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The Legion of Tau: Undying Crusade 5.1 | Face your greatest adversary yet- SENTIENT NEMESIS System is here! Earn new unique EVOLUTION MODS! Generate your own Sentient Knight's name!


Almighty_Jado
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10 hours ago, Almighty_Jado said:

Stalker-related stuff is always badass. Turning War into a neat charge attack based weapon might be cool- perhaps if they added the same Sentient-adaptation removing effect that the Paracesis and Shedu have to the shockwave. Might make it niche for fighting Sentients...? Except probably the Paracesis is going to be better in every regard there. Hard to say.

So what about this version. Base Damage reduced by 30 % and reduced range ( stick with me ). The war starts turned off ( no glow on the blade ). Scaling the combo counter gives the war base slash damage ( base damage scales with the combo counter ). Heavy attack release the build up energy in the form of a wave. If the player reaches a 8 times mutiplier the war will become unstable and realease its energy in aoe shock wave ( similar to the shedu ). 

I would not go with the sentient stripping resistance passive because it overlaps with the pareceiss. Gimmicks should make weapon stick out , not do same thing thing something else does.

 

Edited by keikogi
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Sorry for false alarm, if anyone is seeing this- this is just another legacy storage post to preserve old content.

Perhaps the upcoming content has something to do with this?
 

On 2018-04-09 at 12:37 AM, Almighty_Jado said:

SENTIENT RAZELYST

Sentient Field Boss 1 by AlmightyJado

Info:
Powerful and rare Sentient warriors designed by greater Sentient minds who have studied Tenno attack patterns and combat styles from engagements during the Old War. These fearsome soldiers have the mobility of a Warframe, backed by Sentient adaptations and weaponry.

Gameplay:
Health= Morphcircuit: +Puncture b +Radiation b ++Electricity b -Slash b -Toxin b
Armour= Carmine Armour: ++Puncture b +Toxin b +++Corrosive b -Slash b -Blast b
Shield= Ether Shield: ++Impact b ++Cold b +++Magnetic b -Puncture b -Radiation b
-Razelysts are intended to be Field Bosses encountered during either very high intensity combat, or high level "bounty missions" (coming soon!)
-Razelysts' arm cannon has 4 different attack associated with it.
-Razelysts can scorch players at medium range (9-20 meters away) with a plasma thrower, blanketing a cone in blue fire which deals a very high amount of Heat Damage per second.
-Razelysts can fire energy bolts at long range, aimed at players over 20 meters away. The bolts deal medium puncture damage, and have a brief travel time, making them easier to dodge while keeping on the move.
-Razelysts will sometimes charge up a powerful laser blast from its arm cannon. The Razelyst will begin to glow blue, generating a shield that blocks all incoming damage with the exception of Void. After 10 seconds of charging, the Razelyst unleashed a wide, long range ray that deals 10% of a player's maximum EHP per second for 10 seconds as LotusBlackFinisher Damage. This laser has insanely good tracking, meaning the only way to defend against this attack once it has begun is to break line of sight. The Razelyst WILL target another player instantly if line of sight is broken while the laser is still active, so everyone stay alert! This attack CAN be interrupted if players can break the Razelyst's shield during the charge up time using their Operators.
-Razelysts can swipe with their arm cannon's bayonet at nearby players, dealing moderate Slash Damage
-Razelysts' Arm Cannon has a hidden, separate health pool than the actual Razelyst. This means that dealing enough damage to the Cannon can cause it to explode off, causing the Razelyst to instantly lose 40% of its current health. Once the cannon is broken off, the Razelyst loses access to the 4 attacks listed above, but gains 2 new ones, listed below. THIS IS AN OPTIONAL OBJECTIVE; RAZELYSTS CAN BE KILLED WITHOUT DESTROYING THEIR ARM CANNON
-disarmed Razelysts have deadly energy whips trailing out of their arm cannon's synovium, which they can use to whip at players up to 10 meters away, dealing high radiation damage
-disarmed Razelysts can also use their energy whip to "harpoon" players (just like Scorpions and Ancients), dealing low Magnetic Damage, knocking down the player and dragging them towards it, and also applying a Magnetic Proc.
-Razelysts are extremely mobile. Their top sprint speed is equivalent to the average of all the players' sprint speeds, and will often use side rolls to dodge projectile attacks. If under attack by a melee-wielding Tenno, Razelysts can bullet jump vertically upwards, dealing low Blast Damage to nearby players, knocking them down.
-Razelysts' legs have separate health pools, just like the arm cannon. Dealing enough damage to the legs will cause them to explode off, causing the Razelyst to lose 40% of its current health. Razelysts will then generate energy-like tendrils that allow it to 'hover'. Razelysts will be significantly slower, and lose the ability to dodge and bullet jump. THIS IS AN OPTIONAL OBJECTIVE; RAZELYSTS CAN BE KILLED WITHOUT DESTROYING THEIR LEGS.
-Razelysts have one last attack that is always available to them. They may grapple an extremely close by player with their 3-fingered hand, wrapping around that Players' skull and immobilizing them, causing them to be unable to move, attack, cast abilities, or use gear. Razelysts will hold onto the player for up to 20 seconds, or until killed/legs destroyed/arm cannon destroyed. The player who is incapacitated takes Impact damage over time, and is still vulnerable to other Sentients' attacks. Razelysts will continue to move around and attack while a player is grabbed.
-As a Sentient, the Razelyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of their glowing synovium will change to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Razelysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-Health lost from loss of arm cannon or legs will not cause any damage resistances to form!

Voicelines/Transmissions:
Spawning In:
"You were Natah's newfound children? Despicable."
"Natah, you once turned your back on your people and sided with these foul beings?"
"You trespass on our world. Punishment shall be delivered swiftly by my own hand."
In Combat:
"You cannot defeat me, Tenno. I know your ways."
"Your skills are mine. We have adapted, as we always have, as we always will."
Upon Player Downed:
"Foolish Tenno, Sentient might has shown you the path."
"Stay down, Tenno. You will rest easy once your comrades join you in the grave."
Killed:
"You think you can defeat us? One shall replace me soon enough..."
"Your true... *glitches*... heritage, Natah... they... must be stopped *glitches* but us... all..."
"This... this isn't over, Tenno...!"

