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mihai

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mihai1rus

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24 comments

  1. rexthra
    rexthra
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    is this still WIP? any update on the state of it?
  2. MyDiqFeelSweet
    MyDiqFeelSweet
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    So far I've fought Beastman of Farum Azula  with this mod. It did crash one time after i died, but besides that this mod is very epic.
  3. SamusG278
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    I'm lazy at reading a lot of descriptions/explanations, but in short, do these changes make these bosses harder or more fair?  Also, changes that remove duplication of bosses, especially in areas that don't make any sense (like dungeons, caves, tunnels, etc) would be very sweet.  Thanks for this effort.
    1. mihai1rus
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      They are meant to make them fairer, not just harder for the sake of being hard, however, as a challenge runner, we might have different definitions of what fair is. Which is fine, but some of my changes target specific knowledge that people only have of bosses after many hours of fighting them. 

      In general my changes are meant to better communicate to the player what is going on. So for malenia i decreased the tracking on the first flurry of wfd and reduced some of its hitboxes so now it's not just possible to roll through it, but you can even strafe it no roll, but i've also given her an alternate wfd signaled by the rot sigil that has higher tracking than original wfd that is entirely meant to be rolled through. the rot sigil is there to help them be distinguishable. her triple slashes, the one going into slow or quick ending. now one has the rot sigil so it's clear to the player what is going on. 

      apostle has blackflame on some of his attacks that have higher tracking than usual. clarity was a big deal for me. but also some stuff is just meant to be fun (see astel stars of darkness). overall my goals have been to give every boss an identity and to remove problematic attacks or situations created by bosses. 

      ultimately i've only changed a very small amount of bosses so far tho. i'd like to think they're pretty high quality though. 
    2. SamusG278
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      Thanks for the clarification.
  4. XiodusTyrant
    XiodusTyrant
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    I'd be interested to know all the changes made to the bosses. A changelog or something similar would be useful.
    1. mihai1rus
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      I can make this, and I did use to keep track of everything at the start, but the problem is that it quickly got out of hand with just how many changes there were eventually. Especially if I make more of them. I'm not gonna add it to the main page and I won't go into any kinds of details, but i'll go into apostle in large terms:

      Apostle - removed double swipe a and b from neutral frontal ai pool in phase 1, removed idles in p1, added a third follow-up range after a few melee attacks that guarantees one-legged slam within 3.5 and 4m, made the 80% slam follow-up after hook&pull in p1 guaranteed within 4 and 4.5m i think it was. Added follow-up triple spins that are guaranteed to go into a new guaranteed triple spin which i call triple spin b, after double swipe if you are in front of him. Changed p2 transition threshold to 80%. P2 comes with the addition of triple b from neutral, fire effects on some animations to help distinguish the higher tracking versions of already existing attacks and added a p3 now at 30% hp. in p3 apostle now gains backhops alongside his regular sidehops, all his sidehops and backhops are guaranteed to go into either one of the triple spins within a certain range, he gets the one legged slam, the uppercut and the uppercut into horizontal as neutral attacks, the uppercut gets delayed at the start in order to create mixups. All of these attacks are enabled if you are in front of him, as well as his double swipes a and b being re-enabled if you are in front, but with a very short delay, but they become gated if you are to the side so as to emphasize playing around the boss. his triple spin a can get canceled after the first swipe into triple spin b, and triple spin b can subsequently get canceled into an uppercut after the second swipe. added a new event at the start of the fight that makes apostle appear out of blackflame like he does in the duo fight. added an event that switches the godskin theme in p3 to its phase 2 version. all of this comes with changes to changes in the probabilities of his neutral attacks in all 3 phases. added some extra effects to blackflame tornado. added a guaranteed roar follow-up to blackflame tornado if you are within a certain range to allow the player some punishes. some changes to trigger ranges for certain attacks, mainly the triple spins. p3 also has removed idles. sorry for how hectic this probably reads, it's just a lot to remember. 

