Fri Nov 09, 2012 6:04 am
by Melekor
Ghost is reusing all of those units in the map this thread is named after :wink:

Re: Are there any Heroes Who Dare ??

Posted: Fri Nov 09, 2012 8:18 am
by iron
I guess a better question would be - what do I use for a brain :)

I'll see what I can do...

Re: Are there any Heroes Who Dare ??

Posted: Fri Nov 09, 2012 12:09 pm
by vinylrake
iron wrote:
ozone wrote:uhhh The point is to get rid of the black boarders... We arent adding them.
Oh riiighht. Didn't realise that the ugly borders were mine :).
just to be clear, i wasn't intending to diss your work making high rez units Iron, my comment was just an off-the-cuff comment sparked more by the jarring animated sequence of the bordered-borderless zerk than any ongoing issue or complaint about the way units look in-game. i am happy when unitmakers make new units.

Re: HWD Beta Update 02 to 03

Posted: Fri Nov 09, 2012 3:50 pm
by GHOST®
09_NOV_2012

Full HWD Beta 03 can be downloaded over there. @ 45.6mb
Or the Omnipatch can be downloaded over here. @ 25.6mb

Of note in this Beta is the addition of an axe warrior to the 3rd Legion troops, and 29 collections have had alpha masks added making Fe's beautiful units even more so. :oD
Also the reason why this patch is so large this time around, sorry about that.

Test observers and the trigger to activate them are still in place. Oh, and Airstrikes no longer require mana to use, though they now have a longer recharge time to balance them out.
Up from 90 secs (1.5 mins) to 420 secs (7.0 mins). Various other tweaks and tuning as listed, but not limited to, below.

Script wise, HWD is basically done, minor adjustments & additions are basically all that is left on that end. Finalizing Pregame, CMap, OHMap, and a small mirade of odds and ends to go overall, but relatively minor in the overall scope of things. And of course, testing testing testing. ;op
Change/Update Log; HWD Beta02a to Beta03a:

>>>Set up Overhead Text for opening dialogue.
DONE: Swapped out SOUN dialogues for CTRL dialogues. Reset and re-timed. Much better!!

>>>Make shockwave smaller radius for cannon strike MEEF.
DONE: Equal to damage radius now.

>>>Check Wig PRGR, Remove excess body parts likely destroyed in initial xplosion.
DONE: Removed Guts Organs

>>>Can i make House windows transparent ??
DONE: Why yes i can. Can see shit inside, kinda cool mb.

>>>Redo Satchel Xplode, lessen PROJ count.
DONE: Created lesser version of Mine Xplode LPGR tied to Satchel Xlpode PRGR & removed 5-7 count of fireball PROJs.

>>>Redo Xplosion LPGR for Mine Xplode.
DONE: Reworked collection and LPGR adjusted.

>>>Theres an alpha on Undead Hole (thrall COLL) screwing up mesh stain; Remove alpha on that sequence.
DONE: Removed, all better now.

>>>Increase velocity of thrown axe a smidge *more*.
DONE: Increased from .346-.379 to .564-.579

>>Adjust fire arrow PRGR, lessen fire projectiles.
DONE: Made the arrow itself set fire, dropped fire creating PROJs from fire arrow PRGR.

>>>Set up a few respawners that are Respawn flag and attack only ??
(What units and where to place? Higher diffs &/or > x # of players only ??)
DONE: 7 wights space out at map edges/River. Set for Nrm or Higher difficulty levels. 2 Norm, 4 Hero, 7 Lgnd.

>>>Increase velocity of thrown axe a smidge.
DONE: Increased from .246 -.279 to .346 - .379

>>>Craters in GMyrk collection-Remove alphas from them.
DONE: Alphas removed from Xplosion Scar sequence.

>>>Can i clean up Alpha for COLL fxNew Xplosions ??
DONE: Redid whole collection when adding new *test* Xlosion sequence.

