Freedom Reborn

Freedom Force Forums => Mods => Topic started by: BentonGrey on July 07, 2016, 12:42:48 AM

Title: Marvel Adventures Testing Thread
Post by: BentonGrey on July 07, 2016, 12:42:48 AM
Howdy gents, I appreciate y'all helping me out with this!  So, I have not had nearly as much time to balance this mod as I did with the DCUG, which took shape in a much different way.  In addition, my design philosophy evolved from my first mod to this, and even from the beginning of this project to its end.  Because of that, I'm very interested in balance and accuracy, which is why we're starting this testing early.  This will be an alpha build.  The campaigns won't all be finished, many of the strings entries won't be written, and much remains only lightly tested.  Still, 99% of the characters will be in and fully set up.  I'll be trying to get this thing packed up tonight or tomorrow, so look for PMs soon.

So, what do I want y'all to look for?  Well, first and foremost, of course, functionality.  Make sure that all of the characters are actually working, that they don't have any broken animations or missing FX or anything like that.  Essentially, just keep an eye out for anything weird.  After that, balance issues, but I've got some specific points.  I'll list them out and update them as I think of new things:


More to come. 
More to come as I think of it.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 07, 2016, 04:13:14 AM
For invulnerability, as a general rule of thumb, I don't ever mix all three types of resistances (Physical Resistance, Invulnerability, and Material).  Usually, it's just two of the three, otherwise it tends to get a bit weird. I feel that the reason for this is the bugs with Physical Resistance and Invulnerability, both which I've been looking for workarounds to circumvent this issue. The current issue with the two is when a character is hit by an attack that could KO them, their attributes are ignored.  Say Thor has Invulnerable 05 and Physical Resistance.  This combo is pretty strong and lets him stay in combat much longer than it would appear. Now say he's at 35 health and gets hit by a Crushing attack that does 40 damage (ignoring any resistances).  The attack SHOULD only do 15 damage to him (40/2 = 20-5 = 15), but it would KO him instead. It just doesn't feel right, especially if Iron Man (Metal + Invulnerable 05) would only take 15 damage (the material isn't ignored).

Now, the workarounds are these:

These workarounds give characters the invulnerability and resilience that they're supposed to have. The only downsides that I can think of are that Mental Damage attributes will require more hits to KO these characters (especially the PR ones) and a player could tell what level of invulnerability a character has by looking at their health (a health of 112? They have Invulnerable 02), which a mod-maker might not want. These concerns aren't too serious in my mind, but I think that it might help alleviate any balance concerns that might be rearing their ugly heads.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 08, 2016, 12:16:35 AM
I'll respond to the good feedback y'all have given me a little later, but at the moment I just wanted to let everyone who is following this know that the alpha build is out to my testers!  Now I'm going to go collapse for a while, because today has been really rough.  :P
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 08, 2016, 10:11:51 PM
Well, I looked over the new version and I have to tell ya that I am VERY excited to playtest all of these characters! So many new people and powers to try out :wacko:

I haven't playtested any of them yet because I've been looking for bugs and any other issues that might prevent playtesting from going smoothly, but for the most part, a lot of it looks good.

The only main balance change I would suggest is making all water-based attacks do Cold damage for a variety of reason, the primary one being that it would work much better against Fire characters.

I'm wondering how the Invaders would do against a Super Skrull or how the Squadron would handle AIM and Hydra. And let's see how many Moloids it takes to defeat Multiple Man :P

EDIT: Well, I just had Cap and Bucky fight two Atlantean Troopers (Atlanteans with tridents) and two Atlantean Warriors (Atlanteans with energy guns) and boy was that difficult! Granted, it was on Very Hard, but still! I'll run more tests but for fodder, these guys are really strong :P

EDIT 2: Did a few fights between Dr Strange and the Leader (Magic vs Science!) and the Leader won every time, hands down. I feel that this isn't right and that it should be Dr Strange who edges out. One of the factors was that Dr Strange's FFActiveDefense was set to the default for the attribute, so it didn't last too long or do very much to protect him, lol. The other factor was those blasted Mech Men the Leader has. Curse your robotic abominations, Leader! CURSE YOU!!
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 09, 2016, 06:35:32 AM
Since I'm starting to doze off a bit here, I'll post my some notes tomorrow. But just a quick note, scrolling throough the characters, there were a handful that were missing. Their name was there, it looked like the hero file was there, but no character.

Also, the shortcut to start is set up for Steam, whereas I',m using the Disk. Maybe you could include Icons for all 3 versions? Disk, Steam, and GOG?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 09, 2016, 06:37:47 AM
Quote from: Cyber Burn on July 09, 2016, 06:35:32 AM
Since I'm starting to doze off a bit here, I'll post my some notes tomorrow. But just a quick note, scrolling throough the characters, there were a handful that were missing. Their name was there, it looked like the hero file was there, but no character.

Also, the shortcut to start is set up for Steam, whereas I',m using the Disk. Maybe you could include Icons for all 3 versions? Disk, Steam, and GOG?

That's strange. Everybody save two or three show up for me. Did you remove your current version of Marvel Adventures and replace it with the test version?

I'm using the disk version, btw.

The characters that don't show up are Baron Zemo, Princess Python, and Sharon Carter.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on July 09, 2016, 10:20:12 AM
All this goodness makes me jealous hahaha. Marvel goodness over 9000  :D. The character thing appeared to me in the previous version of MA and i thought it was a skope thing. Have you guys checked if the skopes are in the library?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 09, 2016, 02:45:38 PM
The ones that I'm missing are not.

And good to see you around again, Jim :D
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 09, 2016, 03:33:30 PM
I was totally wiped out yesterday, so I'll go back through it today and make sure I make a list of which Characters are missing, then I'll post back here.

Like Spyder said, welcome back Jim.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on July 09, 2016, 06:57:17 PM
Nice to see you again guys. I was self banished after i lost access for nearly 8 months since last November. I have the game purchased again and i have a new pc so i'm fully operational now  :D. Have you both done clean install of the test version? Delete the whole MA folder and install him again?
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 09, 2016, 08:46:56 PM
You definitely need a clean install here, completely from scratch.

Quote from: spydermann93 on July 09, 2016, 06:37:47 AM

That's strange. Everybody save two or three show up for me. Did you remove your current version of Marvel Adventures and replace it with the test version?

I'm using the disk version, btw.

The characters that don't show up are Baron Zemo, Princess Python, and Sharon Carter.

OK, being over tired last night, I counted a few extras. It was Sharon Carter and Baron Zemo, and the Small Python Snake. There was also an empty spot for a "Wall Carving" under the Villains Section, but I don't know what that is. Then, back under the Heroes Section, there is also an extra spot for another "SuperCollider" which seemed empty, as well as a spot for a Character called "Thermite". I thought that the "Thermite" Character may have been the one from the Squadron Supreme, but looking more closely, I don't think so.

After going over Spyder's notes, he caught most everything I did and a whole lot more. A couple of quick notes before I have to get back to my little guy:

1.) "Wasp" has the wrong costume, she's using the Standard Skin (I think), but needs one of the others.
2.) The "Fer-de-Lance_skope_h20" just needs the "Female_Gren_refl.dds" colored all black, and it'll be good as new.
3.) The "Turret_Hypno" is a black and white blob, I'll see if I can find some time to find the files for that and get it fixed either tonight or tomorrow.
4.) Don't know if it matters, but the Invaders' Junior Torch is spelled "Toro" rather than "Torro" (But that's just my OCD kicking in).

More as Time (And Children) permit.  :D
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 09, 2016, 11:25:09 PM
Ah, ok! I thought you were talking about new characters :P

Yeah, I went through my version and I see that I'm missing those too. :P

Anyways, I was having some fun with Moon Knight vs Bullseye, and boy, what a matchup that was! I did 3 rounds, best two out of three, and each round was so very close that the last fight was getting me really pumped about who would beat whom. For all three rounds, I was playing as Moon Knight and the AI controlled Bullseye. I decided that they would fight it out in the Park, the map that comes with :ffvstr:

In the first round, most of the fight took place in the park itself. Bullseye opened up with several dozen playing cards, very few of them actually missing (true to his name, lol). A combination of my agility and Carbonadium Armor kept him from taking too much damage, but as anybody would guess, playing a throwing game with Bullseye is a terrible idea.  As I crept in closer, watching for any projectiles Bullseye sent my way, I would throw a Crescent Shuriken (forgot the name of the power :P) to try and stun Bullseye. Lo and behold, I actually hit him and he was stunned! I ran as fast as I could towards my stunned foe and used the fists that have taken down so many goons to lay down some hurt. All three hits connected, doing substantial damage to Bullseye, but he got out of his stun, stunned me, and ran away towards safety. As I recovered, he chucked a nice, hefty grenade at my face.  Unfortunately, my armor did not save me and I took a lot of damage.  Using a Heroic Revival, I charged at Bullseye with full health and renewed vigor.  I shoot a Wrist Bomb at him in hopes of knocking him off of his feet and doing some damage, but he dodged the projectile and it took out a chunk of a nearby building.  Wasting no time, I continued forward under a hail of cards and bullets, my armor protecting me from most of them, but still getting damaged here and there.  Once I caught up to the maniac and stunned him with a combo of my Truncheon Stick, I unleashed another assault of the Fists of Khonshu and with no more than 5 health, I took the win! Go Moon Knight!

