AO Update Information

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AO Update Information

Postby IskatuMesk » Sun Mar 08, 2009 8:20 pm

AO is currently being updated to version 2.3. The following changes are being made in addition to some undecided/unreleased.

- New effects.
- Fixing of several bugs - hopefully fixing Syrius as well.
- Improved AI script functionality - should no longer be impossible to beat, should softlock a little less, and hopefully be more reliable. Because of the hardcoded problems in SC, this is not guaranteed to work that well.

The current units are planned to be added/completed;

- Duriel
- Mal`Ash
- Zeus
- The Fallen Hero
- Greater Horror
- Soulseeker

Because of the serious limitations of the iscript.bin, these units won't be nearly as flashy as they could have been.

I am aware that the limit expander causes crashes, but will be developing this without giving a shit.
Last edited by IskatuMesk on Sun Mar 08, 2009 8:22 pm, edited 1 time in total.
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Re: AO Update Information

Postby Lavarinth » Mon Mar 09, 2009 12:50 am

IskatuMesk wrote:but will be developing this without giving a shit.


YES!
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Re: AO Update Information

Postby IskatuMesk » Mon Mar 09, 2009 6:02 pm

The Purgatory is functional. Thane is operational.

Purgatory - Tier 4

Complimenting the Juggernaut and the Salvation in the forward demon fleet is the Purgatory heavy cruiser. While less durable than a Juggernaut and shorter ranged than a Salvation, the Purgatory is a fearsome warship dedicated to anti-capital roles. At moderate range, the Purgatory engages with high-powered energized torpedoes. These projectiles will deal moderate damage in a small area of effect. In close range, the Purgatory also engages with a rapid-fire gatling cannon that fires in volleys of 3. Although the effectiveness of these weapons is less so against ground targets, incurring a larger cooldown, they are deadly against air targets.

Thane - Tier 7

Ascending from the ranks of mere Thunderers, who simply use their powers over energy for relatively simple mischief, the Thane is a powerful being dedicated to the destruction of mortal races. When he spots a target he likes he'll turn into pure energy, requiring you to bring advanced sensors nearby to determine his true position. In this state his power is highly erratic and dangerous, easily capable of destroying man and machine within moments of contact. Very few Protoss can withstand the psionic power of a Thane.
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Re: AO Update Information

Postby IskatuMesk » Wed Mar 11, 2009 12:40 am

The internal version is version C.

New changes -

- More timing changes for AO. The AI is now beatable. There is some problems still in translating from tier 1 to tier 2 and tier 4 to tier 5. I have scored two legitimate victories against AO.
- Reduced the number of buildings Armageddon creates.
- Dramatically reduced armor on Armageddon structures. Boosted the health of Onslaught Drones.
- The Thane is now functional, but the AI is refusing to create it. I need Baja to answer my PM to see if there's some sort of problem with the Lurker I am unaware of (The lurker is pretty hardcoded as it is). I may need to change how the Thane works.
- Fixed a problem with the Madness Titan that was introduced before. Now the Madness Titan uses his flame attack to attack air and doesn't break after doing so.
- Attempted to get the AI to expand but it's refusing to do so.
- Attempted to get the AI to create Duriel but it's refusing to do so. What's so hard about getting a zergling? :\
- The new Onslaught State code is fully functional, save not producing the Thane and Duriel.
- The Purgatory is fully functional with all sounds and weapons working perfectly. The Demon Fleet will crush the weak.

Future plans -


- Designed the concept for the Fallen Hero inside my head.
- Realized I have a lot more free sprites than I first thought. Will attempt to expand unit list even further.
- Prepare Zeus for adding.
- Planned out a new unit - the Dark Raven. The Dark Raven is an assault helicopter developed by the Seventh Circle used to disable and destroy enemy surface resistance. It will have a random chance to lockdown enemy units and is primarily an anti-ground unit. I have the graphic ready and waiting.
- Planned out the Damnation's projectile. Will require testing to be sure certain aspects will work.
- Reduce movement speed of Shards of Darkness.
- Figure out something for the Greater Horror.


Major upcomings -

- I need several new units. Preferably smaller ones, air and land, that don't demand serious iscript enhancements. The problem is graphics. I don't have many that fit. I still have a few graphics that p_q renamed but some of them are a real mess in terms of alignment. Baja sent me a program he used for aligning... so I'll investigate that.
- I do not believe I can fix Syrius' teleport. I'll have to give her something different.
- I may possibly attempt to add the Great Destroyer himself.
- I need to design Mal`Ash's attack specs.
- I need to design Duriel's attack specs.
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Re: AO Update Information

Postby Lavarinth » Wed Mar 11, 2009 10:43 am

It's great to see an update coming along well for this.
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Re: AO Update Information

Postby IskatuMesk » Wed Mar 18, 2009 11:41 pm

- Syrius' teleport has been fixed, thanks to an idea from Herc. She will be fully complete shortly.
- The Dark Raven is fully functional.
- Thane will be revamped thanks to the AI hating on lurkers. He'll be given a line attack, a lightning javelin that does massive damage at the end of its travel time.
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Re: AO Update Information

Postby IskatuMesk » Sat Mar 28, 2009 12:21 pm

Current progress;

- The Damnation is functional.
- The Fallen Hero is functional but only halfway finished.
- Sounds for Syrius have been added.
- Currently working on getting Mal`Ash barebones working with Comet Shower.
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Re: AO Update Information

Postby IskatuMesk » Sat Mar 28, 2009 5:57 pm

Concept

Zeus' secondary weapon

I've been giving a lot of thought to Zeus' secondary weapon. His primary weapon will be a timed Fist of the Heavens that kills units in a small AoE. But for the father of Gods enslaved by the Destroyer and turned into a beast, I wanted something more crazy for his secondary.

