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Heaven of Relics 1.2 FINAL

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  • replied
    Request, that I REALLY hope can be added soon.

    Please allow an option to be able to pick up more than one different relic at a time. ProjectUT relics did it and yeah it was overpowering if you used the option, but it was fun.

    I'd love to be able to grab 10 of these babies and go to town.

    I'll beg if I have to!

    Leave a comment:


  • replied
    Wow, amazing. I'll read that post more quietly and see what I can do :up:

    Leave a comment:


  • replied
    Okay, how does this sound:

    Relic Profile Options
    Relic profiles have two control options and a "pool" of relics. The control options are "Spawn Slots" and "Spawn Control". The Relic pool details the number and type of relics available in the profile. Each relic profile is saved under a different name.

    Spawn slots: This is the number of relics from the pool that are spawned onto the map or held by players at any given time. This dropdown has five options: "Value", "Rare", "Equal","Double", and Triple". "Value" enables a type-in box, allowing the player to specify the exact number of relics in play at any one time (so using Value, and setting the number to 3 would give you three relics in play at any time, regardless of how many players were playing). "Equal" will set the number of relics in play equal to however many players are playing a given match. "Rare" sets the number of relics in play to one for every two players, while "double" and "triple" set the number to twice or three times the number of players in a given game.

    Spawn Control: This dropdown will control how the mutator chooses relics from the pool. This makes a large difference if there are 20 available relics in the pool, but only six active "slots" for relics in play. If "Random", it chooses relics at random from the pool when spawning a relic, but can pick the same relic over and over until the maximum number of relics of that type (as dictated by the Pool, below) occupy spawn slots. If "Shuffle", the mutator will pick a relic at random, chosing a given relic up to its amount in the pool before repeating (for example, if there are 3 strength relics, and 1 healing relic, and only one slot, the strength relic would show up three times before teh healing relic spawned again). If "In Order", it will choose the next relic on the list, up to the maximum number of relics of that type.

    The Relic Pool: The pool of relics from which new relics are chosen to be spawned can contain many more relics than might appear in the game at any time. Because of this, certain relics may be more common than others without having to set up exact numbers for each. Each Relic within the pool have the following options:

    Amount: This dropdown has two options: Value, and Match Player Count. Value enables a type-in box, allowing the player to specify the number of that relic in the pool. Match Player Count will set the number of relics in the pool equal to however many players are playing a given match.

    Droppable: This boolean controls how relics are returned to the pool. If true, the relic is dropped when the holder is killed, and will return to the relic pool after its respawn time is up. If false, the relic returns to the pool as soon as the holder is killed.

    Unique Respawn Time: This is the number of seconds a given relic will stay in one place before returning to the relic pool. If left at zero, the relic follows the normal respawn setting. This allows players to make certain relics more difficult to reach, and influencing their availability in a different way. Currently, only the mutant relic has a unique time.





    Sample Relic Profiles
    Super Bombing Run:
    Spawn Slots: Equal
    Spawn Control: Shuffle
    Relic Pool: Agility: Equal, Mutant: 2 (all droppable)

    Mutant Hunter:
    Spawn Slots: 1
    Spawn Control: Random
    Relic Pool: Mutant: 1 (not droppable)

    Super CTF:
    Spawn Slots: Rare
    Spawn Control: Random
    Relic Pool: Healing 3, defense 1, strength 1, ammo 1, guns 1 (All droppable)

    Blink CTF:
    Spawn Slots: Double
    Spawn Control: Random
    Relic Pool: translocation: Equal, Agility: Equal, invisibility: Equal (not droppable)

    Super Domination:
    Spawn Slots: Double
    Spawn Control: Shuffle
    Relic Pool: translocation: 1, healing: equal, ammo: equal, mutant: 1 (All droppable except for Mutant, which is not droppable)

    Leave a comment:


  • replied
    Oh, man. Sweet. Let me work this up a bit, and I'll get right back...

