As he lined up a finishing strike, the last remaining virus took one more ring-shot at Delta before turning as though to flee. Delta was quicker, evading the crackling band of electricity even as he dashed in to put the final strike on this taxing encounter and buy himself a moment of peace to catch his breath, the victor.
-=Viruses=-
MagTectMagTect (MagTect)
MagTect move and dodge at slightly above average speed. In spite of the fact that they have wings, and hover above the ground, they are still subject to the effects of the terrain below. Regardless, they are very dangerous thanks to their ability to exert control over enemy movements with pincer attacks and magnetic pull effects. They know how to use these effects, too. MagTects avoid liquid terrain types if at all possible, as they do not function well at all if forcibly submerged.
Area: SciLab, Electown, Netfrica, NAXA
HP: 90
Primary Attack Damage/Effect: 20 Elec + Stun 1 + Magnetic Pull
Primary Attack Accuracy: B
Primary Attack Description: Pulls opponents towards them and hits with a magnet. Stuns.
Secondary Attack Damage/Effect: 10 Elec + Seeking + Pincer Attack x 2 Missiles
Secondary Attack Accuracy: C
Secondary Attack Description: Shoots two MagnetMissiles at a target: one from each side. The missiles move as if to pass the target, then suddenly turn towards each other in a pincer attack with the target between them.
Element: Elec
Possible Rewards (Per Virus): MagBolt1, MagnetMissile1 (Rare), Zenny
Special: Pincer Attack: Attacks a single chosen target from two opposing directions at the same time. A: DELETED
MagTectMagTect (MagTect)
MagTect move and dodge at slightly above average speed. In spite of the fact that they have wings, and hover above the ground, they are still subject to the effects of the terrain below. Regardless, they are very dangerous thanks to their ability to exert control over enemy movements with pincer attacks and magnetic pull effects. They know how to use these effects, too. MagTects avoid liquid terrain types if at all possible, as they do not function well at all if forcibly submerged.
Area: SciLab, Electown, Netfrica, NAXA
HP: 90
Primary Attack Damage/Effect: 20 Elec + Stun 1 + Magnetic Pull
Primary Attack Accuracy: B
Primary Attack Description: Pulls opponents towards them and hits with a magnet. Stuns.
Secondary Attack Damage/Effect: 10 Elec + Seeking + Pincer Attack x 2 Missiles
Secondary Attack Accuracy: C
Secondary Attack Description: Shoots two MagnetMissiles at a target: one from each side. The missiles move as if to pass the target, then suddenly turn towards each other in a pincer attack with the target between them.
Element: Elec
Possible Rewards (Per Virus): MagBolt1, MagnetMissile1 (Rare), Zenny
Special: Pincer Attack: Attacks a single chosen target from two opposing directions at the same time. B: DELETED
PulseBulbPulseBulb (PulseBulb)
PulseBulbs move and dodge at an average rate. They get one free movement every turn, and they must drop their MetalBody defense in order to attack. These viruses are able to see through Invis.
Area: NAXA
HP: 120
Attack Damage/Effect: 15 Elec + Stun + Seeking + Cone Attack
Attack Accuracy: B
Attack Description: Dashes up to an enemy, opens, and attacks using a sonar device.
Element: Elec
Possible Rewards (Per Virus): ElecPulse1, Zenny
Special: Omnishoes.
Special: MetalBody: An effect identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.
Special: This virus must drop its MetalBody defense in order to attack. MetalBody is restored afterwards.: DELETED
BunnyBunny (Bunny)
Bunny viruses move by hopping. They are adept at jumping, and can reach higher terrain or hop onto objects with ease. They are also very good at dodging, and are treated as having Haste (+10%) for Evasion purposes only at all times. Omega Bunny has double Haste (+20%). These effects cannot be removed except by Glitch. They attack by launching a ZapRing from their ears.
Area: ACDC, SciLab, Electown, Dentech
HP: 50
Attack Damage/Effect: 10 Elec + Stun1
Attack Accuracy: A
Attack Description: Hops around randomly before lining up a shot and firing.