>>>Try my hand @ making Xplosion sequence outta forum *face xplode gif* ??
DONE: Turned out pretty good imho. :o)

>>>Give flag,onii to CTRL for Shapeshifter ??
DONE: Yes. AND also enlarged Selection Box size a smidge.

>>>Alpha Shapeshifter COLL ??
DONE: Mirrors Regular Shade COLL changes PLUS Re-did alpha for Ethereal state.

>>>Sharpen Trow any more ??
DONE: Unsharp Masked, got a bit more detail.

>>>Rethink on airstrike Re-balance ??(No mana, but longer recharge ?? Shorter recharge, but more mana ?? Limited number of charges ??)
DONE: Removed Mana cost from Airstrike ARTI attack. Increased Trigger time of Recharge to 420-420 (7 mins).

>>>Redo Soulless with Alpha x1Fill, if javelins still to transparent, undo all changes.
DONE: Switched Alpha Plate to x1Fill.

>>>Weird xplosion scars ie Fever arrow/fireball/airstrike etc etc. Which collection(s) change caused this ??
DONE: Removed alphas from big & small craters for dorf (old); Wight; and Cannon.

>>>Try Myrmsaken alpha again, watch nubs.
DONE: Got it finally. Copied my adjusted alpha plate into exported one to import.

>>>Learn and apply oZ's Alpha Mask technique to ALL units/items where improvement is shown.
DONE: Alphas added to Unit Collections & a few others, 29 collections in total cleaned up.

>>>Remove extra views from ghol collection for new Head Taunt sequence.
DONE: Removed excess views and checked no rotation flag.

>>>Change opacity of Bog Fog based on diff ??
DONE: Default .2222; Hero .3333; Lgnd .4444

>>>PC Closer ?? tests. Not working right, look in to.
DONE: Set up for Norm/Hero/Lgnd & > 3 players prereq's only. Norm=1.0wu; Hero=1.5wu; Lgnd=2.0wu

>>>Stormbringer, & occasionally Nightcrawler getting hung up on trees (back & forthing)
DONE: Removed Interpolation parameters from PLMO. Keep an eye on.

>>>Double check attack trigger times & other actions with Ignore Invisi.(longer atta/plmo trigger times cause enemy to break off attack later. Decide to lessen, do nothing or take advantage of.)
DONE: Taken left with 1.5 - 3.0 delay; Harassers to 0 + 1.5; others set to 0-0 or have only initial delays set.

>>>Finalize Center npcFodder actions/Ghols attack.
DONE: Set up and tested. Good to go.

>>>Cannons seem to be shooting faster than every 20 secs ??
DONE: Was fine, but still too fast, Reset MONS tag attacks to 30 secs.

>>>Modify Axe Warrior Axe Throw Attack to use mana, not ammo.
DONE: Throw costs 100, no natural recharge rate. Axe swings replenish 20 mana/swing.

>>>Increase Minimum Range for axe throw.
DONE: Was 2 - 10; Now 5 - 12.

>>> Double check/refine cannon actions.
DONE: NO Far End's cannnons timd & simp diffs. Reworked MA & MONS attacks timings. Restested PRER's.

>>>Give Cannons a STOP action after attack(s) ??
DONE: No; *Shouldnt* be necessary with attack PRER's.

>>>JMan dead body small(ish) ??
DONE: Yes smaller bmps??; Fixed. Redid Deady Body bmps/sequence. Increased to 8 frames from 4.

>>>Hero/Lgnd Difficulty MUNGs appear not to be deleting Remove Arti MA ???
DONE: Wrong parameter; Had Delete Parameter instead of Delete Actions.

>>>Spread Harassers out that dont have a guard waypoint. (a & e)
DONE: Harassers a & e spread out a bit.

>>>Remove Soulless from Harassers Actions.
DONE: Soulless Removed from actions and map.

>>>Left Bridge Detonator still scaled up. Reset to correct scale.
DONE: Reset to 0 - 0.

>>>Move Bridge Defenders (fetch) back from river some.
DONE: Moved poly and wayp back approx 10 WU's.

>>>Make sure >>>Find All Enemies <<< is linked to all VISI's.
DONE: All VISI's double checked and verified linked.

