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Re: Mazz VI: Wisdom of the Mancers

Posted: Sat Jun 27, 2009 8:11 am
by Archer
Death's Avatar wrote:
Archer wrote:(The auto-linking sorta ends up sending the wrong message there, what with the sentence being about things closing :) )
Notice where it autolinks :D
I know, that's why it sends the wrong message :) (at least to me, it makes the sentence imply that MariusNet closed).

ChrisP: 80 seconds, or possibly slightly less by a small fraction of a second (I measured eight attacks, four of which were 80 seconds, two of which were greater than 80 seconds and I think I could identify interrupting events in both cases. More worrying were two 79-second readings early on, but that could be measurement error or having a charge time slightly off from a whole number of seconds).

Let me know if you want me to gather additional data, but I'm reasonably confident in that number.

~J

Re: Mazz VI: Wisdom of the Mancers

Posted: Sun Jun 28, 2009 1:09 am
by ChrisP
Excellent, 79.5 seconds it is then. Thank you.

Re: Mazz VI: Wisdom of the Mancers

Posted: Mon Jun 29, 2009 8:26 am
by Archer
Incidentally, is the ability to temporarily level-down the Striders deliberate? As it stands you can use Inventory to select None instead of Level 2 if you prefer that classic feel.

~J

Re: Mazz VI: Wisdom of the Mancers

Posted: Mon Jun 29, 2009 5:23 pm
by ChrisP
First beta of v3 available at:

http://hl.udogs.net/files/Uploads/%20Us ... 20Uploads/

File name: Mazz6_to_MDv3b02.zip

It is an omnipatch from the full version of Mazz 6 v2.

I will hop on Mnet tonight around 10:30 or 11pm EST and see if I can find a game.

Vent info: vent4.gameservers.com, port 4422, password: polly

Major changes are additional enemy units and an end game that gets more difficult the longer the game lasts. Also, the demo leveling bug is hopefully fixed.

Re: Mazz VI: Wisdom of the Mancers

Posted: Mon Jun 29, 2009 5:29 pm
by GodzFire
I'll be there.

BRING SCRAPJACK AND JAGMAN!

Re: Mazz VI: Wisdom of the Mancers

Posted: Mon Jun 29, 2009 6:36 pm
by GodzFire
Chris I think it would be wise to password protect the files so only the testing group can get to them while testing. Didn't you do something to that effect for Mazz 6? I can't remember.

Re: Mazz VI: Wisdom of the Mancers

Posted: Mon Jun 29, 2009 6:54 pm
by gvari
Godzfire, that would mean circa half of the active Mazzers would be there playing their private passworded plug while the other half would sit in the lobby, and well, what's the point exactly?

Re: Mazz VI: Wisdom of the Mancers

Posted: Mon Jun 29, 2009 7:25 pm
by Pyro
ChrisP posted the link in a public thread. What makes you think he wanted it private, Godzfire?

Re: Mazz VI: Wisdom of the Mancers

Posted: Mon Jun 29, 2009 7:57 pm
by GodzFire
Seeing that these are going to be all beta testing builds and not the final, stable release gvari, I think that's a pretty good reason not to let everyone and their brother download it. These builds are for feedback and bug squashing only. I highly doubt the 'other half' would want to do this.

Re: Mazz VI: Wisdom of the Mancers

Posted: Tue Jun 30, 2009 12:32 am
by Archer
A bug I forgot to report on Vent: I'm pretty sure the Demo was throwing Hammer and Anvil attacks as his default with the crystal selected, not as special attacks as the manual says.

~J

Re: Mazz VI: Wisdom of the Mancers

Posted: Tue Jun 30, 2009 12:50 am
by GodzFire
Okay Chris here comes the Mazz 7 (now Mazz 6v3) wishlist of awesome, (I've had this saved for many, many months!)

*A hem*......

- Randomized spawn times and locations for enemy waves. Gleep's DreamOfDeath features something like this, and it really helps to keep the game fresh

- Watcher brings back all killed Player's units for final attack before he dies

- Legion ghost enemies: Zerks, Herons, and Warriors

- Bonemen unit (776k total size)

- Ghasts which are fast and stronger

(Legion Ghosts, Bonemen, and Ghasts because it was The Watcher's "thing" to use undead armies and zombies)

- Multiplix: Artifact which creates duplicate clones of a random unit

- New mini-boss: Shade

- New Mazz Avatara model from Myth III / or new unit from picture

- Pathfinder's airstrike attack radius made larger in size. Right now, you have to have a VERY tight bunch of enemies to get even a halfway decent kill count.

- Altered Fenris for Berzerk leader/hero (2.9 MB total size)
*eg, Ranger:Archers, Paladin:Heron Guards*

- Altered collection reference colors for alive units to make them more *dead*, eg warlocks, mauls, myrks, and ghols

- Mana-based telekinesis spell for Mazz

- Combination of Striders/Demos into new hybrid

- Multiple kills per big enemies (Beholder, Tree, Dragon, etc)

- Closer terrain limits on hills

- Instead of the Strider dropping his timebomb satchel and then try to get away, and more often than not getting blown up in the process, how about once the trap is laid, it goes underground kinda like the Golem drop.

- As someone mentioned before, the removal of the chance to drop Aura of Defense and Speed PUs. Most of the time, the one he's preloaded with does the trick.

--------------

Finally, there's always been a Mancer bug that drove me nuts. Whenever you leveled up, and had an RC with you, the RC would then move to the #1 Inventory slot, which really screwed things up, (I'd go for a Strike Chain, but instead throw out a Storm Cloud).

Re: Mazz VI: Wisdom of the Mancers

Posted: Tue Jun 30, 2009 11:49 am
by Deqlyn
The mancer bug is not a bug its how the script works when adding and taking away artifacts. If you want multiple attacks and RCs availble it would have to be this way unless you wanted all artifacts taken from mancers when they vet. Just drop your RCs and pick them up problem solved.

I suppose you could write a GEOM for this to fix it but the fact that the RCs are random would make it very hard if not impossible.

Re: Mazz VI: Wisdom of the Mancers

Posted: Tue Jun 30, 2009 11:55 am
by ChrisP
I only have time for a quick reply at the moment, but...

Adding additional unit types can't easily be done as the map is already at the limit for monster and object tags. This means that to add any monster, an existing one would have to be removed.

Anything to do with artifact switching gets tricky fast. Honestly, I'm still trying to remember all the rules of what you can and can't do. Chances are the Strider and Demo "bugs" are the way they are because something else breaks if they were set up in a way that would make more sense.

Some of the other stuff I plan to address and some of it (anything to do with collections) I plan to leave as is.

Thanks to all who were there for the testing last night. I will have the next beta up by tomorrow, if not today. I don't see a need to keep the betas private, but I do hope people will delete them once they are no longer current so there's not a lot of crappy betas floating around.

Re: Mazz VI: Wisdom of the Mancers

Posted: Tue Jun 30, 2009 12:50 pm
by GodzFire
That's what I actually fear. Random Myth players find out about the new version, and start playing with one of the test builds, which makes other people download random versions, and if there's a problem with it and causes their game problems or crashes, they complain about Myth having the issue.

Re: Mazz VI: Wisdom of the Mancers

Posted: Tue Jun 30, 2009 2:08 pm
by Pyro
CP isn't making a brand new mazz, he is just updating it. So he isn't making many major changes. It isn't like a beta update to myth where an issue can affect multiple games.