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J-M v2.5.5

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Thothie said:
BTW - in regards to the monster ramping thing, I've decided to dump it for all but a few of the maps. It is on by default though, so you'll still need to spawn something if yer making a new map. What I'm considering instead is allowing server options:

ms_difficulty (default 0):
0 - Use the default behavior (map by map)
1 - Ramp XP/difficulty base on total HP of all players on server (override local map settings)
2 - or more - Always treat XP/difficulty as if there were at least this number of players present (override local map settings, max is 10).
I noticed that the monster ramping thing now applies to every single map. It's extremely annoying when I have to waste my time killing stupid things like orc warriors, and I know that you dumped "ms_difficulty <value higher than one>" because that was potentially exploitable, but I seriously wonder why you dumped the whole console command. As of now, "ms_difficulty" is not a recognized CVAR.

Quote from a player who I will not name about this monster ramping thing:
"thotie messed up again"

And what I think about it:
"Complete waste of my time."

I hope you add something in AUG2007b that will disable this crap, because
this:
Thothie said:
BTW - in regards to the monster ramping thing, I've decided to dump it for all but a few of the maps.
...is currently not the case.

Edit: Question: "Use the default behavior", does this mean no monster ramping at all, as it was before AUG2007a?
 

Thothie

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Only a few maps actually ramp right now. Tis the default. ms_difficulty var isn't in this month due to issues Shuri pointed out.

• Dark Sword
- “Sword of Wounding” Up to six levels of charge at Sword 30, each multiplies the damage x2.

6 charges = base dmg x 128 or
6 charges = base dmg x 12 ?

2nd

are thunder axe and or lightning rood one handed ?

6x Charges, as in 100 = 6400

Both the axes are two handed, lightning rod is 1h.
 

J-M v2.5.5

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Thothie said:
Only a few maps actually ramp right now. Tis the default. ms_difficulty var isn't in this month due to issues Shuri pointed out.

• Dark Sword
- “Sword of Wounding” Up to six levels of charge at Sword 30, each multiplies the damage x2.

6 charges = base dmg x 128 or
6 charges = base dmg x 12 ?

2nd

are thunder axe and or lightning rood one handed ?

6x Charges, as in 100 = 6400

Both the axes are two handed, lightning rod is 1h.
Even ms_castle ramps. So does challs, so does cleicert (unless somebody can explain me why these gold forged skeletons, not the lightning ones, have that much HP).
 

Thothie

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They've the same HP, and tis one of the few maps that does. ms_castle I didn't bother changeing as I can't even remember which that one is. The only other one that does, that someone of your level might bother with, is ms_snow.
 

Shurik3n

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If any map SHOULD NOT have harder monsters with more players its cleicert. Killing 40 3000 HP skeletons is what takes forever.
 

The Man In Black

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Is it possible to make the installer NOT pop up those 3 (or however many) windows every time? Possibly have it an option that you can turn off, so that people who have everything working don't have to go through them ;-)
 

ITS'aME'aMARIO!!!!

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the monster ramping thing ONLY works w/ more players right? its to encourage sticking together and working together.

making it default is GOOD =D
 

Shurik3n

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On Cleicert its discouraging people to work in large groups. Waves of monsters with 3000 HP just take FOREVER to get through. Its not worth the time when you can just play alone and they have low enough HP to kill in one hit. It should have artifact chests also.
 

villager

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25%+ hp/player is truly insane. Like Shuriken said, I'd rather play the map by myself (or with one other person). Sure, 25%+ hp/player isn't that much, but when every freaking monster is effected, it's extremely irritating. There's always 4-6 skellies/Shahaddar orcs attacking you, it's extremely time-consuming, and not enjoyable.

villager said:
Something that does 5-10 damage to me shouldn't have massive health. Increasing the damage per player more than the hp per player would be a better choice for monsters you encounter constantly. I want something challenging, not something annoying. (Ogres are challenging because they do a lot of damage, hard to hit and don't have massive amounts of health.)

I beg of you, lower the hp%+/player down to 15% and raise dmg%+/player to 25%.
 

J-M v2.5.5

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Shurik3n said:
If any map SHOULD NOT have harder monsters with more players its cleicert. Killing 40 3000 HP skeletons is what takes forever.
If even Shurik3n, the level 46 semi-god says this, I think the monster ramping system should seriously be reconsidered.
 

J-M v2.5.5

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Hey guys tomorrow I am going to start work on msc_generic_hard_map. It will be a map that's impossible to beat.
Exclusive details:
Boss room is one big hole with a moving platform above it that follows a predefined route.
There's one teleporter into the bossroom that ends somewhere above this route; the key will be teleporting in at the right time.
There's a huge trigger_hurt below the platform so don't fall off.
There's a huge func_monsterclip above the platform so the bosses (one boss at the same time is too easy) will be able to walk everywhere.
There will be all sorts of nasty beasts sniping at you (monster minions) and they have instant respawn times.

TTYL.
 

Thothie

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Cleircert seemed a good candidate for the monster ramping because the chest I setup for it increased its treasure layout exponentially with the player count (8 players should be just about 2 of everything), but it seems I bjorked that at some point...

