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Post by Woitek on Mar 6, 2017 20:09:48 GMT
But it make him more special, what is sense in making Smokin'Joe same like the others? He have some skills, connected with murder class, but also he have some own, what are unique to him. He not have 4,8 skills what fit to him. Well, in the original thread about the powers I suggest etheral gift for tier 4 and Twister/Luckstorm for level 8. I think especially Twister and Luckstorm connect rather well with the theme of baseball (you know, the luck of hitting a ball and the flying of the ball) and they're also both very rarely used: Lucky has Luckstorm, Harriet can learn it but most people would probably go with Loathsome Aspect instead because it fits her overall kit better, Cogjammer can also learn it but in that case you would have to pass up on Surge. Likewise I rarely used Lucky because she wasn't capable of Surge (Hogwash and Cogjammer just were better choices), which led me to almost never use Luckstorm despite it actually being a rather neat power. Twister can be used/learnt by Painter, Shivers, Hardboiled and Whirlweird. But again 2 of these ghosts are extremely limited due to their fetter (children). Terror Incarnate might also work as a level 8 power if Skomin Joe's animation is intact but it would be less diverse as all other apprations can learn that aswell (and also multiple ghosts from other classes). Etheral Gift is possibly a little overpowered on Smokin Joe but it generally fits an apparation really well because they're all about attraction (it's also only usable by 3 ghots currently). I don't really see why Nausea would fit Smokin Joe at all, it's also already usable by 5 other ghosts. I could try to make a rundown on least used powers if you'd like that to see how to make the new ghosts as diverse as possible. Thanks, your efforts are much appreciated. I don't know, In my opinion Smokin' Joe should work like that. Ethernal Gift should be unique for these two ghost, in my opinion. And giving him Luckstorm makes Lucky useless. Now, from gameplay stand-point, is comparable with other murder ghosts. Nausea fits to sweating baseball player, for some reason I put him in baths =).
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dark273
Experienced Haunter
Posts: 117
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Post by dark273 on Mar 6, 2017 20:21:48 GMT
I think maybe for polishing reasons it would be quite nice to have the new ghosts in the ACT I screen aswell. I tried to make that (ZIP file with TGA inside is attached if you have interest in using it): Attachments:act 1.zip (715.98 KB)
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Post by Woitek on Mar 6, 2017 20:23:32 GMT
Ok, Let's add this.
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Post by leotachy on Mar 6, 2017 20:29:37 GMT
Well i had the same issue with dark.. My issue has been fixed, thank you Woitek for everything.. This mod is very cool
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dark273
Experienced Haunter
Posts: 117
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Post by dark273 on Mar 6, 2017 20:31:00 GMT
I think maybe for polishing reasons it would be quite nice to have the new ghosts in the ACT I screen aswell. I tried to make that (ZIP file with TGA inside is attached if you have interest in using it): Seems like it might not be fully symetrical, I fixed that now (only in the new zip file). Attachments:act1.zip (715.99 KB)
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Post by Woitek on Mar 6, 2017 20:31:29 GMT
Link updated: Version 1.0.4
Now everyone can check in ACT1 preview new ghosts, thanks to: dark273
Ok, Have fun in this case.
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dark273
Experienced Haunter
Posts: 117
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Post by dark273 on Mar 6, 2017 21:39:01 GMT
I tested it a little. Seems to be working just fine. The only 2 things that bothered me are Smokin Joe's powers (I don't think it looks good if he has holes in his power menue) and Azrael potentially being slightly skewed to the left (this was also an issue in my mod but it was much more noticable there). However I'm unsure if I saw the correctly, I only played one mission with him.
Great job in general!
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Post by Woitek on Mar 6, 2017 21:44:40 GMT
Azrael potentially being slightly skewed to the left? Where? In Ghoul room I choose this position. He is in centre of the ring. Orginally, he was slitghty moved on right.
Ok, I'm not touching this project for a while. Please let me know after tests, what should be improved in this mod.
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dark273
Experienced Haunter
Posts: 117
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Post by dark273 on Mar 6, 2017 22:01:48 GMT
Azrael potentially being slightly skewed to the left? Where? In Ghoul room I choose this position. He is in centre of the ring. Orginally, he was slitghty moved on right. Ok, I'm not touching this project for a while. Please let me know after tests, what should be improved in this mod. In the Ghoulroom he is fine actually. It was in the missions when he seemed to be slightly to the left (from his perspective). But I'll have to test this further to know for sure if this is the case or if my eyes tricked me. Also I have a question: Is this mod compatible with the bonus scenario?
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Post by Woitek on Mar 6, 2017 22:13:30 GMT
Azrael potentially being slightly skewed to the left? Where? In Ghoul room I choose this position. He is in centre of the ring. Orginally, he was slitghty moved on right. Ok, I'm not touching this project for a while. Please let me know after tests, what should be improved in this mod. In the Ghoulroom he is fine actually. It was in the missions when he seemed to be slightly to the left (from his perspective). But I'll have to test this further to know for sure if this is the case or if my eyes tricked me. Also I have a question: Is this mod compatible with the bonus scenario? Yes, Of course. It's working with the bonus scenario.
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