Adding new abilities to poltergeists and changes their default behaviour a little bit.
For 1.5.2 and DLTX required (maybe gonna work on 1.5.1, don't know).
Every type of poltergeist gets new abilities and their stats are changed to make each of them more unique (and more annoying). Now they will have different strategies to kill. All polters can now damage other NPCs. They will also spawn artefact on death.
Default configs make them kinda hardcore, but almost everything is customizable via >>>click for MCM<<<.
Tele polter:
- New ability: Polter hides for a long period, then appears behind enemy for a few seconds, do electro damage + telekinesis and hides again.
- Telekinesis ability: objects raised and thrown much faster now, collision damage increased.
- Movement speed: +30%.
- Damage taken from bullets: changed from 90% to 25%.
- Damage taken from melee: changed from 30% to 55%.
- Damage taken from explosives: changed from 50% to 25%.
- Loot: Tier 1 electro artefact.
Flame polter:
- New ability: Polter hides for a long period, then appears behind enemy for a few seconds, do burn damage + flame ability and hides again.
- Flame ability: flames are now created faster and closer to enemy.
- Movement speed: unchanged.
- Damage taken from bullets: changed from 84% to 10%.
- Damage taken from melee: changed from 30% to 60%.
- Damage taken from explosives: changed from 66% to 10%.
- Loot: Tier 1 thermo artefact.
Black polter:
- New ability 1: Blinds you, effect based on distance to him.
- New ability 2: Stamina drain, the closer you are the more it drains.
- His usual ability: Removed and replaced for my own. It's similar but not as easy to dodge and damages everyone around.
- Movement speed: -30%.
- Damage taken from bullets: changed from 80% to 10%.
- Damage taken from melee: changed from 10% to 40%.
- Damage taken from explosives: changed from 5% to 40%.
- Loot: Tier 2 artefact or Tier 1 gravi artefact.
Best strategies:
- Tele: Bullets. Melee is the best, but he is now very fast and hard to hit with it.
- Flame: Melee, it should be still possible to catch it, especially when he appears near you.
- Black: Explosives. Or melee if you dare to come close ;]
hm reserved
Автор, отличная работа, выглядит шикарно но нет ли конфликта с новыми аномалиями Прибытие и эффектами Голливуд FX?
А они там полтеров меняют как-то? Если названия партиклей одинаковые, то конфликтов не должно быть.
Да проверил все работает спасибо, еле убил одного постоянно за спину телепортируется, задумка аддона крутая!
Poltergeists should've been always challenging (especially those without a physical body) A job well done, man. Polters are finally no longer easy to fight with.
Yeah they are considered high tier mutant by all the configs and their rarity, yet in vanilla it's just a mutant that does nothing ;p
Do you have any plans to upgrade poltergeists even further in the future updates?
Have suggestions? ;]
I have an ideas, but I don't know if it's possible:
Pseudogeist / Black Poltergeist: When his health is below 25% or less - a special berserk mode is triggered that speed up his movement speed & charges at the player's direction to one-hit him with insanely increased damage meanwhile when this berserk mode makes him vulnerable to kill.
Blue Poltergeist: The ability to spawn phantoms to distract the player when polter's health is below 50% or less. The less health - the faster phantoms spawn, but that'll also depends on that how close / far the player & polters are from each other.
Can't change speed dynamically ;[ Second is possible.
Is the artifact generated on death based on some kind of tier or type depending on the poltergeist?
;[ Is description still too long? I honestly tried to make it as short as possible.
Nevermind, I swear on my balls I didnt see the artifact lines. Guess im blind as ****
edit. sorry for le smoothbrain
Я убил электрического и он скинул на землю артефакт
А оно точно не пойдет на 1.5.1 с DLTX который на него тоже имеется?
Да наверное должно, я не прям 100% уверен, но используемые файлы и функции вроде те же, что и в 1.5.2.
попробовал поиграть. сделано круто конечно 10 от меня. но для меня сложновато: черный ублюдок выключил мне свет и я умер .... и так раз 15. в итоге пришлось отключить аддон...
Покрути слайдеры в МСМ. Спецом почти все постарался туда вынести, потому что понимаю, что для многих это слишком будет ;]
ок. щас попробую
убрал слепоту. нормально стало. спасибо
So how does this pair with this?
Is it possible to patch this mod?
Moddb.com
Polter changes in this addon are not very different from vanilla. Mine are much more drastic and will override them, there is no need for a patch.
Автор, на Юпитере я целый час потратил чтобы убить 3 полтергейста, огненные полтеры это нечто их еле видно, возможно это из за голливуда аддона, но я как буддо сражался с боссами которые в награду скинули артефакты, это круто и невероятный аддон, спасибо!
xd В ванилле их нормально видно.
Finally, some good f*cking loot after a challenging fight. Thanks to catching this idea of the Anomaly itself - you think before the fight and calculate expenses towards gains. This is why I am eager to fight some beefy bastards, like chimeras or controllers; their parts are valuable because of the quests (money and reputation).