>>>Bridge actions... Set up test to find and kill any units on bridge when destroyed.
DONE: GEOM to locate any units on bridge and CTRLkill=1 them when ANIM=success.

>>>Remove Dodge Artifacts from knot units when less than Hero diff ??
DONE: Ammo and Dodge artis set per difficulty MUNGs now.

>>>Flavor for The Head.
DONE: New Head flavor created/added.

>>>Double check Rabs lightning, make sure at least as strong as alric FB.
DONE: ITs same damage amount, 1/2 the radius of FB.

>>>Remove or keep double tiggering of offense VISI ctrl??
DONE: Tied Dead ?? Tuni back to Brutes Stand Down ?? Tuni.

>>>Add Axe Warrior to HWD.
DONE: Tags duped, modified accordingly and UNIT added to map.

>>>Dupe axe warrior dead body and add missing frames; Uncheck No Rotation flag.
DONE: Tags duped and added and adjusted as necessary.

>>>Give axe warrior Thrown Axe attack.
DONE: Created axe bmps, adjusted collection and created tags and tested.

Re: HWD Beta Update 03 to 05

Posted: Fri Nov 16, 2012 1:20 pm
by GHOST®
16_NOV_2012

Full HWD Beta 05 can be downloaded up here. @ 47.0mb
Or the Omnipatch can be downloaded down there. @ 2.1mb

Of note in this Beta is the opening cutscene has been revamped. Players get control of units after only 15 secs now (couldn't speed this any further) and i amp'd up the initial action a bit. Bunch of fixes of many issues found by Pyro & Scratch in their play testings & films. Thanks fellas!! :o)

Also, Players units can now be made to go invisible via taunting as well as selection of inventory. This can be done with a single unit or any combination up to all 4. It still has a small glitch with timing, so make sure you hold your taunt for a full second or until you see the invisibility LPGR light up. Hopefully in the next beta/rc ? I will have this running smoothly for activation & deactivation of invisibility, but for now, you'll have to suffer through the current set up.

Lastly, the trigger for the test observers activation has been removed. Fog of war in effect from here on out.
Change/Update Log; HWD Beta03a to Beta05a:

>>>Tie Trow Pieces tags to Fe's Trow Collection.
DONE: Default Trow pieces swapped out for Fe's updated ones.

>>>Add Alric/Rabican Warning to Hints (game & read me).
DONE: Hints in game and Read This updated. Players are now forewarned.

>>>Da Head Ghol grabbed head, then moved to the wrong place and then sat and did NOT throw. Why ?? FIX!!
DONE: Fixed. Got caught up in the find obstructors GEOM & scattered. Switched Da Head Ghol to Team 2.

>>>OHMap, bring up to date with CMap. Larger this time ??
DONE: 8something x 768. Still just a temp, but current to CMap now.

>>>Double check Max count settings for Approaches a & b. (make sure approach b ((backdoor)) not too overloaded.
DONE: Appoach b limited to max of 17; Approach a maxes out fully at 67.

>>>Tie Mains A - D into Difficulty MUNGs, Larger Radi for higher diff/more players.
DONE: Tied in and set; 8-16 tim - nrm | 10 - 20 hero | 12 - 24 lgnd

>>>Double check WAYPs for other Taken.
DONE: No other WAYPs found on Impassable Terrain.

>>>Stormbringer sticking again, so not from his Path Radi. Recheck pass + his WAYPs.
DONE: WAYP # 3 in PLMO choice 1 was on impassable terrain. Musta moved a tree onto it? FIXED!!

>>>Mains 1-4, kept chasing. (redo with GROU's/ACLI-MOVE's)
DONE: Complete redo; Now 4 Individual GROU's.

>>>Clean up and condense North|South Approach actions
DONE: Approach a directly kinked to GROU actions now, bot approaches MUNG's clean & condensed for redundant Replacements.

>>>Fix/Revize/Finalize South Hills Units & Actions.
DONE: Split off from Approach Loop & given own Group Actions. May need fine(r) tuning(s).

