Infested Arena 2
Now On B.net NA and EU!
Welcome Back...
It has been 43 years since your last encounter with the Infested, which took place on a space station in a remote part of the Universe. You thought you were victorious after defeating the Broodmother. Little did you know that the Infested followed you back to your home planet in the Galminus system and have since been mutating, evolving and multiplying directly above you. It is clear to you that the Infested are far more powerful than they were last time. Mutant strains and cross breeding has brought about new and terrifying Infested units. But, you are not easily discouraged...43 years has brought about advancements of your own. Prepare yourself the Invasion is about to begin...
Evolving from Infested Arena to Infested Arena 2
New Arena Invasion Dynamic
Infested Arena had 4 hallways which spawned the same amount of Infested units (a total of 2 different types: ranged and melee) at the same intervals with randomized Special Infested Units (SIU's) spawning at 1 of the 4 hallway locations at set times.
Infested Arena 2 has a randomized Invasion dynamic where at the beginning of each round randomized Drop-pods will fall from the sky in random locations. Once the Drop-pod lands it will begin generating eggs which after a short time will hatch and release the Pods designated spawn unit (i.e. Spewer Pod will spawn several infested spewer units). There is also a % chance based on active players and difficulty selected to generate new Drop-Pods at varying locations and varying times into the Arena. There are 4 basic Infested units (Infested Arena only had 2) each has it's respective Drop-Pod. Furthermore, you will easily be able to identify, with the "Infested Pod" dialog, all the current pods found within the Arena. In addition, Special Infested Cocoons will drop from the sky into the arena and after the duration will hatch a random SIU, all of which can be tracked using the "Infested Pod" dialog.
New Special Infested Units
There are now 10 SIU's including new ones, such as: Behemoth, Vile Imploder, Stalker, Desecrator. Some of the SIU's from Infested Arena were removed because...,well, they just weren't any fun.
Infested Blood Transfusions
Infested Arena 2 Introduces "Infested Blood Transfusions." Each time a Special Infested Unit or Boss is killed there is a chance for them to drop "Infested Blood" when one Specialist picks this up all specialists receive 1 Infested Blood. You can use a new menu to load up a stat tree in which you can further modify your Specialist by injecting yourself with the Infested Blood - Things ranging from increased movement speed, damage, extra shields, armor to having a chance to apply the "plague" or chain explosion reaction each time you attack.
Each available stat change found within the Infested Blood Transfusion Tree is modeled after Infested units you are fighting (Infested Bulwark Plating - Increase Armor +1/2/3/4/5)
Specialist changes
My original plan was to incorporate several new Specialists in Infested Arena 2, but after consideration and plenty of feedback I decided to change the fighting mechanics with each specialist. In Infested Arena everyone had energy and all abilities had close to a 10-15 second cooldown. Many times people would run until there ability was up. This wasn't to much fun. How could I make battle more fun and enjoyable? I decided to go with an action game battle dynamic. Each Specialist now has a total of 6 abilities (up from 4) and cooldowns are down around the 1-3 second mark.
Infested Arena witnessed 5 specialists who almost were identical in operation but with different special effects.
In Infested Arena 2 each Specialist is completely individualized everything about them operates differently from other specialists. Read on for details
A Few Examples of The New Battle System
Seifer's New Battle Mechanics
Built for Tanking.
-Seifer uses fast regenerating Energy to perform his abilities.
-Seifer has a "charging up" mechanic known as Ravager's Roar to boost his attack power and armor. With each roar Seifer receives 1 Ravager's Mark which will keep Seifer's damage and armor up until he uses "Igniting Wave." Once used all Marks will be removed. How do you get the most out of your Igniting Wave? Keep charging up with Ravager's Roar.
Fulgore's New Battle Mechanics
Built for damage from the shadows
-Fulgore uses Fast regenerating energy for a few of his abilities
-The rest of Fulgore's abilities operate off of a combo system known as Marks of Death. Each attack Fulgore executes has a 20% chance of awarding 1 Mark of Death. Other abilities and upgrades can apply additional Marks of Death just by using them. Fulgore can then choose to use his other abilities powered by Marks of Death. Once a Mark of Death ability is used all Marks of death are consumed. Depending on how many Marks of Death Fulgore had when executing the ability will determine the effectiveness of that ability (i.e. Vexing Shadows requires at least 1 Mark of Death. For each Mark of Death consumed when Vexing Shadows is executed Fulgore will teleport and deal extensive damage to 2 enemy units. If Fulgore has 5 Marks of Death then a total of 10 enemies will be warped too and attacked).
Blaze's New Battle Mechanics
Built for Siege and AoE
-Blaze uses Fury to power the majority of his abilities. Blaze's Fury meter starts at 0 and as Blaze attacks his Fury meter will begin to rise reaching a maximum of 100. As Blaze reaches certain thresholds of Fury he will be able to perform various abilities. Blaze also has abilities that require no Fury and will actually add a certain amount of Fury to Blazes Fury meter when used.
-Blaze utilizes "Presences" - Blaze can only have 1 Presence on at any given time and depending on which presence Blaze has on they will positively/negatively effect him (i.e. Fury Presence grants 150% additional Fury increase with regular attacks, Increases damage by 40%, and movement speed by 10%, but at the cost of degenerating Shields, and 50% increased damage from all Infested attacks.)
and much more.
Dead Eye's New Battle Mechanics
-Dead Eye uses Fast regenerating Energy to power his abilities. Dead Eye has the capability of dealing extreme damage to single targets as well as using superior crowd control abilities to protect his teammates. Dead Eye has access to Critical Strike Upgrades which allows every attack and ability a chance at dealing 200%, 205%, 210%, 215%, or 220% damage depending on critical strike upgrade level.