In the second round, the fight tended to be on the streets around the park with both of us dipping and weaving behind cars, streetlights, and trees for cover, but it wasn't any less brutal.  Bullseye felt a bit more, "explosive" this round; he kept throwing grenades and blowing up cars.  Needless to say, all of these explosions was taxing on my health.  I kept my distance from cars and fire hydrants, but stuck to streetlights and trees.  Most of the cards Bullseye threw would be blocked by my new friends.  Eventually, I was able to get close on Bullseye, but my entire combo missed! Oh no!! Bullseye then unleashed a flurry of fists that not even Daredevil would've dodged, landing blow after blow on me.  And Lady Luck seemed to be against me for this barrage as my armor didn't protect me from a single blow. I had to use my Heroic Revival and Bullseye was still at about 80% health. It's not looking good.  Hoping for a better combo, I overpowered my Fists of Khonshu to try and deliver a devastating amount of damage to try and catch up to Bullseye.  Unfortunately, he dodge two of the three blows, and the one blow that landed did little damage.  Needless to say, Bullseye slipped away, threw a few more bombs, and the match was over.  Lester got his revenge, but the match isn't over yet!

The final match was quite a change of pace compared to the last two and it was more in my favor! In a strange turn of events, the fight was taken to the alleys between the buildings on the outskirts of the park. Lucky me! Building corners kept me pretty safe from Bullseye's pesky projectiles, but it didn't soften Bullseye's blows.  The exchange of fists and kicks was absolutely brutal! Both of us were landing overpowered blows, tiring ourselves out to where we were both under one bar of energy for most of the fight, stunning each other with solid strikes and brutal haymakers. This time, I barely got off my Heroic Revival before Bullseye landed what would've been a killing blow.  Too close to call!  With Bullseye really low on health, I decided to push my luck and go for an overpower combo to end this.  As luck would have it, I was stunned by overexerting myself, leaving myself wide open! I was thinking, "Oh no, he's going to run for it and blast me with a grenade."  Lester, however, wanted to play CQC some more and landed a rather brutal combo, leaving me with 3 health left. Just as he was about to land another blow, I recovered and was able to land a stunning blow on him and then finish him off with a nicely placed Truncheon!

So, in the end, I, playing as Moon Knight, took the match with a mere 3 health in this round and no more than 5 in the first match! Wow, what a fight! Moon Knight's melee tenacity and amazing armor kept him in a fight that Bullseye otherwise would've won, hands down.  Can't wait to try some more matchups!

If anybody has suggestions, please, let me know and I'll post pics of the fight :D
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 10, 2016, 03:21:36 AM
Excellent work team!  Y'all are doing great!  I'm going to respond to things in sections here so I can keep myself organized. 

First, great report Spyder, and thanks so much for doing the work of fixing the powers and character entries for me.  That saved me a lot of work, and I really appreciate it.  It seems that the issue with the power names is caused by my importing this batch of characters through EZ Hero.  It doesn't seem to have reliably truncated all of the names, and I see that it seems it is only this latest batch of characters that have the issue.

-Just so I can make sure I'm getting everything, the only ones with this issue are those you listed in your bug report, right?  I've got to go through and fix their strings entries, and I don't want to miss anything.
-The characters missing meshes are just those that somehow didn't get copied into my mod folder.  I'm preparing an update with them now.
-I think some of these things are likely artifacts from my having to go to a backup after things got corrupted and from the piecemeal method of adding these new characters.  Fortunately, they are relatively minor so far.
-Good guesses on the missing attributes (caused by my adding characters with custom attributes through EZHero, methinks).  I'm not sure what I had for Deadpool, but circumstances make me suspect Weapon X, though that is only partially appropriate.  What do y'all think, Weapon X (Fast Healing, Lesser Regeneration, and Tracking <doesn't fit>) or Regenerative (probably too powerful)?
-Yes, Toro's Heat Zone is a density attack.  That came from the HF I based him on, and I rather liked it.  It represents a flame hero 'turning up the heat' and making movement difficult around them.  It's a bit of a stretch, but it helps to make him unique.
-UJ's knife attack: Yeah, I never got around to fixing that.  (CB: Would you mind skoping a knife onto the mesh?  Murs gave his permission to add one to his skin ages ago, but I never got around to it.)
-Flesh seems the best choice for Vision, balance-wise.  Options?
-Domino as villain: She's hunting Gambit in his solo mission, but I suppose I can put her in as a hero if folks would prefer.
-Somehow Annihilus's animation entries got screwed up...weird.  Everyone keep an eye out for any animations that don't seem to fit, at least in this latest batch of characters.
-Batroc's new keys didn't sync from one computer to the next!  Darn it!  I had changed half of his entries before I realized the problem.  :P
-I'm fairly certain Warskrull only had 4 attributes.
-Dr. Strange should have had an FFActive Defense, so that is fixed now.

I'll address your balance suggestions and mesh suggestions soon.

CB, some quick responses to your observations:
-What do you mean by Wasp having the wrong costume?  She should be set on random, so it should be different each time (bit of a joke, that).
-Can you send me a file for Fer de Lance to fix her?
-Hmm, I think the hypno turret may just be an artifact from a previous mod...I'm not sure what that would go to...to be on the safe side, I'm adding the appropriate files to the update.
-Of course it matters!  I'll fix that.  :)

Requests, these will be crossposted to my thread:
Does anyone have the missing Stormbreaker texture?  (or the original fx folder, whatever)
Can someone skope me some flying melee keys for Gren's Count Nefaria?

Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 10, 2016, 03:41:03 AM
Quote from: BentonGrey on July 10, 2016, 03:21:36 AM
Excellent work team!  Y'all are doing great!  I'm going to respond to things in sections here so I can keep myself organized. 

First, great report Spyder, and thanks so much for doing the work of fixing the powers and character entries for me.  That saved me a lot of work, and I really appreciate it.  It seems that the issue with the power names is caused by my importing this batch of characters through EZ Hero.  It doesn't seem to have reliably truncated all of the names, and I see that it seems it is only this latest batch of characters that have the issue.

Not a problem. I'm just glad that I can help :)

-Just so I can make sure I'm getting everything, the only ones with this issue are those you listed in your bug report, right?  I've got to go through and fix their strings entries, and I don't want to miss anything.

Yes, everything I saw with that bug was listed in the report. If I didn't list it, I missed it :P

-Good guesses on the missing attributes (caused by my adding characters with custom attributes through EZHero, methinks).  I'm not sure what I had for Deadpool, but circumstances make me suspect Weapon X, though that is only partially appropriate.  What do y'all think, Weapon X (Fast Healing, Lesser Regeneration, and Tracking <doesn't fit>) or Regenerative (probably too powerful)?

I'm going to have to play around with Deadpool some more, but I can kind of go for his own twist on a combo attribute (Deranged Maniac, or something :P)

-Yes, Toro's Heat Zone is a density attack.  That came from the HF I based him on, and I rather liked it.  It represents a flame hero 'turning up the heat' and making movement difficult around them.  It's a bit of a stretch, but it helps to make him unique.

Ah, ok. That's actually pretty darn clever, now that I get to thinking about it. I usually just accomplished heat exhaustion through stuns :lol:

-Flesh seems the best choice for Vision, balance-wise.  Options?

I'll playtest the Vision some and see what I can come up with. If anything, we could just add "Metal" to his sub-type via m25ai

-Domino as villain: She's hunting Gambit in his solo mission, but I suppose I can put her in as a hero if folks would prefer.

Ah, makes sense to me. Doesn't matter too much to me, honestly. Though, she was an X-Man for a while, right?  I'll see what Cyber and the others think.

-Batroc's new keys didn't sync from one computer to the next!  Darn it!  I had changed half of his entries before I realized the problem.  :P

Haha, figured that was the case :lol:

-I'm fairly certain Warskrull only had 4 attributes.

I may be remembering it wrong, but I think that the reason why I said that he was missing one was because there was a blank attribute in the middle of his other ones. I'll have to check again.