>>>Set up Advance Mission Objectives tests.
DONE: TUNI's in place to trigger advance at appropriate times/places/events.

>>>Maybe lessen tree sizes a smidge ?? OR, remove a majority of the LARGE trees, and/or Set them up for higher difficulties as well>?
DONE: Temporarily set to NRM Trees via Scenery Tag (still listed as LRG tree in Pallette.) (Done Until: "Scrutinize all scenery & rework/relpace/remove on mesh" *To Do* item is tackled.)

>>>Do away with turtles, or keep them off sand; leaving big long black trails on sand.
DONE: Moved to Bog, Grass/Dwarf/Human Terrain only.

>>>Back 40 Units are NOT set up for difficulty. Rectify this issue b4 next Beta. (Approaches a & b; Mains 1-2-3-4)
DONE: 165 Units set for difficulty. Mains 1 thru 4 units and approaches a&b units now set to be limit per difficulty.

>>>Sneak in another egg.
DONE: Snuck in plain sight.

>>>Give Griffin some Sounds.
DONE: Sounds added for flight call out to avatars and for death spiral.

>>>Stormbringer & occasionally Nightcrawler getting hung up on trees. (WAYP placements checked and OK. WTF?)
DONE: Shade Pathfinding Radius too large. was .301, should be and now is .150.

>>>Seen 2 instances of units humping Trow, Soulcatcher once and 3 ghols at once another time. Not attacking just humping.
DONE: Shade and Ghols Pathfinding Radii too large. Shade .301, reset to .150; Ghol .150, reset to .100. (Bungies default settings)

>>>Deactivate Cloudy Day Actions for Endgames; (Da Head Dead & Pylon Destroyed. (PC Dead already done))
DONE: Cloudy day actions deactivated whenever an endgame condition is met.

>>>Modify opening cutsccene further; Even more action.
DONE: Extras added and tested. Game on BiOtches!!

>>>Fix Turtle Sequences. Misaligned.
DONE: Realigned ones needed; Removed unneeded sequence bmps from COLL.

>>>Randomize Tro Location and # available per Difficulty.
DONE: No Trow until Norm Diff. 2 Hero; 3 Lgnd. Always randomly chosen location, except legend, of course.

>>>Change taunt to simple 1 frame stand for swapping invi arti on ??
DONE: Just set Taunt sequence in MONS tag to NONE. Best of options tried.

>>>Rework Trow actions; Single heal etc.
DONE: NO player control. Still need 2nd heal to get to .333 health. (Bonus if within X range = 1 heal = .333 | Ranges tim-nrm 6 hero 3 lgnd 1.5)

>>>Make body parts not so susceptible to insta promote to blood from explosive damage.
DONE: Bungie parts set to minimum damage 0.184 (bodies mb 0.195?) - Reset Fe Body Part OBJE tags to 0.184

>>>Set up Cannon ghols attack radius. Large (leaveing cannons tim-norm) smaller forcing player to come to them hero and legendary.
DONE: Set up Containers to MUNG into; Tied containers to actions. Rough tests seem ok.

>>>Remove camp fire make just out fire smoke. Rocks blasted away & looks funi.
DONE: Just old, smoldering fire smoke now.

>>>Set up Opening Tro on PLAT and refine setup.
DONE: Set up and rough tested. No obvious issues jumping out.

>>>Shorten Time on Trip Mine promoting to Armed ??
DONE: Changed lifespan from 7.5 down to 5.0

>>>Amp up opening cutscene.
DONE: Added Trow, 3rd Legion arrive sooner, dorfs go check in with da head.

>>>Cannonball destroys bridge.
DONE: Increased Minimum Damage to 10; Cannonball does 7 - 8.

>>>Find better sound FX for Spell. Still weakish.
DONE: Lightning Thunder used now. Sounds pretty good.

>>>Cannons target units even though they are invisible and were no where near cannons.
DONE: All Cannon reworked. Lower 4 tested & appear good to go. Upper 2 keep an eye on.

