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IDProjectCategoryDate SubmittedLast Update
0008860AVWWSuggestion - Balancing IssuesJul 9, 2012 3:08 amAug 9, 2012 4:27 pm
ReporterMisery 
Assigned Tox4000 
Severityminor 
StatusresolvedResolutionreopened 
Product Version1.115 
Fixed in Version1.201 
Summary0008860: Change layout of Anachronism missions in caves
DescriptionThe included screenshot pretty much explains why I'm suggesting this.

As in the screenshot, Anachronism missions in caves, depending on the region type, can have this extreme tendancy to spawn a bazillion ground-walking enemies all in an enormous clump; with the nature of these missions, some of these will inevitably be the ones that need to be targeted. They can become nearly impossible to hit due to this.

Or worse, there can be SO many projectiles flying everywhere.... due to there being like 20 enemies in one big heap.... that the player cant really be expected to possibly survive getting near them.

It might be a good idea to change the layout of these.... this only happens because the cave areas they take place in have so many long, flat areas, as opposed to the blocky, maze-like nature of the building types (which work pretty well).
TagsNo tags attached.
Internal WeightFix Before Major Release
Attached Filespng file icon Screenshot_2012_07_09_02_56_48.png [^] (2,652,149 bytes) Jul 9, 2012 3:08 am

- Relationships
related to 0009116considering Anachronism Mission Complaints and 1 Suggestion 

-  Notes
(0026567)
Pyrrhic (reporter)
Jul 9, 2012 6:42 am

I've had a big chain of ground-walking enemies in indoor Anachronism missions, too.

I found that pretty frustrating, until I started using a cloak of Shadows enchant (admittedly a pretty strong one, 70%). It let me place a platform above the ground level, watch for the anachronistic enemy, and then snipe it to death.

Theoretically, you could also just kill everything on the ground level, and hope that the new mobs that spawn don't end up on the bottom level. I've never tried that, though - not sure if that would be effective.

Would subdividing the ground floor fix this? Then you'd get less enemies in each section of the floor, making it easier (in theory) to single out the anachronistic ones from a group of 3 or so enemies, rather than from a group of 10+.
(0026894)
x4000 (administrator)
Jul 18, 2012 4:20 pm

Thanks!

* Greatly improved the generation logic for both underground anachronism and journey to perfection missions so that monsters will tend to bunch up less in most cases as there are now more pillars and troughs and divides in these.
(0026901)
Pyrrhic (reporter)
Jul 18, 2012 8:23 pm

Should the generation-logic be applied to /indoor/ anachronism missions, too? In most all indoor anachronism missions that I take on, I usually see a conga line of 5-9 enemies running along one long, flat stretch of the very bottom of the room.
(0026917)
x4000 (administrator)
Jul 19, 2012 8:50 am

Thanks!

* Interior journey to perfection and anachronism missions have now been updated to also be a bit more labyrinthine and difficult to traverse. For the former this makes it less easy for the player to just run and gun, and for the latter this makes it so that the monsters don't clump up so much as they otherwise were.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: jruderman Pyrrhic
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
Jul 9, 2012 3:08 am Misery New Issue
Jul 9, 2012 3:08 am Misery File Added: Screenshot_2012_07_09_02_56_48.png
Jul 9, 2012 6:42 am Pyrrhic Note Added: 0026567
Jul 10, 2012 4:03 pm tigersfan Internal Weight => Fix Before Major Release
Jul 10, 2012 4:03 pm tigersfan Assigned To => x4000
Jul 10, 2012 4:03 pm tigersfan Status new => assigned
Jul 18, 2012 4:20 pm x4000 Note Added: 0026894
Jul 18, 2012 4:20 pm x4000 Status assigned => resolved
Jul 18, 2012 4:20 pm x4000 Fixed in Version => 1.201
Jul 18, 2012 4:20 pm x4000 Resolution open => fixed
Jul 18, 2012 8:23 pm Pyrrhic Note Added: 0026901
Jul 18, 2012 8:23 pm Pyrrhic Resolution fixed => reopened
Jul 19, 2012 8:50 am x4000 Note Added: 0026917
Aug 9, 2012 4:27 pm Pyrrhic Relationship added related to 0009116


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