Boss: Reanimator v1.5
Request: General enjoyability, design, and error feedback requested. Anything extra is great too.
TestChamber: a_testPtarthReanimator.xml
Stage 1 - Player spawns at top and works the way down the sides dealing with ZombieMechs who despawn into parts piles and respawn into Mech if unkilled. At the bottom the player teleports into the main boss chamber and duels with boss. In all phases the boss has multiple hitboxes and will take double damage to the "head". The outside wing pieces only take 25% damage. The Red Cannon Shot has an friendly fire AOE.
Stage 2 - On Stage 2 start the boss loses parts, phases, and moves to the outside ring. He then flees around the ring dropping 5 mechs every 3rd turn.
Stage 3 - On Stage 3 start the boss loses parts, phases, turns around and starts chasing the player. The buzzsaws are friendly fire, so they will remove excess mechs. He drops mechs in a predetermined pattern.
Stage 4 - On Stage 4 start the boss loses parts, phases, draws a star and moves back to the central chamber. He then deploys a shield and a raining drop style attack. The shots replace themselves with shot absorbing shots when they turn white.
Note: A preliminary version was put into the release. This will cause your log to fill up with duplicate entry messages. These will have no effect in game. Removal of all the Reanimator.xlm files will remove all of the conflicts caused by test version.
Updated to add some extra fun. Updated again to remove brawler player mech code.
Miniboss: Train v0.2
Request: General enjoyability, design, and error feedback requested. Anything extra is great too.
TestChamber: a_testPtarth_Train.xml
The idea behind the boss is a train crossing through a small train yard while the player attemps to kill it.
Mobile Miniboss following a scripted movement path. The path sequences will vary in the future. It has three systems. System 1 is a bomb system. White shots are fired out and move around the floor. They do no damage. After a delay they change into a red hazard shot (that does no damage). After another delay they change into a burning red hazard shot (that does no damage). After another delay the exploded. System 2 is a fast firing front dumbfire gun. It shoots very quick red shots straight ahead of the Train. System 3 is a turret firing direct medium speed, medium reload shots at the player.
*Update v1: Fixed Typo that caused it to fail to load*