>>>Can i do a *lightly overcast* fade ?? Very subtle ??
DONE: Partly Cloudy | Partly Sunny actions set up, tied in, and tested. Could be more subtle, but oh well.

>>>Tests for OBMO for bridge cutscene if enemy further than x away from player units.
DONE: Test Tuni and OBMO set up and tested. Good to go.

>>>Modify South NPC's attack poly. Too much standing around.
DONE: Couple Mandrakes up past Relic Trap. Should keep em busy for a bit.

>>>Place some mandrake plants in out of the way places.
DONE: 20 Mandrake plants placed trhought map.

>>>Lengthen timer for beach ball, too often, too soon ??
DONE: Lengthened time from 0 to 15 mins to 10 to 30 mins

>>>NPC JMan dropping to many roots; becomes a player target to get ammo.
DONE: Reset ammo to 0 and added a .01 % chance he will drop 6 roots to Pieces PRGR.

>>>Remove Player controlling Tro Tests/Actions.
DONE: Tro now will only go to fight on his own.

>>>Tro in enemy attack params??
DONE: They are now.

>>>Relics may not be working. supposed to be > 2 ??
DONE: Rewerked actions, now set up so only invi can pass.

>>>Maul bodies near trow need arent using the owner colors
DONE: Replaced Unit creating Stone a Trow fx.

>>>Shapeshifter hit should be black smoke ala soulless.
DONE: Tags created and linked.

>>>Change all Taken references back to Shade ??
DONE: Names and Flavours changed.

>>>Add Fetch blood eruption to Taken death
DONE: Added and tested, works fine.

>>>Taken hit sound; Weakish - Upgrade to more mean like.
DONE: Gave them Myrk hit. Pretty mean mb.

>>>Remove special abilities completely from INVI MONS tags.
DONE: Special abilities removed from INVI MONS tags.

>>>Set up alternate Invisi mechanism; ie Taunt.
DONE: All units can now activate invisibility either individual or in a group(s) via Taunt.

>>>Revisit Player Invi actions; Instances of being visi, but arti and LPGR still active.
DONE: Found issue; Bad prior messings with important TUNI. Put back as was. Keep an eye on JIC.

>>>Couple of instances of units invis lpgr on, inventory item showing, but unit was still visi ??
DONE: Set INVI's to Deactivates on Success instead of Trigger. Keep an eye on.

>>>Slight delay between selecting invi arti and going invi.
DONE: Removed 1.0 triggers from CTRL invi

>>>Reset OHMap to be initially on.
DONE: Reset flag in MESH tag.

>>>Ponder re-adding Tro Slection boxes ??
DONE: Re-added selection and health bars.

>>>Tro passability. Walking on what should be impass to him.
DONE: Snow terrain set to 0.

>>>Tro disappears when *hold* sequence triggered.
DONE: Fixed. Hold sequence was missing BMPs in COLL.

>>>Sometimes units survive the bridge destruction.
DONE: Fixed. Forgot to link GEOM to CTRL.

>>>North & South npcFodder reappearing in player visi range.
DONE: Reworked & Tested. Players closer than = off, further than = on.

>>>Rename PF Special; Currently confusing ??
DONE: Renamed from Satchel Mine to Trip Mine.

>>>Remove Test Observers Activation TUNI.
DONE: Tuni deleted.

>>>Triggrering of Bog Fog slow to start, early to end.
DONE: Redid TUNI. Used circle radius 60 instead of second point.

>>>Triggering of Bog units slow to start, early to end.
DONE: Redid TUNI from circle radi to Polygon.

>>>Tie Bog Max # and Closeness TUNI to difficulty MUNGs.
DOING: Max # default7 Hero10 Legnd16 | Radi default14 hero18 lgnd22

>>>Modify Shapeshifter PLMO that crosses river.
DONE: Modified MUNG WAYPs both PLMO choices.

>>>Modify Taken Terrain settings.
DONE: Can walk on snow; Can no longer cross water.

