New Myth II 1.6 Beta Posted

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New Myth II 1.6 Beta Posted

Postby Baak » Wed Oct 25, 2006 12:25 am

Apparently the previous 1.6 Betas have expired (whoops!) so the folks at Magma have posted new ones (they appear to be Build 286).

Get 'em from The Tain (note that they are now much bigger since they include the entire Myth II installation of Patches 1.2+).



Oh, and Firefox users will likely want to grab Firefox 2.0 that came out today - it's sweet! :)
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Postby The Elfoid_TFS » Wed Oct 25, 2006 5:47 am

I want 1.6 to be finished already. Then there's no excuse for Oz not to do SF2 ;)
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Postby vinylrake » Wed Oct 25, 2006 6:54 am

The Elfoid_TFS Wrote:I want 1.6 to be finished already. Then there's no excuse for Oz not to do SF2 ;)


hmmm... i played myth yesterday with no problems.
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Postby Baak » Wed Oct 25, 2006 1:29 pm

The Elfoid_TFS Wrote:I want 1.6 to be finished already. Then there's no excuse for Oz not to do SF2 ;)

Yeah, that one is definitely high on my list of "wanna see - wanna play". :)

I didn't try the old version before installing the new one, so I don't know if the "beta expired" happened on a PC or not.


But having Build 286+ now means that the "True Scavenger Hunt" settings that Myrd so graciously put in 1.6 for me work 100% (there was a small bug remaining in 284) - it's sweet and works like a charm! :D

It'll be in a couple of soon-to-be-released(tm) maps. ;)
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Postby sillek » Wed Oct 25, 2006 2:22 pm

Can you give me a wiki-class definition of "True Scav" ?
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Postby Frumius » Wed Oct 25, 2006 5:02 pm

Maybe Baak meant inventory. Now the units can have an inventory of special abilities. I played some w/ Ooga and Renwood last night with some of their special units, and they had the inventory working, but it required that everyone in the game have build 286. Nifty.
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Postby vinylrake » Wed Oct 25, 2006 5:13 pm

Frumius Wrote:Maybe Baak meant inventory. Now the units can have an inventory of special abilities. I played some w/ Ooga and Renwood last night with some of their special units, and they had the inventory working, but it required that everyone in the game have build 286. Nifty.


No - the "true scav" - is true scavenger hunt - if I remember correctly from Baak's description it would be a scavenger hunt game where the balls are invisible on the overhead AND the balls are launched in random directions at the start of every game so a) you don't know where the balls are GOING to be on the map in any given game and B) you have to roam around to find the balls.

of course i could be misremembering
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Postby Frumius » Wed Oct 25, 2006 6:22 pm

vinylrake Wrote:No - the "true scav" - is true scavenger hunt - if I remember correctly from Baak's description it would be a scavenger hunt game where the balls are invisible on the overhead AND the balls are launched in random directions at the start of every game so a) you don't know where the balls are GOING to be on the map in any given game and B) you have to roam around to find the balls.
of course i could be misremembering

Ahh, yeah, no, yeah--that would be different and does sound like a true scav hunt.

So the new Inventory ability is a separate new thing. My "soldiers" (warrior-like units) had an inventory item that, when activated, let them deflect arrows when the taunt key was used (I think that's the key). Other units had other special inventory goodies.
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Postby Baak » Wed Oct 25, 2006 8:15 pm

"True Scavenger Hunt" works as follows:

(1) Scav Hunt Balls are invisible on the overhead map (this could be done before, so it is simply a prerequisite here).

(2) The key: they are now only visible when you are close enough to them to see them "visually" - just like enemy units! This means you can move them around and hide them without the enemy knowing where they are (thus the term "True Scav Hunt". This relies on a setting in the scenery object: "Respects Monster Visibility" that was previously ignored - Myrd added this by request only for Scav Hunt (we agreed it was the perfect addition to the game).

Thus the combination of the two above makes it a "True Scavenger Hunt".

The beauty of this new addition to Patch 1.6 is that it doesn't affect any old map whatsoever (a key selling point when I made the request). It only affects Scav Hunt games where the balls have been tweaked via Fear.


Triskelion adds the additional twist of launching the balls at random at the start of each game, which means - as VR said - you don't know the starting positions of the balls - making it even more challenging. :)


Finally: normally there are only 5 scavenger hunt balls (I to V), but I added the extra 6 through 9 balls to SHRDF, Trisk, and LFS. In addition, I discovered that there is a "Ball X" (the 10th ball) which adds an even weirder twist: it doesn't show on the "scoreboard" since there's only room for the numbers 1 to 9 (as in Flag Rally)! This means when you play a 10-ball Scav Hunt game on these maps you won't know from the scoreboard if an enemy has tagged Ball X yet or not, making it more valuable to stash.

Muhahahahahaaaa... :badgrin:

I'm going to do another release of LFS as one of my winter projects that will include the necessary tweaks to put the True Scav Hunt on those maps - right now it's only on SHRDF and Trisk. Trisk adds the random ball launchings and also gives you the options of just using balls 1-5 up to Normal difficulty, add 6-9 on Heroic, and 10 (Ball X) on Legendary.

Whew.
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