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UndyingCrusadeLogoBig.png

It's finally here! I present to you the Legion of Tau's fifth major update- The Undying Crusade. Featuring a brand new Sentient based nemesis system that ties the new Legion of Tau content into pre-existing content found in our Origin System's Star Chart. Please enjoy and leave constructive criticism- it's taken months to get this all together.

Also, a very special shout out to the following individuals for assisting with this massive undertaking:

@CevVile @Vosenedich<- made the name generator @SorinJr @Disruptis

On 2018-04-07 at 1:38 AM, Almighty_Jado said:

It all begins with your assault on the Sentient Homeworld- Tau. As long as you complete at least 1 bounty on the Tau Ceti open world, you will be marked as a person of interest by the Sentients. More specifically, you’re identified as a threat. In order to deal with you, the Sentients will launch a counterattack against you by sending an elite warrior to neutralize you- a Knight. Sentient Knights- or Razelysts- are unique, highly specialized Sentients that have downloaded combat data pertaining to your fighting style. How they arrive in the Origin System is unknown, but what is known is the problems they will force you to deal with. Similarly to Kuva Liches, Sentient Razelyst Knights will occupy nodes across the Star Chart, slowly spreading their influence while the Tenno attempts to stop it.

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As the Tau Ceti open world only lasts for 2 weeks at the beginning of every month, the Sentient Knight gameplay acts as an “off-season” set of content for players to deal with, appearing on the last day that the open world is available. To put it simply: players can obtain a Razelyst Knight adversary once per month at the most. Additionally, players can only have one Knight hunting them at once.

Sentient_Knight_Occupied_Nodes.png

Occupation of Planets & Forward Nodes:
When a Sentient Knight first appears, they arrive on a randomly selected planet in the Star Chart and occupy 8 nodes. 7 of these nodes are recognizable by the BLUE EFFECTS encircling them- these are Forward Nodes. Forward nodes cause a modifier to be put on ANY MISSION played there, whether it’s the normal mission, Arbitrations, Invasions, Open World zones, Sorties, Kuva Lich occupied territory, etc. (The only “planets” exempt from Knight occupation are the Kuva Fortress and The Void). The modifier causes a random batch of Sentients to appear in the mission, inducing pandemonium and chaos! In addition to this, there is a chance for your Sentient Knight itself to appear. Similarly to Kuva Liches, Razelyst Knights’ chances to appear in missions increases the more occupied nodes you clear. This can be seen by the bar on the Knight’s info screen. Forward Nodes can be cleared simply by completing the mission. That’s it, just achieve the objective and extract. Unfortunately for you, the presence of your Knight’s soldiers causes some of your resources to be stolen at the end of the mission. However, this can be mitigated by defeating the Sentients that spawn into your mission. Here’s how it works:
A maximum of 50% of your resources can be stolen by your Knight. This decreases based on how many Sentients you kill. If 10 Sentients spawn, and you kill 1, you’ve only killed 10%. Therefore, you have 45% of your resources stolen as opposed to 50%. If you killed 9, you’ve killed 90%. Therefore, you have only 5% of your resources stolen.

The Master Node:
The eighth node on an occupied planet is recognizable by its eerie RED EFFECTS. This is the planet’s Master Node. Additionally, you will see a small bar underneath the node with 7 pips. These pips represent the difficulty of that node. Clearing Forward Nodes decreases the difficulty of the Master Node- but note that the Master Node does not require the clearing of all Forward Nodes in order to be played. Master Nodes’ functionality is identical to Forward Nodes (Sentients Spawn in, etc), but with 1 caveat- your Sentient Knight has a 100% chance to spawn in! While in the Master Node, your Sentient Knight is bolstered by a few additional effects- more on that later. If a player successfully clears the Master Node AND wins a fight with their Knight, they will gain back all resources that had been stolen from them from other missions on that planet! In addition to this, all Forward Nodes not yet cleared will be cleared. Essentially, this allows two paths for players to take: clear Forward Nodes individually in order to decrease the difficulty of the Master Node, or jump straight into a more challenging Master Node to try and liberate the planet in one fell swoop. Liberating a planet from your Sentient Knight will also cause it to flee to adjacent planets. As an example, clearing Venus would cause Mercury and Earth to become occupied.
But your Sentient Knight won’t wait for you to finish them off so easily! If players play on nodes that are not occupied by your Knight, every occupied planet will generate a new Forward Node (assuming there are less than 7 on that planet. If there ARE 7, an Auxiliary Node is created- more on this later).

Quick summary so far:

  • Occupied planets have blue and red nodes.
  • -Less blue nodes = easier red node.
  • -Clear the red node to instantly clear all nodes on that planet.
  • -Not clearing nodes causes more blue nodes to appear.
  • -Maximum 7 blue nodes and 1 red node per planet.

Now let’s get into fighting your Knight. Your Knight comes equipped with two weapons, a head, and a body. This is all randomly generated. Your Knight’s abilities are tied to their appearance, allowing other people in mission to quickly identify what your Knight is capable of doing just by looking at them. You can also read what their weapons and abilities are by hovering over the icons in their Info Screen (just like Kuva Liches).

Sentient_Knight_Info_Screen.png

Sentient Knight Body Parts:

  Reveal hidden contents

 

Heads:

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Hackdown Skull:
Grants the Razelyst the ability to periodically generate energy barriers in doorways, restricting player movement. Players can remove barriers by damaging it (which will take a longer time than the alternative), or hacking a Sentient-Assimilated control panel that appears near the Razelyst.

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Mandible Skull:
Allows the Razelyst to periodically enter an overdrive state, attacking more frequently and at a faster speed. Attacking the Razelyst while it is in the overdrive state will shorten its duration.

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Antler Skull:
Allows the Razelyst to periodically heal nearby Sentients. The Razelyst also gains minor health regeneration.