>>>Opening Cutscene taking too long when cOOping
DONE: Give control as soon as majik FX over; cut off 7 seconds of uncontrolability.

Re: Are there any Heroes Who Dare - Level Hints

Posted: Mon Nov 19, 2012 8:55 am
by GHOST®
Cause i know people hate reading the readme, or *gasp* actually checking out the hints in game, i figured i'd post them here to increase the chance people will see them. ;o)
These *are* subject to change, but very unlikely. Things are getting locked into place pretty well thus far.
* * Level Hints * *


Save Often !!

Always keep an eye on your Overhead Map.

Pick your battles wisely, remember your objectives.

Use F1 to slow things down if you're being overwhelmed.
Use F2 when things become more manageable.

***Besides the standard inventory method, invisibility can be activated
individually or in groups by taunting your unit(s).


Invisibility has a total lifespan of 7 minutes. (420 secs)
So determine how and when to use it wisely.

Invisibility abilities are powered with Mana and a full
Mana bar will provide 60 seconds of invisibility.

To further enhance stealth and help evade detection,
invisible units move 10% slower and don't autotarget.

Airstrike artifact will self-recharge after 7 minutes (420 secs).
So determine how and when to use it wisely.

Airstrike Balloons travel slowly, and will arrive at your signaled
location approximately 30 seconds after activating.

Go your own way or use the 3rd Legions outgoing sallies to run interference
for you. Just make sure you find and disable the world knot before its too late.

Alric and Rabican can defend the incoming pass and The Head, for awhile.
However, The Fallen minions are relentless, so don't putz about too much.

You can watch and/or help Alric and Rabican defend the incoming pass
and The Head, however, you will eventually need to find and destroy
the enemy controlled world knot to win.

Sure, they just assigned you an important mission. Heck, they may even like you a bit. But make no mistakes, they will smite you right along with the enemy if you get in their way, so stay clear when Alric & Rabican attack.

Level loss *can* occur if The Head is captured.
(no set time limit and is totally random)
Much thanks to Pyro, Scratch, and ZOSO for all the playt testings and films. They've been a blast to watch and have provided me with excellent feedback/insight. HWD has certainly been improved by your efforts. Thanks again. :oD

:: shambles back to dungeon to continue the fine tuning of HWD ::

EDIT:: 21_11_2012 *** Added level hint to reflect ability to activate invisibility via taunting as well as inventory selection.

Re: Are there any Heroes Who Dare ??

Posted: Mon Nov 19, 2012 4:55 pm
by iron
You're a machine GHOST. A machine!
tag!.

Re: Are there any Heroes Who Dare ??

Posted: Tue Nov 20, 2012 10:29 pm
by GHOST®
iron wrote:You're a machine GHOST. A machine!
Tag Slingshot-------------------------------------------------------------------------Fe Homing Tag!
Nah, i am the GHOST *in* the machine. ;op

Stay Tuned, RC01 coming sOOnâ„¢.

Re: HWD Beta 05 to RC_01 Update

Posted: Wed Nov 21, 2012 3:34 am
by GHOST®
21_NOV_2012

Full HWD RC_01 can be downloaded up here. @ 44.6mb
Or the Omnipatch can be downloaded down there. @ 4.3mb

Of note: Release Candidate 01 !! YEAH!!! Knocked a couple megs off the file size and also spent a good couple days wrestling this beast into submission on a few scripting issues, did a couple circles ending up at negative results, but forward progress has been regained and HWD is closer still to being complete. :o)

Pregame is in place now, though its still a *rougher* version. Couple small glitches with taunting units to go invisible found and resolved. Cannons will definitely NOT attack invisible units anymore. Theft of units by Shade has been replaced with a confusion attack. Trip Mine Ammo removed from dorf demo PRGR to remove player incentive to kill them for that ammo. HOWEVER, ghols now toss Trip Mine Ammo satchels as well as lesser puss packets (hero & legend only). Any unexploded airstrike satchels will be Trip Mine Ammo as well.