-Dr. Strange should have had an FFActive Defense, so that is fixed now.

:thumbup:

I'll address your balance suggestions and mesh suggestions soon.

Take your time, Benton ^_^

CB, some quick responses to your observations:
-What do you mean by Wasp having the wrong costume?  She should be set on random, so it should be different each time (bit of a joke, that).

Yeah, she does seem to change her costume a lot :lol:

Requests, these will be crossposted to my thread:
Does anyone have the missing Stormbreaker texture?  (or the original fx folder, whatever)

I think that I might? I'll have to see. I know that I have a Stormbreaker FX that Gren made somewhere, though
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 10, 2016, 04:08:45 AM
Great after action report there, Spyder!  That's really fun, and I love such you're having such a good time with my little project.  Very awesome!

Let me know what you think of DP.  For the moment, I've just gone with Weapon X, but I want some feedback on that.

For the Atlantians, I was looking to create a real force to be reckoned with, but I may have gone too far.  I definitely want some more feedback on them.

Good idea on adding metal to Vision's AI.  I'll do that and include it in the next update.

CB, great idea on including multiple shortcuts.  Would one of y'all send me your disk shortcut?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 10, 2016, 04:11:20 AM
Here's the pathing for the disk shortcut:

Target: "C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe" -game MA -log
Start in: "C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\MA\..\"


And that should do it ^_^

EDIT: Oh, also! If you want all powers to be level three, set the character's Tier A and Tier B to "6" and all of their powers will be level three when playing in the campaign and rumble room. It will say that all of their powers are level three if you view them in the Character builder, but if you look at them in the Rumble Room, you'll see that all of their last powers are level one rather than three.

EDIT 2:
Quote from: BentonGrey on July 10, 2016, 04:08:45 AMFor the Atlantians, I was looking to create a real force to be reckoned with, but I may have gone too far.  I definitely want some more feedback on them.

Well, you certainly achieved that goal :lol:
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 10, 2016, 04:22:04 AM
Ahh, an excellent piece of advice, Spyder.  I didn't know that.  I'll go through and fix that eventually.

And thanks for the paths.
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 10, 2016, 04:31:05 AM
Not feeling to great, so I'll keep this short.

I believe that there was a glitch in the Stormbringer FX that was released with Beta Ray Bill, though I thought I had released a fixed version, I'll check on that and get back to you. (I'm assuming that is what you're referring to here)

Vision - I would go with Flesh. I had a thought process behind this, and as soon as my head stops pounding, I'll try to remember where I was going with that.

Wasp - Random Costumes makes sense, but every time I chose her, I had that Black Costume. You may want to label one of her Costumes "Random", and add a few more, that should solve that issue.

Deadpool - "Deranged Maniac", I like that.

Domino - During the period when she was introduced, she was a Mercenary. So though she is hunting Gambit in the Mod, I think I'd still prefer to see her as a Hero.

Ferdelance - Not a problem, I'll send you the blacked out file tomorrow, maybe Monday, depending on how I'm feeling.


Ninja'd on the File Paths.

Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 10, 2016, 05:31:07 PM
Crimsonquill has asked to join our endeavor, and I have gladly accepted.  He's going to help me specifically with voices, as well as with other balancing.

Okay gents, I've got all or most of the bugs/weird stuff cleaned up.  Let's talk balance.

-I think CB's idea is a good one.  I've got Vis set as a metal subtype, so that should do the trick.  I'm pretty happy with his power level, but I'm open to suggestions.

-Wasp: Weird, I thought I had a lot more skins in her folder, but I can't seem to find any.  Also, I don't see a black costume in here...

-What would a Deadpool attribute be?

-Domino is now a hero. 

-Ferdelance: No hurry at all, CB.  This is not exactly a big deal.

-What do we think on the 'water as cold' issue?  Spyder makes a fair case, but I'd like to hear some more thoughts.

-Knockback: Spyder's point here is also well taken.  FF2 is a bit weird about knockback (one of the things I would fix if I could), but at the same time, I don't want Daredevil knocking a thug across the map, just so he could reliably knock The Thing off of his feet.  Thoughts?

-Please run some Abomination/Hulk matches to give their stats a shakedown and comparison.  Spyder may be right, but I'd like to see how they handle 'in earnest.'

-Bullseye: I didn't know it was only his legs, very interesting!  I'm a little hesitant to remove solid skeleton, because it really makes him more dangerous as a foe for Daredevil.  I'm willing to bend accuracy for gameplay and balance, but not needlessly.  Thoughts?

-Loki also needs an active defense, darn it!  That's fixed.

-Moloids: You're right, but I worry that giving them 2s would make them too little of a threat.  As is, they can barely hurt the Thing.  I've lowered their endurance, and I'll do some testing.

-Blastaar has minimal (02) invl., so I'm inclined to leave it.  This means that he can't be hurt by, say, a gunshot, but Thing's punch can still hurt him.  This seems somewhat fitting to me.  I'm open to more feedback, though.

-Thanos: Hmm...I really hate FF2 active defenses, so I'm loathe to use one here.  I could give him an FF1 AD, though.  Spyder, why do you think I should use the former?

-Nazi Vampires: Nope, that would make them too strong.  These guys are just mooks.

-Hyperion: You're probably right.  I've tweaked that.

-Surtur: Fair point, I've made him a bit tougher.  Please test.

Other thoughts?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 10, 2016, 06:31:41 PM
I'll be replying to more of this in a bit, but Hulk vs Abomination fights seem to be pretty fun, at least for the few matches I've tried. I need to test the two more, though.
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 10, 2016, 06:43:51 PM
Welcome aboard CQ.  :D

Quote-UJ's knife attack: Yeah, I never got around to fixing that.  (CB: Would you mind skoping a knife onto the mesh?  Murs gave his permission to add one to his skin ages ago, but I never got around to it.)

I missed this earlier, I may have to switch the base Mesh to get the Knife Animations, but otherwise, not a problem.

Wasp - I kept getting the Standard Skin, the Black and Yellow with the Red Goggles and Antennae.

Hand Ninjas - I had started updating them a while back, I never previewed them because I haven't completed the set, but I have the 2 that are in the Mod finished if you want those. Just minor updates to the Skopes and Skins, nothing major.

Quote
-What would a Deadpool attribute be?

Commits suicide to confuse his opponent and then regenerates and goes in for the attack?

-----------------------------------------------------------------------------------------------------

On that note, I think I'm going back to bed, these Migraines are killing me. Sorry I'm not more help here Benton, definitely wasn't planning on this. :banghead:
Title: Re: Marvel Adventures Testing Thread
Post by: daglob on July 10, 2016, 07:00:15 PM
For some reason (drivers, I guess) my computer has quit displaying some skins unless there is an alpha channel that is "white" on it, I get black skins most often. This has started in the last few months (don't remember when, one day it was just "Weird, why is it doing that?"), I'm guessing that a driver update did it, but I'm not sure (with this Frankenstein of a computer, there is no telling). You might try this to see if it's the problem. Of course, it may have nothing to do with it.

I've been adding the channel as I came across the need.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 10, 2016, 07:08:34 PM
Quote from: BentonGrey on July 10, 2016, 05:31:07 PM
Crimsonquill has asked to join our endeavor, and I have gladly accepted.  He's going to help me specifically with voices, as well as with other balancing.

Okay gents, I've got all or most of the bugs/weird stuff cleaned up.  Let's talk balance.

-I think CB's idea is a good one.  I've got Vis set as a metal subtype, so that should do the trick.  I'm pretty happy with his power level, but I'm open to suggestions.

Yeah, I'm good with this change. I wasn't thinking about subtypes at the time :P

-What would a Deadpool attribute be?

I would have to think about this and test it, but I'm thinking Lesser Regeneration (Plus), Immortal, Mad?, and Acrobatic (he can do some pretty outrageous acrobatic feats)

-Knockback: Spyder's point here is also well taken.  FF2 is a bit weird about knockback (one of the things I would fix if I could), but at the same time, I don't want Daredevil knocking a thug across the map, just so he could reliably knock The Thing off of his feet.  Thoughts?

Even at Extreme, a character with a strength of 3 wouldn't be knocking goons around the map, just a few meters, at most. Kind of like how goons get tossed around in TV shows.

-Please run some Abomination/Hulk matches to give their stats a shakedown and comparison.  Spyder may be right, but I'd like to see how they handle 'in earnest.'

I'll be running more tests on these two, but like I mentioned before, it seems pretty decent enough. I might have been wrong about needing to bump down Abomination's defenses.

-Bullseye: I didn't know it was only his legs, very interesting!  I'm a little hesitant to remove solid skeleton, because it really makes him more dangerous as a foe for Daredevil.  I'm willing to bend accuracy for gameplay and balance, but not needlessly.  Thoughts?