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Fluxfield Skull:
Grants the Razelyst the ability to generate a nullifier-like bubbles. Players that pass through the bubble (either in or out) will have their currently equipped weapon disarmed. Players can pick up that weapon again, which will be found at the feet of the Razelyst that disarmed them.
The Razelyst can also use this bubble to pick up detached Sentient limbs at longer range than normal.

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Cyclopean Skull:
Allows the Razelyst to mark a random player with a target designator laser. For the next few seconds, all nearby Sentients will focus on attacking that player, and any Sentients with ranged attacks also gain some bonus range during the effect.

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Mastermind Skull:
Grants the Razelyst both the Cyclopean Skull (target designator laser) and Hackdown Skull (door barrier) abilities, but to a weaker degree.
Target designation lasts for a shorter amount of time.
Door barriers have less health and are easier to hack.

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Needle Skull:
Allows the Razelyst the ability to extend an energy proboscis which latches onto a nearby Sentient or Player. When the linked entity takes damage, the Razelyst will have its shields regenerated.
The link will break if the Razelyst moves too far away from its target, the target dies, or the target breaks line of sight.

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Colossus Skull:
Increases the armour and health of the Razelyst.

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Arc Skull:
Allows the Razelyst the ability to release a swarm of energy wisps. These wisps seek out nearby Sentients, increasing their damage for a duration. Players can shoot these wisps with Amps to destroy them, preventing the Razelyst from boosting its allies.

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Necromancer Skull:
Allows the Razelyst the ability to periodically infuse a part of its synthetic oro into a nearby lifeless Sentient. This will bring that Sentient back to life, granting it Damage Adaptation equal to the Razelyst’s latest immunity.

Bodies:

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Seraph Carapace:
Grants the Razelyst complete omnidirectional flight while removing its ability to stand on surfaces or walk across them. Allows the Razelyst to nimbly dodge and strafe projectiles and avoid melee strikes.

-Health
-Armour
++Shields

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Warrior Carapace:
Grants the Razelyst high durability and integrity.

++Health
+Armour
--Shields

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Scholar Carapace:
Disallows the Razelyst from hovering or walking, but grants it the ability to teleport short distances. Additionally, the Razelyst can generate protective shields similar to Volt’s riot shield, protecting it from damage in one direction.

+Health
--Armour
+Shields

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Artillery Carapace:
Disallows the Razelyst from hovering, but grants it increased speed while walking. Additionally the Razelyst can lock itself in place, charging itself up before unleashing a powerful beam from its chest. The beam does high Tau damage over 7 seconds, but can be avoided by hiding behind walls or objects.

++Health
-Armour
-Shields

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Vanguard Carapace:
The Razelyst can use its skull’s ability more often.

+Health
+Armour
+Shields

 

Arm Weapons:

  Reveal hidden contents

 

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Cleaver:
The Razelyst can swing this blade to deal Slash damage to deal damage to nearby players in a manner similar to Conculysts’ batons.

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Longfork:
Long range version of Battalysts’ energy forks. Higher projectile speed and target acquisition range- deals Electric damage.

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Photon Lance:
Three-round burst fire weapon. Launches bolts that deal Puncture damage.

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Harvester:
Deadly melee weapon with telescopic shaft. Allows the Razelyst to swing at nearby players swiftly, or extend the weapon to strike players at longer range but at a slower speed.

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Razelyst Plasmathrower:
Powerful flamethrower-style weapon with attached bayonet. Blasts white hot flames in a cone, leaving patches of scorching matter that deal Heat damage to players. The Razelyst can also use the blade on this weapon to cut or stab nearby players.

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Pike:
A spear that the Razelyst can use to stab at players. Can also be thrown, dealing Impact damage to all players along its path before retracting, dealing Magnetic damage on the way back.

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Minelayer:
An explosive weapon that lobs energy balls that act like proximity charges. Explode on contact with players, dealing Blast damage. Mines last for 10 seconds before detonating.

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Annihilation Lens:
Fires a piercing laser beam, dealing damage every second to players caught in the ray.

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Trajectile Accelerator:
Sentient missile launcher. At closer ranges, fires a fast-moving rocket that deals Blast damage in a small area. At longer ranges, the rocket is launched in an arc with decreased travel speed but quintupled blast radius.

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Jawbreaker:
Combat shotgun. Peppers players with 6 Radiation pellets at relatively high rate of fire. Deals higher damage at closer range.

 

Ancillary Directives:

Just like how Kuva Liches have Quirks, Sentient Knights have Ancillary Directives. These are behaviour-modifying programs that may force a change of gameplay, or allow players to exploit a unique weakness in order to better defeat their Knight. This can range from an unhealthy obsession with scanning things to increasing its aggro to insane levels in the presence of an Operator.

  Reveal hidden contents

DIRECTIVE:

BEHAVIOR

Honeybee Protocol

Sentient Knight will focus on attacking the player that has most recently killed another Sentient.

Threat Assessment

Sentient Knight will focus on attacking the player that has dealt the most damage to it and its allies.

Photogammetry

Sentient Knight will stop fighting in combat to scan objects non-Sentient enemies that it hasn’t scanned before.

Kamikaze Protocol

Sentient Knight moves faster while an Operator is present. Will also focus on Operators before anything else.

Caspase Protocol

Sentient Knight will prioritize attacking Grineer units if present.

Retreat Command

Sentient Knight will attempt to move into Tenno-free areas while its health is below 60%.

Suppression Protocol

Sentient Knight will prioritize attacking Corpus units if present.

Assimilation

Sentient Knight will periodically attempt to move towards Robotic units and change their faction to become allied with Sentients.

system_error

Sentient Knight may suddenly stop moving and attacking for a very brief duration in the middle of combat.

Radiotherapy

Sentient Knight will prioritize attacking Infested units if present.

Demonology

Sentient Knight will move in order to maintain allied units in between itself and any Operators.

Echolocation

Invisible Warframes are periodically revealed to the Sentient Knight.

Heist Protocol

Resource stealing cap increased to 80%.

Scorched Earth

Sentient Knight will attack resource crates and chests, destroying them and inhibiting the yield of rewards.