I normally jinx myself when i say this, but i am gonna say it anyways, Coming into the home stretch on this one. My personal To Do list contains mostly cosmetic/art items. With any luck, which i dont believe in, we may have HWD out in time for you to put under the X-Mas tree for your loved ones. :o)

No promises of course.
Change/Update Log; HWD Beta05a to HWD RC_01a:


>>>Changed Trigger on NPC PLAT - from 1.5-3.0 down to 0-1.5; Keep an eye on, see if better or not ??
DONE: Appear to be more reactive, thus more effective. So far no apparent negative issues.

>>>Finalize Retexture of 21House. (roof needs to be more slate like)
DONE: Finalized. Roof *slate* gray-ish now.

>>>Add Taunt to INVI hint to Hints STLI & Read Me.
DONE: Added to both Level Hints STLI and read me.

>>>Harass Units loop more than 3 times; No GIRLs left to feed after 3.
DONE: Moved activation of Harassers x Dead ?? TUNIs to 1st two GIRLS activates on casualty, removed from VISI.

>>>Opening Dialogue finalized ?? If NO, then finalize it; If YES, then contact WW and see if he would record voices.
DONE: Opening dialogue Finalized; PM sent to WW.

>>>New issue found in INVI Actions testings; double taunt then try to switch arti, and unit will go invi again. Resolve this issue !!!
DONE: Added GENE stop to INVI/VISI CTRL's to stop taunt and prevent next INVI test from re-succeeding.

>>>Add other half of axe head to collection and pieces PRGRs.
DONE: Swapped Dead Axe to Thrown Axe bmp instead. Less work, looks fine.

>>>Double check tree and bush root production. mb bump up a tad ??
DONE: Doubled previous chances from 0.005 to 0.010 trees & 0.003 to 0.006 big bushes.

>>>Remove TEST sequence from HG COLL.
DONE: Sequence removed; COLL re-optimized.

>>>Heron Guard doesnt invi right away all the time. Find and fix cause.
DONE: Taunt sequence was still set to TEST sequence; Reset to No Sequence & works fine now.

>>>Randomize Mandrake VISI west of river ?? (mb just set difficulties so less at lower diffs ??)
DONE: Half are timid | half are Normal or higher.

>>>Find a simple way to randomize ammo for ghols in big knot waves?? They killing each other by all having just pus, its brutal.
DONE: Gave Ammo PRGR 50% will toss Trip Mine Ammo | 50% will toss smaller pus packet.

>>>Tie Find Injured Vitality < to Difficulty MUNGs
DONE: Default 0.6 | Hero 0.75 | Lgnd 0.9
<><>See Modify/Salvage Below; If cant be, then remove these actions from diff MUNGs.<><>


***>>>Modify/Salvage Find Injured Test actions ??
TRYING . . .tied to attack everyone BUT player units atm. ((This will not float if player units are ignored when visible !! :o/ ))
((Would adding cannot be autotargeteed to INVI solve this ??)) NOPE!! It did not.***


>>>Delete replace Cannon Radius actions from diff MUNGs.
DONE: Removed from diff MUNGs.

>>Can i draw out Cloudy Day actions more ??
DONE: Cloudy day FX more gradual, over longer time. Less obtrusive.

>>Lessen Pig Squel for Mauls hit (remove from collection or adjust SOUN tag)
DONE: Adjusted SOUN tag to less than 50% for it to play. Check if better/less annoying in future testings.

>>>Force a fix down Myth's throat for cannon attacks!!
DONE: I am an idjit it was so simple. Dropped GEOMs, and swapped attack a into a POLY ignoring INVI units.

>>>Switch all unit classes back to proper ones, remove attack type special attacks. (Using Class Special is not going to work. Missile units act wacked.)
DONE: Switched back to melee & missile as appropriate; Removed attack Type Special actions.

