View Issue Details

IDProjectCategoryLast Update
0008860Valley 1Suggestion - Balancing IssuesAug 9, 2012 5:27 pm
ReporterMisery Assigned ToChris_McElligottPark  
Status resolvedResolutionreopened 
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

Relationships

related to 0009116 considering Anachronism Mission Complaints and 1 Suggestion 

Activities

Misery

Jul 9, 2012 4:08 am

reporter  

Pyrrhic

Jul 9, 2012 7:42 am

reporter   ~0026567

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+.

Chris_McElligottPark

Jul 18, 2012 5:20 pm

administrator   ~0026894

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.

Pyrrhic

Jul 18, 2012 9:23 pm

reporter   ~0026901

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.

Chris_McElligottPark

Jul 19, 2012 9:50 am

administrator   ~0026917

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 History

Date Modified Username Field Change
Jul 9, 2012 4:08 am Misery New Issue
Jul 9, 2012 4:08 am Misery File Added: Screenshot_2012_07_09_02_56_48.png
Jul 9, 2012 7:42 am Pyrrhic Note Added: 0026567
Jul 10, 2012 5:03 pm tigersfan Internal Weight => Fix Before Major Release
Jul 10, 2012 5:03 pm tigersfan Assigned To => Chris_McElligottPark
Jul 10, 2012 5:03 pm tigersfan Status new => assigned
Jul 18, 2012 5:20 pm Chris_McElligottPark Note Added: 0026894
Jul 18, 2012 5:20 pm Chris_McElligottPark Status assigned => resolved
Jul 18, 2012 5:20 pm Chris_McElligottPark Fixed in Version => 1.201
Jul 18, 2012 5:20 pm Chris_McElligottPark Resolution open => fixed
Jul 18, 2012 9:23 pm Pyrrhic Note Added: 0026901
Jul 18, 2012 9:23 pm Pyrrhic Resolution fixed => reopened
Jul 19, 2012 9:50 am Chris_McElligottPark Note Added: 0026917
Aug 9, 2012 5:27 pm Pyrrhic Relationship added related to 0009116