Centurion Protocol

Sentient Knight will summon more than the usual amount of personal escort units upon appearing.

Hellhound Subsystem

Sentient Knight will teleport to its player nemesis if it moves 150m away or farther, grabbing them and briefly strangling them with a tractor beam.

Rectification

Sentient Knight moves faster while missing arms, and is more likely to abandon combat in order to rearm itself.

Creeping Barrage

Sentient Knight will continue to move forward while attacking, and will lock itself into attacking for longer durations.

 
Personal Escort:
Sentient Knights will always summon an entourage of Fragment Class Sentients (ie Symbilysts, Battalysts, Mimics) when they appear in a mission. The amount of these Sentients increases with the Knight’s level.

Health, Armour, Shields and Other Damage Related Things:
Sentient Razelyst Knights have Tau Transistor Health, Exoskeleton Armour, and Empyrean Shields. Also note that Knights take 75% reduced Void Damage, EXCEPT during the final fight, where it takes 250% increased Void Damage (more details below).
Knights can be affected by Status Effects, but the effectiveness or durations are decreased:
Impact bImpact - no effect.
Puncture bPuncture - unchanged.
Slash bSlash - bleed damage multiplier reduced to 25% from 35%.
Heat bHeat - does not force Knight to panic.
Cold bCold - slowing effect reduced to 20% from 50%.
Electricity bElectricity - does not stun Knight.
Toxin bToxin - duration reduced to 5 seconds from 8.
Blast bBlast - staggers Knight instead of knocking down.
Corrosive bCorrosive - armour reduction is no longer infinite but lasts 10 seconds. Still stacks as normal.
Gas bGas - same effect applied to Toxin procs (duration is 5 seconds from 8).
Magnetic bMagnetic - reduces shields by 60% from 75%.
Radiation bRadiation - does not turn Knight against allies, but will enable friendly fire (it can damage allied Sentients, but will not intentionally target them). The Knight’s accuracy will also be reduced for the duration, which is decreased to 7 seconds from 12.
Viral bViral - maximum health reduction decreased to 25% from 50%.
VoidTearIcon bVoid - unchanged.

Death and Growing Stronger:
Like all Sentients, your Knight has a powerful ability to adapt. This is achieved through its destruction: when struck down, it can never be killed by the same way again. Killing your Sentient Knight in a mission causes it to gain immunity to the damage type that it took the most of during that fight. For example, let’s say you kill your Knight with the just the Gammacor. From now on, your Knight can no longer be harmed with MagneticMagnetic b Damage. There are 13 damage types that the Knight can adapt to (the four primary elements and the 9 secondary elements). You must kill your Knight with ALL 13 DAMAGE TYPES in order to defeat it. Your Knight’s remaining weaknesses are visible on its info screen, allowing you to quickly modify your loadout before moving out to hunt it again. Once the Knight has no more weaknesses, head out once again and overload it with VoidVoidTearIcon b damage! Attack the stunned Razelyst Knight with your Parazon and end its reign of tyranny once and for all!
Your Sentient Knight’s limbs can also be shot off just like normal Fragment Class Sentients- this means your Knight can rearm itself with Battalyst Energy Forks, Conculyst Batons, Lekalyst Trident Rifles, etc. Additionally, other Sentients may pick up your Knight’s weapons and use them! To note, your Knight always has the same weapons whenever it appears regardless of whether or not you disarmed it during the previous fight.
Sentient Knights will only stick around for 1 minute. If you can’t kill it in time, or if you run away by extracting, it will escape with a twirl of its mustache and disappear while generating a new Forward Node on the planet.

The Undying Crusade:
Auxiliary Nodes are formed on planets with 7 Forward Nodes whenever the player does not play Sentient Knight Occupied Nodes. Your Knight will take advantage of your absence and spread its influence farther and wider. The rules are as follows:

  • allowing your Sentient Knight to escape causes a new Forward Node to form on the planet you’re playing on
  • playing on a non-Auxiliary, non-Forward or non-Master Node, this will force a Forward Node to be generated on EVERY occupied planet.
  • if the planet has 7 Forward Nodes, an Auxiliary Node is formed instead
  • your Sentient Knight will Rank Up once a planet is completely covered in occupied nodes. Additionally, planets completely conquered by your Knight will cause Adjacent planets to become occupied.

Auxiliary Nodes act exactly the same as Forward Nodes, but with greatly reduced Sentient Spawns (1 to 3), and NO resource theft. Auxiliary Nodes can be distinguished on the Star Chart by a less vivid, light orange version of Forward Node’s effects.
Your Sentient Knight’s rank ranges from 1 to 10. A higher ranked Knight has access to higher damage, health, shields, and armour. Additionally, higher ranked Sentient Knights summon more & higher leveled Sentients into their occupied nodes.

Master Node Modification:
Because they guarantee a Sentient Knight spawn, Master Nodes have additional effects that cause the fight with the Knight to be a bit harder. First off, the time limit is decreased. At the highest difficulty, you have only 20 seconds to try and kill the Knight. At the lowest level of difficulty, the time limit is removed altogether:
Difficulty Level = 7       6       5      4      3      2      1      0
Time Limit =       20     25     30    35    40    45    50    Infinite
On top of this, every 10 seconds your Sentient Knight is healed based on how many living Sentient reinforcements are present. This will force players to deal with adds to make killing the Knight in a timely manner more possible. Additionally, this allows players who lack the ability to damage the Knight (due to damage immunity) the opportunity to help out the rest of the team.

Vanquishing and Rewards:
Killing your Sentient Knight in a mission rewards all players present with Riven Slivers and Universal Syndicate Medallions. The amount of these increases based on a combination of your Knight’s level, the amount of damage immunities its developed, and if applicable, the level of the Master Node.
Defeating your Sentient Knight once and for all grants you two options. The first is to VANQUISH. Your Tenno slays the Sentient Knight and its terrible reign is ended. For this, the player is rewarded with an Evolution Mod Template (details later).
Alternatively, you can EXTRACT DATA (sorry fellas, no converting to an ally). Your Tenno beheads the Knight, keeping its skull as a trophy while extracting valuable info about the Sentient forces on Tau. This grants you a RAZELYST SKULL DECORATION for your Orbiter, and a Sentient Mindlink, a booster that allows you to benefit from double resources from all activities on the Tau Ceti open world. The booster activates as soon as Tau Ceti is available again.
Of course, there is potential room here for additional rewards like weapons, ephemeras, sigils, emblems, etc.