That's strange, when I was doing my Moon Knight vs Bullseye fight, he didn't have Solid Skeleton. Maybe you changed him in the update you sent us, or maybe I'm just going crazy :wacko:

I'll look more into how he does against Daredevil. Against Moon Knight, his projectiles were deadly even with the armor Moon Knight had :P


-Moloids: You're right, but I worry that giving them 2s would make them too little of a threat.  As is, they can barely hurt the Thing.  I've lowered their endurance, and I'll do some testing.

You're probably right on that, but I'll be more than happy to do more testing on that

-Blastaar has minimal (02) invl., so I'm inclined to leave it.  This means that he can't be hurt by, say, a gunshot, but Thing's punch can still hurt him.  This seems somewhat fitting to me.  I'm open to more feedback, though.

Makes sense to me!

-Thanos: Hmm...I really hate FF2 active defenses, so I'm loathe to use one here.  I could give him an FF1 AD, though.  Spyder, why do you think I should use the former?

You're probably right, here. However, Thanos' shields are nothing to scoff at. Sure, they failed to resist TWO full blasts from Galactus and were buckling under the might of a Thor under Warrior's Madness and the Power Gem, but withstanding those two for even a moment is incredible.

Perhaps just an FFActiveDefense (75) would work, like Cap's shield?


-Nazi Vampires: Nope, that would make them too strong.  These guys are just mooks.

Yeah, you're right about that

-Surtur: Fair point, I've made him a bit tougher.  Please test.

You got it ^_^

Other thoughts?

I'll be testing out more characters and scenarios later today, and I'll post more as I find/think about them
Title: Re: Marvel Adventures Testing Thread
Post by: OrWolvie1 on July 11, 2016, 12:57:42 AM
Sounds like things are progressing well for you BG. Looking forward to checking it out when you the all the kinks worked out.  :)
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 11, 2016, 02:33:07 AM
Ok, so I was testing the Hulk out more and the only real balancing change I would make is give him Unheroic. His stats and attributes seem fine to me. The only thing is that he only ever gets to about half HP before winning.

In my several test cases against Abomination (on Very Hard since our stats are equal), I'd never have to use my heroic before I defeated the Abomination (actually, I used it once in one match out of 6). I would get close to low health, but I would beat him. I'm not sure how you want it balanced between the two, but the classic idea behind Abomination was that he was stronger than the Hulk initially, but slowly got overpowered. It doesn't quite feel like Abomination meets that design philosophy, and here, it isn't quite his fault. It's probably the Defense Mechanism attribute (which is really tricky to balance with any character) causing the most issues, but I really do like seeing Hulk get stronger as the fight goes.

Abomination actually plays fairly well; better than how I initially thought he would play (not quite as strong). Maybe increasing Abomination's endurance to 8 would make him better against the Hulk, but I then tested Hulk against other characters such as Thor and Hercules and he seemed to win against them pretty solidly and didn't take more than half of his health in damage. Maybe that's how you want him to be. I know that you told me before that you want the Hulk to require a team to take him down, and if that's the case, then I'd say bump Abomination up just a little so he can give Hulk more of a challenge.

I'll be testing both Jade Goliaths against a multitude of foes to see how they match up against the rest, but that's where I stand for right now.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 11, 2016, 03:09:55 AM
Thanks Or, I'm really looking forward to getting this behemoth done! :D

Okay guys, little announcement here....the X-Men campaign is done!  I just finished testing the last mission, and it is finished!  I am really excited about that.  I'm pretty pleased with both the storyline and the gameplay from this campaign.  I think it turned out pretty nicely, and I'm really glad to have it done!  I've had the darn thing written for...gosh, at least five or six months!  That means that all that is left for me to test of extant material is the last Avengers mission.  I could release it after that, but, if I can find the energy, I'm going to try to add at least one more FF mission, and perhaps a little bit more.  We are really close guys!  Keep it up!  :thumbup:

Spyder-

Deadpool: Hmm, good suggestion.  I find Mad rather annoying from a gameplay standpoint, though it does feel fitting.  I think I might go with your healing combo and Acrobatic.  I don't know why I didn't think of the latter to begin with.  I'll put something together with the next update.

KB: Hmm, I will think about it.  Why don't you choose a character as a test case and let me know what the change really looks like?

Bullseye: Ha!  Well, I guess that's a non-issue then.  I have no idea when I made that change...too much to keep up with.  :P

Thanos:  Here is where my real lack of familiarity with the character hurts me.  I've only really seen him in the Captain Marvel/Avengers crossover where he got the Cosmic Cube.  So, you think a shield is really fitting?  If that's the consensus, then I'll add in a solid one, but I'm a bit concerned about making him unbeatable, even with heavy hitters.  That's why we're testing balance, I suppose!

Hulk:  Great feedback and reportage here.  Thor should be able to do more to him than that, but if Thor tries to go toe to toe with Hulk, it seems to me like he should lose.  Interesting.  I'm okay with bumping Abomination up, now that we see the results.  I'm open to other thoughts on balancing Hulk, but he's actually one of the characters I spent the most time on, and I'm still not 100% happy with him.

Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 11, 2016, 03:19:07 AM
I'm going to playtest Hulk, Abomination, and Thanos so I can get a good feeling for them.

Quick question: Hulk's defense mechanism is supposed to be "StrengthAndResistanceThroughPain," right? I just want to make sure I'm testing him correctly. :P

Thanos should be able to hold his own against Thor, Hulk, and Silver Surfer pretty, but he's still a fair bit weaker than Odin and Galactus. I'll mess around with him and see where he falls and make sure that he isn't unstoppable when matched against a good selection of characters.

And that's exciting news about the X-Men campaign! Can't wait to see what you've done with it :thumbup:

EDIT: Also, there's an issue with Hercules where if you use him in the Rumble Room, none of the FFX3 attributes work. I think I found the candidate, but I'm going to test it out and see if I'm right.

EDIT 2: Ok, I think I found the issue. In the "ffxcustom.py", his Throw attack swap reads
["hercules","powernull","throw",""],

It should be
["hercules","powernull","throw","all"],

His Wrestling Throw is also missing its FX
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 11, 2016, 03:25:04 AM
Great Spyder! 

Yep, that's what it's supposed to do.

Thanks man!
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 11, 2016, 03:51:13 AM
Ok, so I've been running a few more tests with Hulk and I think I'm going to try tweaking how much StrAndResistThruPain gives.

The problem is that Hulk reaches a point where he can overpower foes too quickly, resulting in quick KOs or easy wins. What I'm going to try and look for is a formula that causes Hulk's strength to rise slower, but still reach the same heights. That way, when he's mad enough, he can still do tremendous damage, but there's a slower escalation to it. This will make battles with Hulk last longer while still keeping the "You won't like me when I'm angry" feel to him.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 11, 2016, 03:57:05 AM
Go for it Spyder.  It's a really delicate process, and I think you're better equipped to try tweaking it than I am.  Good luck man!

:EDIT: I feel like the Skrull troops might need their damage beefed up a bit.  Would y'all test them, both against heroes and the Kree, to see?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 11, 2016, 05:41:27 PM
-Still fiddling with the Hulk. I gave him his own Defense Mechanism so I can test it without modifying the original values.

-Hercules' "Golden Mace" and "Stunning Blow" each need their magnitude to be bumped up one level to High and Medium, respectively. He feels weak compared to Thor when their strength has always been dead-even.

-I'll play around with the Skrulls and see how they do :)

EDIT: Ok, so I finally got around to having the Hulk fight Thanos, and Thanos' weight really needs to be increased to around the same weight as Hulk and Abomination.  Hulk is tossing Thanos around like a ragdoll, which should not be happening :P

Also, in a few test matches with The Hulk vs Hercules and Thor, the boost to Hercules' powers really helped the two out. It's a much better fight, now.

So the changes I made so far are:
-Boosted Hercules' "Golden Mace" and "Stunning Blow" to a magnitude of High and Medium, respectively
-Increased Thanos' mass to 300, matching Abomination and the Hulk.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 12, 2016, 03:23:19 AM
Hmm, Herc's powers should have been stronger.  That's strange. 

I've made those changes.

Hey, can anyone suggest a better title for Cable than "Time Traveling Mutant Hero"?
Title: Re: Marvel Adventures Testing Thread
Post by: daglob on July 12, 2016, 03:53:19 AM
Enigmatic Time Traveling Mutant?

Two Fisted Time Traveling Mutant?

Deadpool's Sidekick?
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 12, 2016, 04:08:58 AM
The man with the big guns and little tiny feet?  :P

Bodyslide by One?

Time Traveler with the Techno Virus?

Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on July 12, 2016, 05:53:55 AM
Askani'son maybe?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 12, 2016, 12:04:35 PM
Quote from: Cyber Burn on July 12, 2016, 04:08:58 AM
The man with the big guns and little tiny feet?  :P

:lol:
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 12, 2016, 04:52:56 PM
Haha!  I think the 'Tiny Feet' one is definitely the keeper here.  :P

DG's 'Enigmatic' line...I like that.

I'm writing the last few missions now.  I should be able to get them tested soon, provided I can wrap up a few loose ends.
Title: Re: Marvel Adventures Testing Thread
Post by: daglob on July 12, 2016, 06:27:20 PM
"Introducing... Deadpool's tag-team partner, the enigmatic time-traveling, techno-virus infected mutant with big guns and tiny feet... the one... the only... Cable!"
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 12, 2016, 07:59:45 PM
So, I found an interesting bug with Thor.

Apparently, when you use "Unfettered Might", the power boost that it gives doesn't seem to go away. Use it twice and, well, he does 167 damage a hit to The Hulk :P

Unfortunately for poor Thor, Hulk adapts to the hits, becoming essentially resistant to it and hitting Thor back with 180+ damage a hit.

Crazy stuff :P
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 12, 2016, 08:10:08 PM
Yeah, I've encountered some weirdness with that power before.  It seems it interacts with his combatskill attribute in strange ways.  I wonder if I should just replace that power with something else.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 12, 2016, 08:17:01 PM
I think that would be better.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 13, 2016, 01:25:36 AM
I'll have to think about that.  I do really love the umph that ability gives him.  Does that happen all the time?

A little update: The Spider-Man campaign is DONE!  I've finished the extra mission, thanks to y'all's input, and it is now complete.  On to the Fantastic Four missions!
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 13, 2016, 01:31:26 AM
Yeah, it seems to happen any time it's used.

Though, I do like to think about it as Thor just taking off his kiddie gloves and start throwing his godly strength around.

Thor has had some poor showings against mortals in the past (looking at you, Wolverine and Daredevil), but against godly beings (Galactus, Thanos, etc.), he holds up pretty darn well.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 13, 2016, 02:07:16 AM
Darn it.  Well, I suppose it can't be helped.  I wonder what I should replace it with.  Any suggestions?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 13, 2016, 02:20:25 AM
I was thinking a kind of a Crushing quake/hammer slam attack that only affects ground targets, isn't as big as his Electrical one, but is cheaper and does knockup rather than knockback

Thor seems to like his AoE attacks :P

EDIT: So I finally got around to testing the Hulk vs the U-Foes, and so far, the only thing I can suggest is lower Ironclad's Endurance to 7 (maybe even 6). Right now, he performs better than Abomination against the Hulk, and considering that Ironclad has a team to back him up, I feel that it's kind of odd to me. Plus, he has Mass Control which helps him increase his health and strength should he need it, and right now, with an Endurance of 8, he feels like he's too strong.

EDIT 2: How would you like the ratio of Skrulls vs Kree to play out? 1:1 for Skrull Troopers vs Kree Privates? What about the other ranks of the Kree military? How would you like the Skrulls to do against the Shi'ar?
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 13, 2016, 05:16:14 PM
Good suggestion, Spyder.  I'm going to ruminate on that question for a while.

Ironclad: Suggestion noted.  That makes sense.  I'll lower it to 7, and we can give him further testing to see if it needs to go lower.

Skrulls: Ideally, they should be roughly even in terms of the basic troops.

Question for the troops: Should Dr. Doom be Stone material with a metal subtype, or should I keep him as Metal?  I'm a little torn on this.
Title: Re: Marvel Adventures Testing Thread
Post by: Groucho on July 13, 2016, 06:24:31 PM
I just wanted to chime in and say THANKS! to all of you working on this. I am really looking forward to playing it and all of the work you are doing is really appreciated!!!
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 13, 2016, 06:39:32 PM
Doom - I'd say make him Stone with metal sub-typing. I feel like he and Iron Man have both overcome the inherent weaknesses of having metal suits, so Stone fits well for them to me.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 13, 2016, 09:20:20 PM
Groucho, thank you so much for the interest and the appreication!

Spyder: I think so too.  Yeah, I think I'll do that, then.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 13, 2016, 09:27:22 PM
Good news! Thanos is actually capable of soloing the Hulk and Thor at the same time now that he isn't sent flying with every hit :P

Hurray! :thumbup:

Now to test with more heroes :cool:

Oh, he also loses to Odin and Galactus, which is to be suspected, so he isn't overly powerful ^_^
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 13, 2016, 10:11:04 PM
Has anyone taken Wonder man for a spin? I just took the Avengers (Wonder Man, Captain America, Iron Man, and Goliath) against the Hulk. Goliath vanished from the screen (Along with his Portrait), so I took Wonder Man against Hulk first, with Hulk getting KO'd in about 4 hits. Captain America and Iron Man just kicked back and enjoyed the 30 second show.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 13, 2016, 10:16:14 PM
Hahaha! That sounds like a bug I have to see for myself :lol:

Quick Question: By Goliath, do you mean Giant Man? I was looking through the characters, and I couldn't find Goliath. I'm probably just missing him.

Anywho, I took the same line-up (just Giant-Man instead of Goliath) and I could not for the life of me 4 shot the Hulk. I did 180 damage to him (Cap's Rally + Giant-Man (Towering) + Giant-Man's strongest attack), but the Hulk survived it and became really resilient to the rest of my attacks (for a while at least). Giant-Man never vanished and I eventually won (Giant-Man MVP) though, so that's good :P

It's probably because I've been messing with the Hulk's Defense Mechanism to balance him out a bit.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 13, 2016, 10:50:18 PM
Thanos:  Good, I'm glad to hear that!  I'm worried that giving him an Active Defense might make him too tough, and it sounds like he's falling around where he should be.

CB: Ha, whoa, that's crazy!  There are some Giant Man (Men?) characters that are only temporary forms, like the towering one.  I'm guessing that was the issue there.  I'm really surprised that Wonder Man was able to take Hulk so easily!  How much damage was he doing?

Spyder: That sounds promising!

On my end, I've got the FF missions written and set up, and I have started testing them.  In doing so, I'm noticing some things I'd like to change and tweak with them.  For one, I'm thinking Johnny's animations are too slow (I just need to select different ones) and he's got an extra slot now that I've given him an Active Defense. 
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 13, 2016, 11:00:51 PM
Oooh, I just thought of something!

Which difficulty were you playing on, Cyber? I always test on Very Hard, so that might be altering the results a bit.

Benton - Yeah, it seems like a shield might not be necessary for the Mad Titan. I just had him fight off all of the Guardians (the Old and the New) + Adam Warlock and he seemed to have done really well. Drax was just standing in the back the whole time, though. Probably something to do with his AI.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 13, 2016, 11:13:30 PM
Yeah, do make note of characters that don't do properly with AI.  I noticed in my last Spidey level that Whirlwind does nothing but activate his shield.  Clearly I need to fix him too.

Is the "Hurl Mjolnir" power strong enough?  Should be Very High instead of High?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 13, 2016, 11:33:14 PM
Quote from: BentonGrey on July 13, 2016, 11:13:30 PM
Yeah, do make note of characters that don't do properly with AI.  I noticed in my last Spidey level that Whirlwind does nothing but activate his shield.  Clearly I need to fix him too.

Is the "Hurl Mjolnir" power strong enough?  Should be Very High instead of High?

I feel that it can be bumped up to Very High, yes. So can Hercules' Mace Throw (I forget the actual power name). I think it would make it feel closer to the ranged melee abilities that many of the "Superman" characters have while not being overpowered.

And I'll be keeping an eye out for any lazy adversaries. :P
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 14, 2016, 12:28:41 AM
Quote from: spydermann93 on July 13, 2016, 11:00:51 PM
Oooh, I just thought of something!

Which difficulty were you playing on, Cyber? I always test on Very Hard, so that might be altering the results a bit.

I think I'm still playing on a lower level, since I hardly ever play, I don't think I ever bumped the level up.

Quote from: BentonGrey on July 13, 2016, 10:50:18 PM
CB: Ha, whoa, that's crazy!  There are some Giant Man (Men?) characters that are only temporary forms, like the towering one.  I'm guessing that was the issue there.  I'm really surprised that Wonder Man was able to take Hulk so easily!  How much damage was he doing?

I don't remember the numbers, but Hulk did get knocked down before he got beat.

It probably was Giant Man (Hank Pym in the Red Suit). I didn't even think about temporary forms, I just wanted to see the big man stomp on the Hulk.  :D
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 14, 2016, 04:17:50 PM
Wow, Herc's mace was at Medium...how did that happen?

