Mod idea: diversified bosses

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Desocupado
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Mod idea: diversified bosses

Post by Desocupado » Thu Jun 04, 2015 4:57 am

It gets old to kill the same boss all the time. A diversified boss pool could increase re-playability, even if the monster model doesn't change, different AI and skill would make everything diversified.

So, how could one change this?


Behold the combination of spawn on death, suicidal AI and map types.


Basically you will:
1 - Create some boss variations (you can clone an existing boss, then change AI & skills), let's call those "realbosses". Then make them spawn the original boss when killed.
2 - edit the original boss, to make it suicide after a small timer, preferably changing his graphics to null.
3 - clone bosses arenas / lairs, and make each version spawn a different "realboss".
4 - Profit

Known Issues:
1 - Bosses won't change unless you force a new map generation (actually this can be a plus)
2 - You can't edit every boss in this way (I don't think every boss preset can have alternative map)

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zjat
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Re: Mod idea: diversified bosses

Post by zjat » Fri Aug 14, 2015 12:27 am

Looks like this is an older thread, but still close to the top.

What about Alternative bosses? Like non-linear locations where you could wander into the northlands and fight the frost giant BlargSmash or go west and fight the bog demon GurgleGorp? Etc. I plan on using various option dungeons with boss-types in them for my own mod and while I'm not one to care about the "primary questline" of D2 in a mod, it could be interesting to rig something like that with your "clone" boss that instadies, so that you could kill either of these Act Bosses and still unlock the quest.
One day I'll put my humpty dumpty back together again...

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Desocupado
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Re: Mod idea: diversified bosses

Post by Desocupado » Fri Aug 14, 2015 12:25 pm

That would depend on how the specific boss/quest is coded.
Act 1 quest 6 is completed when hcIdx 156 (andariel) dies, then it would work.

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Re: Mod idea: diversified bosses

Post by zjat » Sat Aug 15, 2015 3:02 am

Desocupado" wrote:That would depend on how the specific boss/quest is coded.
Act 1 quest 6 is completed when hcIdx 156 (andariel) dies, then it would work.
Aren't all the acts finalized like that?
One day I'll put my humpty dumpty back together again...

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