Element: Elec
Possible Rewards (Per Virus): ZapRing1, Zenny
Special: Slightly better dodges.: DELETED
-=Navis=-
Delta.Exe: 100Hp [Metal]
-=Terrain=-
100% Metal
-=Battle 2, Victory!=-
Spoils: 720z, 12 BugFrags
((If you'd like to jump into the discord channel, one of us can cover the changes more rapidly there; I'll be away for the weekend, but others can help out getting you up to speed as well ^.^ The short details are:
- All navis now have their full six actions available by default from the start (you get a refund for any speed upgrades purchased, but I don't think Delta had any yet)
- Passive signatures have been done away with, and the costs for a few things have been tweaked; you'll likely need to update your sigs because of this, and you have the chance to change or re-create your full sig set, including any cross sigs you might have, for free when you do this.
- Virus counts per battle no longer increase to ridiculous numbers as your battle count goes up, but most viruses now have 2 actions by default - this means they have more than they had in normal nets, but fewer than they ended up having in chaos and above.
- How rewards and bugfrags are calculated has been adjusted, but don't worry too much about that, it's all under the hood, so to speak; now your rewards per battle will increase as your battle count increases, even though the battles remain at a stable difficulty throughout the thread - an incentive to encourage players to battle on, rather than resetting every five encounters, as was common before.
- You can now take on Bounty orders, to hunt specific viruses, which you can turn in for extra bonus rewards, including zenny and chips specific to the virus you hunted; the more you defeat before handing in, the more the bounty pays. This also makes that virus show up in almost every battle, provided you're battling in the right network area for them to appear.
- Various new battle modes exist now, with unique victory conditions; standard battles are still the norm, but these new modes can pop up as story or the mod's discretion dictates and adds a little something different to fights.
- Victory conditions in general have been made more lenient, so regardless of whether you delete, eject, scare into fleeing, pacify or even befriend the viral threats you encounter, you'll achieve rewards for your RP efforts, and you don't need to worry about losing rewards just because you didn't 'delete' every virus any more.
Those are the main points of order, I think, but do swing by the discord and say hi, especially if you've got any other questions.))
posted in SciLab Net •
-=Viruses=-
MagTectMagTect (MagTect)
MagTect move and dodge at slightly above average speed. In spite of the fact that they have wings, and hover above the ground, they are still subject to the effects of the terrain below. Regardless, they are very dangerous thanks to their ability to exert control over enemy movements with pincer attacks and magnetic pull effects. They know how to use these effects, too. MagTects avoid liquid terrain types if at all possible, as they do not function well at all if forcibly submerged.
Area: SciLab, Electown, Netfrica, NAXA
HP: 90
Primary Attack Damage/Effect: 20 Elec + Stun 1 + Magnetic Pull
Primary Attack Accuracy: B
Primary Attack Description: Pulls opponents towards them and hits with a magnet. Stuns.
Secondary Attack Damage/Effect: 10 Elec + Seeking + Pincer Attack x 2 Missiles
Secondary Attack Accuracy: C
Secondary Attack Description: Shoots two MagnetMissiles at a target: one from each side. The missiles move as if to pass the target, then suddenly turn towards each other in a pincer attack with the target between them.
Element: Elec
Possible Rewards (Per Virus): MagBolt1, MagnetMissile1 (Rare), Zenny
Special: Pincer Attack: Attacks a single chosen target from two opposing directions at the same time. A: DELETED
MagTectMagTect (MagTect)
MagTect move and dodge at slightly above average speed. In spite of the fact that they have wings, and hover above the ground, they are still subject to the effects of the terrain below. Regardless, they are very dangerous thanks to their ability to exert control over enemy movements with pincer attacks and magnetic pull effects. They know how to use these effects, too. MagTects avoid liquid terrain types if at all possible, as they do not function well at all if forcibly submerged.
Area: SciLab, Electown, Netfrica, NAXA
HP: 90
Primary Attack Damage/Effect: 20 Elec + Stun 1 + Magnetic Pull
Primary Attack Accuracy: B
Primary Attack Description: Pulls opponents towards them and hits with a magnet. Stuns.
