Monster Hunt
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Monster Hunt
This is a new standalone 4p scenario for 1.10 whose initial inspiration was TL/Natasiel's World Conquest. There's a theme of randomness throughout so no two games should be exactly the same.
The map is randomly generated. It is a 3v1 game, with the solo player being in control of a monster with many special abilities and gameplay mechanics. I didn't want players fighting over a specific slot in the lobby, so all players start on the same side. At the start of the game, it cycles through each player in random order and gives them the option to become the monster.
I've currently only got one monster to choose from, but I have plans for more. Ideally they will all have radically different abilities and mechanics which will lead to very different games based on which one is chosen.
I am of course looking for ideas and suggestions, bug reports, and balance tips. In particular, I'm looking for suggestions on how to make the game more interesting to play as a hero. Almost all the special (ie exciting) features are for use by the monster. While I hope the heroes have some fun coming up with ways to beat those abilities, they could also use some more interesting abilities of their own.
The map is randomly generated. It is a 3v1 game, with the solo player being in control of a monster with many special abilities and gameplay mechanics. I didn't want players fighting over a specific slot in the lobby, so all players start on the same side. At the start of the game, it cycles through each player in random order and gives them the option to become the monster.
I've currently only got one monster to choose from, but I have plans for more. Ideally they will all have radically different abilities and mechanics which will lead to very different games based on which one is chosen.
Ghast Monster (ZOMBIES!)
Future plans
Changelog
Last edited by Limabean on April 18th, 2014, 3:48 pm, edited 4 times in total.
Re: Monster Hunt
Version 1.1 released with some fairly significant additions. See the changelog in the first post for details.
Re: Monster Hunt
Sounds fun
gotta play it
btw, for expansion for other monster types:
there is no need for total changes in game play.
just slight changes may be also possible
another monster type could be an "orcish warlord" with the appropriate minions, (base lvl 0 minion would be the goblin then, need probably some balance-adjustment in comparison with the walking corpse), it would also destroy villages on capture, which relaese survivors, can create spawning/breeding points. probably more focus on spawning/breeding points than on infecting stuff
the difference would be some special abilities, the warlord would not be able to "infect" enemies and stuff.
but may has leadership and maybe less special abilities but overall stronger minions or other battleoriented abilities - for example.
as dont know the details, but i think an "orcish warlord expansion" could be also fun for your MOD.
(other expansions could as well use UMC content also )
EDIT:
another suggestion: make it few-player friendly.
in case there less than 3 heroes, you can give the appropriate number of random-units for each player to starting players.
for example:
3 heroes, each start with 3 random units (12 units total in game, 3 heroes + 9 units)
2 heroes, each start with 4/5 units (10/12 units total, 2 heroes + 8/10 units)
1 hero, start with 9 units (10 units total)
just an idea;)
gotta play it
btw, for expansion for other monster types:
there is no need for total changes in game play.
just slight changes may be also possible
another monster type could be an "orcish warlord" with the appropriate minions, (base lvl 0 minion would be the goblin then, need probably some balance-adjustment in comparison with the walking corpse), it would also destroy villages on capture, which relaese survivors, can create spawning/breeding points. probably more focus on spawning/breeding points than on infecting stuff
the difference would be some special abilities, the warlord would not be able to "infect" enemies and stuff.
but may has leadership and maybe less special abilities but overall stronger minions or other battleoriented abilities - for example.
as dont know the details, but i think an "orcish warlord expansion" could be also fun for your MOD.
(other expansions could as well use UMC content also )
EDIT:
another suggestion: make it few-player friendly.
in case there less than 3 heroes, you can give the appropriate number of random-units for each player to starting players.
for example:
3 heroes, each start with 3 random units (12 units total in game, 3 heroes + 9 units)
2 heroes, each start with 4/5 units (10/12 units total, 2 heroes + 8/10 units)
1 hero, start with 9 units (10 units total)
just an idea;)
The best bet is your own, good Taste.
Re: Monster Hunt
And version 1.2 has been uploaded (see changelog)
Making it few-player friendly was a pretty good idea Mabuse and I included it in this latest release. As for future plans, I have a feeling it is going to be a while until I add another monster. I just keep getting a bunch of new ideas every time I test
Also, this question probably belongs in the WML workshop, but it is so simple that I don't think it deserves its own thread:
I moved the instructions to a right click menu, but they are only accessible during a player's turn. Is there a way to make it so a player can access a right click menu during another player's turn? I'm sure there is a simple solution but I can't find it.