Anyway, another update, both Fantastic Four missions are finished, so the FF campaign is done!  I think I'll do a SHIELD mission on the Helicarrier, and then I'll call it a day.  I'll have the whole, complete mod out to y'all soon, and you can test the missions as well as balance.

At the moment I'm taking some time to tweak things before writing this last mission.  I'm not 100% happy with the FF.  I've been screwing around with animations and powers, so if y'all have any suggestions on that front, let me know.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 14, 2016, 08:44:16 PM
Can't really think of anything for them for right now, but when I do, I'll let you know ^_^

What's bugging you about them?
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 14, 2016, 09:21:56 PM
I'm pretty happy with the Invisible Woman and the Thing.  They are both just about what I want them to be.  Mr. Fantastic has always been a bit of a disappointment to me.  I am REALLY happy with how Dock Ock turned out, using ranged attacks combined with invisible projectiles and with perfectly matched animations.  He looks PERFECT in action.  I really want to do the same thing with Mr. F., but I just can't get things to match up as neatly.  I've also been tweaking the other animations, toying with giving him an alternate run that stretches him out.  I'm not sure about that yet.

Torch is pretty close, but I've never been 100% happy with him either.  He's felt a bit too limited.  I have shifted his beam attack to High damage and low cost and added a free fireball projectile attack.  That feels a bit more fitting, but I'm still not sure I like it.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 14, 2016, 09:37:28 PM
Quote from: BentonGrey on July 14, 2016, 09:21:56 PM
I'm pretty happy with the Invisible Woman and the Thing.  They are both just about what I want them to be.  Mr. Fantastic has always been a bit of a disappointment to me.  I am REALLY happy with how Dock Ock turned out, using ranged attacks combined with invisible projectiles and with perfectly matched animations.  He looks PERFECT in action.  I really want to do the same thing with Mr. F., but I just can't get things to match up as neatly.  I've also been tweaking the other animations, toying with giving him an alternate run that stretches him out.  I'm not sure about that yet.

Torch is pretty close, but I've never been 100% happy with him either.  He's felt a bit too limited.  I have shifted his beam attack to High damage and low cost and added a free fireball projectile attack.  That feels a bit more fitting, but I'm still not sure I like it.

Yeah, Mr. Fantastic has been fairly difficult for me in the past, too. Hoss is tweaking those animations for you, right? Perhaps that might do it.

In the meantime, I'll be looking at Mr. Fantastic and the Human Torch and try to see if I can't scrounge something up. How's the Human Torch from the Invaders feeling for you? Same as Johnny or is he about right?
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 14, 2016, 10:08:57 PM
Here's hoping!

Please do.  I think I'm getting them closer, but I'm happy to hear suggestions.

Invader's Torch is apparently just the same as Johnny, which I had forgotten.  Clearly I need to tweak him some too.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on July 15, 2016, 12:25:51 PM
I think i speak for all the community saying we can't wait for this beauty to come out  :D. Benton if you are still interested in the vigilante mission let me know. I will think of something with Moon Knight and a couple of other heroes.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 16, 2016, 05:45:53 PM
I was messing around with Doc Ock, today, and I found that he has two "4 Tentacle Pincer" moves, one in Tier A and one in Tier B :P
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 16, 2016, 05:57:20 PM
On a minor note, Super Adaptoid is using a regular Captain America Shield Throw, instead of his own Green one.
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 16, 2016, 07:43:57 PM
Kind of an odd glitch or two. I was running the Fantastic Four vs the Serpent Society, with me controlling the FF (And to keep up with Spyder, I changed it to "very hard"). Besides the fact that I got slaughtered...very quickly...as in, before I had a chance to get all four members of my Team going, I noticed that some of the Powers and Animations were not right.

Johnny Storm was flying in a standing position, which I don't think is even in his Keyframe Set. I had him shoot a Firebomb (Ranged Attack), which he did without moving a muscle.

Sue Storm had the Pinking Issue, but that should be a quick and easy fix.

The Thing had died before I had finished getting control of my other Team Members (I had sent him out first).

Black Racer was using Black Mamba's Quetz Hex, even though she doesn't have the Power set up for her.

Black Mamba was using someone else's Powers, not quite sure whose though.


I went back through the Character Creator in-game to check these out, and everything seemed fine. I can't explain this one.

On a side note, you have a Python, do you still need a Princess Python?

Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 16, 2016, 10:25:21 PM
Huh, that's weird. I'm going to have to check this out when I get back home.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 17, 2016, 04:18:27 AM
Sorry guys, we had a bad storm here and lost power for a few days.  We're back in action now, but we're are doing some traveling this week, so I'm not going to be around quite as much for a few days.

Alright, to the latest comments:

Thanks Jim!  I already finished that mission, in fact.  Thanks to your and the others' excellent suggestions, just about everything is done.  I used a lot of what you suggested.  I'm tweaking the first SHIELD mission now and trying to decide if I want to do a second or not.

Spyder, weird, I've fixed that.  Somehow he had that instead of his grapple.

Super Adaptoid: Fixed.

CB: That is really weird!  I have experienced that type of thing a few times lately, where everything seems to get mixed up (it seems to be what is behind Cyclops speaking with a girl's voice), but I have no idea what is going on.  When you get a chance, run that again, and see if it produces the same weird errors.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 18, 2016, 12:48:09 AM
Okay, I've made a lot of little updates, tweaked a ton of stuff, fought endlessly with Mr. Fantastic and the Torch's animations, completed almost all of the different campaigns, and done a few other things.  I'm in the process of uploading a new build.  This version still has a few things that need doing, so we'll call it a Beta.

Spyder, once you get the Hulk's attribute where you like it, let me know, and I'll add that in for the final build.

I've got some of Unkoman's amazingly awesome comic cover loading screens set up.  I'm still setting up some of the others, though he's done his bit with flying colors.

The SHIELD intro mission is done, I'm debating whether or not I want to do another one. The first one has some typos I've got to fix, and I may monkey with it some.  It is the default campaign at the moment, because I forgot to switch it out.

The strings entries are still not done, so I'll begin working on those in earnest now.

There are a few things that we have placeholders for, as AA is cooking up another batch of amazing skins/skopes for the mod!  That's right, the awesome stuff he's already done wasn't enough for him, so he's creating even more beautiful skins!

Since the campaigns are pretty much done, feel free to test them.  The new material is:

A spin-off X-Men campaign of solo stories
One-shot (at the moment) SHIELD campaign
New X-Men story arc, added onto existing campaign
Conclusion (2 missions) for FF campaign
Spider-Man and Marvel Knights campaign

I'll be sending y'all links soon.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 18, 2016, 01:34:00 AM
Will do, Benton!

It's really weird balancing The Hulk's ability.

The way it works it seems he's either too weak or too strong. I'm going to do a few more run throughs and then send you what I have. :)
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 18, 2016, 01:38:55 AM
Well, I think I'd rather err on the side of too strong, but yeah, that's the problem I ran into as well.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 18, 2016, 01:59:33 AM
Yeah, I definitely want him to be challenge. He is the "STRONGEST THERE IS", after all :P
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 18, 2016, 04:08:32 AM
Sorry for the double post, but I found that the "Frost Giant Lord" does not have any AI assigned to it, making him not show up in the Rumble Room.

Change its AI to whatever you want to fix it :P

EDIT: I think I'm at the point where I've convinced myself that Abomination's endurance needs to be bumped up to 8. Abomination's doing better against the Hulk than before, but after a few tests with Abomination's higher endurance, it's a much better fight than before. It definitely feels like Abomination is really Hulk's physical rival while not being too strong.

EDIT 2: Well, I just tried the first mission from the SHIELD campaign and wow! That is one brutal fight! I was playing on Normal and I failed my first attempt, haha :P

Going to go for a second try and see if I can't do any better
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 19, 2016, 03:36:32 AM
Frost Giant: Fixed

Abomination: Alright, I'll bump him up for the next build.

SHIELD: Haha, it's meant to be a challenge, but perhaps it is too much of one.  What beat you?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 19, 2016, 06:15:58 AM
Zemo and his goons.

I got to the last part. The friendly SHIELD Agents seemed to be standing around quite a bit, so maybe that was the issue?

All I know is that I was having a lot of fun with it. :P
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 19, 2016, 02:56:14 PM
Let me know how your second run-through goes.  Maybe I should give Zemo fewer goons. 

The SHIELD Agents needed cop AI, so that is fixed.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 19, 2016, 08:05:08 PM
Well, I tried it again and I lost, but I did much better this time (nobody died). I only lost because Zemo got away, that slippery snake. :doh:

I changed the SHIELD Agents' AI to CCop like you did and they performed much better. The first group was taken out by an explosion right when the mission started, haha :lol:

Time to go for a third round! Third time's the charm :P
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 20, 2016, 02:23:11 AM
Haha, good luck!

