Avoca's Heroic Dose 6.22 changelog devtest commentary
https://github.com/KyleAbent/Avoca-s-Heroic-Dose/tree/6.22/lua
Mistakes this time: 50% bigger not 4x bigger. I tried 4x bigger but that literally ate the whole map. Im trying to get better with how i explain things, so just hang in with me here. Arc respawns when dies. Information overload.
Also yeah I couldve made default arcs spawn 12 and each randomly go to a hive and just balance that by making it cost tres to spawn.. but thats boring.. this payload is fun and ive only just tested it with bots in this playtest.
Excuse me if my narrative is a bit wacky. I just winged it. I like to listen back to my changelog videos when I have writers block because it's easier to analyze feedback raw such as this format to ring the creative gene.
https://www.youtube.com/watch?v=zNisdNZOuDk
'Payload' arc
3x hp
3x modelsize
3x dmg
cannot be damaged until deployed.
recieves 70% dmg when it is deployed
moves only when player is nearby
stops and deploys when eligable enemy found within radius
and undeploys when theres no longer enemy in radius/enemy cloaks
arc becomes target of phasegate exit and switches unit names accordingly as well
downside/known issue: currently resets order waypoint
everytime its stopped and resumes. Would like to make it
prioritize closest hive rather than completely choosing a random
one each time.. making you go from one hive to the next unless you know to reset it
Watch live at https://www.twitch.tv/kyleabent
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