I think I have the solution to that need for crazy.

The Great Storm

Zeus' secondary attack will be extremely simple by nature but incredibly devastating and unpredictable. First, it will create a psionic storm. This storm will be called simply a Storm. Each Storm will tick damage, just like psionic storm, and produce some extra effects for extra shiny. Every rotation of its animation, it'll have a small chance to die.

But also every chance of its animation, it'll have a chance to propagate. This means that the stormcloud will expand into 4 more stormclouds around itself, while the original storm will vanish. Each new stormcloud is simply another Storm, with the exact same chances to die or propagate.

The attack will produce several of these clouds over a short time.

Each cloud will have a chance of creating a massive perpetual storm system that can cover large areas of the map.

Each cloud will be doing damage to any enemies under it every tick.

They will stack.

I believe I've made my point clear.
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Re: AO Update Information

Postby IskatuMesk » Sun Mar 29, 2009 11:23 am

Found another limit in starcraft that renders this idea impossible.  ::)
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Re: AO Update Information

Postby Lavarinth » Mon Mar 30, 2009 5:14 pm

IskatuMesk wrote:Found another limit in starcraft that renders this idea impossible.  ::)
???
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Re: AO Update Information

Postby IskatuMesk » Mon Mar 30, 2009 5:24 pm

Uploaded a video.


[youtube=425,350]BEiXgL4I9JA[/youtube]
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Re: AO Update Information

Postby Lavarinth » Mon Mar 30, 2009 5:54 pm

Epic quality video in HQ. ;) Those spinny things are awesome.
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Re: AO Update Information

Postby IskatuMesk » Tue Mar 31, 2009 9:30 am

Alright fellers, time for a progress update.

INTERNAL VERSION D

- Mal`Ash is now functionally complete. Needs: Voices, effects, timing. Comet Storm needs: Randomized asplode.
- Zeus is now semi-functional with Eye of the Storm finished.
- Syrius is virtually complete with sounds and all. Needs damage to be fixed.
- Began selecting tracks for the new soundtrack. All trailer music stuff is going to be removed (ie immediate music), to avoid potential complications with a widespread release and aggressive copyright holders (Unlike everyone else, IM and TSFH are actually trying to shut people down who use their music). Plus they're overused as hell now.
- Sent off 2 new grps to HKS for a better resize then what I can do.
- Sent off the Shard of Darkness to HKS to resize it for a better quality graphic.
- Reduced the Shard of Darkness' speed to its intended parameters. (Stupid hero flag not actually removing hero attributes...)
- Some code cleanup here and there. Some sounds added to stuff.
- Fallen Hero added with main attack functional but not nearly finished.
- I'm sure I fixed some random stuff I can't remember.
- Some new menus by HKS with better maplisting sizes.

On the horizon -

- Abomination, unknown melee unit.
- Gatekeeper of Chaos, melee unit with pulse attack.
- Chaos attack for Heretic Wizard.
- Cleanup of Ravager code.
- Massive pulse weapon for Fallen Hero.
- Removal of Well of Suffering from Doom Chariot. Improving Eternal Peril damage + crit chance.
- Enable all of the new stuff for Armageddon to play with and verify they actually work.

Stuff I need to do soon-ish -

- Get a source graphic for Fallen Hero, have p_q rename it, have HKS resize it to be a bit bigger than the existing one. Configuring script to use the new animations + casting animation.
- Decide what units in my concept I'll be keeping and what ones are superfluous.
- Find a new source for effects graphics. Shit, I'm running out! I don't have any more graphics for projectiles besides a handful reserved for some existing units and 2 for new ones!
- Start adding the (huge) number of casting effects to various units.
- Start giving all of the units unique sounds.
- Take Ashara's $P and revamp it for use in AO as the new protoss AI.
- Ask Baja to update his Ghostbuster's terran AI to its final version.
- Try to figure out how to adapt my knowledge of effects in 3ds max into stuff for the mod. Afterburn explosions, anyone?
- See if I can get the AI to create buildings as units (They wouldn't do it in ITAS)
- Create an environmental test effect.
Last edited by IskatuMesk on Tue Mar 31, 2009 9:32 am, edited 1 time in total.
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Re: AO Update Information

Postby IskatuMesk » Tue Mar 31, 2009 5:15 pm

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Re: AO Update Information

Postby FlyingHat » Tue Mar 31, 2009 5:44 pm

Now that is just beautiful.
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