    Leave a comment:


  • replied
    Hedge, about custom relic profiles, which options do you want for them? And which combinations do you want for default relic profiles?

    I have implemented a big part of the new code.
    Fixed some incompatibilities with other mutators and new config options.

    Leave a comment:


  • replied
    Nope. You revert to your normal status right before going limp. Same with invisible players turning visible. Mutants, however, stay mutants. Serves them right!

    Leave a comment:


  • replied
    hey when you die with the small relic does your player have a small ragdoll?

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  • replied
    Good ideas! char0n

    Originally posted by Hedge_o_Matic
    One small thing... when a player dies, shouldn't there be an option to drop the Relic they held? If I nab that pesky Infant, I may want some Infantile revenge!!
    Yeah, I tried to make players to drop relics, but it had problems with replication :sour: . I can retry, and some relics like the vengeance one won't be dropped.

    (Hedge, I sent you a PM a while ago)

    I got some progress with the final version of the mutator.

    Leave a comment:


  • replied
    One small thing... when a player dies, shouldn't there be an option to drop the Relic they held? If I nab that pesky Infant, I may want some Infantile revenge!!
    Indeed. Killing an opponent carrying a relic that I want to pick up myself would be even more satisfying if I could take it from his remains instead of it respawning somewhere on the map.

    I want this relic with better effects and balanced (specially for DM I chose to implement suicides to prevent positive scores). Is it posible? It's an annoying relic.
    Still no appropriate way to deal with Kamikaze... It depends on how you want the relic to act. As stated above, the pure definition of Kamikaze would already be covered with the Vengeance relic effect - it turns the carrier into a kamikaze.
    What the relic is doing at this stage is to turn the victims of the relic carrier into kamikazes (which also is stated above - a bit higher ).
    Since the latter case is unbalanced and since you seem to want to keep it in, you could give the victim of the effect a few special powers like permanent double damage to at least be able to take an advantage of the fact they are a kamikaze. What I have in mind is basically exactly what the Sin relic does, but to the victim of the Kamikaze carrier, not to the carrier himself:
    The victim of an attack with the Kamikaze relic gets doubled/tripled... damage output (or something like that) and his health is set to 100. He then constantly loses health, say 10 per second - that gives him 10 seconds to make use of his newly gained demonic powers. Unlike the Mutant relic, killing other players wont give him back health - only if he kills the carrier of the Kamikaze relic (or if that player gets killed). If the victim succeeds in his task, his stats will be turned back into what they were before the Kamikaze attack. If not... suicide, -1 frag.

    Leave a comment:


  • replied
    One small thing... when a player dies, shouldn't there be an option to drop the Relic they held? If I nab that pesky Infant, I may want some Infantile revenge!!

    Leave a comment:


  • replied
    Actually, the Kamikaze spread death by commiting suicide. A true Relic of Kamikaze sounds just a bit too much like the Relic of Vengeance, since you can rush enemies and basically force them to kill you, unleashing the Vengeance effect. The only difference is that you can't kill yourself to use the Vengeance; suicides and self-inflicted damage don't trigger it. I'd stay away from the suicide function as implemented by UT, though. As a gameplay mechanism, it's not too much fun.

    The SiN relic that you describe sounds a lot like the Mutant Relic, only less cool.

    Leave a comment:


  • replied
    Originally posted by Hedge_o_Matic
    About the Relic of Kamikaze, my question is, what purpose do you want it to serve?
    What I want is to make the relic holder the kamikaze.
    What do kamikazes do? They spread death and suicide.
    So I want to balance a relic that greatly increases the damage you do.
    Original relic from Sin2UT: 4x the damage you do, your health decreases.
    I want this relic with better effects and balanced (specially for DM I chose to implement suicides to prevent positive scores). Is it posible? It's an annoying relic.