I recommend taking advantage of Sitwell's abilities in regards to Zemo.  If you can place some mines or throw some proximity mines in his escape route, you can screw him up.  Plus, irradiating attacks will go right through his shield!
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 22, 2016, 07:54:31 PM
Well, I was finally able to do that third run through for the mission and I finally won!

Yeah, those Irradiation and Gamma Beams did their jobs. Good advice! I also just threw every grenade possible when Zemo appeared. Wiped out his brigade pretty easily.

I'm not sure if there is a second mission or if it's just loading a different map, but the whole map is 100% pink, which I don't think is normal :P
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 23, 2016, 02:04:13 AM
Excellent!  I'll leave it as is at the moment, and perhaps I'll tweak it later. 

That's the only mission.  Perhaps I'll add a second, but I'm not inclined to at the moment. 
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 25, 2016, 06:34:14 PM
During more of my Hulk tests (I still can't seem to make him feel right :banghead:), I was thinking about Thor's powers.

How about instead of his 300-percenter, you give him the Power Boost attribute? That way he can boost his strength to do more damage in melee. I know that there's a "Boost Powers" option, but I'm wondering if it will have the same side-effect as the 300-percenter.

Hmmm...
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on July 27, 2016, 10:15:05 AM
Hey guys, how is the testing coming along?
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 27, 2016, 04:43:08 PM
Spyder, there may just not be a Goldilocks zone for the Hulk.  Where are we on that?

Thor: My guess is that anything else with a similar effect will probably produce a similar problem.  I still haven't made up my mind what to do about this.

Jim, I think it's going quite well.  Everything seems to be working, which is the main thing, and I've tested all of the campaigns and fixed a bunch of stuff.  There should be little left to do.  It's basically just tying up loose ends and writing strings entries at this point.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 27, 2016, 05:22:21 PM
Quote from: BentonGrey on July 27, 2016, 04:43:08 PM
Spyder, there may just not be a Goldilocks zone for the Hulk.  Where are we on that?

Thor: My guess is that anything else with a similar effect will probably produce a similar problem.  I still haven't made up my mind what to do about this.

I'll send you what I have right now since it definitely seems he's a bit less OP than he was, but Thor and Herc still have troubles standing up to him.  He works pretty well against Abomination, though :P
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 27, 2016, 05:23:54 PM
That sounds like you've hit him pretty well, Spyder!
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on July 28, 2016, 09:51:28 AM
Quote from: BentonGrey on July 27, 2016, 04:43:08 PM
Spyder, there may just not be a Goldilocks zone for the Hulk.  Where are we on that?

Thor: My guess is that anything else with a similar effect will probably produce a similar problem.  I still haven't made up my mind what to do about this.

Jim, I think it's going quite well.  Everything seems to be working, which is the main thing, and I've tested all of the campaigns and fixed a bunch of stuff.  There should be little left to do.  It's basically just tying up loose ends and writing strings entries at this point.

That sounds great. If you need me to take some burden off your shoulders with the strings i would be happy to. I don't have any projects for the next couple of weeks.
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 29, 2016, 11:42:59 PM
So I actually got to play a little bit today. I started with the Avengers Campaign. Hawkeye and Black Widow had a building fall on them less than 30 seconds into the game...and they were killed immediately. Pym (At least I'm assuming it was him) never even made it to my Group. I wanted to send Wasp to go find him but since she was the only Hero around, I used her to fight. I blinked, and Pym was dead. Wasp made a decent showing, but the odds were to stacked too high against her. She lasted about 2 more minutes, then followed her team to the Great beyond.

Next I went for some RR Action. Hulk vs Juggernaut. Juggernaut got off to a slow start, he just stood there taking Hulk's beating, but then he got tired of it and the match really began. The two matched each other, shot for shot, as they wore each other down. Both were down to minimal life, when out of nowhere, Juggernaut came back with a full tank. Hulk was about to go down, but used his Heroic Revival to even the score. The match resumed as the two behemoths traded blows once more, but in the end, it was Bruce Banner laying on the ground in defeat.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 30, 2016, 04:55:18 AM
Jim, I will very likely take you up on that.  I'll take stock and send you something Sunday, most likely.

Well CB, you confirmed something I was worried about.  I gave everyone AI, and I noticed during my rapid playthrough of the campaigns that the Zodiac Troopers deluged the player with grenades in that first mission.  I'm thinking I need to increase the time on that in their AI.  Hopefully that will eliminate the grenade barrage at the beginning of the mission, which should make it easier to survive if you can move quickly.

That Hulk/Juggs fight sounds pretty epic!  I'm not 100% happy that Hulk went down, though.  Hmm.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on July 30, 2016, 02:20:47 PM


Looking forward to it. I will have my back checked in Monday for a health issue but other than that i'm free.

CB seems to me Hulk and Juggernaut are evenly matched in the comics. Have you given any sort of passive shield attribute to Juggie?
Title: Re: Marvel Adventures Testing Thread
Post by: daglob on July 30, 2016, 03:00:39 PM
There should be a chance that The Hulk will fail, otherwise why bother to play?
Title: Re: Marvel Adventures Testing Thread
Post by: kkhohoho on July 30, 2016, 03:15:57 PM
Quote from: daglob on July 30, 2016, 03:00:39 PM
There should be a chance that The Hulk will fail, otherwise why bother to play?

Exactly. In the comics, Hulk would probably win, but this is a game. There should be some sense of relative balance, with even the most powerful characters having some chance of getting their arses kicked. But if someone like Hulk or Superman were to be completely unstoppable, than what's the point of even playing the game?
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 30, 2016, 03:23:14 PM
Quote from: Jimaras8 on July 30, 2016, 02:20:47 PM
CB seems to me Hulk and Juggernaut are evenly matched in the comics. Have you given any sort of passive shield attribute to Juggie?

No, I haven't messed with any of the Stats, Attributes, Powers, Etc. While I could go in and change what I feel needs to be changed, basically, I want to play it as a noob would play it, to see how enjoyable it is, what the replay level is, and then worry about if any changes might be needed.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on July 31, 2016, 12:44:48 AM
I'm really glad to hear that Cyber's test was so close, because in a fight between those two, it should be really close in some form or another. They both have limitless stamina (I have never seen either of them get tired) and their damage output can't really put the other down.

From a comic point of view: Juggernaut has a mystical shield powered by Cyttorak himself (who is above the power of Galactus, mind you) that's sole gimmick is being able to resist essentially any amount of force. Juggernaut and the Hulk have fought for years, neither one of them pulling a win. His sole and only weakness is mental attacks, none of which Hulk has. The only way Hulk could win the fight is if he throws Juggernaut off into space or sticks him so far in the Earth, it would take Juggernaut forever to get out. Other than that, neither of them could really put each other down, especially since they both only ever really just punch each other (Juggernaut may actually fight a bit smarter than good ol' Jade Jaws).

From a gameplay point of view: Juggernaut should be highly resistant to almost all physical attacks, the only type of attack the Hulk has in his arsenal. To me, the Hulk does not have the necessary advantages to overpower Juggernaut's power set nor does Juggernaut have the damage output to significantly overcome the Hulk's growing resistances (Defense Mechanism, ftw). It's fine here to see them both hurting each other since this is a game and having a match last for literal days would be a bit crazy and kill the gaming mood.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on July 31, 2016, 07:12:39 PM
Fair points, all, great discussion.  Thanks guys!
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on July 31, 2016, 08:15:10 PM
I will say though, that I had thought that since the match had been going on for a while, and the combatants were finally running low on life points, that the fight was nearing it's end. I really didn't expect Juggernaut to fully regenerate his life points from almost nothing, to absolutely full in the blink of an eye, hence starting the fight over from scratch. Mind you, I was ok with that since it was a good fight, I just was wasn't expecting it.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on August 01, 2016, 08:35:15 PM
Benton, i have noticed an issue with some of the strings. For example all the serpent Society members have strings that look like this for their names: ss puff adder_01, puff adder. So their names in-game should be Puff Adder but i'm seeing ss_puff_adder. The desc of the name string hasn't changed. This happens to all the shield agents, the Hydra Machihnes like Gorgon and Dreadnought and some street level heroes like Coleen Wing and Shang-chi. Also Adam warlock. The weird thing is that evey other hero i have modified their names it appears fine inga-me. For example i have turned mhluke_cage_01, mhlukecage to mhluke_cage_01, luke cage and it appears fine in-game. Any thoughts?
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 01, 2016, 10:59:36 PM
CB, I go back and forth about whether I should remove the Heropoint entries from everyone's AIs.  I do so for villains and minions that are in the campaigns, but I'm not entirely sure how I feel about it.