So, I have two ideas: first, let the poltergeists drop some quest items as well; and second, if you give them so much power, you may increase the overall reputation growth (from newbie to legend).
У меня что то странное с этим , Невидимый полтергейст , как с этим воевать)?
Может аддон на партикли или модели какой-то, я ничего не менял в том как они выглядят.
скорее всего у вас партикли от голливуд fx, у меня тоже самое!
Ну не знаю, реализация и идея прикольная, но на начальных етапах игры особенно в подземельях неиграбельно, я понимаю что это для любителей хардкора, но, по-моему, здесь хардкорнее чем в нлс выходит так как их почти не видно, а в узких помещениях они тебя зажимают и попросту некуда деться. Вот зашел я в подземелье агропрома и тут 3 полтера, как можно уворачиваться и стрелять по еле видным плямам, издали то их не закидаешь гранатами?))). Как вариант сделать версию попроще без этого задрачивания абилками и сделать полтера ярче или же в подземельях сделать 1-2 полтера максимум, а пока как я думаю неиграбельно.
МСМ открой и покрути. Еще удали аддон на партикли, в ванилле полтеры прекрасно видны.
В НОЖИ!
Those attacks are no joke but that's refreshing to have new things able to kill us :D
I lowered down a bit the sliders in MCM because early game if you meet those poltergeists well that won't be a good moment ahah.
Thanks !
Крутой мод!
А можно сделать так чтоб у полтеров были еще и скилы какие нибудь.
Если синий полтер, то чтоб у игрока клин оружия происходил постоянно.
Если огненный, то происходил самострел иногда (изза прогрева патрона в стволе)
Если черный, то уменьшалась пси шкала и он мог оружие отнимать или чтоб игрок его сам произвольно убирал (видел отрывок кода из BHS если у игрока руки на нуле).
И также если черный, то гранаты в обратку метал или игрока отшвыривал назад.
А еще можно добавить рандом в числа время в стелсе и время проведенное в атаке?
А так мод крутой. И ты очень хороший кодер.
Hey man, I've got a bug. FWIW I'm running GAMMA but, I'm having this issue where encountering a poltergeist will trap me on the level, even after it dies.
For example, ran into one in meadow. The bandits killed it. Couldn't exit the level.
I encountered one at truck cemetery which seemed to be invincible (I shot it a bunch and knifed it several times). So I ran away from it and tried multiple exits but could not flee.
I don't know if this is intended behavior but it feels like a bug.
What do you mean can't exit the level, how does it work or related to poltergeists?
Can you add to the next update an option that allows to decide for a player does he wants to keep teleport enabled for blue & orange poltergeist or at least bring back the vanilla detection rate so the game won't crash if poltergeist will unexpectedly teleport to your location where the objects can easily crash your game?
What's the point of disabling teleport if that's the main feature xd
Don't know what detection rate either or what is crashing, first time hearing about it.
Sometimes when the poltergeist will instantly teleport to you when they can't see you in Zaton at Skadovsk for example - the game can crash if the blue poltergeist will use telepatic abilities to throw with the objects on you. If the objects will stuck in the other textures - the game can crash, but the game registered vanilla crash and it has nothing to do with your addon.
Oh, I'd like to see what log says is crashing ;p Not sure how to fix it and keep the teleport ;[
Frankly, without teleport there is no reason to use this addon as it will be almost same polters.
Sadly the crashlog doesn't register anything related to your addon like I said in the previous message already. The game just simply crashes with the vanilla way aka: Object interacts with the texture and stucks in it for good causing the game to crash, just like you're about to pick up the broken metal box from the floor, but accidently it hits the texture and the game crashes. This problem with the blue & orange poltergeists can be fixed by restoring vanilla screen effect for blue & orange polters that gets stronger for every time when you move too fast what makes things easier for them to find your location. That's what I tried to tell you in the previous message. With the changes that restores vanilla screen effects for blue & orange poltergeists - it could look like this: Blue & Orange polters keeps the teleport ability and their new attacks, but they can't teleport to you if they can't sense your activity by moving too fast when they're nearby. If the
blue & orange poltergeist will start suspecting something by triggering this screen effect that presents in the vanilla game - he'll start move to your location, but when the screen effect is more stronger - this is the best perfect opportunity
for those polters to surprise-attack you from their new abilities. Your addon currently added darkness screen effect for the black poltergeist, but sadly removed / disabled vanilla screen effect for blue & orange poltergeists. That's the main topic of my explaination what I tried to tell you early.
Oh I see, will be a bit hard to remake it all, but will try to come up with something similar if I'll have time.
Don't worry, take your time, waiting for an update will be worth of time.
Доброго, BVCX как с этим справиться : FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] .../bin/..\gamedata\scripts\polter_effects.script(239) : f
LUA error: .../bin/..\gamedata\scripts\polter_effects.script:239: attempt to index a nil value
Check log for details
Хм, не знаю как так вышло.
Попробуй поменять строку "if not polter_type_t[typ].enable then"
на
"if not (polter_type_t[typ] and polter_type_t[typ].enable) then"
без кавычек само собой
This comment is currently awaiting admin approval, join now to view.