Midori Oku wrote:If there's not going to be a boss my votes are for Mechanical Ghosts, and Lightning Beast. Unless if Beach Bum Beast is actually not a problem. No 3rd update music does not really bother me that much. The rare missions (if at all possible) would be a nice addition. There's no boss, and they are in areas not part of the offline. :3
No rare missions, sorry. They'll be in the final version, but I kinda don't want to preload everyone's characters to 200 with spammable 500% experience missions.
also why do you love robot missions so muchI should probably be more precise with what I said, so put as simply as possible:
Bosses: Can be present. May or may not give meseta/MP as a reward.
Event/advanced missions: Not usable, technical problems (too many script calls that'll either kill the scripting engine entirely or hang it for 5 minutes at a time waiting for a server response)
3rd update areas: Will require a slightly larger download (people using the US client won't have the maps). Will either have their music changed, or will have no sound at all.
Laziness dictates: At most, 12 mission ranks/variants total, so that it can simply replace an existing free mission. That can be C/B/A/S of 3 missions, C-S3 of 2 missions, or whatever.More detailed explanation on the boss thing:
The game has a simple language used to set conditions for various things ("quest is visible", "quest is selectable", "quest ends", "trial start", "trial success", "trial fail"), based on various information.
For an example of a working mission, here's the trial clear for The Dark God S3:
78000000 01000000 B0040000 C7000000 64000000 01000000 02000000 78000000 02000000 14050000 C7000000 64000000 01000000 02000000 00000000
In plaintext:
push map flag (zone 1, map 1200, flag 199)
push constant (1)
test equal, push result
push map flag (zone 2, map 1300, flag 199)
push constant (1)
test equal, push result
test condition "and"
So, when you trigger flag 199 in zone 1 map 1200 (=Falz 1's arena)
and flag 199 in zone 2 map 1300 (=Falz 2's arena), the trial clears, yaaaaay.
Here's the trial clear for Distant Memory:
77000000 11000000 64000000 01000000 02000000
Or, in other words:
push party flag (0x11)
push constant (1)
check equal
Party flag 0x11 is set when you kill Dark Falz (2nd form). The problem is, offline's handler for opcode 0x77 ("push party flag") instead always treats it as 0, so... no trial clear, ever.
the SEGA shop wrote:Are you moving just some of the mission counters or all of them Agrajag? I'm sure those missions were on different counters before?? Could be wrong, it's been a while
No missions are going to be in field lobbies, so everything's being moved to the closest main lobby counter (using the colony as an example, Linear Line contains Unsafe Passage v3, Fight for Food, and Rising Malice, while spacedock has everything else). Field lobbies were nice for immersion, but they made it annoying to actually get to the missions you're interested in.
(This also means organization
in the counter may end up a tad weird. I'm not sure if there's a category limit, but a given category can only have 64 visible missions--8 pages of 8 missions. Anything past that won't show up.)
Midori Oku wrote:Quick question though. When the final version is released will its files replace the ones we have already used, or will we have to delete them ourselves first? I know this may sound like a stupid question to some (and it very well may be stupid), but I ask because I'm not too computer savvy. >____________>
Was meaning to respond to this earlier, but it slipped through the cracks. Neither, technically; the only normal AotI mission files that will be used in the final version are Episode 2 (so if you're using shade's dubbing patch, it'll still work), everything else will be new. This also means that it can cohabitate with your standard AotI install, just don't try to bring your characters back from it, lest some nasty inventory corruption occurs.