That arena thing is an example of level scaling design done right. Plot/Story Element IDs stored as NAtts rather than stats (narrative.pp) Right now all it does is report if a state is encountered in the core story for which there exists fewer than five components. Two elements are !Okay if they aren't enemies of one another.Īdded xxran story debug option (ui4gh.pp) So, there's no chance that your first duel opponent will be piloting a Chimentero.Īdded !Okay search criteria (playwright.pp) GSkillLevel will now select a renown-appropriate mecha (arenascript.pp) Persona fragments are used to individualize the different cases. Several near-identical components have been combined. Removed the mission-giver xxran palette entry (narrative.pp)Īlso, I've done quite a bit of editing to the core story components. The enemy faction element wasn't working. When a metascene was requested the game would always create a new entry point rather than selecting one of the existing ones.Ĭharacters used by remnants won't be selected for other plots/stories (narrative.pp)įixed bug in core story palette definitions (series/corestorystub.txt) ![]() ![]() The serious bug was that it didn't work at all. So, you can get the module display for opponents in ASCII now.įixed a serious bug with metascene element search (playwright.pp) TargetUI will now show module and other info (targetui.pp)
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