Nowm with all this being said- try generating your own Sentient Knight's title here:
https://dotnetfiddle.net/ei99ql

Simply click the "Run" button on the top toolbar to generate a name. Be sure to share your results if you get a cool one!

On 2018-04-09 at 2:04 PM, Almighty_Jado said:

Example_Collection.png

A reward from vanquishing your Sentient Knight. Evolution mods are a specialized Exilus Weapon Mod that can be customized to fit your playstyle.

Collection_of_Templates.png

Upon vanquishing your Knight, players will receive a Template Evolution Mod corresponding to one of the non-melee weapon classes: Rifles, Snipers, Shotguns, Secondaries and Bows. While an Evolution Mod is still in its Template form (aka a player hasn’t equipped it or used it at all), it is tradeable with other players. However, once a player begins to imprint on it, it becomes untradeable.
Evolution Mods cannot be equipped by players under MR 10.

Flow_Chart_4_Evolution_Mod_System.png

Influencing Your Mod, Your Way:
Evolution Mods grant bonuses to your weapon in the form of unique passive effects as opposed to purely statistical boosts like how rivens work. This can range from recoil reduction to rewarding headshots with a laser beam! Evolution mods are significantly more powerful than other exilus mods, but have a higher drain cost (11). Killing enemies with a weapon with a Template Evolution Mod causes the Mod to gain Affinity. An Evolution Mod has 3 Ranks, and achieving each rank works similarly to levelling up a weapon or Warframe. 2,000,000 weapon Affinity must be earned to rank the mod up once (this Affinity has to be earned by kills with this weapon- group Affinity will not contribute). At each rank up, the Evolution Mod looks to see what kind of patterns players have done in order to determine what effect it permanently gains.

Rank_0_Rifle_Evolution.png

Rank 1 - Damage Ascension:
Upon achieving Rank 1, the Evolution Mod accounts for whatever damage type you’ve dealt the most of with weapons you’ve equipped it on. For example, if you equip it on the Tigris Prime only, you’ll probably end up with a Slash DamageSlash b Ascension stat. Or perhaps you’ve modded it for ViralViral b- in that case you might end up with a ViralViral b Damage Ascension stat. Players will be able to see what damage type is being dealt the most by an icon on the Mod when viewed in the Arsenal.

Rank_1_Rifle_Evolution.png

Now what does Damage Ascension do? It allows a specific damage type to ignore penalties against certain health, armour, or shield types. Here’s an example:
You have an Evolution Mod equipped on your Zakti. Your Mod grants GasGas b Damage Ascension, and fortunately for you, GasGas b Damage is dealt by the Zakti when its darts explode! Now normally if you used this weapon against a Grineer soldier who has Cloned Flesh, your GasGas b Damage (base 80) would only deal 40 damage thanks to Cloned Flesh’s 50% damage reduction to GasGas b Damage. However, with the mod equipped on your Zakti, you would deal the full 80. This also works with elemental damage that you mod on: say, a HeatHeat b Damage Ascension mod on your Tenora, which you’ve modded for HeatHeat b.

In simple terms, Damage Ascension allows a specific damage type on a weapon to ignore damage penalties.

Rank_2_Rifle_Evolution.png

Rank 2 - Headshot & Bodyshot Enhancements:
Upon reaching Rank 2, your Evolution Mod observes whether or not you tend to land more headshots or bodyshots. It will grant you one of two special bonuses based on your weapon type. Similarly to the first Rank, your mod will tell you whether or not your headshot frequency outweighs your bodyshot frequency.
Here’s a quick table to show what unique effects you can get for each weapon type:

  Reveal hidden contents

 

WEAPON TYPE:

Rifle

Shotgun

Bow

Sniper

Secondary

BODYSHOT EFFECT:

On 20 Bodyshots*: Next shot lobs a sticky Sentient bomb which detonates after 2 seconds. Deals high damage in a 5m radius.

On Bodyshot Kill: Create a burst of spectral mist centered on yourself with a 6m radius. Enemies that touch the mist are Confused and Slowed.

On 3 Bodyshots: Summon a spectral pair of arms that automatically draws and fires the bow at a nearby enemy’s body. Spectral arrow gains doubled crit damage.

On 10 Bodyshots: Next shot launches a small Sentient drone that detonates, marking all enemies in a 4m radius with a small Bullet Attractor centered on their heads. Enemies with the Bullet Attractor take increased damage from your weapon.

On 15 Bodyshot Kills: Your weapon is automatically reloaded with an extended Sentient Magazine. Grants 50% increased magazine size, 0.5 punchthrough and faster reload speed until next reload.

HEADSHOT EFFECT

On 5 Headshot Kills: Next shot fires a laser with 1.5m punchthrough, dealing high damage.

On 8 Headshot Kills: Generate Overshields equal to a portion of Health (even on non-shield Warframes). Overshields can surpass the normal Overshield limit. While Overshields are active, gain bonus Critical and Status Chance.

On Headshot: Arrow becomes a bolt of energy that returns to you, dealing damage to all enemies along the path and returning to your quiver as ammo. Your next shot also has increased draw speed.

On 6 Headshots: Next shot deals increased damage and creates a powerful singularity for a moment, pulling all enemies within 10m towards the epicenter.

On 25 Headshots:

Your weapon’s shots bounce twice (beam weapons reflect off surfaces). Greatly increased damage after each bounce. Also gain a small fire rate boost. Lasts for 5 seconds.

*for beam weapons, 10 seconds cumulative of having a beam focused on an enemy’s body.

Also note that all effects that deal damage (for example, the Arrow Headshot effect) deal the damage type that the Evolution Mod has granted Damage Ascension to. So an Evolution Mod that has Slash Damage Ascension would deal Slash Damage with the energy bolt as it returns to you (and, this damage will also gain the benefits of Damage Ascension!)