Making it few-player friendly was a pretty good idea Mabuse and I included it in this latest release. As for future plans, I have a feeling it is going to be a while until I add another monster. I just keep getting a bunch of new ideas every time I test
Also, this question probably belongs in the WML workshop, but it is so simple that I don't think it deserves its own thread:
I moved the instructions to a right click menu, but they are only accessible during a player's turn. Is there a way to make it so a player can access a right click menu during another player's turn? I'm sure there is a simple solution but I can't find it.
Re: Monster Hunt
There is no way currently, that is disabled to avoid adding new way to cause oos.
However you can move that to place that is visible even then, objectives for example.
(This seems interesting so im getting notifications here)
Edit of 2016: Turns out it is possible and has been possible for long time.
However you can move that to place that is visible even then, objectives for example.
(This seems interesting so im getting notifications here)
Edit of 2016: Turns out it is possible and has been possible for long time.
Re: Monster Hunt
For me it was creating all the shallow water as deep water that looks like shallow water. Also after the first hero was killed the person I was playing with started experiencing several oos issues per turn.
Re: Monster Hunt
hmm, do you happen to remember if the oos were caused when other heroes were moved, or did they happen with any unit movement? I've hadd oos related to heroes once before, so its rare and I'm not sure what could be causing it.
Re: Monster Hunt
I'm pretty sure it was any movement, there was like 6-7 a turn at least happening by that point. There wasn't many units being moved on the heroes side though as it was well into the endgame where I was just cornering them. They were the monster and I was the other 3 if it matters.
The actual gameplay was fairly interesting, we reached a problem in the end where I was just working on swamping the map with units to prevent grottos as I had plenty of units that could be a major threat to them but they just kept teleporting away. The bug with shallow water slowed things down a fair bit and it was only because I had drakes as a hero that really let me combat that as they trapped themselves on a tiny island. I found that villages become fairly safe later in the game as well if the heroes manage to get the upper hand just by parking units on all of them do to the +4gpt. I had some fun with items though, managed to get illuminates, +95% damage, and arcane on an arbiter which was obviously quite effective against them.
The actual gameplay was fairly interesting, we reached a problem in the end where I was just working on swamping the map with units to prevent grottos as I had plenty of units that could be a major threat to them but they just kept teleporting away. The bug with shallow water slowed things down a fair bit and it was only because I had drakes as a hero that really let me combat that as they trapped themselves on a tiny island. I found that villages become fairly safe later in the game as well if the heroes manage to get the upper hand just by parking units on all of them do to the +4gpt. I had some fun with items though, managed to get illuminates, +95% damage, and arcane on an arbiter which was obviously quite effective against them.
Re: Monster Hunt
Version 1.3 released. See the changelog for details.
Xavion: I am pretty sure I fixed the deep water bug. Still not sure how I'm going to deal with the oos. Hopefully I'll be able to reproduce it in one of my tests and get a hint of the cause. Let me know if it becomes a recurring problem for you.
Also, I'm curious, you said that in the end game the monster kept running from you by teleporting away. Presumably you destroyed the grottos after he escaped? I had expected that using that strategy would make the monster run out of hp very quickly. Did that not happen? I've considered making the cost of grottos increase after a certain number of purchases to prevent this sort of thing.
Xavion: I am pretty sure I fixed the deep water bug. Still not sure how I'm going to deal with the oos. Hopefully I'll be able to reproduce it in one of my tests and get a hint of the cause. Let me know if it becomes a recurring problem for you.
Also, I'm curious, you said that in the end game the monster kept running from you by teleporting away. Presumably you destroyed the grottos after he escaped? I had expected that using that strategy would make the monster run out of hp very quickly. Did that not happen? I've considered making the cost of grottos increase after a certain number of purchases to prevent this sort of thing.
Re: Monster Hunt
The water bug seems to be fixed for me, I'm pretty sure it's a bug as well that the monster can use their recruits.
He did run out of hp after a few, it did last for 4-5 grottos though and it was all the way across the map so that was why it delayed it so much particularly in conjunction with the fact that only my drakes could really harm them as gryphons and nagas skewered themselves against it. I've considered some strategies with them though and there is some things that could be interesting to try to test their effectiveness. Like spending a ton of health on speed burst's, grotto's, and teleport on the first turn to try and gain a massive early lead.