Jim, that's strange.  Given the errors I've discovered in the pulp mod's language files, I wonder if that might be the type of thing that is going on.  Were you using M25's tool to generate the dats?
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on August 01, 2016, 11:26:50 PM
Quote from: BentonGrey on August 01, 2016, 10:59:36 PM
CB, I go back and forth about whether I should remove the Heropoint entries from everyone's AIs.  I do so for villains and minions that are in the campaigns, but I'm not entirely sure how I feel about it.

Jim, that's strange.  Given the errors I've discovered in the pulp mod's language files, I wonder if that might be the type of thing that is going on.  Were you using M25's tool to generate the dats?

I think removing them is the best idea. Villains get double the health as is (which is basically a heroic) and minions are, well, minions. I don't think your typical goons should be reviving themselves :P
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 01, 2016, 11:42:26 PM
I should have clarified, I do try to remove them from the minions entirely.  You may be right about the villains.
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on August 02, 2016, 02:02:00 AM
I tried the XMen2 Campaign, but got stuck on a Rooftop somewhere (I think). I got up to the Rooftop, but then lost my Character.  :huh:

I had run Alpha Flight earlier, and wanted to give them more of a challenge, so I put them against the Hulk. Poor Hulk didn't stand a chance, nor did he last very long...Actually, he didn't even take down any of Alpha Flight's Members.
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on August 02, 2016, 02:10:27 AM
Yikes! I see what you mean, Cyber!

That Genetic Damage did quite a number on him, haha :lol:

Well, the only ways to really deal with that is remove Hulk's resistances (Physical Resistance + Inv will do it) or make him H. Resistant to Radiation (which would be accurate, imho) or get rid of the Genetic Damage attack that somebody has (but that would have to go for everybody in the mod).
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 02, 2016, 02:43:02 AM
Yikes!  That's unexpected!  I've put Hulk up against the X-Men and the Avengers with much better results.  Hmm...

CB, in X2, how exactly did you lose your character?  Did they just get out of camera range?

I have my camera set to the infinite dimensions.  I should probably make the mod have that too, considering that I'm using some high-rise maps.  Anyone know where those files are located?
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on August 02, 2016, 03:28:05 AM
Quote from: BentonGrey on August 02, 2016, 02:43:02 AM
CB, in X2, how exactly did you lose your character?  Did they just get out of camera range?

I have my camera set to the infinite dimensions.  I should probably make the mod have that too, considering that I'm using some high-rise maps.  Anyone know where those files are located?

Yeah, the building he climbed was too high for the camera to see, then he started losing damage little by little, and I had no idea who I was fighting. I tried to find the enemy (Most likely Hand Ninjas), but I couldn't fight what I couldn't see. When I tried to escape, I got knocked silly, and couldn't leave. I got stuck on the Rooftop until I had to stop playing to eat.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 02, 2016, 03:32:51 AM
Yeah, so I definitely need to fix the camera range.  Thanks CB, I would never have thought of that!
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 02, 2016, 10:08:47 PM
Okay, I've tried generating Lang files as well, and though I didn't get any error messages, they didn't update properly either.  I have no idea what the heck is going on.

:EDIT: Okay, I deleted the .temp strings file, and that seems to have fixed the problem.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on August 03, 2016, 10:11:36 AM
I have seem to have found a work-around the names problem. I noticed that the problematic strings are the ones with gap between the words. For example i changed wonder man_01, wonder man to wonder_man_01, wonder man and the names appears fine in game. I have also done it with Dum Dum Dugan and it worked. So it seems that if there is a space between the words the strings only read the first part and not the descr.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 03, 2016, 12:42:20 PM
Ahh, that makes sense.  I don't know how those get in there without underscores in the first place.  Be sure to keep track of who you changed that way, because I'll need to check their entries in FFEdit too.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on August 03, 2016, 04:58:39 PM
Every SHIELD agent, every serpent Society member, Shang-chi, She-Hulk, Coleen Wing, Adam warlock and Wonder Man. I will update the list once i find more.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 03, 2016, 06:20:46 PM
Okay, as I expected, all of them are properly formatted in FFEdit, so there was some kind of glitch when their strings were created.  I'm glad you noticed that Jim!
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on August 03, 2016, 07:19:17 PM
No problem. I'm about to finish the strings for the SS members powers so i will send you the updated strings.txt tomorrow. Then i will comb the rest of the characters. I haven't added bios, i will probably do it in the end.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on August 05, 2016, 09:32:44 AM
Ok i noticed another thing that really bugs me. In some characters the majority of string desription s are ok and then 1 or 2 powers don't generate the description. For example in ferdelance 90% of her powers appear normal and then her enhanced reflexes defense appears ss_ferdelance reflexes instead of "enhanced reflexes". The same with Diamondback's exlposive diamonds. It only appears in string form in-game.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 05, 2016, 03:24:26 PM
Ahh, you've stumbled upon an artifact from my trouble with adding in the characters.  Adding through the RR does a lot of cleanup for you, including truncating power names when necessary.  I had to add through EZHero, and it didn't truncate power names, so I had to do it by hand.  The ones you are having problems with are the ones I screwed up.  For example, Diamondback's explosive diamonds are actually listed as ss_diamondback ex diamond in FFEdit, but the string lists "ss diamondback ex diamonds_01"  You'll notice the lack of an underscore, which I imagine you've already been fixing, and the extra "s."  The same is true for Fer de Lance, whose 'reflex' is 'reflexes' in the strings.

On another note, I've made some tweaks to the first Avengers mission that should make it easier and hopefully prevent players getting wiped out in the first moment.
Title: Re: Marvel Adventures Testing Thread
Post by: trebean on August 06, 2016, 07:55:35 AM
I dunno if I should post here or the main Marvel Adventures thread but this one seems to be the most active. Anyway, is it just my eyes or do the skins for some of the characters seem a bit degraded? I didn't notice it at first but when I played it alongside the non mod characters it looked a little off, so I compared them to the skins on the AlexFF site and I do see some lost in quality. Was this intentional (like does it stop the bug of skins not loading properly sometime) or was it just a side effect of converting them to DDS format? I'll post a picture when I get back on my main computer.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 06, 2016, 02:29:43 PM
Howdy Trebean.  If there is degradation of skins, it is likely caused by conversion, though it really shouldn't be too noticeable.
Title: Re: Marvel Adventures Testing Thread
Post by: Jimaras8 on August 06, 2016, 03:15:28 PM
benton, i have a couple of follow-up questions. Also exepct the strings tonight.

1. I'm seeing Princess Python in the strings but not in-game. I only see Python the animal which i assume is her pet?

2. Should Attuma and Lilandra be in the heroes character screen? Attuma is Namor's biggest enemy and all the Sh'ar toopers are in the foes screen.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 06, 2016, 03:37:23 PM
Okay Jim:

1) She's there as ss_princess

2) Lilandra should be there, Attuma shouldn't.  I've fixed that.
Title: Re: Marvel Adventures Testing Thread
Post by: Cyber Burn on August 06, 2016, 03:50:44 PM
Quote from: Jimaras8 on August 06, 2016, 03:15:28 PM
benton, i have a couple of follow-up questions. Also exepct the strings tonight.

1. I'm seeing Princess Python in the strings but not in-game. I only see Python the animal which i assume is her pet?


Quote from: Cyber Burn on July 16, 2016, 07:43:57 PM
On a side note, you have a Python, do you still need a Princess Python?

She's in the Character Tab in FFEdit, but as far as I can tell, there is no Skin/Mesh for her in the Library.
Title: Re: Marvel Adventures Testing Thread
Post by: BentonGrey on August 06, 2016, 06:33:29 PM
What the heck is with her?  I thought I already fixed this.  The file is in the proper place.  Maybe there's something wrong with the data path I'm not seeing.  Ahh!  Her character and template entry weren't matched.  I've fixed that and double-checked the data path.

On another note, I got a really cool surprise recently.  Alex, of Fortress fame, contacted me to let me know he had figured out a way to create launchers that point to different campaigns!  So, one of the biggest obstacles to my super-mods is going to be removed.  No-one ever reads the darn readme, so no-one ever knows how to play the other campaigns.  This way, they'll all be at a player's fingertips!

I got some new art assets from AA too, so I'll be sending out a more or less final build soon.

Jim, thanks so much for you work on the strings, man!  That's a big help, especially with me feeling burnt out on Marvel!
Title: Re: Marvel Adventures Testing Thread
Post by: spydermann93 on August 06, 2016, 06:48:22 PM
With AA AND Alex working on this mod with you, this mod could be called a AAA title :P