 
Rank_3_Rifle_Evolution_1.png
 
Rank 3 - Utility:
The last Rank of the Evolution Mod grants a random “utility” stat. These stats are already often found on existing mods. This allows players to keep a certain type of utility stat that they had in their build already. This is important because the “feel” of the weapon shouldn’t change too much when equipping this new Evolution Mod (for example, if a player got used to the recoil pattern of the Grakata while using Stabilizer, the absence of that mod might make it feel worse). This is the only part of the Evolution Mod that is randomly generated. However, this stat can be controlled (more later).
List of Stats that can be rolled at Rank 3:
+55% Ammo Maximum
+30% Zoom
-40% Zoom while Aim Gliding
+15% Movement Speed While Aiming
-15% Recoil and Spread While Sliding
-40% Recoil
+15% Accuracy
Weapon is Silenced
+110% Holster Speed
+15% of Magazine Reloaded/s while Holstered
+40% Projectile Speed
-99% Self Damage (Affects Launchers Only)
Grenades Stick to Surfaces ( Affects Launchers Only)

I Don’t Like Where This is Going:
At any point before reaching the next Rank of your Evolution Mod, you can go to the Mod Station in your Orbiter and spend Endo to reset the affinity of your Mod’s current Rank back to 0. Keep in mind that once a Rank is completed, that stat is there for good! For example, let’s say you’re developing your Rank 0 Evolution mod and you see that you’re heading towards getting Slash Damage Ascension. You don’t think you’ll be able to skew the damage to another type before reaching Rank 1. So, you go to the Mod Station and reset the Affinity back to zero- and now you can try again for the damage type you want.
Here’s another example: You’re developing your Rank 1 Mod to Rank 2 by trying to land headshots, but your accuracy today is off! You look and see that your Mod’s Bodyshots are outweighing Headshots. You head over to the Mod Station and spend some Endo to reset it back to the beginning of Rank 1. Now you can try to get headshots again!
Last of all, you can change the third stat (the utility stat) as many times as you want- WITHOUT resetting the mod back to the beginning of the third Rank-up stage. And the Endo cost for this DOES NOT increase.

Utility_Stat_Swap.png

One last thing to note: If an Evolution Mod is still Rank 0, a player can reset it with Endo in their Mod Station and then Trade it as if it hadn’t been touched to begin with.

Developer notes:
The Sentient Knight system was built with things learned from player feedback to the Kuva Lich system. Now, you can obtain a nemesis that is generated and also messes with players in a far more organic way. Things like grinding Requiem Relics, playing the Requiem guessing game, and having your earned resources withheld from you for a long time are all things of the past.

The objective was to create a nemesis that can be felt more throughout the system, and ultimately ties the Legion of Tau into the main game's content in a far more effective way than just a monthly community event.

Evolution mods are also a highly experimental idea, originally thought up by myself and a few others while brainstorming "evolving Infested mods that change based on what you feed them". This new system allows the unique mods granted by the Riven system, but without the randomness and violent impact on the Trade Market. Evolution mods are significantly more powerful than existing Weapon Exilus Mods, but not strong enough to justify the use of a normal mod slot- hence, they've found their place.

 

Don't forget to share any badass or funny Sentient Knight names you generate!

Edited by Almighty_Jado
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Yo holy hell, for real DE needs to get on this. This is a fan creation originally sure, but damn it it isn’t the best sounding one I’d love to be a part of. It sounds annoying with the damage immunities at first, but the more I read the more I feel like I’d want to grind Kuva liches of all things to get a better elemental advantage against these! I would actually participate in riven mods and Kuva grinding to be on par with these enemies. This right here, mixed with a much more fleshed out railjack/integration, is a true endgame. 
 

props to Almighty_Jado for the best warframe concept I’ve seen since joining. This needs all the attention it can get!

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On 2018-04-10 at 2:10 AM, Unus said:

 

 

Hmmmm. . . starting off, I felt a bit . . . I think the only term I can use is the Internet "Meh" about the Port, the Lek, and the Ran/Isa combo. I don't know what it is, but, it's just some odd irrepressible neutrality that neither loves or hates them for some reason.

 

The Ferrolyst is certainly good, an Excellant "Greater Then Eidolon" response unit to have in the field, if slightly more complex and difficult.

 

But, that Zordalyst? Mmmmm mmm! I love the uniqueness you've implanted into this tall brute! Neither bullet sponge nore pushover, to say nothing of it's "flip the battlefield COMPLETELY on it's head" capabilities. Superb job on that Tiki Titan of Terror!

Oh, and that header piece? Mmmmmm tasty! And you made it all yourself. Always happy to see mixed talent appear around here!

 

Hm, reminds me that I need to further refine my own Sentient collection, been needing to complete "The Golden One's" uncanny-valley-induceing foot-troops. Thanks for the accidental reminder!

100% agree

Zordalyst has to be my favorite. As long as its attacks are fairly dodge able id love to have him in the game! I literally was just coming up with a boss design and yours seems to be the exact type of combat design i was going for! Cant not like this lol

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9 hours ago, (PS4)IIFrost_GhostII said:

100% agree

Zordalyst has to be my favorite. As long as its attacks are fairly dodge able id love to have him in the game! I literally was just coming up with a boss design and yours seems to be the exact type of combat design i was going for! Cant not like this lol

Aye, we have too many bosses in this game that are just damage checks or vulnerability phase abusers. Some bosses with deadlier but telegraphed attacks would be a welcome change!

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So i was manualy generating my Sentient nemesis( random number generator, manualy input, output translation):

Head: 2-Mandible skull

Body: 5-Vanguard Carpache

Left arm: 4-Harvester

Right arm: 4-Harvester( again)

Directive: 15-Centurion protocol

Name: Droqid Choukr'vir

...

If this was already in game, i would be f*cked( more freaquent ability usage, ability to atack quicker, and two scythes, that can be duper fast on closest range... AND to back it up, More other Sentients to join the party).

Also, quick question- How does the Harvester fould out/In from reference pickture?