    Originally posted by Hedge_o_Matic
    The eight listed effects aren't difficult to implement in themselves, I shouldn't think, and together would do the trick nicely. What do you think?
    - Relic of Dueling: Nice relic and can be implemented, but I think that the initial distance between the relic holder and his victim needs to be limited.

    Leave a comment:


  • replied
    About the Relic of Kamikaze, my question is, what purpose do you want it to serve?

    As is it, the victims of the Relic basically have a seven-second mad rush to kill the holder in order to survive. Thus, they become the Kamikaze. This would seem to draw detirmined attackers toward the relic holder. Not very beneficial. The only way to make it beneficial is to hit someone and run, or otherwise doom them by being sure you can't be killed in a few seconds. This is how the Relic is currently used, and, as seen, it isn't very balanced.

    First off, the victims don't seem to know they have limited time. As a player, I find it hard to know when I've been affected, and should be starting a mad attack. Even if I know, it's usually impossible to locate who's got the Relic.

    The bots are similar, in that they act no differently than usual, and die on schedule.

    The suggestion you made above presents the player with an interesting choice: Suicide, and hope the Relic holder does as well, or, I suppose, attack as usual. The problem is that this doesn't seem to help, since the holder will run away, given that the victim is doomed, and they still have a (random) chance to live, no skill needed.

    To combat this tendency, I'd suggest the following. Replace the Relic of Kamikaze with:

    Relic of Dueling. This has the following effects:
    -The holder and challenged (by being hit with any weapon), can now only hurt each other, and can only be hurt by the other.
    -The amount of health the challenge player has when first hit establishes the health bonus of the fight. Thus it's better to not pick on half-dead foes!
    -The challenged player keeps all of their relics and equipment for the fight.
    -The relic holder cannot pick up any weapons or pickups once they start a duel, but their opponant can still pick up weapons.
    -The two duelists cannot hide from one another.
    -The challenged player loses 1 point of health per second to the relic. The holder loses 1 per second for every duel they've used the Relic for (so in their first, they'd lose 1 point, but in their third duel, they'd lose 3 points per second!). If the Relic kills one of the players, it kills both.
    -The duelists cannot hold, touch, or pick up any game-objective such as flags, CPs, or BR balls for the duration of the duel.
    -The winner of the challenge gains health equal to the bonus for the fight (see point #2, above) and all of the weapons, ammo, and armor of the defeated, and the Relic of Dueling as well if they didn't have it before. Other Relics are lost. These bonuses can bring the player to above normal levels.


    This Relic will bring about the one-on-one combats I think you were going for with the Relic of kamikaze, without the danger of one player running away. If I'm the Relic holder, and you run, you die when I do, so there's no good that can come of it. Also, both players are basically removed from the efforts of their teams, and even in Deathmatches aren't allowed to rack up kills for the entire length of the duel, so delaying the end by running is never desirable, and hiding shouldn't be possible. Better to try your best, knowing that every point of ammo and armor you lose in the fight is one less that will go to the victor.

    The eight listed effects aren't difficult to implement in themselves, I shouldn't think, and together would do the trick nicely. What do you think?

    Leave a comment:


  • replied
    Thanks mates, your thanks are greatly appreciated.
    Hi char0n, long time no see...

    - Relic of Impotence: When someone hits the holder of this relic, the relic forces the opponent to switch to Assault Rifle (if able) and keep that for 2 seconds.

    Originally posted by char0n
    Other possibility would be to completely remove the Relic of Kamikaze from future releases (which is what I would prefer).
    Aaw, I still like that relic. OK, I can try to balance it with an original idea I had long ago. If any victim suicides, the relic holder is forced to suicide or not (random).

    Leave a comment:


  • replied
    Another cool game combo:

    LMS (or, even better "Elimination TE" gametype) with the following Relics: 1 Vengeance, 1 Redemption, 1 Strength

    More thanks for such a great mutator!

    Leave a comment:

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