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WildTangent Orb Forum > FATE™ > FATE™ Game Modification > Mods in Progress
heron
___________________Arenas of Fate__________________


features

  • each arena will contain a boss battle.
  • no drops and experience will be gained after victory
  • it's a challenge realm to test your endurance
  • one giant persistent room dungeon
beta available for testing!

it's a lite version with no music.

download and play!

install

unzip content into the REALMS folder.
go to scroll vendor and buy the keys to enter the boss battles.

special note

DO NOT CHOOSE THE MIDDLE OPTION ONCE YOU DIE IN THE ARENAS



*post balance issues here for final changes in the full version by the end of this week.*


DOWNLOAD BETA

ARENA OF FATE 1.0 BETA
hihot9
wow that looks cool and sounds like it will be very fun
michaelzxhc
A quite wonderful idea. How many great mods can you possibly churn out, Heron?
heron
thanks for the comments but it's still a work in progress.
what i need are names for bosses.

so far i got the following;

King Imp [forest imp]
Crustacean Nightmare [crab]
Sinful Overlord [demonling]
Dragonkin Lord [dragon]
Wraith Screamer [archfiend]
Dark Flier [griffin]
Stone Reaper [gargoyle]
Death Seeker [lich]
Rakshiri [sabertooth]
Aeromaster [wyvern]


preview # 2




  • arena map is complete
  • new monsters will sport a darker skin from the original
  • major speed for these custom creatures will be tweaked and balanced
skin comparison below;

_____________original skin____________________________new skin_______________

Bloodshadow
Abyssal Oversoul: a black ghost-type monster that uses "void" attacks.

Venom and Toxin: a green spider and a red spider that always appear together, with Toxin being the <MINION> of Venom.

Elxor the Crazed (not a good name; needs change): a black and red Shrike Juggernaut that is very slow, but hits really, REALLY hard (as in one-hit kill). Sometimes it will summon Shrikes to help him.
heron
QUOTE (Bloodshadow @ Nov 23 2008, 03:54 PM) *
Abyssal Oversoul: a black ghost-type monster that uses "void" attacks.

Venom and Toxin: a green spider and a red spider that always appear together, with Toxin being the <MINION> of Venom.

Elxor the Crazed (not a good name; needs change): a black and red Shrike Juggernaut that is very slow, but hits really, REALLY hard (as in one-hit kill). Sometimes it will summon Shrikes to help him.


ok i will add those into a later update.
right now im half way adding stats and balance with modified spells for my boys.
its a load of work but i can promise one thing, its going to be a fun mod and i dont usually comment on my own mod.
heron
beta available for testing!

it's a lite version with no music.

download and play!

install

unzip content into the REALMS folder.
go to scroll vendor and buy the keys to enter the boss battles.

special note

DO NOT CHOOSE THE MIDDLE OPTION ONCE YOU DIE IN THE ARENAS



*post balance issues here for final changes in the full version by the end of this week.*
maestro
I just tried them all out, this is a lot of fun. My character is lv39 and since I'm playing the level spread at cardium, that puts me at about dungeon depth 60. So, my character is probably much stronger than a person playing vanilla FUR, where the monsters are all one level and one experience bracket.

Anyway, I could 5-10 hit kill most of them. The Wraith Screamer was the only one who was really deadly; since I'm an archer I could run and peck at him but if I had gotten into hand-to-hand he'd probably one or two hit kill me. As it was it took a good 5 min or so to take him down avoiding his summons and spells, that was pretty fun. The Stone Reaper was also a big challenge, I actually had to leave and get a hammer and come back as my bow was useless and his blows would have taken me down in about 5 hits. The Rakshiri also was taking about 75% of my life per hit but I took him down in about 10 hits because of lifesteal.

The absolute best were the Crustacean Nightmares. I felt they should attack faster, the game has that weird glitch where a monster sometimes has to walk all the way around you before it attacks and by then I had pretty much done one in that did that. The others I just felt attacked too slow to be a threat. But they were just fun to battle. I think I may want to put them in as a normal monster in the dungeons, they were just fun.

All in all, I'd say that for a vanilla player, these are probably really big battles, for me only one was a challenge. The monsters look GREAT. The key animation is a nice touch. The arena is beautifully made and looks awesome--I love the big door back and the floor design really looks like it has depth in the skull, very nice.

When you announced it though, I was thinking it was going to be the realization of that idea you talked about before: a level where there's just tons of monsters in every direction and somewhere in their midst is a boss. Then it truly is an endurance battle. That sounded really fun, this was a little entertaining, but without the real challenge of lots of other monsters, I don't know that I'd go more than once. However, if I were a vanilla player going to this early in the regular game I might find it quite a challenge and keep leveling up to try and beat it, that would be cool.

What if the boss dropped a unique item that only he could drop like the shesmu's in forest titans that drop gemveins? Then beating him would give you a unique item SOMETIMES that you can only get there.

Those are all my thoughts, great job! below are my stats for reference, also 100 something % att speed and 30 lifesteal.
heron
hey thanks for beta testing.

these bosses were meant for vanilla players and each boss was design for certain class.
there's no anti-archer boss type with 75% piercing resistance / 100% magic resistance yet.
i try to scale the challenge of each boss from level 10 - 100 evenly.
the way i test each was cheat up GOD [for every ten level ups] then evenly distribute all the points into HP/STR [warrior] or HP/MAG [mage].

in addition, i didn't want to overpower them because i know players cannot die if they spam potions repeatedly but enough for a good fun battle. i did not take the easy way out either by just adding hit points like they are some kind of dumb hit boxes.
i mixed them up a bit for variety purposes.

the next wave of bosses will be for level 110-200.
as for an incentive to play the bosses i would love to add special items as drops but im limited to the games engine.
the only thing i can add as a reward are experience points per kill. i took that away so players wont abuse it. my idea of reward is fun game play.

anyway, i added new music to the final version which i think makes the mod a whole lot more interesting.
for those who have the time and want to help .. play test and give me feed backs and also more boss names please.
if you have an interesting boss build .. post!
smoke
hope this will work on FATE too not only on F:UR =s
heron
QUOTE (smoke @ Dec 22 2008, 12:53 PM) *
hope this will work on FATE too not only on F:UR =s


fate original does not have realm capabilities.
smoke
QUOTE (heron @ Dec 22 2008, 10:04 AM) *
fate original does not have realm capabilities.



=( ****.. the arena is a so nice ideea :S 2 bad it wont work for normal fate:( hope the full arena will be done soon biggrin.gif
OmegaDL50
I have a great idea to suggest as a possible monster for your Arena.

Evil Hero and his Evil Pet.

AKA an Evil version of the main hero character and his Pet. (basically use animations of the player character to make a monster version of him or her)

What caused me to think of this idea is based on the concept of PvP, in that what if scenario (What if I could pit my own character against someone elses character and see how my character build stands up against theirs)

By creating a Anti-Hero Monster for your Arena, people can semi-realize this dream and have that Coliseum experience to try and take this Evil Hero down.

Might be a possible candidate for one of the 110 to 200 level monsters?

I hope you like this suggestion.
dragonmon270
when do u expect the new 110-200 arenas mod to be released
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