Evil Genius

I re-enabled the matron henchman.
I was using her GUI icon for number, 2 but as I am not using the other genius's assets, I switch to Max's GUI Icon. This also gives me the opportunity to create an new Genius in Alexa's place, maybe make Ayako into a genius with Timothy as her pet or henchman? Then the other Timothy could be her ex-lover and be the basis for he AOI's?
The ATN data has been altered to allow my genius to access other animations reserved for other characters and to test a 4th genius slot.
I added drop shadows to my GUI textures and redid the plaything GUI texture.

I'm working on a new class of Agents. These agents will be from the other Timothy and will behave like thief's and soldiers with their agro set to max. The end result will be continuous attacks on your base and minions. I can enable them through your AOI's against the other Timothy so it looks like retaliation. Or I can make an Agent class that becomes active at a certain heat or notoriety level. This is still in my testing phase and will be a major update that will require a new game.

Looking into using the sub as your transport from island 1 but it has two major bug's:
1. The minions cant find the entrance and wonder off screen then come back and enter the sub.
2. Henchmen crash the game when they enter the sub.

I think it has something to do with the ATN calling an event only encoded in Island layout 2. If I can find it I should be able to add it (or alter) as an event to layout 1 so that the ATN is called and the game will not CTD.

I still have not found a way to create new Glossary tga's that can be called from XML so everything is still replacing assets not used in the game. 

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noraimironhand

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