- Admin
- #51
About yer bandit boss...
I still have no new armor for elite bandits, but I got bulky larger bandits that would make good bosses.
I do have a lesser bandit-mage support unit up in APR2007b. He's a bit buggy, but works. I'll need to make a new script function to handle my plans for the vetern version.
I werz thinking - how about six bosses? Maybe one for each bandit type? (Six includes the new bandit mage, although maybe 5, cuz the martial arts bandit is kinda fubar, and I dunno if I can stick the kick anim on him, or what not.) Maybe these are the big bad specialist circle of rogues that train all the other bandits? I can give each one of the high end weapons, and the fx that go with it, mayhaps. With a % chance of dropping said item (although you may rather go with the Foamy's four-chest method to cut down on whoring).
Likely that wouldn't be ready for APR2007b, which I intend to release as soon as FN returns (just fixing everything I can meantime).
I still have no new armor for elite bandits, but I got bulky larger bandits that would make good bosses.
I do have a lesser bandit-mage support unit up in APR2007b. He's a bit buggy, but works. I'll need to make a new script function to handle my plans for the vetern version.
I werz thinking - how about six bosses? Maybe one for each bandit type? (Six includes the new bandit mage, although maybe 5, cuz the martial arts bandit is kinda fubar, and I dunno if I can stick the kick anim on him, or what not.) Maybe these are the big bad specialist circle of rogues that train all the other bandits? I can give each one of the high end weapons, and the fx that go with it, mayhaps. With a % chance of dropping said item (although you may rather go with the Foamy's four-chest method to cut down on whoring).
Likely that wouldn't be ready for APR2007b, which I intend to release as soon as FN returns (just fixing everything I can meantime).