Secondary Attack Damage/Effect: 10 Elec + Seeking + Pincer Attack x 2 Missiles
Secondary Attack Accuracy: C
Secondary Attack Description: Shoots two MagnetMissiles at a target: one from each side. The missiles move as if to pass the target, then suddenly turn towards each other in a pincer attack with the target between them.
Element: Elec
Possible Rewards (Per Virus): MagBolt1, MagnetMissile1 (Rare), Zenny
Special: Pincer Attack: Attacks a single chosen target from two opposing directions at the same time. B: DELETED
PulseBulbPulseBulb (PulseBulb)
PulseBulbs move and dodge at an average rate. They get one free movement every turn, and they must drop their MetalBody defense in order to attack. These viruses are able to see through Invis.
Area: NAXA
HP: 120
Attack Damage/Effect: 15 Elec + Stun + Seeking + Cone Attack
Attack Accuracy: B
Attack Description: Dashes up to an enemy, opens, and attacks using a sonar device.
Element: Elec
Possible Rewards (Per Virus): ElecPulse1, Zenny
Special: Omnishoes.
Special: MetalBody: An effect identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.
Special: This virus must drop its MetalBody defense in order to attack. MetalBody is restored afterwards.: DELETED
BunnyBunny (Bunny)
Bunny viruses move by hopping. They are adept at jumping, and can reach higher terrain or hop onto objects with ease. They are also very good at dodging, and are treated as having Haste (+10%) for Evasion purposes only at all times. Omega Bunny has double Haste (+20%). These effects cannot be removed except by Glitch. They attack by launching a ZapRing from their ears.
Area: ACDC, SciLab, Electown, Dentech
HP: 50
Attack Damage/Effect: 10 Elec + Stun1
Attack Accuracy: A
Attack Description: Hops around randomly before lining up a shot and firing.
Element: Elec
Possible Rewards (Per Virus): ZapRing1, Zenny
Special: Slightly better dodges.: DELETED
-=Navis=-
Delta.Exe: 100Hp [Metal]
-=Terrain=-
100% Metal
- Cannot be Broken or Cracked except with Geddon/PanelShot, cannot be Burrowed into.
- Elec attacks: +100% Source Damage.
- 100 Damage Aqua attacks: Change terrain hit to Cracked.
- 100 Damage Fire attacks: Change terrain hit to Furnace.
- PanelShot: Imbue Elec + Break.
-=Battle 2, Victory!=-
Spoils: 720
((If you'd like to jump into the discord channel, one of us can cover the changes more rapidly there; I'll be away for the weekend, but others can help out getting you up to speed as well ^.^ The short details are:
- All navis now have their full six actions available by default from the start (you get a refund for any speed upgrades purchased, but I don't think Delta had any yet)
- Passive signatures have been done away with, and the costs for a few things have been tweaked; you'll likely need to update your sigs because of this, and you have the chance to change or re-create your full sig set, including any cross sigs you might have, for free when you do this.
- Virus counts per battle no longer increase to ridiculous numbers as your battle count goes up, but most viruses now have 2 actions by default - this means they have more than they had in normal nets, but fewer than they ended up having in chaos and above.
- How rewards and bugfrags are calculated has been adjusted, but don't worry too much about that, it's all under the hood, so to speak; now your rewards per battle will increase as your battle count increases, even though the battles remain at a stable difficulty throughout the thread - an incentive to encourage players to battle on, rather than resetting every five encounters, as was common before.
- You can now take on Bounty orders, to hunt specific viruses, which you can turn in for extra bonus rewards, including zenny and chips specific to the virus you hunted; the more you defeat before handing in, the more the bounty pays. This also makes that virus show up in almost every battle, provided you're battling in the right network area for them to appear.
- Various new battle modes exist now, with unique victory conditions; standard battles are still the norm, but these new modes can pop up as story or the mod's discretion dictates and adds a little something different to fights.
- Victory conditions in general have been made more lenient, so regardless of whether you delete, eject, scare into fleeing, pacify or even befriend the viral threats you encounter, you'll achieve rewards for your RP efforts, and you don't need to worry about losing rewards just because you didn't 'delete' every virus any more.
Those are the main points of order, I think, but do swing by the discord and say hi, especially if you've got any other questions.))