Progress on AUG2007b so far:

• Reduced Lightning Skeleton Lag (both in attack and scan)
• Reduced Air Elemental Lag
• Fixed maps monster ramping when they shouldn't
• Changed monster ramp to work by "Party Strength" (ie. total HP of players on server) rather than number of players
- Also reduced max multipliers on everything to 2.0
- Fixed a bug where some monsters were ramping twice ><
• other/kill_all_monsters - guess what this does when you spawn it
• Chest give_chance fixes (not entirely tested)
• Artifact Chest Fixes (somewhat tested)

Ya can help test these on the "ultra-beta" server prior to final release liable to be in the next two days.

Still Todo:
• Re-Add the Bludgeon sound set (which slipped out of the betapackage somehow)
• See if can give mappers a change monster name / hp (raise only) / dmg (raise only) options in msmonster_xxx/ms_npc entity
• Test Barnum's map and tell him what's wrong with it. ;)

Aliens promise to keep me busy today/tonight - so not sure what I'll get done.
 

The Man In Black

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[quote="Thothie]other/kill_all_monsters - guess what this does when you spawn it [/quote]

F*ck up and crash the server? :oldlol: jk
 

Sabre

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Thothie said:
Cleircert seemed a good candidate for the monster ramping because the chest I setup for it increased its treasure layout exponentially with the player count (8 players should be just about 2 of everything), but it seems I bjorked that at some point...

Progress on AUG2007b so far:

• Reduced Lightning Skeleton Lag (both in attack and scan)
• Reduced Air Elemental Lag
• Fixed maps monster ramping when they shouldn't
• Changed monster ramp to work by "Party Strength" (ie. total HP of players on server) rather than number of players
- Also reduced max multipliers on everything to 2.0
- Fixed a bug where some monsters were ramping twice ><
• other/kill_all_monsters - guess what this does when you spawn it
• Chest give_chance fixes (not entirely tested)
• Artifact Chest Fixes (somewhat tested)

Ya can help test these on the "ultra-beta" server prior to final release liable to be in the next two days.

Still Todo:
• Re-Add the Bludgeon sound set (which slipped out of the betapackage somehow)
• See if can give mappers a change monster name / hp (raise only) / dmg (raise only) options in msmonster_xxx/ms_npc entity
• Test Barnum's map and tell him what's wrong with it. ;)

Aliens promise to keep me busy today/tonight - so not sure what I'll get done.
If possible, could you also update the bank system with all the currently unstorable items? All these massive axes are weighing meh down.
 

Shurik3n

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The lightning rod's thunderbolt will target a player if they are the closest thing to you, even though PvP is off.
 

Thothie

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AUG2007b SUPLEMENTAL CHANGELOG:

• Reduced Lightning Skeleton Lag (both in attack and scan)
• Reduced Air Elemental Lag
• Fixed maps monster ramping when they shouldn't
• Changed monster ramp to work by "Party Strength" (ie. total HP of players on server) rather than number of players
• Fixed bug where some monsters were ramping twice
• Chest give_chance fixes (not entirely tested)
• Artifact Chest Fixes
- In addition to no longer repeatedly giving items to the same guy the AC's now randomly sort their inventory
- So the most powerful guy does not always get the same item
• Re-Centered Air Elemental Model for smoother flight (also no longer immune to fire)
• Re-Centered anim_archer_hard model for smoother flight
- Fixed subsequent bit with flying archers getting into floors, and improved AI
• Hack to fix locked chests (if a chest does lock, give it a minute, it may fix itself)
• Improved chest's player counting
• Put Evaan's weapon restrictions at full strength
- Against my better judgement, but hey, you guys voted for it. ;)
- If you run into someone who has no weapons they can use, remind them that they can sell some weapons to downgrade
• monsters/bludgeon_gaz1_mini - Young Bludgeon
- Awww! They iz so kewt! Ow! They hurt!
- Special request for Little-G's/Frodo's new map
- Variants include: monsters/bludgeon_gaz2_mini monsters/bludgeon_gaz1_demon_mini monsters/bludgeon_gaz2_demon_mini
- (basically take any existing gaz bludgeon and stick _mini on the end)
• Added the missing bludgeon soundset

Mapper Toys
• other/kill_all_monsters - guess what this does when you spawn it
- Good for ridding a boss of his left over minions when he dies, without the usual bugs
• new msmonster_XXX/ms_npc entity property "title"
- Change a monsters name to whatever ya want
- May add abilities to change HP, Damage, Race, model, or pass params in future!
- FGD updated for this
• Fixed bug with "reqhp" feature (accidentally put in "hpreq")
• world map event: mstime_XX
- The event mstime_xx will fire every game world hour
- ( so mstime_17 goes off at dusk, mstime_20 at eve, and mstime_6 in the morning)
- In addition hour_counter will fire every game world hour
- (This makes weather/timer obsolete)

Download in the: Usual Place

...Now to update the front page, assuming I can...
edit: blarg, nope, can't.
 

Thothie

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:oops:
Fixed.
 

Sabre

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Aww, no bank system changes? Or are ya being all sneakylike and throwing those in anyways :p
 

Dridmar

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"Cliercert Temple by Dridje" -www.thothie.com/ms

You might want to change that Thothie.
 
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