Salv's New Battle Mechanics
Salv can be used to focus directly on damage and AoE or Healing. Salv has access to Quick Access Heal buttons which allows him to cast his healing spells (via buttons on the leaderboard) at great distances. This way Salv can keep track of his teammates health and still remain an effective damage dealer.
Salv uses fast regenerating Energy to power his abilities and has great Crowd Control abilities such as "Mind Sync" which allows Salv to convert up to 10 Infested Units (SIUs included) to his side for a duration. This ability can turn the tide of battle quickly if the right units are "Mind Synced" (i.e. Mind Syncing a Special Infested Behemoth - sends the Behemoth to do massive AoE damage to all nearby Infested Units).
NEW SPECIALIST Psion's New Battle Mechanics
Psion is a new addition to the team and although requires a persistent player level of 7 Psion is a power addition to Infested Arena.
Psion uses fast regenerating Energy to power his abilities. Psion's main purpose is to rain down destructive electrical magic from above. All of Psion's abilities have some form of electrical attribute. Although Psion's Health and Energy starts out low Psion Energy Reserves start out higher than the rest of the Specialists.
Psion is capable of enabling "Flight Form" which increases his Electrical damage and increases his movement speed. Psion can traverse cliffs and has the ability of summoning his favored ally "Arc." Arc's weapon is increased along with Psion's weapon. Whenver you upgrade Psion's weapon the benefits transfer to Arc.
Psion is also capable of restoring teammate shields via the Quick heal keys located next to the leaderboard. Instantly clicking on the appropriate team icon will heal the corresponding teammate.
Persistent Player Level
All of your kills are permanently recorded within Infested Arena 2. Whenever you start a new game of Infested Arena too you will notice that your kills refelct all prior kills you have recieved while playing Infested Arena. As you Level up (via your Persistent Player Level) you will be granted access to exclusive Hero Specialist Units. In addition, you will partake in the Persistent Level Player Stat Menu.
The Persistent Player Level Stat Menu allows you (upon starting Infested Arena) to add upgrades (dependent on your Player Level) to your Specialist. In other words, the longer you play and the higher your Player Level the more initial upgrades you can make to the Specialist you have selected.
Thank you for the feedback guys. I'm hard at work fixing several things that have popped up.
Just a few observations and reporting what I see as an easy abuse and a couple bugs.
I would love to see more high level specialists, Psion is awesome and it gives people even more reason to keep playing. The more ways we have to play the more replayability there is. It would be awesome if scenario rounds were randomized and if there were more of them. I apologize if they already are, I didn't notice if so :p Some of the infested blood abilities seem a little weak for the amount of blood you need to get them. I can't see plague being any use at all for instance and I found infernal armor underwhelming. Psion's Arc seems a little underpowered. The time I used him (last version) he didn't scale well with Psion. I went all in with weapon powerups, focusing on Arc, and it just wasn't good. He doesn't benefit from blood abilities does he? And I didn't ever notice any effect from Psion's weapon special, the electrocution thing, but that just might be me missing it. Oh, and the bosses are all far too easy in comparison to regular rounds, especially the final boss and the final survival round. Wiped her out in just over one wave (she had like 5k health left when she summoned the first) and then the survival round owned us horribly. That seems a little skewed.
Now the abuse and bugs. I went from player level 6 to 9 in less than 30 minutes by using fulgor and just running around the king propagator for a while while he summoned guys. after a bit of this the festerlings were lagging my computer with each summon wave and I was raking in 1000 kills with every aoe teleport attack(cant remember what it was called). I doubt you want such an easy way to level present on your map, so I'm pointing it out. I think you should make festerlings not count for player exp somehow, also SUI's IMO should count for bonus exp.
Other things I think are bugs, one game I had a player go afk and not get in the bunker, the wave never finished and the game spawned so many pods that it started spamming trigger errors about all sorts of things and stopped spawning infested, even though eggs kept appearing. Once had the constructor leave the bunker build site and just sit somewhere, making us lose to nuke because the bunker never finished.
Most of this info is partially old, as I have been playing for several days. I apologize for any that you already changed/fixed.
I love your game, I think I started playing it before it had even 30 hours of popularity, as I found it when I was searching the custom games list for infested arena to make a single player game. I jaw dropped when I saw #2 and proceeded to enter gamed of the modded version going, "Hey guys, come play the second one!"
Keep up the good work! Sorry for the long post :3 Like the last guy, would love to help test.
I Really want to help test this, but sadly I am in US, so that won't really be possible. I really think this will turn out great. Edit: I apparently cannot read, as Etravex said he is is US, indirectly, so never mind, I am interested in testing. Edit2: I think that all of the abilities that currently lack damage info should get it, such as Psion's Psi beam, which has no info on it, nor a way to calculate it. Does it depend on the base damage? does it get boosted from levitate? Also, I think all of the upgrades you get from the Infested blood should be hidden, so that the buffs shown are actual buffs.The Psi beam's effect on enemies should not have the timer display, as I use it on specialest infested cocoons, and it prevents me from seeing remaining duration before hatching. Also, the specialest cocoons should have the same infested blood drop chance as the specialest infested units. Also if it isnt already true, the creepers should have 1/4th chance of dropping blood due to 4 spawing at once. Also, can you implement the progressive meditate from my version, which applies the heal every second for 1/10th the effect, and lasts until full or canceled, and properly fails on damage.
Now this is something i'm definetly looking foward to!! infested arena is one of my favourite maps in the EU map pool :)
Yes it will be going up on EU eventually. Will be looking for a trusted soul to publish in the different regions as I get closer to release. Almost there...
Finaly Etravex, you have no idea how much i used to play this. Im so glade your bringing up a new one sound's quite awesome.
Will it be going up on EU ?
Good luck.