 

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2 hours ago, Flameend11 said:

So i was manualy generating my Sentient nemesis( random number generator, manualy input, output translation):

Head: 2-Mandible skull

Body: 5-Vanguard Carpache

Left arm: 4-Harvester

Right arm: 4-Harvester( again)

Directive: 15-Centurion protocol

Name: Droqid Choukr'vir

...

If this was already in game, i would be f*cked( more freaquent ability usage, ability to atack quicker, and two scythes, that can be duper fast on closest range... AND to back it up, More other Sentients to join the party).

Also, quick question- How does the Harvester fould out/In from reference pickture?

 

The harvester extends like this!
unknown.png

So the dark grey portion is the moving part, the upper "sheath" houses the rest of the telescopic pole, and the red bit at the middlepoint of the shaft acts like a guide/stabilizer.

Also, how'd you generate that name? The name generator for Sentient Knights uses only real words in order to generate a title as opposed to a "birth name".

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В 25.02.2020 в 04:08, Almighty_Jado сказал:

UndyingCrusadeLogoBig.png

It's finally here! I present to you the Legion of Tau's fifth major update- The Undying Crusade. Featuring a brand new Sentient based nemesis system that ties the new Legion of Tau content into pre-existing content found in our Origin System's Star Chart. Please enjoy and leave constructive criticism- it's taken months to get this all together.

Also, a very special shout out to the following individuals for assisting with this massive undertaking:

@CevVile @Vosenedich<- made the name generator @SorinJr @Disruptis

Developer notes:
The Sentient Knight system was built with things learned from player feedback to the Kuva Lich system. Now, you can obtain a nemesis that is generated and also messes with players in a far more organic way. Things like grinding Requiem Relics, playing the Requiem guessing game, and having your earned resources withheld from you for a long time are all things of the past.

The objective was to create a nemesis that can be felt more throughout the system, and ultimately ties the Legion of Tau into the main game's content in a far more effective way than just a monthly community event.

Evolution mods are also a highly experimental idea, originally thought up by myself and a few others while brainstorming "evolving Infested mods that change based on what you feed them". This new system allows the unique mods granted by the Riven system, but without the randomness and violent impact on the Trade Market. Evolution mods are significantly more powerful than existing Weapon Exilus Mods, but not strong enough to justify the use of a normal mod slot- hence, they've found their place.

 

Don't forget to share any badass or funny Sentient Knight names you generate!

A lot of work for something absolutely unrewarding. If this was implemented in the game, I wouldn't even bother with it.

I've been making suggestions for some time about Liches:

The thing that I don't like about Tau knights, that evolution mods are just a simple unrewarding fluff, that requires additional grind, when rewards should feel a lot more important and direct. Exilus mods with effect that you have to open, by getting a ton of affinity? That's even worse than Requiems, and that system is already whack.

So, yeah, system itself is good, but there is no incentive to do it.

Edited by BloodRavenCap
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13 hours ago, Almighty_Jado said:

Also, how'd you generate that name? The name generator for Sentient Knights uses only real words in order to generate a title as opposed to a "birth name".

Well, i used one lich name generator, and combined two first results :P.

Afther this post i also wanted to ask how are this body legs bended. Is it kinda like front bugs legs( first part going back and angle down, second part straight down, third to front and down, and last one straight down)? I wanted to try making 3d model of it, and it would be realy helpfull.

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4 hours ago, Flameend11 said:

Well, i used one lich name generator, and combined two first results :P.

Afther this post i also wanted to ask how are this body legs bended. Is it kinda like front bugs legs( first part going back and angle down, second part straight down, third to front and down, and last one straight down)? I wanted to try making 3d model of it, and it would be realy helpfull.

Try using this name generator that we made instead: https://dotnetfiddle.net/ei99ql

The legs on the vanguard carapace bend forward like a humanoids'. Visually it's supposed to be very similar to existing Sentients' bodies, so you can check out Battalysts' legs for reference, kinda. The only carapace that has a non-human leg-like appearance is the Artillery Carapace.

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9 hours ago, BloodRavenCap said:

A lot of work for something absolutely unrewarding. If this was implemented in the game, I wouldn't even bother with it.

I've been making suggestions for some time about Liches:

The thing that I don't like about Tau knights, that evolution mods are just a simple unrewarding fluff, that requires additional grind, when rewards should feel a lot more important and direct. Exilus mods with effect that you have to open, by getting a ton of affinity? That's even worse than Requiems, and that system is already whack.

So, yeah, system itself is good, but there is no incentive to do it.

Thank you for your criticism! How would you improve the rewards? Would decreasing the amount of affinity make Evolution Mods more fair in your opinion? The main reason why I made it 2 million was to try and give players a chance to reset each stage before committing to an effect. Of course, I didn't want to make the amount of affinity needed ridiculous- 2 million is just over 2 levels of ranking up a Warframe at level 29. I thought the Evolution Mods would be quite fair in this regard because you can set them on your weapon and not have to do anything specific (like Riven Veil challenges). You could just kind of play whatever you wanted in the game while ranking the mod up, hopefully eliminating the feel of the grind.

Edited by Almighty_Jado
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18 minutes ago, Baskalina said:

Hmm if this is posted in feedback do you think it will be added to the game or they will start working on it?

Really really enjoy the idea still haven't read everything might take some hours lol but this idea is top tier. 

 

Absolutely not. I mean, I totally wish! But it's just highly unlikely. Thanks for the kind words!

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14 hours ago, Almighty_Jado said:

The legs on the vanguard carapace bend forward like a humanoids'. Visually it's supposed to be very similar to existing Sentients' bodies, so you can check out Battalysts' legs for reference, kinda. The only carapace that has a non-human leg-like appearance is the Artillery Carapace.

Well, thanks. I simply though that this leg build feels sentient, and difreantiate it from normal. So for model now I'm kinda splited between acuracy to concept art and my own interpretation of it.

Either way, i'll post smal animation test when i'll finish( becose i didn't started yet).

I have actualy feeling that DE will take a closer look on this project, and maybe put out something simular.