>>>fir'bolg suddenly overly aggressive with attacking; check tags. (Side Effect of Special Class ?? Same as npc Archer ??)
DONE: Special Class causing, no modifications made seem to offset behaviour. SIGH, undo all that cannon/injured work. :o(

>>>Add Find Injured actions. (Try to limit GIRL huddles and INVI-enemy_retreat-player_attack-INVI loop tactics.
<s>DONE: Find Injured GEOM & ATTA set. Linked to Harassers and Groups.</s>
<><>This is defunk now without using Class Special. Can i salvage somehow ??<><>


>>>Cannons STILL attacking INVI units. FIX THIS CHIT ALREADY !!!!
<s>DONE: For real this time. Adjustments made, adjustments tested, adjustments verified INVI units no longer targeted by Cannons !!!</s>
<><>SIGHS!! Epic Fail !! This setup is NOT feasible without using Class Special.<><>


>>>Are Trow confusable?
DONE:According to OBJE tag, yes. Keep an eye on.

>>>Satchels a little big or dead bodies a little small ??
DONE: Satchels a little big; Reset to Fe Powdersack OBJE tag.

>>Xperience delta's mb to lax ??
DONE: Dorf / fir'bolg / reset from 0.067 to 0.033 | zerk from 0.100 to 0.067 | Left HG @ 0.033

>>>fir'bolg wont stop shooting enemies to use airstrike unless stop is pressed.
DONE: Checked Player Can Interupt flag in MONS attack flags.

>>>NPC Dorfs dropping Trip Mine Ammo ?? If so, stop it , unexploded airstrike satchels only!!
DONE: Changed PF Ammo to Un-Armed Ammo. | 0.100 of airstrike satchel promotion to Un-Armed Ammo.

>>>Shorten Closer than distance for Bridge OBMO.
DONE: Shortened Distance from 25 to 15. Let us ee how that plays.

>>>Trows not targeted if BONUS Tuni isnt triggered ??
DONE: Removed bonus script. Standard all difficulties.

>>>If head is not accelerated, can i now remove no flare test ??
DONE: Yes! Disconnected and removed from script. Godz can blow the chit outta it without breaking now.

>>>Bump HG Roots to 9
DONE: Max roots is now 9; Offset with start of 3 instead of 6.

>>>Give griff *damaged* smoke trail lpgr ?
DONE: Internal Smoke Effect LPGR added to Griffin.

>>>Set Defense action Counts for Alric/Rab Defense activation via difficulty MUNGs.
DONE: Greater Than count & Radi adjusted via difficulty MUNGs. Default >3 / 3WU | Hero >4 / 4WU | Lgnd>5 / 5WU.

>>>Soulcatchers ATTA poly; cant cross water now, Adjust as necesarry.
DONE: POLY Readjusted, Units in water no longer targetted by SC.

>>>Remove Lifespan on Trip Mine. Once layed, thats that.
DONE: Trip Mines unrecoverable once placed.

>>>Redo JMan dead body blood. (My blood da sOOkz !!)
DONE: Used Blur tool to soften blood edges. Much improved.

>>>Finish adding Falling Dorf *Egg* to Airstrike PRGR.
DONE: Added and tested. Probability set to 0.010

>>>Tie Avatara GUAR Radi to Difficulty Mungers. Smaller Radius for higher diffs.
DONE: Tim - Nrm 16-24 ; Hero 14-22 ; Lgd 12-20

>>>Get final flavor for Scaripant.
DONE: 4th flavor found, slightly modifed, added, and tied to Scaripant tags.

>>>Set Stacked and X3 barrels PRGR's (make new) to detonate weapons & armor.
DONE: Armor & Weapons PRGRs created and tied to new stacked & x3 Barrels.

>>>Change confusion LPGR to tweety birds ala Loony Toons.
DONE: Swapped to sparrows and Physics direction corrected.

>>>Change Soulstealing attack to confusion
DONE: Soulcatcher now confuses instead of stealing player units. Duration based on Mana.

Re: Are there any Heroes Who Dare ??

Posted: Wed Nov 21, 2012 3:57 am
by GHOST®
Question for you Iron,

I recall you mentioned, but i done forgot, who did you say was responsible for this ??

Image

As i am updating HWD's Read This Or Else.html, i would like to give proper credit to the creator of this lovely unit. :o)