He did run out of hp after a few, it did last for 4-5 grottos though and it was all the way across the map so that was why it delayed it so much particularly in conjunction with the fact that only my drakes could really harm them as gryphons and nagas skewered themselves against it. I've considered some strategies with them though and there is some things that could be interesting to try to test their effectiveness. Like spending a ton of health on speed burst's, grotto's, and teleport on the first turn to try and gain a massive early lead.
Re: Monster Hunt
I have been having some issues with it. I hosted a multiplayer game, I was red (1st player). I selected easy difficulty for training, random monster. Orange seemed to be chosen as a monster but I think he refused, then it said that I was selected to be a monster and I agreed.
I set up a few 0 lvl ai random location spawns and a few 1st level human controlled set location spawns, but spawned ai (blue) was for some reason hostile to me. To make things worse, when ai took control of those units I didn't move at the end of the turn they started attacking my other units.
It wasn't my first time playing Monster Hunt, but its the first time ai behaved aggressively towards monster.
Wesnoth version 1.10.5, monster hunt version 1.3. Thank you for a nice map!
=======================================================================
Disregard that, I've spent 1.5 hours looking at wml trying to find a mistake but I didn't notice that "Use map settings" checkbox wasn't checked. Stupid me.
I set up a few 0 lvl ai random location spawns and a few 1st level human controlled set location spawns, but spawned ai (blue) was for some reason hostile to me. To make things worse, when ai took control of those units I didn't move at the end of the turn they started attacking my other units.
It wasn't my first time playing Monster Hunt, but its the first time ai behaved aggressively towards monster.
Wesnoth version 1.10.5, monster hunt version 1.3. Thank you for a nice map!
=======================================================================
Disregard that, I've spent 1.5 hours looking at wml trying to find a mistake but I didn't notice that "Use map settings" checkbox wasn't checked. Stupid me.
Re: Monster Hunt
Ah, new issues:
I can't place 1st level human controlled spawners with set location. It happened in two games, in one I first made two random ai 0lvl spawners, then 1lvl set ai spawner, but when I tried to create a 1st lvl human spawner it showed sign that I should use right click (as usual) but no option to set location appeared in right click menu. Same happened in another game. After that the upgrade menu has become unavailable as well.
I can't place 1st level human controlled spawners with set location. It happened in two games, in one I first made two random ai 0lvl spawners, then 1lvl set ai spawner, but when I tried to create a 1st lvl human spawner it showed sign that I should use right click (as usual) but no option to set location appeared in right click menu. Same happened in another game. After that the upgrade menu has become unavailable as well.
Re: Monster Hunt
I can't seem to repeat the error. Set location is working fine when I try it. Are you sure you aren't trying to use set location close to an enemy? The option only appears if your location is at least 5 hexes away from them. The upgrade menu isn't meant to come back until you successfully set a location.
Also, I just decided to upload a new version (1.4). See the changelog in the first post for details.
Also, I just decided to upload a new version (1.4). See the changelog in the first post for details.
Re: Monster Hunt
Nice. All works fine now. Though now there is almost no reason to buy random location spawners since players just block fresh spawn, they are useful only in the beginning to spread plague faster.
Anyway, I think disease is a cool thing, could something like disease upgrades be implemented? Like if you spend additional 20 max hp disease gets more harmful by one hp, or if you spend 100 max hp it slows all infected each turn? It should force players to somehow deal with it, like quarantine units and such and not just ignore it since it can be negated just by a shaman or saurian standing nearby. Also a way to cure it would be cool, something like standing still in a village for 2-3 turns.
Anyway, I think disease is a cool thing, could something like disease upgrades be implemented? Like if you spend additional 20 max hp disease gets more harmful by one hp, or if you spend 100 max hp it slows all infected each turn? It should force players to somehow deal with it, like quarantine units and such and not just ignore it since it can be negated just by a shaman or saurian standing nearby. Also a way to cure it would be cool, something like standing still in a village for 2-3 turns.
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Re: Monster Hunt
Scenario is great, just tested it with my friend. We played on rather small map and game was one-sided, I mean monster died very quickly. What map sizes do you recommend for balanced gameplay?