If there is petition to make it part of a game, Sign me in.

Edit: Afther some though, I will run humanoid bipedal version. This makes bone construction much simpler, and helps possible translation to gmod, or other games of this type.

Edited by Flameend11
Some though...
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On 2020-02-24 at 5:08 PM, Almighty_Jado said:

UndyingCrusadeLogoBig.png

It's finally here! I present to you the Legion of Tau's fifth major update- The Undying Crusade. Featuring a brand new Sentient based nemesis system that ties the new Legion of Tau content into pre-existing content found in our Origin System's Star Chart. Please enjoy and leave constructive criticism- it's taken months to get this all together.

Also, a very special shout out to the following individuals for assisting with this massive undertaking:

@CevVile @Vosenedich<- made the name generator @SorinJr @Disruptis

Developer notes:
The Sentient Knight system was built with things learned from player feedback to the Kuva Lich system. Now, you can obtain a nemesis that is generated and also messes with players in a far more organic way. Things like grinding Requiem Relics, playing the Requiem guessing game, and having your earned resources withheld from you for a long time are all things of the past.

The objective was to create a nemesis that can be felt more throughout the system, and ultimately ties the Legion of Tau into the main game's content in a far more effective way than just a monthly community event.

Evolution mods are also a highly experimental idea, originally thought up by myself and a few others while brainstorming "evolving Infested mods that change based on what you feed them". This new system allows the unique mods granted by the Riven system, but without the randomness and violent impact on the Trade Market. Evolution mods are significantly more powerful than existing Weapon Exilus Mods, but not strong enough to justify the use of a normal mod slot- hence, they've found their place.

 

Don't forget to share any badass or funny Sentient Knight names you generate!

  You know, now that I'm finally starting to rev my creative engine again, I gotta ask, is there any chance that the sentients may actively begin to interfere with the lichs? Like, perhaps in the manner of the faction wars, whereupon the Lich or the Knight will offer you some of the resources you've lost (or parts, modifiers, etc), in exchange for weakening or outright killing the other off?

 

  With certain behavioral patterns and/or archetypes, it could even lead to a "chain-kill" effect whereupon, after killing either, the other shows up to "finish" you and you can either hit two birds with one stone or run like ell and leave the approacher to fill in the empty void of power and expand it's own influence through the fallen one's old turf.

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On 2020-02-24 at 5:08 PM, Almighty_Jado said:

As the Tau Ceti open world only lasts for 2 weeks at the beginning of every month, the Sentient Knight gameplay acts as an “off-season” set of content for players to deal with, appearing on the last day that the open world is available. To put it simply: players can obtain a Razelyst Knight adversary once per month at the most. Additionally, players can only have one Knight hunting them at once.

 

Alright, I do like the sound of this. It often does feel a bit weird how events just go so dark....

And it solves the problem I had with liches where you can just keep farming them. Well. Not quite a problem, but... it's a bit weird that we're able to farm blood feuds, isn't it? 

On 2020-02-24 at 5:08 PM, Almighty_Jado said:

Arbitrations, Invasions, Open World zones, Sorties, Kuva Lich occupied territory,

...That sounds so chaotic. I love it.

On 2020-02-24 at 5:08 PM, Almighty_Jado said:

Allows the Razelyst to periodically enter an overdrive state, attacking more frequently and at a faster speed. Attacking the Razelyst while it is in the overdrive state will shorten its duration.

 

....wow, that did not translate well to getting quoted. But that's beside the point.

I love how much thought you put into all the parts and abilities here. It'd make each fight unique, and it looks like it'd add a lot of challenge. I especially like that it has so many ways to heal itself - the way numbers are in this game, that seems like a good way to keep things difficult. After all, we can practically one-shot enemies that used to be bosses now.

On 2020-02-24 at 5:08 PM, Almighty_Jado said:

Just like how Kuva Liches have Quirks, Sentient Knights have Ancillary Directives. These are behaviour-modifying programs that may force a change of gameplay, or allow players to exploit a unique weakness in order to better defeat their Knight. This can range from an unhealthy obsession with scanning things to increasing its aggro to insane levels in the presence of an Operator.

 

Do they have to have just one of said protocols? I ask because some of these sound a little less like strengths and more like outright weaknesses. A lich Razelyst with two of these at once could result in some fun things. Oh yes. 

I'm not complaining, mind. I absolutely do like the increased thought involved, and the brief respite of the System_Error AP. 

On 2020-02-24 at 5:08 PM, Almighty_Jado said:

Sentient Knight will periodically attempt to move towards Robotic units and change their faction to become allied with Sentients.

 

...Will it be able to turn MOAs into Amalgam MOAs? That would be sick. Plus, it'd give me an internal debate between "kill the masses of dangerous enemies" and "focus on real threat."

On 2020-02-24 at 5:08 PM, Almighty_Jado said:

Hellhound Subsystem

Sentient Knight will teleport to its player nemesis if it moves 150m away or farther, grabbing them and briefly strangling them with a tractor beam.

 

I like this one - I've spent time running away from Liches when I felt like I couldn't win (Cowardly, yes, but if I only have 2/3 requiems and no proof it'll work out, and no chance of success, why am I going to willingly kill my character and make the Lich even more of a pain to fight?!) and this sounds like a fun antidote to that.

 Especially if it's combined with the one that changes robotic unit affiliation. I could be all like "Okay, they're converting robots. Time to get the hell out, cause I don't have much health left and OH DEAR GOD HE'S GOT ME!"

On 2020-02-24 at 5:08 PM, Almighty_Jado said:

Corrosive bCorrosive - armour reduction is no longer infinite but lasts 10 seconds. Still stacks as normal.

Had to be done. Corrosive is... honestly a bit of a crutch. I like that it's not nerfed to the ground - it's still useful, just not the best option.

 

On 2020-02-24 at 5:08 PM, Almighty_Jado said:

Magnetic bMagnetic - reduces shields by 60% from 75%.

Whaaaaaaat 

Magnetic could be actually useful?! What are the ODDS

Gonna make another comment featuring my thoughts on Evolution mods next, because this comment is HUGE

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