But consumes 20 Banana Mana.Gez wrote:"GothamSphere": temporarily morphs you into Batman.
- CRITICAL BUG: The Bishop's Spectre doesn't seem to be taking any damage.
Captain Ventris wrote:Yeah, I actually think the shotgun should be tuned a bit, too. It's a bit TOO wide, and considering you have some hilarious AOE Psychic powers, the Shotgun could do with being a bit more efficient in the shooting things department.
This could probably be fixed. Though I can't remember how the "check if all the Blue Acolytes are dead" is handled. Maybe the strfhelp ACS lump?Ethril wrote:-Blue Acolytes (the ones that spawn if you break the power coupling) have not been replaced and therefore do not drop anything. Not much of a big deal since AFAIK there are only like 10 of them in the entire game and if you do it right they never warp in anyway.
That is probably my fault But it may also have been a balancing thing because you can just buy armor whenever.-Leather and Metal Armor don't appear. Like, they don't have green or blue armor in their place, and they aren't even there as normal. I checked the DECORATE and it looks like they have a Stop where there should be a Loop.
How the relocation was handled was something that mystified me for a long time... until by chance I was reading the MAPINFO-Map Definition page on the wiki. Turns out its handled by the "redirect" property; you specify what map you'll be going to instead, and the item checked for. And I was banging my head against the wall trying to figure out what in the strfhelp lump was handling it.-Picking up the Sigil from the Programmer doesn't seem to set off the flags that relocate the Front base. Leaving the new base and returning will just put you back in the normal Castle map, and the old Front base is still as-is, instead of abandoned. I *think* (not sure) this is usually done via the Sigil piece that he drops, but something was lost in translation here. I had to use changemap to get around until I did a ~give sigil which fixed everything.
An Aztec-y crumbled pillar, if I remember correctly. A lil' fix in TEXTURES, say, renaming the pillar sprite and giving the pillar actor the new sprite name, should fix that right up.-There seems to be a sprite conflict. One of the decorative items in the Programmer's Keep appears as a Steel blade embedded halfway in the ground. Not sure what it was originally.
This is a snap to fix; the Psy Upgrade actor will need the ConversationID of the dummy item the appropriate NPC would normally give to affect the upgrade.-Psy Upgrades should replace SOMETHING. Maybe the useless Accuracy Upgrades?
commander wrote:Instead of infinitive ammo, you should make infinitive ammo capacity. This will make the mod more challenging.
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