      now imagine malenia is two times this size since apostle was the first one i ever touched.  
  5. HeavenlyDemon786
    HeavenlyDemon786
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    Do u know which params can the unique skills can be found . like in Dsmapstudio.
    1. mihai1rus
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      Hmm, sadly not. I haven't really used DSMapStudio for anything other than checking speffect types when using them for AI. 
  6. GardenOfEyesBB
    GardenOfEyesBB
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    Hello! I was wondering if you have a Discord account for a potential collaboration!
    You can add me on: Garden of Eyes#3624
  7. HeavenlyDemon786
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    What SFX did u change? Please list them
    1. mihai1rus
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      Apostle has blackflame effects on some of his attacks to differentiate between higher and lower tracking attacks, he also has a blackflame monk slam sfx on his slams. Some other sfx have shifted around between apostle's attacks. Beastman of Farum Azula has Fortissax's claw lightning effects on his roars. Astel has Radahn's pull attack's effects on his opening attack during the stars of darkness fight. Crucible knight has effects pulled from each variant of his. Malenia has a player sfx (the rot sigil) appear on select attacks to distinguish them from less dangerous variants. I'm not sure if I've missed any, sfx changes were not really the main point here, as much as balance changes to movesets and AI.

      The huge sfx file is because I had to include the entirety of the sfxbnd_commoneffects-ffxbnd file since Radahn's pull was in his own bnd and to make Astel use it I had to move it into the common bnd. Every other effect is from common as well. 
    2. HeavenlyDemon786
      HeavenlyDemon786
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      Yeah I kinda figured it out but I want the FX list and the resources u edited
    3. mihai1rus
      mihai1rus
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      515440 – rot sigil malenia
      635620 – blackflame sigil
      635610 – blackflame weapon effect
      639035 – blackflame monk slam
      635601/635602/635692/635693 – during blackflame tornado
      646283/646200 – astel stinger hit
      646240/646241/647381 – astel SoD opening attack
      639744/639740 beastman buff animation
      645130 beastman roar lightning

      might i ask why? i had to go and make a list of them right now so this might not be exhaustive. 
    4. Oblivion6871
      Oblivion6871
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      For merging with an existing sfx file.
    5. mihai1rus
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      oh. is it common courtesy to keep track of stuff like this when making a mod in case people want to merge it? i'll keep a list of them going forward if so
    6. HeavenlyDemon786
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      Thanks man
    7. HeavenlyDemon786
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      I cannot find these 639740/639744
    8. mihai1rus
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      idk why but beastmen seem to have their own bnd. they're in sfxbnd_3970.ffxbnd.dcx
    9. HeavenlyDemon786
      HeavenlyDemon786
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      Ok I'll check it out and by the way this is a pretty good mod bro.
  8. erogesenpai
    erogesenpai
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    Can this work with the convergence mod? Or will there be a merger? 
    1. mihai1rus
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      Since my mod doesn't change parameters, you can use the convergence regulation.bin with my bosses. if you go into the mod folder in convergenceER you'll have to find three folders: script, event and chr. these 3 exist in my folder as well. just copy paste the files from each of my folders into the respective convergence folder and it should be fine. you'll overwrite the convergence boss tho, but from checking it the only boss that should be affected is malenia. the script and chr files shouldn't be that much of a deal, but the events are per area.

      from looking at convergence's files they don't seem to have done the same areas as i have, except miquella's haligtree for malenia, so everything except miquella's haligtree should stay as vanilla convergence. idk what exactly they've changed to the haligtree, but if you copy my m15 over their m15 you'll get my haligtree instead of theirs. tho my malenia doesn't work without my haligtree so you need it. 

      so yes, it should work. but you'll miss out on whatever they did to the haligtree. the rest should be normal. just copy the contents of my chr, script and event folders into theirs. 

      however as i update my mod with future bosses i will have to touch up on more areas and in time the two will probably start becoming incompatible unless the convergence team decides to pick my bosses up and copy them into their mod. 
      also i feel i have to say this, i did not play through the convergence with my mod, and as such i cannot be 100% sure there wouldn't be any other changes. as it is right now, i'd probably advise testing it first if you like my bosses enough to merge them with other mods. 
  9. QingChenGame
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    Did you only make modifications to the boss?
    1. mihai1rus
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      Yeah this was only meant to affect bosses, and only the listed ones so far. It probably works best in tandem with other mods, just replace the anibnd.dcx, luabnd.dcx and emevd.dcx files in those with these if you like them and you get these bosses with the benefits from those other mods. Or like, try and do cool kills on these bosses.